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FIRST CONTACT
A THERRAN CAMPAIGN SCENARIO
(for 6-10 adventurers of levels 2-4)

 

INTRODUCTION:

The party has travelled from Onlor to Jerranq and made their way up the spine of Vosh-gerr to the city of Pelarth, in search of a contact recommended by Jerregobe. Alas, the contact is found to be missing under mysterious circumstances. It is up to the party to explore the city, investigate the disappearance, and then rescue their contact.

This scenario comes in several rough sections. The first involves the party's arrival in Pelarth, some general information on Vosh-gerr in general and Pelarth in particular, and sets the stage.

The second involves the party's investigation. This is a heavy role playing session, with little in the way of combat.

The third follows on the heels of the second and involves the rescue of the contact. There is combat in this part of the scenario.

It is highly recommended that the DM read through the entire scenario at least twice, as the nature of this scenario makes DM's knowledge of all parts of the adventure vital to the success of the scenario.

DM's INFORMATION:

The contact, whose name is Jaressa Glenill, is ostensibly the owner of a tavern, which she inherited from her now dead husband. Her husband was an adventurer of no small repute who, with his accumulated funds, retired, fell in love with Jaressa, and opened a tavern which tended to cater to men of the sword. Jaressa is not a direct member of the Council of White, but she knew Jerregobe from his adventuring days and often provided information and a clearing house for Jerregobe when such was his wont. When Jerregobe helped to form the Council, he put Jaressa into his confidence and now uses her as one of many of his eyes and ears on the Continent.

Jaressa's disappearance has nothing to do with her connections with the Council of White. Of course, the DM should refrain from indicating this to the party, which, after its flight from Onlor, should be wary and paranoid when their contact has disappeared. Many devices in this scenario are designed to sort of suggest the involvement of the Deceiver's minions, but in actuality, Jaressa has merely been caught up in gutter politics gone a bit haywire.

Jaressa's position as information clearinghouse has put her into a myriad of political situations. As an information clearinghouse, she tends to know more than she should, especially since she often gets both sides of the same situation, so she often has a broader perspective on secretive events than any of the participants who come to her.

Jaressa is not stupid however, and she certainly has betrayed no confidences. But it is inevitable that someone with that much information would come to be viewed as either a valuable asset or a credible threat. Many factions in and around Pelarth regard her as both.

Jaressa was first abducted by the Thieves' Guild of Pelarth. Someone had been foiling a series of well-planned heists and the only person whom the Guild believed had information on all of these jobs was Jaressa. The Guild was discrete in its inquiries, but try as they might, on each job they had to, in one way or another, come to Jaressa for some piece of information.

The Guild questioned her for a small period of time, but Jaressa has as many friends as enemies and when the heat started getting too hot, the Guild decided to send her outside of Pelarth for a time until they could question her in more detail. The Guild shipped her to a group of disguised Kenku in the nearby woods and paid them to hold her hostage. The Kenku agreed to this, but one night they found their captive missing. Afraid at what the Guild might think, the Kenku found themselves a woman who looked kind of like Jaressa and have been pretending they still possess the barkeep and have been still collecting Guild fees in return for their services.

Jaressa was taken from the Kenku by a man named Libbinstahl, who was once a partner of Jaressa's husband. Jaressa's husband and Libbinstahl had found a treasure map, and each man kept a half of the map, as is often the custom amongst partners. Unfortunately, before they could explore the map's locations, they had a falling out, and each man took his half of the map.

It took Libbinstahl a long time to find Jaressa, for when her husband retired he changed his name so as to preserve his anonymity, and after he passed away, all traces of him dried up. Having finally found her, Libbinstahl bided his time. When Jaressa went missing, he investigated and happened to stumble upon her whereabouts. He then raided the Kenku lair, abducted Jaressa, and now is trying to convince her to tell him where the second half of the map is.

Alas, there is one more complication to this mess the PCs are walking into. For there is still the issue of who has been ratting out the thieves' guild. The culprit is one Hargnoss (nicknamed Hardnose), a minor thief in the guild who fell in love with Makktila, another petty thief in the guild. Neither Hargnoss nor Makktila were privy directly to all of the information regarding the compromised heists, but they also made a secret of their tryst, and between them they did have enough knowledge to rat out all of the heists. These two have been selling the heist plans to the local law enforcement entities and to the prospective victims of the heists. In this fashion, they have been making good money and have the satisfaction of having duped the thieves' guild right under the guildmaster's nose.

When Jaressa was suspected by the guild, Hargnoss was delighted, for here was someone who could take the rap for him. He started spreading rumours about Jaressa, and along with Makktila, succeeded in turning the full suspicions of the guild towards Jaressa.

Even then, though, Hargnoss was not completely satisfied, for there was always the chance that Jaressa might convince the guild that she was not the snitch. But luck again favoured Hargnoss, and when he found that Jaressa had been given over to a group of men (actually the Kenku in disguise), he went to those men and tried to bribe them into "accidentally" killing her.

The Kenku had no qualms about betraying the guild, but, being shrewd business-birds, wanted to delay killing Jaressa as long as possible, so as to collect as many guild holding fees as possible, and then make a final decision either to kill her and accept Hargnoss' bribe or to hand her back to the guild. When the Kenku lost Jaressa, they had to delay not only the guild but also Hargnoss.

Now the muddled situation stands as follows:

· The Thieves' Guild believes Jaressa is the snitch and that the Kenku are holding her until the search for her dies down

· Hargnoss believes that the Kenku have Jaressa but are refusing to kill her because they want to squeeze his bribe to them even higher

· The Kenku have kidnapped a substitute and are trying to pass her off as Jaressa long enough for their kinfolk to arrive so as to attack Libbinstahl and regain Jaressa.

· Jaressa is really in the hands of Libbinstahl, who wants her to tell him the location of the other half of his treasure map

The party, of course, just wants to talk to Jaressa, but that's going to involve them following her trail, first to the guild, then to the Kenku, then to Libbinstahl. Once she is rescued, they will want to expose Hargnoss and his machinations to the guild, and finally, they will want to explore the newly reconstructed treasure map.

This tangled web will be presented in 5 parts:

1. The City of Pelarth - this sets up the background information for the city and introduces the situation to the characters.

2. Clues and The Thieves' Guild - this section outlines the various clues that the party can gain while poking around the city and details the Pelarth Thieves' Guild.

3. The Kenku - this details the Kenku lair and the party's raid thereupon.

4. The Rescue - this section details the rescue of Jaressa from Libbinstahl.

5. Wrapping Up - this part covers the exposure of Hargnoss and Makktila and deals with the treasure map which is, essentially, the beginning of a sequel to the main adventure.

PART ONE - THE CITY OF PELARTH

Introduction and Demographics:

The city of Pelarth is situated in the center of the long Vosh-gerr peninsula. Although not a coastal city, the place is vital for Vosh-gerran trade interests because it lies in almost the exact middle of the nation, meaning much of the commerce between Vosh-gerr and the rest of the world passes through this city.

The place is quite large and is well-known throughout all of Jerranq. Although, like all cities, its population ebbs and flows seasonally, it has a stable population of base of around 25,000 persons. This figure includes about 20,000 people within the city walls and precincts and another 5,000 in outlying farms and homesteads within 5-10 miles of the city and close enough to fall under its jurisdiction. The city and its environs (a swath of territory defined under tradition by the King of Vosh-gerr) are ruled by the Lord Mayor of Pelarth, who is servant of his lordship the Duke of Central Vosh. Demographics of the populace are highly humanocentric, with a ratio roughly as follows:

Humans 95%
Halflings less than 1%
Dwarves 1%
Elves 1%
Gnomes less than 1%
Other races less than 2%

Elevation of the land around the city is slight, a constant 700 feet above sea level, and the climate is mild, with no snow in the winter and rains are uncommon in high summer.

The area around Pelarth, to the south, is highly fertile, consisting of a series of rolling plains upon which are grown wheat, barley, hops, and corn. Farmlands provide livestock in the form of kine, sheep, goats, and chicken, and hunting is plentiful in the forests to the north, from whence can be found wild turkeys, boars, and pheasants. There are two rivers near Pelarth. The Little Halgorr is merely a stream that flows into the larger Halgorr River.

The forest to the north of Pelarth is not particularly dangerous, but it is known that some ne'er-do-wells hide out there and the forest road is certainly not traveled alone at night by the locals. Patrols are frequent within 20 miles of the city along the roads and even off roads as well. Nevertheless, there are some parts of the forest that the locals might term as 'queer'.

The city is generally a bustle of activity. Except for the Sovereign Quarter, most streets are clogged and difficult to manage except in the very early mornings or at night. The city sees many travellers from foreign lands and so have a rather cosmopolitan outlook on things. An elf will draw remembrances and polite stares, but no overt amazement or hostility.

The Quarters of Pelarth are:

· The Sovereign Quarter - demesne of the rich and noble of Pelarth

· The Commerce Quarter - home to merchants, markets, warehouses, and related shops and professions

· The Common Quarter - home to peasant workers, farmers, day labourers, and commoner taverns, inns, and shops

· Downside - a shanty town that has spilled over a section of the city walls and outside towards the eaves of the forest. Home to thieves, servants, and down-and-out types

· Steel Quarter - section that contains the constabulary, armourey, stables, and barracks of the city. It also contains many of the temples in the city

Refer to the City Map for more details of the city layout.

Law and Order:

Law and Order in Pelarth is upheld by the Constable, a position of merit posted at will by the Mayor of Pelarth. As is common throughout Vosh-gerr, there is also a garrison of Ducal troops. These are not under the control of the Lord Mayor but instead report directly to the Duke through his representative, known as the Duke's Arm. This garrison will not usually respond to domestic incidents, and in fact has been known to cause a few of its own, and the constabulary is always in heated rivalry with the Duke's Own.

Justice is administered in two fashions. Low justice, which includes petty crimes such as petty larceny, petty assault, disturbing the Lord Mayor's peace, et al is meted out by the Constable. High Justice, involving murder, grand theft, robbery, major assault, and rape are overheard by the Lord Mayor himself or a special judge (known as the Mayor's Man) appointed by him at his will.

The constable's rulings can be overruled by the Lord Mayor and/or his judge.

The constabulary consists of about 120 men. Only half of these are on duty at any one time, and of these, only half of those are patrolling the streets. That means 30 men patrolling a rather large city. As such, there are many areas that are patrolled infrequently. These include the seedier parts of the city as well as the city area around the barracks and the constabulary, since there are already troops enough to meet threats in those areas.

A typical patrol pattern is 3 groups of 9 men and a sergeant. These men are lightly armed and trained, usually 0 level men at arms with 6hp and a spear and AC 8. The sergeant will likely be a 1st or 2nd level warrior, with between 13-18hp, an AC of 6, and a variety of weapon types.

These constabulary troops are trained to assess a situation and to back off and get help if things look to be getting out of hand.

The populace's reaction to the Mayor, the Constable, and the constabulary depend upon to whom you talk and the day of the week. Law abiding citizens generally appreciate the constabulary, although it is known that some shops near the edges of places the patrols do not like to frequent have to pay extortion or protection money to unsavory types.

Religion:

The dominant religions in Pelarth are Dhalis - goddess of agriculture, Pindar - god of crafts and tradesmen, Meredros - god of honour and justice, and Mellinna - goddess of women.

The majority of the populace gives occasional obeisance and supplication to these religions, although Pelarth is a rather cosmopolitan city, being on the course of many trade routes and so most of the populace is not very fanatic and tend to supplicate that god or goddess upon whose aid he needs to call.

Other deities are worshipped here. There is a small church to Mordantism in an out of the way section of the lower class part of the city. This shrine is attached to a larger church hidden away in the surrounding land to the south.

Aghorritians can be found here, as can worshippers of the god of trade, the god of jests, and just about every deity excepting those patroning the demi-races and animals and hunting. Of special note, Hastaffor, God of Thieves, has a clandestine following here.

Other Matters:

Homes and buildings in this city are mostly of wood, which is abundant in the forests to the north of the city. Some buildings will have stone foundations, but only the wealthier residents and more important civic structures are entirely of stone.

