d20 Wyvern's Claw Design Thievery 101 - The Periapt of Famidon.pdf
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The Periapt of Famidon
Authors
John Merrill
Paul Taylor
Interior Artist
Doug Cenko
Layout
Paul Taylor
Glenn Thomas
Logo Design
Glenn Thomas
Cover Art
Doug Cenko
David Kennedy
Cartography
Paul Taylor
visit us at
www.wyvernsclaw.com
©2001 Paul Taylor and John Merrill, Wyverns Claw Design, Inc. All rights reserved. Reproduction or retransmission without the express written permission of the publisher is forbidden. The original purchaser may print
copies for their own personal use only. Wyverns Claw Design, the Wyverns Claw Design logo, and Thievery 101 are trademarks of Wyverns Claw Design, Inc. All rights reserved. All characters, names, places, items, art and
text herein are copyright Wyverns Claw Design, Inc. “D20 System” and the D20 System logo are trademarks owned by Wizards of the Coast and are used under the terms of the d20 Trademark License contained in Appendix Z.
Methods for using this Module
Thievery 101, The Periapt of Famidon
can be used
in several ways.
It is primarily designed to be used as part of the
Thievery 101 series of modules produced by Wyverns
Claw Design. This series of modules has a common
plot line and is logically broken down into parts so
that a DM may insert other adventures as they see t.
Alternatively, it can be used as a stand-alone adventure
suitable for settings where the player wishes to break
into a local business. In this case, the DM would need
to make minor adjustments to accommodate different
business types. If used in this manner, the DM may
ignore the Adventure Background, DM Overview,
Character Hooks and Rumors sections.
Adventure Background
The thieves guild has not been receiving it’s rightful
dues from a group of merchants on Kingsreach road.
All thieves, thugs and burglars who have been assigned
to the problem have turned up dead, oating among
the pads of Shires Pool. The guild has no leads or
information. The four merchants targeted by the guild
are Felipe Hurnst the moneylender, Vool Tendradin
the alchemist, Aaracen Dabbenus the jeweler, and
Kaben Guldrag the weaponsmith.
This all started out when Kaben, tired of the thieves
guild’s underhanded strong-arm tactics, contacted a
mercenary friend for help. Seeing the plight of
an old ally, the mercenary quietly contacted others
throughout the city. After two months, no solution
seemed forthcoming. Just when Kaben was about to
give up, his mercenary contact found someone and
directed Kaben to an old employer with an interesting
proposition.
On Market street there is an establishment called
Starnard’s Guarantees. Starnard’s has been operating
for two decades, and has grown from a small business
to a prosperous multi city operation. Starnard’s started
out by guaranteeing the delivery of trade goods for a
fee. As it became more successful, Starnard began
offering contracts that aren’t in the normal line of
trade guarantee.
After Starnard heard of Kaben’s dilemma, he saw
a chance to break into another new area. Starnard
offered Kaben an innovative new contract guaranteeing
his goods against robbery, sabotage, or other forms of
damage. Starnard has many contacts on both sides of
the law, including one within the Watchers, and felt
that between them, he could be sure that his contract
wouldn’t require any payout. Starnard also offered
a discount of 50% off one months fee for any new
clients referred to him for this style of contract.
Kaben, ever quick to save a gold coin or two,
swiftly referred his commerce friends Felipe, Vool,
and Aaracen, who all happily signed contracts. The
guild, however, continued to bully the merchants in
attempts to extract their payment. Starnard was quick
Thievery 101
The Periapt of Famidon
by
John Merrill
and
Paul Taylor
Introduction
Thievery 101, The Periapt of Famidon
is a solo
adventure for one 1
st
level rogue of any alignment.
Appropriate modications should be made by the DM
to challenge characters of a higher level. It is the
second in a series of 5 modules specically designed
for a solo rogue. The rst installment,
Thievery
101, Joining the Watchers,
is available online at
www.wyvernsclaw.com.
The adventure begins when the PC sets
out on his rst real assignment for the
Watchers, breaking into the home of the
moneylender on KingsReach road to steal
the Periapt of Famidon.
To Run This Adventure
You must have the new
Dungeons and
Dragons® Player’s Handbook, Third Edition,
the
Dungeons and Dragons® Dungeon Master’s Guide,
Third Edition
and be familiar with the rules. Before
you run the game, you should familiarize yourself
with the entire module and all important characters,
paying specic attention to rules involving common
thieving skills.
Lightly shaded boxes contain player information,
and should be read or paraphrased to the players
when appropriate. Sidebars contain DM tips and
other important tidbits of information. Full monster
statistics are located along with encounter information
throughout the adventure. Carefully look over the
encounters prior to play to decide if they appropriately
challenge your player. If not, modify them as needed.
