Вы находитесь на странице: 1из 25

THE WILD

GOOSE
by James "Mempter" Tillman

On me mothers sainted soul, I swear it to be true! Seen that fellow Grimshod


making to leave The Goose one night through the front door, cept he dont open
it right away--just knocks a few times, then mutters something under his breath.
Thats when he opens the door and you know what I seen: the inside of another
bleeding tavern, as surely as Im standing in front of you! And in he went! Well
of course I goes to have a look for meself, but when I open the door all I see is
the street outside! Damnedest thing I ever saw, but it happened just like I told
you, or may the gods strike me dead!"
--Tars Brodrin, laborer and regular at The Wild Goose

inding down
from Wainwright Street one can
find their way off the
beaten path to the
poorer sections of Greyhawks Artisans Quarter. Only slightly above
their counterparts in
Old City in regards to
quality of life, this area
of the city is home to
numerous tenements and
small businesses, catering mostly to the
large populace of laborers that dwell here.
Largely law-abiding, if somewhat insular
in comparison to the quarters more wellto-do residents, they congregate in their
respective neighborhoods at the end of
the workday to mingle with their own and
grouse to each other about their lot in life,
disparage those that they work for, and
curse the Old City scabs that compete for
(i.e. steal) their jobs.
Yet this is the Gem of the Flanaess,
thus outward traffic makes its way to even
these isolated sections of Greyhawk. Located in one such neighborhood is a rather rundown, unremarkable tavern that
caters mostly to the local color, but also
unknowingly plays host to a veritable cavalcade of truly unique and unusual visitors
who seekyet do not seekthis particular establishment. The Wild Goose, as it is
known, is among other things a gateway
to a multi-dimensional demesne known as
The World Serpent Inn, a popular stopping
point for many a traveling planehopper.
Knowledge of that place is entirely unknown to any of the day-to-day populace
who frequent The Wild Goose (despite
the number of odd occurrences that have
taken place in the common room over
the years), but to the better informed
the Goose holds considerable interest for

those who seek to take advantage of its


proximity to that planar crossroads. Such
an individual went so far as to purchase
this property some decades ago, a mysterious figure that retains ownership to this
day.

THE TAVERN AT THE


END OF THE STREET
The Wild Goose is open every day and
typically begins admitting custom at
duskaround 5 or 6 o clock depending
on the seasonand remains open until
3 am the following day. Situated at
the end of an alley coming off Carters
Street, The Wild Goose is a single story
structure that has clearly seen better
days, constructed of aging timber with a
roof of crumbling, gray slate shingles. An
equally dilapidated, single door is set in
the center of the faade facing the street,
above which hangs a faded, crooked sign
depicting a rampaging goose biting the
nose of a hapless peasant. Single-paned
windows of dingy glass with slats covered
in peeling, green paint are situated to
either side of the door. A single sconce is
attached just level with the jambs upper
right corner containing a torch. This is
typically lit at dusk, providing the only
source of illumination for those outside
the entrance at dark.
The interior offers little more in regards
to appearance and ambiance. Much of
the buildings lack of upkeep is hidden by
poor lighting, with what little illumination
that does exist being provided by the two
windows during the day and by torches
and light from the fireplace at night. The
space consists of a large, open common
area, the floor of which is made of illfitted boards slightly warped by age and
moisture. A layer of grime and dirt covers
its surface and is particularly thick in the

corners. A number of wooden tables


and chairs, their mediocre craftsmanship
immediately noticeable, are arranged
haphazardly about the room, the
rectangular surfaces of the former being
covered in stains of varying age and
viscosity. On a few of the lesser used
tables, many of these stains are concealed
under a thin layer of dust. The bar proper
is located near the far end of the building,
its battered, elongated surface extending
some fifteen feet from the west wall.
Behind the bar one can see shelving
containing several kegs and various items
such as glasses, bottles of spirits, and
unused taps and spigots. Further east lies
a door leading into a small storage room
containing empty barrels, crates, kegs and
sagging shelves filled with tools, supplies,
and discarded refuse. A flight of stairs can
be seen going down into darkness near
the center of the room, leading down into
the taverns basement.
The Wild Goose employs a single
bartender during the week, one Barnes
Wythorn of Tenh, commonly assisted by
a young Garn Tulbrech and the weekend
server, Grelnik Tuftbristle. The Goose
also employs a pair of bouncers (though
they often prove redundant when
Grelnik is on duty): a hulking brute of
a former (rede: digraced) watch officer
Brenold Goffstetter (CN War 2) and
a self-proclaimed master fencer Sam
Shyster Legold (LE Rog 4) who is actually
a member of The Greyhawk Guild of
Thieves and secretly reports to Strivus,
though almost everyone is aware of his
true allegiance (including Grimshod; see
below). The Goose offers only libations
in the form of beer, ale and mead, all of
poor quality and typically watered down.
Prices range from 2 coppers for beer to 5
coppers for mead. No food is served and
any complaints are met with scathing,

curse-ridden recommendations to visit


other businesses more accommodating to
their needs. Only the barest of amenities
are provided by the taverns surly hosts,
with even the basic courtesy of clean
serving vessels being a luxury that must
be specifically requested. There are no
serversone must make their own way
to the bar to order drinks, which they can
either partake of there in the presence of
the glowering barkeep, or bring back to
their respective tables. Service is never
cheerfully rendered, and oftentimes
accompanied by growling imprecations of
dismay.
The Gooses usual clientele consists
almost entirely of laborers who not only
work in the nearby districts, but also
reside in the surrounding neighborhoods.
A dour, brooding lot, they come here
to be with those who share their
circumstancesa life of backbreaking
labor and drudgery for little return and
scant hope of anything more. They have
nothing to offer in the way of friendship
or even cordial acceptance to strangers
who do not happen to share in their
plight, having only cold glares and snarls
for those seeking either. Obviously wellarmed, or otherwise capable looking
individuals are given a wide berth;
laborers from Old City, however, are right
out, and any so foolish as to make their
way therein can expect be assaulted the
moment their origins are discerned. These
patrons are rounded out by a handful of
regulars who are either also residents of
the area, or visitors who frequent this
region often enough to be considered the
next closest thing. Nonetheless the place
is never full, with the number of those
that frequent the place being scant at
best. However, even these regulars have
no more affinity with Barnes than anyone
else who treats with the man, and those

with even the slightest bit of business


acumen wonder at how Barnes is able
to maintain his overhead on the surely
meager profits he takes in.
The aforementioned stairs lead down
into a dimly lit 40x 40 cellar that is of
comparatively better construction than
the rest of the building. Made of fitted
blocks of granite, this large
chamber is divided into two
sections, with a smaller
room connected by an
open doorway to the
south. The main cellar
contains nothing
but supplies, the
amount far exceeding
what is needed to supply the
paltry business done by the
tavern above with rows of casks,
kegs and crates lining the
walls. Beyond the
open doorway lies
a 20 x 40 chamber
that is brightly
illuminated by
everburning torchlight.
The room is nearly as
spartan as its northern
neighbor, with only
a worktable, tool
cabinet, chair and a
full wine rack representing the only
furnishings. A trash barrel also sits nearby,
the bottom of which is covered in wood
shavings. A number of wood carving
tools can typically be found lying on the
surface of the table and hanging on hooks
inside the cabinet behind. The wine is of
vastly superior quality in comparison to
the swill that is served upstairs, as this
is Grimshods personal collection of rare
vintages (which Barnes doesnt dare filch),
with generally 200-1,500 gold pieces
worth contained within the rack. It is here

that Grimshod is often found in those


infrequent moments he chooses to meet
with guests, or have Barnes appraised
of his presence. There have been many
incidences in the past where Barnes has
come down to what he assumed was an
empty cellar, only to find Grimshod sitting
quietly at this worktable smoking his pipe
and whittling away at some hunk of wood.
In each incident the befuddled barkeep
has had no indication or clue as
to how the grizzled veteran had
managed to enter the place
without his knowledge, as
Barnes has yet to see Grimshod
enter The Wild Goose via the
front door. All efforts by Barnes to
find the secret entryway that must
surely exist have thus far been in vain.