The Jovial Jackal:

Certainly, almost the first thing the party will do is find the Jovial Jackal, as their information from Jerregobe directs them.

The Jackal is easy to find, located in the Commerce Quarter, just where it abuts the Common Quarter (an area called Common Commerce). The two story structure is flush against a row of two story slope-roofed shops, flanked, in fact, by a cooper and a seller of incense and spices.

Above the front doorway hangs a wooden sign showing a jackal on hind legs with its mouth open and its tongue hanging out.

The place is boarded up (it was boarded up and chained by Millcolm). Wooden planking covers the front doors and the windows on both the first and second stories. In addition, the front doors are locked by a thick iron chain (-20% to bend/break) held snug with a large iron padlock
(-5% to pick).

The rear of the place, which is accessible via an alleyway in back, leads to a small courtyard square about 40' by 40' with a narrow 5' alleyway leading to a side street which runs perpendicular to the Street of Noise, upon which the Jovial Jackal stands.

In the rear are some windows and locked back doors to the various establishments (but there is no rear window to the Jackal here), and some refuse, including rusting bands, rotten staves, lumps of wax, rotting food, spilt alcohol, et al. In the back, the Jovial Jackal is also boarded up, the rear door locked with a slightly thinner chain and lock (normal percentages).

Refer to the Jovial Jackal map for reference to the key below.

A. Common Room

This largish room is 10' high but the ceiling is irregularly punctuated by large rafters and beams from which hang lanterns and other decorative bric-a-brac. To the north end is a standard bar, pocked with knife cuts, stains, and hundreds of mug prints and finger prints. There is a hearth to the far southeast and 8 round tables, complimented with about 30 chairs dot the room, crowded together in most places. Behind the bar is a locked strongbox which is empty, many wooden mugs, and empty kegs, along with a loaded light crossbow and a box of 10 quarrels.

B. Private Chamber

This smallish chamber is where Jaressa conducts her special business. The door can be barred form the inside, and within is a large round table and 4 comfortable chairs, along with an assortment of better quality mugs and goblets and some opened and drained bottles of good wine.

There is a peephole between Room B and C to the south of the door between the two rooms.

C. Back Room

This is the back room, partially used as a storage chamber and partly as a rest area for the help. There is a small sleeping pallet in the eastern niche formed by the stairway going up. This niche forms the top landing for another set of stairs going down. These down stairs are located directly under the ascending set of stairs and lead to the cellar.

Empty barrels are here, and plates, utensils, et al, a sort of ordered mess. Although the Jovial Jackal is not a restaurant, some food is served here, and there is an oven along the north wall next to the back door fitted with an iron grill and a cooking spit above the grill. A small larder holds dried meats, curing sausages, potatoes, and some other non-perishable or semi-perishable foodstuffs, some of it now rotting and stinking a bit.

D. Antechamber

The stairs from below lead to this antechamber, which includes pegs for hanging cloaks, a bench, a small tapestry showing a man and woman fighting a dragon (this is Jaressa and her husband, although they never ever fought a dragon), and a few other knickknacks.

E. Hallway

This hallway has a brazier in it and a window at its southern end which is now boarded up and shuttered and latched. Several paintings in wooden frames hang along the hallway. One is actually two pieces of canvas glued together and surrounding a thin piece of parchment. This is half of a map, torn lengthwise horizontally, and is the half of the treasure map Libbinstahl seeks. The DM should try to prohibit the party from finding this map too soon, as they might try to follow it rather than pursuing the adventure. Nevertheless, if a character actively rips apart the paintings here, then the DM will have to let him find the half of the map.

F. Living Room

This room is fairly well-appointed with decorative if cheap tapestries and cloths hanging from the walls. Within are two braziers for heat, several lanterns, shelves holding various momentoes and personal items, a plush divan, a comfortable chair, and a small table.

Scattered around the room are several books (none remarkable), a ledger showing the accounts of the tavern (again, nothing strange to report, except to note that the receipts from the tavern are nowhere near enough to support some of the items found in Rooms F and G), and an assortment of precious and semi-precious items, including several beautiful vases (worth 50gp each), a golden goblet (worth 115gp), silver candlesticks (worth 15gp each), a fine Morakki rug (worth at least 500gp), and a bejeweled dagger (75gp).

G. Bedroom

This chamber contains a plush canopied bed with lace covers and satin sheets, an ornate wardrobe carved with magical motifs, a table with fine porcelain wash basin, a hanging mirror of silver decorated with mother of pearl (1,000gp), and a small table upon which sit various personal grooming items of silver and semi-precious stones (worth 120gp as a set).

To the far southeast is a fireplace. To the far southwest is a garedrobe, next to which is a metal tub for taking baths and some perfumes.

Within the wardrobe are clothes, some plain but many of fine quality and some expense, though nothing ostentatious.

There is a secret door right next to the bed. It is about 3'x3' and opens with a push into the Hallway (Room E). This door is designed only to open outward...it will not open from the Hallway.

Under the bed is a small footstool.

Atop the wardrobe is a false top (which opens by removing a panel from the top outside of the wardrobe) which holds a weird wooden shaped object kind of like a complex star symbol but in relief. A close scrutiny of the ornate designs on the outside of the wardrobe will reveal that the strange relief matches its concavity exactly with the raised portion of part of the carvings on the side of the wardrobe. The relief piece is pressed to its matching decoration firmly, and a click can be heard. Then, if the relief is twisted clockwise, a panel in the back of the wardrobe opens up, revealing a very small chest and a sack. The sack contains her monetary fortune, 125pp. The chest is locked and contains a plain brass ring inscribed with runes. This is a Ring of Resistance (Enchantment/Charm [see Tome of Magic], which only works for Wizards, so Jaressa never determined its usefulness).

This secret hiding place in the wardrobe is very hard to detect by tapping, as it has been lined with metal to such precision that it sounds exactly like solid wood. Elves have a 1 in 6 chance of finding it, while humans have a 1 in 12 of finding it.

The covers of the bed are ruffled, as if someone had just risen from bed. There is no sign of a struggle, except that someone lifting up the mattress of feathers will find a golden belt buckle shaped like an oval upon which has been fashioned a stalking lion or panther. The buckle is thick and contains a cunningly designed secret compartment which is very hard to detect (3% for humans, 5% for thieves, 8% for elves). Once detected, it is difficult to figure out how to open, but an hour or so of fumbling around can figure out the sequence of motions needed to open the compartment. Within is a small space for lock picks and a small scrap of paper with "JC - HIGHMAN's QUARTERS" scrawled on it. Refer to the Clues section for further significance of this buckle, which was accidentally dropped here by one of the abducting thieves.

H. Cellar

This roughly formed room is a bit musty and holds barrels of beer, ale, casks of wine, various bottles covered with wax or lead seals...a typical tavern cellar. It is quite crowded.

I. Secret Niche

At about waist height is a rock that, like many others, seems to protrude slightly from the earthen walls. This rock, however, is not wedged in by the weight of the surrounding earth but serves as a plug for a 2' diameter 6' deep niche which holds the following items:

o a longsword +1 in an ornate scabbard

o a medium shield dented in many places but bearing a painting of a maiden on its face that resembles Jaressa

o a suit of chainmail wrapped in cloth and well-oiled and sized for a well-built man

o a book and several scrolls filled with various notes and rumours that Jaressa has managed to gather over her last 7 or 8 years here. Most of these deal with affairs and rivalries, but a few can compromise public figures and respected members of the Pelarth community, and a few seem to detail the social habits and comings and goings of merchants and well-to-do citizens. Refer to the Clue section for further significance of these notes.

Of these items, the first three were the property of Jaressa's husband, and she keeps these here in respect for his memory.

During daylight hours, the Street of Noise lives up to its name, being the main thoroughfare for those travelling from the Common Quarter to the Commerce Quarter. The street is crowded by the throng and this throng spills into the side street quite frequently. The alleyway, since it is a dead end, is less frequented, and the courtyard itself is relatively hidden from prying eyes, as most people don't even know of its existence.

The party, at this point, may not even suspect that something is wrong. The DM must adjudicate this portion of the adventure in such a way that the party becomes intrigued enough to continue the adventure. If the party is ready to write off the boarded-up condition of the place, then introduce Millcolm early, even in broad daylight, in order to hook the party.

Otherwise, asking the passersby what happened to Jaressa or the Jovial Jackal will reveal shrugs and grunts of impatience.

The party can take two general options here. They can try to break into the tavern and look around, or they can wait around and stake out the place.

If the party searches the tavern, they may find some of the clues mentioned in the key. Sometime during their search, the DM should have Millcolm arrive.

If the party stakes out the place, then sometime around 10PM, when the street is quieter, a single man in a brown cloak will semi-furtively approach the tavern from the back alleyway and enter with a key through the back door. He will make a circuit of the rooms in the tavern, occasionally whispering "Jaressa.......are you here?....it's me............... Millcolm".

Millcolm is a former employee of Jaressa's. He tended the bar and swept up. Millcolm is unexceptional, a fairly strong 17 year old who has a crush of sorts on Jaressa, although he has always (rightly) felt that she was out of his reach and his league.

Nevertheless, Millcolm is very concerned at Jaressa's sudden disappearance, and has come to the tavern once per night every night to see if Jaressa has returned. He is very devoted and now unemployed and so is likely to continue doing so for a year or more if left to his own devises.

Millcolm will certainly be nervous to be approached by a group of people after dark. He will proclaim his lack of wealth and attempt to run, though he will also draw a dagger for protection.

However, he can be calmed down, especially if the party mentions that they were told to contact her by Jerregobe, whom Millcolm knows as a merchant friend of Jaressa's.

What Millcolm can tell the party:

o Jaressa disappeared 13 days ago. Millcolm came to the Jovial Jackal that morning and found Jaressa missing from the tavern, which was not like her because she lives at the tavern and she was always there to open it up.

o The doors and windows were all closed and locked as normal when he arrived. He does have an iron key to the tavern which he always wears around his neck on a piece of rope (even while sleeping or bathing). It was he who had the tavern boarded up and the doors chained shut (using money from the tavern strongbox to do so).

o As far as he knows, Jaressa had no enemies, and was a well-respected member of the Common Commerce community.

o A week ago, apparently, word of Jaressa's disappearance had made the rounds of the city and outlying area, as a few of her friends and old adventuring buddies went looking for her but to no avail. If asked, he can give the inn where one of the few remaining friends is staying. The rest have given up and gone home. If Millcolm gives this information, then refer to the Bladedge Inn section for more details.

o He made a quick look through her room and found nothing amiss. Some valuable trinkets decorating her room were not taken, but he has no idea where she hides her wealth.

o Jaressa was known to be a decent hand with a dagger and a dirk. She was married at one time to an adventurer and seeker of fortune who retired, fell in love with Jaressa, and bought this tavern for them to run. The man died of a bone disease 7 or 8 years ago. Jaressa is in her 30's, and Millcolm does not know much about her husband, as she does not like to talk about him and dredge up melancholy feelings, except that he was a warrior of renown in the Wyr area.

o He will allow the party to search the tavern if they have convinced him they are friends of Jerregobe or Jaressa. As they search, he will watch over their shoulders, making sure nothing is stolen.

o He can describe what Jaressa looks like, and will do so in flourishing terms. She is 5'8" tall, slender, with fiery long, wavy red hair, deep flashing blue eyes, pale skin, and a small thin upturned nose.

Millcolm - 17 year old tavern hand

AL NG; LV 0; AC 10; HP 5; #ATT 1; D by weapon; WEAPON dagger; MV 12

Millcolm is dressed in a brown cloak and wears tidy clothes of better than peasant class (a work uniform given to him by Jaressa). He has a small pouch hidden in his tunic that holds 2 sp and 7 cp.

PART TWO - CLUES AND THE THIEVES' GUILD

Searching for Clues:

From here, the party is essentially on its own. If they get lost or side-tracked, any of these clues can be "thrown" their way by an imaginative DM, but do not just hand these clues to them, let the party slowly puzzle out what is going on.

