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To Catch a Thief
A Therran 3rd Edition Scenario
For 4-8 Characters of Level 4-6



Summary:

The party has learned of a connection between the Green Arrows and the Dwillingir Thieves' Guild. They now follow their leads and try to raid the Thieves' Guild to get at the bottom of the Green Arrows mystery.

Assumptions:

The party is in the employ and/or service of House Riverine and has completed the scenarios "Witness Protection" and "Green Raid".

Location:

The northern half of the Far Coast.

Historical Date:

Early to Mid 23 N.S. (5537), Late Spring or Early Summer.

GM's Introduction:

Refer to the introductions to the scenarios entitled "Witness Protection" and "Green Raid". This is a sequel designed to carry the events of those scenarios to their conclusion.

In "Witness Protection", Aramith, the leader of a notorious band of bandits called the Green Arrows, had been captured. He was due to be transported to Dwillingir from Aldervel in order to stand trial and public execution by the Imperator and Provincial Governor. Fearing a rescue attempt by Aramith's fellows, three transport caravans were sent out from Aldervel, two decoys and one real. It was hoped that by sending out two false caravans, the chances that Aramith would arrive at Dwillingir were greatly increased and that, given the fact that it was more likely than not that the bandits would be risking their lives on a false caravan, the bandits wouldn't even bother with a rescue.

Unfortunately, the secrecy of the caravans had been compromised, for Aramith had a secret arrangement with the Dwillingir Thieves' Guild, and dealt with them on many occasions, and it was feared his torture and questioning in Dwillingir would break him and he would divulge his connection with the Thieves' Guild.

Moreover, the head of the Dwillingir Thieves' Guild is none other than a doppelganger who is, simultaneously, impersonating Barnabus, the Trade Lord of House Riverine in Dwillingir. The doppelganger is very worried that should Aramith talk, the heat would be on the Thieves' Guild, and this could lead to the authorities finding out about the doppelganger and his impersonation of Barnabus.

So, the doppelganger used bribery and coercion to turn traitor some of the Imperial soldiers who would guard the caravans. He also determined which of the three would hold the prisoner. He then leaked this information to the Green Arrows so that they could affect a true rescue.

In addition, the false Barnabus hired powerful assassins to, in the event the rescue failed, kill Aramith to keep him from talking.

Finally, to cover his tracks in this matter, the doppelganger sent some of his own men (the party) to help guard one of the caravans. The party was supposed to be given to one of the false caravans, to keep them out of harm's way and from using their talents to thwart the rescue and assassination attempts…

However, another interested party is involved in this matter. For Barnabus' wife, the Lady Abrinda, is also not whom she seems. She is a succubus, sent by House Mercur (and ultimately, House Vrielsevri of the drow) to infiltrate House Riverine. This succubus quickly found out, using her powers, that a doppelganger had replaced her husband. This irked her to no end, for the doppelganger was able to resist her wiles and was not as easily manipulable as her real husband. What's more, the doppelganger is not as adept at trade, and the demoness is quite suspicious as to its motives and as to who sent it to replace Barnabus in the first place.

She desires to investigate and thwart this doppelganger and ultimately cause its downfall. When she determined that her erstwhile husband was anxious about Aramith's capture and that he had bribed the soldiers at Aldervel and intended to rescue Aramith or have him slain, she was intrigued. Clearly, she reckoned, if it was so important for the doppelganger to stop Aramith from being transported to Dwillingir, then it was likely in her best interest to see that very thing happen. To this end, in disguise, she seduced the leader of the traitorous soldiers and convinced him to station the PCs with the real prisoner caravan instead of with one of the decoys. The succubus hopes that the PCs are talented enough to see Aramith to Dwillingir.

The party escorted the caravan, and either Aramith was successfully returned to Dwillingir, or he was rescued and escaped, or he was killed. Lieutenant Broscus turned out to be in the pay of the bandits, and he and his men turned on the caravan.

In "Green Raid", the party learned of the location of the bandit lair of the Green Arrows, by way of a hidden map on the treacherous Lieutenant Broscus or by way of interrogation of Aramith.

In either case, the party raided the lair and defeated or dispersed the bandits. Within, they found clues as to the link between the Green Arrows and the Dwillingir Thieves' Guild and some vaguer clues as to the relationship to House Riverine.

Now the PCs must investigate the Thieves' Guild to determine the final mystery behind the Green Arrows.

Part One - The Start:

The Clues:

The premise of this scenario is that the PCs investigate the Dwillingir Thieves' Guild. However, even though there are clues in the scenario "Green Raid", there are a good many circumstances that need consideration.

First, the PCs generally will likely know of Raddolf, the liaison between the Guild and the Green Arrows. A powerful wizard, Raddolf is mentioned in various bandit documents, and a method for summoning the wizard to the area of the lair is present, as is a means of setting up a meeting with him in Dwillingir. However, there is no direct indication that Raddolf is associated with the Guild.

If the PCs lured Raddolf to the Twisted Rock rendezvous and managed to defeat him, then they may have discovered the secret of his hidden signet ring. Inquiries into the meaning of the rune upon that signet ring can prove fruitful in Dwillingir (refer to the section entitled "Hunting for the Guild" below).

If Raddolf is captured and properly interrogated (possibly via physical coercion or magical means) or even if he is subject to a Speak with Dead spell, it is possible for the PCs to determine his affiliation with the Thieves' Guild in Dwillingir.

If the PCs determined to meet Raddolf at the Rolling Lady Inn, they can certainly head to Dwillingir and make inquiries there. Even if they do not actually put up the purple band at the Twisted Rock requesting a meeting with Raddolf at the Rolling Lady, they can poke around the area and garner information.

However, the party does not, solely from the information gathered from the bandit lair, yet know that the Dwillingir Thieves' Guild is involved. Indeed, there is nothing immediately to place Raddolf in Dwillingir, even if the party does locate the hidden map in Aramith's quarters in the bandit lair.

However, if, during the events of "Witness Protection", Lieutenant Broscus was interrogated, then he may have told the PCs that he was bribed by a Raddolf of the Dwillingir Thieves' Guild. This is another way the PCs can connect the dots between the Green Arrows and the Dwillingir Thieves' Guild.

What the Bandits Know:

The bandits themselves know varying degrees of information regarding Raddolf.

The normal soldiery knows nothing…other than having heard the name mentioned several times. They haven't even really considered the fact that they have not hit Riverine caravans as much as others, especially Mercur caravans. Such considerations have been outside their notice.

The leaders all know Raddolf. They know he is a powerful person, and a mage, but they do not know of his connection with the Dwillingir Thieves' Guild. Only Aramith knew of this. Some of the more intelligent leaders (Akruba and Sanili for instance) likely have noted the sway of their activities towards Mercur and away from Riverine, though they have nothing concrete to say to explain it.

The Action:

If the party does not get any information directly from Raddolf, then it is likely they will simply return to Dwillingir in the belief that they have managed a job well done. The Green Arrows have been assaulted and either killed or captured or dispersed.

Returning to the Imperator at Dwillingir will earn the party kudos and well-dones. The party may keep any and all treasure, though the Imperator will wish to examine documents found in the lair.

Aramith will, if he was returned to Dwillingir, be put on trial and executed within the week.

The PCs can return to House Riverine, where Barnabus will question them rather intently about their assault on the bandits and if they learned any "extraneous" information about the bandits.

Meanwhile, the actions of the PCs have managed to bring his dual identity to the forefront of the doppelganger's thoughts. This means that finally Abrinda can use her detect thoughts ability to read the whole situation. She now knows that the doppelganger is also posing as the leader of the Dwillingir Thieves' Guild.

The Doppelganger's Reaction:

The doppelganger will not be pleased with events so far, though the execution of Aramith (assuming the bandit lord was brought to Dwillingir) will set his mind somewhat at ease, as it signals to him that the Imperator's lack of movement against the Thieves' Guild might mean that Aramith did not spill the beans before he was executed.

However, if the PCs have become suspicious of the Green Arrows' avoidance of Riverine caravans, they may take their suspicions directly to Barnabus. In this case, the cool and collected false Barnabus will in no way be rattled. Instead, he will speculate to the PCs that perhaps someone in his employ was also working with the bandits...perhaps tipping them off to non-Riverine caravans. He will ensure the PCs that, while such an arrangement would indeed be beneficial to the House, it would also be quite against the general mores of the House and would, in the long run, be bad for all of the Houses to begin to set a precedent for employing bandits, brigands, and thieves to engage in trading maneuvers. He will, in fact, charge the PCs with trying to root out this connection.

In reality, despite his cool exterior, the doppelganger is becoming desperate. The PCs are proving extremely meddlesome, and he is now dead set on eliminating them, though he must be careful in doing so, so that his cover will not be blown. His efforts will probably involve sending the PCs on a lengthy and potentially deadly mission. One idea he might have is to send the PCs on a mission to establish trade with the Ice People of the north. See the Ice Mission section below.

Ice Mission:

The doppelganger may want to send the PCs on a lengthy suicide mission in order to remove them from further influencing and meddling in House affairs…at least for a matter of years, and possibly forever if they perish on the journey.

The doppelganger will come up with just such a mission. He will ask the PCs to blaze a trail to the Ice People of the far north and to try and establish an overland trade route. He will claim that he has negotiated some parleys with a series of Thaneeri tribes that form a land corridor to the Ice People, and he needs the PCs to parley with the Thaneeri tribes, get them to agree to allow Riverine caravans to pass through. Then the party must negotiate with the Ice People for exclusive rights to their goods.

The PCs will be provided with mules and provisions and several hundred gold pieces and some gems and jewelry to trade.

Of course, the doppelganger has no such parley arrangements with the Thaneeri. He will direct the PCs to the most hostile tribes in the hopes that the PCs will be summarily slain by the Thaneeri.

The DM is encouraged to potentially make this the subject of an entire scenario if the PCs take the bait. However, clever PCs might suspect being sent on such a long and dangerous journey all of a sudden.

If the DM doesn't want the PCs to actually go, he can have Abrinda deliver her note via the urchin (see #4 below).

Veribor's Reaction:

It is also possible the PCs will go to Veribor in confidence. If so, Veribor will claim that there is no way a lower level member of Riverine could bind the House to the Thieves' Guild and the Green Arrows. The two groups would never trust a lower or even mid-ranking member. In fact, it would take someone the rank of Veribor or higher. But, there is also no way a high level member of the House could bind the House in such a fashion without Veribor's knowledge.

So, the situation is a puzzle to the Enforcer. He does know that Raddolf is a mage who is rumoured to be in tight with the Dwillingir Thieves' Guild. He will request that the PCs be very discrete and immediately investigate the Guild, for the evidence found at the Green Arrows lair suggests that the Green Arrows were essentially taking direction from Raddolf and, thereby, the Thieves' Guild.

Meanwhile, it is possible that Veribor will suspect Abrinda is behind the alliance of Riverine with the Green Arrows and the Thieves' Guild, for she is relatively new to the House. He will not reveal his suspicion to the PCs, but may let a hint slip (such as stating "I have an idea who is behind this alliance, but I cannot say just yet.").

Alas, if this happens, Abrinda will read Veribor's thoughts via her innate ability and then, worried that his suspicions towards her might lead him to find out her true secret (that she is a succubus), will have the Enforcer slain.

Part Two - Hunting for the Guild:

Before the PCs can hunt for the Guild, they have to know that they are looking for it in the first place. There are a variety of methods by which the PCs will be drawn into investigating the Thieves' Guild. Each of these is discussed in turn.

1. Raddolf is interrogated:

If Raddolf was captured and interrogated at the Twisted Rock, he can divulge that he is a member of the Dwillingir Thieves' Guild, and that they had an arrangement with the Green Arrows to fence stolen goods and to pass along caravan routes and departures from Dwillingir. If questioned specifically and intensely about the tendency of the Green Arrows to avoid Riverine caravans and concentrate on Mercur caravans, he can eventually be made to admit that there must be some sort of arrangement between Riverine and the Thieves' Guild, though he has no proof or direct knowledge of this.

2. Raddolf is slain and his ring is discovered:

If Raddolf's ring and its secret are discovered, it can be brought to Dwillingir and inquiries made in discrete quarters (both rich and poor) to possibly (with a Gather Information check at DC 20) determine that the symbol on the ring is that of the Thieves' Guild.

In addition, a successful Knowledge (local) check of DC 25 means that the person may recognize the significance of the symbol on the signet ring from his past knowledge.

