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KET1-01 A Favour (3E)

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100% found this document useful (1 vote)
38 views23 pages

KET1-01 A Favour (3E)

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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KET1-01

A Favour
A One-Round D&D L IVING G REYHAWK ®
Ket Regional Adventure
Version 1

by Tyler Bannister

Sometimes adventure finds you, and sometimes you have to find adventure. A role-playing intensive
adventure to introduce players to Lopolla and the nation of Ket. The first Ket regional adventure for
characters levels 1-2.

DUN GEO NS & DR AGON S, D&D, G REYHAWK a nd R PG A a re register ed t ra dem ar ks o f


Wiz ar ds o f t he Coa st , Inc . LIVIN G G REYHAWK is a t ra dem ar k o f Wiz ar ds o f t he Coa st ,
Inc . S cena rio d et a il co pyright 2001 b y Wiz ar ds o f t he Coa st , Inc . ALL R IGHT S
R ESER VED. T his scena r io is int en ded f or t ourn a ment use o nly a nd m ay no t b e
rep rod uced wit hou t a pp ro val o f t he R PG A Net wor k.
Thi s is a n RP GA® N e tw or k sc e nar io f or t he pl a ye r s w ill be in g ra y bo xe s . It ’s st ro ngly
D ungeo ns & D ra gons ® ga m e. A f our -ho ur t im e re c om m end e d t ha t y ou pa r a phra s e t he pl a y e r t e xt
bl ock ha s be e n a llo ca t e d f or e a ch ro und of t his ins te a d of re a d ing it a lo ud. So m e of t his t e xt is
sc e nar io, but t he a ct ua l pl a yi ng t im e w ill be cl ose r ge ne ra l a nd m ust be a da p te d t o t he sp e cif ic
t o t hre e hour s. The re s t of t he t im e is sp e nt in si tua t io n or t o a ct io ns of t he pl a ye r cha r ac t er s.
pr e pa ra t io n be f o re ga m e pl a y, a nd sc ori ng a f te r
t he ga m e. The f oll ow ing guid el ine s a re he re t o Scoring
he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing
se gm e nt of t he ga m e. Re a d t his pa ge ca r ef ull y so A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or
t ha t y ou kno w a nd ca n co m muni ca t e t o y our t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA t he pl a ye r s a nd D M sc ore t he ga m e. The RP GA ha s
sc e nar io. t hre e w a ys t o sc ore it s ga m es . C onsul t y our
co nv e nti on co or dina t or t o de t e rm ine w hich
Preparation m e tho d t o use f or t his sc e nar io:
1. N o- v ot e sc ori ng: The pl a ye r s w rit e t he ir na m e s
Fir st y ou sho uld pr int t his sc e na rio . Thi s sc e nar io a nd RP GA num be rs on t he sc ori ng pa c ke t grid .
w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing, but You f ill in t he t op of t he g rid . Tha t is a ll. N o
pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is one is ra t e d. Thi s m e tho d is use d f or pe o ple
e nough ro om a lo ng t he ins ide m a rgin t o bi nd t he w ho a re j ust pl a yi ng f or f un.
a dv e nt ure , if y ou de s ire . 2. Pa r ti a l sc ori ng: The pl a ye r s ra t e t he ga m e
Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re m a st e r a nd t he sc e nar io on t he ir pl a ye r v ot ing
y ou run y our ga m e. B e sur e t o f a mi lia ri ze y our se lf she e t , a nd pr ov id e pe r sona l inf orm a t ion, but
w it h a ny sp e cia l rul es , sp e lls, or e qui pm e nt do n’t v ot e f or ot he r pl a ye r s. The ga m e m a st e r
pr e se nt e d in t he a dv e nt ure . It m a y he lp t o ra t e s t he sc e nar io a nd co m ple t e s pe r sona l a nd
highli ght pa r ti cula rl y im po rt a nt pa s sa ge s. e v e nt inf or m at io n, but do e s not ra t e t he
W he n y ou run a n RP GA D &D a dv e nt ure w e pl a ye r s a s a t e a m or v ot e f or pl a ye r s. Thi s
a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing m e tho d is use d w he n t he re is no co m pe t it ion,
bo ok s: t he Pl a ye r ’s Ha nd bo o k, t he D u ng eo n but t he e v e nt co or dina t or w a nts inf or m at io n
Ma s te r ’s Gu id e , a nd t he Mo ns t e r Ma nu a l. W e a lso on how t he ga m e m a st e rs a re pe r fo rm ing, or
a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 , t he ga m e m a st e r w a nts f e e dba c k on his or he r
d6 , d8 , d1 0 , d1 2 , a nd d2 0 ), so m e sc ra p pa p e r, a ow n pe r fo rm a nce .
pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our se ns e of 3. V ot ing: Pl a ye r s a nd ga m e m a st e rs co m ple t e
f un. It is a ls o a goo d id e a t o ha v e a w a y t o t ra ck t he e nt ire pa c ke t , inc luding v ot ing f or be s t
m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s pl a ye r . If t his m e tho d is use d , be sur e t o a llo w
a pa d of gra p h pa p e r a nd a pe nc il, a s ha ndy a s a a bo ut 1 5 -2 0 m inut e s f or t he pl a ye r s t o br ie f ly
v iny l grid m a p a nd chi ts , or a s e la bo ra t e a s re s in de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
dunge o n w a lls a nd m inia t ure s. a nd a bo ut 5 - 10 m inut e s f or v ot ing. Thi s
Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir m e tho d is use d w he n t he pl a ye r s w a nt t o kno w
cha r ac t er s now , or w a it unt il y ou re a d t he w ho pl a ye d t he “b e st ” a m ongst t he gro up, or
int ro duc ti on, de p e nding on t he re q uire m e nt s of w he n t he a dv e nt ure is run in t our nam e nt
t he sc e nar io a s de s cri be d in t he int ro duc ti on. f or ma t w it h w inne rs a nd pr iz e s.
Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our
pl a ye r s (no t co unt ing t he D M), f or t he ga m e W he n usi ng v ot ing, ra nk t he pl a ye r s in or de r of
se s sio n t o be a sa nct io ne d RP GA e v e nt. A s w e ll, y our v ot ing cho ice w hile t he y a re co m ple t ing t he ir
y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s f or ms , so t ha t y ou a re not inf lue nce d by t he ir
pa r ti cip a ti ng in t he ga m e. co m me nt s on y our a bi lit ie s. It ’s a goo d id e a t o ha v e
O nce y ou a re re a d y t o pl a y, it is ha ndy t o t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
ins tr uct e a ch pl a ye r t o pl a ce a na m e ta g in f ro nt of e xp e rie nce a w ar ds f or t he sc e nar io.
him or he r. The t a g sho uld ha v e t he pl a ye r ’s na m e A ft e r v ot ing, giv e t he Sc or ing Pa c ke t t o y our
a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e, a nd e v e nt co or dina t or .
ge nde r a t t he t op . Thi s m a ke s it e a sie r f or t he
pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is
pl a yi ng w hich cha r ac t er .
The pl a ye r s a re f re e t o use t he ga m e rul es t o
le a rn a bo ut e qui pm e nt a nd w e ap ons t he ir
cha r ac t er s a re ca r ry ing. Tha t sa id , y ou a s t he D M
ca n ba r t he use of e v e n co re rul e bo ok s dur ing
ce r ta in t im e s of pl a y. For e xa m pl e , t he pl a ye r s a re
not f re e t o co nsult t he D ungeo n Ma s te r ’s Guid e
w he n co nf ront e d w it h a t ra p or ha z a rd, or t he
Mo nst e r Ma nua l w he n co nf ront e d w it h a m ons te r .
So m e of t he t e xt in t his sc e nar io is w rit t e n so
t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
w hile ot he r t e xt is f or y our e y e s onl y . Te x t f or t he

A Favour Page 2
This is a L IVING G REYHAWK Adventure. As a quality food. You wear a peasant outfit, your only
Living™ adventure, it is expected that players will change of clothes.
bring their own characters with them. If players
do not have a L IVING G REYHAWK character Poor: You sleep in poor accommodations, and eat
generated, get a copy of the current L IVING poor quality food. You wear a peasant outfit, and
G REYHAWK character generation guidelines, a have two sets of clothing.
character sheet, and a L IVING G REYHAWK log sheet
from your convention coordinator or the RPGA Common: You have common lodgings, and eat
Web site, and then have any players without a common quality food. You have normal clothing
character create one. Once all players have a for your profession (adventuring); nothing fancy.
L IVING G REYHAWK character, play can begin. You probably have two or three sets of clothing.
Along with the other materials that you a r e
assumed to have in order to run a D&D game, it is High: You stay in good quality lodgings, and eat
also recommended that you have a copy of the good quality food. You wear anything in value up
L IVING G R E Y H A W K Gazetteer. to courtier’s outfits, and generally buy a new s e t
of clothing every two weeks.
L IVING G REYHAWK Tier Structure Luxury: You have luxurious accommodations
(twice the cost of good accommodations), and you
Because players bring their own characters t o eat excellent foods. You can throw a banquet for
L IVING G REYHAWK campaigns, this adventure is your friends every day, and frequently do. You
tiered. Basically, the challenges in this adventure wear clothing up to the value of noble’s outfit,
are proportioned to the average character level o f and buy a new set of clothes every week.
the characters participating in the adventure. To
determine the tier that you will use to run this Lifestyles come with bonuses or penalties t o
adventure, add the character levels of all the Diplomacy, Intimidate, Disguise, and Bluff skill
characters. In addition, add the levels of any checks. These penalties, shown below, should be
cohorts or animals according to the values on applied at the DM’s discretion, and can
their certificates. Cross-reference the total and sometimes backfire—for example, a PC with a
the number of players participating in the game poor lifestyle would not have a penalty when
using the chart below to determine the tier used talking to a beggar, but would when talking to a
for this adventure. city official. A PC with a high lifestyle should
have a penalty when dealing with a group o f
4 players 5 players 6 players 7 players Lvl Cap street thugs, where a PC with a destitute lifestyle
T1: 4-12 5-13 6-14 7-15 4nd might not.
DMs are encouraged to role-play these
reactions whenever possible.
The level cap indicated is the highest level o f
character allowed to play this adventure. Lifestyle Cost Skill Modifier
Characters of levels higher than the highest level Destitute 14 lances* -2
shown for the highest tier cannot be played. Poor 43 lances -1
Common 120 lances 0
Is it a Full Moon? High 2500 lances +1
Luxury 5000 lances +2
Since the hazards of lycanthropy are a current
part of the LIVING G REYHAWK campaign, it may be * One lance = one silver p i e c e .
necessary to determine if this adventure takes
place during a full moon. For game purposes, the
full moon lasts three days of each month. For a Background Information
given scenario that does not state the phase o f
the moon, roll 1d10 before play begins. On a Lopolla
result of 1, the first day of the scenario is a night Not only is Lopolla well situated on the only east-
of the full moon (roll 1d3 to determine where in west trade route, but the palace of the Beygraf is
the sequence of three nights it falls). located in Lopolla as well, thus it is both the
capital of Ket and the single largest city in Ket.
Because of the Beygraf’s presence, security is
Lifestyle especially tight and the Threshers are especially
At the beginning of every scenario, each PC is vigilant. No one may bear arms or armour within
required to pay upkeep costs matching the level the city, except by leave of the Beygraf. For most
of lifestyle they wish to maintain. The lifestyles, people that means only innocuous weapons like a
and the effects that each has on play, are: stave, or a dagger may be born with the city,
gentlemen of good breeding may also carry a
Destitute: You have no living space, and m u s t scimitar. Armour, however, is prohibited to all,
carry all your gear everywhere. You eat poor again except by leave of the Beygraf. A visitor
must pack his weapons and armor, usually in a