Due to the open nature of this part of the scenario, the clues are presented as individual items, each numbered. At the start of each clue is a number(s) telling from which clue numbers the party probably arrived at the current clue, and at the end of the clue description are the probable clue numbers at which the party will next arrive. These numbers are just guidelines to aid the DM and to form a sort of chain of evidence.

1. The Jovial Jackal

From: Start

Clues:

The party will meet with and talk to Millcolm, as set forth on the preceding section.

In addition, a careful search of the tavern will turn up a golden belt buckle which is mentioned in the tavern key. This buckle, itself, can be used to catch a trail by finding the goldsmith who designed it. Also, the buckle has a secret compartment which holds a space for lock picks and a piece of paper with the name "JC - HIGHMAN'S QUARTERS" on it. Refer to the Key to the Jovial Jackal for more details.

Also, the search may find Jaressa's notes, which seem to contain various tidbits of information about people and places within Pelarth and in the surrounding area. Information regarding the locations and habits of the victims of the 5 heists can be gleaned through careful study of the notes. Much of the information comes from a man named Frasco. Refer to the Key to the Jovial Jackal for more details.

Finally, the locks on the doors (not the ones on the chains) look quite complex (-30% to pick) and have the initials HC on them, signifying the maker of the locks.

To: Millcolm - 3, Buckle - 7, Notes - 4, Paper - 2, Locks - 10

2. Highman's Quarters

From: 1

Clues:

The Highman's Quarters is an inn and small tavern catering to the lower class workers (teamsters, farmers, etc.) and richer scum and borders the Market Square between Downside and Steel Quarter. The clientele is rough and tumble and a bit hostile to strangers, especially those asking a lot of questions. Nevertheless, if the party is discrete, generous with coin, and can convince the barkeep that they are not constabulary agents, they can be taken to meet JC.

First, they will be taken into a back room and disarmed. Then they will be taken to meet someone posing as JC but is actually a henchman. Once they have proven that they are not out to harm JC, they will be taken into another room and will meet the actual JC, who will be happy to fence stolen goods for a commission of 25% (negotiable down to 20%). JC will not respond to any inquiries regarding the Thieves' Guild, but if Jaressa's name is mentioned, he will shake his head sadly and remark that the "snake that turns inevitably bites its own tail".

JC is wealthy, and has some of that wealth with him, but also has 6 very tough guards, 2 of which are hidden behind curtains.

To: None directly, but connects somewhat Jaressa with the Thieves' Guild and certainly connects the buckle with the Guild.

3. The Bladedge Inn

From: 1

Clues:

At the inn, with some coinage, the person mentioned by Millcolm can be located. He is Gilmesh, a warrior friend of Jaressa and her husband. He has been in the city for only 3 days, having heard from other friends about Jaressa's disappearance and their own lack of any luck in finding her. He will state that most of her friends have decided to either give her up, write it off to womanly whim or a love affair, or want to save up some funds for a divination of some sort.

Gilmesh has not had much luck himself. He has spoken with Millcolm, and can fill out any answers to questions that the party forgot to ask Millcolm.

He has also poked around some nearby taverns, hoping that customers of the Jovial Jackal would now seek their drink elsewhere nearby and would be able to talk to him. However, he only turned up one such person, who was too drunk to say much of anything intelligible. He may recommend this as a route to continue pursuing.

Gilmesh is very large and very strong, and is very conspicuous, and this has hurt his chances to make discrete inquiries, as people are afraid of him. He will gladly, if convinced that the party has Jaressa's best interests at heart, offer to join up with them and help them any way he can.

Gilmesh the Large

AL N; CL WA; LV 3; AC 7; HP 20; S 18(64), I 12, W 10, C 16, D 15, Ch 11; #ATT 3/2; D by weapon (plus strength bonus +6 and specialization +2); WEAPONS broadsword, dagger; ARMOUR leather; SA specialization in broadsword, strength bonuses; MV 12

To: 17

4. The Rumour Monger

From: None or 17

Clues:

The Rumour Monger, named Frasco Olonmi, may be met on the street "holding up the corner of a building seeking shade". He is an older man, of perhaps 50 or 60 years with a bent frame and a grizzled white beard and balding pate of silver hair.

Observant folk will notice how closely he is watching everything and everyone, his head remaining still but his eyes flitting about from place to place drinking in everything. Usually, the Market Square is his haunt, as most happenings must pass through that place.

If asked, he will not admit any profession, but if anyone else around him is queried, they will say that he sells information....he is the eyes and ears of the city.

He will certainly, if approached and offered money for information, spout off some random rumours of city gossip, even a story of demons sighted in the forest (the Kenku actually).

If asked about Jaressa, however, he will look frightened and clam up, telling the party to leave him alone and go away. Later, when he believes the party has gone, he will hurry off to his hidey hole, a small hut in Shanty Town near the forest. There, if he is confronted, he will tremblingly admit that he supplied rumours and information to Jaressa, who then would, with other sources, sell the information to any who could pay.

If asked what recent information he gave to Jaressa, he will state that she asked about the social habits and schedules of a wealthy merchant in the Sovereign Quarter. This merchant was one of the last persons to be the target of one of the failed heists.

The Monger also can tell, if asked specifically or if asked about any strange happenings in the city, about the recent foiled heists, although he does not know that there is an informant causing this phenomenon. In addition, although he admits a coincidence between the fact that he gave information regarding the merchant and the subsequent heist attempt, he will claim no responsibility for how his rumours are used and did not provide Jaressa with any information on the other 4 failed heists.

To: perhaps 18, 19, or 20

5. The Puzzled Family

From: 16

Clues:

The family has every reason to divulge any information they have to anyone who might help rescue their daughter. All they know is that 5 days ago their daughter went missing. She worked in the fields with her family, who own a wagon and would hire it out to farmers who wanted to get their crops to the city.

The family lives in a small hovel just on the border of the Common Quarter and Downside

The family name is the Groldren family, and the girl's name is Thissaly Groldren.

She was taken from her bedroom, they surmise, as the window was open and her bedsheets were ruffled.

A description of the woman will reveal features strikingly like those of Jaressa's, albeit of a younger woman.

The abducted daughter was the eldest of 4 children and was about 25 years of age but was widowed by a husband who died at a young age from an accident while driving a wagon.

A search of her bedroom will reveal nothing unusual except for a large brown feather about 2 feet long which has slipped under the covers near the foot of the bed.

To: 6

6. The Alleyway Drunk

From: 5

Clues:

If the party bothers to, after speaking with the family at 5, look around the area at night, they will find a drunk in an alleyway singing a slurred song:

Perty Girlies go up up up (hic)
Perty Girlies floating over my head
Perty birdies
(hic) go up up up
Perty Girlies should be in bed
(hic)

This he will intone over and over again. If sobered up a bit and offered more drink, he will tell the party that a while ago (he is way too gone to give an exact date) he saw a pretty girl who was half girl and half bird fly up off of the street (that leads to nearby to the Groldren hovel) and flap away to the northeast. He can describe the human parts of the creature as matching somewhat those of Thissaly, for in reality, he saw two Kenku lifting Thissaly into the air.

To: The Kenku lair (maybe)

7. The Goldsmith

From: 1

Clues:

The party will have to go to D6-1 metalworkers before finding the right one.

The Goldsmith, named Warin, will admit that the buckle is his work, from several years ago he reckons. He will refer the party to Jalimm-tal, a Morakki leatherworker whom he sold it to to make a belt out of. He knows nothing of the secret compartment, which was added by the leather-worker.

To: 8

8. The Leather Shoppe

From: 7

Clues:

Jalimm-tal is actually a half-Morakki, and sports some strange designs from Xydlont on his leather work. This has made him popular with the effete.

Jalimm-tal made the belt that went with the belt buckle and also designed the secret compartment (a secret specialty of his). He will claim not to recognize the belt and blame the goldsmith's faulty memory unless paid well or threatened severely, in which case he will admit remembering that he made it for a man named Chalpo, whom he can describe as 5'6" of stocky build with a small scar down the outside of his left eye. Chalpo is not actually the name of the man to whom he sold the buckle, and inquiries around the city into a man named Chalpo will reveal nothing. However, Jalimm-tal will also refrain from informing the Thieves' Guild of the party's interest in it...he wishes to remain absolutely neutral in this matter.

If the party cares to inquire, Chalpo means "untruth" in Xydlonti, Jalimm-tal's little joke to play upon the party.

An inquiry into Chalpo's whereabouts will, of course, turn up nothing. But if the party inquires as to Jalimm-tal's activities or follows him, they will be led to the Gambling Hall

To: 22

9. The Neighbors

From: none

Clues:

Either shopkeeper, the herbalist or the cooper, can tell of having heard some sounds from the rear courtyard behind the shops and the creak of the back door to Jaressa's tavern being opened and then bumps from inside the tavern and finally the door opening once again, all on the night of Jaressa's disappearance. They always believed that some of the visitors Jaressa had in her tavern were sorcerers or other strangers from far off lands, and they reckon some demon got her and took her to Hell.

Neither is much help, except that they do reveal that the abductors came in through the back door and left through the same. In all, the time between the door openings was about 5 minutes, according to the shopkeepers.

To: None

10. The Locksmith

From: 1

Clues:

The locksmith, named Halgorr Curona, is a large burly man with delicate fingers. He will take great pride in the fact that he designed the locks on the Jovial Jackal, especially if he thinks the party members are potential customers.

He will state that it'd take a master thief to break into his best locks, of which the Jovial Jackal's were some of his best work.

If asked in a subtle enough manner (for example "say, those seem like great locks....do you have any I could purchase for my own store?" or "ah, has anyone else purchased them....I would like to have references before I invest in your wares"), so that he does not suspect that he may be getting himself involved in some sort of problem or feud, he can be made to reveal that about 15 days before the start of this scenario, a man of no particular description had come into his shop and bought out his entire collection of his best locks (which he calls the "Treasurekeepers"), six of them, at a good price. These Treasurekeepers are the same locks that he sold to Jaressa.

To: None, but there is enough evidence here to point to the Thieves' Guild.

11. The Harlot

From: None

Clues:

Refer to the map of the Jovial Jackal, and you will note the brothel nearby. Anyone with keen eyes who scans the buildings surrounding the Jovial Jackal will notice that one corner room on the second story of the Jaded Rose brothel overlooks the side street where it receives the alleyway leading to the courtyard behind the Jovial Jackal.

Looking into the window even in broad daylight, after noon, will reveal glimpses of a harlot plying her trade with a guest in that room. The harlot has a clear view of the alleyway from her bed.

Should the party wish to speak with the harlot, they must do so discretely. They would probably have to get a good look at that particular harlot, and then request a dalliance with her. Alternatively, they could question her most recent guest and ask what room he had and the harlot's name.

Once there, it will take a goodly amount of money to pry the information from the harlot, whose name is Kindee, a native of the western coastal states.

However, Kindee also has a thing for suave male elves (she, in fact is 1/8th elven) and it is possible one could sweep her off her feet and convince her to reveal what she saw.

In any case, she will say that 13 days before the scenario starts, she saw, at sometime after midnight, four men carrying a large sack (large enough to hold a body) emerge from the alleyway and head north along the side street. Her lamp was out, since she was working, so they did not notice her as she peered between the shutters of her window, and she could observe them only for a moment in the light cast from an open doorway inside the alleyway before the door shut and they were lost in darkness.

To: None, but confirms that it was an abduction.

12. The Urchin

From: None, a random encounter good for when the party gets stuck. Of course, this clue only has relevance should the party find the buckle and pursue the leads therefrom.

Clues:

The party will, at some time, espy a street urchin wearing rags held up by a shiny leather belt sporting complex Morakki designs much like those seen in the shop of Jalimm-tal (Clue 8) in fairly good shape. The belt, however, is missing its buckle and instead is tied together into a bow knot at the front of his waist. The urchin is fighting some other boys over the belt and yelling " its mine, I found it! Get your own!"

As the fight breaks up, the urchin stands up and adjusts his belt, wiping the dirt off of it lovingly.