3. A rendezvous is made with Raddolf at the Rolling Lady Inn:

If a rendezvous is made, the PCs can accost Raddolf and deal with him as in items 1 and 2 above.

4. A member of the Thieves' Guild attacks a PC:

Abrinda will see that things are coming to a head here and that if she wishes to use the PCs before they are destroyed by the doppelganger, she needs to act now. To this end, she will Suggest to a member of the Thieves' Guild, in her guise as a harlot, that one or more of the PCs be attacked "in order to rid the Guild of these meddlers". She will also Suggest that the attacker will suffer dire consequences for retreating without killing one of the PCs, and that he should wear his signet ring in his belt pouch. She will Suggest that the leader of the Guild will be very pleased if he carries out this attack and is successful.

In reality, nothing could be further from the truth. The false Barnabus would never command a single thief to attack a PC or PCs, and would never condone wearing a signet ring on such a mission.

Abrinda has made this Suggestion in the hopes that the PC(s) will slay the foolish thief and then find the signet ring and that this will lead them to investigate the Thieves' Guild.

* Lone Thief: Male human Rogue 3; CR 3; Medium humanoid (human); HD 3D6+6; hp 18; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 14, flat-footed 13); Atk +6 melee (1D6+2, shortsword) or +4 melee (1D6+2, shortsword) and +4 melee (1D4+1, dagger) or +6 ranged (1D6, shortbow); SA sneak attack +2D6; SQ evasion, trapfinding, trap sense +1; AL NE; SV Fort +3, Ref +7, Will +2; Str 14, Dex 18, Con 14, Int 12, Wis 13, Cha 10. Height 5 ft 6 in.

Skills and Feats: Balance +11, Bluff +6, Climb +6, Diplomacy +2, Escape Artist +6, Hide +8, Intimidate +7, Jump +9, Listen +3, Move Silently +8, Sense Motive +6, Sleight of Hand +10, Spot +3, Tumble +12, Use Magic Device +4; Two Weapon Fighting, Two Weapon Defense, Weapon Finesse.

Possessions: leather armour, shortsword, dagger, shortbow, arrows (20), thieves' tools, belt pouch, signet ring with symbol of the Thieves' Guild, tanglefoot bag, thunderstone, potion of Shield of Faith at 1st level. 

This thief will attempt to use his Bluff skill combined with his two weapon attack to sneak attack his foes. He will not retreat, due to the Suggestion placed upon him by Abrinda. In any event, if his signet ring is found, the meaning of the ring can be handled just like Raddolf's ring.

If this does not work, she will send two more thieves after the PCs (same statistics, but with a potion of Cure Moderate Wounds at 3rd level instead of the listed potion), in the hopes that multiple attacks by signet ring-bearing thieves will finally prompt the party to investigate. There will be no further attacks after the third, as Barnabus learns that his thieves are brazenly attacking the PCs and threatening any thief who again attacks without his permission with dire consequences.

5. Abrinda begins to make her move:

In addition to #4 above, if the PCs appear to be more inclined to go to Barnabus and have him take care of things, then Abrinda will Suggest to an urchin that the following note be slipped to a PC:

All that glitters is not gold. Loyalty is a virtue. Blind loyalty is a sin. A wise man keeps his own counsel.

The urchin has no recollection who gave him the note (to forget who the giver was is part of the Suggestion implanted).

6. Abrinda becomes even more active:

In a pinch, Abrinda will use her rod of dreams to send a message to the PCs via a dream spell. Abrinda will not be the dream messenger herself. Instead, she will use some dupe she has charmed to cast the spell, then killing the messenger after the message has been delivered. She is loathe to use her rod, for she is worried that somehow her identity can be divined. Nonetheless, she knows that the endgame with the doppelganger is at hand and that the PCs need to investigate the Thieves' Guild to ultimately defeat the doppelganger.

The message will be:

The answer to your bemusement resides in the Guild of Thieves. You must find it to find the truth! Seek the Guild of Thieves.

The next step is actually finding the Guild.

The Rolling Lady Inn and the Woolly Boys:

Various persons know of the meeting room under the Rolling Lady Inn and that it leads somehow to the Thieves' Guild. Raddolf knows. Rockim of the Woolly Boys street gang knows. There are a number of other possible sources, including members of the Guild.

Rockim certainly knows what the symbols on Raddolf's and the Lone Thief's rings signify. In fact, Rockim can be a good source throughout this entire scenario, as his boys have contacts with the Guild and often do low-level muscle with them. He is not supposed to know about the meeting room under the Rolling Lady Inn, but the Woolly Boys are not completely incompetent, and it is difficult to hide happenings in The Shambles from them.

However, Rockim will not simply pour his information forth. It will require some measure of either bribery or coercion or both to loosen his tongue. The Woolly Boys are intimidated by the Guild and also receive a good measure of support and reward from them as well.

The Woolly Boys dwell in The Shambles, and can be found in a ramshackle two story wooden building whose first story is largely deserted-seeming, though in actuality the Woolly Boys live in the back rooms, with Rockim upstairs. Though the gang has over a dozen members, only 6 will be here at any one time.

* Rockim: Male human Warrior 2; CR 1; Medium humanoid (human); HD 2D8+4; hp 22; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 13 (touch 11, flat-footed 12); Atk +3 melee (1D6+1, club) or +3 melee (1D4+1, dagger) or +3 ranged (1D4+1, dagger); AL CE; SV Fort +5, Ref +1, Will +0; Str 13, Dex 12, Con 15, Int 12, Wis 10, Cha 13. Height 6 ft 2 in.

Skills and Feats: Climb +3, Gather Information +3, Intimidate +8, Jump +5, Listen +1, Spot +3, Swim +3; Blooded, Thug.

Possessions: leather armour, club, daggers (4), peasant's outfit, 3D10 cp, 2D10 sp, 1D3 gp. 

* Woolly Boys (6): Male human Warrior 1; CR ½; Medium humanoid (human); HD 1D8+2; hp 10; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 12 (touch 10, flat-footed 12); Atk +2 melee (1D6+1, club) or +2 melee (1D4+1, dagger) or +1 ranged (1D4+1, dagger); AL CN; SV Fort +4, Ref +0, Will +0; Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 12. Height 5 ft 7 in.

Skills and Feats: Climb +3, Intimidate +8, Listen +0, spot +1, Swim +3; Bullheaded, Thug.

Possessions: leather armour, club, daggers (2), peasant's outfit, 1D8 cp, 1D6 sp. 

The innkeeper and some patrons of the Rolling Lady Inn also know, though they are fearful to say.

The most obvious entrance to the Thieves' Guild is by way of the room below the Rolling Lady Inn. This room is accessed by way of a secret door located to the rear of the Rolling Lady Inn. The Inn is the first large building to the north of the street as one first enters through the Westgate. It abuts the southern end of The Shambles, so that the rear may be approached stealthily from a variety of directions. In the rear of the inn is a cellar door that leads down to a cellar. This door is warded by stout iron chains held by an iron padlock. To the right of the cellar door is a secret door (Search DC 25) that leads to stairs that descend 30 feet and end in a large chamber some 30 feet square. Within the chamber are a large oak table, a dozen wooden chairs, and a few place settings and a chalk board with chalk hung against one wall. On one end of the table is a wooden podium. Several barrels of water and some wooden mugs are nearby The whole has the appearance of a meeting room or conference chamber.

Searching amongst the barrels (Search DC 15 or Spot DC 25) will turn up a small piece of parchment with a series of marks on it:

 ^ > > ^ > < > < < ^ > > >

This is an arrow map to the Guild entrance. The arrows tell which direction to take at each intersection. While it is not immediately apparent which side of the parchment is up, some thought will reveal that down arrows are not really appropriate for such a map.

The south wall of the chamber is a secret door (Search DC 25). This door is warded by a fusillade of spears trap that is set to activate when the secret door is touched without first activating the bypass. The spears will launch from the ceiling 20 feet away from the door into the 10 ft by 10 ft square before the door (place the door centered on a line between two squares on the battle grid).

The bypass is activated by inserting a signet ring with the Guild symbol into the bypass mechanism and twisting to the right. A close scrutiny of the bypass mechanism (Search DC 15) will determine that there is an indentation that matches the signet symbol.

Activating the bypass nullifies the trap for 1 minute. There is another bypass on the other side of the secret door, so that those entering the room from beyond will be safe.

* Fusillade of Spears: CR 6; mechanical; touch trigger; repair reset; hidden lock bypass (Search DC 25, Open Lock DC 30); Atk +21 ranged (1D8, spear); multiple targets (1D6 spears per target in a 10 ft by 10 ft area); Search DC 26; Disable Device DC 20. 

Beyond, the door, a short passageway leads for fifteen feet before descending to more stairs that turn left and descend for 30 feet before emerging into the sewers beneath Dwillingir.

Part Three - The Sewers of Dwillingir:

The sewers of Dwillingir are yet another marvel of Imperial engineering. The sewers pick up fresh water from the river to the north of the town, which then runs through the sewers, sweeping debris and waste along before exiting to the south in an oubliette that drops into the unknown depths. The river entrance is blocked by thick steel bars that let water pass through, but no other debris. The entrance is just below the average surface level of the river, allowing it to be easily cleared. The oubliette is unblocked, and on occasion things have wandered into the sewers from below.

The sewers are accessible at other points in the town besides the room beneath the Rolling Lady Inn. These are 5 ft wide shafts blocked by locked iron grates (Open Locks DC 25). These shafts are 60 feet deep and have no handholds (when workers need to descend they bring portable chain ladders). There are six known grates, located as follows:

1. Near the Arena

2. In the Commons

3 and 4. At the two main intersections between the north-south thoroughfare and the two east-west thoroughfares

5. A few blocks southeast of House Riverine

6. At the Docks.

The sewers vary between 5 feet and 20 feet wide, and most passages have a channel for water and waste between 5 and 10 feet wide surmounted by raised, dry ledges on one or both sides approximately 5 feet wide. At some points, stone bridges cross the channels.

The sludge flows generally to the south, though it can vary in its east or west direction depending upon the layout of a given section of the sewers. The sludge is propelled both by the force of the water entering to the north and by the general downward slope of the sewers to the south.

There is generally now natural illumination in the sewers, though depending upon the weather and time of day sunlight can snake down the six shafts from above.

There are some rooms and chambers in the sewers, more than can be described here. Some are simply deep cellars from above. Most of these have no actual egress to the sewers; they are merely on the same level and access would require magical means or bashing through by main force. Some of these chambers, however, have secret doors or locked and secured portals that do give access to the sewers.

Some chambers were built into the sewers by the original engineers for reasons long lost to time.

Some chambers were built by later inhabitants. For example, Abrinda and the real Barnabus both have hidey holes in the sewers (chambers or niches improved upon by them) where they have a place to flee to and to gather supplies. Many such caches exist in the sewers, built and forgotten or built and utilized by various factions of the town.

Encounters in the Sewers:

As mentioned, occasionally things do come up from below, or fall down from above and dwell in the sewers. Nevertheless, the sewers are not some hell hole full of ravenous monsters.

Rumours persist of a beholder in the sewers, but this is an old legend that has recently been used by Raddolf to keep folks away from the Thieves' Guild. Raddolf utilizes his Silent Image and Minor Image spells to induce occasional vague sightings of floating orbs with eyestalks. His depictions are clunky at best, as he has never seen a beholder live…only pictures, but then again, his victims have likely never seen a live beholder either!

To generate wandering encounters, roll a D10 every minute. On a roll of 1, an encounter will occur. If a 1 is rolled, another immediate check should be made, with another 1 indicating a second encounter, and each consecutive 1 indicating further encounters in the same check period. Multiple encounters can (and should) be woven into a single encounter usually.

The sewers support a limited number of creatures at any given time. The listing tells the maximum number of such creatures that may be encountered in the space of, say, a few weeks.

D00   Result
 01-03  Ankheg (1, max 1)
 04-06  Carrion Crawler (1, max 1)
 07-15  Centipede Swarm (1, max unlimited)
 16-25  Dire Rat (2D10, max unlimited)
 26-27  Gray Ooze (1, max 1)
 28-29  Grick (1D3, max 3)
 30-34  Large Monstrous Centipede (1, max 2)
 35-42  Medium Monstrous Centipede (1D3, max 12)
 43-44  Ochre Jelly (1, max 1)
 45-46  Ooze Mephit (1, max 1)
 47-60  Rat Swarm (1, max unlimited)
 61-70  Skeletons (1D6, max 12)
 71-80  Small Monstrous Centipede (1D8, max unlimited)
 81-86  Stirge (2D4, max 8)
 87-88  Thief (1D3, max 8)
 89-95  Tiny Monstrous Centipede (2D12, max unlimited)
 96-00  Event or Occurrence

Ankheg:

One of these creatures has burrowed into the sewers, ripping through a portion of the sewers where the sewer wall was weakened enough by erosion to allow the creature to pass through. Currently, the beast is somewhat trapped in the sewers, not being intelligent enough to find its way out. The ankheg now hunts prey in the sewers.