A Favour Page 3
rucksack or backpack and leave them at the city send an experienced patrol to deal with the
gates. It is possible to sneak weapons into the monster for a least a few days.
city, but those who are caught attempting to do so What Afsheen does not know is that a dozen
are heavily fined and usually spend a few days in beetle eggs washed up from an underground
the stocks. Those caught with banned weapons or stream into an air pocket. The eggs hatched and
armour in the city face even stiffer penalties. the beetles dug a tunnel system under the farm.
For most of the year, a large tent city, called Late last night the beetles finally broke through
the Ourmistan, surrounds the Market Gate t o the surface in one of his fields. The dogs were
Lopolla. The Ourmistan constantly changes a s outnumbered, killed and the corpses dragged into
caravans arrive and leave for destinations all over the tunnels.
the Flanaess and the Baklunish West.
The Threshers and Thresher Square
The Griffon’s Nest The Threshers are the military police that enforce
The Griffon’s Nest is a dishonourable tavern with the laws of Ket. Groups of three Threshers patrol
a dishonourable name (Griffons eat horses and the city, dealing with minor crimes on the spot.
thus are despised by most Baklunish). It is one o f Those who commit serious crimes are brought t o
the few permanent structures (the others being Thresher Square and placed in the Stocks.
mostly boarding houses, warehouses, and a small
military post) in the Ourmistan. Partly because
normal Ketites never venture into the Nest, it has
become extremely popular among foreigners. Adventure Synopsis
The characters should begin at the Griffon’s Nest.
The Courier and the Gaubaruva Family They should enter and speak with the drunken
courier. He offers to let them have the other
The Gaubaruva family is a once-proud merchant portion of his pay (due when he delivers his
family that deals specifically in exotic plants. package) if they take the package to the
Most of their funds went to pay for the Gaubaruva tower. There is the opportunity for
construction of their unique tower in the city. players to be involved in a combat, but that
A courier with seeds for the Gaubaruva should only occur if the players are foolish and
Family has just arrived in Lopolla. However, insist on sticking their noses into other peoples
being unfamiliar with Ket, he has refused t o business.
remove his weapons and armor, thus the guards Once the characters have the package, they
are refusing him entry. He went to the Griffon’s can take it the Gaubaruva Tower, but first they
Nest to figure how to get into the city with his need to enter Lopolla. Each of the character
weapons and armor; so far he has only managed should remove their weapons and armor. Any
to get drunk. character paying for high or luxury lifestyle costs
is allowed to wear a scimitar within the city.
The Countryside At the Gaubaruva tower the characters a r e
thanked and offered an unusual payment, a
Lopolla consumes a lot of food, much of which is tanglefoot bag instead of the gold. In addition the
grown in the countryside surrounding the city. Gaubaruva family has a load of fruit they need t o
However, every so often creatures emerge from take to the marketplace. Normally they would
the mountains or the extremely dangerous simply use a horse and cart but the cart they have
Bramblewood forest. These creatures can quickly rented has broken a wheel and thus they can’t
bring a farmer to ruin. haul the fruit down to the market. The family
The adeventure begins on Flocktime (May) cannot offer payment; they simply do not have
the 5 th . The weather is pleasant with scattered the money. While rich, their assets are not liquid
clouds. Neither Luna or Celene will be full for when the PCs come to visit. However, if the
almost a week. characters take the fruit to the marketplace, they
could surely be paid there. If all the characters
Afsheen the Farmer refuse both payments, they each receive a n
In the marketplace, Afsheen, a farmer is seeking influence point with the Gaubaruva family.
help. Late last night he released his hounds, when As the characters are taking the fruit down t o
he saw glowing lights bobbing in his fields. The the marketplace, they witness a foreigner
dogs rushed out to investigate and a yelp and a stepping out of an alley way with his shortsword
wimper later everything went quiet. The dogs drawn. Behind the man and opposite the
never returned. In the morning he found characters, is a trio of Threshers. The Threshers
bloodstains in the field leading to a large burrow move forward and arrest the foreigner for
in one of his fields. He has concluded that a giant breaking the weapons laws. The foreigner is fined
burrowing monster is eating his livestock and and escorted to Thresher Square. The characters
crops. The military has promised to send a patrol may intervene, of course, for better or for worse.
to check on his problem, but they won’t be able t o Once the characters have taken the fruit t o
the marketplace and received their payment,

A Favour Page 4
Afsheen approaches them. The farmer tells them The characters may choose to enter the tavern
about the giant monster that is eating all his or they may choose to seek adventure somewhere
crops. The PCs should offer to help him. else in the city. Based on their answer, proceed t o
When the characters arrive at the farm, they the appropriate encounter, but try to keep them
find a large hole in one of Afsheen's fields. It is together, it may not be possible. The encounters
up to them to track and kill the giant beetles. are circular so if the characters seem unhappy
Luckily for the characters, a bounty has been with the introduction, you can always steer them
place on the beetle's heads, because Afsheen can off to a different encounter. At any point the
only pay them in chickens. characters should be allowed to visit the other
When the characters collect the bounty they locations in Lopolla described in the Ket
are be informed that the bounty includes a n Regional Gazetteer.
allotment of healing. They are directed to go t o
the High Temple to receive it. If none of the
characters are wounded, they are asked to go t o
the High Temple and give thanks for the True Encounter 1: The Griffons Nest
Faith’s generosity. The stench of unwashed bodies and stale smoke
At the High Temple, they are asked to carry a hangs thick in the air despite the lack of
letter to Balthazar’s Blades, a fine weapon shop patronage in the Griffon’s Nest.
near the marketplace. When they arrive a t Three large, burly men sit just inside the door
Balthazar’s, he has a special weapon on display. on your left. They seem to eye you suspiciously.
The characters are asked to deliver a package t o Through the pallor of smoke, you can barely see
the Griffon’s Nest. that the other three small tables all appear to be
occupied as well. Four men sit at the table against
the wall ahead of you, two sit in the farthest
corner, and two more sit at the table near the mid
Introduction point of the right wall. There is no table in the
fourth corner.
Ketite introduction: Of the two large gang tables, one is
completely empty and a lone man sits at the
The Griffon’s Nest is best known among Ketites other. The man sits staring over his mug at the
for it’s dishonourable name, and it’s even more large leather wrapped bundle on the table in
dishonourable clientele. Located outside the front of him. The barkeep, behind the bar in the
walls in the Ourmistan (the foreigner’s tent city), middle of the left wall, glances once in your
the Griffon’s Nest caters to the scum that come direction when the door opens. There is no sign
and go with the caravans. However, the scum of any servers.
bring more than the dirt of the roads with them,
they bring unique information to the tavern. See Players’ Handout #1.
Today, you have found yourself outside the Daltin, the bartender: Anyone approaching
Tavern, about an hour before midday. Despite the Daltin gets a sullen “Waddya want?” He is hung-
danger, the dirt, and the stench, this tavern might over and not in a chatty mood. The characters can
be the doorway to great fame and great wealth. order ale (1 copper/glass) or fortified wine (2
coppers/glass), in mugs that are almost clean. I f
Non-Ketite introduction: anyone attempts to order water, the bartender
mocks them (be creative), anyone trying to order
The Griffon’s Nest is located outside the city food is told it isn’t midday yet. Asking questions
walls of Lopolla and while it is run-down and on brings up two useful tidbits of information:
dirty, the ale is cheap and the food plentiful. It is Asking about the previous bartender reveals that
definitely a favoured spot among the many men he’s dead, killed in a bar brawl. Asking a b o u t
who work the caravans. Of course, there are only news brings up the only current thing of interest:
a few places outside the city walls where you can
buy food and drink. On the recommendation of “You might be interested in a man with a
your traveling companions you have stopped here wrestling bear, says anyone who beats the bear
to take a rest and get some lunch before entering will get 250 lances. He’s travelling with one of the
the city.” Dyvers caravans and so far no one has won. It
might be your lucky day though.”
The Griffon’s nest appears to be a large and
decrepit warehouse that has been converted into Table 1: Tendar, Neebok, and Gibli, the enforcers:
a Tavern, it is one a small group of buildings near They deal with any trouble that breaks out in the
the city walls of Lopolla, stretched out beyond Griffon's Nest. Any attempt at conversation with
the buildings in all directions is a mass of tents, the enforcers is futile, they reply in non-verbal
wagons and horses. The caravans sprawl across grunts.
the countryside, except for a wide path that leads
directly to the city gates. Table 2: Bartok, Lavence, Wilhelm and Gerdol, the
caravan guards: They work for Narval, the

