Episode 5 - The Corrinthian Egg

Blood Line Episode 5
“The Corinthian Egg”
July 14, 2007
XD&D Room 2.2

Riverstem, Trillium

Friday, Nivosus 4, 1685 12:20 PM 19 F, None, Clear sky, Wind 3 mph

12:20 PM – START -- Alliah (A), Valent (V), Tristan (Ti), Bashear (B), Daeris (D), Tralen (Ta)

Valents cottage: They find the junkie. (D) drags him out to the alley and covers him in garbage.

Valent goes back and gives the junkie some water.

To average res market place – (B) buys leather strap 1sp
01:20 PM

(Ti) buys breast plate – black c oprapic rose – sells scale mail for 20 gp.

(V) selling gems to Delfar – gem dealer makes deal to sell gems for 4000 – will come back at 4:25.
01:30 PM

(Ta) buys green full plate with griffin inlays 1700gp

Eat & Fuck around (Ta) buys a greatsword for 1200gp

Sold eyes of doom in magic district – Gravin the Great – bought a bunch of shit from him

04:45 PM – pick up armor and sell gems

06:00 PM – Guild – they join – (D) fights Raldin & loses – Back to Valent’s to plan.

08:00 PM – Recon
08:30 PM – Return to Guild to plan – then to sleep

11:00 PM – Valent sneaks out and burns down the shack.

Monday, Nivosus 5, 1685
Temp. 22/-3 F, Clear Sky, None, Wind 5

07:00 AM – Wake up at the guild. go back to estate district. Arranged with Tyrres’s assistant Saul to have a 10min delay in the change of guard at dark tonight.

09:00 AM – Hargoth sighted by Valent in fine shop district. Surround him, Valent takes his pouch.

10:00 AM – Arrive back at the guild hall – get some meat.

09:00 PM – (A), (D), (V) go in during the guard change.

09:15 PM (Ti), (Ta), (B) arrive at gate and sign in.

11:16 PM – Back at the guild with the Corinthian egg

Tuesday, Nivosus 6, 1685
Temp. 16/-7 F, Clear Sky, None, Wind 5

Tuesday, Nivosus 6, 1685
Temp. 16/-7 F, Clear Sky, None, Wind 5

12:16 PM – Spent morning with logistical stuff. Decide to go on the brewer mission.

Wednesday, Nivosus 7, 1685
Temp. 13/-8 F, Clear Sky, None, Wind 14

09:16 AM – Head out to the brewery

02:16 PM – Arrive at the brewery – Burry Mizren

03:16 PM – Head out to the north found the orcs

05:17 PM – Defeated orcs and a gelatinous cube they were feeding and keeping captive in a cave at their camp
Thursday, Nivosus 8, 1685
Temp. 20/-6 F, Clear Sky, None, Wind 15
.
________________________________________________________________________________________

BL#5 The Corinthian Egg

- BL#5 The Corinthian Egg - Begining the Adventure - Guild Life (Guildmaster invites PC’s to the guildhall) - The Guildhall - Gather Information - Arm Wrestling Contest - Drinking Contest - Daggar Throw - Table Ball - Bulletin Board - Precious Cargo Security - Spider in the Basement - The Brewer and the Orcs - Food and Drink - Join Us (Jairen asks the Heroes of the Storm to join the guild) - The Corrinthian Egg - Black Talon Plan - Lord Holcomb’s Estate - Outside - Vestibule - Great Hall - Gallery - Ball Room - Dining Room - Library - Den - Garden - Kitchen - Storage - Privy - Master Bed Room - Master Guest Room - Bed Rooms - Hallway - Balcony - Roof - Adventure Completion - Valent and Ronwell - Lady Alliah - Darris – Face from the Past

The main plot-line of this adventure will involve the PC’s joining or refusing to join the Adventurer’s guild and then completing a mission. Unit 415 will leave seeking more knowledge from Wizard Trap.

Treasure
Coins (0 gp, 0 lb)

Map
Map File: file:///D:/My%20Documents/Ayrdonya/Ayrdonya%20Sourcebook/Maps/Corrinthius_Map__Geographic_v1.2_2006.jpg


Valent, Alliah, Tristan, and Bashear once again find themselves outside of Valent’s cottage.

The following sections can occur in any order except that ‘Lady Alliah’ cannot occure until the results of ‘Guild Life’ are known.

{Guild Life} The PC’s must choose to join the adventurers guild or not. Their choice determines what side of the mission they are on.

{Lady Alliah} The PC’s are invited to a noble’s party either because they have retreved the Corrinthian Egg or they have protected it from being stolen. The nobles think it would be novel to meet “real” adventurers. Some guests from the nobility of Whitegate are present and challenge Alliah’s standing as a Vonhelmutstrapenbergurhaus.

{Valent and Ronwell} Valent catches Hargoth {BL#4 Menace} in the wealthy district purchasing clothing. Ronwell’s men come looking for the money Valent is supposed to deliver.

{Darris – Face from the Past} An ex-monk of the bleeding palm challenges Darris to a fight.

{Bashear – Greatpaw’s Request} Greatpaw has returned to the city and needs Bashear’s help.

At some point the PC’s will leave and then return to the cottage. Unit 415 will have stayed behind and when they come back he is gone. The following note is left sitting in the perfect center of the table and the hand writing is a perfect cursive. It says:

Friends,

I have decided to leave Riverstem. My primary survey mission is no longer relevant. This requires that I receive a new and relevant primary mission. First I must find out where I come from. The Ayrdonyan’s at the Wizard Trap are sixty-six percent more likely to assist me than the next closest option. I have discovered that they hold the majority of information stored on this planet. I will access this information. I recognize that your assistance was required to give me life.

Unit 415

Treasure
Coins (0 gp, 0 lb)

Map
Map File: file:///D:/My%20Documents/Ayrdonya/Ayrdonya%20Sourcebook/Maps/Corrinthius_Map__Geographic_v1.2_2006.jpg


The PC’s will be approached by a recruiting agent of the Riverstem Adventurers Guild. The mans name is Jairen Kowell and he is the guildmaster. Once he arrives he will politiely introduce himself and the cordally invite the PC’s to attend the nightly gathering of guild members at the guildhall tonight. He will heavily imply that the PC’s should join the guild. He will complement them on their recent exploits (defeating the Fangs) and mention that he’s glad that they’ve been able to make some money in “his” town. If they accept he will give them a guest pass Player Handout.

The man stands about 5 1/2 feet tall and is of slender build. Neatly combed short black hair covers his head and his face is clean-shaven. He is well dressed and walks with an air of authority.

{The Guildhall}

Monsters (Encounter Level: 7)
Jairen Kowell; Human Exp8: CR 7; ECL 8; Size M; HD 8d6-16; hp 14; Init -2; Spd 30 ft; AC 8, touch 8, FF 8; BAB 6/1; Grapple 6; Melee Unarmed +6/1 (1d3); AL LN; SV Fort +0, Ref +0, Will +7; Str 10, Dex 7, Con 7, Int 13, Wis 12, Cha 9.
Skills and Feats: Knowledge (Dungeoneering) +12, Appraise +2, Bluff +12, Craft (Gemcutting) +12, Decipher Script +4, Diplomacy +14, Disguise +1, Forgery +12, Gather Information +12, Knowledge (Arcana) +2, Knowledge (Architecture) +2, Knowledge (Geography) +2, Knowledge (History) +2, Knowledge (Local) +2, Knowledge (Nature) +2, Knowledge (Nobility) +2, Knowledge (Planes) +2, Knowledge (Religion) +2, Knowledge (Other) +2, Profession (Other) +6, Knowledge (Psionics) +2; Armor Proficiency (Light), Investigator, Leadership, Negotiator, Persuasive, Simple Weapon Proficiency.

Treasure
Coins (0 gp, 0 lb)

Map
Map File: file:///D:/My%20Documents/Ayrdonya/Campaigns/XD&D/Blood%20Line%20Campaign/BL#5/Captured%20Video/Adventurer’s%20guild.jpg


Most of the adventuring groups in the city belong to the guild. In exchange for a 10% income fee they are provided with missons, limited protection from the government, and adventuring related resources like sages, mages, merchants, and clerics. Those groups that choose not to join the guild are treated hostily by guild members and are often run out of town or in some rare cases, killed. When the PC’s arrive the nightly gathering will be in full swing:

You pull open the heavy oak double doors and step into the guildhall to find the place is packed with adventurers. The center of attention is a huge half-orc at a table in the center of the room preparing to arm-wrestel a heavily muscled human. A bard sitting on a staircase plays a lute while homely looking commoners serve foaming mugs of ale to thirsty adventurer’s. Next to the entrance is a bulletin board with various jobs posted, an elf and a human appear to be discussing one of the postings. At the back of the room you see two figures throwing daggers at a crossection of a tree trunk hanging on the wall. It is too shadowy to make out their features.