* Ankheg: CR 3; Large magical beast; HD 3D10+12; hp 28; Init +0; Spd 30 ft, burrow 20 ft; Space 10 ft; Reach 5 ft; AC 18 (touch 9, flat-footed 18); Atk +7 melee (2D6+7 plus 1D4 acid, bite); SA improved grab, spit acid; SQ darkvision 60 ft, low-light vision, tremorsense 60 ft; AL N; SV Fort +6, Ref +3, Will +2; Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6. Length 10 ft.

Skills and Feats: Climb +8, Listen +6, Spot +3; Alertness, Toughness.

Special Attacks: Improved Grab (Ex): To use this ability, an Ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the Ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it.

Spit Acid (Ex): 30 ft line, once every 6 hours; damage 4D4 acid, Reflex DC 14 half. One such attack depletes the ankheg's acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. An Ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent. 

Carrion Crawler:

It is likely this critter came from out of the oubliette. It has found the hunting good, and so has determined to stay.

* Carrion Crawler: CR 4; Large aberration; HD 3D8+6; hp 19; Init +2; Spd 30 ft, climb 15 ft; Space 10 ft; Reach 5 ft; AC 19 (touch 11, flat-footed 15); Atk +3 melee (paralysis [x8], tentacles) and -2 melee (1D4+1, bite); SA paralysis; SQ darkvision 60 ft, scent; AL N; SV Fort +3, Ref +3, Will +5; Str 14, Dex 15, Con 14, Int 1, Wis 15, Cha 6. Length 10 ft.

Skills and Feats: Climb +12, Listen +6, Spot +6; Alertness, Combat Reflexes, Track

Special Attacks: Paralysis (Ex): Those hit by a carrion crawler's tentacle attack must succeed on a DC 13 Fortitude save or be paralyzed for 2D4 rounds. 

Centipede Swarm:

These bugs roam the sewers, preying generally upon rats and mice, but also occasionally going after bigger prey.

* Centipede Swarm: CR 4; Diminutive vermin (swarm); HD 9D8-9; hp 31; Init +4; Spd 20 ft, climb 20 ft; Space 10 ft; Reach 0 ft; AC 18 (touch 18, flat-footed 14); Atk (2D6 plus poison, swarm); SA distraction, poison; SQ darkvision 60 ft, immune to weapon damage, swarm traits, tremorsense 30 ft, vermin traits; AL N; SV Fort +5, Ref +7, Will +3; Str 1, Dex 19, Con 8, Int -, Wis 10, Cha 2. Diameter 10 ft.

Skills and Feats: Climb +12, Spot +4; Weapon Finesse.

Special Attacks: Distraction (Ex): Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1D4 Dex. 

Dire Rats:

These large rats are at the top of the rodent pecking order in the sewers. They can be fearless and fearsome in large packs, though in small numbers they tend to shy away from large Medium creatures with light sources.

* Dire Rat: CR 1/3; Small animal; HD 1D8+1; hp 5; Init +3; Spd 40 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 14, flat-footed 12); Atk +4 melee (1D4 plus disease); SA disease; SQ low-light vision, scent; AL N; SV Fort +3, Ref +5, Will +3; Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4. Length 3 ft 6 in.

Skills and Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11; Alertness, Weapon Finesse.

Special Attacks: Disease (Ex): Filth fever - bite, Fortitude DC 11, incubation period 1D3 days, damage 1D3 Dex and 1D3 Con. 

Gray Ooze:

One of these things has washed into the sewers from the river as a small bud and it hunts fairly successfully in the damp and stony environment of the sewers.

* Gray Ooze: CR 4; Medium ooze; HD 3D10+15; hp 31; Init +5; Spd 10 ft; Space 5 ft; Reach 5 ft; AC 5 (touch 5, flat-footed 5); Atk +3 melee (1D6+1 plus 1D6 acid); SA acid, constrict 1D6+1 plus 1D6 acid, improved grab; SQ blindsight 40 ft, immunity to cold and fire, ooze traits, transparent; AL N; SV Fort +6, Ref -4, Will -4; Str 12, Dex 1, Con 21, Int -, Wis 1, Cha 1. Diameter 6 ft.

Skills and Feats: none.

Special Attacks: Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armour or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save.

The ooze's acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full rounds to deal this damage.

Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armour take a -4 penalty on Reflex saves against the acid

Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action, without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Special Qualities: Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage. 

Gricks:

A cluster of gricks has come up the oubliette, having been driven from its lair by foes. The gricks are now quite angry, confused, and hungry and so will tend to attack on sight, though usually from hiding in ambush.

* Grick: CR 3; Medium aberration; HD 2D8; hp 9; Init +2; Spd 30 ft, climb 20 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +3 melee (1D4+2 [x4], bite) and -2 melee (1D3+1, bite); SQ DR 10/magic, darkvision 60 ft, scent; AL N; SV Fort +0, Ref +2, Will +5; Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5. Length 6 ft.

Skills and Feats: Climb +10, Hide +3 (+11 in natural rocky areas), Listen +6, Spot +6; Alertness, Track. 



Large Monstrous Centipedes:

A few of the monstrous centipedes in the sewers are successful enough to grow to large size. These are the kings of the native inhabitants of the sewers, and are only challenged by interlopers from above or below.

* Large Monstrous Centipede: CR 1; Large vermin; HD 3D8, hp 13; Init +2; Spd 40 ft, climb 40 ft; Space 10 ft; Reach 5 ft; AC 14 (touch 11, flat-footed 12); Atk +3 melee (1D8+1 plus poison, bite); SA poison; SQ darkvision 60 ft, vermin traits; AL N; SV Fort +3, Ref +3, Will +1; Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 3. Length 10 ft.

Skills and Feats: Climb +10, Hide +6, Spot +4; Weapon Finesse.

Special Attacks: Poison (Ex): Injury, bite, Fort DC 11, initial and secondary damage 1D4 Dex. 

Medium Monstrous Centipedes:

A dozen of these creatures prowl the sewers, some of them eventually growing to large size, others dying before reaching that level.

* Medium Monstrous Centipede: CR ½; Medium vermin; HD 1D8; hp 5; Init +2; Spd 40 ft, climb 40 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +2 melee (1D6-1 plus poison, bite); SA poison; SQ darkvision 60 ft, vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 9, Dex 15, Con 10, Int -, Wis 10, Cha 2. Length 5 ft.

Skills and Feats: Climb +10, Hide +10, Spot +4; Weapon Finesse.

Special Attacks: Poison (Ex): Injury, bite, Fort DC 10, initial and secondary damage 1D3 Dex. 

Ochre Jelly:

This jelly has made its way up the oubliette, slowly but surely, for unknowable reasons. It now seems content to hunt the many vermin here, occasionally dissolving larger prey. It usually hunts by oozing through the muck and water channels of the sewers, remaining underwater until is senses prey with its blindsight, then suddenly extending a pseudopod to slam an adjacent victim and drag it into the water.

* Ochre Jelly: CR 5; Large ooze; HD 6D10+36; hp 69; Init -5; Spd 10 ft, climb 10 ft; Space 10 ft; Reach 5 ft; AC 4 (touch 4, flat-footed 4); Atk +5 melee (2D4+3 plus 1D4 acid, slam); SA acid, constrict 2D4+3 plus 1D4 acid, improved grab; SQ blindsight 60 ft, split, ooze traits; AL N; SV Fort +8, Ref -3, Will -3; Str 15, Dex 1, Con 22, Int -, Wis 1, Cha 1. Diameter 15 ft.

Skills and Feats: Climb +10.

Special Attacks: Acid (Ex): An ochre jelly secrets a digestive acid that dissolves only flesh. Any melee hit or constrict attacks deals acid damage.

Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it established a hold and can constrict.

Special Qualities: Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half the original's current hit points (round down). A jelly with 10 hit points or less cannot be split and dies if reduced to 0 hit points. 

Ooze Mephit:

An ooze mephit has managed to make its way to these sewers, summoned by some long ago wizard. The mephit escaped into the sewers, and for centuries has haunted the area, loving the dark, damp, and smelly conditions here and with no way to return home.

The mephit loves to torment intelligent passersby, though it is wise enough to have learned to avoid playing too many tricks on the thieves of the Guild. Since those are generally the only intelligent beings that ply the sewers, the mephit will initially be overjoyed at the arrival of the PCs and will take the opportunity to harass them, laughing all the way. Such harassment will consist of slinging sludge on PCs, distracting them with catcalls, leading them on wild goose chases, etc. Such harassment should be embarrassing but not lethal.

If the PCs attack the mephit, it will defend itself to its fullest abilities if cornered, otherwise, simply fleeing by swimming at Run speed down the water channels, and then returning to harass again. The mephit is bound and determined to get in as much fun as possible, given that it may take years for another group of victims to enter the sewers.

Peaceful and meaningful contact can eventually be made with the mephit. Successfully playing a good trick on it will earn its respect and admiration. Capturing it will also earn its fearful respect. The mephit can be bribed with some magic item like a potion that can be useful to it in the sewers.

If peaceful contact is made, the mephit can provide some useful information. It can warn the PCs of the various denizens likely to be encountered in the sewers. It can also pooh-pooh the rumours of a beholder in the sewers, telling the PCs that this beholder is the result of some illusory magic cast by a wizard who lives in the sewers (Raddolf…though the mephit does not know his name).

The mephit knows of the Thieves' Guild, though not that it is a guild of thieves. He simply knows that the powerful men and women live in a certain area of the sewers, along with the wizard, and that he fears them and generally leaves them alone. He can show the PCs where the powerful people live, probably for the price of another useful minor magic item.

The mephit does not value gold or gems.

* Ooze Mephit: CR 3; Small outsider (extraplanar, water); HD 3D8+6; hp 19; Init +0; Spd 30 ft, fly 40 ft (average), swim 30 ft; AC 16 (touch 11, flat-footed 16); Atk +6 melee (1D3+2 [x2], claws); SA breath weapon, spell-like abilities, summon mephit; SQ DR 5/magic, darkvision 60 ft, fast healing 2; AL N; SV Fort +4, Ref +3, Will +3; Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15. Height 5 ft.

Skills and Feats: Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings); Power Attack, Toughness.

Special Attacks: Breath Weapon (Su): An ooze mephit may breath once every 1D4 rounds as a standard action. It is a 10 ft cone of caustic liquid that causes 1D4 points of acid damage with a Reflex save of DC 13 for half damage. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a -4 penalty to AC and a -2 penalty on attack rolls for 3 rounds.

Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf's acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effects of a stinking cloud (DC 15, caster level 6th).

Special Qualities: Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment. 

Rat Swarm:

Swarms of rats dwell in great numbers in the sewers. They can tend to be ravenous and are not afraid of light or moderate fire.

* Rat Swarm: CR 2; Tiny animal (swarm); HD 4D8; hp 18; Init +2; Spd 15 ft, climb 15 ft; Space 10 ft; Reach 0 ft; AC 14 (touch 14, flat-footed 12); Atk (1D6 plus disease); SA disease, distraction; SQ half damage from slashing and piercing weapons, low-light vision, scent, swarm traits; AL N; SV Fort +4, Ref +6, Will +2; Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2. Diameter 10 ft.

Skills and Feats: Balance +10, Climb +10, Hide +14, Listen +6, Spot +7, Swim +10; Alertness, Weapon Finesse

Special Attack: Disease (Ex): Filth fever - swarm attack, Fortitude DC 12, incubation period 1D3 days, damage 1D3 Dex and 1D3 Con.

Distraction (Ex): Any living creature that begins its turn with a swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. 

Skeletons:

Raddolf lets loose skeletons from time to time into the sewers, to lend to rumours that the sewers are both dangerous and haunted. The skeletons are directed not to attack anyone displaying signet rings of the Thieves' Guild. Otherwise, they are ordered to attack any two-legged creatures they find.

* Skeletons: CR 1/3; Medium undead; HD 1D12; hp 6; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +1 melee (1D6+1, shortsword) or +1 melee (1D4+1 [x2], claws); SQ DR 5/bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. Height 5 ft 7 in.