A Favour Page 5
merchant at table 3. They leave with Narval Tilzon is deep in his cups. It is unusual for
shortly after noon. These guards are itching for a someone to be so drunk so early in the day. He
fight with some Ketites. They attempt to start a arrived just after dawn, and is carrying a package
fight with any obviously Ketite character who of seeds for the Gaubaruva family. When he tried
comes close enough to talk to them. It begins to enter the city, he refused to remove his a r m o r
with verbal taunts. Any returned insults are used and weapons, and was in return refused entry
as an excuse to attack. A character can avoid into the city. Now, he drowns his worries in
getting into trouble with them by using cheap ale. If the characters don’t intervene h e
Intimidation or Diplomacy (DC 15). passes out and is robbed at about an hour a f t e r
midday. If they talk to him: (Try and slur the
Table 3: Narval, the merchant and Jahanshah, the words, hiccup, etc as if very drunk)
representative of the thieves’ guild: These two a r e
arranging a transaction. Should any of the "Damned Ketites! They won't let me in the city! I
characters attempt to approach this table, they gotta deliver my package. It's a conspiracy! They
are intercepted and warned off by Abtum and want me to give them my weapons so they can kill
Faramaz, the thieves at table 4. If they players try me. I heard all about the deaths and
to force their way to Table 3, Abtum draws steel disappearance when I was in Bissel. Say how
and warns them to back off again. Failure t o would you like to help a fellow out? This package
comply, results in a grand melee, where everyone has to go the Gaubaruva Tower, it's perfectly safe
in the bar (except Tilzon, the courier) gangs up on I tell you. How about it?"
the offending character(s). The character(s)
should not be killed (unless by accident, critical In Tilzon's alcohol fogged brain it seem perfectly
hit, etc.) But they will be beaten, robbed, and all right for him to ask a Ketite he doesn’t trust t o
thrown out the front door of the Tavern. deliver the package. He’s very drunk. If someone
Complaining to the Threshers results in the deliberately points that they're a Ketite, he'll
Griffon's Nest being closed for the rest of the refuse to let that character deliver the package.
week, but does not restore any stolen money or However, he is very drunk and easily forgets
equipment. By the time the characters wake up, things like that. If they ask about a reward or
find the Threshers and return only the enforcers payment Tilzon tells them that he is to be paid by
and the bartender are left, and they didn't take the people he delivers the package to.
anything. By the time Tilzon recovers from his
drinking, he forgets what he did with the package
Table 4: Abtum and Faramaz, two thieves from and assumes that “some damned theiving Ketite”
the guild who are watching the guards at Table 2. stole it while he was drunk.
The thieves are willing to converse w ith the The package is a large (8.5 in. x 11 in. x 6 in)
players but don’t have anything worth while t o wooden sealed box wrapped in leather. Tilzon h a s
say. They mostly make fun of the way the caravan strict orders not to open the package. He does not
guards at table 2 smell. know that it is f i r e - t r a p p e d (Search DC: 17
Disable Device DC: 29; 1d4+7 damage) or what's
Table 5: This table is not currently present, it w a s inside. He just knows that it's very, very
broken during a fight last night, and it will be important. He's wrong though, the seeds inside
replaced some time later. are only valuable to the Gaubaruvas. He was paid
when he picked up the package, but not the full
In the rafters: Silent, and Lucky, the halfing amount. He can’t remember how much is still
thieves: They chose their own nicknames and the owed to him.
halflings aren't very original), These thieves a r e
well hidden by the smoke and the rafters on Grand Table B: Empty
which they hide, only a character with low-light
or dark vision could spot them and then only NPCs
with a spot check at DC: 30 (hide check +
situational modifiers). They are armed with Bartender:
loaded crossbows, which are aimed at the caravan Daltin, male human Exp3: Medium-size
guards. Humanoid (5ft, 11 in. tall); HD 3d6; hp 15; Init +0;
Spd 30; AC 11 (+1 Apron); Atks +3 melee (1d6+1
Grand Table A: Tilzon, the courier: A courier with [club) or +3 ranged (1d10+1 [crit 19-20], heavy
a package for the Gaubaruva f amily. crossbow); AL N; SV Fort +2, Ref +1, Will +2.
The oeridian at the table is wearing chain mail Str 12, Dex 11, Con 13, Int 10, Wis 9, Cha 8.
armour. The sheath of his longsword rests on the S k i l l s: Appraise +5, Diplomacy +4, Gather
ground next to a small steel shield. He seems t o Information +4, Jump +6, Listen +4, Profession
stare miserably at the package on the table in (Bartender) +6, Sense Motive +4, Spot +4; F e a t s :
front of him, occasionally pausing to drink from Point Blank Shot (included above), Quick Draw,
the dirty ceramic mug clutched in his hands. Skill Focus: Sense Motive;
Equipment: heavy crossbow (2), heavy
crossbow quarrels (20), heavy leather apron.

A Favour Page 6
Str 11, Dex 14, Con 12, Int 11, Wis 13, Cha 15,
Table 1: Skills: Balance +6, Climb +6, Escape Artist +6,
Tendar, Neebok, Gibli, male human War3 (3): Hide +10, Jump +6, Listen +7, Move Silently +8,
Medium-size Humanoid (6 ft. tall); HD 3d10+3; hp Tumble +6; Feats: Point Blank Shot (included
22, 21, 20; Init +0; Spd 30; AC 12 (+2 Armor); Atks +6 above).
melee (1d6+2 subdual, sap) or +5 melee (1d6+2 Equipment: 2 light crossbows, 20 crossbow
club); AL NE; SV Fort +5, Ref +2, Will +1. bolts, 2 leather armor, 6 daggers, 2 flasks of oil
Str 14, Dex 10, Con 12, Int 8, Wis 8, Cha 10. (prepared with fuses), gold ring.
S k i l l s: Jump +8, Spot +5; Feats: Power Attack,
Cleave, Weapon Focus (sap). Table 3:
Equipment: leather armor, sap, club; Jahanshah, male Baklunish human Rog2 :
Medium-size Humanoid (5 ft. 8 in. tall); H D
Table 2: 2d6+2; hp 12; Init +4 (Improved Init); Spd 30; AC 12
Bartok, Lavence, Wilhem, Gerdol, male human (+2 Armor); Atks +1 melee (1d6 [crit 18-20],
War2 (4): Medium-size Humanoid (5 ft. 10 in. scimitar), +1 ranged (1d8 [crit 19-20], light
tall); HD 2d10+2; hp 10, 11, 12, 13; Init +0; Spd 30; crossbow); SA Rog sneak attack +1d6; SQ Rog
AC 13 (+2 Armor, +1 Shield); Atks +3 melee (1d8+1 evasion; AL N; SV Fort +1, Ref +3, Will +1.
[crit 19-20], longsword) or +2 ranged (1d4+1 [crit Str 10, Dex 11, Con 12, Int 16, Wis 13, Cha 14.
19-20] dagger); AL NE; SV Fort +4, Ref +2, Will +1. Skills: Appraise +8, Bluff +5, Decipher Script
Str 13, Dex 10, Con 12, Int 8, Wis 7, Cha 8. +8, Diplomacy +11, Disable Device +8, Disguise +4,
S k i l l s: Jump +6, Spot +4; Feats: Power Attack, Forgery +8, Gather Information +7, Innuendo +8,
Cleave. Listen +6, Search +5, Sense Motive +6, Spot +8;
Equipment: leather armor, small wooden Feats: Alertness, Improved Init.
shield, longsword, dagger. Equipment: thieves’ tools, leather armor, aba,
scimitar, light crossbow, case with 20 quarrels,
Table 3: silver necklace.
Narval male human Exp3: Medium-size
Humanoid (5 ft. 8 in. tall); HD 3d6; hp 12; Init +2; Grand Table A:
Spd 30; AC 12 (+2 Dex); Atks +1 melee (1d4 [crit 19- Tilzon, male Oeridian human War1: Medium
20] dagger) or +3 missile (1d4 [crit 19-20] dagger); Humanoid (5 ft. 7 in. tall); HD 1d8; hp 6; Init +0;
AL: NE; SV Fort +1, Ref +5, Will +3. Spd 30; AC 16 (+5 Armor, +1 Shield); Atks +4 melee
Str 10, Dex 14, Con 10, Int 10, Wis 10, Cha 12. (1d8+2 [crit 19-20], longsword); AL CG; SV Fort +2,
S k i l l s: Appraise +6, Bluff +7, Diplomacy +9, Ref +0, Will -2.
Gather Information +7, Listen +6, Sense Motive Str 14, Dex 11, Con 11, Int 8, Wis 7, Cha 10.
+6, Spot +6; Feats: Lightning Reflexes, Run, Skill Skills: Climb +4, Intimidate +2, Listen +2, Spot
Focus (Diplomacy); +4; Feats: Alertness, Weapon Focus (longsword).
Equipment: dagger (4), merchant’s clothing, Equipment: longsword, chainmail, small steel
cloak, purse (25 gp) shield, miscellaneous equipment, the package.

Table 4: Tactics: All of the groups allow characters to flee


Abtum, Faramaz, male human Rog1 (2): Medium- combat, but take attacks of opportunity o n the
size Humanoid (5 ft. 10 in. tall); HD 1d6+1; hp 7; fleeing characters should they be presented the
Init +6 (Dex, Improved Initiative); Spd 30; AC 14 opportunity.
(+2 Dex, +2 Armor); Atks +2 melee (1d6+1 [crit 18- If the caravan guard start the fight (swings
20], scimitar), +2 ranged (1d8 [crit 19-20], light the first blow), then the thieves help subdue the
crossbow); SA Rog sneak attack +1d6; AL N; SV guards. The thieves in the rafters then sneak
Fort +1, Ref +4, Will +0. attack them, while the two thieves at table 4 try
Str 12, Dex 14, Con 12, Int 13, Wis 10, Cha 13. to join in and flank the guards if possible.
Skills: Bluff +5, Gather Information +5, Hide If a character starts the fight (swings the first
+4, Innuendo +4, Intimidate +5, Listen +4, Move blow) then the thieves stay completely out of the
Silently +4, Read Lips +5, Search +5, Sense Motive fight.
+4, Spot +4; Feats: Improved Init, Weapon Focus Regardless of who starts it, the enforcers step
(scimitar). in and try to settle it. They perform a full move
Equipment: leather armor, aba, scimitars, and demand the fight be broken up in round 1.
light crossbow, case with 20 quarrels, silver ring. After round 1, they attack normally subduing
anyone who doesn’t put away their weapons and
The rafters: return to their seats.
Lucky, Silent, male halfling Rog1 (2) : CR 1; Small If weapons are drawn, Daltin, the bartender,
Humanoid (3 ft. 2 in. tall); HD 1d6+1; hp 7; Init +2 takes a loaded heavy crossbow out from
(Dex); Spd 20 ft.; AC 15 (+2 Armor, +2 Dex, +1 Size); underneath the counter (quick draw). He shoots
Atk +1 melee (1d4 [crit 19-20], dagger), or +4 whoever drew the first weapon and then pulls the
ranged (1d8+1 [crit 19-20], light crossbow), or +5 second crossbow out from under the bar, and
ranged (1d4+1 [crit 19-20], dagger); SA Rog sneak yells “The next person who draws gets the same!”
attack +1d6; AL N; Fort +2, Ref +5, Will +2

A Favour Page 7
He stays behind the bar and receives at least 50% 2) Only daggers, staves, slings and saps may be
cover from the bar. carried or worn within Lopolla. Additionally o n e
of the following may be applied (if applicable):
Ketite gentlemen (high or luxury lifestyle) may
wear a single scimitar within the city.
Encounter 2: The City Gates Clerics of the True Faith may wear a single
When the PCs approach the gate: falchion within the city.

The market gate is easily twice the size of the No armour, and no other weapons and is allowed
other city gates. The traffic lines up on the right into the city without express (certed) permission.
side of the gate, in two separate lines. One is a
mixture of carts, pack animals, men hauling All weapons and armour must be stowed in bags
barrels, and women carrying baskets of goods. or chests and left with the guards who have a
They seem to be waiting for their goods to be storage area for such things. A scribe records the
assessed and taxed. The other line is much character’s name, time of entry and a tag attached
shorter with only a few horses interspersed to the character's stuff. It is available when the
though out it and it seems to move swiftly character returns.
through the gates, although occasionally there
are long pauses. 3) Unless a character has a cert stating otherwise,
they may not sell spells or magical items within
Note: If the players are leaving Lopolla, the line the city.
up on the inside is similar, with carts leaving on
the right, and people leaving on the left. Only the See the Ket Gazeteer for more information on
Threshers may pass through the center area. law and order in Ket.