GRIMSHOD

A self-proclaimed warriorscholar, the gregarious


yet discreet Grimshod is
the del-facto owner of
The Wild Goose, having
acquired the property and the
rundown warehouse that was built
upon it over fifty years ago. The
connection to The World Serpent
Inn drew Grimshod to the place,
a unique feature that he opted
to hide in plain sight by transforming the
abandoned warehouse into a tavern. So as
not to draw further attention, Grimshod
made certain that the subsequent
establishment would only appeal to
the locals (and even then, only barely).
Therefore as the need arises, Grimshod is
able to clandestinely monitor the resulting
slow trickle of beings specifically seeking
access to The Serpent.
Grimshod is native to neither Oerth,
nor any of her parallel sister worlds
(Aerth, Uerth, Yarth, and Earth, though he

has visited each in turn), instead hailing


from a far removed, alternate Prime
Material World. It is there that he came
into conflict with a cabal of dark arcanists
who seek out planar rifts torn into the
fabric of the Prime Material by foul magics,
a phenomena that apparently emanates
a type of profane energy that they tap
into in order to garner greater power for
themselves. Grimshod stumbled upon this
world through The Serpent while
pursuing one their number
and after vanquishing
his opponent in a final,
climatic battle, he opted
to stay and explore
his newly discovered
surroundings. Of late,
Grimshod has noted
evidence of the cabalists
renewed interest in
Oerth with the advent of
several recent events (the
Cagewrights, the awakening
of Kyuss, the machinations
of Demogorgon, the
appearance of Shothragot,
etc.), and has returned to
preemptively hinder further
inroads by them here.
Grimshod has traversed
a significant portion of
the multiverse using The Serpent as a
nexus, and Oerth is but one of numerous
worlds he has visited. The Goose is also
one of many locales he uses during or
between planar excursions to rest and
replenish supplies, as well as a convenient
method of reaching other destinations
in the multiverse. Grimshod has means
of accessing The World Serpent through
a backdoor by using a unique device
that allows him to use the portal located
at The Gooses front door from the inside
as well. This end of the portal is keyed in

a similar fashion, opening with the proper


knock and phrasing. The well-traveled and
learned Grimshod serves as a convenient
springboard to anywhere a GM wants
or needs their players to go, and his
extensive contacts here in Greyhawk
provide a means of introducing characters
to key personalities around and about the
Flanaess.

THE SAFEHOLD
Created by a wizardly associate of
Grimshods, this area serves as a
refuge where he can safely rest
and recuperate, doubling as a
safe house for those he wishes
to protect. This 10 x 30 room is
in actuality an extradimensional
space created through powerful
magics, and constructed to
prevent magical means of
detection and gaining egress
(treat as if under the effects
of a forbiddance spell and an
amulet of proof against
detection and location). The
walls and floor are concrete
blocks built over sheets of
lead, the mortar of which
having been combined with
gorgons blood (preventing
the entrance of ethereal and incopereal
beings). Four floating, magic globes of
light, their radiance equal to that of an
everburning torch, provide illumination.
Gaining entry into this space is possible
only by means of a portal keyed to a used
keg tap (a number of which are always
kept at the bar and storeroom upstairs).
The entrance of the portal is located at
the midway point of the stairway leading
to the cellar, floating in midair just to the
south; one must climb or hop over the
banister with the key in their possession

to enter through the portal and into the


safehold area.
The safehold is sparsely furnished with
desk and chair, bed, worktable, bookcase
and an armchair and matching footrest; a
Baklunish carpet beneath the desk rounds
out the dcor. The bookcase holds
a small collection of books
covering a diverse selection
of topics, dealing mostly
with regional lore and
the local culture; none
of these books are
magical. Referencing
these works gives a +2
bonus on the following
skill checks: Craft
(alchemy), Knowledge
(arcana), Knowledge
(dungeoneering),
Knowledge (geography),
Knowledge (history),
Knowledge (local),
Knowledge (nobility
& royalty). The
safehold also
contains a number of
magical items as well: a
murylnds spoon (along
with accompanying
wooden bowl, q.v.), a
decanter of endless
water, an open bottle of
air, a leomunds labile
locker (q.v.) at the foot of the bed, and a
crystal ball with clairaudience/clairvoyance
which rests atop the desk. The labile
locker typically contains 1d6 potions of
cure moderate wounds, 1d4 potions of
cure serious wounds, 2 scrolls of raise
dead, 4 scrolls of break enchantment, 3
scrolls of cure disease, a jar of keoghtoms
ointment (q.v.), along with 10 flasks each
of antivenom and anitplague. Grimshod
shares the operating command words for

the locker to those he entrusts to utilize


the safehold.
GM Notes: While clever detective
work can eventually reveal Grimshods
connection to The Goose (and possibly
even his ownership of the property),
actually making contact with the
mysterious personage is another story
entirely. Grimshod normally only
appears on Oerth when he some
local event of interest may be
immient, and even then initially
only to observe; while doing so
he will always be in disguise and
indiscernable from the regular
tavern-goers, always mindful of
new faces and their movements
about the area.
Reports of his appearances at
The Goose are always through
rumors and second hand
accounts, so player
characters will never
just bump into him as
a random encounter.
Attempts to contact
Grimshod will always
result in seekers being
directed to one of the two
bartenders, who themselves
respond to all queries with noncommital shugs and cursory
replies of hes not here. A
sufficient bribe will get a
grudging, Ill let em know yer lookin for
em. Under no circumstances is anyone
allowed to enter the storeroom, or go
downstairs. Any attempts to do either will
be met with violent resistance from any
of the bouncers on duty, with the barkeep
calling for the local watch (1d4+3 warriors
of levels 1-2 with 50% chance of a junior
seargant, warrior level 3-5).
Grimshod is not meant to be
background flavor: he is only availabe

when some major event is about to


take place, or the PCs are ready for
adventuring offworld and are in need
of a contact, or perhaps even a patron.
In short, Grimshod only avails himself
when the GM needs him to, otherwise
remaining a mysterious, semi-mythical
entity who haunts The Wild Goose.

MAP KEYS

THE WILD GOOSE &


ENVIRONS

1. The Wild Goose Tavern: This


establishment and its principal
inhabitants are described in detail
above (q.v.). A portal keyed to an
extraplanar nexus known as The
World Serpent Inn can be accessed
via the Gooses front door by passing

under the signboard, knocking three


times on an imaginary door in the air,
then invoking the name of any divine
being prior to the actual door being
opened. The invocation must include
a proper name of a deity and the
words I and enter in the language
being spoken. For example, say By
the honor of Rao, I will enter or In
the name of Boccob, I enter. Once
performed, the would-be entrant sees
The Wild Gooses signboard change to
read The World Serpent Inn across
a horizontal figure-eight of a serpent
eating its tail.
2. Reldmars Tenement: Local merchant
Reldmar Tranthias (see below) is the
owner of this three-story building
and the cheap, poorly maintained

apartments within. Rent typically runs


about 3 gold pieces a month, yet even
with such relatively cheap rates there
is a high turnover as Reldmar has
little patience with deadbeats, and
will evict anyone even a day late with
payments. Rhedrick Gervais (N male
human commoner 4) is the live-in
landlord who is wholly neglectful of
building maintenance and generally
turns a blind eye to any illicit activity
that occurs under his roofso long
as his palm is sufficiently greased.
Rhedrick and Andura have a long
standing relationship where he takes
a portion of Anduras take in exchange
for her use of unoccupied apartments
to entertain clients.
3. Residence of Reldmar the Merchant:
Reldmar Tranthias is a minor
merchant (LN Oeridian middle-age
human male aristocrat 2/expert 4)
who owns several buildings in the
area, including the tenement down
the street. Reldmar bemoans the
fact that he cannot afford habitation
in more upscale environs and is
contemptuous of his neighbors, who
regard him in kind. As a result he is
rarely home, spending much of his
time in the Artisans and High Quarters,
leaving Rhedrick to deal with the
constant deluge of complaints from
his employers tenants. Meanwhile,
Reldmars home is well-guarded with
traps and a private security force.
4. Carters Street
5. Meldin the Cobbler: Like Agatha
down the street, Meldin Henedrin (LN
Oeridian old human male expert 8)
is capable of producing masterwork
quality goods, but spends most of his
time repairing the work boots of local
laborers. Overflow for this latter work
is relegated to his two apprentices (N

adolescent human male and female


experts 1).
6. Brevin Lane
7. The Nimble Eye (seamstress): This
shop is owned and run by the rotund
and vivaciously affable Agatha
Indragosen, known to locals as the
aptly nicknamed Ample Aggie (NG
middle-age half-elf female expert
12), whose skill with fashioning
and repairing garments is known
throughout the Artisans Quarter, and
brings in a slow, but steady stream
of custom despite her isolated locale.
She is often commissioned to create
garments for later enchantment, and
her ability is such that she is capable
of making minor magical items of
her own, with prices that are quite
reasonable. Popular with the locals
for the discounts she offers them
for the occasional patch job, Agatha
also treats gladlyeven eagerly
with adventurers who patronize
her business. She still harbors
fantasies of being swept away by
some dashing, heroic archetype, but
settles for tales of dangerous exploits
and derring-do in the interim. The
quirky matron flirts with anyone
fitting the aforementioned criteria
and who shows the smallest hint
of kindness, proudly displaying
her almost improbably outsized,
callimammapygian attributes in
tailored-made outfits designed to
inveigle even the most puritanical
onlooker. Agatha finds such
dangerous associations thrilling, and
can count a number of adventurers
among her circle of friends. Some of
these associates have placed wards in
and about her shop that have served
admirably in deterring would-be
thieves. (To read more on The Nimble

Eye, see Appendix I).

