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A Picked Pocket Adventure Matthew A. Cicci Thieves' Cant A Picked Pocket Adventure The Risen Ogre King
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Page 1: The Risen Ogre King - Thieves' Cant · The Risen Ogre King A Picked Pocket Adventure ADVENTURE SUMMARY The town of Loudwater is surrounded by many threats, but none severe as the

A Picked

Pocket

Adventure

Matthew A. Cicci

Thieves' Cant

A Picked Pocket Adventure

The Risen Ogre King

Page 2: The Risen Ogre King - Thieves' Cant · The Risen Ogre King A Picked Pocket Adventure ADVENTURE SUMMARY The town of Loudwater is surrounded by many threats, but none severe as the

The Risen Ogre King

A Picked Pocket

Adventure

ADVENTURE SUMMARY

The town of Loudwater is surrounded by many threats, but none severe as the constant threat of goblins from the Southwood. These persistent monsters have raided the town, outlying farms, and incoming caravans for decades untold. However, in recent months they have grown bolder and more organized. They fly under the banner of the Wolf Skull Tribe. The Wolf Skull Tribe is a led by Bone Shaman Harzmek, a particularly foul hobgoblin. He once belonged to a clan of hobgoblins in the Graypeak Mts., but even they were disgusted by his vile interest in necromancy. Facing exile or death, he gathered a few loyal clan members and marched into the Southwood. With his hobgoblin brothers and hordes of undead, he easily took control of a small goblin tribe.

For a few months they killed other goblins, all the while filling the ranks of their undead legion. Soon though Harzmek became intrigued by stories of the Ogre King, and he sought the dead giant’s home. Here he found a fortress fitting his ideals. He grew bolder increasing his attacks on merchants and farmers alike; all the while he studied the texts that hallowed the once proud temple of Helm he now called home. He began to believe he could restore life to the Ogre King and the two of them could bring the Grey Vale to its knees. All he needed was a relic of the Ogre King’s . . . This adventure starts off with a raid on the town of Loudwater. A group of goblins attempt to steal back an ancient relic, the horn of the Ogre King. After the PCs have thwarted this event, they are subject to a heroes’ welcome in their hometown. While enjoying this welcome in town, they are likely to meet or become closer to some of the townsfolk mentioned in the Madness Stirs Player’s Guide. After a proper amount of time has passed in Loudwater, the PCs will be approached by Lady Moonfire. She will hire the group to take the attack to the goblins. The PCs will track down the goblin stronghold and ultimately eradicate the threat of the Risen Ogre King.

BACKGROUND LEGEND OF THE OGRE KING: As told by Curuvar the Brazen ‚The Helmites constructed their hall near the Graypeak Mountains because they had seen, by Helm’s vigilance, that a great demon would rise in the area. They trained priests and soldiers, consulted the local townsfolk, and hired in hardened mercenaries in the winter of 1203. And while they kept an eye open for devils and demons, they soon learned they had misinterpreted their god’s words. For they faced no Balor or Pit Fiend, they faced an Ogre King wielding an axe that split men like weak lumber. The Ogre King had spent the winter hiding from the Helmites, slowly gathering tribes of goblins to his side. He preached to them patience for great things would come. And finally when he realized their pent-up fury and appetite for chaos could no longer be suppressed he unleashed them on the Helmites. The soldiers of the guardian god stood firm for many days. It is believed their great sacrifice is what stopped the Ogre King’s armies from advancing on to Loudwater, Zelbross, and

beyond. However, they were terminated, and the Ogre King took their home as his own. Fortunately for all the goodly races of the Grey Vale, his strength had been shattered. Had it not, we’d likely not be here to tell this tale. He sent out raids, the worst most devastating raids the areas ever known, but we survived. And when summer came a few adventurers, much like yourselves, got paid to kill him.‛

HOOKS For full background information regarding this adventure, a DM should refer to the Forgotten Realms Campaign Guide, published by Wizards of the Coast. The first chapter fully details the town of Loudwater and offers many interesting adventure sets. It is highly likely the PCs will be in South Square during Market Day as this every-other-Saturday event is a town highlight. PCs could possibly be: * Townsfolk * Caravan merchants (or guards) visiting Loudwater * Town Guards watching the area * DM discretion

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The Risen Ogre King

A Picked Pocket

Adventure

RRAAIIDD OONN LLOOUUDDWWAATTEERR EEnnccoouunntteerr LLeevveell 33 ((775500 xxpp)) BACKDROP: Ches 13, Seventhday, 1479 (Year of the Ageless One) – Loudwater is not unaccustomed to rough winters, but no one disputes that this past winter has been the roughest. What’s worse is that it has lingered well into Ches now with no sign of abatement; in fact, it seems to grow colder with each passing day. Still business must be done. Today merchants and caravans park in the South Square enticing people out into the cold weather to see their wares. ! - The PCs should be placed somewhere in the South Squares and given some time to acclimate themselves. When you are ready to run the encounter read the section below. The southern wall suddenly explodes, sending rubble and dust everywhere. Townspeople begin to scream and flee as goblins and lurching corpses resembling goblins pour in through the hole. Goblin Bone Shaman Level 2 Artillery (Leader) Medium Natural Humanoid (goblin) XP 125

Initiative +2 Senses Perception +3

Bone Chill (Cold) aura 5; All undead in this aura deal an

additional 2 cold damage per successful attack.

HP 32; Bloodied 16

AC 14; Fortitude 13, Reflex 13, Will 15

Resist 5 necrotic

Speed 6

M Dagger (Standard; at-will) ♦ Weapon +6 vs AC; 1d4+3 damage.

r Bone Shard (Standard; at-will) Ranged 10/20; +9 vs AC; 1d10+3 damage. a Darkfire Skull (Standard; encounter) ♦ Necrotic Area burst 1 within 10; +6 vs Reflex; 2d4+3 necrotic damage

and ongoing 5 necrotic damage.

Goblin Tactics (Immediate Reaction; when missed by a

melee attack)

The goblin shifts 1 square.

Alignment Chaotic Evil Languages

Skills Arcana +6

Str 11 (+1) Dex 12 (+2) Wis 14 (+3)

Con 14 (+3) Int 10 (+1) Cha 17 (+4)

Equipment dagger, hide armor Goblin Warrior x2 Level 1 Skirmisher Small Natural Humanoid (goblin) XP 100

Initiative +5 Senses Perception +1; low-light vision

HP 29; Bloodied 14 AC 15; Fortitude 13, Reflex 15, Will 12

Speed 6

M Spear (Standard; at-will) ♦ Weapon +6 vs AC; 1d8+2 damage

r Javelin (Standard; at-will) ♦ Weapon Ranged 10/20; +6 vs AC; 1d6+2 damage.

r Mobile Ranged Attack (Standard; at-will) The goblin moves up to half its speed. At any point during the

movement, it makes one ranged attack without provoking an

opportunity attack.