At some point the PC’s or one of the PC’s will be summoned by the bar tender – Ethan. He will tell them that Jairen wants to see them “in the back” and will lead them to him when they are ready. {Join Us} Until then there are several activites that could be undertaken while at the guild:

{Gather Information} – What folks are saying.

{Arm Wrestling Contest} – There is money to be won – if your strong enough.

{Drinking Contest} – Do the PC’s have the constitution to drink with the big dogs or should they stay on the porch?

{Daggar Throw} – A test of Dextirity, perhaps there is opportunity to make some money as well.

{Table Ball} – Two halflings try to swindle the PC’s in a pool-like game. The wisest moves will win the day.

{Bulletin Board} – Opportunities await guild members.

{Food and Drink} – The menu.

Treasure
Coins (0 gp, 0 lb)


Gather Information Check

Action: A typical Gather Information check takes 1d4+1 hours.
Try Again: Yes, but it takes time for each check. Furthermore, you may draw attention to yourself if you repeatedly pursue a certain type of information.
Special: A half-elf has a +2 racial bonus on Gather Information checks.
If you have the Investigator feat, you get a +2 bonus on Gather Information checks.
Synergy: If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.

DC 10 – “The Kingdom has begun drafting men here in Riverstem for the war effort. I’m glad I’m in the guild. Sure there’s a chance you’ll end up going anyway but I’d rather be on a mission from the guild than standing in a field waiting to get killed in a hail of arrows.”

DC 15 – They found a guy layn’ half out of a sewer pipe dead. I guess he was some loffel dealer from the tenament. But the strange thing is that his body was all burned and covered in sores and strange lumps. He was covered is some kind of red dirt. Hope it’s not some kind of disease.

DC 20 – Dwarf Fighter, low level, young = “Your not going to believe this. Me and me comrads [The Party of the Fallen Stone] overthere were hiken’ down river from a camp we had business at. About half way to Riverstem we stumbled on a group of goblins. Day looked like day were on the run, all ragged and out of breath. Now that don’t sound so strange but then, listen to this. We were gonna kill ‘em, of course. But one of ’em used some kinda device on us. It was a little metalic thing, I thought it was the hilt of a sword at first and I laughed at ’em. ’Where’s the rest of your sword?‘, I said. But then, then he pointed it at me and there was a red blast…Just look at me shield! Your darn right we ran, and I’m not ashamed to admit it. I never seen anything like it. Happend a couple of weeks ago.”

Treasure
Coins (0 gp, 0 lb)


The guild is hosting a single elimination arm wrestling contest. The entry fee is 25gp and there is just barley enough time for any of the PC’s to sign up if they like. PC’s must beat three progressively difficult opponents and then eliminate each other. The winner then arm wrestles Brosk from the Party of the Black Talon.

In Game Terms:

Make opposed grapple checks. The winner gets to move his opponent 1/4 of the entire way so from the neutral position you would have to win 2 checks in a row to win.

First Opponent: Grapple +2 An average size human, early twenties, looks like he is a young fighter – Lorren

Second Opponent: Grapple +4 A big human shaved bald with a goatee. He has a battle axe strapped to his back – Daarek

Third Opponent: Grapple +8 A heavily muscled dwarf, no visible weapons but is a little drunk and loud – Garren

Brosk: Grapple +10

250gp grand prize
100gp runner up

500xp Bonus for winning

Monsters (Encounter Level: 5)
Brosk; Half-orc Bbn5: CR 5; ECL 5; Size M; HD 5d12+10; hp 55; Init +2; Spd 20 ft (base 30 ft); AC 17, touch 10, FF 17; BAB +5; Grapple +10; Melee Unarmed +10 (1d3 + 5), Greataxe +1 (Mighty cleaving) +10 (1d12 + 5/crit x3); SQ Darkvision 60 ft, Orc Blood; AL CN; SV Fort +6, Ref +3, Will +1; Str 20, Dex 14, Con 14, Int 10, Wis 11, Cha 10.
Skills and Feats: Climb +13, Handle Animal +1, Intimidate +8, Survival +1, Jump +10, Listen +8, Ride +3; Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency.
Special Abilities: Darkvision, Fast Movement, Illiteracy, Improved Uncanny Dodge, Rage, Trap Sense, Uncanny Dodge.
Equipment: 23 pp, 246 gp, 28 sp, 322 cp, Splint mail +1, Greataxe +1 (mighty cleaving), Backpack, Flask, Flint and steel, Grappling hook, Manacles, 4 Oil (1-pt. flask), Hemp rope (50 ft.), 6 Torch, Waterskin.

Treasure
Coins (0 gp, 0 lb)


The PC’s may choose to participate in, or start their own drinking contest. The NPC’s participating could be made up on the spot. The way drinking contests are held at the guild is mugs of ale are slammed one by one until one or the other can no longer keep up, passes out, or throws up.

In game terms:

Every mug of ale contains 16 Alcohol Units. When the number of units exceeds the characters Alcohol Threshold (Con score + any racial, magical, or class based bonuses to resist poison, and endurance feat adds +4 to this number) the character progresses in the stages of drunkenness (see below), with the number of AU equal to the threshold increasing his drunkenness to the next category.

In addition to getting drunker and drunker, drinking a whole mug of ale every round has its own penalties. The character must make a Fortitude save DC 10 (+1 for every round of drinking before this drink). A failure means that the character cannot swallow fast enough, and a failure by 5 or more causes the character to also lose his action the next round from gagging. In most drinking contests, this automatically means that the character has lost.

Those characters with weak constitution are at risk for overdosing. Any character that drinks more than twice his threshold in Alcohol Units in 1 round must make a DC 20 Fortitude Save (+1 for every round of drinking before this drink). If he fails the save, he either vomits out what he just drank, or falls unconscious.

Stages of Drunkenness

Tipsy: Judgment slightly impaired, but no noticeable effects. -1 penalty to attack rolls, skill checks, ability checks, and Reflex saves. No effect on movement or hit points. Must make a Concentration check (DC 10 + spell level) to cast spells or take similar actions.

Merry: Inhibitions lower, voices raise, and balance wavers slightly. -2 penalty to attack rolls, skill checks, ability checks, and Reflex saves. +1 temporary hit point per hit die. No effect on movement. Must make a Concentration check (DC 10 + spell level) to cast spells or take similar actions.

Drunk: Dizzy and disoriented, words slurred. -4 penalty to attack rolls, skill checks, ability checks, and Reflex saves. +2 temporary hit points per hit die. Can safely take one partial action each round, but must make a Balance check (DC 10) to both move and take an action. Falls down on a failure. Must make a Concentration check (DC 10 + spell level) to cast spells or take similar actions.

Hammered: Can’t walk in a straight line, generally incoherent. -8 penalty to attack rolls, skill checks, ability checks, and Reflex saves. +3 temporary hit points per die. Can safely take one partial action per round, but must make a Balance check (DC 10) to both move and take an action. Falls down on a failure. Must make a Concentration check (DC 10 + spell level) to cast spells or take similar actions.

Plastered: Communication is nearly impossible, as is standing up. -16 penalty to attack rolls, skill checks, ability checks, and Reflex saves (though the character can take no actions, so it usually doesn’t matter). +4 temporary hit points per hit die (but usually unable to take advantage of this). He must make a Concentration check (DC 10) to cast spells or take similar actions. Character is nauseated, and the only action he can normally take is a single move or move-equivalent action per round. A character who is plastered can, however, choose to take one partial action other than a movement, but is then stunned for the next 1d6 rounds.

Unconscious: Character is unconscious, usually from sickness or extreme dizziness and confusion.

Treasure
Coins (0 gp, 0 lb)


The halflings from {Table Ball} are willing to participate in a dagger throw as well, or anyone else in the bar that the PC’s might challenge.

Rules of the game:

Each player gets three throws, high score wins the round, winner is best of three rounds.

