Rats For Hire

A Three Round AD&D Tournament For Six Players
by Kevin Melka

Round One -- Swamp Rats

PLAYER INTRODUCTION
Welcome to the City of Greyhawk, City of Splendor, Gem of the Flanaess. For years you've heard praise about the greatness and wonders of Greyhawk and the opportunities it presents, and now that you're here all you can say is "aw rats!"

Half an hour ago you were sitting in the conference room of the Greyhawk Adventurers Guild awaiting your first assignment. Five others sat with you at the ratty oaken table. The pungent stink of old sweat and mothballs saturated the damp air in the venerable building. Located in a filthy section of the River Quarter, the Greyhawk Adventurers Guild is a mercenary-for-hire organization that sooner or later every low-life merc in the city ends up in debt to, working for, or both. You're a member now and will be for quite some time.

The door to the fragrant room suddenly crashed open and through it emerged your supervisor. Your hopes of an untroubled and restful assignment flew out the window when you saw your boss was Zuaak the Dwarf. Known to any merc, Zuaak is the last survivor of a tribe of dwarven miners in the Abbor Alz Hills that were mercilessly slain by the Scarlet Brotherhood. The dwarf's attitude is considered to be somewhere between that of a pregnant ogre and hungry tarrasque, and you felt your first assignment would be somewhat less than cheerful. Zuaak is an aging dwarf of some renown, whose valor in the name of the Guild is still exaggerated to this day. The dwarf's manners and social graces however, are considered only slightly better than those of a band of goblins. After one whiff of the foul-smelling cigar the old dwarf has smoldering in his teeth, you conclude that several bands of goblins all fighting in a dungheap probably smell better.

"Alright you garden slugs listen up," Zuaak commanded as he stood on a rickety chair to address you, "there's no need for tearful introductions since I don't believe you swamp rats are coming back, so here's your assignment. Five years ago One-Eye Halloran, da owner of da Low Seas Tavern here in da River Quarter, was on a mission for the guild to retrieve a minor relic called the timeglass of the mage from within da Valley of the Mage. Upon his return along da Selintan River, One-Eye ventured too close to da water and was mauled by a giant albino crocodile. Da timeglass, which was in his pocket, was swallowed by da croc when he bit off Halloran's leg and da giant albino then disappeared into da Mistmarsh.

"Two weeks ago, a trapping expedition on da edge of the Mistmarsh was said to have seen a giant albino crocodile attack and eat a local farmboy who was fishing in the Neen River near his parents farmstead. If this is da same  albino croc, then da Timeglass of the Mage is most likely still in it's gullet. Here is a map showing da location of da farmstead so you rookies don't get
lost.

"Da Guild has been contracted by a local wizard to try and retrieve da Timeglass, you then have to complete two more assignments for da Guild within da next month. Did you hear that you milksops? ONE MONTH! If you take any longer, your term of employment with da Guild will be doubled regardless of the money you may or may not owe us. Any questions...good!"

Throwing a small pouch, a very small pouch, of coins on the table Zuaak concluded: "Give these coins to One-Eye and he'll get you started. If you get da Timeglass, you are to bring it back to me. If you don't get the Timeglass, you'd better be dead! Here's a list of guild rules that must be  followed to da letter, make sure ya know'em. If you gutterslugs complete this assignment you'll each get 100 pieces of gold, free and clear. Now get out of my sight before I give you maggots the sewer scrapping assignment!"
All in all, you felt your interview with Zuaak went better than could be expected. You beat a hasty retreat toward the Low Seas Tavern; since none of you know each other, introductions along the way seem to be in order.

DM INTRODUCTION
Give the PCs the Guild Rules Sheet (attached to the end of the round) and the Player's Map and have each player read the General Appearance sections of their character sheers to one another. Allow the players a little time to roleplay introductions, then proceed to the first encounter.
	This albino crocodile Zuaak mentioned did indeed eat the timeglass, however reports of its current size are greatly under-exaggerated.

EVENT #1 THE LOW SEAS TAVERN
Located northwest of The Strip in the River Quarter, the Low Seas Tavern has higher standards than most of the inns in the district and is a favorite of the wealthier bargefolk. Good food in small quantities can be found,  and drinks are 40% higher than listed in the PHB.
	The Low Seas Tavern is owned by One-Eye, or One-Leg, Halloran. One-Eye is a master yarn-spinner and tells many different stories about how he lost his leg and eye is various battles against overwhelming odds. In reality he lost his eye while being mugged, and his leg while soaking his feet in the Selintan river during his meeting with the albino croc. Weapons longer than daggers are checked at the door by two seasoned fighters (see below).

One-Eye (One-Leg) Halloran: (AC 8, MV 9, F14/M5, 77 hp, THACO 7, #AT 2 + leg-cudgel, Dmg 1d8 +4 (long sword +3 and Str 17), Spells: 4-1st/2-2nd/1-3rd, AL: N)
Halloran keeps his sword behind the bar, along with his spell components and a wand of fear which he uses only in emergencies.
Spells Carried
1st: Charm Person, Grease, Light, Unseen Servant 2nd: Blindness, Rope Trick 3rd: Spectral Force

TAVERN BOUNCERS
Bupkus: (AC 6 (leather armor + Dex 16), MV 12, F6, 44 hp, THACO 15, #AT: 3/2,  Dmg 2-5+3 (spiked gauntlets + Str 18(23)), AL: CG)
Bupkus uses his spiked gauntlets during bar fights, however if deadly force is required he resorts to his Morning Star +2 to subdue ruffians. Bupkus is Halloran's wife's brother-in-law and he lives in the rear of the  tavern.