The urchin is scraggly but wiry and has many fairly fresh bruises and cuts (he had to fight the other urchins to keep his new belt).

If approached about the belt, the urchin will at first be very defensive. He'll be damned if anyone is going to take his belt from him. But if treated respectfully and given a gift or two, may be convinced to show where he found the belt.

He found the belt in the bottom of a dried up well in Downside near the Thieves' Guild. A casing of the area or search of the well will reveal the Thieves' Guild as detailed in that section of the adventure.

To: The Thieves' Guild. This is a very important and powerful clue, and its random nature means it should only be introduced if the party gets stuck.

13. The False Informant

From: Various, cumulative evidence of the involvement of the Thieves' Guild. Can be interwoven with Clues 14 and 15, or all three can be rolled for randomly to see which one is introduced in what order. This clue and 14 and 15 will come about once the party suspects the Thieves' Guil involvement and wants to try and find out the guild location.

Clues:

This informant, to be found by discrete inquiries of any sort, will give out false information as to the location of the Thieves' Guild, for a price. He will direct the party to a lonely section of Downside and tell them the location of a secret trap door. There is such a trapdoor, but it is not secret and leads to an old rundown cellar whose house long since rotted away. No luck here but the party could encounter some sort of vermin dangers in the cellar (giant rats, centipedes, et al).

Of course, the informant is nowhere to be found after the party follows his advice.

To: Nowhere, a dead-end clue

14. The Dangerous Informant

From: Same as 13 (above)

Clues:

This informant, similar to the one above, will give out false information for a price. However, he will give a location in Downside and tell the party that the Guild only meets at night. He will then inform a gang of bravados that there is easy money to be had in an ambush. A group of 12 thugs will set up an ambush and try to rob the party. They will not kill any party members unless forced to, but will instead strip captured or unconscious party members and leave them in an alleyway somewhere to recover the next day.

Both the bravados and the informant will be out of town by the next morning.

12 Bravados

AL NE; CL WA; LV 1; AC 9; HP 10, 11, 7, 9, 8, 6, 8, 9, 7, 6, 10, 8; #ATT 1; D by weapon +1 dmg due to strength; WEAPONS dagger; SA +1 for all unarmed combat rolls; MV 12

To: Nowhere, a dead-end clue

15. The True Informant

From: Same as 13 and 14 (above)

Clues:

Similar to 13 and 14 above, except this informant speaks the truth, but charges a very high price. He will tell the party that he knows that the Thieves' Guild is located within a certain city block in Downside, because he once saw a group of men carrying a chest and some bags into that block, but they never emerged to the other side.

He will state that the Guild moves its quarters fairly often, as word of their location leaks out, but that he saw this happening only 3 or 4 months ago. He has never told anyone for fear of his life, but the price the party offers is great indeed (at least 50-100gp)

To: The Thieves' Guild, or at least the block it is located in. Refer to the Thieves' Guild map for details.

16. The Marketplace Gossips

From: Random inquiries

Clues:

These gossips, from goodwives to hawkers, will, if asked about strange disappearances, mention three such disappearances which have occurred over the past couple of weeks....Jaressa the innkeeper, also a young girl from Commonside, and a Tanner named Brode [he was mugged by street toughs in Downside and died of his wounds...the toughs dumped his body into the river, and the body will be found a day later] and wonder who is next.

To: 5

17. A Patron of the Jackal

From: 2 or from the party's own inquiries

Clues:

If plied with drink, will express regret at Jaressa's disappearance. If asked whom she consorted with, he will mention that all sorts of odd people used to come into her private chambers and stay with her for a short while before leaving. These ranged from men to women, paupers to wealthy merchants, and from locals to foreigners.

He will also state that Jaressa had much truck with an old rumour monger named Frisco (actually Frasco), and that Frisco would always leave her private chambers with a full purse, often buying drinks for the house.

To: 4

18. City Guard

From: 4

Clues:

This city guardsman can be found lounging in a bar or getting some shade from the hot sun while on break from patrol duties. His livery clearly marks him as a member of the constabulary.

If befriended (drink and food is the way to this man's heart), and gently prodded, he will be more than happy to brag that, recently, the city guard has been having great success against the thieves of the city.

If questioned astutely, he may divulge that this success started around 3 months ago and the last foiled heist was busted 16 days before the start of the scenario. The total number of heists foiled is five. He will credit this success to Constable Brahikor, although will admit that Brahikor never seemed much able to stop the thieves until recently.

To: 19

19. Constable Brahikor

From: 18

Clues:

This gruff, serious, no-nonsense man with a wide handlebar mustache, will refuse to divulge his sources or even admit that he has any sources and will attempt to credit himself and his men with inspired work and the blessings of Meredros in his rash of recent successes against the Thieves' Guild.

If charm or other mind reading magic is used upon the Constable successfully, he will divulge or it can be gleaned that payment was made to a female (Makktila, thiefly lover of Hargnoss). The Constable does not know that Makktila is connected to the Thieves' Guild. He can describe Makktila and the description will not match the description of Jaressa.

If statistics are needed, assume Constable Brahikor is a 4th level warrior with AC 4, 26 hit points and specialized in broadsword.

However, hidden in his office is a ledger of payments to "X" and notes of the planned heists paid for. There are three such payments, the first of 50gp, the second of 250gp, and the third of 350gp. These heists' dates run from 3 months ago to about 16 days before the start of the scenario.

The constable's office is not too difficult to break into by a single burglar or two.

Refer to the Constabulary Map and the key below for details. There are shuttered windows to all rooms but E.

Key to the Constabulary:

A. Constabulary Chambers (60' long) which has 4 constables on guard at all times. There is also the low court here, along with the Constable's desk and some hefty law tomes.

B. This is the barracks common chamber, where off duty constabulary guards hang out. Along with a hearth, tables, a small kitchen, and chairs there will be about 15 guardsmen here at any time.

C. This is the Constable's Chamber and holds a living room area to the north and a curtained off bedroom to the south. During the nighttime, the Constable will be here, lounging or sleeping as appropriate.

D. This is the barrack quarters, and contains some 30 beds arranged as bunks around the walls. Some 15 guardsmen will be sleeping here, snoring away at all hours. Also here are some toilets.

E. This small room is locked with the key on the Constable's person. It contains the Constabulary fund, some 2,500gp worth of various coins locked away in several strong chests, and a ledger book that contains indications of moneys recently paid to informants. Refer to the Clues section for the full significance of this ledger book.

To: Thieves' Guild or 13-15

20. The Potential Victim

From: 4

Clues:

One shop owner and one wealthy merchant whose possessions were saved from robbery by the information passed to Constable Brahikor will be initially suspicious but can be sweet-talked or bribed into admitting that they received information regarding an impending heist upon their property from an anonymous informant [the message delivered once by note on a dagger, and once by branding on a mule] and informed the Constable, who set up an ambush for the thieves.

To: Thieves' Guild or 13-15 or 19

21. Jailed Thieves

From: 19 or 18

Clues:

Should the party gain unauthorized access to the jail (which building is located next to the constabulary and is guarded at all times by 6 guards), they will find a few thieves not bailed out by the Guild. These have nothing much to offer, but if probed magically or threatened, will tell that somehow they were ratted out, as the Constabulary awaited them at their target location.

To: None

22. The Gambling Hall

From: 8

Clues:

One part of the gambling hall, a respectable establishment located in the Commerce Quarter near the wall bordering the Steel Quarter, will be taken up by several full-blooded Morakki and some half Morakki playing a game of dragon tiles and smoking long, ornate pipes. These are gambling acquaintances of Jalimm-tal, though not his close friends by any means. They know of Jalimm-tal but do not have much to say. However, if Chalpo is mentioned they will laugh and tell the party that Chalpo is the Xydlonti word for "untruth or lie".

To: 23

23. Jalimm-tal Revisited

From: 22

Clues:

Revisiting Jalimm-tal and threatening him for lying to the party will produce results if the threats are serious. He will beg the party's pardon and inform them that he does not know to whom he sold it but that he did put a secret compartment onto the back of the buckle of the size to hold small items.

To: 1 for details regarding the buckle, then 2 once the paper is found.

Clue Summary

There are basically three things that can be found out by way of these clues:

A) That the Thieves' Guild has been betrayed by someone

B) That Jaressa seemed to be in demand by many folks and seemed to know a lot of information about the city and its notables

C) That a girl looking a lot like Jaressa was abducted several days after Jaressa's abduction

The fact that Jaressa possessed knowledge that could be used in each of the bungled heists should give a motive for the Thieves' Guild's anger at her. Other clues should eventually point directly to the Guild. The kidnapped girl will at first seem to be a false lead, until more is revealed to the party.

Administering the Clues

The DM must be careful and use his best judgment when administering these clues. Some of the clues are flexible enough to throw at the party should they get stuck, but otherwise, the DM should let the party puzzle things out for themselves.

In addition, the DM should be sure to include distractions and background noise. After all, this abduction is not the only event happening in a city as large as Pelarth, and if the only encounters the party has in the city are those listed above, then pretty soon the party will know that everyone they meet has an important clue.

Therefore, the DM is encouraged to sprinkle colourful but ultimately meaningless encounters amongst the important clues.

There may be other sources for some of these clues as well. Obviously, it is impossible to cover them all. The DM must adjudicate when and where to locate such sources. For example, it is likely that the temple to Meredros would be delighted over the recent foiled heists as a sign that Meredros is blessing the city for is piousness. In this case, a Meredran party member who attends a weekly service might hear the presiding priest remark ebulliently about the recent successes.

The Thieves' Guild

The Thieves' Guild in Pelarth is not in any way officially tolerated by the governors of the city. Rather, it occupies a role similar to the Mob of the early 1930's and 1940's. Everyone in Pelarth is aware of its existence, but no one can muster enough will, force, or courage to entirely eradicate it.

The Guild is involved in a variety of activities, especially including picking pockets, faganism, burglary, some highway robbery, especially along the forest roads to the north of the city, and extortion/protection rackets. The Guild is relatively small for a city of this size, owing to the worship of Meredros in Pelarth and, therefore, the intolerance of the citizenry to illegal activities.

In addition, the Guild is very secretive, of necessity. Its headquarters frequently relocates (about, say, every 4-6 months), sometimes in locations outside of the city, although this then makes it hard to pull off jobs within the city walls. When the Guild moves, it usually relocates to an old hidey-hole, and then blocks off the old, known entrances and reestablishes new hidden access. This allows the Guild to move quickly and at little expense but still keep relatively secure.

The Guild is comprised of about 32 regular remembers (not all of whom are currently in the guild halls. In addition, a motley collection of beggars, harlots, and pick pockets are "associates" of the Guild and are subject to its commands and pay a portion of their takings to the Guild. No one is admitted into the Guild unless they first serve several years as an Associate. Associates, however, are never allowed into the Guild Headquarters, and most do not even know where, in general, it is located.

Dealing with the Guild

With regard to Jaressa's disappearance, the party has several options viz a viz the Guild.

First, they could stake out the one block area where they have determined the Guild to be located. If done discretely and from a good hiding place, it is quite likely that, within 24 hours, they will observe a thief emerging from a particular run down warehouse and furtively head into the city.

Once the exact location of the Guild is determined, whether by observation or by searching the area, the party basically has three options:

1) They can shadow a thief (thieves) leaving the Guild and capture one or more of them and try to make them talk. Such prisoners will at first be very loyal to the Guild, but assurances of survival, of strength to take on the Guild, and threats to their life if they do not talk will eventually win out in general.

They can tell the general layout of the Guild, although not details of the Guildmaster's secret areas.

2) They can simply force their way into the Guild. This actually should not be too hard, since the Guild thieves are not really fighters.

3) The party could also try to bargain with the Guild by making their wishes and desires known. Unfortunately, the Guild is in no mood to bargain, and will instead try to get rid of the party by such tactics as arranging an exchange for ransom and then ambushing the party (with help from some hired muscle).

In addition, if the party stakes out the Guild, allow them to see Hargnoss and Makktila emerge from the Guild lair and kiss each other passionately and hurriedly before glancing warily around and leaving for a job.