The target is made up of 5 concentric circles each one worth more points that the last. The points are as follows:

AC 10 – 12 = 1 point
AC 13 – 15 = 2 points
AC 16 – 18 = 3 points
AC 19 – 20 = 4 points
AC 21 and up = Bull’s-eye 6 points

Monsters (Encounter Level: 5)
Madoc Sackville; Halfling Rog3: CR 3; ECL 3; Size S; HD 3d6+6; hp 20; Init +7; Spd 20 ft; AC 14, touch 14, FF 11; BAB +2; Grapple -2; Melee Unarmed +2 (1d2); Ranged Small Dagger +6 (1d3/crit 19-20); SA +1 racial attack bonus with a thrown weapon; SQ +2 morale bonus on saves vs fear; AL NG; SV Fort +4, Ref +7, Will +1; Str 11, Dex 17, Con 15, Int 10, Wis 8, Cha 9.
Skills and Feats: Appraise +2, Balance +9, Bluff +5, Climb +8, Hide +13, Jump +8, Move Silently +11, Open Lock +11, Spot +0, Tumble +8; Armor Proficiency (Light), Improved Initiative, Nimble Fingers, Simple Weapon Proficiency.
Special Abilities: Evasion, Sneak Attack, Trap Sense, Trapfinding.
Equipment: 21 pp, 323 gp, Caltrops, , Small dagger.

Ponto Westfarthing; Halfling Rog3: CR 3; ECL 3; Size S; HD 3d6-3; hp 12; Init +5; Spd 20 ft; AC 12, touch 12, FF 11; BAB +2; Grapple -2; Melee Unarmed +2 (1d2), Small Dagger, punching +3 (1d3/crit x3); Ranged Small Dagger +4 (1d3/crit 19-20); SA +1 racial attack bonus with a thrown weapon; SQ +2 morale bonus on saves vs fear; AL NG; SV Fort +1, Ref +5, Will +5; Str 10, Dex 13, Con 8, Int 12, Wis 16, Cha 14.
Skills and Feats: Appraise +7, Bluff +8, Disable Device +7, Hide +11, Listen +11, Open Lock +7, Sense Motive +9, Tumble +7, Game (Table Ball) +9; Armor Proficiency (Light), Improved Initiative, Run, Simple Weapon Proficiency.
Special Abilities: Evasion, Sneak Attack, Trap Sense, Trapfinding, Uncanny Dodge.
Equipment: 13 pp, 240 gp, , Punching small dagger, Small dagger.

Treasure
Coins (0 gp, 0 lb)


Table Ball is a pool like game played on a 10 × 10 foot table with edges on it like a pool table and a smooth wooden surface. In the center is a hole and five feet out is a white circle. Each player is given 6 stone balls small enough to fall through the hole. One gets white and the other black. The player with the white balls goes first by rolling a ball down a wooden ramp set outside of the white circle. The object is to make the white ball come to rest somewhere within the white circle in the most difficult possible location for your opponent to knock in. Knocking the white ball in is the opponents goal. The player with the black balls then rolls a black ball down a ramp set outside of the circle in an attempt to knock the white ball into the hole. If, after all of the balls have been played, there are 4 or more white balls on the table the white player wins. If there are 2 or less white balls on the table the black player wins. If there are 3 all of the balls are cleared and the game enters a single sudden death round.

In game terms:

The game is played out with opposed skill checks. Essentially, the winner of 6 opposed skill checks wins the match (or 7 in the case of a tie). The skill is called “Table Ball” and it can be attempted untrained. It is a wisdom based skill. The white player rolls his skill check which sets the DC for the black players skill check. If he equals the DC the player with the highest number of ranks in the Table Ball skill wins the round. If they are equal as well then it is a miss cue and the ball must be re-thrown.

There are two halflings playing when the PC’s arrive. They will want to play for a small some of money like 20gp. One will step up and play and throw the game. When he loses he will get angry and make excuses for why he played so bad. The other halfling will make fun of him and taunt him causing him to say that he will bet 100 gold that he will win and will try to play the PC again. This time he will try his best to win.

500xp bonus for winning
Be sure to award XP to other players if they contributed to winning the encounter somehow.

Monsters (Encounter Level: 5)
Madoc Sackville; Halfling Rog3: CR 3; ECL 3; Size S; HD 3d6+6; hp 20; Init +7; Spd 20 ft; AC 14, touch 14, FF 11; BAB +2; Grapple -2; Melee Unarmed +2 (1d2); Ranged Small Dagger +6 (1d3/crit 19-20); SA +1 racial attack bonus with a thrown weapon; SQ +2 morale bonus on saves vs fear; AL NG; SV Fort +4, Ref +7, Will +1; Str 11, Dex 17, Con 15, Int 10, Wis 8, Cha 9.
Skills and Feats: Appraise +2, Balance +9, Bluff +5, Climb +8, Hide +13, Jump +8, Move Silently +11, Open Lock +11, Spot +0, Tumble +8; Armor Proficiency (Light), Improved Initiative, Nimble Fingers, Simple Weapon Proficiency.
Special Abilities: Evasion, Sneak Attack, Trap Sense, Trapfinding.
Equipment: 21 pp, 323 gp, Caltrops, , Small dagger.

Ponto Westfarthing; Halfling Rog3: CR 3; ECL 3; Size S; HD 3d6-3; hp 12; Init +5; Spd 20 ft; AC 12, touch 12, FF 11; BAB +2; Grapple -2; Melee Unarmed +2 (1d2), Small Dagger, punching +3 (1d3/crit x3); Ranged Small Dagger +4 (1d3/crit 19-20); SA +1 racial attack bonus with a thrown weapon; SQ +2 morale bonus on saves vs fear; AL NG; SV Fort +1, Ref +5, Will +5; Str 10, Dex 13, Con 8, Int 12, Wis 16, Cha 14.
Skills and Feats: Appraise +7, Bluff +8, Disable Device +7, Hide +11, Listen +11, Open Lock +7, Sense Motive +9, Tumble +7, Game (Table Ball) +9; Armor Proficiency (Light), Improved Initiative, Run, Simple Weapon Proficiency.
Special Abilities: Evasion, Sneak Attack, Trap Sense, Trapfinding, Uncanny Dodge.
Equipment: 13 pp, 240 gp, , Punching small dagger, Small dagger.

Treasure
Coins (0 gp, 0 lb)


This bulleting board contains numerous postings for jobs offered by the guild. Each has only a brief description and directs guild members to see Jairen if they are interested. If the PC’s join the guild they will have the option of taking any of the posted missions:

{Precious Cargo Security} – 25 gp a head for a days work. Two standard size carts worth of precious cargo will be arriving in Riverstem soon. Protect the cargo as it is unloaded from the barge, onto carts, and taken through the Tenement to the southwest Warehouse district to be stored in a secure building.

{Spider in the Basement} – An old unoccupied building in the {Civic} Distict has been overrun with dog sized spiders. One city worker was killed when his crew discovered the infestation. Riverstem will pay 100gp to have the spiders exterminated.

{The Brewer and the Orcs} – The brewer that supplies the thieves guild has not sent his shipment. The guild will pay 20gp a head to a group who will find out what has happend.

Treasure
Coins (0 gp, 0 lb)


100 gp a head for a days work. A trunk full of precious art pieces will be arriving in Riverstem soon. Protect the cargo as it is unloaded from the barge, onto a cart, and taken through the Tenement to the southwest Warehouse district to be stored in a secure building.

Landrith {Merchant Landrith’s home} happens to be the client in this transaction. He does not deal directly with the PC’s and his name will not even be mentioned by Jairen when he gives the PC’s the specifics of the job.

The cargo is various rare art pieces from the palace in Whitegate. They are to be put on display at an upcoming noble’s gathering. {Lady Alliah} What is in the cargo is however unknown to Jairen. He is recieveing a 100gp fee from Landrith for providing the protection, plus he will expect 10% of what the PC’s make (10 gold from each of them). He will not mention the money he gets in advance.

A group of thieves hired by {Master Holgram} will attempt to ambush the wagons and steal them for Master Holgrams personal collection.

If the PC’s have not joined the Adventurer’s guild, an agent of Master Holgram (Warren) will approach the PC’s with the job offer. Master Holgram will pay 100gp a head to steal the trunk of art pieces.

The cargo is due to arrive at 4 in the afternoon. It will be very late. The barge hit a sandbar upstream. The barge will arrive at 8pm, the sun will have just gone down. If the PC’s head up stream to try to find the barge they will find it after a 1 hour hike. If they get there later than 7:30 they will meet the barge after it has gotten free of the sandbar. The unexpected nighttime arrival should throw a wrench into the PC’s security plans.

Tarrith and his bandits will ambush the PC’s at a narrow road with buildings on both sides. He will position his rogues on the buildings to fire arrows while the warriors try to overwhelm the PC’s. Their ultimate goal is to get the trunk and they will run once they obtain it.

Once they deliver the trunk to the warehouse the security at the warehouse will give them a chit to present to the guild master. He will then pay them their 90gp each (100 minus the 10%).

200xp bonus per person for successful completion of the mission.

