The Flaming Tiger Inn
- The PCs start at the The Flaming Tiger Inn
- The Inn is located in the slums of the city.
- All weapons and spell component pouches must be turned in at the door.
- An argument breaks out between two people.
- One person in the argument has a blue and gold embroidered cloak, a breastplate emblazoned with a gray ship with the field of blue below and black above, a neatly trimmed beard and a large golden necklace.
- A DC 10 Knowledge (nobility) or DC 15 Knowledge (local) check will reveal the symbol belongs to House Surtova
- A DC 20 Knowledge (nobility) check will reveal this is Serrin Tanadon, a minor noble and relative of the Surtova family.
- The other person has a plain, flowing tunic, long hair tied back in a ponytail and high cheek bones.
- A DC 20 Knowledge (nobility) check will identify this man as Maegar Varn, an up and coming Swordlord who has been tied to rumors of rebellion.
- Eventually the argument reaches a fevered pitch, at which point Maegar curses the Surtova family.
- Serrin suggests they “take it outside” and duel, something to which Maegar readily agrees.
- As the two men head outside, a group of a dozen onlookers pour out after.
- Serrin attempts to use Diplomacy to influence onlookers.
- PCs can attempt an opposed Diplomacy check to influence onlookers as well.
- Results of Diplomacy test
- If Serrin makes a DC 9 Diplomacy check, he makes an onlooker friendly.
- Another onlooker is made friendly if he beats this check by 5, with additional onlookers made friendly by each increment of 5.
- The PCs can attempt to recruit onlookers of their own.
- If the PCs and Serrin are appealing to the same group, the higher roll is effective.
- A DC 15 Perception check will reveal that 8 men are standing at various intersections in their square facing the inn.
- All are armed with heavy shields and longswords
- After three rounds of Diplomacy checks, Serrin ordershis men to attack.
- He further offers 5 gp to any onlookers for their aid, which automatically causes any “friendly” onlookers to join the fray.
Ad hoc XP
- If the PCs manage to defeat any onlookers without resorting to deadly force, award them double xp.
An Invitation
- If the PCs aid Maegar, he will invite them to join him in the back alley outside the Jade Shadows fighting school
- If the PCs aid Serrin, he later introduces them to Hannis Drelev who invites them to the same meeting.
- Drelev is also a spy for the Surtovas
Gathering of Jade Shadows
- The basement of the Jade Shadows fighting school has over a dozen people sitting at a large table.
- Baked goods sit on several plates next to pitchers of juice and carafes of hot tea.
- The room is incredibly noisy, especially with a the small dog constantly barking.
- Crowd is split into four groups (including PCs)
- Maegar Varn is there with three others
- Male gnome with purple hair in a green cloak that appears to be made of leaves (Gengen Dendy)
- Attractive female half-elf wearing a necklace with Erastil’s holy symbol (Caspar Morgarion)
- Unkempt human male bristling with axes (Willas Gunderson)
- Baron Hannis Drelev’s Group (each identifiable with DC 15 Knowledge (nobility) check)
- Well dressed human male with a long purple cape and flowing black hair (Baron Hannis Drelev.
- Older human male with gray streaked beard and sullen, dusty creature perching behind him. (Imeckus Stroon)
- Elegantly dressed human woman with small yippy dog (Baroness Pavetta Stroon-Drelev)
- Three servants also attend to this group
- Iron Wraiths (each identifiable with a DC 20 Knowledge (local) check)
- Gray skinned male dwarf with stark white hair (duergar) wearing black iron plate armor and with a greatsword on his back (Dess Cantorin)
- Muscle-bound female human with a longbow strapped to her back (Ilora Nuski)
- Thin male elf with short cropped hair and an ion stone spinning over his head (Eldeserin)
- A hafling in black leather armor that seems to coat him in shadow (Perrin Two-Stabs).
- Dess finally shouts to Pavetta to shut her dog up.
- Perrin offers to do it, at which point Hannis jumps to his feet, reaching for his blade.
- A man steps from the back room, flanked by two swordsmen and the din subsides
- Human male with two dueling swords on his back, gray hair and an eye patch over his left eye bisecting a large scar.