When the characters get into line: NPCs:


Ardavan al'Thresher, human Baklunish male
The line swiftly carries you to the entryway, Ftr2: CR 2; Medium-size Humanoid (5 ft. 8 in.);
where a trio of guards stops you. One of the men HD 2d10+6; hp 22; Init +1; Spd 30 ft.; AC 16 (+5
addresses you: “I am Ardavan al'Thresher, all who armor, +1 Dex); Atk +4 melee (1d6+2 [crit 18-20],
enter the city of Lopolla must abide by its laws.” scimitar) or +4 ranged (1d8+1 [crit 19-20], light
crossbow); AL LN; Fort +6, Ref +1, Wil +6.
1) If any of the characters is a foreigner: Str 14, Dex 12, Con 17, Int 16, Wis 18, Cha 10.
S k i l l s: Forgery +5, Handle Animal +5, Listen
“The word of a Thresher is law, do not fail to +8, Search +5, Sense Motive +6, Spot +8, Ride +8.
obey.” Feats: Alertness, Iron Will, Endurance, Point
Blank Shot (included above).
2) If any of the characters are wearing armour or Bonus Languages: Baklunish, Dwarven, Orc.
carrying weapons: Equipment: Scimitar, light crossbow, bolts
(10), dagger, chain shirt, buckler, hemp rope, sap,
“Only those given permission by the Beygraf signal whistle, miscellaneous stuff worth 1d4 gp.
himself, may bear weapons or wear armor in the
city of Lopolla, you must remove both
immediately and leave them at the gate.” Encounter 3: The Gaubaruva
3) If any of the character appear to be wizards,
bards or sorcerers:
Tower
Most Ketites know the Gaubaruva family home
“The Archons and the Brotherhood of Sorcery by its nickname, “The Blooming Tower”. While a
have exclusive licenses over trade in magic.” seven-story tower made of white marble with a
golden onion dome would be noticed in any city,
What it all means: it is the small open-aired balconies that provoked
1) The Threshers have a broad power, they cannot its nickname. All year round, each of those
make up new laws, but they have authority t o balconies supports a wash of green plants. Even
determine the punishment of anyone caught in the dead of winter the plants seem to grow
breaking the law. There are also several broad right down the outside of the tower. As if it was
laws that include such nebulous terms as acting no more than a simple afterthought, a small gray
without honour and disturbing the citizens o f two-story house juts out of the north face of the
Ket. The Threshers may determine punishment tower.
on the spot. There are no trials and there is no
jury, however excessively harsh penalties a r e There are two doors, one directly in the base o f
overturned by the Jurats who review all the tower, and one on the house. The door in the
sentences. base of the tower is used only for loading into or
out of the tower. Anyone knocking on this door

A Favour Page 8
receives no response (no one can hear the Tarim in the bazaar to give the PCs 350 sp. She
knocking). If anyone knocks on the door to the then gives the note to the PCs.
house, Yashar, the Gaubaruva butler, answers the
door: Mahrohk assumes that the PCs delivered the
package all the way from Dyvers themselves. I f
It’s only a few moments before a dignified but the PCs tell her about Tilzon, she attepts t o
elderly man in pale green robes opens the door. determine if the PCs will give the money to him.
He bobs his shaven head in a bow to you and asks (Use a Sense Motive vs. the PC’s Bluff check) I f
“How may I help you, sirs?” she thinks the PCs are honest and will try and
make sure that Tilzon gets the money that is
Yashar is reluctant to invite anyone inside who rightfully his, she will write out a note for them
looks poor or disreputable (any lifestyle lower to give to him. In this case, she gives them only 10
than common) but anyone who asks to speak t o lances each for their trouble, and not the
the lady of the house, or who mentions or shows tanglefoot bag. (Tilzon took the package 1000
him the package is invited in. Anyone asking for miles, they took it the last little bit.) In this case,
the master of the house is told that he is if Tilzon eventually gets paid by the Gaubaruva
currently out on business and isn’t expected back family, and the PCs refused all the money they
until this evening. were offered, they earn the influence point.
(Tilzon eventually tells the Gaubaruva family
The interior of the house is strangely laid out, the what he knows, which leaves an appropriate
rooms are irregularly shaped and on the short impression of the PCs with the Gaubaruvas.)
walk to the lavishly appointed sitting room, you As you get up to leave, a young woman, also in
are sure that you saw no less than three stair pale green robes, slides up to Mahrohk, touches
cases. Despite the bizarre layout, the furnishings her gently on the sleeve and whispers a quick
are expensive but tasteful. message into her ear.
After seeing that you are all comfortably If the characters have been rude, greedy or
seated the old man tells you “Mistress Mahrokh grasping Mahrohk quickly excuses herself, and
will join you in a few moments, please excuse me Yashar, the butler, escorts the characters o ut o f
while I ready the tea.” the house. The encounter is over. However, if the
characters have handled themselves gracefully
With that Yashar leaves to tell Mahrohk that she (but regardless of whether they accepted
has guests waiting and then prepares the tea. payment), Mahrohk asks them to help her.
There are no small valuable objects lying around.
“I’m afraid young Deli informs me that there is a
After a short wait, a dignified matron wearing a problem with our cart. You seem like strong
pastel tartan patterned robe sweeps into the capable people. Might you be able to help an old
room. She smiles warmly as she asks, “I trust I women mend the wheel of a cart? Tarim, my son,
haven’t kept you waiting too long? Yashar has is securing a stall in the bazaar and we must
informed me that you have some business with bring a load of fruit down to the market for him
me?” to sell.”
Mahrohk is a gracious host and if someone If the characters ask about payment, Mahrohk is
presents the package she is most delighted to see vague, she assures them that Tarim can
it. She will want to examine it closely, but won’t recompense them for their effort. If pressed, she
open it. If anyone asks she remarks that “Such adds to the note (or creates one) directing Tarim
things are best left to the experts”. However, once to give them 10 sp each. (Tarim gives them the
the initial thrill has passed: same amount regardless if they have a note or
not.)
After a few moments a shadow passes over When Mahrohk escorts you to the side of the
Mahrohk face as, she looks at each of you and she house, the problem with the cart is immediately
sigh sadly. “I’m afraid, that money is a little tight obvious, one of the wheels has broken into three
in my household at the moment, I’m hoping that separate pieces, it’s a wonder that someone
you would be willing to accept this in payment?” wasn’t injured when it broke. The wheel looks
As the old man returns bearing the promised tea, like it needs to be replaced, not repaired.
Mahrohk picks up the leather bag sitting next to This is a chance for the characters to display
the teapot. She presents it gently to you and their ingenuity. Let them explain how they a r e
continues “It may not be silver, but sometimes a going to fix or, more likely, jury-rig a new
tanglefoot bag can save a life, where silver could temporary wheel and where they are going to get
not.” the correct tools (if the characters don’t have a ny,
Yashar can fetch some from the house). It’s also
If the characters refuse graciously, Mahrohk possible that a spell caster could carefully mend
thanks them for their charity. If the characters the pieces together. However, doing so for
refuse the tanglefoot bag and want cash, payment is illegal. Yashar reminds PCs who
Mahrohk writes a note in baklunish authorizing discuss that option of the laws, but he implies

A Favour Page 9
that if they still want to cast spells they could 2. attempt to capture him
take the pieces somewhere private. 3. watch
or they could do the suicidal
Craft blacksmithing or craft carpentry: DC 15 t o 4. attack the Threshers.
jury-rig a new wheel. Only 3) is the correct answer. The others a r e
(Apply +/-2 modifiers based on the character's likely to get them into trouble with the
plan) Threshers.

Alternatively the characters can offer to 1) Warning the man allows him to run across the
transport the three b arrels of fruit down to the street, and back into an alley. Two of Threshers
market by hand, each barrel weighs about 50 lbs. take up chase while the third puts his signal
Mahrohk asks them not to roll the barrels whistle to his lips and whistles loudly. The third
because the fruit will bruise. one stays with the characters and tells them that
they are under arrest. Each of the characters that
NPCs: warned the man are fined 50 silver, escorted t o
Yashar, the Butler, 53 year old male Baklunish the nearby Thresher Square and placed in the
slave Com2: CR 1/2; Medium-size Humanoid (5 ft. stocks for two hours, and receive 5 lashes. Anyone
10 in. tall); HD 2d6-1 hp 8; Init +0; Spd 30ft; AC 9 (- unable to pay the fine spends the entire day in
1 Dex); Atk +2 (1d6+1 club); AL N; Sv Fort -2, R e f the stocks and receive 10 lashes. Regardless o f
+0, Will -1; whether they can pay, the characters are also
Str 12, Dex 10, Con 7, Int 10,Wis 8, Cha 14. sternly lectured:
S k i l l s: Bluff +3, Diplomacy +3, Intimidate +3,
Profession(Butler) +3, Sense Motive+1; Feats: The Threshers turn towards you and their leader
Toughness. takes a deep breath before bellowing ”What,
exactly did you think you were doing? That man
Deli, the Maid, 26 year old female Baklunish slave was wielding an illegal weapon. Now he has to be
Com1: CR -; Medium-size Humanoid (4 ft. 11 in. found and you had better hope we do so before he
tall); HD 1d6 hp 4; Init -1; Spd 30ft; AC 9 (-1 Dex); kills someone. Mostly likely he is some foreigner
Atk -; AL NG; Sv Fort +0, Ref -1, Will -2; who thinks because weapons aren’t allowed in
Str 8, Dex 9, Con 10, Int 7, Wis 6, Cha 10. the city that the people will be easily slaughtered
S k i l l s: Profession(Maid) +2; Feats: Endurance. and robbed. Well, since you obviously lack the
common sense of any good citizen, you are going
Mahrokh Gaubaruva, female Baklunish Ari7: CR - to come with us. I hereby sentence each of you to
; Medium-size Humanoid (4 ft. 9 in. tall); H D a fine of 50 lances, two hours in the stocks to
7d8+3; hp 41; Init -1; Spd 20ft; AC 9 (-1 Dex); Atk -; think about the lives you’ve endangered and 5
AL LN; SV Fort +2, Ref +3, Will +10; lashes to make sure the lesson sticks.”
Str 7; Dex 9, Con 11, Int 14, Wis 16, Cha 18.
Skills: Bluff +14, Diplomacy +16, Gather 2) Attacking him also provokes him to run away,
Information +14, Innuendo +11, Intimidate +13, if he is still able to when the characters are done
Sense Motive +11; Feats: Skill Focus(Diplomacy), with him. If the characters disable him, the
Iron Will, Lightning Reflexes, Toughness. Threshers collect him. However, unless one o f
the characters is a Mullah, the Threshers lecture
the characters about taking the law into their
own hands, but are lenient if they didn’t kill him.
Encounter 2, Part 1: Justice? If the PCs are responsible for his death, all the
As you make your way towards the Marketplace characters who contributed to his death (such a s
you are astonished to see a Flannae man step out doing real damage) have the weapons they used
of one of the smaller side streets, not because of confiscated in addition to the punishment
his presence, but because unlike everyone else in described in 1) above (as if they had warned him.)
Lopolla he is armed with bare steel. A hush seems The PC who struck him last is deemed
to fall over the crowded street as a number of responsible for his death even if Nosher actually
people near him starting edging away. died from bleeding to death. That PC has all his
With his short sword grasped firmly in his weapons confiscated and becomes the property o f
right hand, the short, dangerous looking man Ket and eventually sent to the mines. If the PC
squints at you and slowly begins to sweep his killed him with unarmed attacks, his hands (or
gaze around the rest of the road. However, he is whatever) are cut off and confiscated a t Thresher
definitely looking in the wrong direction, directly Square. See conclusion for more information.
behind him, a trio of Threshers has noticed his
blade, the crowd quickly parts before them as The Threshers turn towards you and their
they begin to advance. seeming leader speaks “While I’m sure you’re
intentions were well meaning, we cannot have
The characters have several choices on what do. everyone taking the law into their own hands, by
They can: all means do interfere if we are not close by to
1. warn the man, help. But when a Thresher is about his business