Monsters (Encounter Level: 9.8)
Human 10; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Human 2; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Human 3; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Human 4; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Human 5; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Human 6; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Human 7; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Human 8; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Human 9; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Human1; Human War3: CR 2; ECL 3; Size M; HD 3d8; hp 15; Init +4; Spd 30 ft; AC 14, touch 10, FF 14; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Longsword +4 (1d8 + 1/crit 19-20); AL N; SV Fort +3, Ref +3, Will +0; Str 13, Dex 10, Con 11, Int 10, Wis 9, Cha 9.
Skills and Feats: Climb +7, Handle Animal +5, Intimidate +0, Jump +2, Ride +6; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Lightning Reflexes, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Toughness.
Equipment: , Longsword, Leather, Heavy steel shield.

Rogue 1; Human Rog3: CR 3; ECL 3; Size M; HD 3d6; hp 13; Init +6; Spd 30 ft; AC 13, touch 12, FF 11; BAB +2; Grapple +3; Melee Unarmed +3 (1d3 + 1), Sword, short +3 (1d6 + 1/crit 19-20); Ranged Longbow +4 (1d8/crit x3), Arrows (50) +4 (1d6/crit x3); AL NE; SV Fort +3, Ref +5, Will +3; Str 12, Dex 14, Con 11, Int 14, Wis 14, Cha 9.
Skills and Feats: Balance +10, Climb +7, Hide +8, Knowledge (Local) +8, Listen +10, Move Silently +8, Open Lock +8, Search +8, Sense Motive +8, Spot +10, Tumble +8; Alertness, Armor Proficiency (Light), Great Fortitude, Improved Initiative, Simple Weapon Proficiency.
Special Abilities: Evasion, Sneak Attack, Trap Sense, Trapfinding, Uncanny Dodge.
Equipment: , Longbow, Padded, Arrows (50), Short sword.

Rogue 2; Human Rog3: CR 3; ECL 3; Size M; HD 3d6; hp 13; Init +6; Spd 30 ft; AC 13, touch 12, FF 11; BAB +2; Grapple +3; Melee Unarmed +3 (1d3 + 1), Sword, short +3 (1d6 + 1/crit 19-20); Ranged Longbow +4 (1d8/crit x3), Arrows (50) +4 (1d6/crit x3); AL NE; SV Fort +3, Ref +5, Will +3; Str 12, Dex 14, Con 11, Int 14, Wis 14, Cha 9.
Skills and Feats: Balance +10, Climb +7, Hide +8, Knowledge (Local) +8, Listen +10, Move Silently +8, Open Lock +8, Search +8, Sense Motive +8, Spot +10, Tumble +8; Alertness, Armor Proficiency (Light), Great Fortitude, Improved Initiative, Simple Weapon Proficiency.
Special Abilities: Evasion, Sneak Attack, Trap Sense, Trapfinding, Uncanny Dodge.
Equipment: , Longbow, Padded, Arrows (50), Short sword.

Tarrith (Leader); Human Ftr4: CR 4; ECL 4; Size M; HD 4d10+12; hp 38; Init +7; Spd 20 ft (base 30 ft); AC 17, touch 10, FF 17; BAB +4; Grapple +8; Melee Unarmed +8 (1d3 + 4), Greatsword +1 +10 (2d6 + 5/crit 19-20); AL N; SV Fort +7, Ref +6, Will +3; Str 19, Dex 16, Con 16, Int 14, Wis 10, Cha 11.
Skills and Feats: Climb +10, Handle Animal +4, Intimidate +7, Jump +8, Ride +10, Swim +11; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Exotic Weapon Proficiency, Improved Initiative, Iron Will, Lightning Reflexes, Martial Weapon Proficiency, Mounted Combat, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus.
Equipment: , Greatsword +1, Half-plate.

Treasure
Coins (0 gp, 0 lb)


An old unoccupied building in the {Civic} Distict has been overrun with dog sized spiders. One city worker was killed when his crew discovered the infestation. Riverstem will pay 100gp to have the spiders exterminated.

The building is a former office building that has been out of service for 60 years. A wall in the basement has crumbled and the building has become infested with monsterous spiders. The layout of the building is unimportant – make it is big or small as needed.

200xp bonus per person for completion

If they venture into the sewer they could encounter the {Cesspit, Ooze} from BL#4 (which they have never seen).

Monsters (Encounter Level: 9.4)
Spider, Huge: CR 5; hp 51.
Spider, Large 01: CR 2; hp 23.
Spider, Large 02: CR 2; hp 19.
Spider, Medium 01: CR 1; hp 15.
Spider, Medium 02: CR 1; hp 13.
Spider, Medium 03: CR 1; hp 11.
Spider, Medium 04: CR 1; hp 15.
Spider, Medium 05: CR 1; hp 7.
Spider, Medium 06: CR 1; hp 10.
Spider, Medium 07: CR 1; hp 11.
Swarm, Spider: CR 1; hp 12.

Treasure
Coins (0 gp, 0 lb)


The brewer is a very old man. The last time Jairen spoke with him they argued about the price of the ale but in the end settled on a number. Jairen suspects that the old man forgot that they settled on a price and is being stubborn in sending the ale. It is vital that the PC’s retrieve at least one shipment of ale or prices at the guild will sky rocket and the ale will soon run dry. He will give them 50gp to give to the brewer (Mizren) only if they cannot convince him that they had settled on the price of 125gp per shipment so that they can get at least one shipment of ale sent. The brewery is about ten miles upstream from Riverstem towards Sabina.

When the PC’s arrive read the following:

You arrive at what must be the brewery. A mill is built at the river side. Further from shore is a cottage and next to it are 5 massive casks. Behind the cottage is a hops field and barn.

The cottage is empty and the cooking fire has burned out and is cold. In the barn the PC’s will find the body of Mizren. He will have been killed by the slashing wounds of a group of orcs who he caught stealing kegs of ale. When he grabbed a pitch fork and tried to stop them he was killed but not before wounding one of them with the pitch fork. Ten feet from the body is the bloody pitch fork. The orcs took two of the kegs in a small cart and have moved off into the forest about 2 hours to the north. They have since set up camp and have been drinking the kegs. If the PC’s do not find the tracks than the orcs will return that night to take more ale.

100xp bonus per person for completion

Monsters (Encounter Level: 5.9)
Orc 01: CR 0.5; hp 5.
Orc 02: CR 0.5; hp 4.
Orc 03: CR 0.5; hp 4.
Orc 04: CR 0.5; hp 6.
Orc 05: CR 0.5; hp 6.
Orc 06: CR 0.5; hp 4.
Orc 07: CR 0.5; hp 8.
Orc 08: CR 0.5; hp 8.
Orc 09: CR 0.5; hp 5.
Orc 10: CR 0.5; hp 9.
Orc Leader; Orc Ftr2: CR 2; ECL 2; Size M; HD 2d10; hp 13; Init +4; Spd 30 ft; AC 13, touch 10, FF 13; BAB +3; Grapple +6; Melee Falchion +6 (2d4 + 3/crit 18-20); Ranged or javelin +3 (1d6 + 3); SA -; SQ Darkvision 60 ft., light sensitivity; AL CE; SV Fort +5, Ref +0, Will +1; Str 14, Dex 10, Con 10, Int 8, Wis 8, Cha 8.
Skills and Feats: Climb +7, Listen +1, Spot +1; Alertness, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Iron Will, Martial Weapon Proficiency, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus.
Special Abilities: Darkvision.
Equipment: Studded leather, Falchion, Javelin, .

Treasure
Coins (0 gp, 0 lb)


At the Adventurer’s guild everyone eats and drinks the same thing. 5gp is paid at the door. Tankards of foaming ale and plates stacked high with roast venison steadily stream from the kitchen throughout the night.

Treasure
Coins (0 gp, 0 lb)


At some point the PC’s or one of the PC’s will be summoned by the bar tender – Ethan. He will tell them that Jairen wants to see them “in the back” and will lead them to him when they are ready:

Ethan the bartender expertly guides you through the crowded guild hall to a set of double doors on the opposite end of the building. He pulls them open and inside sitting at a large round table is Jairen and another human who you have not seen before. On the table are several pitchers of ale and mugs. Jairen invites you to sit down, “I’m glad that you decided to visit us.” He gestures to the man sitting at his side. He is middle aged as evidenced by a black goatee speckled with gray. He has sharp features, almost elven and is dressed in an expensive suit, “This is my associate, Balron. He helps with the administrative aspect of running the guild.”

Balron is a quite man and mostly just listens. Occasionally he will whisper something into Jairen’s ear.
Jairen will ask the PC’s to drink and then make small talk for awhile. He will then ask them to join the guild.