THE WILD GOOSE TAVERN


A. Common Room
B. Bar
C. Storage Room
D. Main Cellar
E. Workshop
F. Entrance to Safehold
G. Safehold

NOTABLE NPCs
Andura Gormund (N middle-age female
Oeridian human aristocrat 4): A formerly
noted courtesannow aging, besotted
trullthe slatternly Andura Gormund is
a near permanent fixture at The Goose.
Once a darling of the citys Garden
Quarter, Andura has since fallen on hard
times due in no small part to a subsequent

addiction to alcoholic spirits. Too many


nights of hard carousing have robbed
Andura of both youth and beauty, making
her formerly fetching features careworn
and blotchy with puffy, bloodshot eyes of
cornflower peeringoften unfocusedly
from a face now mapped in fine, red
veins. Resident of a neighboring tenement,
Andura frequently plies her trade in The
Gooses common room, taking advantage
of the convenient locale of her nearby
living quarters to adjourn to with her
latest custom.
Her addictions have done surprisingly little
to blunt her skill in wheedling information
from clients and as a result, she is a
veritable font of information on what
goes on in the Artisans Quarter. Andura is
particularly adept in her manipulation of
Barnes and subsequently knows as much
about The Gooses comings and goings
as the barkeep does. Coupled with own
her own observations of those occasional
visits by strange individuals who come
seeking something known only as The
Serpent, Andura has become unwittingly
privy to some potentially valuable (and
dangerous) lore.

Barnes Wythorn (LE male Flan human


commoner 2/expert 5): Greasy, lanky and
balding, this surly, hard-bitten individual
has served as The Gooses barkeep for
several years now. Barnes personality and
mannerisms are conducive to one firm
in their belief that the world at large, by
simple virtue of their very existence, owes
them everything. That he has yet to be
paid his due serves only to fuel his
bitterness, least of all instill
within him any ambition to
better his circumstances
through his own aplomb.
Thus Barness history
consists largely of his
being fired from one
job after another due to
offending some employer,
customer, or both. Such
circumstances eventually
brought him to the doors
of The Wild Goose where,
much to his surprise, he
was hired on the spot. At
The Goose he is paid
more than hes ever
earned at any of his
previous jobs and
with fewer duties, as
Grimshod deals with the
ordering, inventory, and
oversees what little upkeep
is actually undertaken.
Barnes is well aware that The Goose
doesnt take in enough to cover expenses,
and presumes Grimshods lack of concern
for the losses he takes is due to his
involvement with some illicit activity that
Barnes, as of yet, has been unable to
ascertain.
Barnes has no friends, not among the
clientele and certainly not among his
co-workershe hates and fears Grelnik,
and is envious of Garns friendship with

Grimshod. His promotion to his current


position is virtue of his simply showing
up at the right place at the right time,
something that Grimshod has made very
clear from the beginning, alluding to the
fact that Barness status of employment
was hardly secure and that he could, and
would be summarily dismissed if he felt
so inclined for any reason. Therefore fear
serves to encourage Barnes to remain
cordial with his employerfear of losing
the best job hes had to date, and fear
of Grimshod himself who has duly
demonstrated his ability to inflict
injury on those who raise his ire.
Barnes is wise enough not to ask
questions of Grimshods activities,
or about the strange goings-on
that occur infrequently under the
taverns roof. However, this sense of
discretion does nothing to curtail
his willingness to answer
questions directed to
him pertaining to
what hes
observed (and
speculate on
what he hasnt).
More specifically,
the Thieves Guild
has taken an interest in
Grimshods activities of
late and has taken to plying
Barnes with extra gold to
better loosen his tongue. For his part
Barnes routinely documents Grimshods
movements, reporting what hes seen to
Strivus Garondi.
Garn Tulbrech (N male Oeridian human
male commoner 3): A fresh-faced local
teenager, Garns duties at The Goose
consist primarily of overtaking Barness
post while the barkeep is occupied
by other matters (typically trysts with
Andura). The contempt Barnes directs

towards the lad is quite mutual, with


Barnes jealous and resentful of the
youths opportunity to escape to a life
beyond this one, and Garn being derisive
of the barkeeps harsh and domineering
ways. Garn is in awe of the mysterious
Grimshod, who in turn has taken a liking
to the lad, occasionally enlisting him to
run errands about town. Garn also eagerly
informs on Barnes to Grimshod about the
formers recent consorting with
Strivus.
Grelnik Tuftbristle (N
male half-orc fighter 3):
Grelnik is a refugee of the
Greyhawk Wars, formerly
of Elredd when that city
was overrun by the forces
of Turrosh Mak. Grelnik was
conscripted into Maks armies
and forced to march with them
as they made their way north,
fleeing when they finally met
determined resistance and
subsequently repulsed.
Finding himself suddenly
in the midst of hostile
territory, Grelnik was
able to make his way to
Safeton and ingratiate
himself within a military
counter-insurgency unit. Grelnik
moved steadily up the ranks,
until a violent disagreement
with a superior officer forced him to flee
to Greyhawk. Since then, he has eked out
a living doing the few odd jobs that were
willing to hire a half-orc. His position as
the weekend barkeep at the Goose is his
latest gig, and one he has found tolerable
as he gets on well enough with Grimshod.
Grelnik blandly accepts Garn, and enjoys
intimidating Barnes.
Grimshod (CG venerable male human
fighter 20+): The choice of moniker by

this oft-laughing, affable individual is


often as puzzling as efforts to uncover
the mans backgroundat least until one
has observed his martial skills in battle.
Speaking with an accent that cannot be
properly placed by even the most traveled
of individuals, Grimshod steers inquiries
away from the topic of his origins with
skilled application of both wit and charm.
To even those astute enough to surmise
his otherworldly origins, Grimshod
only divulges that on his world,
omens and portents have
been made questionable
ever since the recent,
untimely demise of their god
of humanity.
Grimshod is a grizzled,
yet darkly handsome man
of medium height and solid
build who appears to be in his
late forties to early
fifties, but in truth
is chronologically
a man past his
second century
of life. His closely
cropped hair is
gray in color, as are
his expressive high
arched eyebrows and
well-trimmed goatee.
Grimshods most striking
feature are his lavender
eyes which shine with intensity whenever
he is laughing or angry, and seem to take
in and access all that they survey. His
deeply tanned complexion is a result
of both heritage and exposure to the
elements.
Grimshod is a well known personage in
the Artisan Quarter and Clerkburg, often
visiting the latters places of learning
to gather lore, or simply chat it up with
the local sages. His knowledge of things

extraplanar is considerable and is often


sought out by those seeking advice on
such matters. Beyond The Wild Goose,
Grimshod will occasionally visit the
nearby Broken Staff tavern, or make his
way to the River Quarter and The Green
Dragon tavern when he wishes to unseat
the current dragonchess champion.
Grimshods skill as a warrior and explorer
has garnered the attention of a number
of noteworthy individuals, not the least
of which include the likes of
Mordenkainen and members
of his Circle of Eight. Former
member Tenser the Mage
holds Grimshod in particularly
high regard, and the two have
worked together on more
than one occasion to meet
common goals in and around
Oerth.
Grimshod is
as well-equipped
as someone of
his skill level and
ability would
be expected to
be. Among his
more noteworthy
possessions are a pair of
blades he typically wields
one that purportedly lays
fiends low with but a touch,
and another that renders
its wielder immune to
magic. He also carries a complex work
known as Rendergamens Catalogue
of the Outer Planes, a collection of
mathematical equations and cosmological
menstruations that pinpoint planar
connections when used in conjunction
with his well of many worlds.
Strivus Garondi (LE male human rogue
5): A mid-ranking member of the Thieves
Guild, Strivus is primarily in charge of

collecting protection monies from the


local businesses in this neighborhood,
utilizing his personal gang of toughs to
do the actual legwork. The only place
he personally visits is the common room
of The Goose where he confers with his
lackeys--and partake of the cheap booze
and Anduras charms. Of late, Strivus has
been tasked with gathering information
on the Gooses owner, as Grimshod has
been connected with a preemptive theft
that resulted in the guild being
denied a valuable, magic item.
Strivus has since been gleaning
information from Andura
and bribing Barnes, along
with using guild operatives
to study Grimshods
movements. Thus far the
cagey warrior has proven to
be far too elusive, and Strivus
grows increasingly frustrated
and resentful of this assignment
that keeps him from the
quiet, laidback lifestyle
he enjoyed with his
former duties.
LOCAL KNOWLEDGE
CHECK:

DC 10: The Wild
Goose? Pshaw! Trust me
on this one friend: youre
better off pulling draughts
from the rain barrel
outside! Itll be cleaner, and taste
better than any of the sheeps spit that
place serves!
DC 10: Just locals to be found there
and mind you, they dont care for
outsiders at all; as soon thrash you
as look at you, they will. Still, theyre
a sight more pleasant than that
miserable barkeep they got working
there

DC 15: Dont know who owns the


placeI know it aint that sodding
Barnes, though. Hes always referring
folks to his boss when you ask
questions about the place, though he
aint never there, whoever he is.
DC 20: Theres one regular there that
I see passing through from time to
time that the bartenders seem to defer
to; Grimshod I think I heard them call
him once. Nice enough bloke, though
you dont want to get on his bad side.
Once saw him clear out the common
room single-handedly in the time it
took me to tell you about it!
DC 20: Grimshod? Yeah I know him.
Cant say for sure where hes from
though, and Ive been from one end of
the Flanaess to the other, mind you!
Hes one of those adventuring types,
and good one from what I hear. Rumor
has it that hes done work for the
Circle of Eight, if thats any indication.
And smart too. Seen him in Clerkburg
arguing with the sages there, and
usually winning!
DC 25: And speaking of ioun
stonesdid you know you can
cultivate them naturally on the QuasiElemental Plane of Minerals? You
just have to get past the archomental
that watches over them of course,
heh! Butwho was it that told me
that? Remember him quite well
pleasant fellow, was referred to him
by Otto the Mage, no less. Can see his
face clear as dayah, I remember
Grimshod! Most knowledgeable
that one, particularly on extraplanar
phenomena. I would recommend
speaking with him as well if you wish
to further investigate such matters.
DC 30: The Wild Goose is known to
serve as a local access point to The
World Serpent Inn.

