Rats For Hire

A Three Round AD&D Tournament For Six Players

by Keith Polster 
with
Kevin Melka

Round Two -- River Rats

PLAYER INTRODUCTION
You sit in the conference room of the Greyhawk Adventurers Guild. Your noggins and derrieres hurt so much you think you've probably got somebody else's by mistake. Your not sure where you picked up your aches and pains. It was either on your most recent adventure, where you fought the Tarrasque's albino sister, or back here in Greyhawk, where you tried to relax with some cheap entertainment. Thinking that your current streak of bad luck will have to break sooner or later, the door to the room crashes open and through it boldly struts your supervisor Zuaak the Dwarf.
	Waltzing across the chamber, his head bathed in a bluish fog of cigar smoke, the dwarf glares at you disdainfully.
	"So you little maggots," bellows Zuaak in a voice that will echo in your head for days, "I hope you're ready for your next job!"
	Pulling out another putrid cigar, the dwarf continues, "This is an important job I'm about ta give ya skumbags so you'd better listen up, and if ya do good maybe you'll get yourselves out of da gutter. Last night I got a visit from Lord Zoran Sarraith, a rich Rhennee well-to-do whose forked out a big retainer for da Guild ta do a job with no questions asked. You are ta meet him at da River Rat, a central gathering place for Rhennee in the river quarter. It's located along da Strip and its full of Rhennee, so watch your P's and Q's about their strange customs or you'll end up as rat food on da bank of da Selintan."
	Licking the length of his grotesque cigar in a manner that you'd sooner forget, Zuaak turns to leave, but then suddenly says, "You lumps belong to Lord Zoran for the next week...I sure hope you last!" With a wicked snicker and a belch, the repugnant dwarf leaves you with little hope for an enjoyable future.

DM INTRODUCTION
The PCs are being set up.

Several years ago Lord Zoran located the hasty barge of Nyr Dyv. This magical barge is an ancient relic of the Rhennee with special powers that allow it to travel fast and far, with little chance of being attacked by monsters in the Nyr Dyv. Zoran stole the hasty barge from a Rhennee named Dolcan Esquard, who was killed during the theft. Zoran wanted the hasty barge so he could better serve his masters, the Cult of the Shriven Sickle. The members of the Shriven Sickle faithfully serve the god Nerull -- deity of darkness, death, and dissolution. And as of yesterday they are very upset, for the hasty barge has been stolen again.

	Upon coming of age, Jacque Esquard, the son of Dolcan, set out to have his revenge upon the man who had his father murdered. He has returned to the City of Greyhawk to take back what rightfully belongs to his family and will stop at nothing to achieve his goal. The party is being sent after Jacque, who is on his way down the Selintan, and then into the Wooly Bay where he and his skeleton crew will never be caught. The PCs will be under the watchful eye of Grotnek Urtekknis, a brutal half-orc fighter/thief mercenary currently employed by the Shriven Sickle. Grotnek and the forces of the Shriven Sickle will shadow the PCs until they've taken the hasty barge, then they will dispose of them.

PART 1: THE ASSIGNMENT
When the party is ready to begin, read the following:

With your course of action determined for you, you leave guild headquarters and walk down the Strip toward your destination and your appointment. Shadows dart through the streets as the city begins to settle down for the night. Unseen eyes peer out from the darkness as you journey deeper into the Strip, and the few souls you encounter on the street are becoming more uncouth and seedier. Your journey down the Strip abruptly ends as you find yourselves before the battered structure called the River Rat.
	The windows of this building are boarded up, and several unconscious people lie sprawled front of this disgusting establishment. The swinging  doors suddenly burst open as a drunken patron is tossed out into the street sliding a couple feet in the fresh mud to rest directly in front of you. After a short pause, the laughing and shouting of obscenities once again rises to a roar within this drinking asylum.

How the party proceeds into the River Rat from here is up to them. All conversation will cease as the party enters, slowly rising to its former level with unrighteous whispers and muffled curses. While the PCs elbow their way through the crowd, Rodan can understand portions of the Rhennee conversation by making a successful; hear noise roll at +15%. The DM may create his own insults if the roll is successful. None of the Rhennee patrons will have anything to do with the PCs, but the bartender will point out Lord Zoran for them. If they shout Lord Zoran's name, the patrons down out their calls with hoots and catcalls.