The stipulations are that any money you make in the city, 10% of it goes to the guild. Any missions undertook within the city must either be obtained from the guild or they must have the permission of the guild.

Benefits of joining the guild are that they have missions available, they are provided with limited protection from the city law enforcement – especially when completing a guild assigned mission, they cannot be drafted into the military but may be called upon to complete a mission for the military, guild can provide adventuring-related goods and services at low prices, use of the guild hall

Guild Charter

1. All mission’s must come from or be approved by the guild.
2. 10% of all income shall be paid to guild.
3. Guild members will abide the local law.
4. If breaking the law, do not get caught.
5. Clients will be treated with respect and courtesy.

Yes – They must at this time register a party name. Each PC gets a sliver medallion with the guild crest etched into in (value 25gp). Jairen will tell them to display whenever law enforcement harasses them – as long as they are on official guild business. He will then offer them their first job. {The Corrinthian Egg}

No – Jairen – “You’ve made an enemy where you could have had a powerful friend. You know where the door is.” Jairen and Balron stand and push past you exiting through the double doors behind you.

If the PC’s decline joining the guild they could be approached by Lord Holcomb to defend the Corrinthian Egg (see {The Corrinthian Egg} ) in which case the Party of the Black Talon will take the job retrieving the egg.

Treasure
Coins (0 gp, 0 lb)


Jairen will offer them a job right when they agree to join the guild. This one cannot be found on the bulletin board as it has just come in. {Lord Teerus} (from the Nobel Estates district) has legal claim to a valuable art piece known as the Corrinthian Egg. Currently {Lord Holcomb} has possession of the egg and has refused to give it up. The Riverstem barrister made a ruling last year that the egg was to be turned over to Lord Teerus but this still has not happened. Both of the nobles hold considerable power which has prevented the city guard from stepping in. Lord Teerus has decided to hire a group from the adventurers guild to retrieve the egg for him while Lord Holcomb is in Whitegate attending a conference. If the PC’s can return the egg to the guild undamaged they will each be paid 500gp.

If the job is accepted he will hand them a scroll case containing the following:

Map to Lord Holcomb’s estate
Map of Lord Holcomb’s estate
Sketch of the egg (noting how fragile it is)
Notarized legal document of the barristers ruling

Lord Holcomb will be leaving in the morning and will be gone for two weeks so the PC’s have plenty of time to get a plan together. The Party of the Black Talon will have accepted a job (under the table) guarding the egg.

Treasure
Coins (0 gp, 0 lb)


If Defending:

The Black Talon is not aware of the trap in the gallery or the secret passage that leads from the library to the back of the mansion. They have been provided with the key to the gallery and have been told to not lay a hand on the egg. The master bedroom has been left locked however Brosk has decided to break the lock and sleep in the Master Bedroom. Denra is staying in the master guest room. Then in the bedrooms from west to east are Raldin, Zarolin, and Fallon. An Alarm spell is kept going by Fallon in the center of the Gallery and is set as a silent mental alarm. All of the doors are kept locked. The group spends most of its time in the dining room and den.

If Attacking:

The group will purchase a Fly potion and give it to Raldin. While Brosk, Zarolin, and Fallon create a diversion at the front door demading that the egg be returned (they will present the legal documents), Denra and Raldin will be ready a block away to the north. Denra will cast Silence on Raldin and he will consume the Fly potion, fly to the balcony, attmept to pick the lock into the gallery (will check for traps) and then fly to the egg, retrieve it and fly back out the way he came.

Monsters (Encounter Level: 9.3)
Brosk; Half-orc Bbn5: CR 5; ECL 5; Size M; HD 5d12+10; hp 55; Init +2; Spd 20 ft (base 30 ft); AC 17, touch 10, FF 17; BAB +5; Grapple +10; Melee Unarmed +10 (1d3 + 5), Greataxe +1 (Mighty cleaving) +10 (1d12 + 5/crit x3); SQ Darkvision 60 ft, Orc Blood; AL CN; SV Fort +6, Ref +3, Will +1; Str 20, Dex 14, Con 14, Int 10, Wis 11, Cha 10.
Skills and Feats: Climb +13, Handle Animal +1, Intimidate +8, Survival +1, Jump +10, Listen +8, Ride +3; Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency.
Special Abilities: Darkvision, Fast Movement, Illiteracy, Improved Uncanny Dodge, Rage, Trap Sense, Uncanny Dodge.
Equipment: 23 pp, 246 gp, 28 sp, 322 cp, Splint mail +1, Greataxe +1 (mighty cleaving), Backpack, Flask, Flint and steel, Grappling hook, Manacles, 4 Oil (1-pt. flask), Hemp rope (50 ft.), 6 Torch, Waterskin.

Denra; Human Clr5: CR 5; ECL 5; Size M; HD 5d8; hp 16; Init +5; Spd 30 ft; AC 16, touch 11, FF 15; BAB +3; Grapple +4; Melee Unarmed +4 (1d3 + 1), Mace, light +1 (Frost) +5 (1d6 + 2 + 1d6 cold); AL TN; SV Fort +5, Ref +4, Will +7; Str 12, Dex 12, Con 12, Int 15, Wis 16, Cha 15.
Skills and Feats: Concentration +9, Diplomacy +6, Heal +11, Knowledge (Arcana) +4, Knowledge (History) +3, Knowledge (Planes) +3, Knowledge (Religion) +10, Spellcraft +10; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Counterspell, Improved Initiative, Lightning Reflexes, Shield Proficiency, Simple Weapon Proficiency.
Special Abilities: Aura, Bonus Languages, Domain Death, Domain Protection, Domains, Spontaneous Casting, Turn or Rebuke Undead.
Clr Spells Known (5/3/2/1/-1/-1/-1/-1/-1/-1/-1/-1): 0—Cure minor wounds, Detect magic, Detect poison, Light, Read magic, 1—Bless, Cause fear, Cure light wounds, Obscuring mist, Shield of faith, Summon monster i, 2—Bull’s strength, Cure moderate wounds, Death knell, Hold person, Shatter, 3—Cure serious wounds, Dispel magic, Invisibility purge, Protection from energy.
Clr Spells Prepared (5/3/2/1/-1/-1/-1/-1/-1/-1/-1/-1): 0—Cure minor wounds, Detect magic, Detect poison, Light (2), Read magic, 1—Bless, Cause fear, Cure light wounds, Obscuring mist, Shield of faith, Summon monster i, 2—Bull’s strength, Cure moderate wounds, Death knell, Hold person, Shatter, 3—Cure serious wounds, Dispel magic, Invisibility purge, Protection from energy.
Equipment: 25 pp, 30 gp, , Backpack, Bedroll, 21 Candle, Map or scroll case, Waterskin, Flint and steel, Amulet of health +2, Chain shirt +1, Light +1 mace (frost).

Fallon; Human Wiz5: CR 5; ECL 5; Size M; HD 5d4+10; hp 27; Init +6; Spd 30 ft; AC 12, touch 12, FF 10; BAB +2; Grapple +3; Melee Unarmed +3 (1d3 + 1); AL NE; SV Fort +3, Ref +3, Will +4; Str 13, Dex 15, Con 14, Int 17, Wis 11, Cha 12.
Skills and Feats: Craft (Alchemy) +11, Knowledge (Dungeoneering) +4, Concentration +10, Craft (Gemcutting) +7, Decipher Script +11, Knowledge (Arcana) +4, Knowledge (Architecture) +4, Knowledge (Geography) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Knowledge (Other) +4, Spellcraft +11, Knowledge (Psionics) +4; Brew Potion, Enlarge Spell, Improved Counterspell, Improved Initiative, Scribe Scroll.
Special Abilities: Familiar.
Wiz Spells Known (4/3/2/1/-1/-1/-1/-1/-1/-1/-1/-1): 0—Arcane mark, Detect magic, Detect poison, Disrupt undead, Ghost sound, Light, Mage hand, Message, Prestidigitation, Read magic, Touch of fatigue, 1—Alarm, Burning hands, Cause fear, Chill touch, Death grimace, Disguise self, Feather fall, Grease, Hold portal, Identify, Magic missile, Protection from good, Ray of enfeeblement, Shocking grasp, Sleep, Tensor’s floating disk, 2—Blindness/deafness, Bull’s strength, Command undead, Detect thoughts, False life, Flaming sphere, Ghoul touch, Invisibility, Levitate, Locate object, Mel’s acid arrow, Scare, See invisibility, Spectral hand, Spider climb, Ta’s hideous laughter, 3—Dispel magic, Fireball, Gentle repose, Lightning bolt, Ray of exhaustion, Stinking cloud, Vampiric touch.
Wiz Spells Prepared (4/3/2/1/-1/-1/-1/-1/-1/-1/-1/-1): 0—Detect magic, Light, Prestidigitation, Read magic, 1—Alarm (3), Grease, 2—Bull’s strength, Invisibility, Ta’s hideous laughter, 3—Lightning bolt (2).
Equipment: , Robe of bones, Scroll of rope trick (arc), Scroll of fireball (arc).