- DC 10 Knowledge (nobility) check identifies him as Ioseph Sellemius
- Ioseph will personally introduce himself to the PCs.
- Will express his doubts but will say that the PCs have been recommended by Maegar/Drelev and thus he trusts them.
- Ioseph rolls out a huge map over the table.
- Reveals four locations: the Greenbelt, the Nomen Heights, the Hooktongue Slough and the Glenebon Uplands.
- Ioseph assigns each group to their proper location.
- Maegar Varn is sent to the Nomen Highlands
- Hannis Drelev is sent to the Hooktongue Slough
- The Iron Wraiths are sent to Glenebon Highlands
- PCs are sent to the Greenbelt
Foe Appendix
Body Guard (8)
XP 200
Human warrior 2
LN Medium humanoid (human)
Init –1; Senses Perception +5
Defense
AC 15, touch 9, flat-footed 15 (+4 armor, –1 Dex, +2 shield)
hp 16 (2d10+5)
Fort +3, Ref +0, Will +0
Offense
Speed 30 ft.
Melee longsword +4 (1d8+2/19–20)
Statistics
Str 15, Dex 9, Con 10, Int 8, Wis 12, Cha 11
Base Atk +2; CMB +5; CMD 14
Feats Alertness, Toughness
Languages Common
Gear chain shirt, longsword, heavy wooden shield,15 gp
Onlooker CR 1/2
XP 200
Human commoner 1/expert 1
N Medium humanoid
Init +0; Senses Perception +1
Defense
AC 10, touch 10, flat-footed 10
hp 10 (2 HD, 1d6+1d8+2)
Fort +1, Ref +0, Will +3
Offense
Speed 30 ft.
Melee improvised club +2 (1d6+1)
Ranged club +0 (1d6)
Statistics
Str 13, Dex 10, Con 12, Int 10, Wis 11, Cha 9
Base Atk +0; CMB +0; CMD 10
Feats Catch Off-Guard, Weapon Focus (improvised weapon)
Languages Common
Gear improvised club, 2 gp
Serrin Tanadon
XP 600
Male human aristocrat 4
LG Medium humanoid (human)
Init +1; Senses Perception +3
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 22 (4d8+4)
Fort +1, Ref +2, Will +3
OFFENSE
Speed 20 ft.
Melee mwk falchion +4 (2d4/18–20 or 15-20 with keen edge)
Ranged dagger +4 (1d4/19–20)
TACTICS
Serrin applies his oil of keen edge at the start of the fight. He will not directly engage Maegar, however, unless the odds are thoroughly in his favor. If things go poorly, Serrin will drink his potion of invisibility and move so he’s not in the same location.
STATISTICS
Str 10, Dex 12, Con 10, Int 11, Wis 8, Cha 13
Base Atk +3; CMB +3; CMD 14
Feats Lightning Reflexes, Skill Focus (Diplomacy), Toughness
Skills Diplomacy +11, Knowledge ( local, religion) +4, Knowledge (history) +5, Knowledge (nobility) +7, Linguistics +4, Perception +3, Perform (oratory) +5, Ride +5, Sense Motive +4, Survival +5
Languages Common, Elven
Combat Gear potion of cure moderate wounds, potion of invisibility, oil of keen edge
Other Gear masterwork falchion, dagger, masterwork longsword, noble's outfit, signet ring, 253 gp
Maegar Varn
Male human fighter 4
CG Medium humanoid (human)
Init +3 (+5 if holding dueling sword); Senses Perception +3
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex, +2 shield (dueling sword))
hp 32 (4d10+12)
Fort +6, Ref +4, Will +2
OFFENSE
Speed 30 ft.
Melee +1 dueling sword +9 (1d8+4/19-20)
STATISTICS
Str 12, Dex 16, Con 14, Int 13, Wis 10, Cha 8
Base Atk +4; CMB +4; CMD 17
Feats; Dueling Mastery; Exotic Weapon Proficiency (dueling sword); Quick Draw; Weapon Finesse; Weapon Focus (dueling sword); Weapon Specialization (dueling sword)
Combat Gear potion of cure moderate wounds
Other Gear +1 dueling sword, mwk studded leather armor, signet ring, 145 gp