During the course of the
Thievery 101
series the
PC will eventually achieve sufcient XP to advance to
2
nd
level. When this occurs, they should be allowed
to train within the Thieves Guild. Remember though,
the Guild offers nothing for free. If the PC doesn’t
have much gold, being in debt to the Guild should
prove payment enough, and will likely jump-start
other adventures.
Note that this series of adventures is
difcult and may result in the death of
the PC unless they are very careful and
clever. It is not easy to be a lone rogue, but
successful ones can become legendary.
Adventure Setting
Thievery 101
is set in
a large city along a major
trade route, but it is designed
to easily t into any fantasy
campaign world.
The Watchers
The local thieves guild
is known by the name
Watchers. The symbol of
the guild is a blood red eye.
2
to assign one of his more unusual agents to take care
of this problem, and he assured the merchants that
there would be no such further harassments. Shortly
thereafter, anyone asking probing questions about
these four merchants ended up in Shires Pool.
The Watchers
The guild presented in this series of modules, the
Watchers, is a guild with very tight control over it’s
members. Any thieving activity that occurs must be
reported to the guild, right down to the gold piece.
The guild takes a 20% cut of all thieving operations.
With the help of their agents within the city guard,
they nd out about all reported thefts and take steps
to investigate any that have gone unreported to the
guild. Freelance thieves are usually forced out of the
business in an unfriendly manner. They do not take
kindly to members “under reporting” what they’ve
stolen. In return for the compliance of it’s members,
the Watchers offer a place to sleep, a place to store
items in relative safety, and access to training facilities
with highly skilled instructors (Of course, additional
gold is required to actually be trained by these
instructors).
Before a member can carry out any thieving activity,
it must be reported to and approved of by the thieve’s
Eye. (See
The Eye
Sidebar) The Watchers are very
controlling in this manner because they have numerous
operations going on simultaneously and will not have
a rogue member draw attention to the wrong things at
critical times. A rogue’s Eye is their direct superior
within the guild. The guild has about 10 Eyes, though
that number uctuates. Each Eye is in charge of
anywhere from a half dozen to a dozen thieves.
Each week every Eye is assigned a number of tasks
to be completed. All Eyes then delegate the tasks to
their rogues. For an extremely important or sensitive
task, the Eye may even handle it himself.
DM Overview
Starnard has two agents integral to the adventure.
Cole is Starnard’s agent within the Watchers. He is
the highest ranking eye in the burglary arm of the
guild. Not only did he help out Starnard, Starnard
helped him by eliminating potential rivals within the
guild. At this point, Cole is trying to move into a
position where he can take over as the guildmaster.
He hopes to use Starnard’s contacts, inuence, and
power to get him there. Jerund is the other agent
Starnard has employed for this contract. More will be
revealed about Jerund in a future installment.
Prior to running this module, the PC is assumed
to have
The Dagger of the Watchers
and to have
undergone the initiation into the guild. See
Thievery
101, Joining the Watchers
for details on the item
and the initiation. (If you do not have
Thievery 101,
Joining the Watchers
, you can leave the dagger out,
assuming that the PC is under a close watchful eye
during the course of the assignment.) Unknown to the
PC, the jewel in the dagger is magically linked to a
matching jewel in the possession of the PC’s Eye. If
the matched jewel is held tightly in one’s hand with
eyes closed, a clear image of the person carrying the
dagger and their surroundings can be seen. The PC
doesn’t know about this ability, however. The PC’s
Eye uses this method to assure that new members
are loyal to the guild. Once the PC has proven his
loyalty to the Watchers the dagger will be retrieved
from the PC. The guild has a very limited number of
these daggers and they take great care to ensure their
whereabouts are always known.
A human female named Rebecca is
the PC’s Eye. She is extremely skilled
at disguise and always meets her thieves
disguised as a man.
Rebecca has a particular interest in the
happenings on Kingsreach road. One of
her dearest friends was the female thief
that showed up in Shire’s Pool. She has
been closely following the latest goings-on
and knows about as much as anyone within
the guild about the murders.
After the PC has joined the guild,
Rebecca is assigned a task related to the
Kingsreach road merchants and is told to
take more than normal precautions. She
gives the task to her newest rogue knowing
that he has the least amount of exposure
to the situation. She hopes this will give
the PC an advantage, but does not really
expect the task to be completed because
of the results of prior attempts. Cole is
unaware that Rebecca has sent the PC on
this task, so Jerund is not waiting to stop
the PC. Rebecca is integral to the rest of
the series, so try not to kill her off.
Character Hooks
This module assumes that the PC is already part
of the local guild. If this is not the case, a great
lead-in for this adventure is
Thievery 101, Joining the
Watchers
. Alternatively, this could be his initiation
job to become a member of a guild or an assignment
the PC was hired to accomplish by a collector or
mage.