DC 40: Grimshod is the absentee


owner of The Wild Goose, where
hes rumored to maintain an
extradimensional safe house.
ADVENTURE HOOKS:
The player characters are in need of
a particularly rare magical item or
component, and are referred to an
off-world seller. To reach the merchant
they must find and gain access to The
World Serpent Inn to utilize its planar
connections, and are subsequently
directed to the Wild Goose.
It has come to the attention of
Reldmar the Merchant that one of
his security guards is actually on the
Thieves Guilds payroll. He requests
the player characters to perform guard
duty for one night until he can find a
trustworthy replacement, offering a
generous reward in return. If the PCs
agree to the task, an attempt to rob
Reldmars townhouse is made that
night and the level of successor
failurethey achieve in thwarting the
thieves determines whether or not
they find themselves on the wrong
side of the Thieves Guilds ire, or
accused of being in on the plot by
Reldmar, who then attempts to have
them arrested. Alternately, the PCs
could be called upon by Agatha to
recover several magical items that
were stolen from her shop and now
in the possession of some larcenous
wizard who resides in a heavily
warded lair of his own.
The player characters overhear an
assault taking place in the alleyway
between the Goose and the
neighboring tenement. When they
investigate they find Garn being

accosted by two men warning him to


keep quiet, or else. If the assailants
are driven off, Garn will relay to them
that he overheard them talking about
an imminent raid on Grimshods
safe house in order to kill Grimshod
himself. Garn knows nothing else
beyond what he heard, least of all
the location of the safe house of
which he had no knowledge of until
now. Fearing for his friends life, he
asks if the characters can help him by
finding it first and warning Grimshod.
Unbeknownst to Garn and the PCs
however, is the fact that this is
nothing more than an elaborate ruse:
Garn was meant to overhear that
conversation, with the subsequent
attack added on for appearances, all
in the hopes that someone could
be duped into trying to find the safe
house and leading them to it.
Anduras penchant for gossip and
snooping has finally proven to be
her undoing. Prying too closely into
the affairs of one patron has resulted
in her being captured and replaced
by a disguised Glaysa Meldaris, a
member of the dark cabal Grimshod
has clashed with in the past (NE
female human wizard 10). Glaysa has
operated under the guise of Andura
for the past two months, using her
memories and her own magic and
feminine wiles to gather information
about Grimshod and his access to the
World Serpent. Glaysa will use these
same methods to coax the player
characters to seek out the rumored
safe house and magical cache that she
believes is there, or even to convince
them to eliminate Grimshod.
Word reaches the player characters

of an imminent threat involving the


Wild Goose. A group of outer-planar
invaders are preparing for an incursion
into Oerth and are using the World
Serpent as a staging point for sending
agents into this world. The threat
could be anythingan ethergaunt
scouting party, githyanki warriors
doing reconnaissance, agents of FrazUrbluu seeking to claim possession
of the Goose for their patron, etc.
and the PCs must intercede before
catastrophe strikes. The invaders
will be disguised, and will attempt to
mingle with the local populace, most
likely starting with the patrons at the
Goose. Grimshod will most certainly
become involved in such a case, and
may offer to lend his aid to those
seeking to put an end to the threat.

APPENDIX I: THE NIMBLE EYE


Ever heard of the Circle of Eight? Well I met em, I did! Went to the Eye one
morning to have Aggie patch up my trousers when I sees her sitting with a
group of folks over tea and cookies. Oh Tars, Im sorry, she says. I meant
to put up the closed sign, but thats fine. Come sit with us wont you, and
share in some refreshment! So thats how I met the whole lotBigby, Otto,
even ol Mord himself! An lemme tell you: I never been more scared in my
whole life! There I was, surrounded by archmages while trying to hold a
conversation while munching on shortbread of all things! So take my advice
friend, the next you go visiting Aggie at her shopknock first!
--Tars Brodrin, in the right place at the right time yet again.

A large, overhanging sign featuring a


sewing needle dancing with a spool of
thread helps to direct seekers to this
out-of-the-way business in the Artisans
Quarter of Greyhawk. The Nimble Eye is
something of an insider secret among
practitioners of magic in the city, as well
as some of the its better connected
citizens. Adventurers too, are known to
visit this otherwise quiet, unassuming
shop.
The shop is the latest of a long line of
businesses to have occupied this locale in
the neighborhoods long history. Agatha
Indragosen established The Nimble Eye
over 30 years ago after emigrating with
her daughter to Greyhawk from the Ulek
city of Jurnre. Since opening her doors
in the year 561, Agatha has developed a
client base that includes many well-todo residents of the Artisans Quarter and
Clerkburg, with members of Greyhawks
Guild of Wizardry not the least among
them. The inside of Agathas shop has
seen not only some of Greyhawks most
upstanding citizens, but also a number of
the Flanaesss more notable personages,
brought there by word of her reputable
garments.
Agathas cloaks, gowns and robes
have become status symbols among the
wealthy in all parts of the city and the
waiting list for her services is extensive,
due not only to the exceptional quality
of her work but also to the fact that
the demand exceeds supply, and for
her wealthiest clientsparticularly
those hailing from the High and
Garden Quarterexpensive. It is for
those to whom Agatha holds especial
affectionprofessionals, adventurers and
practitioners of the arcane mysteries
that she reserves her best deals and
discounts. Of the former, it is the local
laborers that comprise much of this

group; Agatha has established close ties


with the local community by generously
repairing their garments at cost, or even
for free. As a result, the locals are much
appreciative of her talents and reciprocate
her generosity.
The latter of the aforementioned
represent her preferred clientele as it
is they who most often commission her
greatly coveted works of magic. Having
learned her craft through family traditions
passed along by her mother, Agatha
nonetheless has wisely maintained a
friendly relationship with Greyhawks
Guild of Wizardry by offering further
cuts in pricing when dealing with its
members; this, along with her focus on
only garments and articles of clothing,
has in turn allowed Agatha to accept
commissions from whomever she pleases
without being viewed as competition by
the guild (who in fact have been known to
send referrals her way).
The Nimble Eye is a two-story wooden
structure with a modestly sized ground
level and a much smaller upper level loft
that serves as Agathas personal living
quarters. The upper floor overhangs the
neighboring building to the west, which
has served as a catalyst for numerous
disputes about the exact placing of
respective property lines with the
buildings owner, Reldmar the Merchant.
Fortunately for Agatha (and much to
Reldmars dismay) she has far better
connections to people of influence and
thus far the merchants complaints have
come to naught.
The front faade has a large display
window where one can see wooden
mannequins showcasing her latest works.
Coming through the front door of her
shop one is treated to a large, open
area with walls and floor of aged and
faded wood that are otherwise kept

scrupulously free of dust and grime,


although it is not uncommon to see much
in the way of scraps of material, cloth
patterns, and other tools of the trade
strewn about during business hours. From
there a wooden counter can be seen,
with a flight of stairs going up and to the
right. The entire ground floor serves as a
workshop, waiting area, and storage;
to the left of the door are a number
of comfortable looking chairs,
divan and table, while to the
right one can see crates and
trunks stockpiled next to a
raised platform behind the
window where Agatha
sets up her displays.
The rest of the
area is where the
crafting is done
with a large worktable,
bureaus and cabinets,
stools, screens, racks
and shelving for supplies and
completed commissions, while
a stone fireplace with a supply
of firewood lies next to the
backdoor.
Agatha greets all custom
warmly at the door whenever
possible, or at the very
least hail enthusiastically from wherever
she is currently working on the shop
floor. Besides herself, Agatha employs
her daughter Tambrin (see below) and
two assistances, Ambreene and Kelti (N
human females Exp 1). While busy training
the latter in general crafting skills, Agatha
has also been passing on familial arcane
traditions to Tambrin. The assistants
are local girls from the neighborhood
who occasionally sleep in the workshop
when working on particularly involved
assignments, while Tambrin lives with
her husband, a daytime laborer, and two

children of her own in a tenement not far


from the shop. As much as Tambrin enjoys
her work, she has no love for Greyhawk
and longs to move the business back to
her childhood home of Jurnre; meanwhile
Agatha remains adamant in her desire
to continue working in the Free City, so
Tambrin has conceded the fact that she
may either have to wait and outlive her
mother, thus inheriting the current
business (unlikely), or start anew
in Jurnre. This latter idea has been
the source of much tension between
the two of late, as it conflicts with
Agathas ultimate desire for one, or
more of Tambrins progeny
to eventually take over
The Eye there in the
Artisans Quarter
when she retires.
The shop
owner Agatha
(NG middle-aged
female half-elf
expert 12) is the
product of a union
between a lonely human
seamstress and an elven
adventurer passing
through the Sheldomar
Valley. Inheriting much
of her human parentage, Agatha is stout
and heavyset of build, though with much
of that weight strategically distributed
distribution that she audaciously
exhibits in brazen displays of fashion
that would rouse a dying man. Agathas
mother was completely enamored of
her wayward father and his exciting
stories of adventures and travel, never
speaking ill of him even after his untimely
departure; as a result, Agatha continues
to think of him with fondness. Indeed
Agatha was raised on tales of grand
adventures, daring heroics, and glorious