A Favour Page 10
do not interfere unless he bids you to do so. bearing illegal weapons, for that I sentence you
While we should assess a fine for interference, to 3 days in the stocks and 20 lashes per day plus a
you did disable the man, and he did not escape. If fine of 100 lances. For baring the blade, I sentence
my fellow Threshers agree,” he pauses and looks you to 3 more days in the stocks and an additional
at the other two who solemnly nod. “I will let you fine of 100 lances. For resisting the Threshers, I
go with this commandment, you shall seek out a sentence you to 6 more days in the stocks and an
Mullah and ask him why you should not interfere additional fine of 200 lances. Should you or your
in the workings of the Threshers, and when you family be unable to pay the fine at the end of your
do listen carefully to the wisdom of the True 12 days, you shall become the property of Ket. Are
Faith.” we in agreement on the punishment?”
Both Gaspar al'Thresher and Phraates
3) Watching the foreigner allows the Threshers t o al'Thresher nod their heads and the three
get close enough to cut off his escape before h e Threshers begin to haul Nosher away.
can bolt. One of the Threshers wins initiative,
demands the man surrender and disarms him. 4) Attacking the Threshers allows the man t o
The second readies his scimitar and reissues the escape, however, all the characters that attack the
demand. Then the man surrenders before the Threshers will be captured and sent to the mines.
third Thresher can act (Init 17, Attack 22 (Defend There are many patrols of Threshers in the street
17), Init 7 Ready, Init 4 Surrender, Init 1 Ready). and the many citizens who witness the attacks
The man is searched, the third Thresher carry word of the attack to the other patrols. In a
confiscates his weapon, and the first two begin t o matter of minutes word has spread to a large
interrogate him (As always, the characters may number of patrols and a manhunt begins. It is
interrupt this dialogue at any point, but the exceptionally unlikely that any characters could
Threashers react appropriately to the PCs who escape such a manhunt, if anyone wants to try,
have no business interfering with the law and see the Gazeteer for details on increasing patrol
their authority.): strengths, and the gate guard. (Note: The PCs a r e
badly outnumbered, surrounded, and need t o
The man spots the Threshers mere moments fight their way out of the city).
before they reach him, and he raises his sword,
seemingly prepared to defend himself, but in a Investigating the alley reveals nothing o f
flash of steel it’s all over. The first Thresher has interest. Nosher is (of course) lying. He smuggled
sent the sword skittering across the stones, while the shortsword into Lopolla and was looking for
the second has leveled a scimitar at the man’s someone he owed money to, but couldn’t pay. He
throat, as he orders “Raise your hands above your planned to repay him with steel instead and
head, and don’t make any sudden moves.” thought he saw the man he was looking for
The man slowly raises his hands above his passing the alley.
head as the third Thresher picks up the short
sword from the cobbled street and returns it to NPCs:
the second, “Sivad, here is the criminal’s weapon.” Nosher, male Flan human War1: Cr 1/2; Medium-
Sivad al'Thresher examines the weapon and size Humanoid (5 ft 4 in.); HD 1d8+3; hp 9; Init +4;
turns towards the criminal “Not only is this an Spd 30 ft.; AC 10; Atk +4 melee (1d6+2 [crit 19-20],
illegal weapon, but you were carrying it ready to shortsword); AL NE; Fort +5; Ref +0 Wil +0.
use, what is your name and what do you have to Str 15, Dex 11, Con 16, Int 8, Wis 8, Cha 7.
say to defend yourself?” Skills: Jump +7, Intimidate +4. Feats: Weapon
“My name is Nosher, I was attacked... Focus (shortsword), Skill Focus (Intimidate).
Attacked in the alley. There must have been a half Equipment: Shortsword (with scabbard),
dozen of them, I disarmed one... disarmed him clothes.
and... and took his blade. I meant no harm. The
blade it’s not... It’s not mine.” Phraates al'Thresher, human male Ftr2: CR 2;
Sivad al'Thresher seems to search Nosher’s Medium-size Humanoid (5 ft. 10 in.); HD 2d10+18;
face, then looks at the second Thresher “Gaspar, hp (34); Init +0; Spd 30 ft.; AC 15 (+5 armor); Atk +4
what do you think of his story?” melee (1d6+2 [crit 18-20], scimitar) or +2 ranged
Gaspar al'Thresher looks at the man and (1d8 [crit 19-20], light crossbow); AL LN; Fort +6,
calmly says, “He is clearly lying though his teeth, Ref +0, Wil +2.
Sivad.” Str 14, Dex 11, Con 17, Int 11, Wis 14, Cha 9.
Sivad then glances over at the third Thresher S k i l l s: Jump +7, Listen +7, Spot +7. F e a t s :
who is investigating the alleyway, and asks, Toughness, Toughness, Toughness, Toughness.
“What do you think Phraates?” Equipment: Scimitar, light crossbow, bolts
Phraates al'Thresher responds “There is no (10), dagger, chain shirt, buckler, hemp rope, sap,
sign of a fight in the alley way, no thieves, no signal whistle, miscellaneous stuff worth 1d4 gp.
blood, and little for thieves to hide behind, I do
not believe him.” Gaspar al'Thresher, human male Ftr3: CR 3;
Sivad al'Thresher returns his gaze to the Medium-size Humanoid (5 ft. 11 in.); HD 3d10-6;
criminal and pronounces “You are guilty of hp (13); Init +7 (Dex, Improved Initiative); Spd 30

A Favour Page 11
ft.; AC 18 (+5 armor, +3 Dex); Atk +5 melee (1d6+1 hauling some large wooden stocks, out of a
[crit 18-20], scimitar) or +7 ranged (1d8 [crit 19-20], storage shed. He’s quickly joined by another pair
light crossbow); AL LN; Fort +1, Ref +4, Wil +1. of Threshers from inside the barracks, and in a
Str 12, Dex 17, Con 7, Int 14, Wis 10, Cha 9. few minutes the additional stocks are locked into
S k i l l s: Climb +7, Forgery +5, Ride +9, Rope Use the ground in one corner of the square.
+6, Search +5. Feats: Blind-Fight, Improved You are quickly locked into stocks, and once
Initiative, Weapon Focus (scimitar), Weapon you are secured, one of your escorts turns to you,
Focus (light crossbow). Bonus Languages: looks you directly in the eyes and says “Embrace
Baklunish, Halfling. the True Faith and your toil will bring you
Equipment: Scimitar, light crossbow, bolts strength.” As he leaves, another of the Threshers
(10), dagger, chain shirt, buckler, hemp rope, approaches and speaks “My name is Faraz
hooded lantern, flint and steel, sap, signal al'Thresher. It will be my duty to protect you
whistle, miscellaneous stuff worth 2d4 gp. from any who would harm you, we do not need
guards to prevent you from escaping, because you
Sivad al'Thresher, Baklunish human male Ftr4: cannot, not even an ogre could break free of these
CR 4; Medium Humanoid (5 ft. 7 in.); HD 4d10; hp stocks. However, you will not speak, unless you
(28); Init +0; Spd 30 ft.; AC 15 (+5 armor); Atk +6 have been addressed, not to me and not to any of
melee (1d6+3 [crit 18-20], scimitar) or +4 ranged the visitors to this square. You will receive food
(1d8 [crit 19-20], light crossbow); AL LN; Fort +4, when the Jurat takes mercy upon you in the name
Ref +1, Wil +2. of the True Faith. You will receive water when
Str 13, Dex 10, Con 10, Int 16, Wis 12, Cha 14. the people you have wronged give you the charity
S k i l l s: Diplomacy +3, Gather Information +2, you do not deserve. That is all.” He turns and
Intimidate +3, Handle Animal +7, Ride +7, Search begins to walk away in a slow measured pace.
+3, Sense Motive +3. Feats: Expertise, Improved
Disarm, Mounted Combat, Power Attack, Weapon If any of the characters are foreigners:
Focus (scimitar), Weapon Specialization
(scimitar). Bonus Languages: Baklunish, After a few steps, Faraz al'Thresher stops, look at
Dwarven, Orc. you and growls “Do not under any circumstance
Equipment: Scimitar, light crossbow, bolts beg for water, if you do so, you will be shamed
(10), dagger, chain shirt, buckler, sap, signal and none who see such weakness will be willing
whistle, miscellaneous stuff worth 4d4 gp. to give you what you beg for. It is better to
endure in silence than to increase your suffering.
Tactics: The characters should not be fighting the I give you this warning because I do not wish to
Threshers, if they do engage the Threshers, see you suffer any more than is necessary to
Gaspar stands back to blow his signal whistle and cleanse your soul.” He quickly turns and begins
then joins the fight in the most effective way walking away again as if he said nothing at all.
possible. The Threshers do not surrender, and
will not let the characters escape. The routine is fairly regular in the Square, people
occasionally wander among the criminals and ask
them to recite their crimes, ask them why they
chose to commit them, and ask them if they a r e
Encounter 4, Part 2: Thresher sorry. Those people who behave with honour a r e
usually given a drink of water from the corner
Square urn, or have the water poured down their backs.
Thresher Square is not a particularly pleasant The Threshers walk routine patrols around the
location to visit; a dozen stocks lining the edges square in strict military order, yet there always
of the square contain a dozen prisoners. Each of seems to be at least one in earshot of the
the prisoners is bare backed and most bear livid prisoners. Each dawn and dusk the prisoners
marks that attest to the lashes they’ve received. A receive half of their lashings. A Jurat then
few Threshers patrol the square, keeping eyes on performs a service to Al’Akbar, begs for the
both the prisoners and the visitors. In one corner, prisoners to be forgiven for their crimes, cleans
near one of the four water urns a Jurat seems to the criminals wounds, and gives food and w a t e r
be deeply engaged in conversation with a small to those who have acted honourably since the last
group of visitors. service. At night, the square is deserted except for
the measured pacing of the Threshers.
If the characters are being put in the stocks: PCs in the stocks are unable to rest and regain
(If they followed the Threshers with Nosher, hitpoints or spells. Additionally characters suffer
adjust to fit. Nosher is a foreigner) a –2 circumstance penalty to all rolls for a n
amount of time after leaving the stocks
As you enter the square, your escort shouts, equivalent to the time they spent in them.
“Guests have arrived, prepare their
accommodations!” to one of the patrolling
Threshers. The other man hurries off to what
appears to be a barracks building, and begins