LORD ZORAN

Once the party has located Lord Zoran, continue with the following:

You look where the scuzzy bartender points and you see a finely-dressed man of typical Rhennee build and color. As he begins to speak, you notice a large scar running from just below his left ear, curving around to end near his throat. 
	"I am Lord Zoran," he begins, "I presume you are from the guild? If you give me your names, we can begin!"

Zoran waits until all the PCs state their correct names, then continues.

Once the introductions are finished, the Rhennee continues: "I do not believe you've been told my problem, so I will start at the beginning. A barge that has been in my family for over three generations was stolen from its dock at Barge End last night. During the bloody theft, two of my closest friends were slain and my wives were severely beaten and tossed overboard. I wish my barge returned and am willing to pay handsomely for it. If you help bring this barge back, I will see that Zuaak gives you each 700 gp for your troubles, with an additional 300 gp each if you bring back the head of the scoundrel who beat my wives."
	After pausing to control his visible anger, the Rhennee lord continues, "This barge is very special to my family. Myself and all of my children were born upon it and I mean to have it back! I have business to attend to before you depart, so I shall meet you at Barge End in 30 minutes. Do not be late." His piece said, Lord Zoran nimbly springs to his feet and ducks out a side door, leaving you to exit this hole on your own.

On their way out, the horde of Rhennee within the tavern try and provoke the PCs into a brawl:

The Rhennee once again mumble curses concerning your parentage as you head for the door. Suddenly, several large wads of gooey tobacco chew sail across the room and pelt you. Several dozen burly Rhennee patrons await your next move, while even more Rhennee look on.

If the party simply ignores the insult and walks out of the River Rat, then proceed to THE JOURNEY. If the party fights, the patrons ring them in and pummel them into unconsciousness. Play this out of you wish -- a typical Rhennee is AC 6, has 12 hit points, THACO 19, and attacks to subdue with fists, chairs, bottles, and the like. The PCs probably can defeat a few Rhennee, but not all of them. If any PC uses deadly force, all the Rhennee form an irresistible mob and the PCs are immediately subdued.

You remember the wads of tobacco, flying bottles, the sound of a chair breaking over your head, then nothing. As you stir you notice a swarm of rats the size beavers sizing you up. You also notice a rancid smell that would make a goblin seem aromatic. The rats scurry away as you stagger to your feet. Those Rhennee scum have thrown you into one of the revolting piles of refuse in Garbage Hill. Not knowing how long you've been here, you brush yourself off and hobble towards Barge End.

PART 2: THE JOURNEY
Barge End is a docking place for the Rhennee's barges in the murky, mosquito-infested Selintan backwater. When the PCs arrive, two of Zoran's lackeys escort them to the lord's pursuit vessel, where they are presented to Lord Zoran and Dmitri Valonis, the vessel's captain for this mission. If the PCs have been to Garbage Hill, several of the Rhennee crew members pester them with jokes regarding their smell and appearance.

The stagnant waters of the Selintan, not to mention the buzzing of mosquitos, fills your nostrils as the guides take you to Lord Zoran. As you travel deeper into Barge End, you see more than forty barges docked along the back water wharf. Your guides take you across a few scattered planks and onto the deck of a very impressive two-masted barge. Standing on the deck, flanked by several Rhennee, is your employer.
	Getting right down to business, Zoran gestures to the man on his right, "This is Dmitri Valonis, one of the fastest bargewrights on the Selintan. You are to help our combined crews to assure the return of my barge. This two-masted barge, the Dyvwraith, will easily catch the thieves in two days, before the scoundrel can lose himself in Wooly Bay. You leave at first light, and do not forget the bonus!"
	After a few words with his men, Lord Zoran disappears into the black night mist. An unknown Rhennee tells you to stow your gear and get a few hours of sleep, for you leave at first light.

The Dyvwraith is manned by nine Rhennee. Four of these men are members of Lord Zoran's personal guard, but are not members of the Shriven Sickle. The remaining five are Dmitri and his master bargewrights. They also are not members of the cult of Nerull, they are of honorable Rhennee background and will follow the words of Dmitri unto death. The only reason Dmitri is involved is because his is the best, and Zoran needs the best if he is to catch Jacque Esquard.