acts of bravery, stories that captured


her imagination and stoked desires of
someday finding a handsome, successful
adventuring husband of her own
somedaythis in spite of efforts from
her mothers family to vilify her absentee
father. This desire not only led to Agatha
eventually finding herself in similar
family way with a passing adventuring
wizard, but also to her decision to move
her mothers tailoring business to the
acclaimed city of adventure itself. Armed
with her familys ancestral talent for
combining cloth weaving with magic,
Agatha quickly made a name for herself
there as a magical artisan of note. Agatha
often fantasizes about leading a freewheeling adventuring career, but long
ago came to the realization that the
opportunity for such a life had long past.
She instead lives vicariously through the
adventurers who stop by the shop, flirting
and fawning over the more fetching
specimens that make their way therein,

with the occasional amorous tryst thrown


in for good measure.
Unlike her mother, Tambrin (N middleaged female human expert 4) inherited
more of her grandfathers elven traits
and in stark contrast to her mother is
possessed of a slender, willowy figure. As
her mother did before her, Agatha regaled
her daughter with tales of her fathers
adventuresome exploits; however unlike
her mother, Tambrin saw no romance
in her fathers decision to abandon her
and her mother, and came to resent
both him and what she saw was her
mothers navely complacent acceptance
of the circumstances. Subsequently,
Tambrin views all adventurers as being
disreputable in characterlittle better
than tomb robbers and greed-driven
mercenariesand opposed to their
continued patronage at their shop.
Tambrin is embarrassed by her mothers
behavior around such individuals, and
finds her tendency to get romantically
involved with the occasional client wholly
unprofessional. She gladly leaves the duty
of greeting customers to her mother as a
result of these feelings and when forced
to do so, is barely cordial to those she
perceives as adventuring types. Deep
down, Tambrin envies her mothers free-

spirited lifestyle and ability to embrace life,


yet would never admit this to even herself.
Tambrin is entrusted with maintaining
records of all transactions yet
unbeknownst to Agatha, Tambrin secretly
and willfully shuffles the order in which
they are taken down; thus individuals
who take exception to her cool demeanor
may find themselves being moved to the
bottom of the list prior to her relaying
their requests to her mother, or delay
passing their on requests altogether.
Besides her resentment towards her
mothers choice of clientele, Tambrin
hates living in Greyhawk: while Agatha
sees the Gem of the Flanaess as being
vibrant and intoxicating, Tambrin sees it
as a wretched hive of scum and villainy.
Tambrin wants nothing more than to
move back to Ulek, a subject that remains
a continual point of contention between
the two of them. She has gone to great
lengths to offset Agathas attempts at
imposing her desires and influence on
the grandchildren and arguments on that
score have become increasingly heated.
THE NIMBLE EYE
A. Front Door: The front door of the
shop is secured with a superior lock (DC
40) andcourtesy of a former lover of
Agathasan alarm and an arcane lock
spell at the 15th level.
B. Waiting Area: Comfortable chairs and
a divan have been set aside for customers
awaiting an opportunity to speak with
Agatha, or for family/friend to finish their
fittings. A tableful of refreshments is
always provided during business hours.
C. Workshop: It is here that most of the
work is done. The area is dominated by
a large and oftentimes cluttered table,
along with a pair of cabinets, a clothes
rack, and full-length mirror. A ladder lies
next to shelving overflowing with tools

and tailoring supplies.


D. Shop Counter: The daily account
of business transactions are kept in a
small lockbox (DC 15 lock) beneath the
counter here. It is here that either Agatha
or Tambrin conclude business with their
clients.
E. Fitting Area: A pair of dress screens,
and a full length mirror occupy this area
of the shop, providing a somewhat private
area for shoppers to try on outfits, or be
fitted for custom orders.
F. Storage Area: A stockpile of chests
and trunks take up a portion of the space
behind the shops display platform. These
containers typically hold tailoring material,
unused scraps, and other items that cant
be stored elsewhere in the shop. What is
represented here is but a small portion
of the clutter the shop has accumulated
however, the rest being stored in a
nearby warehouse owned by Reldmar
the Merchant. To avoid the outrageous
fees that Reldmar would almost
certainly charge the shop in retaliation
for their current dispute (and to avoid
having to use storage space outside the
neighborhood), Agatha clandestinely
shares space with her neighbor, Meldin
the Cobbler.
G. Back Door: This door is secured in
the same manner as the front with
one addition: a unique 5th level spell
known as andruis baneful backfire
further enhances the arcane lock placed
here. Any attempt to remove the lock by
means of any spell causes that spell to
be immediately nullified, then forces the
caster to make a DC 20 Will save, or have
a random spell of equal level to the one
attempted erased from their memory. If
there is no spell of that level available,
then the baneful backfire will remove
a spell of the next highest level and so
on, until a spell is removed. This ward is

a lingering gift left behind by a long ago


visit from the incomparable Bigby of the
Circle of Eight (for more details on this
spell, see Appendix II). Additionally due
to the number of businesses in the area
(including The Fruit of the Mill directly
behind the shop), any suspicious activity
here will draw an inordinate amount of
attention from the locals.
H. Agathas Living Quarters: It is here that
Agatha resides when not working in her
shop. While far from spacious, Agathas
modest apartment is well-appointed
with tasteful, fashionable dcor and
has all necessary amenities including a
pot-bellied stove and full cupboard. The
wardrobe contains Agathas favorite
garments, outfits at once beautiful in
design and fashioned by her own hand.
The trunk at the foot of her bed contains
her collection of books pertaining to
the study of magic, particularly where
it concerns the placing of magic into
prepared vessels and the fabrication
of magical items. Agatha finds this
loft a quiet retreat for the purposes of
conducting her studies, or to simply
relax. A greater glyph of warding adorns
the wall facing the stairs that discharges
when anyone other than Agatha, Tambrin,
Ambreene, or Kelti enters this area
(though only Agatha and Tambrin know
the password).
Creature: Several years back, the Guild of
Wizardry donated a stockpile of crafting
material to the Eye, all remnants of
deconstructed magic items. Intending to
incorporate the material into items she
would craft later, Agatha stored it with
some of her own cloth in the meantime.
Inexplicably, the lingering magic of the
donated cloth interacted with Agathas,
resulting in the creation of a common
raggamoffyn. At first startled by this turn
of events, Agathas curiosity overcame

her initial fears and she eventually


befriended the strange creature. Naming
it Patches, the raggamoffyn now serves
not only as the Eyes mascot but also
as its watchdog. For a while, tales were
circulating about piles of cloth suddenly
coming to life and attacking intruders
who were caught trespassing at the Eye
past business hours. One of the Eyes
best kept secrets, Agatha has told no one
of its existence beyond Tambrin and the
two apprentices, who themselves have
been sworn to secrecy. Patches itself
blends in perfectly with the background,
typically lying dormant as a pile of refuse
on the shop floor, or secreting itself
up to Agathas bedroom out of sight of
others. While it never speaks, Patches
does understand Common and readily
obeys the commands of both Agatha and
Tambrin.
PATCHES
CR 3
XP 800
Common Raggamoffyn (see Appendix II)

APPENDIX II: MAGIC & MONSTERS


KEOGHTOMS OINTMENT
Aura faint (conjuration); CL 5th
Slot none; Price 4,000 gp; Weight 1/2
lb
DESCRIPTION
A jar of this unguent is 3 inches in
diameter and 1 inch deep and contains
five applications. Placed upon a poisoned
wound or swallowed, the ointment
detoxifies any poison (as neutralize
poison). Applied to a diseased area, it
removes disease (as remove disease).
Rubbed on a wound, the ointment cures
1d8+5 points of damage (as cure light
wounds).
CONSTRUCTION
Requirements Brew Potion, cure light
wounds, neutralize poison, remove
disease; Cost 2,000 gp.
LEOMUNDS LABILE LOCKER
Aura moderate (transmutation); CL
13th
Slot none; Price 25,000 gp; Weight 30
lbs.
DESCRIPTION
This copper-bound box is two feet wide
and tall, and three feet long. Invisible
runes are scribed upon its front; these
reveal four command words. The first
shrinks the box to a twelfth of normal
size, with all contents likewise becoming
minute. The weight of the shrunken
chest, empty or filled, is 30 pounds.
The second word causes the chest (if
of normal size) to function as one upon
which a leomunds secret chest spell
has been placed (but with no smaller
replica necessary). The third word causes
the box to return to full size or normal
place, as applicable. The fourth word

causes growth to quadruple dimensions,


with sides, top, and bottom of one foot
thickness, huge copper bands, and a
weight of 1,200 pounds.
CONSTRUCTION
Requirements Craft Wondrous Item,
ethereal jaunt, shrink item; Cost 12,500
gp
MURLYNDS SPOON
Aura faint (conjuration); CL 6th
Slot none; Price 4,000 gp; Weight -DESCRIPTION
This unremarkable eating utensil is typically fashioned from horn and radiates
a dim dweomer of the conjuration sort
if magic is detected for. If the spoon is
placed in any empty container--a bowl,
cup, dish, etc.--the vessel will fill with
a thick, pasty gruel. Although this substance has a flavor similar to warm, wet
cardboard, it is highly nourishing and
contains everything necessary to sustain
any herbivorous, omnivorous, or carnivorous creature. The spoon will produce
sufficient gruel each day to feed up to
four medium-sized humanoids.
CONSTRUCTION
Requirements Craft Wondrous Item, create food and water, purify food and drink;
Cost 2,000 gp
ANDRUIS BANEFUL BACKFIRE
School Abjuration; Level 5
Casting Time 1 round
Components V, S, M
Range see below
Area one enchanted object
Duration see below
Saving Throw None; Spell Resistance No