A Favour Page 12
Appraise +8, Handle Animal +9, Ride +8; Feats:
Encounter 5: The Bazaar Great Fortitude, Iron Will, Lightening Reflexes.
The great bazaar of Lopolla is an amazing site, it Equipment: scimitar, merchant's outfit,
spills over into both the Souk and the Wazir lockbox.
quarters of the city. Like most bazaars it has a
shrine to Mouqol at its heart, and the whole
bazaar seems blessed by the Honest Merchant’s
God. Nevertheless you can still see trios of
Encounter 5, Part 2: Stealing
Threshers patrolling the crowd.
The smell of the bazaar is almost
Your Way to a Brighter Future
intoxicating; it seems a strange mix of perfumes Any character attempting to practice theft or
and food. The shouting, barking and clamoring fraud within the bazaar is at a disadvantage
should be cacophonous, but instead seems almost because the entire area bazaar is considered holy
melodic. Truth be told, there is nothing quite like ground to Mouqol and all the bartering and
the great bazaar of Lopolla. trading that takes place is blessed by him. Thus
thieves (any character attempting to steal) and
con men find themselves with a -6 sacred penalty
applied to all bluff, diplomacy a nd pick pockets
Encounter 5, Part 1: Gaubaruva rolls.
However, stealing outside the bazaar is much
Fruit Stand easier. Below are some victims for any characters
Despite the sprawl and crowd you easily find the who want to try their hand at picking pockets: To
stand that the young Gaubaruva, Tarim has pick someone’s pockets, a character must roll
rented. As you approach with the fruit, the relief higher than the spot check of his victim, and beat
is obvious in his face. Tarim eagerly accepts the DC 20. If the roll is lower than the victim’s spot
barrels and begins positioning them in his little check, the thief is caught. If the roll is less t h a n
stall. In a few moments he is eagerly opening and 20, the character did not get the victim’s purse. A
unpacking the barrels. thief cannot take 10 or take 20 on pickpocket
rolls. Follow the order below for thieving checks:
The characters should explain the situation t o
Tarim. He is busy trying to set up the stand to sell 1) A prosperous merchant, Spot: 11, Purse: 70
some of his fruit and does not offer to pay them. lances.
He assumes that his mother has already paid 2) A rich noble, Spot 10, Purse: 14 greatshields,
them. Unless the characters ask for the money, 20 lances.
give him the note or otherwise remind him that 3) A well to do lady, Spot 18, Purse: 6
they should be paid, he won’t think about it. I f greatshields, 10 lances.
they do, he apologizes and gives them most of the 4) A personal slave on an errand, Spot 18: 20
money he has with him (22 greatshields, 190 greatshields.
lances, and 100 helms, all from a small locked 5) A fat and very rich merchant (actually a thief
box). catcher): Spot 30: 10 Bastions. A sense motive
If the characters don’t ask him for the money check at DC: 20 reveals that it’s a trap (the PC
(or otherwise acquire it), and they didn’t accept notices that the merchant is a little too oblivious
the tanglefoot bag, and they were generally and that there are too many Threshers doing
courteous to the family they each get a n nothing nearby). Ask for this roll after the
influence point with the Gaubaruva family at the character has decided whether or not to rob the
end of the module. To get the influence point, all merchant.
the PC’s have to refuse payment as to leave a good
impression with the family. (Tilzon eventually Any character caught stealing from the first 4
tells his version of events as best he can victims has an opportunity to run. If he delays for
remember them which does not include the PCs. any reason, he is caught. (Not only is there the
If anyone accepts payment, they are at best taking regular presence of the Thresher in the market,
advantage of a drunk, or allowing someone t o but the Mouquollad pays for extra guards to keep
take advantage, and don’t stand out in the the marketplace free of thieves.) However, if the
Gaubaruva’s minds.) character is caught stealing from the thief
catcher, he quickly finds himself surrounded. It’s
NPCs: a thief trap and the character has walked into it,
Tarim Gaubaruva, male Baklunish Ari3: CR -; the thief catcher stays out of combat, and instead
Medium-size Humanoid (5 ft. 4 in.); HD 3d8; hp he bellows loudly and acts like an outraged
21; Init +2; Spd 30 ft.; AC 12; Atk +1 melee (1d6- merchant. The Threshers nonchalantly standing
1/crit 18-20/x2, scimitar); AL LN; SV Fort +4, R e f about move in quickly and use ready actions t o
+5, Will +6; Str 9, Dex 14, Con 12, Int 15, Wis 13, attack, unless the character immediately
Cha 16. surrenders. Use the stats from encounter 4 a),
Skills: Diplomacy +9, Gather Information +9, except there are 6 guards (Two of each), and they
Sense motive +7, Profession (Accountantcy) +4, have an ambush round where they each can

A Favour Page 13
perform a partial move to close all avenues o f Skills: Craft (carpentry) +3, Knowledge
escape. If the character injures a Thresher, they (Nature) +3, Profession (farmer) +4, Swim +2.
cut him down, and if he survives his wounds, they
send him to the mines. However, if the character
gives up peacefully or is captured without
injuring a Thresher, he must pay back what h e Encounter 6: Afsheen’s Farm
stole and he is fined double that by the Threshers The travel time to Afsheen’s farm is about 3
and sent to stocks for 1 day and 1 lash per day per hours on foot or about 1 hour if they ride.
20 lances stolen. Afsheen walked to Lopolla, so if they ride, he will
need a ride too.

Encounter 5, Part 3: Afsheen As you reach the crest of a small hill, Afsheen
excitedly points out a small solitary stone hut
the Farmer nestled between this rise and the next, “We’re
almost there!” A sudden worry seems to appear to
Direct the following encounter to the most him as he whispers “I hope those creatures
impressive looking character: haven’t ruined my home while I was gone.”
Out in one Afsheen’s small fields is a gaping
A short man runs up to you grabs your arms and hole. Nothing seems to be moving out in the
wails “Oh please, please! You must help me! There fields at the moment, but there are signs of a
are giant monsters devouring my livestock as we disturbance around the hole. However, it's
speak, please you must hurry and slay them impossible to make out what happened from this
before I’m completely ruined!” distance.
The hysterical farmer Afsheen can be calmed Give the players Handout #2
down with a successful diplomacy check at DC 10. Afsheen is most interested in going directly
Questioning Afsheen reveals only a little more to his house and checking to see if the monsters
information (he doesn’t know much): disturbed it and his chicken coop. Neither h a s
1) Afsheen has reported the monsters to the been touched since he left.
Threshers but it will be days before a monster If the characters search for tracks, roll only
hunting patrol can be sent. for the character with the highest tracking skill,
2) Afsheen doesn’t know what the monsters are. each additional character with the track feat can
3) Afsheen saw glowing lights out in his fields assist. If no characters have the track feat, roll
last night. He thought it was thieves stealing food only for the character with the highest search
from his farm, so he unleashed his dogs, R a l t a skill. Taking 20 only takes 20 minutes if they only
and Kalta on them. The dogs were barking, then look immediately around the burrow entrance.
he heard a short whine of fear, followed by a yelp DC 5: The dogs were killed and dragged
of pain, and then silence. into the hole in the ground.
4) In the morning he couldn’t find the dogs but DC 10: All of the above and the creatures
he did find a large hole dug in one of his fields. were giant insects of some type.
He thinks the monsters are coming out of it. Only characters with the track feat can discern:
5) Afsheen’s farm is about three hours east o f DC 18: All of the above and there were
Lopolla, by foot. about a dozen of the creatures, all of which
5) Afsheen can’t pay the characters much; all h e returned to the burrow.
can afford is about 2 chickens each, if the DC 25: All of the above and the creatures
monsters haven’t eaten them yet. He does know, appear to be giant beetles.
however, that the Threshers pay large bounties DC 28: All of the above and the creatures
on monsters that threaten the crops and appear to be giant fire beetles.
farmlands around Lopolla, but he doesn’t what
the bounty is. Monsters (EL 4)
6) Afsheen is not a brave man, he is just a farmer Giant Beetle, Fire (12): CR 1/3; Small Vermin (2 ft.
and her is not capable of slaying monsters, he’s long); HD 1d8; hp 4; Init +0; Spd 30 ft.; AC 16 (+1
come to Lopolla looking for help, since the size, +5 natural); Atk +1 melee (2d4, bite); SQ
Threshers won’t be able to help him for a few Vermin; AL N; Fort +2, Ref +0, Wil +0.
days he came to marketplace to look for some Str 10, Dex 11, Con 11, Int , Wis 10, Cha 7.
heroes. Skills: Climb +4, Listen +3, Spot +3;
SQ: Vermin Immune to mind-influencing
NPCs: effects.
Afsheen
Male human Com1: CR 1/2; Medium-size These luminous nocturnal insects have t w o
Humanoid (5ft, 7 in. tall); HD 1d6 hp 5 Init +0; Spd glands, one above each eye, that produce a red
30; AC 10; Atks +0 melee (1d6, staff); AL LN; SV glow. They glands’ luminosity persists for 1d6
Fort +0 Ref +0 Will +0. days after removal from the beetle, illuminating
Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10. a roughly circular area with a 10-foot radius. They