Great Position If, on its turn, the goblin warrior ends its move at least 4

squares away from its starting point, it deals an extra 1d6

damage on ranged attacks until the start of its next turn.

Goblin Tactics (Immediate Reaction; when missed by a

melee attack, at-will)

The goblin shifts 1 square.

Alignment Evil Languages goblin

Skills Stealth +8, Thievery +8

Str 12 (+1) Dex 17 (+3) Wis 12 (+1)

Con 13 (+1) Int 8 (-1) Cha 8 (-1)

Equipment javelin x5, leather armor, spear Grey Wolf Level 2 Skirmisher Medium Natural Beast XP 125

Initiative +5 Senses Perception +7

HP 38; Bloodied 19

AC 16; Fortitude 14, Reflex 14, Will 13

Speed 8

M Bite (Standard; at-will) +7 vs AC; 1d6+2 damage, or 2d6+2 against a prone target.

Combat Advantage If the Grey Wolf has combat advantage against the target, the

target is knocked prone on a hit.

Alignment Unaligned Languages

Str 13 (+2) Dex 14 (+3) Wis 13 (+2)

Con 14 (+3) Int 2 (-3) Cha 10 (+1)

Goblin Corpse x10 Level 1 Minion Small Natural Humanoid (undead) XP 25

Initiative -2 Senses Perception -1; darkvision

HP 1; a missed attack never damages a minion.

AC 13; Fortitude 12, Reflex 9, Will 10

Immune disease, poison

Speed 4

M Slam (Standard; at-will) +6 vs AC; 5 damage.

Alignment Unaligned Languages -

Str 12 (+1) Dex 7 (-2) Wis 8 (-1)

Con 10 (+0) Int 1 (-5) Cha 2 (-4)

TACTICS –The focus of the rotters is to sow chaos and generally cause havoc. The goblin warriors will attempt to break into Garwan’s by knocking down the door, but will respond accordingly to any threats. The shaman will keep near the undead so as to improve their skills. The wolf will be sent to attack the flank of the group. FEATURES: Illumination – Daylight Wall Rubble & Merchant Carts – Difficult Terrain Well – If you fall 2d10 damage TREASURE: A scroll, roughly drawn, is a map representing South Square. The building that represents Garwan’s Curiosities is circled. DM NOTES: It is important to play up the fact that the goblins are attempting to get into Garwan’s. In addition, the shaman should spend every turn ranting about the Ogre King and the horn. Both of these set up the desires of the goblin’s and make this raid more than a loot run.

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The Risen Ogre King

A Picked Pocket

Adventure

AABBOOUUTT TTOOWWNN As the fight draws to an end, a cheer erupts from the impressed townsfolk. Immediately following the raid, these interactions will take place (All NPC personality traits can be found in the Madness Stirs Player’s Guide): Sunsteen – The proprietor of the Loudwater Tannery and Leather Goods is uncomfortably happy with being saved. He will latch onto the most charismatic member of the group with a sycophantic sense of gratitude. He will shadow this member throughout their time in Loudwater, and will frequently visit this PC – almost too the point of stalking. Captain Alezan Harrowleaf – Shortly after the battle ends, Harrowleaf and a contingent of guards will arrive at the South Square. Harrowleaf is very quick to get the information out of the PCs. What happened? Why did they attack? How did they attack? Was anything found? Once his questions have been answered, he will commend the PCs bravery. If the PCs are cooperative and friendly he has no qualms in letting them investigate the raid and the subsequent clues on their own. As he takes his leave he asks the PCs to keep in touch, and promises to report their good deed to Lady Moonfire. (For stats on Harrowleaf and the town guard see Appendix B)

*** After the raid and aftermath is over, your PCs will have some decisions laid out before them? Do they follow up on the clues themselves? Ask Harrowleaf for guidance? Or just take advantage of being town heroes. Regardless, the Madness Stirs Player Guide should help you as the DM flesh out any encounters you may need. However, listed below are two NPCs who may play an important part in any investigation by the PCs. Garwan – Old Garwan does not care much for the heroics of the PCs. Not that he isn’t happy a bit of goblin blood was spared, he’s ecstatic about that. However, he always has a story that tops the PCs exploits and if he hasn’t done it his great-grandfather Thornn Orkkleaver has. Garwan is aware of the Horn Dagger the goblin shaman kept screaming about. He keeps the item prominently displayed upon his shelf. He doesn’t know much of anything about the Ogre King or the enchantment on the dagger. He will, however, offer to sell the piece for 400 gp and he does mention that Curuvar sold it to him. If Garwan can be convinced the dagger is essential to town safety (Diplomacy DC 21) he is willing to part with the dagger at no cost, so long as he is promised it will be returned. Curuvar the Brazen – Curuvar the Brazen has little time for idle chit-chat. He keeps mentioning he wants to study the ongoing inclement weather. However, if PCs persist they can get some of the history regarding the Ogre King (listed above). Curuvar is a bit unsure of the location of the Hall of Helm’s Vigil, but he believes it to be to the southwest in the Graypeak Mountains.

If the PCs take the time to speak with him, they gain a +1 to all skill checks during the TRACKING THE GOBLINS skill challenge.

*** Lady Moonfire – After the PCs enjoy a few days of investigating the matter, and enjoying the adulation of the townsfolk, feel free to run the following: A small, well-groomed halfing nods to you. ‚My name is Courier Donson, I bring a letter of invite from our mayor, Lady Moonfire.‛ These letters are white cards inlaid with silver and gold script. ‚Word of your courage has reached me. A small dinner will be held in your honor in two days hence. Please do me the pleasure of attending – Lady Moonfire‛ If the PCs attend they are the center of attention during an extravagant dinner held in their honor. Take liberty in playing up the dandies, fops, and ‘noble’ women so interested in them. As the dinner winds down --

Lady Moonfire is a vision of beauty as she idly swirls a glass of wine. She turns to you and smiles. ‚You’ve done a great thing. Harrowleaf has commended your bravery and I must admit that I too am impressed. I did not know Loudwater possessed such local bravery. I wonder would that bravery be willing to aid Loudwater again?‛ Lady Moonfire’s concern is town safety; she worries that another raid on the town will be disastrous, if not in human life, then in paranoia and associated emotions. She asks the PCs to please track down the goblins and eradicate the threat. The rewards of the Major Quest are listed above.