Skills and Feats: Improved Initiative.

Possessions: heavy steel shield, shortsword. 

Small Monstrous Centipedes:

These vermin lair in great numbers throughout the sewers. They can be voracious.

* Small Monstrous Centipedes: CR ¼; Small vermin; HD 1/2D8; hp 2; Init +2; Spd 30 ft, climb 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 13, flat-footed 12); Atk +3 melee (1D4-3 plus poison, bite); SA poison; SQ darkvision 60 ft, vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 5, Dex 15, Con 10, Int -, Wis 10, Cha 2. Length 3 ft.

Skills and Feats: Climb +10, Hide +14, Spot +4; Weapon Finesse.

Special Attacks: Poison (Ex): Injury, bite, Fort DC 10, initial and secondary 1D2 Dex. 

Stirges:

A small colony of stirges lairs here, a pregnant specimen having washed in through the river grate and bred its progeny successfully. They now haunt the sewers.

* Stirge: CR ½; Tiny magical beast; HD 1D10; hp 5; Init +4; Spd 10 ft, fly 40 ft (average); Space 2.5 ft; Reach 0 ft; AC 16 9touch 16, flat-footed 12); Atk +7 melee (attach, touch attack); SA attach, blood drain; SQ darkvision 60 ft, low-light vision; AL N; SV Fort +2, Ref +6, Will +1; Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. Length 1 ft.

Skills and Feats: Hide +14, Listen +4, Spot +4; Alertness, Weapon Finesse.

Special Attacks: Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent's body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks). An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.

Blood Drain (Ex): A stirge drains blood, dealing 1D4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge's appetite has been sated, the stirge detaches and seeks a new target. 

Thieves:

These are experienced members of the Thieves' Guild, usually traveling to or from some job. As such, they can be followed if heading back to the Guild (50% chance) or can be captured and interrogated. Most of these do not actually live at the Guild. They have residences around Dwillingir.

* Thief: Male (65%) or Female (35%) human Rogue 3; CR 3; Medium humanoid (human); HD 3D6+6; hp 18; Init +4; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 14, flat-footed 13); Atk +6 melee (1D6+2, shortsword) or +4 melee (1D6+2, shortsword) and +4 melee (1D4+1, dagger) or +6 ranged (1D6, shortbow); SA sneak attack +2D6; SQ evasion, trapfinding, trap sense +1; AL NE; SV Fort +3, Ref +7, Will +2; Str 14, Dex 18, Con 14, Int 12, Wis 13, Cha 10. Height 5 ft 6 in.

Skills and Feats: Balance +11, Bluff +6, Climb +6, Diplomacy +2, Escape Artist +6, Hide +8, Intimidate +7, Jump +9, Listen +3, Move Silently +8, Sense Motive +6, Sleight of Hand +10, Spot +3, Tumble +12, Use Magic Device +4; Two Weapon Fighting, Two Weapon Defense, Weapon Finesse.

Possessions: leather armour, shortsword, dagger, shortbow, arrows (20), thieves' tools, belt pouch, signet ring with symbol of the Thieves' Guild (hidden on person using Sleight of Hand), tanglefoot bag, thunderstone, 16 cp, 34 sp, 22 gp. 

Tiny Monstrous Centipedes:

These vermin are ever present and ever hungry.

* Tiny Monstrous Centipede: CR 1/8; Tiny vermin; HD 1/4D8; hp 1; Init +2; Spd 20 ft, climb 20 ft; Space 2.5 ft; Reach 0 ft; AC 14 (touch 14, flat-footed 12); Atk +4 melee (1D3-5 plus poison, bite); SA poison; SQ darkvision 60 ft, vermin traits; AL N; SV Fort +2, Ref +2, Will +0; Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2. Length 2 ft.

Skills and Feats: Climb +10, Hide +18, Spot +4; Weapon Finesse.

Special Attacks: Poison (Ex): Injury, bite, Fort DC 10, initial and secondary 1 Dex. 

Event or Occurrence:

This can include a wide variety of happenings. Listed below are a few, and the DM is encouraged to make more as needed.

1 = The walkway crumbles, possibly dropping a PC into the filthy waterway. A Reflex save of DC 15 is needed to avoid the fall.

2 = In order to better preserve the illusion that a beholder dwells in the sewers, Raddolf leaves pieces of statues of humans and creatures to look as if they had been petrified by a beholder's ray and then smashed to bits. The PCs stumble across a shattered statue, life-sized, of a human or dire rat or monstrous centipede.

3 = A shattered skeleton of a human lies on the walkway. This is one of Raddolf's animated skeletons having met an untimely end at the hands of one of the denizens of the sewers. Likely the bones are gnawed and chewed upon to some extent.

4 = A corpse of a dire rat or some other non-vermin creature is infested with rot grubs. Have the PCs make their Spot check as each passes, and if they fail, have a 15% chance that some grubs attempt to attack the PC as it passes by.

* Rot Grubs (CR 4 Hazard): These diminutive vermin crawl off carrion and infest living hosts. They cause a fatal illness unless cured or killed. When first encountered, a Spot check (DC 15) can be made to avoid them entirely. If this check is failed, the grubs have contacted the victim and penetrated the skin. Once this occurs, the victim may make a Wisdom check (DC 15). If successful, he notices strange burrowing below the surface of his skin. Each round thereafter, a Fortitude save (DC 17) must be made. If failed, the victim sustains 2D6 points of Constitution damage. At Constitution 0, the victim dies. The grubs then look for a new host. During the first two rounds, the grubs can be killed by applying flame to or by cutting open the affected skin. The flame or cutting does 2D6 points of damage to the victim. If a Heal check (DC 15) is successful, cutting damage can be reduced to 1D6. After the second round, only a remove disease spell can save the victim. 

5 = A patch of green slime is encountered, usually on the wall or ceiling.

* Green Slime (CR 4 Hazard): This slime will make a melee touch attack against anyone passing beneath it. It can be spotted with a DC 15 Spot check. If the attack hits, if does 1D6 points of Constitution damage while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (the patch has 9 hp and any damage done to it is dealt to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2D6 points of damage per round, ignoring metal's hardness but not that of wood. It does not harm stone. 

6 = A crude drawing in blood on a wall vaguely in the shape of a beholder. These are left by the thieves to deter interlopers.

Navigating the Sewers:

If the PCs have and follow faithfully the arrow map from the secret room beneath the Rolling Lady Inn, then they can find the entrance to the Guild in a mere 10-15 minutes. Going is slow because the PCs are still traversing unusual and unfamiliar terrain.

If the PCs do not have directions to the Guild, then they will have to randomly search the sewers. The time it takes to accomplish this will be 1D6 hours. A successful Survival check (DC 20) will reduce the time by 1/3rd, and a Track check (DC 20) will halve the time.

Part Four - The Thieves' Guild:

The Guild is located in the sewers of Dwillingir. Refer to the Guild Map.

Unless otherwise stated, all passages and rooms are lit by torches in sconces or oil lamps set in niches. An exception to this are secret passages. These are unlit unless otherwise mentioned in the text.

All normal doors are strong wooden doors.

All secret doors require a DC 25 Search check.

All passages are 10 feet tall unless otherwise noted.

Guild signet rings are carried by all members. They are all in the form of a steel finger ring with a red half-inch metal disk atop it which has been engraved with a four-pointed wavy star symbol, the top arm of the star twice as long as the other three arms.

Roster:

The thieves in the guild can be categorized into several generic categories. For purposes of brevity, the statistics for these are presented here so that they don't have to be repeated in the body of the text over and over again. Statistics for unique individuals are presented in the text body.

Membership of the Guild is mixed gender, though almost entirely human. Roughly 70% of the Guild membership is male, the remainder being female. All of the enforcers are males.

Persons who are awake and active will wear their armour if it is light. Enforcers will wear their armour while awake. Sleeping persons will not wear any armour. No one in the guild but the awake enforcers will initially be wearing medium or heavy armour.

Trainees:

Trainees are new inductees into the Guild. They are not intensely loyal to the Guild, and not too confident in their abilities. Nonetheless, in the presence of higher ups they will tend to perform as ordered.

* Trainee Thief: Human Rogue 1; CR 1; Medium humanoid (human); HD 1D6+1; hp 4; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 14 (touch 12, flat-footed 12); Atk +1 melee (1D6+1, shortsword) or +2 ranged (1D8, light crossbow); SA sneak attack +1D6; SQ trapfinding; AL CN; SV Fort +1, Ref +4, Will +0; Str 12, Dex 15, Con 13, Int 13, Wis 10, Cha 10. Height 5 ft 4-8 in.

Skills and Feats: Appraise +2, Balance +5, Bluff +2, Climb +4, Disable Device +3, Hide +5, Jump +3, Knowledge (local) +3, Listen +2, Move Silently +5, Open Lock +4, Search +4, Sense Motive +2, Sleight of Hand +5, Spot +2, Tumble +6; Combat Expertise, Dodge.

Possessions: leather armour, thieves' tools, shortsword, light crossbow, bolts (20), dagger, belt pouch, 1D10 cp, 1D8 sp, 1D6 gp, guild signet ring. 

Standards:

These are the young full members of the Guild. They make up the most common membership of the Guild. They are generally eager to prove themselves.

* Standard Thief: Human Rogue 2; CR 2; Medium humanoid (human); HD 2D6+2; hp 9; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 12); Atk +2 melee (1D6+1, shortsword) or +3 ranged (1D8, light crossbow); SA sneak attack +1D6; SQ evasion, trapfinding; AL CN; SV Fort +1, Ref +5, Will +1; Str 12, Dex 15, Con 13, Int 13, Wis 12, Cha 11. Height 5 ft 4-8 in.

Skills and Feats: Appraise +2, Balance +7, Bluff +3, Climb +4, Disable Device +4, Escape Artist +4, Hide +5, Jump +5, Knowledge (local) +4, Listen +3, Move Silently +5, Open Lock +5, Search +4, Sense Motive +2, Sleight of Hand +6, Spot +3, Tumble +7; Combat Expertise, Dodge.

Possessions: leather armour, thieves' tools, shortsword, light crossbow, bolts (20), dagger, belt pouch, 2D10 cp, 2D8 sp, 2D6 gp, guild signet ring. 

Experienced:

These are long-time members of the Guild. They tend to be loyal and ambitious.

* Experienced Thief: Human Rogue 3; CR 3; Medium humanoid (human); HD 3D6+3; hp 17; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 12); Atk +3 melee (1D6+1, shortsword) or +4 ranged (1D8, light crossbow); SA sneak attack +2D6; SQ evasion, trapfinding, trapsense +1; AL CN; SV Fort +2, Ref +5, Will +2; Str 12, Dex 15, Con 13, Int 13, Wis 12, Cha 11. Height 5 ft 4-8 in.

Skills and Feats: Appraise +3, Balance +7, Bluff +3, Climb +5, Disable Device +5, Escape Artist +5, Hide +5, Jump +5, Knowledge (local) +4, Listen +3, Move Silently +5, Open Lock +6, Search +4, Sense Motive +2, Sleight of Hand +7, Spot +3, Tumble +8, Use Magic Device +1; Combat Expertise, Dodge, Mobility.

Possessions: leather armour, thieves' tools, shortsword, light crossbow, bolts (20), dagger, potion of Cure Light Wounds at 1st level, tanglefoot bag, belt pouch, 3D10 cp, 3D8 sp, 3D6 gp, guild signet ring. 

Elites:

These are the cream of the rank and file membership. Proven and loyal, these will tend to rally and lead the lower ranks.

* Elite Thief: Human Rogue 4; CR 4; Medium humanoid (human); HD 4D6+4; hp 22; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 13, flat-footed 12); Atk +5 melee (1D6+1, masterwork shortsword) or +2 melee (1D6+1, shortsword) and +2 melee (1D4, dagger) or +5 ranged (1D8, light crossbow); SA sneak attack +2D6; SQ evasion, trapfinding, trapsense +1, uncanny dodge; AL CN; SV Fort +1, Ref +7, Will +1; Str 12, Dex 16, Con 13, Int 13, Wis 12, Cha 11. Height 5 ft 4-8 in.

Skills and Feats: Appraise +4, Balance +8, Bluff +4, Climb +6, Diplomacy +1, Disable Device +5, Escape Artist +6, Forgery +2, Gather Information +1, Hide +6, Jump +5, Knowledge (local) +4, Listen +3, Move Silently +6, Open Lock +6, Search +4, Sense Motive +2, Sleight of Hand +8, Spot +3, Tumble +10, Use Magic Device +2; Combat Expertise, Dodge, Mobility.