A Favour Page 14
are not part of the fire subtype. Vermin are not Missile weapons are essentially useless, range
animals. is 5 feet maximum.
A successful Knowledge (nature) check at DC Characters are considered to be prone.
20 (trained only) means that the PC knows they Characters do not get positive dex bonuses t o
are immune to mind-influencing spells. A AC.
successful Knowledge (arcana) check at DC 10 Spellcasters must make concentration checks
(trained only) by the same character reduces the at the escape artist check level + spell level.
DC of the Knowledge (nature) check by 5.
* These checks are automatically combined with
Tactics: The giant beetles aren’t very intelligent. any move action. Failing by more than 5, wedges
They tend to charge in the first round of combat. the character. Wedged characters must take a full
In subsequent rounds, pairs of the beetles round action to work their way free, this action
attempt to surround individual opponents to trap provokes attacks of opportuity.
them, if possible. The beetles know their tunnels
intimately, don’t suffer any penalities within Development: After the attack, Afsheen
them and take advantage of it's layout. If a beetle mentions, (if he hasn’t already) that there is
can't reach any opponents it moves to the nearest probably a bounty on the creatures since he did
opponent it can attack. report them. He recommends that they take the
Characters should not enter the tunnels, they heads with them. He also presents each of the
should use their brains, and literally smoke the character with two live chickens.
beetles out. Characters who enter the tunnels
should die. If the characters wait until a f t e r
sunset, all of the beetles emerge of their own
accord to forrage again, but not until then. They Encounter 7: Bounty
can easily be located as they provide their own Returning to the city, you seek out the small
tracking beacons. Diverting water into or lighting military post hidden in among the Ourmistan.
a fire in the tunnels also drives the beetles out. This seems like the best place to collect the
Do not provide this information to the players, bounty. The outpost sits by itself with a large
not even with skill checks. forty foot ring of cleared earth between it and the
If the characters descend into the lair, they nearest building or tent, it unlike the other
find the tunnels extremely small. Only a small buildings in the Ourmistan is stone, and the
sized character can fit in the tunnels relatively fortifications from an earlier, more dangerous
easily, but they still need to duck and crawl. time are still in good shape and manned. It seems
Medium sized characters need to crawl through a little fortress built to withstand a small siege.
the tunnel on their bellies. This is incredibly The thick iron doors are open wide, and you find a
inconvenient for fighting: short line of people waiting to speak to the
presiding Jurat.
"The tunnel leads you down into the dark, dank
cave. The air is musty, and the earth both cool and If the characters join the line, the wait is about a
muddy. Worst of all, the tunnel is narrow, even a quarter of an hour. The others in line all have
halfling would find the environment restrictive, routine complaints. When the characters present
but for humans it would be an effort to move at the beetles heads the Jurat examines them
all. After a short initial passage, the tunnel carefully and award the characters 150 lances for
branches off into 4 different directions, each of each head (There should be 12 unless they did
the tunnels is as narrow as the entry tunnel, and something weird). He also awards them credit
the intersection hardly offers enough room to towards 150 lances of healing at the High Temple
twist around. Each of the tunnels bends per head. This credit expires in 2 days. The
inconsistently, and little can be seen down any characters are told to see Husayn al'Mullah. I f
one tunnel." none of the characters are visibly wounded, h e
recommends that the characters go to the High
Characters who venture into the tunnels: Temple and thank Husayn al'Mullah for
Tiny or smaller creatures may move freely. Al'Akbar's generousity.
Small characters need to make escape artist
checks* at DC: 5 to move each round.
Medium characters need to make escape
artist checks* at DC: 15 to move each round. Encounter 8: At the High
Medium characters can only turn around a t
junctures. Temple
Large or larger creatures can not enter the
tunnels. The High Temple of the True Faith sits near the
Characters cannot move through occupied center of Lopolla. It occupies one of the corners
squares. of the Crossroads Square where the Moqoullad
Only small weapons and small shields can be Road and the Beygraf’s Procession meet. The
used. High Temples of Istus, Moqoul and Geshtai
occupy the other three corners. At the center of

A Favour Page 15
the square is a huge, 50 foot tall statue of Equipment: Silver holy symbol of the True
Al’Akbar standing imposingly over an ornate Faith, dagger, healer's kit, spell component pouch.
fountain. Spells Prepared (5\3+1\2+1): 0 lvl-D e t e c t
Each of the temples is impressive, from the Magic, Detect p o i s o n, G u i d a n c e, Read Magic,
spidery motif of Istus to the forest motif of R e s i s t a n c e; 1 st lvl- Bless Water, C o m m a n d,
Geshtai, but the High Temple of the True Faith is Comprehend L a n g u a g e s, Cure Light W o u n d s (e);
first among its equals. The domes and intricately 2 nd lvl- Cure Moderate W o u n d s (e), L e s s e r
carved pillars are a testament to both the glory R e s t o r a t i o n, Zone of Truth.
and considerable influence that the True Faith
wields in Ket.
Walking among the decorated columns seems
to emphasize both the greatness of Al’Akbar and Encounter 9: Balthazar’s
your fragility. There are many other visitors
walking, praying, admiring or kneeling around Blades
the temple and it's various shrines. Balthazar’s Blades is written in green below a
large yellow scimitar on a bright red sign. Inside,
There are many people inside visiting the temple the walls of the small standing are decorated
proper and paying their respects to Al’Akbar but with an assortment of well made blades. Swords
also many people sit on the steps or wander adorn the right wall and axes adorn the left. Each
among the columns looking and reverently of the weapons appears to be carefully, but
touching the carvings. If the characters stop t o securely attached to the walls. On the counter are
ask for Husayn al'Mullah they are directed, an unusually large scimitar, and an assortment of
eventually, to one of the smaller shrines where short blades. Behind the counter, a short, elderly
the Mullah is working. He stops and accepts their man wears checkered green and red robes with an
thanks, and heals them (the credit gives up t o assortment of yellow scimitars embroidered into
them 6 cure (300 sp each) light wounds from him, them. He perches on his stool, polishing a dagger
or 3 cure moderates (600 sp each). Each cure light and watching you casually.
can also be traded for two cure minor wounds When he notices you looking his way, he
(150 sp each)). If the characters can purchase grins and waves about the shop urging you to
additional healing spells at the cost specified in “Look around, look around, let me know if you
the Ket Gazetteer, if the Gazetteer is not see anything you like...”
available only 1st - 3rd level spells are available a t
standard PH prices. There is a scimitar, a falchion (etched with the
Regardless of whether they need healing, a s cup and talisman symbol), a rapier, a shortsword,
the characters begin to prepare to leave, a n a longsword, a greatsword, a two-bladed sword
initiate arrives and presents a piece of paper t o and a bastard sword on the right wall. On the left
the Mullah. The Mullah looks it over and stops wall there is a kama, a hand axe, a throwing axe, a
the characters. battleaxe, a greataxe, an orc double axe, a
dwarven waraxe, and a dwarven urgrosh. Besides
Before you leave, I assume you heading east. the unusually large scimitar, there is a kukri, a
Please take this letter to Balthazar’s Blades, I katar, a siangham and a small assortment o f
would consider it a personal favour. I have much regular daggers on the counter (these weapons
work to do here, and can not take it myself. May are not secured to the counter, unlike the ones on
you always walk with the Truth. the walls. If anyone asks, Balthazar does have
permission from the Threshers to handle and t o
The letter is an order for a dozen falchions from let his customers handle weapons in the shop. All
Balthazar to be delivered to the Temple. the weapons here sell for 125%-150% of the PH
cost, and while they aren’t weapons of quality,
NPCs: they are high quality weapons (no game effect).
Husayn Al'Mullah Human Male Clr3: CR 3; The characters are welcome to examine the
Medium-size Humanoid (5 ft. 8 in.); HD 3d8+0; hp weapons on the walls, and if they are polite
(16); Init +0; Spd 30 ft.; AC 10; Atk +1 melee (1d4-1 (Diplomacy, DC: 14), Balthazar may even let them
[crit 19-20], dagger); SQ Domains: Healing, Law; take the weapons down one at a time to examine
AL LN; SV Fort +3, Ref +1, Will +6. them. If a character purchases anything, he h a s
Str 8, Dex 10, Con 10, Int 15, Wis 16, Cha 14. the option of receiving the weapon now in a
Skills: Diplomacy +8, Heal +11, Knowledge sealed wooden case marked with between 2 and 4
(religion) +8, Profession (bookkeeper) +9, wax seals that must be broken to open the case.
Spellcraft +8. Feats: Brew Potion, Martial Weapon Balthazar’s son can also deliver it to their
Proficiency (falchion), Scribe Scroll. Bonus residence (if the character has a residence in the
Languages: Baklunish, Celestial, Dwarven. city) or to one of the gates to be picked up on the
SQ: Domain: Healing: You cast healing spells way out (if the character doesn’t have a residence
at +1 caster level. Domain: Law: You cast l a w in the city).
spells at +1 caster level. The unusually large scimitar is a
greatscimitar and it is a rare Baklunish weapon,

A Favour Page 16
and it is the only one that Balthazar has. anyone notices that the owner is less than
Greatscimitars have to be imported, and the honest.
supply is anything but regular. Thus the
greatscimitar is expensive. Balthazar sells it for As you wind your way through the tents and
no less than 1000 lances. His opening price is 1200 caravans it seems like the bartender at the
lances but he is willing to haggle with any Griffon’s Nest might have been wrong. A slight
character who wants to buy the scimitar. wind, however, carries the words “Step right up
If a character chooses to haggle, you should and beat the bear to win the prize” to you,
role-play the haggling, but the final result should following the sound you come around a set of
come down to a diplomacy check at DC 15 (5 +10). small tents to see a crowd gathered around a tall,
Apply a +4 to -4 modifier based on the player’s thin man standing next to a large brown bear. As
performance. The haggling character can reduce you approach the group, the tall man asks, “Is
the price by 10 lances for every point over 15 to a anyone brave enough to challenge a bear? If you
maximum of 200 lances off the price. A are man enough to best the beast, I will give you
spectacular failure, a modified roll of less t h a n 250 of my silvers, and all it costs you to try is but
10, actually drives the price up for the character a mere 5 of yours. How could anyone refuse to try
by 10 lances for every point below 10. If more when you can win so much for so little?"
than one character is interested in the
greatscimitar, Balthazar sells it to the highest If none of the PCs step forward the con man
bidder (as long as the price is at least 1000 lances). invites one of them. Failing that, he invites a shill
If the characters have the note from the in the audience:
Temple, Balthazar accepts it and places it down
under the counter, to read after his current “You there sir, you look quick and angile! Why
customers have left. If they seem like honourable don’t you try. I’ll let you try for free but, of
people, Balthazar chit-chats with them and tries course, if you win I can’t give you the prize.”
to find out a little bit about his customers. If they The bear’s owner points to a short and wiry
mention they are leaving the city (or a r e man in the audience. The man shrugs and walks
otherwise going to be near the Ourmistan) h e forward into the ring. The bear’s owner counts
asks them to drop off a letter at the Griffin’s down from three and then rings the bell in his
Nest. It is a simple letter to Daltin the bartender hand. The bear immediately rises up on his rear
that his order is ready for pickup. feet and roars.
If the characters try to rob Balthazar, he lets The short man is already in motion. He darts
them take what weapons they want and leave the forward, quickly grabs the bear’s right forelimb
store. However, once gone, not only will the and swings up onto the bear’s back. The bear falls
characters be obvious criminals on the street (See to all fours and the man quickly locks his arm
encounter 2 weapons restrictions), but Balthazar around the bear’s neck, the bear tries to throw
also alerts the Threshers as soon as it is safe. him, but can’t. In a few more moments the bear
falls to its stomach. “Well done, well done!” says
NPCs: the owner “If only you had cared to pay, you could
Balthazar, male human Exp7: Medium-size have had the prize which now stands at 250
Humanoid (5ft, 7 in. tall); HD 7d6 hp 35 Init +0; lances!”
Spd 30; AC 10; Atks +3 melee (1d4-2 [crit 19-20] The short wiry man shakes his head and
dagger) or +6 missile (1d4-1 [crit 19-20] dagger); AL walks away muttering, “Why didn’t I put my
LN; SV Fort +2 Ref +2 Will +6. money down, why didn’t I put my money down.”
Str 6, Dex 10, Con 11, Int 13, Wis 11, Cha 11 The bear’s owner turns the crowd and asks,
Skills: Alchemy +9, Appraise +11, Craft “Is anyone willing to brave the bear like that
(Weaponsmithing) +13, Diplomacy +10, young man did? But this time perhaps someone
Knowledge(Religion) +8, Knowledge(Arcana) +8, would be willing to put some money up?”
Listen +8, Profession(Merchant) +8, Sense Motive
+8, Spot +8. Feats: Point Blank Shot, Skill The owner and shill are, of course, working
Focus(Craft: Weaponsmithing), Skill together. The bear knows Thoz the shill and
Focus(Diplomacy), Weapon Focus(Dagger). performs a well-rehearsed fight. Rangers and
druids may make a sense motive check t o
determine that the bear is not really fighting.
Other characters may make a sense motive check
Encounter Ten: Battle with the to determine that the owner is untrustworthy.
Use the die rolls you asked for at the start of this
Bear encounter to determine who notices what.
Before the characters reach the bear and his Anyone who goes through with the fight has t o
owner have them all roll sense motive checks, i f fight a bear, bare handed and without armor. This
they ask why, tell them some of the caravan is obviously a job for a monk, but any character is
guards are eyeing them suspiciously. Then free to try. Any character that does real damage t o
declare that the characters don’t feel any overt the bear enrage the bear and the owner. Any
hostility. In reality you are checking to see i f character that wins by subduing the bear gets the