Major Quest: Track down and eliminate this goblin threat!

Rewards: 625xp 380 gp

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The Risen Ogre King

A Picked Pocket

Adventure

TTRRAACCKKIINNGG DDOOWWNN GGOOBBLLIINNSS EEnnccoouunntteerr LLeevveell 11 ((550000 xxpp))

OPTIONAL: RED COVEN You notice the plume of a campfire in the not too far distance. Closing in you see 20 or so humans going about their business in a makeshift tent city. This camp is a base of operations for a triad of rogue Red Wizards. They fled the necromantic power of Thay, and now seek their own means of power. If the PCs approach carefully and peacefully, they are met by Scarla and Quincy. If they approach in a hostile manner of if combat ensues, stats can be found for the Red Coven in Appendix B. Scarla: A tall, pretty redhead with green eyes and freckles. She is talkative. If goblins come up she mentions how grateful she would be to have Rodan turned back to her, or at least his remains. ‚Goblins,‛ she spits. ‚They are damn near everywhere in this vale. Took one of my chief bodyguards, too.‛ If they could find Rodan, she’d be willing to sell some magic items to them on the sly. She’d

rather not be found out though, because of the reputation her cloak carries. Quincy: Is interested in Loudwater, but that is about it. If everything remains civil, the camp will give up some food and directions. This grants the team a +2 check on all remaining bonuses. They may also take a full daily rest here. WOLVERINES! Encounter Level 2 (500 xp) (sprung by first failed perception check) By the time you realized you stepped on a wolverine cub it is too late. A buzzing growl seems to escape the woods all around you. Wolverine x4 Level 2 Soldier Medium Natural Beast XP 125

Initiative +5 Senses Perception +8

HP 38; Bloodied 19

AC 18; Fortitude 15, Reflex 14, Will 14

Speed 6, burrow 3, climb 3

M Claw (Standard; at-will) +9 vs AC; 1d6+3 damage.

Retributive Rage A wolverine receives a +2 bonus to attacks and deals +1d6

damage to the last creature that struck it.

Alignment Unaligned Languages

Skills Intimidate +4

Str 16 (+4) Dex 14 (+3) Wis 14 (+3)

Con 14 (+3) Int 2 (-3) Cha 7 (-1)

SKILL CHALLENGE: Goblins are out there. How will you find them? Setup: To find the goblins the PCs must track, endure, and make haste. Level: 1 Complexity: 5 (12 Successes/3 Failures) Primary Skills: Athletics (DC 15) – A successful check represents a quick pace through the woods. A failed check costs a healing surge in addition to the fail mark. Endurance (DC 15) – At least once per turn someone must make an Endurance check to resist the bitter cold. A failure means the party loses a healing surge each in addition to a failure. A success adds a +2 bonus to the next Athletics check in addition to being a success. Heal (DC 15) – You keep your allies propped up. A success returns any lost healing surges. If none are lost it grants a +2 on the next Endurance check. Nature (DC 15) – At least once per every two turns someone must make a Nature check to keep from getting lost. A failed check inflicts a -2 penalty on all Endurance checks until a successful Nature check is made. Perception (DC 16) – Only allowable after 3 successes have been accumulated. In addition to being a success, it also instigates the Red Coven Encounter. After this it is only useable every 3 successes. A failure instigates the Wolverine Encounter. Streetwise (DC 15) – Only available at the outset of the trek. You scour up all the info you can in town. A success gives you a series of rumors and tales that help you winnow down possible locales. You gain +2 on Nature checks. ---------------------------------------------------------------------------- Success: You find the goblin enclave and are not surprised during the We All Fall Down encounter. Failure: Due to bitter weather and horrid navigation you lose 3 healing surges. You are also surprised during the We All Fall Down Encounter.

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The Risen Ogre King

A Picked Pocket

Adventure WE ALL FALL DOWN? Encounter Level 2 (625 xp) The howl of the chill wind stings your ears just as surely as the bitter cold stings any exposed flesh. BACKGROUND: This encounter is a run-in with Harzmek’s first line of defense. He has 4 undead dogs chained up outside; he keeps them there because they need no care and make exceptional guardians. The famine hounds can move no more than 10 spaces from their point of origin (they are chained), but where they are hiding is up to the DM. They are also trained not to step on the trap. Famine Hound Level 2 Skirmisher

Small Natural Beast (undead) XP 125

Initiative +6 Senses Perception +3; darkvision

HP 38; Bloodied 19 AC 16; Fortitude 14, Reflex 15, Will 14 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 8 M Gnash (standard; at-will) ♦ Necrotic

+5 vs Reflex; 1d4+2 necrotic damage and ongoing 5 damage (save ends). Combat Advantage

When a famine hound hits a target it has combat advantage against, the target is knocked prone. Alignment Unaligned Languages

Str 12 (+2) Dex 16 (+4) Wis 14 (+3) Con 14 (+3) Int 3 (-3) Cha 8 (+0)

Tactics: The famine hounds will bay and howl, which may be enough to alert the guards below. Features: TREES – Offer cover. ROCKS – Difficult Terrain ILLUMINATION – Bright Light if day, darkness if night DM Notes: A Perception Check DC 17 will note a hidden ladder descending into room 1-1. This ladder is about 20 feet north of the trap.

TRAP: False Floor Pit Trap Level 2 Obstacle A pit covered with snow and weak wood. It tumbles 20 feet deep. Trap: 3x3 square hides a 20 foot drop. Perception: DC 18 – the character notices the trap. Trigger: The trap attacks when a creature enters one of its squares. Attack: Immediate Reaction Melee +5 vs Reflex; 2d8+3 damage and fall prone. Miss: Move back. Move action ends. Effect: That square opens and is no longer a trap. Countermeasures: * An adjacent PC can trigger the trap with a DC 11 Thievery check (standard action). * An adjacent PC can make the floor sturdy with a DC 22 Thievery check (standard action). * It can be jumped on a DC 13 (or DC 23 without a running start) Athletics check. * A character can climb out with a DC 22 Athletics __________________________________________________________________ Special: A creature that falls through the trap lands in area 1-1 of the Hall of Helm’s Vigil

A LIVING DUNGEON:

The Hall of Helm’s Vigil is well-

guarded by Harzmek’s goblin and

undead hordes. They are prepared

for a battle. If they become alerted to

danger, do not leave them as

described in their rooms. This is a

static setting. If alerted, goblins will

set up choke-points and ambushes,

they will join forces with goblins in

other rooms. If alerted, this dungeon

should become increasingly difficult

for the heroes.