Raldin; Human XMnk4/Rog1: CR 5; ECL 5; Size M; HD 4d8+8 + 1d6+2; hp 39; Init 6; Spd 40 ft; AC 15, touch 15, FF 13; BAB +3; Grapple +5; Melee Unarmed +5 (1d8 + 2), Unarmed Flurry +3/3 (1d8 + 2); AL CN; SV Fort +6, Ref +10, Will +7; Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 11.
Skills and Feats: Balance +10, Climb +7, Escape Artist +6, Gather Information +1, Hide +6, Sleight of Hand +3, Intimidate +1, Jump +8, Knowledge (Religion) +2, Listen +7, Move Silently +6, Sense Motive +7, Spot +7, Swim +3, Tumble +8, Use Magic Device +1, Use Rope +3; Armor Proficiency (Light), Combat Reflexes, Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Simple Weapon Proficiency.
Special Abilities: Evasion, Flurry of Blows, Ki Strike, Monk AC Bonus, Slow Fall, Sneak Attack, Still Mind, Trapfinding, Unarmed Strike.

Zarolin; Drow elf Ftr3: CR 3; ECL 5; Size M; HD 3d10+3; hp 25; Init 7; Spd 30 ft; AC 18, touch 13, FF 15; BAB +3; Grapple +4; Melee Longsword (Alchemical silver) +4 (1d8 + 1/crit 19-20), Unarmed +4 (1d3 + 1); Ranged Longbow, mighty (1 Str) composite 1 (Seeking) +7 (1d8 + 2/crit x3), Arrows (20) (Merciful) +7 (1d8 + 2 + 1d6 P/crit x3), Arrows (50) +7 (1d8 + 2/crit x3); SA Poison, spell-like abilities; SQ Drow traits, spell resistance 11, Light Blindness; AL NE; SV Fort +4, Ref +4, Will +1; Str 12, Dex 17, Con 13, Int 17, Wis 10, Cha 12.
Skills and Feats: Climb +7, Craft (Bowmaking) +9, Handle Animal +2, Intimidate +7, Jump +7, Ride +5, Swim +4; Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Initiative, Martial Weapon Proficiency, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency.
Special Abilities: Poison, Spell Resistance.
Racial Spells Known: 0—Dancing lights, Darkness, Faerie fire.
Equipment: , Elven chain, Arrows (20) (merciful), Arrows (50), Longsword (alchemical silver), Mighty longbow (
1 str) composite +1 (seeking).

Treasure
Coins (0 gp, 0 lb)


Lord Holcomb’s estate lies near the western edge of the Noble Estates District. It is surrounded on all sides by the canals which serve as streets throughout the district. {Noble Estates} The PC’s will be questioned at the gates of the district and will be asked to sign in indicating when they would be exiting if they give an excuse that is legal. The guards will provide each of them with a written pass. If they say anything about the egg or about taking the guards will not let them in. Guards also patrol the inside of the district and if they do not have a written pass from the gate guards they will be arrested. If the PC’s make it there the next morning they will see Lord Holcomb leave his estate in an ornate covered boat, board a carrage at the gates of the district, and head south towards Whitegate.

Treasure
Coins (0 gp, 0 lb)


Front: The front of the mansion is windowless and sits about 20 feet away from the waters edge. A set of double doors are located at the center of the 50 foot high structure at the top of four wide stone steps.

- Double Doors: Strong Wooden; 2" thick; hardness 5; hp 20; Break DC 25; Open Lock DC 30; leads to the {Vestibule}. - Mansion Outer Walls: Masonry; 1’ thick; 50’ high to {Roof}; hardness 8; hp 90; Break DC 35; Climb DC 15. - Waters Edge: 20 feet away from double doors across a stone courtyard area. The canal is 50 feet wide and on the other side the water comes right up to the 30 foot high wall of the neighboring estate. No walkway leads to Holcomb’s estate. The water here is 20 feet deep and is 5 feet lower than the surface of the courtyard.

Sides: The sides of the estate appear to rise from the canal. The water comes right up to the garden walls and there are no walkways.

- Mansion Outer Walls: Masonry; 1’ thick; 50’ high to {Roof}; hardness 8; hp 90; Break DC 35; Climb DC 15. - {Garden} Walls: Masonry; 10’ thick; 35’ high; hardness 8; hp 900; Break DC 350; Climb DC 15

Back: The back of the estate appears to rise from the canal. The water comes right up to the garden wall and there are no walkways. 80 feet from the west wall is a stone platform just benieth the waters surface with a secret passage into the wall above it.

- {Garden} Walls: Masonry; 10’ thick; 35’ high; hardness 8; hp 900; Break DC 350; Climb DC 15 - Submerged Platform: 5′ × 5′; Spot DC 25 (day); Spot DC 50 (night); Search DC 10. - Secret Passage: Search DC 30; Open Lock DC 30; Stone; 4" thick; hardness 8; hp 60; Break DC 28; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. The passage is 3 feet wide and leads to a secret door disguised as a book case in the {Library}.

Treasure
Coins (0 gp, 0 lb)


The double doors open into a 35′ × 35′ chamber. A fireplace is located on the west wall 20 feet from the south wall. The walls are adorned with paintings of noble dressed men (Holcomb’s ancestors). Five 5 foot wide wooden benches line the walls. A brass chandelier hangs in the center of the room. A 15 foot wide golden rug leads to another set of wooden double doors that open into the {Great Hall}. These doors do not have locks.

- Double Doors: Strong Wooden; 2" thick; hardness 5; hp 20; Break DC 25; Open Lock DC 30; leads to the {Outside}

- Double Doors: Good Wooden; 1 1/2" thick; hardness 5; hp 15; Break DC if barricaded 16; no locks; leads to {Great Hall}

Treasure
Coins (0 gp, 0 lb)


Two ten-foot-wide dark wood staircases lead up to the second floor {Hallway}. Behind each staircase are statues of armored knights standing with their swords pointed to the ground in front of them. The east and west walls each have a simple wooden door halfway between the south wall and the start of the staircase. Directly across from the double doors that provide access to the {Vestibule} are another set of heavy wooden double doors. From the ceiling hangs a brass chandelier, twice the size of the one hanging in the {Vestibule}.

South Double Doors: Good Wooden; 1 1/2" thick; hardness 5; hp 15; Break DC if barricaded 16; no locks; leads to{Vestibule}

East Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; no locks; leads to{Dining Room} .

West Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; no locks; leads to {Ball Room}

Double Doors: Strong Wooden; 2" thick; hardness 5; hp 20; Break DC 25; Open Lock DC 30; Find Trap bypass (see {Gallery} ) Search DC 35; leads to the {Gallery}

  • If the key is not used to open the door (will be in the possession of the party protecting the egg) it arms the pit trap in the {Gallery} .

Northwest Secret Passage: Search DC 20; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. The passage is 5 feet wide and branches to the North and West. West brings you to another secret door accessing the {Ball Room} . Next to the door is a peep hole (Search DC 30 from outside and DC 5 inside). The North passage goes around the
{Gallery} and connects with the Northeast secret passage. There is a peep hole (Search DC 30 from outside and DC 5 inside) that provides a view of the egg.

Northeast Secret Passage: Search DC 20; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. The passage is 5 feet wide and branches to the North and West. West brings you to another secret door accessing the {Dining Room}. Next to the door is a peep hole (Search DC 30 from outside and DC 5 inside). The North passage goes around the
{Gallery} and connects with the Northwest secret passage. There is a peep hole (Search DC 30 from outside and DC 5 inside) that provides a view of the egg.

Southeast Secret Passage: Search DC 10; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. This passage provides a doorway to the {Kitchen}. It is frequently used by servants when catering events in the {Ball Room} .

Treasure
Coins (0 gp, 0 lb)


This room is ornately decorated with a white marble theme. Four marble columns support the ceiling. At the end of the 45 foot-long room is a platform holding an egg shaped object lavishly decorated with jewels and precious metals. Along the walls are various paintings and sculptures that appear to be of some worth judging by the way they are displayed.