Lord Zoran's Rhennee: AC 6 (leather & DEX 16), MV: 12, F4/T3, 15 hp each, THACO: 17, #AT: 1/1, Dmg: 1-6+1 (short sword + STR 17), SA: x2 backstab, AL NE

These men are loyal to Lord Zoran. Their names are Talo, Benard, Rigel, and Tayloc. They were told to make sure all of the thieves of the hasty barge are killed, and to help Grotnek slay the PCs after the barge is once again in their possession. These men are Zoran's regular crew on the hasty barge and know how to best pilot the magical craft. They are also familiar with Grotnek and his assassin squad. They will speak little with the PCs during the journey, treating them with the macho male attitude of the Rhennee. Observant PCs notice that they do not mingle well with the members of Dmitri's band. In addition to the short swords, each one of these men has on board a light crossbow with 10 bolts.

Dmitri Valonis AC 5/4 (leather armor +1 & DEX 16; shield for melee only), MV 12, F7/T4, 39 hp, THACO: 14, #AT: 3/2, Dmg: 1d8+2 (STR:16 & longs word +1), SA: x2 backstab, AL N
	Dmitri is 24 years old, 5'1" tall, and a 130 lbs. Despite his small size, this Rhennee is the best bargewright in the Greyhawk area. Since his latest barge race victory, Dmitri has acquired quite a following among the Rhennee and has decided to help Lord Zoran only to prove that he can accomplish something that the Rhennee lord cannot. Since Rhennee lordship is based on the amount of power one possesses and their deeds, Dmitri has much to gain by returning the barge.
	Dmitri is a very ambitious Rhennee, and seeks to further his power base at any cost. He treats the PCs well, but does not reveal too much to them regarding his goals. He is very polite to any spellcasters, for they are rare among the Rhennee and considered a means to gain power. As far as the mission is concerned, Dmitri follows Zoran's orders until he is betrayed, or until he can change the rules of the game to better suit his own needs.
	In addition to the leather armor +1 and the long sword +1, Dmitri also possesses a minor medallion of ESP. This particular medal-lion can only be used against 3 people a day, and the victim gets a save vs spell to resist. He also has on board a light crossbow with 20 bolts coated with a week sleep poison (save at +3 or sleep for 1d4 turns) for him and each of his crew members.

Dmitri's Men: AC 7 (leather armor), MV 12, F4/T3, 14 hp each, THACO: 17, #AT:1, Dmg: 1-8+1 (long sword + STR 16), SA: x2 backstab, AL: N)
These men are loyal to Dmitri and are his hand-picked crew of talented bargewrights. These men are named Rimbar, Thordan, Willy, and Vakor. They are all Rhennee, and will speak only lightly to the party for sailing the barge consumes most of their time. However if the party befriends Dmitri, they will treat the PCs with mild respect. The opposite applies if Dmitri holds the PCs in low regard. Each of these men carries a long sword and knife, along with the crossbow listed under Dmitri's stats. Each wears leather armor and carries 1d10 silver coins on them.

ENCOUNTER 1: ONCE UPON THE RIVER BLUE
Allow the party to spend time role playing with members of the crew for the remainder of the day (do not let them spend too much time), and when it gets near sunset read the following:

The gypsy folk move their craft quickly through the placid waters of the Selintan. When the crew finally anchors near the center of the river, one of Dmitri's men tells you the reason for this is to reduce the likelihood of bandit attack. As the daylight fades, the bright moon Raenei glimmers overhead sending fleeting shadows across the calm river water.
	As you begin the settle in for the night, you are interrupted by Dmitri. "As you can see my friends," says the young lord," it is a splendid evening. I do not wish to alarm you however, but it appears that we've been followed by a group of men on the river road since we left Greyhawk." As he points off the port bow, you begin to see the flickering light of a campfire.

What the PCs do here is up to them. Dmitri, and the Rhennee on board, believe that they are in no danger where they are anchored. If the party wishes to go out and investigate, they must swim to the shore (35' away) and confront the NPCs on their own. If the party does nothing, the night passes without incident.
	In truth, the men following the party are Lord Zoran's assassin squad lead by Grotnek. With the help of their Shriven Sickle contacts, Grotnek and his men wear the uniforms of the Greyhawk Nightwatch Patrol. If approached by the party, Grotnek and his men do not attack first. They do, however, present themselves as official members of the Greyhawk guard with papers (forged) giving them authority to patrol along River Road. As far as the party is concerned, everything is in order (no one knows any differently). If the party foolishly attacks, Grotnek's men fight to the death while he escapes (automatic in tournament play) to return later on.