Possessions: masterwork leather armour, thieves' tools, masterwork shortsword, light crossbow, bolts (20), dagger, potion belt, potion of Cure Light Wounds at 1st level, potion of Expeditious Retreat at 1st level, potion of Bull's Strength at 3rd level, tanglefoot bag, thunderstone, belt pouch, 4D10 cp, 4D8 sp, 4D6 gp, guild signet ring. 

Enforcers:

These are the bully boys and toughs of the Guild. They tend to be less clever than the other thieves, but stronger and more brutal.

* Enforcer: Human Rogue 1/Fighter 1; CR 2; Medium humanoid (human); HD 1D10+2 plus 1D6+2; hp 16; Init +1; Spd 20 ft; Space 5 ft; Reach 5 ft; AC 18 (touch 11, flat-footed 17); Atk +5 melee (1D8+3, longsword) or +2 ranged (1D8, light crossbow); SA sneak attack +1D6; SQ trapfinding; AL NE; SV Fort +4, Ref +3, Will +0; Str 16, Dex 12, Con 14, Int 10, Wis 10, Cha 9. Height 5 ft 6-11 in.

Skills and Feats: Bluff +3, Climb +7, Escape Artist +5, Hide +3, Intimidate +3, Jump +7, Listen +4, Move Silently +2, Sense Motive +4, Spot +4, Swim +4, Tumble +5; Dodge, Power Attack, Weapon Focus (longsword).

Possessions: chainmail, heavy wooden shield, longsword, light crossbow, bolts (20), silver bolts (6), 2D10 cp, 2D8 sp, 2D6 gp, guild signet ring. 

Entrance:

The entrance to the Guild is in the form of a wooden door that leads to an empty room 20 feet square. Phosphorescent fungus grows within the chamber. At the opposite end of the room is a secret door (Search DC 20) that leads into the Guild proper. The door is barred from the other side by a stout metal bar.

Close inspection of the area around the secret door (Search DC 25) will reveal a small hole in the wall at chest level. The hole is a half inch deep indentation some 3/4ths inch in diameter. There is a pattern on the indentation that matches the pattern of the Guild signet rings. Anyone placing his Guild signet into the hole will cause a slight chime to activate in area 1.

Two thieves wait in area 1, waiting for intruders and guests. When the chime is activated, they will open the secret door to allow entry into the room.

Gaining Access:

If the PCs do not have a signet ring, it will be difficult for them to gain entrance. The guards in area 1 will not ever open the door for anyone without a signet ring. However, thieves come and go to and from the Guild every so often, and so the PCs can certainly either try to bull their way through as the door is opened for the incoming or outgoing thieves, or they can at least observe incoming thieves placing their rings into the hole, and thereby determine to get their hands on such a ring (perhaps by ambushing the next group of thieves).

1. Antechamber:

The metal bar securing the secret door into this chamber can be slid out from its brackets or back in by way of a lever in each flanking chamber.

The antechamber is used by the thieves to evaluate guests. The place is marked by a set of roughly carved steps that descend down to a rough cavern that is closed off by an iron grate.

It is apparent that some great burrowing creature must have tunneled from the caverns beyond into the sewers at this point sometime in the distant past. The Thieves' Guild discovered the tunnel, built the secret door, and has expanded the caverns behind the tunnel over the years.

Two standard thieves are always on watch duty here. They are stationed in flanking positions to each side of the antechamber, with spy holes from which they can observe their guests. In addition to their normal equipment, the watch guards here are issued a tanglefoot bag each.

Anyone entering the antechamber will be questioned if they are not known. Such questioning will include names, business, whom they wish to see and why, whether they were invited, and so forth.

The iron grate can only be opened by working both winches in the flanking chambers simultaneously, or by way of the lever in area 2. otherwise, the portcullis is locked by closing mechanisms buried several inches under the floor level in the groove into which the grate closes. A Knock spell will not serve to open this portcullis.

Within each flanking chamber is a chair, a table, a winch mechanism, a lever activating the door bar, a barrel of water, a few books to pass the time, and a chain. The chain descends from the ceiling and, if pulled, rings a series of bells and chimes connected to the chain by way of holes running parallel to the ceiling. These chimes will alert the Guild to trouble. One pull means unknown guests have arrived. In this case, a half dozen thieves and a larder master will arrive. If the chimes are sounded twice in quick succession, then a general alert is raised throughout the entire complex, and the thieves will muster for battle.

The two thieves on guard will open up hidden arrow slits if trouble occurs, and will begin to use their crossbows and alchemical items to attack intruders.

2. Entry Hall:

Beyond the iron grate (area 1), the tunnel heads north for 50 feet before reaching a fork. Thirty feet up the passage are two doors that lead to the flanking chambers in area 1. Just past these doors a trip wire has been strung across the hall. All thieves in the Guild are aware of this trap. If the tripwire is pulled, it releases a spear that is coated with wyvern poison. The tripwire can be noticed with a Spot check (DC 25).

* Wyvern Spear Trap: CR 6; mechanical; touch trigger (tripwire); manual reset; Atk +14 ranged (1D8+2 plus poison, spear); poison wyvern poison, DC 17 Fort save resists, 2D6 Con/2D6 Con); Search DC 20; Disable Device DC 16. 

Just beyond the fork, along the northwest branch, is an iron lever set into the southwest wall. If this lever is pulled down, it raises the iron grate in area 1. If the level is pulled up, it lowers the grate. The lever moves automatically if the grate is raised or lowered by the dual winches in the flanking chambers described in area 1.

3. Trapped Chamber:

This chamber contains a large red carpet embroidered with Morakki symbols and geometric patterns. The carpet is soiled and dirty.

The carpet conceals a pit trap along the western portion of the chamber. The trap is open faced, but concealed by the carpet. The carpet is woven so as to break away in a 10 foot square if the pit is walked over. The bottom of the pit contains rusty spikes.

* Spiked Pit Trap: CR 3; mechanical; touch trigger; repair reset; DC 20 Reflex save avoids; 30 ft deep (3D6, fall); multiple targets (first target in each of four adjacent 5 ft squares); pit spikes (Atk +10 melee, 1D4 spikes per target for 1D4+2 each); Search DC 21; Disable Device 20. 

4. Messhall and Gathering Chamber:

This chamber is 15 feet tall and serves as a mess and meeting chamber for the Guild. Within, sawdust is scattered over the floor (this provides a +2 to the DC of any Move Silently attempt in the chamber), and upon it are several long wooden tables and trestle benches of varying designs. Shelves line the walls, holding crockery, goblets, plates, dishes, and utensils of varying styles and quality (there are a few semi-precious items, worth a total of 50 gp and weighing 15 pounds).

Hanging from the south wall, over a fancier, smaller table with individual chairs, including a throne-like chair carved with vines and trees, is a huge vellum map of Dwillingir. Various establishments are marked, including all important dwellings within the town, and lines of various colours show common patrol routes and seem to mark response times of the watch to various parts of the city.

Along the eastern wall is a large hearth that vents its smoke up a several small flues that lead to various parts of the sewers.

Three large dogs usually rest here, pets of the Guild. The dogs are accustomed to the Guild members, but will bark at, threaten, and attack strangers.

At any given time, roll 1D3 to determine how many are asleep. Asleep dogs will generally be under a table and difficult to spot (DC 20).

* Guild Dogs (3): CR 1; Medium animal; HD 2D8+4; hp 13; Init +2; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 16 (touch 12, flat-footed 14); Atk +3 melee (1D6+3, bite); SQ low-light vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6. Length 3 ft 4 in.

Skills and Feats: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1 (+5 when tracking by scent); Alertness, Track. 

The DM can assume a 15% chance that a meal is being served here. If so, the DM should assign diners from the Guild as appropriate.

5. Kitchen and Larder:

This chamber serves as both the kitchen and larder of the place. Trainees do the cooking for the Guild, in shifts, lorded over by Larder Master Gv'wuim.

Several brick ovens are here, with chimneys venting into various locations in the sewers. Shelves cover the walls, up to the 10 foot height of the ceiling, and several ladders allow access to the top shelves. These shelves hold foodstuffs and cooking tools, including spices, flour, yeast, etc.

Wooden counters and chopping blocks and sets of knives and cleavers are also here, along with waste bins and several cleaning tubs.

A trap door in the southeast corner exposes a shaft descending ten feet to a pantry twenty feet square that holds wine racks full of wines and other alcoholic drinks, bins of roots and tubers, hanging meets, fruits, salt, barrels of water and beer and ale, and a variety of other foodstuffs, some of it rather plain and common and others fairly fancy or expensive.

6. Training Room:

This chamber is 20 feet high. It serves as a gymnasium and training center for the Guild. Within are hanging bars, rings descending from the ceiling by chains, wooden dummies, some in costumes, others that can be spun around. There are also archery targets here and a 20 foot square area that serves as a sandbox for wrestling and fighting.

Ladders and ropes lead up ten feet to narrow catwalks of various sorts, as well as tightropes, and there are trapezes depending from the ceiling as well.

Weapon racks dot the place, holding weapons real and practice of all sorts. Wooden chests (unlocked) hold various training items, including several sets of thieves' tools, locks of varying quality to practice upon, padding for sparring, etc.

7. Trainees' Quarters:

This chamber serves as the quarters for the trainees, the lowest members of the Guild. The walls are lined with bunk beds that fold out from the wall and are held by chains. There are a total of 20 beds, 10 groups stacked two high. Each bed, when closed, covers a niche in the wall that holds the personal effects of each trainee. These are not much, just small personal effects and trinkets.

In the center of the chamber are a large wooden table and several chairs, and brass braziers give the place warmth.

A niche to the south is curtained off from the rest of the room and sports a commode that drains back into the sewers.

There will be eight trainee thieves here at any given time, usually sleeping or playing dice or cards at the table. Assume half are asleep and the other half are awake and at leisure.

8. Chapel:

These thieves are fortunate enough to have as a member a priest of Hastaffor, the God of Thieves. This are serves as the priest's chapel. Stone steps lead down a tunnel to this chamber, which contains an altar to the god in the eastern portion of the room, a stone block with carving showing a masked man stealing from the other gods.

Set upon this altar is a small golden chest studded with amethysts, small sapphires, and emerald chips (worth a total of 2000 gp). This item is a Hastafforan box, and is currently empty.

* Hastafforan Box: These boxes are holy to Hastaffor and are blessed to make anything placed within it immune to detection or scrying of any sort. These chests measure 2 ft x 1 ft by 1 ft and are warded by a very complex lock (DC 35). In addition, such boxes are warded by a cursing trap that activates whenever an attempt to open the lock without the key is made. Any Knock spell or similar opening spell requires a caster level check against a DC of 25 to open the box.

[Cursing Trap: CR 7; magic device; touch trigger; automatic reset (instantaneous); lock bypass (Open Lock DC 35); multiple spell effects (bestow curse, 9th level cleric, curse effect) and (glyph of warding [blast], 9th level cleric, 4D8 electricity, DC 16 Reflex save half damage); multiple targets (for the glyph only, all targets within 5 ft); Search DC 28; Disable Device DC 28.]

Moderate abjuration, strong necromancy; CL 9; Craft Wondrous Item, glyph of warding, bestow curse, obscure object; 65000 gp; 2600 XP. 

The altar itself is warded by a glyph of warding cast by the Guild priest. It activates if anyone but the priest touches the altar or anything on the altar.

* Glyph of Warding Trap: CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 6th level cleric, 3D8 sonic, DC 15 Reflex save for half damage); multiple targets (all targets within 5 ft); Search DC 28; Disable Device DC 28. 

Benches and pews run west from the altar area, and to the north is a treasury that is set out in the open, unguarded and unwarded amidst a den of thieves. This is common practice amongst Hastafforan priests, as a sign of their favour by the god and their power within their Guild, for most thieves believe that stealing from your own priest will cause you to be cursed, resulting in capture or death.

The loot here is held in bags and chests as appropriate. All chests are unlocked and untrapped.

The booty includes:

A secret door (DC 25) to the north past the booty leads to a small chamber that leads via another secret door (DC 25) to area 10. Within this small chamber, stone hand and footholds have been carved into the north wall to allow passers-through to climb up 15 feet to the secret door to area 10. The ceiling of this small chamber is 25 feet high. Climbing this requires a DC 10 climb check.