This spell
ADVENTURE
enables you
BACKGROUND
to protect
magicaland
Myriad
property
legionand
areenchantments
the secrets held
from
by the infinite
tampering
by other
vastness
spellofcasters.
the multiverse,
The
awaiting can
backfire
discovery
be castusually
on anyby
magical
those item
who
areobject
or
both motivated
even temporarily
and knowledgeable.
endowed with
Yet someproperties
magical
of these discoveries
(such as anare
individual
quite
accidental:
under
the effects
such was
of athe
slow
case
spell).
with Ojhalia,
a powerful
The backfire
wizardess
remains
and
dormant
specialist
until
in such
the esoteric
time
someone
study
attempts
of temporal
to castmechanics
dispel
in relation
magic,
break
to planar
enchantment
manifestations.
or similarA
recenton
magic
event
the sent
object.
ripples
The backfire
throughout
notthe
only
time stream,
causes
the magic
inadvertently
to fail automatically,
revealing tobut
an investigating
the
dispelling caster
Ojhalia
loses
a phenomenon
one memorized
known
spell
of as
a level
a timevoid,
equal toa thing
the spell
thatorwhich
effect
up towere
they
that point
tryinghad
to dispel.
been nothing
If they have
moreno
than spell,
such
a postulated
the backfire
theory.
causes
Fortunate
them as
to
well awas
lose
spell
that
of Ojhalias
the next investigation
lower level, until
of this
inadvertent
the
caster has
discovery
lost onealso
spelluncovered
or has no a
sinister
spell
to plot
lose.to destroy all mortal life on
theFor
Prime
example,
Material
a 7th
Plane
levelby
wizard
a powerful
is
cabal of undead
attempting
to cast
known
dispelasmagic
the Union
on a of
Eclipses,
door
thatahas
plotbeen
that arcane
was subsequently
locked and
foiled when
protected
byshe
theenlisted
baneful the
backfire.
aid of Upon
powerful,
casting
themortal
dispel heroes
magic, from
the wizard
the farwould
corners
lose
oneofsecond
that plane.
level spell (equal to the
level
When
of the
thisarcane
threatlock
wasspell)
finallyand
averted,
the door
Ojhaliastill
would
wasbe
thereafter
magicallyfree
sealed.
to continue
herThe
study
baneful
of timevoids,
backfire isresearch
not effective
that
garnered
against
a spell
the attention
caster ofof
a higher
other interested
level than
parties
the
wizard
andwho
sooncast
Ojhalia
it. Inhad
suchgathered
a case, the
a significant
magic
wouldfollowing
dispel both
of would-be
the ward and the
apprentices
spell
it was put
andinothers
place seeking
to protect.
to share
in her
Thediscovery.
material component
Unfortunately,
of the
it also
spell
drew
is
a bitthe
of attention
cat fur andofathose
piecewith
of carpeting
darker
motives:three
roughly
a cloister
inches
of square.
keepers known as
The Temporal Fold. Soon after placing
Ojhalia under their surveillance, the
RAGGAMOFFYN
keepers began capturing, interrogating,
What you had thought to be a pile of
and eventually executing her students
discarded clothing suddenly rises up
one by one until their murderous
of its own volition, assuming a roughly
machinations were uncovered by Ojhalias
humanoid shape.
appointed guardian, the solar Andirell.
The angel sleware
Raggamoffyns
a fair
mysterious
number of
constructs
keepers
before the of
composed
more
animated
capablescraps
among
and
them
bits of
used powerful
cloth,
metal, ormagic
otherto
refuse
imprison
fromher,
civilized
but

societiesparticularly
not
before she could send
those
warning
whereto
magic
her
endangered
is
common. Raggamoffyns
ward.
tend to cluster
together,
With her
operating
protector
asnow
much
out
inof
secret
the way,
as
The Temporal
possible,
taking
Fold
control
took of
theselected
opportunity
hosts
to further
move against
their agendas.
the wizardess
Unlikeenother
masse
in a concerted
constructs,
a raggamoffyn
effort to take
is her
not captive
the result
andany
of
eliminate
deliberate
heract
remaining
of creation.
students.
Rather,
As
the
it
is attack
formedtook
when
place,
leftover
Ojhalia
magical
ordered
energy
her
surviving with
interacts
apprentices
inanimate
to flee,
objects.
whoThe
then
promptly
exact
process
scattered
is notacross
well understood,
the planes.but
Among
it
alwaysthose
results
to in
escape
one of
was
four
the
types
aasimar
of
Audarra Theiadan,
raggamoffyn.
A raggamoffyn
a gifted arcanist
appears as
with
an
animated,
a particular
ragtag
focus
assortment
in the fieldofofodds
chronomancy.
and
ends, roughly
Soon
humanoid
after her in
flight
shape.
from
Ojhalias
The
four types
stronghold,
differ both
Audarra
in the
focused
kinds her
efforts
of
refuse
in that
trying
form
to discover
their bodies
the ultimate
and the
fate andthey
powers
whereabouts
possess. of her mentor. In
the midst of her investigation, Audarra
crossed paths with another of Ojhalias
COMBAT
students,
Above
all,aaplanetouched
raggamoffyn seeks
human
to named
acquire
aTimiras,
host that
who
it can
offered
dominate.
to aid inThe
hercreatures
search.
The twofrom
refrain
established
harmingapotential
lair in planar
hosts as
metropolis
long
as possible,
of Sigils
so they
Lower
work
Ward
quickly
from by
which they
rushing
in with
based
touch
theirattacks.
furtherAoperations,
foe that
assuccessfully
is
well as an emergency
dominatedbolt
is wrapped
hole at The
by
World
the
raggamoffyn,
Serpent Innwhich
in case
then
oneuses
or more
its host
of
them
to
defend
ran into
itselfserious
and other
trouble.
raggamoffyns.
Raggamoffyns
This latter precaution
unleash their
was full
prudent
melee
for indeed
attack
capabilities
their efforts
against
once
foes
again
thatdrew
are
the attention
resistant
to their
of the
mind
Temporal
controlling
Fold,powers,
who
were still
fearing
rightfully
attempting
thatto
antrack
escaped
down
foeand
eliminate
will
warn others
Ojhalias
of remaining
the raggamoffyns
students; a
pair of keepers were soon dispatched and
existence.
in pursuit,
Control
Host
chasing
(Su): A
Audarra
raggamoffyn
and Timiras
can
across worlds.
attempt
to takeThe
control
keepers
of any
cornered
creature
them
it
has in
wrapped
their lair
(see
in the
below).
Lower
This
Ward
ability
and
captured Timiras,
functions
like the dominate
leaving one
monster
keeperspell
hot
on Audarras
(caster
level 18th;
heelssave
and forcing
DC varies;
hersee
to
flee to thedescriptions).
individual
World Serpent,
Asonly
a free
to action,
have
the monster
keeper track
mayher
relinquish
down there
control
as well.
Panicked,
over
its host
Audarra
by physically
placed her
anddesperate
mentally
hopes on locating
disengaging
itself from
one of
the
the
latters
heroes
body.
rumored toTraits:
Construct
have A
been
raggamoffyn
enlisted by
is Ojhalia,
and so stumbling
immune
to mind-affecting
through aeffects,
nearbypoison,
portal paralysis,
sleep,
she soon found
stunning,
herself
disease,
in thedeath
city