Assignment Background
The deaths of skilled thieves at Kingsreach road
have been annoying the guildmaster. After much
contemplation, the most logical conclusion he could
reach was that someone within the guild was tipping
off the merchants. With that in mind he decided to
let only one Eye know about the next assignment
involving Kingsreach road. Rebecca was the Eye
selected due to her unquestionable loyalty to the
guild.
The Eye
Each rogue is assigned to
a higher level rogue called
an Eye. The Eye’s job is
to watch over his rogues,
guide them, and occasionally
give them assignments. This
allows the guild to better
understand the capabilities
of new rogues. An Eye will
meet with his rogues in
disguise and always in a one
on one setting. The fact that
your Eye could be watching
at any moment should keep
all rogues on their toes.
Contacting Your Eye
In one of the most heavily
travelled corridors of the
guildhouse stands a wall
covered with writs matching
those carried by guild
members. Beneath each
writ is a place that a rogue
can tack a note to arrange
a meeting with or leave a
message for their eye.
3
Rebecca’s assignment is to have a rogue break into
the moneylenders shop to steal his precious Periapt of
Famidon. She is not aware that a guild member is
suspected of treachery, nor that she is the only Eye
who knows of this assignment. She knows that other
Eyes assigned this mission have failed utterly.
Rebecca feels that since each of the previous
attempts failed so miserably, it is best to put an
expendable rogue on this assignment and watch him
by way of magic so that the enemy’s motives may
be better understood. Rebecca, being good-hearted,
decided that she would hide in a nearby building so
that she might be able to help the chosen rogue if
things turn as sour as she expects. Rebecca chose the
PC because he is her newest rogue and he would be
the smallest loss to the guild.
PCs attention as he passes by. He motions for the PC
to sit across from him. Once seated, the elf draws the
curtains to the booth closed.
The elf sitting across from you wears a somber
expression on his face.
In a very serious tone, he explains, “Your job
is to break into the moneylenders shop belonging
to Felipe Hurnst at the corner of Kingsreach and
Devine. You must use the utmost stealth as the
owner along with his wife and two sons live on
the second oor. They use a dumbwaiter behind
the counter out front to transport items up to the
second oor, so at least a portion of the business
is upstairs. Your objective is to steal Felipe’s
most prized possession, the Periapt of Famidon.
It is a large engraved gem in a gold setting with
a matching chain. We do not know where in
the building it is kept, but we do know that it is
inside. The job must be performed within the
next 3 days. Remember the rst rule of Burglary:
Learn as much about the mark as you can before
stepping foot inside their domain.”
The elf slides a folded piece of paper across
the table to you. Opening it, you nd a highly
detailed drawing of an amulet and chain. “This
is what the bauble looks like.”
Your Eye looks at you carefully for a moment,
then says “Be extremely careful. We have reason
to believe the moneylender is being protected by
an unknown creature or creatures. Be very subtle
in your surveillance of the building and do not let
anyone know of your intentions. Meet me back
here once you have the item.”
The drawing the PC was passed looks similar to the
artwork on this modules cover.
If the PC closely examines the Eye, he will be
unable to see through the disguise, particularly in the
low light of the booth. The person sitting in front of
the PC only vaguely looks anything like the bearded
man the PC saw during his initiation ceremony.
If the PC has any further questions, Rebecca will
have little more to say. She will not comment on
the previous failed attempts to take action against
these merchants. She also doesn’t have any further
information about the layout of the building or which
room the Periapt of Famidon is actually kept.
When the PC is done asking questions, the Eye
will slip through the curtains of the booth and exit
the Minstrel, being careful to lose the PC, if the PC
attempts to track her.
Rebecca, ready to watch the PC and help if she can.
Getting the Assignment
After a few days (the PC should be totally healed
before this adventure), the PC nds this note under the
door of his cubicle:
Meet me in the back of the Iron Minstrel two
hours before dusk. We have a special assignment
for you.
-Your Eye
Rumors...
The PC can hear several potentially important
tidbits of information about the Moneylender at local
taverns by way of a successful Gather Information
Check of via Roleplay. A successful check will allow
When the PC shows up at the Iron Minstrel, a
bustling scene awaits him. Most of the tables are
full awaiting the scheduled entertainment. If the PC
proceeds to the booths in the back, he won’t see any
familiar faces, but a fair haired elven male will get the
4
the PC to hear one rumor at the closest DC equal to
or below the check roll. Note that these rumors are
only available if the PC is asking specically about
the Moneylender. For rumors about other happenings,
see
Thievery 101, Joining the Watchers
.
the PC’s Eye should straighten the PC out.
Note that nothing is likely to happen to
the PC due to bad recon practices in this
adventure, but the PC may not be so lucky
in the future.