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A Picked Pocket

Adventure

HALL OF HELM’S VIGIL 1-1. REAR ENTRANCE Encounter Level 1 (511xp) This small square room is simple and bare. Mud and dirt stain the stone floor. At the back of the room a set of creaky stairs rise up. A door to the east is ajar. Scattered about are the remains of large, dead insects. (Nature DC 15 to identify insects as Kruthiks.) Creatures: A gathering of hobgoblins and goblins look surprised to see you. You seemed to have interrupted the hobgoblin game of throwing large, dead insects at the goblins. Hobgoblin Soldier Level 3 Soldier Medium Natural Humanoid (goblin) XP 150

Initiative +5 Senses Perception +3; low-light

HP 47; Bloodied 23

AC 20; Fortitude 18, Reflex 15, Will 16

Speed 5

M Flail (Standard; at-will) ♦ Weapon +7 vs AC; 1d10+4 damage and the target is slowed and

marked until the hobgoblin's next turn.

m Formation Strike (Standard; at-will) ♦ Weapon +7 vs AC; 1d10+4 damage and the target shifts 1 square as long as it ends adjacent to another hobgoblin.

Phalanx Soldier The hobgoblin gains a +2 AC while at least one hobgoblin is

adjacent.

Hobgoblin Resistance (Immediate Reaction; when the

hobgoblin suffers an effect that a saving throw ends,

encounter)

The hobgoblin makes a saving throw to end the effect.

Alignment Evil Languages Common, Goblin

Skills Athletics +10, Endurance +8

Str 19 (+5) Dex 14 (+3) Wis 14 (+3)

Con 15 (+3) Int 11 (+1) Cha 10 (+1)

Equipment flail, heavy shield, scale armor Hobgoblin Grunt x3 Level 3 Minion Medium Natural Humanoid (goblin) XP 37

Initiative +3 Senses Perception +3

HP 1; a missed attack never damages a minion.

AC 17; Fortitude 15, Reflex 13, Will 12 Speed 6

M Longsword (Standard; at-will) ♦ Weapon +6 vs AC; 5 damage

Phalanx Soldier The hobgoblin gains a +2 AC while at least one hobgoblin is

adjacent.

Hobgoblin Resistance (Immediate Reaction; when the

hobgoblin suffers an effect that a saving throw ends,

encounter)

The hobgoblin makes a saving throw to end the effect.

Goblin Sharpshooter x2 Level 2 Artillery Small Natural Humanoid (goblin) XP 125

Initiative +5 Senses Perception +2; low-light vision

HP 31; Bloodied 15

AC 16; Fortitude 12, Reflex 14, Will 11

Speed 6

M Short Sword (Standard; at-will) ♦ Weapon + 6 vs AC; 1d6+2 damage.

r Short Bow (Standard; at-will) ♦ Weapon Ranged 15/30; +9 vs AC; 1d6+4 damage.

Sniper When a goblin makes a ranged attack from hiding and misses,

it is still hidden.

Combat Advantage The goblin sharpshooter deals an extra 1d6 damage against

any target it has CA against.

Goblin Tactics (Immediate Reaction; when missed in melee,

at-will)

The goblin shifts 1 square.

Alignment Evil Languages Goblin

Skills Stealth +10, Thievery +10 Str 14 (+3) Dex 18 (+5) Wis 13 (+2)

Con 13 (+2) Int 8 (+0) Cha 8 (+0)

Equipment shortbow, arrows (20), leather armor, short sword Tactics: The hobgoblins will rush forward, attempting to fight in unison. The sharpshooters will linger back, until 2 of the hobgoblins fall. Then one will make a break for the door in an attempt to alert those in the barracks. Features: Illumination – Dim light (torches) Stairs/Ladder – Difficult terrain 1-2. FOUNTAIN ROOM You imagine this room once was pristine. Well-carved stone fountains are placed equally along the wall, and a sturdy basin collects the water. Now the water is foul, and the room reeks of piss and goblin shit. 1-3. ALCOVE This room is empty except for a pile of dead kruthiks. 1-4. HALLWAY Though marred by age and goblin life, a vestige of paint still clings stubbornly to a mural on the south wall. From what remains, it seems to be a picture of a figure in full plate, arms raised, directing a horde of similarly garbed soldiers. To the north rests a hallway and a door. Religion Check DC 20 – It is Helm.

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A Picked Pocket

Adventure 1-5. PRIESTS’ QUARTERS Encounter level 2 (624 xp) This room was once a barracks of sorts. Rotted mattresses lie in jumble with broken jars and tables. Chipped vases and mugs lay strewn about a timeworn carpet. Creatures: This room serves as the barracks for the guards not currently on duty. If caught unaware, the group gains a surprise round, and a +2 to all attacks on the first full round of combat. If the group is prepared for combat, they will engage in combat in the hallway. The blackblades will hide in the north hall and in the stairwell, while the hobgoblin will rush out from this room once combat is engaged. Hobgoblin Soldier Level 3 Soldier Medium Natural Humanoid (goblin) XP 150

Initiative +5 Senses Perception +3; low-light

HP 47; Bloodied 23

AC 20; Fortitude 18, Reflex 15, Will 16

Speed 5

M Flail (Standard; at-will) ♦ Weapon +7 vs AC; 1d10+4 damage and the target is slowed and

marked until the hobgoblin's next turn.

m Formation Strike (Standard; at-will) ♦ Weapon +7 vs AC; 1d10+4 damage and the target shifts 1 square as long as it ends adjacent to another hobgoblin.

Phalanx Soldier The hobgoblin gains a +2 AC while at least one hobgoblin is

adjacent.

Hobgoblin Resistance (Immediate Reaction; when the

hobgoblin suffers an effect that a saving throw ends,

encounter)

The hobgoblin makes a saving throw to end the effect.

Alignment Evil Languages Common, Goblin

Skills Athletics +10, Endurance +8 Hobgoblin Grunt x2 Level 3 Minion Medium Natural Humanoid (goblin) XP 37

Initiative +3 Senses Perception +3

HP 1; a missed attack never damages a minion.