effects,
of
Greyhawk.
necromantic
It is here
effects,
that Audarras
and any
pursuer
effect
that
finally
requires
caught
a Fortitude
up to her,save
and unless
the
beleaguered
it
also works on
aasimar
objects.
immediately
The creature
found
herself
is
not subject
in a battle
to critical
for herhits,
life.subdual
It is this
fight thatability
damage,
the player
damage,
characters
ability come
drain,upon
while journeying
energy
drain, or death
through
from
themassive
Artisans
Quarter one
damage.
It cannot
night. heal itself but can
be healedADVENTURE
through repair.
It cannot be
SUMMARY
raised
orpart
resurrected.
A raggamoffyn
The first
of the adventure
occurshas
darkvision
(60-foot
range).
while the PCs are leaving the Wild Goose
Improved
Grabthey
(Ex):witness
If a raggamoffyn
tavern, where
a woman
hits
an
opponent
that
its own size
being attacked by whatisappears
to beor
smaller
with a slam
attack,
it deals
normal
a pale-skinned
human
garbed
in black
damage
and attemptsresults
to start
grapple as
leather. Intervention
in athe
awomans
free action
without
provoking
an attack
assailant either being killed
or
of
opportunity
(grapple
bonus
varies;
driven off, or the woman herself beingsee
individual
descriptions).
If itflees.
gets aWith
hold,
killed whereupon
her killer
it
can
attempt
to wrap
(see below)
in the
her
dying
breath,
the mystery
woman
next
begs round.
the PCsAlternatively,
to give chasethe
andraggamoffyn
rescue
has
the
option
to
conduct
the
grapple
her fellow apprentice before he
meets
normally,
or
simply
use
its
appendage
a similar fate, ending with the cryptic
to
hold the
opponent
(20
penalty
on If
message
meant
to help
in their
pursuit.
grapple
but the seemingly
raggamoffyn
is not
pursued,check,
the assailant
flees
into
considered
grappled).
In
either
case,
each
the nearby Wild Goose tavern yet when
successful
grapple
checkbe
it found
makesand
during
followed inside,
cannot
successive
rounds automatically
deals
with no witnesses
having ever seen
their
slam
damage.
quarry entering; baffled PCs will need to
Wrap
(Ex): With
a successful
grapple final
make sense
of the
mystery womans
check,
a raggamoffyn
can wrap
words to
progress further.
If on itself
the other
around
any
foe
it
has
already
grabbed
hand the PCs are able to rescue
Audarra,
with
another
successful
grapple
she introduces herself and beginscheck.
The
monsterthem
formsabout
a skintight
layer
questioning
her current
around
wrapped
creature,
covering
location,the
hinting
to her
otherworldly
it
from head
to toeshe
butattempts
leaving enough
origins.
Eventually
to enlist
space
for
the
creature
to
their aid in protecting herbreathe
and helping
through
mouth
and nose.
Attacks
on
to rescueitsher
absconded
friend;
if they
such
a
target
deal
half
their
damage
to
agree, Audarra will lead them into the
the
monster
and
half
to thethe
wrapped
World
Serpent
and
access
safe house
creature.
An
affected
creature
can extract
she has set up there.
itself
by
making
a
successful
grapple
However the PCs finally gain entry
check.
it hasthe
wrapped
creature,
into theOnce
Serpent,
secondapart
of the
the
raggamoffyn
can
attempt
to
control
adventure begins with them either
tryingit
on
its next
to track
theaction.
whereabouts of Audarras
attacker, or escorting Audarra back to her
COMMON
interacting
CR 3 with some of
bolt
hole. After

XP 800
the
Serpents other patrons, the trail takes
themedium
N
PCs to the
construct
backrooms and corridors of
the place
Init
+2; Perception
where Audarras
+6
safe house is
located. After circumventing some of the
DEFENSE
hazards
AC
17, touch
found17,
there,
flat-footed
the PCs15
at(+2
lastDex,
catch
+5
up with their foe alone at her refuge, who
natural)
immediately
hp
16 (3d10) attempts to eliminate the
PCs to
Fort
+1,prevent
Ref +3,their
Will further
+3
involvement.
If they accompanied
Immune
construct traits
by Audarra, they
instead encounter the other half of the
OFFENSE
keeper30
Speed
retrieval
ft., fly 30
team
ft. (clumsy)
waiting for them,
who immediately
Melee
slam +4 (1d6+3)
attempts to slay both
Audarra
Space
5 ft.;
andReach
the PCs
5 ft.
in good order. If
victorious in either scenario, the PCs find
STATISTICS
a clue
Str
14,on
Dex
their
15, foes
Con --,
body
Int that
10, Wis
will15,
direct
Cha
them to where Timiras is being held in
17
Sigil. Atk +4; CMB +10; CMD 18
Base
Feats
In the
Combat
final part
Reflexes,
of theImproved
adventure,
Grapple
the PCs
Skills
Flymust
+7, Perception
navigate these
+6, Stealth
new +8
surroundings
Languages
None
while tracking down
Timirass locale, where he is being held
ECOLOGY
hostage by another
Environment
Any keeper. They must
then defeat this
Organization
Solitary,
latest pair,
foe inororder
gang to
(3-4)
rescue theNone
Treasure
wayward apprentice who can,
in turn, show
SPECIAL
ABLITIES
them how to return to The
Serpent Host
Control
thereafter.
(Su): The common
raggamoffyns
controlSTARTED
host ability has a
GETTING
Will
DC of
14. in the Wild Goose
This save
scenario
begins
Improved
Grab
A common
itself. There
any (Ex):
number
of reasons why
raggamoffyns
grapple
is +4.
the PCs are patronizingbonus
this particular
Suffocate
(Ex): A
common
raggamoffyn
establishment,
though
if the
GM desires
can
asphyxiate
a
wrapped
creature
to preserve the mystique of their by
drawing
thethe
air from
its lungs.
This
discovering
existence
of The
World
attack
automatically
deals
1d4
points
of
Serpent, their reasons shouldnt be tied
damage
per
round.
to that place. The timing of this adventure

works best with the PCs either about


Scholars
theorize
thaton
common
to embark
on a night
the town or
raggamoffyns
form
from
enchanted
engaging in some other late
night business
gloves,
robes,
hats,
and
other
magic
that requires visiting some of the
seedier
clothing
that
was
lost
or
discarded
by
sections of town, therefore necessitating
its
owners.
are usuallyfor
found
near
them
beingThey
fully equipped
possible
cemeteries
and
places
where
magical
trouble. Perhaps the PCs are following
battles
haveofrecently
transpired.
A or
up rumors
some important
item
common
looks
a suit to
personageraggamoffyn
they seek and
arelike
en route
of
mismatched
clothing
with
no
wearer.
a rendezvous or confrontation when the

The clothing
events
of thisappears
adventure
to be
begin,
in good
or simply
repair,
on their
and
it would
way probably
for a nightstill
of be
carousing
usable if
and
it
saw The
could
be Wild
separated
Goosefrom
as a the
convenient
construct.
way
A
common
stop before
raggamoffyn
headingdirects
for Oldits
City.
host
Whateverinthe
creature
combat.
reason,
It suffocates
the GM should
the host
take every
when
it hasopportunity
either lost control
to encourage
over the
the PCs interaction
creature
or has no further
with Gooses
use forpatrons
it.
and allow them to experience the full
ambiencesuch
GUTTERSNIPE as it isthe
CR 5 tavern has
to offer.
XP
1600 Whenever they have had their fill
of medium
N
the place,
construct
or any point the PCs choose
to leave
Init
+1; Perception
The Goose,+8
begin reading the
Introduction.
DEFENSE
AC 21, touch INTRODUCTION
21, flat-footed 20 (+1 Dex,
At some
+10
natural)
point the PCs are passing
through,
hp
44 (8d10)
or leaving the area when Event
One takes
Fort
+2, Ref
place:
+3, Will +5
Immune
construct
traits,has
spells
with light/
At long last
your group
escaped
the
darkness
descriptors
confines of the local tavern and into
OFFENSE
the welcoming night air of the Artisans
Speed
20What
ft., flya20
ft. (clumsy)
Quarter.
wretched
dive that was!
Melee
slam
+7
(1d6+1)
None of you can recall in recent memory
Space
ft.; Reach 5aft.
having5patronized
more disgusting,
Spell-Like
Abilities
(CL
5th;
unseemly establishment
asconcentration
that of
+8)
The Wild Goose, with its unabashed
1/day--glitterdust
(DC and
15). even surlier
filth, surly patronage
STATISTICS
staff. Yet all this is chaff in the wind as
Str
Dex 13,on
Con
Int 10,lane
Wis you
16, Cha
you13,
continue
the,empty
17
find yourselves on towards your new
Base
Atk +7; CMB
+15;until
CMD
19quiet
destinationat
least
the
Feats
Grapple,
of theCombat
night is Reflexes,
shatteredGreater
by a nearby
Improved
Grapple,
Improved
Natural
womans cries for help.
Attack (slam)
Investigating
should
eventually
find
Skills DisguisePCs
+10,
Fly +5,
Perception
+8,
themselves
Stealth +10 in one the back alleys or side
streets
coming
off Brevin Lane. When they
Languages
None
find
the source of the cries, describe the
ECOLOGY
following
scene
unfolding before them:
Environment
Any
In
the shadowy
depthspair,
of aornearby
alley,
Organization
Solitary,
gang (3-4)
you comeNone
upon woman garbed in exotic
Treasure
robes and
wielding a staff, attempting
SPECIAL
ABLITIES
to fend off
a bald,
pale-skinned
man
Control
Host
(Su): The
guttersnipes
wearinghost
goggles
and
a long,
leather
control
ability
has
a Willblack
save DC
of
tunic.
The
man
is
attacking
the
woman
17.
with whatGrab
initially
appear
to be a pair
Improved
(Ex):
A guttersnipes

grapple
of
warhammers,
bonus is +7.
until closer inspection
reveals the weapons
Immunities
(Ex): Guttersnipes
to actually
arebe
attachments
immune
to spell
at the
effects
endsthat
of his
produce
wrists!light
or
darkness.
If the
PCs make their presence known, the

woman immediately requests their aid.