If the party enters the guild, Hargnoss and Makktila will be absent, being on a tryst or some thiefly duty. Only if the party specifically wishes to wait until they return to the guild will they be here. In this case Hargnoss will be in the male dormitory and Makktila in the female dorm.

Key to the Thieves' Guild:

A. The Well

This is the well where the urchin found the discarded leather belt (see the Clues section for more details). The well is dry, and about 20' deep. It is falling apart in some places, as evidenced by stones and dirt that has partially collapsed its sides. The bucket is almost non-existent, and the rope appears very frayed.

This is all deceiving. Actually, intertwined in the center of the frayed rope is a very strong silk rope, which makes the well rope capable of carrying heavy weights. The walls of the well are not in imminent danger of collapse, as close inspection by a dwarf, gnome, or someone making a successful Engineering NWP roll can attest to.

At the bottom of the well, several large stones can be moved aside, revealing a smooth brick wall. In the brick wall is a secret door openable by moving a slight protrusion in the brick face upwards. The secret doorway leads to a small passage, which is about 7, high, like all of the passageways in this complex, that ends abruptly in a door. The door is apparently locked by a keylock made of iron. However, this is a trap. Anyone placing anything (like a lockpick) into the door will activate the trap, which releases a portcullis concealed by dust and mud in the ceiling about 10' north of the door (just after the passageway leaves the well). This portcullis is a bit rusted, but locked into place, so the bars must be bent (at +5%), not lifted. The clang of the iron grate is loud enough, as it drops, to alert all those in Rooms B-E.

The door is actually openable by pulling out the entire lock mechanism and twisting it counter clockwise.

The passageway then continues down and turns left into Room B. Along this and other rooms in the Guild complex are several narrow secret passages. These serve as both bolt holes and flanking passages, allowing thieves to sneak up behind intruders. Except for the passageway between the Guildmaster's Bedroom (Room R) and the Women's Dormitory (Room L), all thieves in the Guild are aware of these passageways. The secret doors here are openable by pushing in on a certain part of the door, whereupon a small brick shoves into the wall and the door opens. Each door has this pushable brick at a different location, and these doors are well lubricated so as to make almost no sound when opening.

B. Common Room

Like most of the rooms in this complex, the ceiling here is 10' high and supported by wooden beams. This is quite simply a common room, situated here so as to also serve as a watch over the well entrance. There are a few tables and chairs and some lanterns burning, but the place is rather cold at night and all the thieves in here, like the rest of the complex, wear heavy furs when inside the lair at night during winter.

At any given time 4 thieves will be here. These are mostly lower ranking thieves, consisting of three 1st level and one 2nd level cutpurses. They will be here gambling and talking and sipping wine.

Blascos - Level 1 Male Thief

AL N; LV 1; CL Ro; AC 7; HP 6; S 11, I 13, W 10, C 9, D 15, Ch 9; #ATT 1; D by weapon type; WEAPONS Short Sword, Dagger; ARMOUR Leather Armour; SA Backstab; MV 12

Finacer - Level 1 Male Thief

AL N; LV 1; CL Ro; AC 6; HP 6; S 10, I 10, W 9, C 13, D 16, Ch 10; #ATT 2; D by weapon type; WEAPONS Short Sword, Dagger; ARMOUR Leather Armour; SA Backstab, Ambidextrous (attack with 2 weapons at -2 to hit with both); MV 12

Chaydor - Level 1 Male Thief

AL CN; LV 1; CL Ro; AC 8; HP 6; S 16 (0/+1), I 9, W 10, C 15, D 13, Ch 8; #ATT 1; D by weapon type +1 for strength; WEAPONS Broadsword, Dagger (throwing); ARMOUR Leather Armour; SA Backstab; MV 12

Noknosse (aka Knock Nose) - Level 2 Male Thief

AL NE; LV 2; CL Ro; AC 5; S 14, I 15, W 13, C 10, D 17, Ch 13; #ATT 2; D by weapon type; WEAPONS Long Sword, Dagger, Darts (6); ARMOUR Leather Armour; SA Backstab; Specialized in 2 weapon style and Ambidextrous (attack with 2 weapons at no penalty); NWP Tumbling; MV 12

C. Mess Hall

Aside from a large, battered oaken table and some chairs, this place is empty, although food stains and crumbs on the floor attest to the room's purpose. There is a 5% chance that 3 thieves normally found in the dormitories will be here instead having a quick meal.

D. Kitchen and Larder

The thieves here do not cook their meals, as they do not wish any telltale smoke to reveal their location. When hot food is desired, they simply go to an inn in the city. However, for those times when they are on duty here or when they need to lie low, this room serves as the kitchen. Along with some tables and stools there are crates and bags containing non-perishable foodstuffs such as nuts, smoked and dried meats, bread, fruits and berries, water, wine, ale, etc. The thieves are allowed to help themselves, and there is no one designated as chef, per se.

E. Guard Post

Designed to separate the upper areas of the complex from the lower ones, there are always 2 thieves here, usually sitting on stools by lantern light playing dice or telling stories. The thieves here are never trying to be particularly silent, as they expect warning from above if someone comes into the complex from that direction. If the complex is assaulted from the warehouse entrance, then this room would serve as a last stand for some of the thieves while the rest escaped out of the well exit.

Jinapptro - Level 1 Male Thief

AL N; LV 1; CL Ro; AC 7; HP 5; S 12, I 10, W 10, C 11, D 15, Ch 12; #ATT 1; D by weapon type; WEAPONS Short Sword, Dagger, Darts (6); ARMOUR Leather Armour; SA Backstab; MV 12

Farestess - Level 1 Female Thief

AL NG; LV 1; CL Ro; AC 6; HP 4; S 14, I 16, W 15, C 10, D 16, Ch 12; #ATT 1; D by weapon type; WEAPONS Rapier, Dagger, Sling (10 bullets); ARMOUR Leather Armour; SA Backstab; MV 12

F. Training Room

This large room's ceiling is actually about 20' high. Various ropes and chains have been hung from the chamber's rafters, some of which have lanterns but others of which simply dangle. Within the room are various mats and mattresses, wooden dummies dressed in various types of clothes, a pile of purses and pouches and belts. Along one wall is a workshop of sorts where a wide variety of locks are in various stages of disassembly. A rack of tools and many sets of lockpicks hang nearby. A few of the picks are quite good, giving a +5% to pick locks.

Noteworthy amongst the locks can be seen several that have the initials HC on them. See the Clues section for more details.

There is a 10% chance that 3 thieves from the dormitories and a master thief from one of the private rooms will be here conducting a class.

G. Front Room

This room serves as a watch over the comings and goings of the main entrance to the Thieves' Guild. There are a few tables and chairs here, along with a lantern, and even a fitful brazier, which is allowed to vent its slight smoke at night up through the rickety boards of the warehouse.

3 Thieves are on duty here at all time, passing the time sipping on wine, munching cheese, or playing at cards. They will certainly react to the stair trap (see below) by hiding behind the corner, with one of their number rushing off to get help from the rest of the complex.

Ninwilto - Level 2 Male Thief

AL NE; LV 2; CL Ro; AC 5; HP 10; S 13, I 14, W 11, C 14, D 16, Ch 10; #ATT 1; D by weapon type; WEAPONS Broad Sword, Short Bow, Dagger; ARMOUR Studded Leather; SA Backstab; MV 12

Palanche - Level 1 Male Thief

AL NE; LV 1; CL Ro; AC 7; HP 4; S 14, I 11, W 10, C 12, D 11, Ch 8; #ATT 1; D by weapon type; WEAPONS Short Sword, Dagger, Short Bow; ARMOUR Studded Leather; SA Backstab; MV 12

Slim Jankko - Level 1 Male Thief

AL CN; LV 1; CL Ro (Thug Kit); AC 7; HP 9; S 18 (+1/+2), I 9, W 8, C 17, D 12, Ch 7; #ATT 1; D by weapon type +2 for strength; WEAPONS Bastard Sword, Dagger, Sling; ARMOUR Studded Leather; SA Backstab, +1 to hit for kit, +1 to hit for strength; MV 12

The long set of stairs to the south of the room lead, eventually, up to a rundown warehouse, where, behind a large pile of empty crates which have been glued together so that they can be moved aside all at once, there is a secret trap door made to look like a part of the stone floor. The trap door opens by pushing on a certain portion of the door's face.

The long stairway beyond descends continuously, except for a few small landings. However, one of the bricks on the first landing (marked 't') is trapped. When stepped upon (25% likely for each person passing) a large pendulum swings from the ceiling behind the target, hitting him in the back. The pendulum is made of wood with an iron ball on the end and swings with considerable force. The trap will cause 2D6 damage and anyone hit must roll percentile dice under the sum of their Strength and Dexterity or plummet down the next flight of steps, taking another D3 of damage and landing prone.

H. Guest Room

The Thieves rarely have guests, being a paranoid lot, but the occasion does arrive, for example, when the priest of the god of thieves has a guest. The room is plainly but comfortably appointed with stolen furniture of all types. It can be instantly noted that no two items in this room match each other, and instead offer a bewildering variety of styles and origins.

I. Private Room

This room is the quarters of one of the master thieves, and like room H includes various furniture types combined into one room. There are, however, a few touches that would lead a careful examiner to conclude that the occupant of this room is female. The masters are those thieves who have been declared masters of their profession and are in charge of a group of novices and associates. They are also responsible for training and recruitment. The master thief who lives in this room is a 5th level thief.

Halarria the Quick - Level 5 Female Thief (Split Class ex Level 2 Warrior)

AL N; LV 5 (2); CL Ro (Wa); AC 3; HP 39; S 16 (0/+1), I 15, W 12, C 16, D 17, Ch 14; #ATT 3/2+1; D by weapon type +1 for strength (and +2 for specialization); WEAPONS Long Sword, Dagger, Throwing Knives (4); ARMOUR Studded Leather and Medium Shield; SA Backstab (without Shield), Specialized in Long Sword (+1 to hit +2 damage 3/2 attacks), +2 to hit with missile weapons, Specialized in weapon and shield style; MAGIC Potion of Healing, Gas Potion (when exposed to air emits the equivalent of a Stinking Cloud Spell as cast by a level 4 mage); MV 12

J. Men's Dormitory

This large room is simply a collection of bunk beds. With a few single beds here and there. There is also a table and a few wooden chairs. There are enough beds here for 24 persons, although at any given time, only 8 sleeping male thieves are here (less if other rooms in this complex determine that thieves from here are in other locations instead). Each bunk or bed has a small wooden foot locker here...interestingly, each is unlocked and contains personal effects, such as a few copper coins, quill and parchment, comb, razor, et al.