AC 17; Fortitude 15, Reflex 13, Will 12

Speed 6

M Longsword (Standard; at-will) ♦ Weapon +6 vs AC; 5 damage

Phalanx Soldier The hobgoblin gains a +2 AC while at least one hobgoblin is

adjacent.

Hobgoblin Resistance (Immediate Reaction; when the

hobgoblin suffers an effect that a saving throw ends,

encounter)

The hobgoblin makes a saving throw to end the effect. Goblin Blackblade x4 Level 1 Lurker Small Natural Humanoid (goblin) XP 100

Initiative +7 Senses Perception +1; low-light vision

HP 25; Bloodied 12

AC 16; Fortitude 12, Reflex 14, Will 12

Speed 6

M Short Sword (Standard; at-will) ♦ Weapon

+5 vs AC; 1d6+2 damage.

Combat Advantage The goblin sharpshooter deals an extra 1d6 damage against

any target it has CA against.

Goblin Tactics (Immediate Reaction; when missed in melee,

at-will)

The goblin shifts 1 square.

Sneaky When shifting the goblin can swap spaces with an ally of

equal or lower level.

Alignment Evil Languages Goblin

Skills Stealth +8, Thievery +8

Str 14 (+2) Dex 17 (+3) Wis 12 (+1)

Con 13 (+1) Int 8 (-1) Cha 8 (-1)

Equipment leather armor, short sword Tactics: The hobgoblins will stick together to better utilize their talents. The goblins do the same. They will strive to flank foes as often as possible. Treasure: The hobgoblin leader has a jewel-hilt dagger worth 43.2 gp. ILLUMINATION – Dim light (torches) 1-6. GREAT STATUARY HALL This room is filled with chipped and worn statues depicting soldiers ready for battle. At the south of the room, facing the stone army reside two identical statues of men bearing strong shields and swords. Each statue is life-sized with the exception of the front two, which appear to be 8 feet tall. Perception Check DC 17 – The shield on the left statue appears to be removable. On that statue is an inscription ‚Shield Others, Always.‛ It is removable. Treasure:

1-7. PRAYER ROOM This room is fairly untouched by the filth of the goblins. Layers of dust settle on pew and pulpit alike. A small altar rests against the back room with a torn silk resting over it. Above you the ceiling rises to a dome, at your back a balcony looks out, but it is too dark to tell what is up there. Perception Check DC 16 – A faint moaning emanates from above. A Heal Check DC 12 recognizes a human pain. Perception Check DC 17 – Notice a locked box on the pulpit. Thievery DC 17 or Strength Check DC 22 will open. Within rests a holy symbol of Helm.

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A Picked Pocket

Adventure

2ND FLOOR 2-1. OUTLOOK BALCONY Encounter Level 1 (500 xp) This hallway looks out on the prayer room below. Broken benches and stools lay littered about, and a short hallway branches to the south. A few windows, dark with dust, permit a faint light in. Creatures: A trapped man is tied to the balcony in the northeast section of the hall. 4 skeletons guard him. Skeleton Trooper x2 Level 1 Soldier Medium Natural Animate (undead) XP 100

Initiative +4 Senses Perception +3; darkvision

HP 29; Bloodied 14

AC 17; Fortitude 14, Reflex 15, Will 13 Immune disease, poison; Resist 10 necrotic; Vulnerable 5

radiant

Speed 6

M Long Sword (Standard; at-will) ♦ Weapon +6 vs AC; 1d8+2 damage.

m Forward the Line (Standard; at-will) ♦ Weapon +5 vs Fortitude; 1d6+2 damage and push 1.

Speed of the Dead +2 attack bonus and +1d6 damage with opportunity attacks.

Alignment Unaligned Languages Common (understand only)

Str 15 (+2) Dex 17 (+3) Wis 14 (+2)

Con 13 (+1) Int 3 (-4) Cha 3 (-4)

Equipment longsword Skeletal Archer x2 Level 3 Artillery Medium Natural Animate (undead) XP 150

Initiative +5 Senses Perception +3; darkvision

HP 37; Bloodied 18

AC 16; Fortitude 14, Reflex 16, Will 15

Immune disease, poison; Resist 10 necrotic; Vulnerable 5

radiant

Speed 6

M Short Sword (Standard; at-will) ♦ Weapon +10 vs AC; 1d6+4 damage

R Longbow (Standard; at-will) ♦ Weapon Ranged 20/40; +10 vs AC; 1d10 +4 damage.

r Double Shot (Standard; encounter) ♦ Weapon Ranged 20/40; two attacks (different targets); +8 vs AC each;

2d10+4 damage (each).

Prime Shot A skeletal archer gains a +1 to ranged attacks against closest

enemy.

Alignment Unaligned Languages --

Str 13 (+2) Dex 18 (+5) Wis 14 (+3)

Con 13 (+2) Int 3 (-3) Cha 3 (-3)

Equipment arrows (30), leather armor, longbow, short sword Tactics: The troopers will move forward and attempt to stop anyone keep pushing the line back. The archers will pepper magic users and back row types. Features: ILLUMINATION – Dark

BALCONY - A fall is 2d10+3 damage. Aftermath: A tall human male is tied to the balcony. His name is Rodan and he used to work for Scarla. He is appreciative, if somewhat afraid. Rodan opts to wait it out here until the group tells him it is safe to go. He also asks for water and food, while firmly assuring the Red Coven will reward the PCs for their kindness. 2-2 & 2-3. MEETING ROOMS These worn rooms are decorated with broken tables, bookshelves, and chairs. The windows here are black with dirt and accumulated grime.

A Panic Room?

Astute characters should note that

these rooms may be the most

defensible. They have only one real

entrance and still possess sturdy

doors. However, the opposite of that

is that they are hard to escape from

as the only other entrance is a 50-ft

fall out of a window.

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A Picked Pocket

Adventure

3rd FLOOR 3-1 WAR ROOM Encounter Level 1 (500 xp) This room is still in good condition. In the far corner grain sacks sit, and a table dominates the northern end still looking stable and useable. A door is shut on the west wall. Perception Check DC 15 - You can hear the sounds of lip smacking, laughter and goblin talk. It appears to be just two voices. Creatures: 2 goblin skullcleavers are resting on the grain sacks here. They seem to be eating a large rat. They will shout and jump into the fray. This calls out the hobgoblins from room 3-2. They join on round 2. Hobgoblin Soldier x2 Level 3 Soldier Medium Natural Humanoid (goblin) XP 150

Initiative +5 Senses Perception +3; low-light

HP 47; Bloodied 23

AC 20; Fortitude 18, Reflex 15, Will 16

Speed 5

M Flail (Standard; at-will) ♦ Weapon +7 vs AC; 1d10+4 damage and the target is slowed and

marked until the hobgoblin's next turn.

m Formation Strike (Standard; at-will) ♦ Weapon +7 vs AC; 1d10+4 damage and the target shifts 1 square as long as it ends adjacent to another hobgoblin.