A Favour Page 17
250 lances as promised. If the bear becomes suffers a -20 penalty to grapple checks, but is not
enraged it deals real damage to the victim. The considered grappled itself; the creature does not
owner and his shill make most of their money o f f lose its Dexterity bonus to AC, still threatens a n
of the betting (the odds are stacked), and even on area, and can use its remaining attacks against
the odd instance where the bear loses they other opponents.
usually still make money on the night. A s uccessful hold does not deal any additional
The other characters may bet on the damage unless the creature also has the constrict
challenger or on the bear. Betting on the ability. If the creature does not constrict, each
challenger yeilds 5 to 1 odds, and betting on the successful grapple check it makes during
bear years 1.5 to 1 odds. Stolbar doesn't take bets successive rounds automatically deals the
over 100 silver. damage listed for the attack that established the
PCs who complain to the Threshers that these hold. Otherwise, it deals constriction damage a s
guys are con men are told that “A fool and his well (the amount is listed in the creature's
money are soon parted.” But they close down descriptive text).
Stolbar’s operation as soon as they can round up When a creature gets a hold after an improved
enough Threshers that can break up a crowd that grab attack, it pulls the opponent into its space.
size and take down the bear if need be. By sunset This act does not provoke attacks of opportunity.
Stolbar and his operation are peacefully closed The creature is not considered grappled while
down by the Threshers. holds the opponent, so it still threatens adjacent
squares and retains its Dexterity bonus. It can
NPCs: even move (possibly carrying away the opponent),
Stolbar, and Thoz male human Rog2/Rgr 1: provided it can drag the opponent's weight.
Medium Humanoid (5 ft. 10 in. tall); HD 2d6+2+ SQ: Scent (Ex)—Can detect opponents within
1d10+1; hp 24; Init +2 (Dex); Spd 30; AC 16 (+4 30 ft. by sense of smell.
Armor, +2 Dex); Atks +2 melee (1d3, unarmed Equipment: collar
strike); SA Rog sneak attack +1d6; SQ Rog evasion;
AL N; SV Fort +3, Ref +5, Will +1.
Str 10, Dex 14, Con 12, Int 13, Wis 13, Cha 14.
Skills: Animal Empathy +4, Balance +6, Bluff Conclusion
+5, Diplomacy +9, Disguise +6, Handle Animal +6, If any of the characters ended up in the stocks
Intimidate +2, Perform +5, Pick Pocket +6, they are eventually released, even if they can’t
Profession (con artist) +4, Sense Motive +5, pay their fines, some kind soul anonymously and
Tumble +6, Wilderness Lore +2; Feats: Improved charitably pays to free them. If any characters
Unarmed Strike, Dodge. became evil or were sent to the mines, place the
Equipment (Thoz): padded armor, chain shirt character and his certs in an envelope and return
(under padded armor), 2 daggers, sap, it along with the adventure summary sheet to the
miscellaneous stuff worth 4d4 gp. Triad Point of Contact for Ket.
Equipment (Stolbar): hide armor (for others t o The End
wear), 2 daggers, sap, miscellaneous stuff worth
4d4 gp.

Bear (1): CR 4; Large Animal (12 ft. long); H D Experience Point Summary
6d8+24; hp 54; Init +1 (Dex); Spd 40 ft.; AC 15 (-1
size, +1 Dex, +5 natural); Atk +11 melee (1d8+8, To award experience for this adventure, add up
[x2], claws), +6 melee (2d8+4, bite); Face/Reach 5ft. the values for the objectives accomplished. Then
x 10ft./5ft.; SA Improved grab; SQ Sent; AL N; SV assign the discretionary roleplaying experience
Fort +9, Ref +6, Will +3. award. The roleplaying award should be given for
Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6. consistent character portrayal and contribution
Skills: Listen +4, Spot +7, Swim +14. to the fun of the game. You can award different
SA: Improved Grab (Ex)—If the creature hits roleplaying amounts to different characters.
with a melee weapon (usually a claw or bite Award the total value (objectives plus
attack), it deals normal damage and attempts t o roleplaying) to each character.
start a grapple as a free action without provoking
an attack of opportunity (see Grapple, page 137 in Encounter Three
the Player's Handbook). No initial touch attack is Returning the seeds to Mahrohk 25 xp
required, and Tiny and Small creatures do not
suffer a special size penalty. Unless otherwise Encounter Four
stated, improved grab works only against Not helping Nosher escape 25 xp
opponents at least one size category smaller t h a n
the creature. The creature has the option t o Encounter Five
conduct the grapple normally, or simply use the Getting the Fruit to Tarim 50 xp
part of its body it used in the improved grab t o
hold the opponent. If it chooses to the latter, i t

A Favour Page 18
Encounter Six Encounter One
Defeating the Beetles 250 xp • 250 lances
• 10 suits of leather armor (50 lances each)
Encounter Ten • 3 saps (5 lances each)
Defeating the Bear 100 xp • 3 clubs (worthless)
• 2 heavy crossbows (250 lances each)
Total experience for objectives 450 xp • 120 crossbow quarrels (0.5 lances each)
Discretionary roleplaying award 0-50 x p
• 1 heavy leather apron (10 lances)
Total possible experience 500 xp • 5 longswords (75 lances each)
• 4 small wooden shields (15 lances each)
• 20 daggers (10 lances each)
Treasure Summary • 1 cloak (worthless)
Player characters may keep items from the • 3 abas (worthless)
scenario that are listed on the treasure list below • 3 scimitars (75 lances each)
or which meet the following conditions: • 7 light crossbows (175 lances each)
• 2 silver rings (20 lances each)
1. The item must be non-magical and • 2 halfling sized suits of leather armor (25
specifically listed in the text of the adventure lances each)
(e.g armor on foes). If it is not listed in the • 4 flasks of oil with fuses (0.5 lances each)
text, the characters cannot keep it. Items o f • 2 gold rings (100 lances each)
this nature can be sold for 50% of book value, • thieve’s tools (150 lances)
or recorded on a log sheet.
2. Animals, followers, monsters, henchmen, and • silver necklace (200 lances)
so forth (any living being, basically) may not • chainmail (750 lances)
be kept from a scenario for any reason unless • small steel shield (45 lances)
the treasure summary lists the being • package of seeds with Gaubaruva name on i t
specifically. It is okay for the player (worthless)
characters to form relationships with NPCs, • Total: 4857
but these will not be certed and cannot bring
material benefit to the character. Contacts Encounter Three
(sources of extra information) must be • 1 Tanglefoot bag = 250 lances
specifically certed.
3. Theft is against the law, but may be practiced Encounter Five, Part One
by some player characters. Items which a r e • 22 gp, 190 sp, 100 cp = 430 lances
worth more than 250 gp that are of personal • If none of the characters accepted the
significance to the owner (including family Tanglefoot bag from Mahrohk Gaubaruva and
heirlooms), and all magical items, will be none of them accepted the money from
discovered in the possession of the character Taram Gaubaruva, then each character
by one means or another. The character m u s t receives the influence point with the
return the item and pay a fine equal to three Gaubaruva family.
times the value of the item stolen. In
addition, the PC caught receives campaign- Encounter Ten
decided penalties for being known as a thief. • subduing the bear = 250 lances
For other stolen items which meet the • Gambling and winning = 500 lances (max)
criteria in #1 above, use your judgment and • Total = 750 lances
the circumstances within the game t o The bear may not become an animal follower o f
determine whether a PC thief gets away with the PCs. She likes Stolbar and Thoz and is
the theft or not. content to stay with them. An animal f r i e n d s h i p
spell makes the PC a friend, but doesn’t stop her
Any item retained according to these rules, which from being loyal to Stolbar. If forced to choose
does not have a certificate, will not ever have a she chooses them over a PC.
certificate issued for it.
The campaign staff reserves the right to take
away any item or gold acquired for things which
it later finds unreasonable but which were
allowed at the time.

Lances are the most commonly u sed type o f


currency in Ket. The various denominations are:
Bastion (pp), greatshield (gp), wagon (ep), lance
(sp), helm (cp).

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Critical Events Summary
Judges’s name & RPGA#:

List the names of the characters who played this event:

Did the characters kill anyone in the Griffon’s Nest: (Yes / No)

Did the characters deliver the package to the Gaubaruva’s? (Yes / No)

Did the characters get the Gaubaruva’s fruit to the marketplace? (Yes / No)

Did the characters kill Nosher? (Yes / No) If so, who killed him?

And who were his accomplices:

Did any of the characters get into trouble with the Threshers? If so list the character’s name, the crime
and punishment.

Did the characters kill all of the fire beetles in Afsheen’s farm? (Yes / No)

Did any of the character buy the great scimitar in encounter 9? (Yes / No) If so, who bought it?

Did any of the character wrestle the bear in encounter 10 and win? (Yes / No) If so who beat the bear?

Did the characters get the Gaubaruva money, the tanglefoot bag, or the Gaubaruva influence?
(Money / Tanglefoot bag / Influence / Nothing)

Anything else happen that should be mentioned?

A Favour Page 20
DM Aid #1
Underground map of the beetle’s tunnel system.

A Favour Page 21
Player Handout #1
Map of the Griffon’s Nest.

A Favour Page 22
Player Handout #2
Afsheen’s Farm

A Favour Page 23

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