9. The Hole:

This is the location where the great burrowing creature emerged from the depths below. The hole is 10 feet in diameter, though the chamber has been enlarged to 20 feet. An iron grate has been affixed over the hole, to prevent anything else from emerging. The grate is locked by two iron padlocks (DC 20). The shaft is unevenly walled but descends fairly straight down for a good 200 ft before entering a maze of tunnels made by various burrowing creatures.

10. Griffon's Pen

This long, irregularly shaped room is 15 ft tall. It is the den for Raddolf's griffon. The griffon (and Raddolf) is not currently present. Refer to the scenario "Green Raid" for the statistics of Raddolf's griffon).

The eastern portion of the chamber is filled with branches, bushes, bones, and furs formed into a large nest area. Griffon dung is here and there, awaiting cleanup by the trainees. Several picked over carcasses of Small and Medium animals are also here, as well as the skeleton of a horse.

Griffon feathers can be found all over the place.

A 10 ft wide passageway exits from the east wall and slopes up to eventually emerge south of the town near the riverbank. This entrance is hidden within a copse of grass between two folds in the ground, and is covered by a permanent illusion at 13th level that makes the opening appear as part of the landscape.

Raddolf will cast invisibility on himself and his griffon and then take the passageway outside.

To the west is a wooden closet holding tack, harness, bit, bridle, and an exotic military saddle suitable for a griffon when the griffon is in its lair. However, with Raddolf gone, the closet now only holds a spare set of bit and bridle and some saddlebags.

Along the west wall is an iron door, engraved with several sigils of puissance and magical adroitness. The door is arcane locked at 7th level.

11. Raddolf's Chamber:

This chamber serves as the living quarters for the mage Raddolf. There is a griffon fur skin rug covering the floor here, and a crystal globe 3 inches in diameter hangs from a thin steel chain in the center of the chamber, upon which a permanent continual flame has been cast.

A plush divan sits along the north wall, with a simple wooden table and several chairs in the center. A small hearth sits along the south wall, its flue venting into the sewers.

In the northwest corner of the room is a large desk atop which are rolls of vellum, various vials of ink, and other writing equipment. Raddolf scribes magical scrolls here, as evidenced by the jars of various crushed gems and magical powders labeled here (treat these as contributing to 50% of the creation cost of any scroll scribed up to a total value of 1000 gp). There are also a dozen vials of spell ink here and a book that contains Raddolf's ink recipes for the following scrolls:

There are already fabricated inks for these scrolls present. The number in parentheses displays the ink already made. It costs only time and XP to scribe these scrolls.

Also in the desk, in a drawer that is arcane locked at 7th level, are various journals and documents. If these are examined cursorily (taking 5 minutes), the following can be learned:

If the documents are completely examined (taking several hours), then following additional items can be learned:

12. Raddolf's Quarters:

Separated from area 11 by a mauve curtain decorated with an embroidered thaumaturgic circle, this chamber contains a plush feather bed (made from griffon feathers), a wooden wardrobe with clothing suitable for a male human wizard (cloaks, belts, robes, etc.), a stand and porcelain washbasin, and a garedrobe curtained off from the rest of the chamber.

On the floor near the bed is a small little wooden house with a Tiny sized doorway with a little fur bed and some crumbs of cheese . This is the sleeping area of Raddolf's rat familiar.

Along the east wall are book shelves containing a variety of tomes and books on arcane topics as well as tales of historical thefts and heists, some of them obviously romanticized accounts. Several books on griffons and raising and training them are also present.

In the centre of the shelving is a locked section that is warded by an arcane lock spell at 7th level. This section holds Raddolf's spellbooks when he is present, but currently it holds a single thin tome made of ivory plaques bound by a silver chain with several pages of vellum pressed between.

This spellbook, gained by Raddolf in a far-off heist from his youth, holds the following spells:

Cross of Lightning (5th level, from Pocket Grimoire Arcana)

Electrical Deluge (6th level, from Pocket Grimoire Arcana)

Howling Chain (6th level, from Players' Guide to Faerun)

The book shelf can be swung aside by finding a hidden switch (Search DC 25 to note the shelf can swing, and DC 20 to find the switch).

Behind is a niche 2 ft deep by 4 ft wide by 4 ft tall. This contains the treasure of Raddolf, and includes:

13. Standards' Quarters:

This chamber holds the standard members of the guild., which is the most numerous ranking within the Guild. However, since most of these standards are out in the field most of the time, their numbers here reflect those between assignments or on guard duty or assigned to train some of the trainees.

The room is large, with several tables and chairs occupying the room's center and some twenty spartan wooden beds with linens and furs to provide the bedding. Unlocked wooden footlockers are about half empty, the other half holding valueless personal effects and the like. A couple of commodes are also present, behind curtained off areas.

Some dozen standard thieves will be here, half of them asleep and the remainder lounging around, planning heists, or playing at cards or board games. A few barrels of ale are here, but none of the standards will be drunk enough to matter in combat. If trouble occurs, some of them will take the secret door to the flanking chamber in area 1 in order to try and get behind intruders.

14. Guarded Chamber:

This small chamber is the station for two enforcers, who ward the passage into the main living areas of the western side of the Guild. They will challenge anyone they do not recognize, but if an alarm has not been raised and they see persons wearing signet rings and acting as if they belong, they may not react hostilely.

All that is here are two wooden chairs and a small wooden table and a couple of cups of beer.

15. Well Room:

A well dominates the center of this chamber, being some 5 ft in diameter, with a wooden crossbeam from which a bucket may be lowered. The well is a good 60 ft deep, and is usually half filled with potable water.

16. Larder Masters' Common:

This chamber serves as the common area for the two Larder Masters of the Guild. Each serves as a shift commander, and one is always present at all times. Often both are present, and the DM can assume that this is the case currently, as Raddolf is not present, and the Guild is trying to lay low and await orders from Fasgerinith.

Within are a couple of plush divans, some coal braziers for warmth, and a low table, all atop a rug made from various furs sewn together. An elaborate Morakki water pipe sits atop the low table, with stems for half a dozen smokers. Several boxes of a mild intoxicating weed from the jungles of southern Amabong lie next to the hookah. This weed is not addictive and has only a very mild effect.

17. Gv'wuim's Chamber:

This door may be barred from this side. Within is the living quarters for Gv'wuim, one of the two Larder Masters of the Guild. Gv'wuim is of Nygotian descent, and he had trained as a monk in the Mountains of Siir before becoming disillusioned with the rigid mores of Morakki monastic life and, influenced by tales of the Heroes of the Gem, sought to make his fortune in the Gaijin lands.

As recompense for his austere upbringing, Gv'wuim now indulges in baroque excess. His chamber is a swirl of gaudy colours and overly ornate furnishings, bedecked with faux gems and carved into over-the-top scenes of battle and fantastic creatures and nude nymphs cavorting.

Tapestries of all sorts, from various areas and times and of varying subject matters, hang from rods set high into the walls. Ornate braziers shaped like gargoyles provide warmth, and fancy oil lamp chandeliers hang from the ceiling. Several large silver mirrors reflect the gaudiness back at the viewer, intensifying the visual assault upon the viewer.

A very plush feather bed with Gerilongi silk linens dominates the southern portion of the room, with a silk canopy with diaphanous veils depending from four bedposts carved to resemble supplicating hands reaching to the heavens.

A garish wardrobe of mahogany holds all sorts of foppish clothing, including several courtier's outfits, rich furs and winter clothing, and all sorts of dandy's outfits. A single tattered and musty monk's robe is the only legacy of his previous life.

North of this, divans and an ornate table sport bottles of vintage wine, ornate gobletry, and rare porcelain and earthenware from Vingariku.

A curtained area to the northwest holds a commode and a copper bathtub, with oils, and perfumes and unguents on a shelf nearby.

Gv'wuim is foppish in appearance and attitude, and he regards fighting as gauche, though he is quite adept at it and will resort to it when necessary. He is adept at insulting his opponents, relying on their underestimation of him and their rising anger to make them careless in combat. The ex-monk is also quite a good cook and supervises the mess of the Guild.

* Gv'wuim: Male human ex-Monk 4/Rogue 2; CR 6; Medium humanoid (human); 4D8+8 plus 2D6+4; hp 42; Init +3; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 17 (touch 17, flat-footed 14); Atk +6 melee (1D8+2+1D6, unarmed strike) or +4 melee (1D8+2+1D6 [x2], flurry of blows) or +7 ranged (1D6+2, handaxe); SA flurry of blows, ki strike, sneak attack +1D6, unarmed strike; SQ AC bonus, evasion, slow fall 20 ft, still mind, trapfinding; AL CN; SV Fort +6, Ref +10, Will +7; Str 14, Dex 17, Con 14, Int 10, Wis 16, Cha 9. Height 5 ft 7 in.

Skills and Feats: Balance +10, Bluff +5, Climb +7, Diplomacy +4, Escape Artist +12, Hide +5, Intimidate +2, Jump +4, Listen +8, Move Silently +6, Profession (cook) +4, Sense Motive +8, Spot +8, Tumble +12; Arterial Strike, Circle Kick, Deflect Arrows, Dodge, Fists of Iron, Stunning Fist.

Possessions: courtier's outfit, handaxes (4), ring of protection +1, dagger, masterwork potion belt, potion of Cure Moderate Wounds at 3rd level, potion of Bull's Strength at 3rd level, potion of Protection from Law at 1st level, alchemist's fire, vial of acid, tanglefoot bags (2), belt pouch, 29 cp, 34 sp, 26 gp, 14 pp, Guild signet ring, golden necklace studded with jaspers (1200 gp), silver hoop earring with ruby chips (45 gp), copper bracers engraved with leaves worth 25 gp. 

18. Alcherinus' Chamber:

This door may be barred from this side. Within is the living chamber of Larder Master Alcherinus, the second in command of the Guild.

Alcherinus began his career as a bard, and was quite a successful minstrel before running afoul of a large Thieves' Guild in the Imperial Heartland. Forced to either work with them or be killed, he chose the logical course and began to use his performances to distract the marks of the band of thieves that traveled with him.

Eventually, the Guild was broken up by Imperial authorities. Alcherinus barely escaped the law's wrath and fled to the Far Coast to avoid the price on his head. Here, he decided to pursue a career of thievery, and although he does perform for the Guild members from time-to-time, he is wary of the price on his head and downplays his past as a bard and now focuses solely on thievery.

His chamber is quite large, as befits his status. Unlike Gv'wuim's chamber, Alcherinus has decent taste, and his furnishings reflect this.

A curtain of Gerilongi silk runs across the southern 10 feet of the chamber. Behind it are a large feather bed, a wardrobe holding clothing, and a commode.

The main area holds a large Morakki rug displaying a scene of Gerilongi warriors holding back tainted abominations emerging from Pilong.

Set upon this rug are several divans complimented by low tables.

A wooden cabinet holds various musical instruments, including a masterwork lute, masterwork ivory flute, a set of bones, a pya-pya (an exotic three-stringed instrument from Xydlont), and a hunting horn.

In the northeast corner is a wonderfully rendered marble statue of a nude woman bathing in a pool. A secret niche in the base of this statue (Search DC 28) holds Alcherinus' treasure of sacks filled with 500 cp, 800 sp, 340 gp, and 15 pp.

Shelves along the east wall hold various alcoholic beverages, including rare vintages of wine, elvish brandies, frostwine, and even a few bottles of orcish grog (with bits of stuff floating in it).

Various books and tomes are set about tastefully, these being rousing tales of heroism, books of poetry, and other such fluff.

Coal braziers provide warmth for the room and are accented with incense to freshen the air.

* Alcherinus: Male human Bard 4/Rogue 3; CR 7; Medium humanoid (human); HD 4D6+4 plus 3D6+3; hp 32; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 20 (touch 12, flat-footed 18); Atk +7 melee (1D6+1, masterwork shortsword) or +7 ranged (1D6, shortbow); SA sneak attack +2D6; SQ bardic music (3/day, countersong, fascinate, inspire courage +1, inspire competence), evasion, trapfinding, trap sense +1; AL N; SV Fort +3, Ref +9, Will +6; Str 12, Dex 15, Con 12, Int 15, Wis 13, Cha 17. Height 6 ft 1 in.

Skills and Feats: Appraise +8, Balance +4, Bluff +8, Concentration +2, Decipher Script +4, Diplomacy +9, Disguise +5, Escape Artist +9, Gather Information +10, Hide +6, Intimidate +5, Jump +3, Knowledge (local) +7, Listen +6, Move Silently +5, Perform (stringed instruments) +8, Perform (wind instruments) +8, Perform (oratory) +9, Sense Motive +4, Sleight of Hand +9, Spellcraft +3, Spot +6, Tumble +12, Use Magic Device +9; Combat Expertise, Dodge, Extra Spell, Lingering Song.