Phalanx Soldier The hobgoblin gains a +2 AC while at least one hobgoblin is

adjacent.

Hobgoblin Resistance (Immediate Reaction; when the

hobgoblin suffers an effect that a saving throw ends,

encounter)

The hobgoblin makes a saving throw to end the effect.

Alignment Evil Languages Common, Goblin

Skills Athletics +10, Endurance +8 Goblin Skullcleaver x2 Level 1 Brute Small Natural Humanoid (goblin) XP 100

Initiative +3 Senses Perception +2

HP 33; Bloodied 16

AC 13; Fortitude 14, Reflex 13, Will 10

Speed 6

M Battleaxe (Standard; at-will) ♦ Weapon +4 vs AC; 1d8+4 damage or 2d8+4 when bloodied.

Bloodied Rage (while bloodied)

The goblin loses the goblin tactics ability and just keeps attacking nearest enemy.

Goblin Tactics (Immediate Reaction; when missed in melee,

at-will)

The goblin shifts 1 square.

Alignment Unaligned Languages Goblin

Skills Stealth +9, Thievery +9

Str 16 (+3) Dex 14 (+2) Wis 12 (+1)

Con 13 (+1) Int 7 (-2) Cha 8 (-1)

Equipment battleaxe, chainmail Tactics: The goblins will jump madly into the fray. The hobgoblins will attempt to work together to take out a bad guy at a time. If

combat lasts 5 rounds, the goblins in room 3-5 will begin double moving in. Features: ILLUMINATION – Dim light (torches) 3-2. OFFICER’S QUARTERS This room is furnished and clean. The bed looks slept in. A small desk with a book open on it and a bookshelf round out the conservative furnishings. Creatures: This room contains two hobgoblin warriors. They will, however, aid the goblin skullcleavers (3-1) as soon as possible. Items: The books here pertain to military history and tactics. The book on the desk is entitled Great Battles of Faerun. Reading it (5 days, 2 hours a day) grants a +1 bonus to history checks. 3-3 HALLWAY As PCs approach: A low, dull moan echoes down the long hall at you. At the far end, a shuffling corpse seems to pass in front of a torchlight. Perception Check DC 16 – Notice the zombies hiding in the alcove. This hallway cut with minor alcoves. Each alcove contains a sarcophagus decorated with an armored soldier bearing a shield. Encounter Level 1 (500 xp) Creatures: 20 zombies mill in hidden alcoves. Goblin Corpse x20 Level 1 Minion Small Natural Humanoid (undead) XP 25

Initiative -2 Senses Perception -1;

darkvision

HP 1; a missed attack never damages a minion.

AC 13; Fortitude 12, Reflex 9, Will 10

Immune disease, poison

Speed 4

M Slam (Standard; at-will) +6 vs AC; 5 damage.

Alignment Unaligned Languages -

Str 12 (+1) Dex 7 (-2) Wis 8 (-1)

Con 10 (+0) Int 1 (-5) Cha 2 (-4)

Treasure: Each coffin contains a gem worth 90 gp. 3-4. HEAD PRIEST QUARTERS This room is splattered with blood, rusty saws, and shattered vials of glass. A smell of rotten flesh mingles unpleasantly with alchemical preserving fluid. A lab table has a rotten corpse on it, its skull sitting beside it polished and gleaming in the soft, dim candlelight. Perception Check DC 18 – Notice Secret Door. Treasure: A small pouch containing 2 gold and 4 silver. A silver bladed sacrificial dagger sits on the bed. It is worth 120 gp.

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Adventure 3-5. BARRACKS Buried beneath dead rats, spoiled grains, and unidentifiable stains, a series of old mattresses and furniture lay collecting age. Creatures: A squad of goblins make base here. Every few days they switch to the topside to serve as guards. If they hear battle, they with set up an ambush in the hallway outside their room. Goblin Warrior x3 Level 1 Skirmisher Small Natural Humanoid (goblin) XP 100

Initiative +5 Senses Perception +1; low-light vision

HP 29; Bloodied 14 AC 15; Fortitude 13, Reflex 15, Will 12

Speed 6

M Spear (Standard; at-will) ♦ Weapon +6 vs AC; 1d8+2 damage

r Javelin (Standard; at-will) ♦ Weapon Ranged 10/20; +6 vs AC; 1d6+2 damage.

r Mobile Ranged Attack (Standard; at-will) The goblin moves up to half its speed. At any point during the

movement, it makes one ranged attack without provoking an

opportunity attack.

Great Position If, on its turn, the goblin warrior ends its move at least 4

squares away from its starting point, it deals an extra 1d6

damage on ranged attacks until the start of its next turn.

Goblin Tactics (Immediate Reaction; when missed by a

melee attack, at-will)

The goblin shifts 1 square.

Alignment Evil Languages goblin

Skills Stealth +8, Thievery +8

Str 12 (+1) Dex 17 (+3) Wis 12 (+1)

Con 13 (+1) Int 8 (-1) Cha 8 (-1)

Equipment javelin x5, leather armor, spear

Goblin Cutter x8 Level 1 Minion Small Natural Humanoid (goblin) XP 25

Initiative +3 Senses Perception +1; low-light vision

HP 1

AC 16; Fortitude 12, Reflex 14, Will 11

Speed 6

M Short Sword (Standard; at-will) ♦ Weapon +5 vs AC; 4 damage (5 w/ combat advantage)

Goblin Tactics (Immediate Reaction; when missed by a

melee attack, at-will)

The goblin shifts 1 square. Features: ILLUMINATION – Dim Light BEDS/RUBBLE – Difficult Terrain

3-6. STOREROOM Encounter Level 1 (500 xp) Goblin markings line the floor leading into this room. The room here is full of broken barrels, shattered jars, and trash. The room itself is oddly cold, colder than the chill wind outside. Perception Check – This provokes an attack from the fungus. Brown Fungal Mound x2 Level 2 Elite Soldier Medium Natural Animate (plant) XP 250

Initiative +6 Senses Perception +3

Heat drain (Cold) aura 1; living creatures within the aura are

weakened.