Multaan - Level 1 Male Thief

AL N; LV 1; CL Ro; AC 7; HP 4; S 11, I 13, W 10, C 12, D 15, Ch 11; #ATT 1; D by weapon type; WEAPONS Short Sword, Dagger, Sling; ARMOUR Leather Armour; SA Backstab; MV 12

Chagilwa Klorn - Level 1 Male Thief

AL CN; LV 1; CL Ro; AC 7; HP 6; S 15, I 11, W 16, C 15, D 12, Ch 18; #ATT 3/2; D by weapon type; WEAPONS Dagger; ARMOUR Leather Armour; SA Backstab, Expertise in Dagger, Specialized in 1 handed weapon style (+1 bonus to AC); MV 12

Gronuggs - Level 2 Male Thief

AL NE; LV 2; CL Ro (Thug kit); AC 5; HP 15; S 17 (+1/+1), I 9, W 12, C 16, D 15, Ch 9; #ATT 1; D by weapon type +1 for strength; WEAPONS Morningstar, Dagger; ARMOUR Studded Leather; SA Backstab, +1 to hit (kit benefit), Specialized in 1 handed weapon style (+1 bonus to AC), +1 to hit due to strength; MV 12

Mistula - Level 1 Male Thief

AL CN; LV 1; CL Ro; AC 7; HP 5; S 9, I 16, W 12, C 9, D 15, Ch 10; #ATT 1; D by weapon type; WEAPONS Dagger, Darts (6); ARMOUR Leather; SA Backstab; MV 12

Hallifornn Onehand - Level 1 Male Thief (missing his left arm from the shoulder)

AL NG; LV 1; CL Ro; AC 8; HP 4; S 9, I 10, W 11, C 14, D 12, Ch 12; #ATT 1; D by weapon type; WEAPONS Short Sword, Dagger; ARMOUR Leather; SA Backstab; MV 12

Chirper - Level 1 Male Thief (14 years old)

AL N; LV 1; CL Ro; AC 4; HP 3; S 8, I 17, W 10, C 13, D 18, Ch 11; #ATT 1; D by weapon type; WEAPONS Dagger, Sling (10 bullets); ARMOUR Leather; SA Backstab; MV 12

Glondilnos - Level 1 Male Thief

AL NE; LV 1; CL Ro; AC 7; HP 5; S 13, I 13, W 10, C 10, D 15, Ch 12; #ATT 1; D by weapon type; WEAPONS Broad Sword, Dagger, Short Bow; ARMOUR Leather; SA Backstab; MV 12

Mayidor the Pale - Level 1/1 Male Half Elf Thief/Mage

AL CN; LV 1/1; CL Ro/Wi; AC 6; HP 5; S 10, I 16, W 14, C 10, D 16, Ch 16; # ATT 1; D by weapon type; WEAPONS Long Sword, Short Bow, Dagger; ARMOUR Leather; SA Backstab, +1 to hit with sword and bow; SD standard half elf abilities; SPELLS Sleep; MV 12

Mayidor has a spellbook which holds 5 spells: Sleep, Read Magic, Detect Magic, Murdock's Feathery Flyer [ ToM], and Fire Burst [ToM].

K. Private Room

This is another private room of a master thief, and like room I, it includes a mish mash of different furniture types. The master thief that resides here is a 6th level thief, an older man about 60 years of age who is the dorm master and assigned to watch over the conduct of the guildmembers while in the guild headquarters. This thief is literate and many mundane books line a portion of the walls of this room.

Old Balligoss the Knowing - Level 6 Thief

AL NG; LV 6; CL Ro; AC 8; HP 21; S 8, I 17, W 15, C 10, D 10, Ch 15; #ATT 1; D by weapon type; WEAPONS Staff; ARMOUR Leather; SA Backstab; MAGIC Potion of Healing, Potion of Invisibility, Scroll of Protection from All Shapechangers, Amulet of Life Protection (in the shape of a golden heart); MV 12

L. Women's Dormitory

This room is appointed similarly to the Men's Dormitory (room J), albeit there are fewer beds, and they are all single beds. Some 8 beds are here, although none of them show anything of a feminine touch, the clothes and other effects lying around can display the room's purpose. In any event, 4 female thieves will be here, unless encountered elsewhere, sleeping or lounging around.

Jintrilla Red - Level 1 Female Thief

AL N; LV 1; CL Ro; AC 7; HP 5; S 11, I 14, W 14, C 12, D 15, Ch 10; #ATT 1; D by weapon type; WEAPONS Short Sword, Dagger, Sling; ARMOUR Leather; SA Backstab; MV 12

Albagash - Level 2 Female Thief

AL NE; LV 2; CL Ro; AC 4; HP 10; S 12, I 13, W 10, C 15, D 17, Ch 17; #ATT 1; D by weapon type; WEAPONS Dagger (throwing); ARMOUR Leather; SA Backstab, Specialized in 1 handed weapon style (+1 bonus to AC); MV 12

Ninna - Level 1 Female Thief

AL N; LV 1; CL Ro; AC 6; HP 4; S 12, I 12, W 11, C 9, D 16, Ch 14; #ATT 1; D by weapon type; WEAPONS Short Sword, Sling, Dagger; ARMOUR Leather; SA Backstab; MV 12

Valaktryia - Level 1 Female Thief

AL N; LV 1; CL Ro; AC 7; HP 3; S 10, I 4, W 14, C 13, D 15, Ch 12; #ATT 1; D by weapon type; WEAPONS Dagger, Rapier; ARMOUR Leather; SA Backstab; MV 12

M. Toilets/Baths

In addition to being the communal toilets, with 4 such seats, each partitioned from each other by side walls and a front curtain of burlap, there are several copper wash tubs, and shelves of towels, linens, oils and perfumes. Several metal mirrors of utilitarian design hang on the walls here, and nearby are several boxes compartmentalized and storing a bewildering variety of fake hair, wigs, mustaches, beards, hair dyes, clothes dyes, and even various types of dirts.

N. Escape Passage

This passageway is accessed by lifting up one of the toilet stalls and passing through a 3' diameter hole in the wall. The hole leads down to a tunnel that curves around on itself and also slopes downwards gently. This tunnel eventually reaches the sewers which lie about 50'-70' below the city and drain into the water table.

Only the Guildmaster is supposed to know of this secret route, although, in actuality, the master thief from room I also knows of it and will use it if hard pressed.

O. Loot Room

This room is accessed via a secret door of fairly standard design located in the Men's Dormitory. The room is stocked full to the ceiling with mundane loot taken by the Guild. This includes clothing, food, quite a bit of wine and ale, pipes, tobacco, coffee, tea, spices, perfumes and unguents, tack and harness for horses, a suit of leather barding, a suit of chainmail, several finely crafted chairs, two large oaken tables, several wooden cabinets of ornate design, various chains and coils of rope, 2 paintings, one of a nude woman on a divan and another of griffins playing cards, a bust of some important looking official or priest, some brass knockers and candlesticks, etc. If piled together and sold, this haul could actually fetch some good money. On the other hand, it could be returned to the city and a more portable reward could be gained.

P. Guard Room

This room has doors that can be bolted from the inside by stout iron bars. Within are a table and 2 chairs and two pallets set off in a corner. There are also two guards in this room at all times. These are not thieves, but have sworn loyalty to the guild in exchange for various favours and/or forgivenesses. In fact, one of the guards (Korrun) is serving the guild so that his family will not be assassinated, and if he perceives that the Guild is being defeated by the party, he might switch loyalties.

In any case, the two guards are trained fighters, being of 3rd level.

Thermon - Level 3 Male Warrior

AL NE; LV 3; CL Wa; AC 5; HP 24; S 16 (0/+1), I 9, W 9, C 15, D 12, Ch 9; #ATT 3/2; D by weapon type +1 for strength (+2 for specialization); WEAPONS Long Sword, Dagger; ARMOUR Brigandine and Medium Shield; SA Specialization in Long Sword (+1 to hit +2 damage); NWP Blind Fighting; MV 12

Korrun - Level 3 Male Warrior

AL N; LV 3; CL Wa; AC 4; HP 24; S 14, I 13, W 11, C 14, D 16, Ch 14; #ATT 1; D by weapon type; WEAPONS Battle Axe, Knife; ARMOUR Studded Leather and Buckler; MV 12

Q. Living Room

This room is quite well-appointed, showing taste that would be quite discriminating if it were not for the fact that no two pieces seem to have come from the same place. The effect is, because of this, slightly foppish and baroque.

There are several divans, a brazier near a small vent hole in the wall, several ornate mirrors, tapestries of various designs and makes lining the walls.

A table and chairs sits off to one side, upon it the remnants of a cold meal and some wine.

Various precious and semi-precious items dot the room, ranging from candlesticks to cups, to book ends. All told, the small and portable items could fetch approximately 300gp in a metropolitan marketplace.

There is a 50% chance the Guildmaster is in the room, reading a book or going over maps of the city.

R. Bedroom

This room is as mismatchedly appointed as the Living Room (room Q). There is here a wardrobe filled with every sort of article of clothing packed in as tightly as possible. Styles range from poor beggar to wealthy noble, although the more valuable seeming stuff is actually costume jewelry.

There is also a canopied bed, a table with wash basin, a mirror, a small chest unlocked and filled with personal items, mostly for grooming, and some shelves holding momentoes from times past and a book or two of no particular interest.

Hidden in a very thin secret top in the chest are a bundle of papers and scrolls:

o Some of the papers give the names and history of each guildmember, including some now marked as deceased or exiled.

o Others tell of recent jobs and who was assigned to participate in each and who was assigned to research and case each job.

o Another set shows payments of 20gp per day, made twice per week, starting about 2 weeks before the scenario begins, being made to "The Green Boys"

o Another scroll contains a map showing Pelarth and a location marked with a common rune meaning gold or money (like our US dollar sign) that resides about 1/2 day's journey into the woods to the north of the city.

The latter two items are, of course, a record of the payments to the Kenku and their location.

If the Guildmaster is not in the Living Room, then he will be here. The Guildmaster is an 8th level Thief.

Brendruil Colymar - Level 8 Male Thief

AL N; LV 8; CL Ro; AC 0; HP 44; S 15, I 17, W 13, C 15, D 18, Ch 17; #ATT 3/2; D by weapon type; WEAPONS Long Sword +1/+2 vs Magic Users (Wizards or any creatures with Wizard like spell effects), Dagger +1, Darts (6); ARMOUR Leather Armour; SA Backstab, Expertise in Long Sword (3/2 attacks), +3 to hit with missiles, Double specialization in 1 handed weapon style (+2 bonus to AC); NWP Blind Fighting, Tumbling, Alertness; MAGIC Pendant providing +2 to AC and saving throws (shaped like a griffin rampant), Potion of Healing, Potion of Gaseous Form, Scroll of Protection from Magic; MV 12; OTHER Has a key to the Main Treasury (room T) around his neck hidden under his clothing.

A secret door in the west wall here opens to a small passageway which connects with the Women's Dormitory. Only the Guildmaster knows of this, and, predictably, there are two small peepholes in the door adjoining the Women's Dormitory. However, in addition to its lecherous purpose, the passageway is also intended as a potential escape route.

In addition, under the bed is a secret trap door which is set with a trap. The trap is in the form of a scything blade which is released as the door is opened. The blade will do 2d6 less non-Dexterity/non-shield based AC below 10 (i.e. Platemail and shield is -7 damage) damage, as it springs out well past the doorway and is positioned to disembowel its victim. Be sure to roll for criticals if playing with them. The blade will critical on an 18+ on a D20.

In addition to the horrible scything blade, there is the poison that coats the blade. This poison does D6 damage if a save is made and incapacitates its victim (-4 to hit and save and +4 to AC) for D6 turns. If a save is failed, the effects and damage of the poison are doubled. The poison only takes effect if the victim took at least 1 point of damage from the blade.

In addition, three of the steps at the bend in the stairs are trapped. If a small protrusion in the wall at the top of the stairs is not pushed in, the steps will pivot down, exposing a pit 20' deep.

S. Treasury Room

Down the stairway is a square room which is the first treasury of the Guild. This room serves as storehouse for the valuable but less exotic wealth of the Guild. There are 4 chests and 5 sacks here, as well as some other items strewn about.

Each of the chests has a poison needle trap, coasted with poison similar to that on the scything blade (see room R).

The chests hold:

Chest #1 - 1100cp, 700sp, and a bundle of ermine fur slightly moth eaten and worth no more than 25gp.

Chest #2 - 200cp, 550sp, 275gp, and a small (2' tall) bejeweled marble statue of a woman with an urn in her hands. The urn can hold liquids and is made of gold, while her eyes are sapphires of deep blue with star-shaped milky white patterns within. The whole is heavy (about 100 pounds) and worth 5000gp, but is well known around Pelarth as having been stolen from a wealthy widower (the statue is of his wife).

Chest #3 - 400cp, 150sp, 210ep, 45gp, 27pp, and a pair of gloves or thin gauntlets made of leather and lined with plush fur and bedecked with small diamonds and amethysts worth 280gp for the pair.

Chest #4 - this chest is about half empty, but the filled portion is comprised of 200cp, 50sp, and a brocade of deepest purple showing an undersea panorama worth 200gp which is a well known missing item around Pelarth.

The bags contain coins for the most part.

Bag #1 - 175gp, a set of dragon bones carved with runes suitable for an Augury spell and in fact so well made that they give double the chance of a successful augury.