Double Doors: Strong Wooden; 2" thick; hardness 5; hp 20; Break DC 25; Open Lock DC 30; Find Trap Trigger Search DC 35; leads to the {Great Hall}

Pit Traps: CR 8; mechanical; key bypass on door lock (Search DC 35) to disarm; touch trigger on egg to spring (Search DC 25); automatic reset after 2 rounds; DC 20 Reflex save avoids; 20 ft. deep (2d6 fall) + gelatinous cube; multiple targets (first target in each of three sets of three adjacent squares; Trap Doors Search DC 24; Lock Disable Device DC 35; Trap Doors Disable Device DC 15; Egg Disable Device DC 25.
– This trap is always armed unless the door is opened by the proper key (in the possession of the defending party). The Corinthian Egg is resting on a small round platform that is on top of the large base platform that sits on the floor. If the egg is even so much as lightly touched it triggers the pit traps to spring. At the bottom of the trap is a 50′ × 35′ room containing a gelatinous cube.

The cube was purchased by Holcomb from a group of adventurers that had captured a small one on a dungeon crawl. It comes in handy for the disposal of household waste and the occasional thieves body. It will be waiting in the location marked with a “GC” on the map so any PC that is standing on the five-foot-square near the platform will fall into the cube and should be treated as engulfed. A DC 20 spot check is required to notice the cube due to the poor light. When the trap doors close after 2 rounds the room will be in complete darkness. The cube will wait to see if any of the PC’s walk into it and it will then begin attacking after about 5 rounds.

Peep holes: Peep holes are located in the west and east walls and provide a view of the egg. (Search DC 30).

Art Objects: There are a total of 16 art objects displayed in the room. Roll on Table 3-7 on page 55 of the DMG but re-roll any rolls below 10 on the d%.

Corinthian Egg: Legend states that the Corinthian Egg is a dragon egg that was taken as a trophy by a knight named Sir Rellon about 200 years ago. He used a portion of the dragon hoard that he had won to have the egg decorated and he presented it to a noble woman as marriage proposal. (200,000gp).

Monsters (Encounter Level: 3)
Ooze, Gelatinous Cube: CR 3; hp 60.

Treasure
Coins (0 gp, 0 lb)


This 45′ × 65′ room is mostly open space. On the west wall is a huge fire place, 6 marble columns support a 20 foot high domed ceiling. The floor is also made of marble and the walls are decorated with an assortment of paintings. 3 great crystal chandlers hang from the ceiling down the center of the room and small crystal light fixtures hang closer to the walls. A set of glass triple doors located in the center of the north wall looks out into the {Garden} where a large fountain is visible. To the left of those doors is a simple wooden door and then a set of wooden double doors.

Glass Triple Doors: These are like French doors. They can be locked (Open Locks DC 15) however they are glass and easily broken through. These doors lead to the {Garden} .

North Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to{Privy}.

East Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; no locks; leads to {Great Hall}

Wooden Double Doors: Good Wooden; 1 1/2" thick; hardness 5; hp 15; Break DC if barricaded 16; no locks; leads to {Library}

Secret Door: Search DC 20; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. Next to the door is a peep hole (Search DC 30 from outside and DC 5 inside). The passage is 5 feet wide and goes east than turns to the north. East brings you to another secret door accessing the {Great Hall} . The North passage goes around the {Gallery} and connects with the Northeast secret passage (see .{Great Hall}) There is a peep hole (Search DC 30 from outside and DC 5 inside) that provides a view of the egg.

Ceiling Vents: These vents help to provide heat to the second floor. The vents lead to a secret air-way accessed via the {Hallway} . Any PC that does any more than a casual look up at the ceiling will see the vents.

Treasure
Coins (0 gp, 0 lb)


This room is dominated by a huge wooden table surrounded by chairs. The walls are adorned with paintings and tabards all having to do with the Holcomb family. In the south east corner is a small fire place. Wooden swinging doors are in the center of the south wall. The north wall has a set of triple glass doors at it’s center that look out into the garden. A fountain is visible through them. To the east of those doors is a single wooden door and then a set of wooden double doors after that. Against the west wall is a large cabinet holding fine dishes and silverware.

Glass Triple Doors: These are like French doors. They can be locked (Open Locks DC 15) however they are glass and easily broken through. These doors lead to the {Garden} .

North Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to{Privy}.

Wooden Double Doors: Good Wooden; 1 1/2" thick; hardness 5; hp 15; Break DC if barricaded 16; no locks; leads to {Den}

Secret Door: Search DC 20; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. Next to the door is a peep hole (Search DC 30 from outside and DC 5 inside). The passage is 5 feet wide and goes west than turns to the north. West brings you to another secret door accessing the {Great Hall} . The North passage goes around the {Gallery} and connects with the Northwest secret passage (see .{Great Hall}) There is a peep hole (Search DC 30 from outside and DC 5 inside) that provides a view of the egg.

South Double Swinging Doors: These doors lead to the {Kitchen}. They cannot be locked and would be difficult to barricade.

Ceiling Vents: These vents help to provide heat to the second floor. The vents lead to a secret air-way accessed via the {Hallway} . Any PC that does any more than a casual look up at the ceiling will see the vents.

Treasure
Coins (0 gp, 0 lb)


This room is obviously the library. A book shelf wraps around 2/3’s of the room. A small sofa sits in front of a fireplace located in the northeast corner of the room. Taking up most of the center of the room is a round wooden table with four chairs placed around it. A simple wooden door is located in the east wall and there is a window looking out into the {Garden} in the north wall.

Wooden Double Doors: Good Wooden; 1 1/2" thick; hardness 5; hp 15; Break DC if barricaded 16; no locks; leads to {Ball Room}

East Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to{Privy}.

North Secret Passage in book shelf: Search DC 25; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. The passage is 3 feet wide and leads to a secret door in the outer stone wall to the submerged platform {Outside}.

The library is filled with books mostly about the history of the noble families in Trillum. There are also many fictional works mixed in.

Treasure
Coins (0 gp, 0 lb)


This warm room has a sunken in portion around a fire place in the east wall that holds a comfortable looking sofa. The room is decorated in a nautical theme sporting items like a ships bell and a miniature ships wheel. Near a window looking out to the {Garden} in the north wall is a small table flanked by two chairs. The south wall is covered with a book case containing books having mostly to do with seafaring and riverboats. The west wall has a simple wooden door and a cabinet containing various bottles of what is presumably liquor and fine crystal glasses.

West Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to{Privy}.

Wooden Double Doors: Good Wooden; 1 1/2" thick; hardness 5; hp 15; Break DC if barricaded 16; no locks; leads to {Dining Room}

South Secret Passage in book shelf: Search DC 25; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. The passage is 5 feet wide and leads to a secret door into the {Storage} room.

The arm rests of the sofa each have a secret compartment (Search DC 15) that each contain 6 fine cigars and have a built in ash tray.

Treasure
Coins (0 gp, 0 lb)


The garden is lavishly adorned with small paths, flower beds, and various shrubberies. Two large fountains serve as the center pieces. The area is enclosed by a 30 foot high stone wall. Two sets of glass triple doors provide access to the mansion.

Southwest Glass Triple Doors: These are like French doors. They can be locked (Open Locks DC 15) however they are glass and easily broken through. These doors lead to the {Ball Room} .

Southeast Glass Triple Doors: These are like French doors. They can be locked (Open Locks DC 15) however they are glass and easily broken through. These doors lead to the {Dining Room} .

Roaming freely in the garden are six Doberman’s. The servants are quick to pick up droppings however evidence of the dogs presence is usually still present (spot DC 20). The dogs will attack anyone who comes over the wall, if the PC’s come through the doors they will not attack.

If they do attack they will attempt to circle the PC’s and will attempt trip attacks. Once a PC is tripped they will converge on him unless they are immediately threatened. Each dog has a jewel encrusted collar worth 100gp.

Inside the fountains are scattered coins.

West: 3pp, 37gp, 79sp, 135cp

East: 1pp, 22gp 102sp, 164cp

Monsters (Encounter Level: 6)
Dog, Riding 01: CR 1; hp 13.
Dog, Riding 02: CR 1; hp 11.
Dog, Riding 03: CR 1; hp 11.
Dog, Riding 04: CR 1; hp 15.
Dog, Riding 05: CR 1; hp 15.
Dog, Riding 06: CR 1; hp 13.

Treasure
Coins (0 gp, 0 lb)


This room contains 3 large stoves, counters, various pots, pans and other cooking implements. There is a simple wooden door in the east wall.

East Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; no locks; leads to {Storage}

North Double Swinging Doors: These doors lead to the {Dining Room} . They cannot be locked and would be difficult to barricade.

Northwest Secret Passage: Search DC 10; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. This passage provides a doorway to the {Great Hall} . It is frequently used by servants when catering events in the {Ball Room} .