HP 78; Bloodied 39

AC 20;Fortitude 16, Reflex 15, Will 12

Resist 10 cold

Saving Throws +2

Speed 6, climb 4

Action Points 1

M Tentacle (Standard; at-will) ♦ Cold +9 vs AC; 1d6+2 damage plus 1d6 cold damage. m Double Attack (Standard; at-will) ♦ Cold The brown fungus makes two tentacle attacks. Each attack

must target someone different.

Alignment Unaligned Languages

Str 14 (+3) Dex 16 (+4) Wis 10 (+1)

Con 15 (+3) Int 1 (-4) Cha 5 (-2)

Tactics: Mindless, these fungi attack any source of heat they can latch onto. Features: ILLUMINATION – Dark

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A Picked Pocket

Adventure 3.7 BRIDGE TO SECRET PRAYER ROOM Encounter Level 1 (500 xp) Fetid water ripples slowly underneath the wooden planks. Across the way a pair of skeletal archers fire arrows into the water. As you approach they lift their bows. Creatures: 2 skeletal archers have been ordered to wake the slumbering necromantic abomination that lurks beneath the waves until the PCs arrive. Then they are to pepper the PCs with arrows. Skeletal Archer x2 Level 3 Artillery Medium Natural Animate (undead) XP 150

Initiative +5 Senses Perception +3; darkvision

HP 37; Bloodied 18 AC 16; Fortitude 14, Reflex 16, Will 15

Immune disease, poison; Resist 10 necrotic; Vulnerable 5

radiant

Speed 6

M Short Sword (Standard; at-will) ♦ Weapon +10 vs AC; 1d6+4 damage

R Longbow (Standard; at-will) ♦ Weapon Ranged 20/40; +10 vs AC; 1d10 +4 damage.

r Double Shot (Standard; encounter) ♦ Weapon Ranged 20/40; two attacks (different targets); +8 vs AC each;

2d10+4 damage (each).

Prime Shot A skeletal archer gains a +1 to ranged attacks against closest

enemy. Tactics: The skeletal archers will maintain their distance and use double shot when first appropriate. Features: ILLUMINATION – Dim light (torches) WATER – Difficult terrain

Undead Abomination Elite Level 1 Obstacle Hazard 200 xp Two large tentacles of rotting flesh erupt from the water. Stale, putrid water splashes over you as the tentacles begin grasping, clawing, grabbing in your direction. Trap: 5 squares of bridge are subject to attacks from tentacle. Perception: DC 19 PCs notice the rippling flesh of trap. Trigger: Stepping on the bridge or finishing movement on the bridge. Attack: (only two/round) Opportunity Action Melee Target: A target on one of the squares or constricted. Attack: +6 vs Reflex. Hit: 1d8+5 damage and the target is pulled 1 and restrained. ___________________________________________________ Countermeasures

A character can jump the length of the bridge with a successful Athletics Check. (DC 25 with a running start)

An Acrobatics check of DC 16 allows you to avoid the trap. A check allows for 2 squares unhindered movement.

A character can ready an action to attack a tentacle. AC 14, Defenses 12, HP 12

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A Picked Pocket

Adventure

33..88 SSTTAANNDD OOFF TTHHEE OOGGRREE KKIINNGG EEnnccoouunntteerr LLeevveell 33 ((775500 xxpp)) What was once no doubt a sacred room is now fully profane. Blood smears the floor with dark symbols, coffins are defaced and holy relics lay about, battered, tarnished, and worthless. A pile of bones strew one corner of the room while a dead kruthik sits, cold and still, on the table to the south. Creatures: Here one of the bone shamans makes his last stand with the skeletal remains of the ogre king and a few zombies. The skeleton is topped with a gleaming gold crown and swings about a vicious great axe. DM Notes: Once the PCs breach the 3rd floor, Harzmek will use his secret door to retreat here. For every hour he is left unattended he completes more of the ritual to grant life to the Ogre King. Every hour spent after the first charges the room with necrotic energy. This deals damage to PCs in the room on an Initiative of 35. So if Harzmek had 10 free hours to put everything into motion, he would use 1 hour completing the bare essentials of the ritual and the other 9 would charge the room with necrotic energy. On the first round the PCs spent in the room they’d take 9 necrotic damage, then on the next 8, and so on until spent. Harzmek Level 2 Elite Artillery (Leader) Medium Natural Humanoid (goblin) XP 250

Initiative +2 Senses Perception +3

Bone Chill (Cold) aura 5; All undead in this aura deal an

additional 2 cold damage per successful attack.

Shroud of the Grave (Necrotic) aura 5; All undead within 5

squares of the death master lose any vulnerability to radiant.

HP 62; Bloodied 31

AC 16; Fortitude 15, Reflex 13, Will 17

Resist 5 necrotic Saving Throws +2

Speed 6

Action Points 1

M Staff (Standard; at-will) ♦ Weapon +6 vs AC; 1d6+4 damage.

r Bone Shard (Standard; at-will) Ranged 10/20; +9 vs AC; 1d10+4 damage.

r Call of the Grave (Standard; encounter) ♦ Necrotic Ranged 10; four undead minions appear and act after the

caster.

a Darkfire Skull (Standard; encounter) ♦ Necrotic Area burst 1 within 10; +6 vs Reflex; 2d4+4 necrotic damage

and ongoing 5 necrotic damage.

Hobgoblin Resilience (immediate reaction; when the

hobgoblin suffers an effect that a saving throw ends,

encounter)

The hobgoblin makes a saving throw to end the effect.

Alignment Chaotic Evil Languages

Skills Arcana +6

Str 11 (+1) Dex 12 (+2) Wis 14 (+3)

Con 14 (+3) Int 10 (+1) Cha 17 (+4)

Equipment dagger, hide armor, STAFF OF RUIN

Goblin Corpse x8 Level 1 Minion Small Natural Humanoid (undead) XP 25

Initiative -2 Senses Perception -1; darkvision

HP 1; a missed attack never damages a minion.

AC 13; Fortitude 12, Reflex 9, Will 10

Immune disease, poison

Speed 4

M Slam (Standard; at-will) +6 vs AC; 5 damage.