Bag #2 - 250sp, 40cp, and a bag of amethysts containing some 150 small stones worth about 15gp each.

Bag #3 - 500 false gold pieces which are actually lead covered with gold foil.

Bag #4 - 500cp, 25ep

Bag #5 - 125cp, 10pp, and a large book which is actually a ledger and accounting of the Guild's loot.

Scattered around the room are a suit of platemail, 4 long swords, a mace which head is in the shape of a balanced scale (obviously of Meredran origin), and a small wooden box with 6 pearls worth about 120gp each.

The secret door to the south is locked with a lock openable by the key around the Guildmaster's neck. The door is trapped by a loose stone positioned above the door which will drop if the lock is not picked successfully or traps are not disarmed (or the key is not used). The stone does 2D4 damage, and held above the stone is a large bladder filled with flammable oil. The bladder will break, and the stone, which is lined with metal, will strike against the flint pounded into the sides of the recess in the ceiling from which the stone fell and sparks generated thereby will ignite the oil. The ignited oil will do standard oil damage, including burn damage the next round.

T. Main Treasury

This small room contains the exotic treasures of the Guild. There are not too many of these, but they include:

1 - A philtre of forgetfulness (imbiber will forget the past 24 hours)

2 - A scroll with a wizard spell Spectral Force at 5th level

3 - An axe that sings when it is swung (and radiates magic but has no other purpose)

4 - A wizard's spell book, most of which is empty and some of the pages of which are ruined by dried blood, which still contains the following spells:

Lorlovelm's Creeping Shadow, Spirit Armour, Ride the Wind, and Protection from Paralysis.

5 - A gem that contains an imprisoned entity. This entity is asleep right now, having not been activated for a while. If touched, the entity will start to awaken, generating only distant feelings at first, but then, over several months, awakening. The entity is not a demon, but is not unmalign either. It resents its servitude, but is also very wise. It can be asked 1 question per month, but it will try to pervert whatever answer it gives, though the answer must be technically truthful.

If the gem is broken, the entity, in a flash of wind and energy, will emerge from the gem as a wispy purple cloud and fly off laughing into the air.

6 - 5 vials of poison similar to that coating the scythe in room R.

7 - 4 vials each containing a small black bottle with a crude eyedropper-like device in its lid. Each bottle contains one dose of eye salve that will allow infravision for a period of D6 hours when placed into the eyes. However, one of the vials is slightly opened (noticeable on close inspection) and has gone bad. Placing this into one's eyes will cause D3 damage and make the user blind. The rotten bottle smells different than the good bottles. If exposed to the air, a good bottle will go bad in about a month.

THIEVES' NOTES:

Defense of the Guild:

These thieves are not warriors, and will try to fight in ways that advantage them. In this respect, they will make as much use as possible of secret passages and ambushes. The use of such tactics of course depends upon the level of surprise gained by the party. As things start to go bad, the thieves will surely try to make their escape. Only the Thugs (the two thieves with the Thug kit) and one of the Warriors in room P is likely to fight to the death. Thieves that cannot escape, or if the Guildmaster is taken hostage or if a large number of thieves are put at risk of death, will prompt surrender. None of these thieves, the Guildmaster included, considers the Guild important enough to lay one's life down in a hopeless cause.

Getting Information for the Next Step:

It will be plain from a thorough search that Jaressa is not here. Turning up the hidden papers in the Guildmaster's room should be enough to lead the party into the forest and the Kenku.

However, it is possible that the party could make the Guildmaster come to terms. This would require a show of strength and, at the same time, of restraint and mercy. Taking the Guildmaster hostage is a good way to do this.

None of the normal Guild members is even aware of the Kenku. All they know is that Jaressa was here for a short while and now seems to be gone somewhere. Only the Guildmaster and the other Master Thieves have actually been to the Kenku lair and none of them are aware they are Kenku (of course, Hargnoss and Makktila know of the Kenku too, but that is because they shadowed and followed a Master Thief to the lair in order to locate Jaressa).

Threatening one of the master thieves or the Guildmaster can get them to reveal that too many people in Pelarth were looking for Jaressa, so they moved her to some friends hiding out in the woods for safekeeping. They can also say that Jaressa was kept alive because the Guildmaster is not 100% convinced that she has betrayed the Guild, and he is trying to determine if Jaressa's impassioned pleas of innocence might be true. Jaressa was a valuable asset to the Guild, and the Guildmaster does not want to lose that asset unnecessarily. However, no one, not even the Guildmaster, knows that the men in the woods are Kenku. The Guildmaster met a contact who knew one of the Kenku from another city and another job. These Kenku like to pose as humans and do jobs for the humans at exorbitant prices, and then return to their homes with wealth to please their mates. As far as they know, no human with whom they have ever had contact knows they are Kenku.

Finally, of course, the party could stake out the Guild and, on the 3rd and 6th days of the week, at sundown, see a master thief leave the Guild and eventually head out of town with a hidden bag of 70gp to pay the Kenku for the upcoming week. Unfortunately, as stated previously, there are a lot of comings and goings into and out of the Guild, so the party would somehow have to get lucky or know that the person leaving is on a special mission or is a master thief.

A good DM will make sure that the information needed to continue the scenario is available. For example, in fighting the Guildmaster, when the Guildmaster gets critically low on hit points, he is likely to surrender and ask the party why they have raided his Guild.

HELP, WE'RE STUCK!

It is the nature of mystery scenarios that, sometimes, no matter how "obvious" the clues might seem to the DM, the players just do not latch onto the clues. This scenario has been designed with quite a few different strands that can lead an inquisitive party to the proper conclusion, but even the best laid plans go awry.

If the party gets stuck, the DM may have to bring some of the clues to the party.

As an example, the belt buckle in the Jovial Jackal is a very good clue if followed to its end. But what if the party does not find it, or doesn't even bother to search the Jovial Jackal in the first place?

In this case, the DM might have Libbinstahl get tired of Jaressa's not telling him where the map is and will try to find it for himself. At night, he sneaks into town and ransacks the Jackal looking for the map. He does not find it, of course, but the next day Millcolm or someone off of the street informs the party that the Jackal was broken into and ransacked last night. This should cause the party to investigate. The DM can further assume that Libbinstahl's search of the bedroom dislodged the belt buckle so that now it simply resides under a bit of the debris in the room...easy to find in a cursory search.

In the final case, if the party still cannot get it, and the DM judges that players are becoming impatient or frustrated at their lack of progress, the DM can simply have someone, like JC at the Highman's Quarters, simply set up a mysterious meeting somewhere out of the way at night. For a suitable bribe, this hidden person will tell the party that Jaressa was kidnapped by the Thieves' Guild because she betrayed them to the authorities. For more of a bribe, he can even tell where the Guild is located.

DMs should use the above only as a last resort, but set up like "Deep Throat" from the real life Watergate incident, it can still be fun to roleplay.

PART THREE - THE KENKU

Having established the probable whereabouts of Jaressa, the party will now be able to travel to the Kenku lair and perform what they think is a rescue of Jaressa.

The Kenku

This is a small band of Kenku which travels the central and northern regions of Pelarth posing as humans. They sometimes commit highway robbery in the forest, giving rise in part to fears of increased banditry in the forest, and on occasion the Kenku have had to use their true powers in battle, giving fuel to the legends of demons within the forest.

One Kenku in particular, made a contact in another town near Pelarth in human form and established a relationship with a thief there. This thief would scout out travellers heading into the forest and choose a likely target (not so many to arouse the Pelarthan soldiery) with a promise of wealth but not too much muscle to back it up. He would then report to the Kenku, who would pay him some money.

When the Guildmaster saw his friend the thief and explained in vague terms his need for a group of strongmen to serve him in the forest, the thief recommended the Kenku. Contact was made and the Kenku accepted the job. For 20gp per day they would hide out in the forest and guard Jaressa.

Then things got complicated.

About a week after they took possession of Jaressa (which means about a week before the scenario start), they awoke one morning to find one of their number slain, two others knocked out, and Jaressa gone. In a panic, since they knew a Guild member would be coming soon to pay them and would want to see Jaressa alive, they searched Pelarth for a woman who looked somewhat like Jaressa. They found her, and flew in at night to kidnap her. They have since successfully passed the new girl off to the Guild as Jaressa by gagging her mouth and covering her eyes, and smearing some dirt on her face to hide her younger features.

But things got more complicated.

After the second Guild visit to the Kenku, two humans (Hargnoss and Makktila) approached the Kenku and offered them 500gp to kill Jaressa outright. The Kenku have hemmed and hawed to Hargnoss and Makktila, hoping at first to collect as much in the way of Guild payments before dispatching Jaressa, and later, trying to avoid having either the Guild or Hargnoss and Makktila find out that they lost Jaressa.

Upon finding Jaressa missing, the Kenku got their best tracker to find out where she went. They trailed her to Libbinstahl's cabin. However, in scouting the place, they saw that Libbinstahl had more men than they and that at least one of them displayed knowledge of magic. So, the Kenku have sent one of their number back to their home to get reinforcements. Although angry at having to now share their wealth with other Kenku, they do not want to lose their lives in a risky assault on Libbinstahl and his men.

The Camp

The camp is a small glade well off of the main road. There is really no path going to the glade, and that is why a map is necessary, as a non-forester would likely get lost even having had visited the site previously (which is exactly why the Kenku chose it). There is no map for the DM for the site, since it is easily described. The glade is open to the air and is about 50'-60' in diameter. Around the glade, which has a small stream running through it and some large boulders strewn about, the trees form a thick wall.

The Kenku camp on small nest-like pallets of leaves, moss, grass, and twigs lined with feathers of their mates or mothers which they carry around in bags. There is the remnant of a campfire, but close inspection shows it has not been lit in quite some time...if ever.

6 Kenku form this band (it used to be 8, but one was slain by Libbinstahl and another has gone for reinforcements). Remember that Kenku can pass for humans with slightly large noses unless viewed up close (in which case there is a 25% chance of seeing through the disguise…these Kenku are especially adept at disguise and are better at it than standard Kenku).

Kenku Supreme Leader

AL N; HD 5; AC 4; HP 31; #ATT 3 or 1; D by weapon type +1 for strength or 1-4 / 1-4 / 1-6; WEAPONS Staff, Scimitar; SA Spells, Call Lightning, Level 4 Ro; SD Shapechange, Invisibility, Disguise; SPELLS Magic Missile, Shocking Grasp, Mirror Image; MV 6, fl 18 [D]

Kenku Leader

AL N; HD 4; AC 5; HP 22; #ATT 3 or 1; D by weapon type or 1-4 / 1-4 / 1-6; WEAPONS Staff, Dagger, SA Spells, Level 4 Ro; SD Shapechange, Invisibility, Disguise; SPELLS Magic Missile, Charm Person, Blindness; MV 6, fl 18 [D]

3 HD Kenku (2 of them)

AL N; HD 3; HP 16, 18; #ATT 3 or 1; D by weapon type or 1-4 / 1-4 / 1-6; WEAPONS Staff, Long Sword; SA Spells, Level 4 Ro; SD Shapechange, Disguise; SPELLS #1 has Friends, #2 has Magic Missile; MV 6, fl 18 [D]

2 HD Kenku (2 of them)

AL N; HD 2; HP 12, 10; #ATT 3 or 1; D by weapon type or 1-4 / 1-4 / 1-6; WEAPONS Longbow, Short Sword; SA Level 4 Ro; SD Disguise; MV 6, fl 18 [D]

The Kenku already have a treasure of some 670 gp (not all of it from the Guild). This treasure is held in a wooden chest, with the key hidden within the Supreme Leader's feathers. The coins are in 8 separate bags within the chest, with each bag having a different rune on it and the amount of coins in the bag varying (each bag belongs to a difference Kenku).

In addition, next to the chest, is a large burlap sack (with air holes punched through it) that holds a slightly moving red haired young women within. Her mouth is gagged and she is blindfolded (and terrified, to say the least) and her face is smeared with dirt, but she is unharmed and has been well fed and provided for. This is, of course, Thissaly Groldren, the Kenku's proxy for Jaressa.