Grotnek Urtekknis: (AC -2 (field plate +1 & Dex 17), MV 12, F8/T8, 76 hp, THACO: 11/9, #AT: 3/2, Dmg 1D10 +5 (two-handed sword +2 & Str 18(58)), SA: x4 backstab, AL: NE)
	Grotnek has the following thieving skills: PP 50, OL 55, FT 55, MS 70, HS 50, DN 30, CW 90, RL 15. The half-orc also carries the following magical items: field plate +1, two-handed sword +2, potion of extra-healing, necklace of missiles (one 5HD missile remains).
	Grotnek is 6'10" tall with thick black wavy hair and brown eyes. He weighs a remarkable 352 lbs with not an ounce of fat on him. This repulsive thief chews tobacco and spits great plugs while he talks. His clothes are constantly sweat stained and malodorous, while his greasy hair lies uncombed around deep coal eyes.
	During this encounter Grotnek controls his considerable temper, but will throw a tantrum once the party is gone or after he escapes. Although he is the main muscle of the Shriven Sickle, Grotnek watches out for Grotnek above everyone else. In both of round's encounters with the half-orc, he will escape death at the last minute to plague to PCs another day.

4 of Grotnek's Grunts: AC 6 (leather & DEX 16), MV: 12, F4/T3, 15 hp each, THACO: 17, #AT: 1/1, Dmg: 1-6+1 (short sword + STR 17), SA: x2 backstab, AL NE
	These men each carry a short sword, a light crossbow with 10 bolts, and a stolen Greyhawk Nightwatch Patrol uniform, and 2d10 silver coins. Two of the men have bruises covering their faces from Grotnek's bad temper, and each of them have a scars running from below their ears ending near their throats. These scars are the mark of the Shriven Sickle and are identical to the one on Lord Zoran. The only way a PC will see these scars is if the man is dead. None of the party members know of the Shriven Sickle.

ENCOUNTER 2: THE ROARING RAPIDS OF WALTER SIMKINS
On the morning following the possible encounter with Grotnek, the PCs get an early start down the Selintan River. After a few hours of travel, read the following:

As the morning floats into afternoon, you find yourselves gazing over the bow of the boat watching the river. Suddenly, the sluggish current increases slightly; you soon see a rather large sign adorning the shoreline that reads,"DANGER AHEAD". Before you can warn the Dmitri, you see another sign which reads, "WE'RE NOT KIDDING, REAL DANGER AHEAD". Finally, as the water really begins to increase in velocity, a final sign can be seen just ahead. However the words "DANGEROUS RAPIDS AHEAD" have been crossed out, and beneath can be read," BEWARE OF THE MELZARAK!!!".
	Before the rapids can seriously hamper the Rhennee's control  of the barge, Dmitri orders his men to navigate toward a stone breakwater off the port bow. As you get closer to this peculiar structure, a figure standing on the breakwater slowly takes the shape of a rather excited gnome. As you steer toward the gnome, a huge block and tackle pulley system can be seen along the shoreline. This appears the only safe way to navigate these savage rapids. "Hey! Hey you there!", shouts the gnome, "Throw us a line or you'll be wreaked!" You notice that Dmitri reluctantly gives the order to throw the gnome a line.

Any attempt to run the rapids causes the barge or any other ship, to capsize. However, not is all as it seems. Several years ago a brass dragon devised a "get rich quick" plan that would take advantage of all travelers up and down the Selintan River. With the help of a few earthquake spells in a ring of spell storing, the dragon created his own rapids, casting the spell secretly so as to make the whole process seem natural. The dragon also uses illusions to make the rapids seem even fiercer than they are.

	This deception has been going on for several years now, and only a few of the regular river travelers (including Dmitri) know of it's secret. They don't, however, wish to upset the dragon by exposing him or refusing to pay his toll. One such bargewright did and the dragon used one of his create water ability and sleep gas to make the ship capsize in the rapids. So, for an outrageous toll your ship can transverse the rapids of Walter Simkins (the dragon's alias) with the help of his 7 fellow gnomes (who REALLY are gnomes who work for Walter).