Ceiling Vents: These vents help to provide heat to the second floor. The vents lead to a secret air-way accessed via the {Hallway} . Any PC that does any more than a casual look up at the ceiling will see the vents.

Treasure
Coins (0 gp, 0 lb)


This “L” shaped room holds kitchen related supplies such as food stuffs, wine, and spare pots and pans. There is a simple wooden door on the south wall next to the entrance.

South Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to{Privy}.

West Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; no locks; leads to {Kitchen}

Northeast Secret Passage: Search DC 20; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. The passage is 5 feet wide and leads to a secret door into the {Den}

Treasure
Coins (0 gp, 0 lb)


This room is a privy and contains a commode equipped with a waste pipe. A second pipe runs into the commode and has a pull chain attached to the ceiling beside it. Next to it is a table holding a decanter of water and a bowl with a towel hanging beside it.

The pipes of the privy’s go through the floor, take a 90 degree turn and empty into the nearest canal. The 2nd floor pipes run down the side of the building and empty into the nearest canal. The pull chain lets water collected on the roof into the commode to flush out waste.

Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5

Treasure
Coins (0 gp, 0 lb)


This room is dominated by a huge comfortable looking bed with a portrait of Lord Holcomb hanging over it. There is a fireplace in the northeast corner and a simple wooden door in the north wall and one with a window in the east wall that leads to a {Balcony}. A long wardrobe is set against the north wall. The hard wood floor is mostly covered by a large area rug that is decorated with complex patterns.

North Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to{Privy}.

Northeast Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 1 (window); Open Locks DC 5; leads to {Balcony}

Southeast Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to {Hallway} .

The wardrobe is filled with Lord Holcomb’s clothing including a +2 shortsword hidden at the back of the top shelf (Search DC 20)

A secret compartment is located above the mantle (Seach DC 20, Open Locks DC 20, Trapped).
Poison Needle Trap: CR 3; mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus Eyeblast poison; Injury DC 22; Blindness/Blindness); Search DC 22; Disable Device DC 20.

Inside is a small chest containing 200pp and a magic item recently obtained by Lord Holcomb. It is a Torc of Sacrifice (p143 MIC). He has not had it identified yet.

This jet-black torc is crafted in the form of two clasped hands.

Treasure
Coins (0 gp, 0 lb)


This room is dominated by a huge comfortable looking bed with a portrait of a woman dressed in formal attire hanging over it. There is a fireplace east wall and a simple wooden door in the north wall and one with a window in the east wall that leads to a {Balcony}. A long wardrobe is set against the north wall. The hard wood floor is mostly covered by a large area rug that is decorated with complex patterns.

The wardrobe contains womens clothing.

North Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to{Privy}.

NorthwestSimple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 1 (window); Open Locks DC 5; leads to {Balcony}

Southwest Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to {Hallway} .

Treasure
Coins (0 gp, 0 lb)


This room contains a large bed, a desk, and a wardrobe. Two windows are set in the south wall and look out over the canal that passes in front of the mansion.

Closer inspection of the appropriate wall will turn up the wall vents noted on the map. To find the peep holes it is Search DC 30.

Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to {Hallway} .

Treasure
Coins (0 gp, 0 lb)


The long hallway is lit by periodic wall sconces. A set of glass double doors sit across from the top of the stairs and lead out onto the {Balcony} . There are four doors along the south wall and one at each end of the hall. Four windows in the north wall look out onto the {Balcony} .

Glass Double Doors: These are like French doors. They can be locked (Open Locks DC 15) however they are glass and easily broken through. These doors lead to the {Balcony} .

Simple Wooden Doors (4): Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to {Bed Rooms}

West Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to {Master Bed Room}

East Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 13; Open Locks DC 5; leads to {Master Guest Room}

Secret Doors (2): Search DC 20; Simple Wooden; 1" thick; hardness 5; hp 10; Break DC 13; An elf who merely passes within 5 feet of a secret door is entitled to a Search check to notice it as if she were actively looking for it. The passage is an air transfer space that works with the vents in the ceilings and in the bedrooms. In addition each room has a peep hole (Search DC 30 from outside and DC 5 inside) looking into it.

Treasure
Coins (0 gp, 0 lb)


The balcony is 20 feet from the garden floor.

Glass Double Doors: These are like French doors. They can be locked (Open Locks DC 15) however they are glass and easily broken through. These doors lead to the {Hallway}

West Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 1 (window); Open Locks DC 5; leads to {Master Bed Room}

East Simple Wooden Door: Simple Wooden; 1" thick; hardness 5; hp 10; Break DC if barricaded 1 (window); Open Locks DC 5; leads to{Master Guest Room}

Treasure
Coins (0 gp, 0 lb)


The roof is flat stone. Over the Master Bedrooms are 20′ × 20′ × 5′ rain collection pools the feed the commode rinse. The top of the roof is 50 feet from the ground.

Treasure
Coins (0 gp, 0 lb)


If the PC’s return the egg to the guild they will be paid 450gp each (500 -10% for guild fees) and Jairen will congradulate them on a job well done.

800xp bonus each for completion

If there is time the PC’s could be invited to a party to celebrate the egg being recovered. They will be provided with free clothing from the {Riverstem Fine Clothier} in the southern {Fine Shops} district. When they are on their way there Valent will see Hargoth, the man he was supposed to colled the 2,000gp from and deliver to Malcome Ronwell (see {Valent and Ronwell}). At the party Alliah will be seen and questioned by Whitegate nobility (see{Lady Alliah}).

Treasure
Coins (0 gp, 0 lb)


Hargoth is walking out of a fine jewlery shop and has 1500gp in jewlery on him and an additional 1,000gp in cash. He will try to talk his way out of it or escape again if Valent tries to get his money.

Master Ronwell has sent Valent to collect the money as an insult to Malcom since he had not yet collected it. Malcom is a charasmatic man with short cut brown hair, fine clothing, and a relaxed demeanor (based on Lex Luther from Smallville). He will tell Valent that he can keep the 2,000gp as long as he informs him of any contact his father makes with him. He will try to befrient Valent.

Treasure
Coins (0 gp, 0 lb)

Map
Map File: file:///D:/My%20Documents/Ayrdonya/Ayrdonya%20Sourcebook/Maps/Corrinthius_Map__Geographic_v1.2_2006.jpg


When the PC’s arrive at the party a servent party organizer will ask their names, titles and any other information they would like included in their introductions to the party. He will then announce each of them as they enter the ball room. At some point during the night an older heavy set noble woman will approach Alliah and rudely state that she knows all of the Vonhelmutstrapenbergerhaus’s and she has never heard of an Alliah.

Treasure
Coins (0 gp, 0 lb)

Map
Map File: file:///D:/My%20Documents/Ayrdonya/Ayrdonya%20Sourcebook/Maps/Corrinthius_Map__Geographic_v1.2_2006.jpg


At some point Raldin, from the Party of the Black Talon will approach Daerris. Daerris will recognize him as he had trained with him at the monestary. However Raldin was sent away from the monastary before completeing training due to the death of one of their classmates (Kattare) under suspicious cercumstances that made Raldin appear guilty. He will challange Daerris to a fight for honor. If need be he will insult the Bleeding Palm in order to taunt Darris to a fight. He will be ready to fight now, outside of the guild and will have a guild scribe draw up a death waver which he will sign and then pass to Darris.

Raldin will use mostly non-leathal damage but will throw in a leathal damage punch now and then. If he is losing he will throw only leathal punches.

Monsters (Encounter Level: 5)
Raldin; Human XMnk4/Rog1: CR 5; ECL 5; Size M; HD 4d8+8 + 1d6+2; hp 39; Init 6; Spd 40 ft; AC 15, touch 15, FF 13; BAB +3; Grapple +5; Melee Unarmed +5 (1d8 + 2), Unarmed Flurry +3/3 (1d8 + 2); AL CN; SV Fort +6, Ref +10, Will +7; Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 11.
Skills and Feats: Balance +10, Climb +7, Escape Artist +6, Gather Information +1, Hide +6, Sleight of Hand +3, Intimidate +1, Jump +8, Knowledge (Religion) +2, Listen +7, Move Silently +6, Sense Motive +7, Spot +7, Swim +3, Tumble +8, Use Magic Device +1, Use Rope +3; Armor Proficiency (Light), Combat Reflexes, Deflect Arrows, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Simple Weapon Proficiency.
Special Abilities: Evasion, Flurry of Blows, Ki Strike, Monk AC Bonus, Slow Fall, Sneak Attack, Still Mind, Trapfinding, Unarmed Strike.

Treasure
Coins (0 gp, 0 lb)

Episode 5 - The Corrinthian Egg

Blood Line ImmortalDM