Alignment Unaligned Languages -

Str 12 (+1) Dex 7 (-2) Wis 8 (-1)

Con 10 (+0) Int 1 (-5) Cha 2 (-4)

Skeletal Ogre King Level 3 Elite Brute Large Natural Animate (undead) XP 300

Initiative +2 Senses Perception +2; darkvision

HP 112; Bloodied 56

Regeneration 5

AC 17; Fortitude 19, Reflex 15, Will 15

Resist 10 necrotic; Vulnerable 5 radiant

Saving Throws +2 Speed 8

Action Points 1

M Rending Greataxe (Standard; at-will) ♦ Weapon Reach 2; +7 vs AC; 1d12+4 damage. On a critical deal and

additional 1d6 damage and push 2.

c Wicked Sweep (Standard; 4) ♦ Weapon Close blast 5; +5 vs Reflex; 2d12+5 damage and the target is

pushed 2 and knocked prone.

c Risen King's Retribution (Immediate Reaction; when brought to 0 hp) ♦ Necrotic Close burst 3; +4 vs Fortitude; 2d10+5 necrotic damage.

Alignment Evil Languages --

Str 19 (+5) Dex 13 (+2) Wis 13 (+2)

Con 16 (+4) Int 2 (-3) Cha 10 (+1)

Equipment Rending Greataxe Tactics: The death master will summon minions and try to stay behind them while picking off foes. The Ogre King will smash. Aftermath: When the ogre king is destroyed an explosion of energy erupts. A lingering black smoke can be seen. 10 minutes the smoke coalesces into the Ogre King’s Spirit. See FINAL CLASH Treasure: Crown (201.6gp)

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A Picked Pocket

Adventure FFIINNAALL CCLLAASSHH EEnnccoouunntteerr LLeevveell 33 ((775500 xxpp)) In the aftermath of the last battle a quick search reveals some scrolls that Harzmek was using to raise The Ogre King. An Arcana Check DC 20 reveals: To your horror you realize it is not over. The bones are but a shell, the skull but a mask, the horror of this resurrection is it unleashes the spirit, it opens the well to the lair of the dead. This would be a great point to ask your PCs to roll initiative! A sound, keening and wailing like a strong wind erupts in the room. The bones of the fallen beast dance madly on the fell breeze then burst into inky, smoky darkness. When your vision flashes back, a roiling cloud of wispy, shadowy darkness stares at you with malevolent eyes – eyes that promise pain. Fortunately, for the PCs they have the scrolls to resort to. Unwinding the evil sorcery that keeps the Ogre King alive takes a series of religion and Arcana checks that deal damage. Since the difficulty is raised (due to having to perform the inverse of the ritual) the DC is 22 for both elements. No more than 3 successes can be raised in one skill before 3 in the other. In addition, a successful History check (DC 20) adds a +2 to the next roll. Each success deals 10 damage and for every point over the needed DC of 22, deals an extra d4 damage. Multiple characters may engage in these skills, but they must either hold the scroll or be adjacent to the scroll holder. A character may also Aid Another. Lastly, a roll of a 1 on a check means the scroll has been dropped, stripped, or somehow lost from the character.

Ogre King's Spirit Level 3 Solo Controller

Large Shadow Humanoid (undead) XP 750

Initiative +3 Senses Perception +3; darkvision

HP 117; Bloodied 58 AC 19; Fortitude 15, Reflex 17, Will 18 Resist 10 necrotic, insubstantial; Vulnerable 5 radiant Saving Throws +2 Speed 6 Action Points 2 M Spectral Swipe (standard; at-will) ♦ Necrotic

+7 vs Reflex; 1d8+3 necrotic damage and the target is weakened until the end of the ogre's next turn. r Chains to the Underworld (standard; recharge 56) ♦ Necrotic

Ranged 10/20; two targets, two attacks; +7 vs Reflex; 3d6+1 necrotic damage and the target is restrained (save ends). Each round a target remains restrained, they are pulled 3. c King's Gaze (standard; recharge 56) ♦ Charm, Psychic

Close blast 3; +7 vs Will; 3d6+1 psychic damage and the target is dominated until the end of the ogre king's next turn. c Spectral Release (immediate reaction; when first bloodied) ♦ Necrotic

Close burst 5; +7 vs Fortitude; 3d6+1 necrotic damage and target is pushed 3 and knocked prone. Alignment Chaotic Evil Languages Common, Goblin

Str 11 (+1) Dex 14 (+3) Wis 14 (+3) Con 13 (+2) Int 11 (+1) Cha 17 (+4)

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APPENDIX A: MAPS

Figure 1 Floor 1 (Part 1)

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A Picked Pocket

Adventure

Figure 2 Floor 1 (Part 2)

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A Picked Pocket

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Figure 3 Floor 2 (North end is balcony)

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A Picked Pocket

Adventure

Figure 4 Bottom Floor

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A Picked Pocket

Adventure

APPENDIX B: NPCS Captain Harrowleaf Level 7 Soldier (Leader)

Medium Fey Humanoid (Elf) XP 300

Initiative +10 Senses Perception +10

Years of Experience aura 5; allies within the aura gain

a +2 bonus to all defenses. HP 80; Bloodied 40 AC 23; Fortitude 16, Reflex 20, Will 18 Saving Throws +5 vs charm effects Speed 6 M Spear (Standard; at-will) ♦ Weapon

+14 vs AC; 1d8+5 damage and the target is marked. m Wicked Skewer (Standard; recharge 456) ♦ Weapon

+14 vs AC; 2d8+5 damage and ongoing 5 damage (save ends). The target is also restrained until the end of Captain Harrowleaf's next turn. Fey Step (Move; encounter) ♦ Teleportation

Captain Harrowleaf can teleport 5 squares. Swift Spear

Captain Harrowleaf may make two opportunity attacks on marked targets that provoke opportunity attacks. Alignment Unaligned Languages Common Elven

Skills Acrobatics +13, Insight +10, Nature +10 Str 14 (+5) Dex 20 (+8) Wis 14 (+5) Con 16 (+6) Int 13 (+4) Cha 17 (+6)

Equipment leather armor, spear Loudwater Guard Level 1 Soldier

Medium Natural Humanoid XP 100

Initiative +3 Senses Perception +5

HP 32; Bloodied 16 AC 17; Fortitude 14, Reflex 13, Will 12 Speed 5 M Spear (Standard; at-will) ♦ Weapon

+8 vs AC; 1d8+3 damage and the target is marked. Trained As A Team

When adjacent to another Loudwater guard all attacks gain a +2 bonus to attack. Alignment Unaligned Languages Common, Elven

Skills Endurance +8 Str 14 (+2) Dex 13 (+1) Wis 10 (+0) Con 16 (+3) Int 10 (+0) Cha 11 (+0)

Equipment Chainmail, light shield, spear


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