WHAT A HAM
It takes nearly 20 minutes of block and tackle pulling (most of the hard work being faked by the thespian gnomes), which during this time the party can chat with Walter Simkins. If the party tries to confront Walter after disbelieving his illusion (save vs spells at a -3 due to the care used in creating the image), he will become instantly cold towards them. He will then threaten them saying that nasty things may happen to them if they spill the beans. If the party truly upsets Walter, the dragon will end the adventure then and there by sinking Dmitri's barge. Dmitri will try to intercede on the party's behalf, and if they back down, the dragon will only double the cost of crossing the rapids (costing each PC  5 gp or an item of equal worth). DM may deal with troubled characters, or party, as they see fit.
	However, if the party befriends or even talks to Walter, he will appear as a happy-go-lucky-I-wish-you-would-quit-talking gnome. DM should play this aspect of Walter as a role-playing ham. Walter will buzz through some of the following phrases:

* Hey, nice weather we're having ain't it?
* Do you guys fish? I caught a big one yesterday!
* Are you guys looking for the bandits in the area?
* Are you following those other Rhennee that came through here yesterday?
* Do you know you're being followed?
* I hear the mayor of Greyhawk is being bribed by the Carpenters' Guild.
* Does it still smell like dead rats in the city?

DM feel free to create any other colorful phrases that might fit the mood. Walter's ramblings continue until the boat reaches the far side of the rapids, or the PC's press Walter for further information. If questioned about any of the above quotes, his memory suddenly gets foggy until a few coins (any type) are pressed into his greedy palm.

WALTER SIMKINS (BRASS DRAGON): (AC: -1. MV: 12 (FL:30), HD: 10, 65 hp, THACO: 11, #AT: 3+special, Dmg: 1-6/1-6/4-16, SA: special, SZ: G (30'), AL: CG)
Spells carried: Change self, alter self

This dragon would rather talk than fight, but if his secret is threatened, he will turn violent. DM show the PCs (probably by deactivating his Change Self spell), that it would be foolish to tangle with this young adult dragon. Walter cooked up this ruse as a way to increase is small treasure horde, and he will be very upset if he has to give it up.
	If properly bribed and questioned, Walter has the following additional information for the party:

* A very fast barge crewed by at least six men came through the rapids. The men on it seemed quite pleased with themselves. Walter didn't learn much from them, as he did most of the talking.

* Human and demi-human bandits are common around here, but they leave Walter and his gnomes alone.

* Four or five men are following the party. They look like Greyhawk guards, but they're definitely out of their jurisdiction and their commander is pretty bad tempered for a military officer.

WALTER'S GNOME HELPERS: (AC: 10, MV: 6, HD: 1, 4 hp, THACO: 19, #AT: 1, Dmg: 1-6 by short sword, SZ: S, AL: NG) 
Spells carried (each): phantasmal force, audible glamer

These seven gnome fighter/illusionist help Walter create the illusion of the rapids for two reasons: (1) It's funnier than troll on roller skates, and (2) where else can you get paid so much for doing so little. The gnomes also try avoid contact with river travelers for two reasons: (1) Walter does all the talking, and (2) if they do they're liable to burst out laughing, and (3) At least one of them has to keep up the illusion.
	The block and tackle rig was in fact built by the gnomes and is 100% authentic. If the river was truly a savage rapids, this method of traversing the river would in fact work.

ENCOUNTER 3: THE SPOTTED COW INN
The evening after the PCs' encounter with Walter, they arrive at the edge of Wolly Bay, and the Spotted Cow Inn. As Dmitri steers the barge toward the docking area, read the following:

You realize your time is running quite short as the setting sun glimmers off the edge of Wolly Bay. Just ahead can be seen the famed Spotted Cow Inn, the last stop for weary river travelers before braving the depths of the gigantic bay. If your elusive adversary has not lost himself in the bay, he may yet be found replenishing his supplies at the Spotted Cow.

Jacque Esquard and his crew of six men are indeed at the Spotted Cow Inn, prematurely celebrating their escape from Greyhawk. As the PCs' barge docks among the many craft here, one of Lorn Zoran's men spots the hasty barge docked on the far side of the wharf. Two of Jacque's crew are guarding the craft very haphazardly, drinking and laughing loudly in the slowly growing darkness.
	What the party does from here is up to them. They can confront Jacque or they can try to take the barge and run. The Rhennee will let the party agree upon the best course of action to take
here.

OPTIONS
Should the party wish to secure the hasty barge first, Jacque's guards suffer a -2 to their surprise rolls during any attack. However, the PCs may notice several heavily-armed guards patrolling the area. If the party attempts to confront Jacque's men with out some sort of distraction, there is a 75% chance that they are noticed and an alarm is sounded summoning 1d4 guards a round until 15 guards join the fray. Here on the  edge of Wolly Bay, boat (and barge) thieves are slain first, and asked questions later. Dmitri knows quite a bit about the forms of justice dished out by the river community, and will share his information with the PCs if he gets the chance.