Spells Known (cast 3/3/1): 0 - daze, detect magic, message, read magic, resistance, songbird; 1 - bone rattle, cure light wounds, grease, mantle of shadows; 2 - cure moderate wounds, elation. Base DC = 13 + spell level.

Possessions: +1 chain shirt, +1 heavy wooden shield, masterwork shortsword, shortbow, arrows (20), mandolin, pan pipes, artisan's outfit, potion of Invisibility at 3rd level, potion of Resist Energy (fire) at 3rd level, belt pouch, 45 sp, 37 gp, 2 pp, Guild signet ring. 

19. Elites' Chamber:

This chamber serves as quarters for the elite members of the Guild. There are eight 10 foot square sections along the walls of this room divided by linen curtains that separate each elite's bedchamber. Within each section are a plain feather bed, a commode, a desk and chair, a small table, and a plain wardrobe.

Each elite keeps a chest under his bed that is locked (Open Locks DC 23) with the key on each elite. Within are personal effects, as well as 2D100 cp, 1D100 sp, 2D20 gp, and 1D10 pp.

In the center of the chamber is a large table and chairs, upon which rests a house cat that the elites keep as a pet. The cat is normal in all respects and poses no danger. It does serve to hunt rats and small insects in the guild.

Some four elite thieves are here, half of them asleep and the others sitting around reading or relaxing.

20. Store Room:

This area is used as a storeroom, under the watchful eyes of the experienced thieves in area 21. The passageway between this room and the north is blocked by a thick cloth curtain.

The room is full of boxes and crates and sacks and barrels, and holds all sorts of mundane equipment as well as enough provisions to withstand a small siege. Spare parts for armour and weapons are here, and a thorough search will turn up the following useful items amongst the mundane items:

21. Experienced' Chamber:

This chamber is closed off by thick cloth curtains warding the south and east entrances to the chamber. Within are the quarters of the experienced thieves of the Guild.

There are ten plain beds here, set against the walls, along with a table and chairs in the center of the room and two commodes in the northwest section off by standing screens from the rest of the chamber. Each bed has, it is feet, a locked chest (DC 20) with the keys on each thief that holds personal effects, clothing, and 1D100 cp, 3D20 sp, 1D20 gp, and 1D4 pp.

There are five experienced thieves here, three of them asleep and two awake.

22. Enforcers' Barracks:

This chamber serves a dual purpose as the barracks of the Guild enforcers and a personal guard for the Guildmaster, whose chambers lie to the north beyond this room.

There are twelve beds here, in the form of 6 sets of double bunks made of sturdy wooden frames. A few weapon racks hang from the walls flanking the southern section of the chamber, and a large, thick table 5 ft wide runs 15 feet long from west to east, surrounded by half a dozen chairs. Remains of food and other personal items are on the table.

Interestingly, the table is designed to be tipped over in times of trouble. Several slats in the table top can be removed, forming arrow slits that are crossletted. There are three such slits. It takes three persons 1 full round action to tip the table, and each slit another full round action to be activated.

There are eight enforcers in this chamber, half asleep and the others on nominal guard duty.

23. Priest's Chamber:

Steps lead down to a curtained chamber. A hook outside the curtain, next to the chamber, hold a chain with bells upon it. These bells are meant to be shaken and rung to summon the priest from within.

This is important because the priest as warded his entryway with a glyph of warding spell. The glyph will activate against anyone who enters the stairway except for the priest and anyone whose hand he holds.

* Glyph of Warding Trap: CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 6th level cleric, 3D8 sonic, DC 15 Reflex save for half damage); multiple targets (all targets within 5 ft); Search DC 28; Disable Device DC 28. 

Within the chamber, plush carpets of all sorts cover every inch of the floor. Tapestries cover the walls. Upon this are set a plush feather bed, an ornate wardrobe carved with images of scorpions and hawks, a teak table and chairs, and along the east wall a large mirror, some 8 feet wide and 4 feet tall whose glass is etched along the edge with vines and tendrils.

The wardrobe contains secular clothing and priestly robes and ceremonial garb suitable for a Hastafforan priest.

A chest sits next to the wardrobe. Within the chest, which is unlocked, are various personal items, as well as several hymnals and ritual prayer books to Hastaffor, a full healer's kit, a sack of 4 pearls (worth 100 gp each), a small sack with 230 gp and 27 pp, and

A screened area, warded by ornate Morakki screens with inlaid mother-of-pearl scenes of storks and marshlands, hides a commode and a copper bathtub, along with linens and bathrobes and cleaning poultices and perfumes.

Behind the tapestries are six niches, each holding an animated skeleton under the control of the priest. These will attack anyone setting off the glyph or will obey the commands of their creator.

* Skeletons (6): CR 1/3; Medium undead; HD 1D12; hp 6; Init +5; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 15 (touch 11, flat-footed 14); Atk +1 melee (1D6+1, shortsword) or +1 melee (1D4+1 [x2], claws); SQ DR 5/bludgeoning, darkvision 60 ft, immunity to cold, undead traits; AL NE; SV Fort +0, Ref +1, Will +2; Str 13, Dex 13, Con -, Int -, Wis 10, Cha 1. Height 5 ft 7 in.

Skills and Feats: Improved Initiative.

Possessions: heavy steel shield, shortsword. 

The priest Javargariun dwells here. He was a waif who ran the streets in Noscrused before being noted and taken in by the priest of the Thieves' Guild there. When the Imperial authorities in Noscrused crushed the then Guild, Javargariun's master was slain, but he managed to escape with his life and some of his master's treasure and regalia. The young priest now spent his time building a reputation as being more powerful than he actually was, through bluff and bluster and the occasional use of his ex-master's magic items, and luckily he survived in this way long enough to grow into his claimed powers.

He has served this Guild for half a decade now, and he harbours thoughts of one day supplanting the current Guildmaster and taking control of the Guild. In fact, if the PCs slay the doppelganger, Javargariun is likely to attempt to relocate and reform a new guild under his command.

* Javargariun: Male human Rogue 1/Cleric 6; CR 7; Medium humanoid (human); HD 1D6 plus 6D8; hp 36; Init +4; Spd 40 ft; Space 5 ft; Reach 5 ft; AC 19 (touch 13, flat-footed 16); Atk +6 melee (1D6+1, masterwork shortsword) or +6 ranged (1D8, light crossbow); SA sneak attack +1D6; SQ trapfinding, rebuke undead 5/day (+2 synergy bonus); AL NE; SV Fort +5, Ref +7, Will +7; Str 12, Dex 17, Con 10, Int 13, Wis 15, Cha 15. Height 5 ft 6 in.

Skills and Feats: Appraise +4, Bluff +7, Concentration +7, Decipher Script +4, Diplomacy +7, Gather Information +5, Heal +5, Knowledge (arcana) +3, Knowledge (religion) +6, Listen +5, Perform (oratory) +5, Search +6, Sense Motive +8, Sleight of Hand +3, Spellcraft +8, Spot +3; Combat Expertise, Dodge, Extra Domain Spell, Improved Counterspell.

Spells Prepared (5/4/4/3): 0 - cure minor wounds, detect magic, detect poison, guidance, resistance; 1 - doom, sanctuary, shield of faith, summon monster I; 2 - cure moderate wounds, divine protection, hold person, owl's wisdom; 3 - dispel magic, flame of faith, invisibility purge. Base Spell DC = 13 + spell level. Domains: Celerity (+2 to Dex, +10 ft to Spd in light armour, +2 to initiative), Secrets (truthful answer to question 1/day). Domain Spells: (1/1/1 plus 1 bonus spell): 1 - blur; 2 - cat's grace; 3 - air walk; bonus spell - plunder thoughts.

Possessions: chain shirt, masterwork shortsword, dagger, light crossbow, crossbow bolts (20), silver crossbow bolts (8), silver holy symbol to Hastaffor, spell component pouch, potion belt, potion of Cure Moderate Wounds at 3rd level, potion of Vision of Glory at 1st level, potion of Delay Poison at 3rd level, gem of scry resistance, key to the Hastafforan box in area 8, platinum and emerald necklace worth 1750 gp, belt pouch, 16 cp, 34 sp, 22 gp, 55 pp, Guild signet ring. 

* Gem of Scry Resistance: This gem, usually mounted on a cold iron chain, is etched with runes of warding and hiding. It provides its wearer with a +5 bonus to Will saves against scrying effects.

Faint abjuration; CL 3; Craft Wondrous Item, static veil; 2,000 gp; 80 XP. 

24. Master's Antechamber:

This chamber is the first of the Guildmaster's chambers. The place is decorated with furs on the floor and tapestries and paintings depicting various exotic landscapes around Jerranq, including scenes of the Hall of Slumber and the Obelisk of Decree in Korvar's Canton.

A square wooden table and four chairs sits in the center of the room, where the master can dine and meet with people. A couch and several cushioned chairs run along the south and east walls. Warmth is provided by four brass braziers.

25. Master's Servant:

Raddolf has, under the command of the doppelganger, constructed a flesh golem to serve the Guildmaster. At great expense, he constructed the creature with the help of hired magicians in the Imperial Heartland. The creature will now obey the Guildmaster and Raddolf, though in the current case neither are present, and so the golem is instructed merely to protect itself and to attack any who attempt to enter area 26. The golem will not pursue into area 22.

If the golem goes berserk, only Raddolf can try to regain control of it.

* Flesh Golem: CR 7; Large construct; HD 9D10+30; hp 79; Init -1; Spd 30 ft; Space 10 ft; Reach 10 ft; AC 18 (touch 8, flat-footed 18); Atk +10 melee (2D8+5 [x2], slams); SA berserk; SQ construct traits, DR 5/adamantium, darkvision 60 ft, immunity to magic, low-light vision; AL N; SV Fort +3, Ref +2, Will +3; Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1. Height 8 ft.

Skills and Feats: none.

Special Attacks: Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and he golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 ft, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Cha check. It takes 1 minute of inactivity by the golem to reset the golem's berserk chance to 0%.

Special Qualities: Immunity to Magic (Ex): A flesh golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.

A magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2D6 rounds, with no save.

A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage that the attack would otherwise deal. If he amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. 

26. Master's Quarters:

This large chamber is sumptuously appointed. Fine carpets cover the floor, and exotic tapestries hang from the walls. A silk curtain divides the room in half, one to the west and one to the east. Each side is lit by a permanent continual flame lamp which is cast upon a crystal inside a metal globe. The globe can be opened into a semi circle to provide light or closed to bring darkness to the chamber.

The eastern half is the living area, containing several divans, a low table, a desk and chair, and an ornate gaming board made of semi-precious stones and gilded with precious metals (worth 400 gp) that is much like backgammon and is popular amongst the desert nomads of the Wylag Desert and Eastern Wastes.

The desk contains little in the way of interest, surprisingly so, and is a bit dusty as if from disuse.

A hearth to the north vents into the sewers.

The western half sports a plush feather bed with veiled canopy and silk sheets. A teak wardrobe is here as well, containing a variety of clothing ranging from plain to rich and ornate. A screened area holds a commode and a copper washtub with shelves for linens and perfumes and unguents.

A cabinet near the bed is unlocked and rather dusty, as if not used for quite some time. It holds masterwork thieves' tools, two full masterwork disguise kits, and a full healer's kit.

The bed looks unslept in for some time and, in fact, the entire room seems a bit unused and musty.

The secret door in the southwest is located behind the wardrobe, which pivots aside to reveal the passageway beyond. However, if a hidden switch is not activated first, opening the secret door will activate.

* Burnt Othur Vapour Trap: CR 7; mechanical; touch trigger; repair reset; hidden switch bypass (Search DC 25); gas; multiple targets (all targets in a 10 ft by 10 ft area before the secret door); never miss; onset delay (3 rounds); poison (burnt othur fumes, DC 18 Fort save resists, 1 Con drain/3D6 Con); Search DC 21; Disable Device DC 21. 

The hallway beyond the secret door is unlit.

27. Master's Private Chamber:

This room holds the Guildmaster's ultimate secret. It is unlit.

A figure is chained to the northern part of the western wall. The figure appear to be human and male of build. Its hands are held above its head and shackled by the wrists to each other by steel shackles and then suspended from the ceiling by a chain that runs through an eyelet in the ceiling and then to a hook along the north wall. The figure's feet are also shackled to the floor by steel shackles.