Fighting the Kenku

These Kenku are wary (especially after their encounter with Libbinstahl) and always have a watch of at least 3 birds. In a fight, they will attempt to use their magic to greatest effect, and the Leaders will certainly use their invisibility to give the party fits.

However, these Kenku, although opportunists, are not evil. They will be less likely to kill the party than to subdue them and try to sell them to the Thieves' Guild or ransom them to their relatives (or anyone else nearby who might pay for the party's release).

Conversely, these Kenku are not interested in dying for what amounts to nothing more than a regular (albeit lucrative) job, and they will certainly be amenable to fleeing if clearly outmatched and surrendering if flight is not possible.

These Kenku are a band, but a loose one, and holding even the Supreme Leader hostage will not cause the other birds to surrender, although it is likely that they would flee and not fight in such a situation.

Also, the DM must keep in mind that Kenku communicate telepathically with one another, and that they do not speak. However, all of these Kenku can write and read the Common Tongue.

Watching the Kenku

The Kenku do not seem to do much. Every so often each in turn who is not on watch goes out to forage for food or take a short walk. The Kenku do not break their disguises however. For all intents and purposes, they look like a band of human outlaws, except that they never talk to one another.

If the party watches the Kenku for more than 1 day, then the DM may need to introduce some more activities. Remember that twice a week the Guild sends payment unless the Guild has been raided and disrupted by the party.

In addition, once every two days or so the Leader Kenku goes invisibly to Libbinstahl's cabin (about 4 hours from the campsite) to make sure they and Jaressa are still there.

Gaining Information from the Kenku

The best way for the party to get information is to take a Kenku alive. If offered his life, he will be most happy to tell everything he knows. This includes the fact that they had Jaressa at one time, how Jaressa disappeared, the location of Libbinstahl's cabin, and the fact that 2 persons approached them and offered them a lot of money to kill Jaressa.

This latter clue is the most important link for the party to wreak revenge on Hargnoss and Makktila. While such is not necessary to complete the rescue of Jaressa, it would help in proving her innocence to the Guild. Although Hargnoss and Makktila came in disguise to the Kenku, the Leader Kenku followed them back to town invisibly and saw them take off their costumes, kiss one another, and enter the Thieves' Guild. Any Kenku can report this fact to the party.

If the party does not capture a Kenku, then things will be more difficult. They could attempt to track the Kenku trails to Libbinstahl's cabin. The Kenku have travelled the same path to and from the cabin enough times that successful tracking can find the cabin, and this seems to be the only place the Kenku seem to go that is far from their camp.

If the party cannot capture a Kenku or track successfully, then they can still report back to the Guild (if any members are left) or ask for aid from someone in Pelarth (a ranger could be located or the druid living in Metarch's Grove could be persuaded to help for proper payment). Any one of these can then examine the campsite and track to Libbinstahl's cabin.

PART FOUR - THE RESCUE

About 4 hours away from the Kenku campsite (if you know where you are going, otherwise, it is about 6-8 hours) is where Libbinstahl and his men lair. Libbinstahl was an adventuring comrade with Jaressa and her husband who had each one half of a treasure map that they one day hoped to pursue. However, they two parties had a falling out, and eventually became bitter enemies (the reasons for the falling out are not important, but the DM can devise a reason if he desires), each taking his half of the map.

The two parties eventually lost track of each other, but when word of Jaressa's husband's death finally reached Libbinstahl, he remembered the map, and became convinced that with her husband gone, he could easily take the map from Jaressa.

So, Libbinstahl gathered a group of flunkies that had served him in the past and with promises of shares of the treasure, he set out for Pelarth. First, he looked for a place to use as a base of operations, and determined that Jaressa was too in touch with the city to set up base in Pelarth itself. So, they scouted the forest and found an abandoned and run down log cabin, probably used by bandits or woodsmen some years before. Here, Libbinstahl and company fixed up the cabin and began to prepare to kidnap Jaressa.

As luck would have it, the Thieves' Guild beat them to the punch. Libbinstahl was outraged at her disappearance, at first assuming that she had gotten word of his return and fled to protect the map. However, more investigation revealed that it was possible Jaressa had been taken by someone within the city. In fact, some of Jaressa's supposed friends that had been looking for her were actually Libbinstahl and his flunkies.

It was pure luck that Libbinstahl and his men found the Kenku campsite. One of his men was following a stream back to the cabin, as he had gotten lost while out on an extended walk, when he espied the Kenku lair and Jaressa. He quickly reported back to Libbinstahl, and the group mounted a raid, killing one Kenku and taking Jaressa.

Now, Libbinstahl has just gotten his hands on Jaressa and has been interrogating her for about 5-6 days before the scenario begins. Libbinstahl has not yet resorted to torture, as he does not want to test the loyalty of his men, but he has roughed Jaressa up a bit and has vowed not to let her go without the map. His patience, however, is wearing thin.

The cabin is next to a stream (the same one that eventually flows through the Kenku campsite) and in a small clearing no more than 30' wide. Large trees have their boughs overhanging much of the clearing, so that, from the air, the cabin is hardly noticeable. When a fire is lit, however, smoke can be seen from the air.

The cabin need not be drawn, as it is a simple affair, some 40' wide by 60' long by 15' high. Half of its area is fitted with a loft some 8' above the floor, accessed by a log ladder. There are some crude furnishings and a stone hearth leading to a chimney.

The cabin has 8 windows, each with no glass but with wooden shutters latched from the inside, and 2 doors, both stout and barred from the inside.

Within the place are Libbinstahl's men and Jaressa.

Jaressa is tied to a chair in the loft and he mouth is gagged and she is blindfolded. Her face and body is covered with bruises. She wears torn clothing that once was probably of fine make.

Libbinstahl and his group consist of 9 persons:

Libbinstahl - Level 6 Male Warrior

AL NE; LV 6; CL Wa; AC 1; HP 52; S 16 (0/+1), I 15, W 10, C 16, D 16, Ch 11; #ATT 3/2; D by weapon type +1 for strength (+2 for specialization); WEAPONS Long Sword, Dagger; ARMOUR Chainmail, Shield +1; SA Specialized in Long Sword (+1 to hit +2 damage 3/2 attacks), Specialized in Weapon and Shield style; MAGIC Medium Shield +1 (has runes carved on its inside rim and a sigil of a red dragon on its face); MV 12; OTHER Half of the Treasure Map in his breast pocket

Palangros - Level 4 Male Wizard

AL CN; LV 4; AC 10 (6); HP 11; S 9, I 15, W 12, C 10, D 14, Ch 10; #ATT 1; D by weapon type; WEAPONS Staff, Dagger (non proficient); SA Spells; SD Armour Spell running; SPELLS Magic Missile, Light, Shield, Detect Invisibility, Web; MAGIC Scroll with Dispel Magic and Vampiric Touch at 5th level, Potion of Minor Healing (cures D4 damage)

His spellbook is a travelling spellbook and has only the spells memorized plus Read Magic, Detect Magic, and Mount

Jinneb - Level 3 Female Rogue

AL CN; LV 3; AC 6; HP 12; S 12, I 13, W 10, C 10, D 16, Ch 15; #ATT 1; D by weapon type; WEAPONS Dagger, Broad Sword, Sling; ARMOUR Leather; SA Backstab; MV 12

Handoret of Bask - Level 3 Male Warrior

AL NE; LV 3; CL Wa; AC 6; HP 24; S 15, I 11, W 10, C 15, D 12, Ch 9; #ATT 3/2; D by weapon type (+2 for specialization); WEAPONS Battle Axe, Short Bow, Dagger; ARMOUR Studded Leather and Wooden Shield; SA Specialized in Battle Axe, Specialized in Weapon and Shield style; MV 12

Scumpret - Level 1 Male Warrior

AL N; LV 1; CL Wa; AC 6; HP 7; S 13, I 10, W 11, C 13, D 10, Ch 10; #ATT 1; D by weapon type; WEAPONS Battle Axe, Dagger; ARMOUR Studded Leather and Buckler; MV 12

Teyngenhost - Level 2 Female Rogue

AL NE; LV 2; CL Ro; AC 7; HP 7; S 9, I 14, W 15, C 10, D 15, Ch 12; #ATT 1; D by weapon type; WEAPONS Long Sword, Dagger Sling; ARMOUR Leather; SA Backstab; MV 12

Ballast - Level 1 Male Warrior

AL CN; LV 1; CL Wa; AC 6; HP 9; S 14, I 12, W 9, C 13, D 10, Ch 10; #ATT 1; D by weapon type; WEAPONS Long Sword, Dagger; ARMOUR Studded Leather and Medium Shield; MV 12

Butterhead - Level 1 Male Warrior

AL N; LV 1; CL Wa; AC 6; HP 10; S 12, I 8, W 9, C 15, D 12, Ch 9; #ATT 1; D by weapon type; WEAPONS Long Sword, Dagger; ARMOUR Studded Leather and Wooden Shield; MV 12

Kibosh - Level 2 Female Warrior

AL N; LV 2; CL Wa; AC 5; HP 18; S 11, I 13, W 10, C 17, D 15, Ch 12; #ATT 1; D by weapon type; WEAPONS Battle Axe, Dagger; ARMOUR Studded Leather and Buckler; MV 12

Libbinstahl is a hard man, and he will certainly fight to the death over Jaressa, such is his greed and his simmering hatred of Jaressa and her husband. The others will fight hard until Libbinstahl falls, in which case they are likely to flee or surrender if the party seems sure to win.

Allies

It is possible for the party to gain allies to help fight Libbinstahl, which is probably a good idea given the capabilities of his band. If paid well, 2 of the Kenku can be convinced to fight, though they will demand at least half payment up front and will break and run at the first sign of things going badly.

In addition, depending upon how the party left the Thieves' Guild, the guild could possibly be convinced to lend a master thief and 4 lesser thieves to this endeavour.

PART FIVE - WRAPPING UP THE SCENARIO

Odds and Ends

Delay and the Price of Failure

If the party spends too much time in Pelarth with the clues (like a month), then eventually events in the scenario should progress. Libbinstahl is likely to start to really hurt Jaressa. The Reinforcing Kenku will arrive and defeat Libbinstahl and regain Jaressa. This, of course, will mean a death sentence for Thissaly, as the Kenku must cover their tracks. Eventually, the party will be able to play this out through Part Three, rescuing Jaressa at the Kenku site.

Should the party delay even longer than this, then eventually the Thieves' Guild will feel that the heat is off and will come to take Jaressa back from the Kenku. The Kenku will hear of this, quickly take payment from Hargnoss, kill Jaressa, and flee the area.

Revenge

The disposition of the end of the scenario depends on what has previously happened. The party should, from the captured Kenku, have enough information to know that Hargnoss and Makktila are working at odds with their own Guild. Bringing this to the Guild's attention or pursuing it themselves through the Guildmaster's papers, it should be easy to note that although Jaressa was the only SINGLE person besides the Guildmaster to know about every one of the 5 failed heists, Hargnoss and Makktila were, taken as a whole, involved on the casing of all of the 5 foiled heists. Thus, although neither Hargnoss and Makktila could have, individually, known about all the heists, together, sharing information in each other's arms in bed, they could develop their plan.

This would certainly exonerate Jaressa. The Guild would then hunt down and, if it suits the DM, capture Hargnoss and Makktila. Alternatively, these two lover Thieves may escape the Guild's wrath and now harbour resentment against the party, becoming a long term nemesis.

On the other hand, if the party was brutal with the Guild and simply captures Jaressa without being able to pin the failed heists on Hargnoss and Makktila, then they will likely have an angry Thieves Guild after them and should flee Pelarth and its vicinity at once. Jaressa will follow them to some distant city and then set up shop there.

The Map

On Libbinstahl's person is the map. Jaressa, of course, knows he has it due to his questioning, and once rescued, she will return to her tavern, get the other half of the map, and then propose that the party and she go in as partners to get this treasure. Should the party agree, then that would be the next adventure (the DM can use whatever treasure map scenario he wants).

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