Guards of the Spotted Cow: (AC 5 (chain mail), MV 9, F2, 10 hp each, THACO 19, #AT 1, Dmg 1-8 by long sword, AL LN)
	These guards patrol the wharfs and grounds that serve the Spotted Cow Inn. They are employed by Ivan Lockswell, a nephew to the current lord of the Gnarley Forest. They except no bribes of any kind, for nothing is worth the wrath that would befall them if Ivan ever found out. They are paid well for their  ervices, and each has 2d10 gp. The guards travel in pairs, rotating between the inn and the wharf. If there is major trouble (a fight or a fire), all guards converge on the problem within a matter of minutes.

THE WHARF
There are 60 boats docked at the inn, clearly showing its popularity among the river folk. The DM map shows where the PCs' barge and the hasty barge are docked.
	Any trouble going on at the wharf has a 20% chance to be noticed, and reported, by any wandering patrons. The reason for this is that Ivan offers an "all you can drink" reward for anyone helping to prevent trouble. There are at least two guards here at all times. All in all the players will have to be very skilled or lucky to try anything here.


THE SPOTTED COW
The pride and joy of Ivan Lockswell, the Spotted Cow Inn is a favorite of many river and bay travelers. Located just northwest of Hardby, the inn boasts a hearty crowd of 35 patrons on this evening, many of which are regulars. The remainder of Jacque's crew, including Jacque himself, are within the inn resting and planning their return home in the morning. As the party enters the inn, one of Jacque's men alertly spots the PCs and slips away unnoticed to warn his master. When Jacque realizes that the gig is up, he sets Area #5 on fire in an attempt to escape pursuit in the panic that will follow.

AREA #1: BAR & DINNING AREA
The largest section of the Inn, it serves as bar and entertainment area. Tonight the bar is packed with several
fishermen and merchants of the Wolly Bay. Several comely barmaids quickly dash between tables, while a group of performers enchant the crowd with a cheery bar tune. There appear to be no Rhennee in the area except for any that the players may have brought with them. Drinking to the good health of his patrons, Ivan can easily be picked out of the crowd. His private residence is down the road.

AREA #2: KITCHEN AND STORAGE
This area doubles as a small kitchen and storage area for the inn's many supplies, including several kegs of ale. Ivan's wife, Kika, and his only daughter, Sara, can be seen running in and out of this area from the bar. There is a door at the north wall that leads to the stables.

AREA #3: STABLES
Currently, there are nine horses belonging to various patrons resting in stalls here. Tending to the horses is Ivan's youngest son, Ivan Junior. Two guards are always within earshot of this area.

AREA #4: ENTERTAINER'S AREA
A thick wool curtain separates this section from the main bar. A few musicians, and some of Ivan's favorite dancing girls, prepare for their acts here. At present, there is a father and son juggling team and Belinda the Belly Dancer waiting here to preform.

AREA #5: ROOMING QUARTERS
This newly-added section of the inn holds several boarding rooms, half of which are presently occupied. The largest room is where Jacque and his men are hold up (marked on the map with an "X"). After Jacque starts the fire, he and his men exit through the room's southern window. They flee to the hasty barge, and when to the waters of the Wooly Bay.

THE FIRE
If the PCs waltz in the front door, one of Jacque's men spots them and warn his master. Jacque uses his last missile from his Necklace of Missiles (7HD missile in case anyone gets in the way) to start the boarding area on fire. After crawling through his room's southern window, Jacque screams "Fire!!!" to draw the attention of the guards, creating a panic.
	Once Jacque clears the building, the dry wood of Area #5 goes up very quickly, drawing the attention of everyone within 1/2 mile (the reason for this is that everyone knows that if they help put out the fire, Ivan will reward them later on with their fill of ale). If the party has not posted a guard at the hasty barge, Jacque  has the craft moving within six rounds, and will lose  himself in the inky blackness of the night upon Wolly Bay. If confronted, Jacque and any of his remaining men fight with untamed fury, knowing that their lives may be on the line. The fire will take almost an hour to bring under control, giving the party plenty of time to resolve things one way or another.