Guttersnipes
most
prevalent
Her assailant are
on the
other
hand, around
remains
settlements
of
dwarves,
gnomes,
focused on his target, ignoring theand
PCs
halflings.
They
form
from
worn-out
unless they attack or otherwise attempt
and
discardedonadventuring
and
to intervene
the womans
behalf. If this
construction
gear.
A
guttersnipe
appears
happens, read the following:
as a whirling mound of frayed rope, worn
The
manpieces,
in leather
regards
leather
strings,
belts,you
andbriefly
swatches
in
a
sidelong
fashion
as
it
speaks,
all is
of cloth. Within this mass of material
the
while
pressing
his
attack
on
the
a core made of small gems, bits of glass,
woman.
You
are not of are
Thecontent
Fold, the
and glitter.
Guttersnipes
to lie
stranger
intones
dispassionately.
Make
in wait for suitable hosts. They save their
no
further ability
attempts
to deter
mewhen
fromthey
glitterdust
to dazzle
foes
my
appointed
need
to escape.task, or you too will be
liquidated.
The
man will
say nothing
to the
SHRAPNYL
CR further
7
PCs,3,200
and will not elaborate on the nature
XP
of large
its task.
Unless prevented, the man
N
construct
immediately
returns
his full attention to
Init
+0; Senses
; Perception
the
woman.
During
the
fight, the PCs will
DEFENSE
notice
things
about their24opponent,
AC
24, odd
touch
24, flat-footed
(-1 size,
suchnatural)
as his shambling gait and the way
+15
his 66
joints
bend at impossible angles. If
hp
(12d10)
at any
the Will
mans
Fort
+4,point
Ref +4,
+3goggles and/or
clothing
are
removed,
he is revealed as
Immune construct traits
a featureless, sexless humanoid lacking
OFFENSE
even discernible
eyes.
The man will take
Speed
20 ft., fly 10
ft. (clumsy)
every opportunity
continue
targeting
Melee
slam +12, ortogore
+12 (1d8+4
or
the woman with his attacks, even at
1d8+4)
the
expense
of his 5own
Space
5 ft.; Reach
ft. defense while
combating the PCs. While the PCs engage
STATISTICS
the 18,
mystery
man,
will 19,
attempt
Str
Dex 11,
Conthe
, woman
Int 10, Wis
Cha
to assist her would be rescuers with her
17
wandAtk
and+10;
few CMB
remaining
spells.25If slain,
Base
+15; CMD
the
man
melts
into
a
discorporate
pool of
Feats Combat Reflexes, Greater Grapple,
black fluid;Critical
if the man
successfully
Improved
(gore),
Improved slays
the woman,
he immediately
flees for
to
Grapple,
Improved
Natural Attack
(gore),
The Wild Goose.
Improved
Natural Attack (slam)
Skills
Disguise +12,
Fly TEMPORAL
+6, Perception
+10,
THIRTY-THIRD
OF THE
FOLD
Stealth
+12
(KEEPER)
CR 7
Languages
XP 3,600 None

SQMedium
N
vulnerable
outsider
to shatter
(extraplanar)
Init +7; Senses blindsight 200 ft., scent;
ECOLOGY
Perception +6Any
Environment
DEFENSE
Organization
Solitary or pair
AC 21, touch
Treasure
None
13, flat-footed 18 (+2 armor,
+3 Dex, +6
SPECIAL
ABLITIES
natural)
hp 87 (9
Cloud
of HD)
Steel (Ex): Once per day, a
Fort +8, Ref
shrapnyl
can+6,
explode
Will +5
into a deadly cloud
Defensive
of
flying, sharp
Abilities
debris.
hiveEvery
mind; DR 10/magic; Immune
creature
within
construct
a 10-foot spread centered
Resist
on
theacid
shrapnyl
10, cold
takes
10,4d10
electricity
points of
10, fire
10, sonic(Reflex
damage
10; SR DC
18 16 half ). This attack
OFFENSE frees a creature wrapped by
instantly
Speed
the
shrapnyl
40 ft., from
climbits
20control,
ft.
and the
Melee mimicked
wrapped
creatureglaive
takes+14
no damage
(1d10+7/x3)
from
or 2 mimicked
that
cloud of steel
warhammers
attack. +14 (1d8+5/
x3)
Control
Host (Su): A shrapnyls control
Spaceability
host
5 ft.; has
Reach
a Will
5 ft.save
(10 ft.
DCwith
of 19.
glaive)
Special Attacks
Improved
Grab (Ex):
breath
A shrapnyls
weapon (20-ft.
grapple
cone, poison,
bonus
is +17. Reflex DC 16 negates, usable
every 1d4 rounds),
Vulnerability
to Shatter:
mimicThe
weapon
shatter spell
TACTICS
deals
3d6 points of damage to a shrapnyl.
During Combat Whenever possible, the
keeper willare
Shrapnyls
trythe
to keep
only raggamoffyns
the woman betweenentirely
made
itself and
of any
metal.
attacking
They lurk
PCs,near
reserving at least oneasattack
battlegrounds
well as
toforges.
direct towards
her.
A
shrapnyl
The keeper
consists
remains
of bitsdevoted
of metalto its
mission
in
every of
size.
slaying
Its appearance
Audarra and
canwill
vary
take
every opportunity
greatlyone
mighttoconsist
accomplish
of swords,
this goal
in lieu ofand
shields,
all else,
cooking
including
gear, while
givinganother
up its life
in order
could
contain
to deliver
a helm,
a killing
coins,blow.
chains, and
Morale
keys.
Shrapnyls
Until Audarra
are theismost
eliminated,
aggressive
the of
keeper
the
raggamoffyns.
fights to theThey
death.
do not hesitate to
STATISTICS
use
their cloud of steel attack when faced
Str 21,
with
anDex
overwhelming
16, Con 14,situation.
Int 15, Wis 9, Cha
6
Base
TATTERDEMANIMAL
Atk +9; CMB +13; CR
CMD
1 26
Feats
XP
400Combat Reflexes, Dodge, Improved
Initiative,
CN
Small construct
Mobility, Power Attack, Spring
AttackB
Init
+5
Skills Acrobatics +15 (+23 to jump), Climb
DEFENSE
+21,16,
AC
Disable
touchDevice
16, flat-footed
+14, Escape
11 (+1
Artist
size, +5
+23, Knowledge (arcana, planes) +14, PerDex)
ception
hp
5 (1d10)
+11, Stealth +15;
Racial
Fort
+0,Modifiers
Ref +5, Will
+8 Acrobatics
+4
to jump, +8

ImmuneArtist
Escape
blunt weapons, construct traits
Languages Common, Celestial, Infernal
OFFENSE
SQ body
Speed
40switch,
ft., fly 40
dissolution,
ft. (clumsy)
great leaper
Melee
slam +1 If(1d4)
Development:
the PCs are unable
Space
5
ft.;the
Reach
5 ft.from delivering
to prevent
keeper
STATISTICS
Audarra a mortal wound, she will live just
Str
Dex 21,
, Inta 10,
Wis message
19, Cha
long10,
enough
to Con
whisper
cryptic
15
to anyone who goes to her side. You
Base
CMB +1; CMDI15
must Atk
save+1;
Timirasplease,
beg of you
Feats
Combat
Reflexes
hes in The Cage.
Go to The Goose; knock
Skills
+9,inStealth
+9 of your patron to
three Fly
times
the name
Languages
None
enter the Serpent. Once she delivers this
ECOLOGY
message, she expires. If on the other hand
Environment
she is rescued,Any
the woman breathlessly
Organization
Solitary,
pair, or gang
(3-6)
thanks her saviors,
subsequently
revealing
Treasure
Noneyet inhuman features
her beautiful,
SPECIAL
ABLITIES
of burnished copper skin and hair like
Control
(Su): of
The
tatterdemanimals
flickeringHost
tongues
flame:
control host ability has a Will save DC of
You
12. have my sincere thanks for your
timely
intervention;
name is
Improved
Grab (Ex): my
A tatterdemanimals
Audarra
Theiadan.
grapple bonus
is +1 As you have no
doubt surmised, I am not native to your
world,
but came here
seeking
for the
Tatterdemanimals
are the
leastaid
powerful
desperate
circumstances
find myself
of the raggamoffyns.
TheyI often
lurk in.
And
not
just
for
myself:
even
as
I speak,
around rubbish mounds and other
my
companion
lies inis the
clutches
places
where refuse
heaped.
A of
others
like the being
whoas
attacked
me.
tatterdemanimal
appears
a swirling
Iheap
seekoftosmall,
affectdirty,
his rescue,
yet
I
cannot
tattered rags and
hope
accomplish
task alone. I
other to
scraps
of cloth.this
Tatterdemanimals
am
in
your
debt
for
saving
life, yet
I
often take animals as hosts my
because
they
would
upon
assistance again.
are thecall
easier
to your
capture.
Will you please help me?
While her original inte
nt was to track down a particular
individual here on Oerth, the PCs timely
intervention and their apparent fighting
ability compel her to make the decision
to abandon this search and instead rely
on their aid. Audarra wont mention this
prior objective to the PCs as it is no longer
of any consequence, and has no name
for the individual besides; if the matter
somehow comes up anyway, she simply
states that she was only told

Вам также может понравиться