Aviril Genspi, the carpenter hired for
the remodeling, is one person the PC might
be able to track down. It will take a lot
of encouragement before Aviril will be
willing to part with any information. If
properly encouraged Aviril will give as
little information as possible, as he has a
career to protect. He did most of the work
related to the dumbwaiter shaft, so he is
aware of the trap and how it works, but
won’t offer any ideas to get around it. He
doesn’t know what area 14 is used for, but
he knows that strong cabinets are there and
very expensive locks were put in place.
Felipe’s Family Background
Felipe and his family have been living in Kingsreach
for the last three years. He was an apprentice
moneylender in the city of Dinnibis for over a decade
before he had acquired enough gold to start his
own shop. It was then that he moved his family
to Kingsreach, a city known for it’s booming trade.
After relocating, he quickly scooped up an old artisans
business who was leaving town under a cloud of
suspicion.
Felipe is a large, overbearing man who is very fond
of food. He is content to work in excess of twelve
hours a day in his shop. He prides himself in treating
his customers fairly and he enjoys collecting ancient
artifacts, especially jewelry.
His wife, Aurilla, hails from near the city of
Applegate. She is a woman of large girth who’s heart
can be seen in her broad smile. Aurilla spends most
of her time doing household chores as well as creating
beautiful quilts and tapestries.
The oldest son, Menaka, is nineteen and towers
at just over six feet tall. Unlike his parents, he has
a large muscular frame and broad shoulders. He is
extremely skilled at throwing daggers, though he is
not particularly dexterous. He worships the deity of
magic and his ambition is to become a priest and
convert others to his faith. His attempts to convert
his father of late have kept their dialogs short and
tempered.
Kinndon at fourteen is the younger brother of
Menaka. He has a small frame, a wiry build, and
stands just under ve feet tall. He dislikes creating art,
but Aurilla has continued to push him in that direction
even though he shows absolutely no ability. His true
love is swordplay and he wishes to attend the Jaquin
Academy in the city of Kynn. It is his hope to one day
attain the skill level of the legendary Savron Jaquin,
the founder of the academy.
The Party
Felipe is holding a party
in three nights. A very
creative player could use this
as an opportunity to roleplay
his way into the building to
retrieve the Periapt, perhaps
in some sort of disguise.
This is recommended
only for fairly advanced DMs
as it is likely to require quite
a bit of thought on your
part.
Look for the upcoming
free supplement containing
personalities, a party
schedule, and much more at
our web site soon.
DC 8:
Felipe Hurnst is as fair of a moneylender as
you will nd in these parts. (True)
Felipe has done a great job of renovating that
old dilapidated building he bought. (True)
I hear that Felipe killed the art dealer just
so he could get that building at Kingsreach
and Devine. (False, this rumor was started
as an effort to hurt Felipe by a dissatised
customer.)
Felipe has been having trouble with the
Watchers. (True)
One of Felipe’s sons is interested in nely
crafted throwing knives. He is the best thrower
on Kingsreach Road. (True)
The moneylender is the murderer of Shire’s
Pool. (False, but at least one of the murdered
rogues was attempting to break into the
Felipe’s building when they met their end.)
The moneylenders wife is one of the best
artisans in the city. Their home is lled with
her beautiful quilts and tapestries. (True)
I’ve heard that the previous owner of the
moneylender’s building was seen several times
in the sewers. (True)
The moneylenders shop just looks well kept.
I heard that a foul smell sometimes issues
from it. Termites are at work there, I tell you!
(Partially true. A foul smell came from the
dumbwaiter on a particularly hot day. See the
section on the dumbwaiter for more details.)
In three days the moneylender is having a large
family reunion, so if you have any business
with him, be sure to get it done before then.
He’ll be closed all day. (True - See the sidebar
entitled
The Party
for more information.)
DC 8:
DC 10:
DC 10:
DC 12:
DC 12:
DC 12:
DC 14:
DC 16:
DC 20:
Reconnaissance
The PC should be allowed to gather as much
information on the moneylender as he wishes before
he attempts the burglary. The DM must decide ahead
of time just how much additional information will be
available, and how the PC could go about gathering it.
Any actions by the PC outside of the plotted scenario
should be decided upon as they occur.
The people in this area are very nervous about the
recent murders. As such, at least a few people are
keeping an eye out for those who look out of place, or
those who loiter to long. If the PC is obviously casing
Felipe’s business, at least one passerby will take an
interest in the PC (openly study the PC’s face, etc.).
This should be the PC’s hint that they aren’t being
very subtle. If that doesn’t work, a blunt word from
5
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Inne pliki z tego folderu:
d20 Wyvern's Claw Design Thievery 101 - The Periapt of Famidon.pdf
(7114 KB)
d20 Wyvern's Claw Design Thievery 101 - Joining the Watchers.pdf
(5191 KB)
d20 Wyvern's Claw Design A Thief Among Us.pdf
(4370 KB)
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