The figure's head is obscured by what can only be called an iron mask. There are holes in the iron mask for the figure's eyes, nose, mouth, and ears, but the figure's identity cannot be discerned. The mouth hole includes a hollow wooden dowel that allows liquid and mush to pass into the figure's throat and allow breathing through the mouth, but prohibits the figure from forming speech or words. The mask is secured by a padlock (Open Locks DC 20), which key is in the possession of the doppelganger.

The figure is dressed in rags and close examination shows bruises along the arms and legs as well as burn marks and welts.

Near the figure is a small table containing bowls of partially eaten gruel and mush as well as some flint and tinder for lighting a fire. A barrel of water is also nearby, with several wooden mugs close at hand.

A chamber pot sits under this table, showing signs of recent use.

Next to the table is an iron cauldron set over coals. The cauldron holds lamp oil and has several iron pokers sitting in it. These are used, when heated up, to torture the figure.

A larger table sits in the center of the room, with a single chair pushed up to it. A mass of maps and papers and books covers the table, along with vials of ink and several quill pens.

Several unlit oil lamps hang from the ceiling and various places throughout the room. These show signs of recent use.

The figure is Barnabus, the Trade Lord of House Riverine. He was captured by the doppelganger who had already infiltrated the Guild after murdering Fasgerinith. The doppelganger has kept him alive in order to receive the Trade Lord's continuing advice on how to run a Trade House. Although Barnabus refuses to dispense advice voluntarily, the doppelganger's detect thoughts ability allows him to discern what he needs in conjunction with intense questioning and a bit of torture.

If Barnabus is not unmasked but released from his chains, he will be too weak and wobbly to stand on his own and his hands far too shaky to write legibly. He also cannot talk while in the mask, so there is no real way for the PCs to learn the figure is Barnabus unless they unmask him.

If Barnabus is unmasked, it will likely not be initially apparent to the PCs whom they have freed. After all, they have always seen the false Barnabus in good form, immaculately groomed and dressed. This figure has a mess of hair ringing his bald pate, a grizzly and unkempt and patchy beard, bruises on the face, etc.

Nonetheless, after a dramatic moment or two, it should slowly dawn on the PCs that they are standing before Barnabus.

Barnabus will, of course, not know who the PCs are, he having been replaced by the doppelganger before the PCs were hired by House Riverine. He will at first possibly assume they are servants of the doppelganger, or perhaps one of the PCs is the doppelganger himself. However, as his wits clear, he will realize that the doppelganger has always come to him alone.

As Barnabus rests for a moment and regains his wits and perhaps some food and drink, he will question the PCs, assuming there is no impending danger from the Guild (i.e. it is assumed the PCs have defeated the Guild to get this far).

The rest of the Guild do not know of this chamber, so it may be difficult for them to find this place, but if danger is imminent, Barnabus will consent to being moved out through the north secret door and find a place to hide in the sewers. He will obviously NOT wish to return to House Riverine right away, as the doppelganger is there.

Barnabus knows of both secret doors in the chamber, for he has seen the doppelganger use both many times.

Barnabus' immediate concern will be to press the PCs into service to slay the doppelganger. He will try to impress upon their PCs' obvious loyalty to the House and their own potential indignity at having been duped by the doppelganger.

Refer to Part Five for more details on actions after rescuing Barnabus.

*Barnabus: Male human Aristocrat 1/Expert 6/Fighter 1; CR 7; Medium humanoid (human); HD 1D8+1 plus 6D6+6 plus 1D10+1; hp 42; Init +2; Spd 30 ft; Space 5 ft; Reach 5 ft; AC 12 (touch 12, flat-footed 10); Atk +5 melee (by weapon); AL N; SV Fort +4, Ref +2, Will +7; Str 11, Dex 15, Con 12, Int 17, Wis 16, Cha 15. Height 5 ft 8 in.

Skills and Feats: Appraise +10, Balance +4, Bluff +11, Decipher Script +5, Diplomacy +16, Forgery +8, Gather Information +12, Handle Animal +4, Intimidate +4, Jump +8, Knowledge (geography) +5, Knowledge (local) +8, Knowledge (nobility and royalty) +9, Listen +6, Profession (trader) +15, Ride +7, Search +8, Sense Motive +12, Spot +7, Swim +4, Tumble +9, Use Magic Device +5; Dodge, Mercantile Background, Negotiator, Nobody's Fool, Silver Palm.

Possessions: peasant's outfit.

Languages: Common, Morakki, Thaneeri, Dwarvish

Refer to the Riverine Campaign NPC write-ups for further details on Barnabus and his history. 

The documents, maps, and journals on the table would take days to go over. All of it merely corroborates what is going on…how the doppelganger took over both the Thieves' Guild and House Riverine, how he allied with the Green Arrows, etc. Nothing in the documents implicates House Mercur in any way, and there is every indication that the doppelganger was in this alone. Transcripts and notes from interrogations of Barnabus are well represented. Mentions here and there amongst the writings could allow the PCs to piece together the doppelganger's history. It is also clear that the doppelganger at first expected his stint in Dwillingir to be temporary, but eventually grew confident that perhaps he could live out his life in his dual roles.

Barnabus will try to have these documents burned, as they could prove ultimately embarrassing to House Riverine.

28. Master's Treasury:

This chamber serves as the Guildmaster's treasury. It is recently depleted by the doppelganger's need to hire Mergurr's Fingers not once but twice, the need to bribe Lieutenant Broscus (refer to the scenario "Witness Protection"), and to hire various mercenary group and thug bands (such as the group that tried to slay the PCs in the scenario "Green Raid"). He also has spirited funds to secret locations throughout Jerranq to use in case he has to flee his guises one day.

Nonetheless, the following items can be found here, the coins and gems in appropriate containers that are unlocked and untrapped. Notably, some of the chests are sacks are empty.

Part Five - Unmasking the Masked:

Barnabus will urge the PCs to go immediately and slay the doppelganger who has taken his place. He can explain to the PCs the doppelganger's daily visits and his questioning of various facets of running the Trade House.

Barnabus will be especially angry at the thought that this doppelganger has lain with his beloved wife Abrinda. He will inquire as to her condition, and be relieved that she is well, though his anger at the doppelganger touching his wife will replace his concern over her.

Barnabus himself cannot come with the PCs. He is weak and can barely stand even now…he is in no condition to fight.

He will urge the PCs make haste, for if the doppelganger learns that the Guild has been overtaken, he may flee or, even worse, harm Abrinda or others in the House.

He will caution the PCs to strike swiftly and without any elaborate plans or ruses, for the doppelganger can read minds. He also will urge the PCs not to try and enlist aid within the House, for there is no telling how House Members might react, and they may side with whom they believe is Barnabus.

It would be better, instead, he counsels, to simply stride right up to the doppelganger and attack him, perhaps requesting an audience with him in order to at least get him by himself.

He will entreat the PCs to avoid harming House members, who have simply been duped and will believe they are protecting their Trade Lord. He begs the PCs not to harm his beloved Abrinda or to allow the doppelganger to harm her.

Barnabus will say that he intends to make his way to a secret bolt hole he knows of in the sewers. He will draw (or dictate to a PC if he has not had time to steady his hands enough to write) the PCs a crude map and directions from the sewer grate nearest the Riverine House to the bolt hole. He will tell the PCs that he will wait for a couple of days for them to retrieve him from the bolt hole. Otherwise, he will have to try to find some way to regain his House on his own.

Assuming the PCs head right off to take on the doppelganger, the DM should run the encounter. If they do it properly, the PCs should be able to gain surprise on the doppelganger, who will be very intent on speaking to the PCs in private, so as to preserve his concerns from even other House members.

The DM should refer to the Riverine House Map and room keys presented on the Therran website.

*Jalikin'ilivy: Doppelganger Rogue 4/Warshaper 4; CR 11; Medium monstrous humanoid (shapechanger); HD 4D8+16 plus 4D6+16 plus 4D8+16; hp 106; Init +2; Spd 30 ft; Space 5 ft; Reach 10 ft; AC 16 (touch 12, flat-footed 16); Atk +14 melee (1D8+6, slam) or +15/+10 melee (1D8+5, +1 longsword) or +13/+8 melee (1D8+5, +1 longsword) and +13 melee (1D4+3, +1 dagger); SA detect thoughts, evasion, morphic reach, morphic weapons, sneak attack +2D6; SQ change shape, fast healing 2, immunity to Sleep and charm effects, morphic body, morphic healing, morphic immunities, trapfinding, trapsense +1, uncanny dodge; AL CN; SV Fort +12, Ref +11, Will +8; Str 18, Dex 15, Con 18, Int 16, Wis 14, Cha 14. Height variable.

Skills and Feats: Appraise +4, Balance +8, Bluff +11*, Climb +6, Concentration +8, Decipher Script +8, Diplomacy +10, Disguise +10* (+12 acting), Escape Artist +5, Gather Information +4, Intimidate +4, Jump +10, Knowledge (local) +8, Listen +8, Open Lock +5, Profession (trader) +5, Search +9, Sense Motive +8, Spot +8, Swim +6, Tumble +16, Use Magic Device +9 (+11 with scrolls); Dodge, Great Fortitude, Martial Weapon Proficiency (longsword), Mobility, Two-Weapon Fighting.

Special Attacks: Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell at caster level 18 (DC 14). It can suppress or resume this ability as a free action.

Morphic Reach (Su): Warshaper can suddenly stretch its limbs, giving it 5 more feet of reach than the creature it is emulating. Unlike most creatures, warshapers don't appear to have a longer reach until they actually use it.

Morphic Weapons (Su): Natural weapons do increased dice type of damage.

Special Qualities: Change Shape (Su): A doppelganger can assume the shape of any small or medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its true form.

Morphic Body (Su): Warshaper gains +4 to Str and Con.

Morphic Healing (Su): Warshaper gains fast healing 2 and may heal 10 points of damage if it spends a full-round action and succeeds at a concentration check (DC equal to total damage it has sustained).

Morphic Immunities (Ex): Warshaper is immune to stunning and critical hits.

Possessions: noble's outfit, 2500 gp in jewelry, badge of station (worth 1500 gp), +1 longsword decorated with Riverine crest on the pommel (+350 gp), +1 dagger studded with rubies (+2000 gp), bejeweled dagger in boot (120 gp), amulet of protection +2 (as ring of protection), potion of Cure Serious Wounds at 5th level, scroll of Blink at 5th level, ring of energy resistance, Riverine signet ring.

Languages: Common, Morakki, Thaneeri, Elvish.

* +10 circumstance bonus on Disguise checks when using change shape ability. Further +4 circumstance bonus to Bluff and Disguise checks if it can read an opponent's mind.

Refer to the Riverine Campaign NPC write-ups for further details on Jalikin'ilivy and his history.
 

* Ring of Energy Resistance: This ring may be invoked once per day. When invoked, it casts Resist Energy on its wearer as if by a 5th level caster.

Faint abjuration; CL 12th; Forge Ring, resist energy; Price 6000 gp. 

Part Six - Aftermath:

The fall out from the events of this scenario will be fairly immense.

Firstly, the real Barnabus will reward surviving PCs with official membership in the House, offering them private quarters as space permits. The PCs will now be able to direct their own actions and adventures as opposed to serving Barnabus directly.

Veribor will be stunned and will offer his resignation for failing to ferret out the imposter. Barnabus will rebuff his resignation, pointing out that even his own wife failed to see through the guise.

Barnabus will reward the PCs with chosen items from his treasury (refer to the Riverine House description on the Therran website), though DMs should keep in mind that there is already plenty of treasure to be had in the Guild to begin with.

If the PCs were involved in any intrigue for House Riverine before being sidetracked by the events of "Witness Protection", "Green Raid", and this scenario, Barnabus will likely condone that they continue it as long as it is for the benefit of House Riverine.

The Thieves' Guild in Dwillingir will disperse initially, having had its headquarters compromised and, likely, many of its members killed. If the Guild priest survived, he will lay low and then try to reform the Guild elsewhere in Dwillingir.

Raddolf will return and quickly learn what happened, immediately seeking to flee out of the Province to avoid any further entanglements with the Guild.

The Imperial government will take custody of and punish any Guild members they catch or are given.

Experience:

In addition to normal experience (which in Therra is half of that recommended in the DMG), each party member should be rewarded as follows:

There are no specific story bonuses for this scenario.

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