Jacque Esquard: (AC 5 (studded leather + Dex 16), MV: 12, F8/T3, 42 hp, THACO: 13, #AT: 3/2, Dmg: 1d8+1 (scimitar +1), SA: x2 backstab, AL: LN)
	Jacque is of mixed Rhennee stock, 32 years old, 5' 9" tall, and 150 lbs. From the city of Fax on the Wild Coast, Jacque has searched for years for the hasty barge and the man who slew his father. Although he missed his chance at Lord Zoran, he quickly snatched up the barge and planned a celebrated return home. Things seldom go as planned.
JACQUE'S FOLLOWERS (6): AC 7 (leather armor), MV 12, F4/T3, 14 hp each, THACO: 17, #AT:1, Dmg: 1-8+1 (long sword + STR 16), SA: x2 backstab, AL: N)
	Each of these men has a light crossbow and 10 bolts stored on the hasty barge.

THE BATTLE
During the battle with this young lord, he will shout things at the party and any other Rhennee he see, believing they all work for his fathers killer. Such phrases will include: "DIE MURDERERS OF INNOCENTS!" and "SKUM OF LORD ZORAN, DIE AS HE SHOULD!"
	And so on. If the party isn't confused with these ramblings, Dmitri uses his minor medallion of ESP to discover the truth behind Jacque's action. He will then try and stop the battle for he knows that according to Rhennee custom, the method in which Zoran acquired the hasty barge is an action that is punishable by death. To gain the power he seeks, Dmitri will strike a bargain with Jacque (which Jacque will except) and turn the hasty barge over to the PCs. However, anyone left alive will still have to deal with Grotnek.

GROTNEK AND THE GRUNTS
If the battle against Jacque goes as described above, Grotnek (who has been listening in the wings) is waiting to attack the PCs and the traitorous Dmitri. If the party had fought with Grotnek before and slew his men, the half-orc has acquired 4 more fanatics (same stats as in Encounter 1) of the Shriven Sickle along the road to the Spotted Cow. (If the PCs slew Grotnek, the Shriven Sickle has managed to revive or replace him.) Grotnek and his men attempt to strike with surprise, attacking any spell casters first. If any of Lord Zoran's crew is still alive, they quickly change loyalties and strike against the PCs. If the good guys are victorious, Grotnek will automatically make good his escape over the side.

NO WITNESSES
If the party takes the Hasty barge and runs for it, they easily get away. However, when the party anchors for the evening on the return trip, Grotnek and his grunts swim out to the boat as the crew retires for the evening. Grotnek attack those on board the hasty barge first, attempting to slay them quickly and quietly. Lord Zoran's men will be on the hast barge, and they assist Grotnek. If Grotnek is victorious he takes his men over to the DYVWRAITH to take care of any remaining witnesses. PCs who drop their guard here are in very big trouble.

CONCLUSION
There are several different conclusions possible for this round. If Grotnek gets the best of the party and they all end up pushing daisies, too bad. If at least some of them survive, the hasty barge is returned to Greyhawk and to Barge End. After the party returns to the city, Dmitri takes possession of the hasty barge and presents it to the High Council of the Rhennee, accusing Lord Zoran of several charges. After long deliberation, the Council decides that until this matter can be referred to the Rhennee in Fax on the Wild Coast, the hasty barge shall be held by the Greyhawk Adventurers Guild. That's the good news. Here's the bad news:

Weary from your ordeal, you reluctantly drag your feet back to the Greyhawk Adventurers Guild to report. Once in that all too familiar conference room, your supervisor Zuaak calmly saunters with a considerable grin on his homely kisser. Fear immediately fills your souls at the thought of what could possibly make this heartless dwarf smile, and goose pimples the size of warts begin to sprout up all over your bodies.
	"Well, well, well," Zuaak chuckles, "it seems that you cow pies finally did something right. You brought back da stolen barge, and it turns out to be the one and only hasty barge of the Nyr Dyv. I'm impressed!"
	"However," says Zuaak as your hopes begin to plummet, "after coming under da scrutiny of da Rhennee Council, Lord Zoran has withdrawn his retainer ta da Guild. What this means ta you dungheads is that you don't get paid for this mission until after possession of da hasty barge is decided by da Rhennee Councils of both Greyhawk and Fax."
	Pulling out one of those nauseating cigars, the beaming dwarf concludes: "And da way they argue, you should get paid sometime in da next 30 years!" As Zuaak struts out the door, your hands rifle through your pockets in search of anything you can use to pawn for a meal.