Hawkmire: (AC 4 (chain + Dex 15), MV 12, F7, 53 hp, THACO 14, #AT: 2/1, Dmg 1d6+4 + see below (quarterstaff + Str 18(78)), AL: CN)
A barbarian from the far north, Hawkmire is a professional bouncer and spends half his pay drinking after work. He can drink his weight in the finest ale. Hawkmire has weapon specialization in quarterstaff and gains a +1 to hit and +2 damage.

Jamerella the Barmaid: (AC 9, MV 12, T2, 12 hp, THACO 20, #AT: 1/1, Dmg 1d4+1  (frying pan), AL: N)

Jamerella is a comely barmaid (Chr. 16) who is of mixed Rhennee heritage and has been outcast from the Rhennee because of it. One-Eye took her in many years ago and she has been happy ever since. Her long silky black hair and deep blue eyes of can easily seduce to toughest of men (after which they usually find their coins gone). In case of bloody barfight, Jamerella exits the back and goes for the City Guard.

ARRIVAL AT THE LOW SEAS
After the PCs have made their introductions and proceed to the Low Seas, read the following:

Located in the north-central portion of the River Quarter, the Low Seas Tavern is a stalwart structure of refined construction, quite in contrast to some of the other, louse- infested buildings of this quarter. Even in the early morning light, the porch of this establishment is well lit and the sounds of thirsty  customers can be heard from within. Scratchings in dull white chalk next to the front door read: "Beware of the Melzarak!!!"

Once the PC's approach the front entryway, the bouncers ask them to leave all weapons longer than daggers within an iron-bound, locked chest at the door. Only the bouncers and One-Eye have keys. Anyone who refuses WILL NOT be allowed entry no matter what their business is. PCs  have only a 15% chance to sneak something past the bouncers. Once the party is inside, read the following:

The low light interior of the Low Seas Tavern is adorned with several round oaken tables, while booths that offer more privacy line the walls. A enormous bar spans the northern end of the tavern, its surface finely carved with various battle scenes depicting the courage of a single warrior. A comely wench is taking orders from several brightly dressed rivermen at two of the round tables, while an older man displaying a large eye patch glances your way as you waltz in.

If the party approaches One-Eye Halloran and explains their mission (and gives him the coins -- Halloran asks for them if the party forgets), goto ONE-EYE'S STORY. If someone begins an early fight goto BARROOM BLITZ.

ONE-EYE'S STORY
One-Eye Halloran slowly limps over to one of the larger booths. "Well," he exclaims," if ya wish t'know 'bout da Great White Snap'r, as I call'em, get yurself a brew and lend me yur ears.

"Five years ago," One-Eye begins, "near the end of my adventuring career I took on a mission from the Greyhawk Adventurers Guild to appropriate  an item from the Valley of the Mage called the timeglass of the mage. Not being a mage, I had no idea what the timeglass did, and I didn't care because the guild was paying me enough to just bring it in. And I did it! I stole that timeglass  out right from under that stupid Jaran Krimeeah's nose an' he never knew who it was!" Halloran breaks out into a crackling laughter that leaves him with a hacking cough. After swigging down a gulp of sweet-smelling brew, old One-Eye begins again.

"Although I'd swiped it out from under his nose," bellows Halloran angrily, "that bloody wizard seemed to know where I was heading, so I took the long way home. I traveled south and east from the Valley, and eventually ended up chartering a ship on the Azure Sea. Skirting the coastline, I ended up in the Wooley Bay, and eventually up the Selintan River to the City of Greyhawk.

"That's when it happened, proclaims Halloran as he unknowingly scratches his peg-leg's stump, "that's when that white nightmare struck!" After a short pause for reflection, he continues, "It was a hot summer day in the month of Reaping, and m' feet itched. So I hung'em over the edge of the small craft I was in to try an' wash m'feet. But before they even touched the water, the white jaws of a 15-foot albino crocodile reared out of the water an' bit my left leg clean off.


Halloran's story is finally coming to an end: "I guess I don't have to tell you the timeglass was sewn into left pants leg. Before I blacked out I saw that white devil swim back toward the Mistmarsh. After that I bought this tavern, but I never forgot those white jaws of death! If you see'm, giv'em one for me! Go to the dock an' find the ship called SWIMMING DEATH, the captain of the vessel will take you wherever you wish to travel along the river. Tell him that Zuaak and I sent ya."

One-Eye knows little else. He knows there have been no other reported sightings of the albino croc in the past five years, and as far has he knows the Mage of the Valley does not know the whereabouts of his timeglass.

One-Eye knows nothing of the chalked message outside the tavern. As the party is ready to leave the Low Seas Tavern, read the following:

As you're about to leave the Low Seas, you hear a commotion coming from the western end of the tavern as the Rhenee patrons seem to  be hassling the barmaid.

These 10 Rhenee rivermen. They have just returned after a long river run from the Nyr Dyv, and have been playing cards and getting drunk since early this morning. Halloran puts up with them because they pay his higher-than-normal prices. Presently, they are hassling Jamerella because of her mixed heritage and some of the more drunk Rhenee are talking about beating her to "teach her a lesson."

If the PC's leave, goto EVENT #2: TO THE MISTMARSH. If the PCs approach the Rhenee, goto BARROOM BLITZ.

BARROOM BLITZ
If the PC's interfere at all with the Rhenee, they begin a barfight. At the moment, the bouncers are outside the tavern and cannot help with the fight. Jamerella will retreat behind the bar with Halloran and will go for the City Guard if blood is shed. Halloran will use his wand of fear and his few spells to help the party from behind the bar. The Rhenee are armed with daggers, but begin the fight by punching, use the non-lethal  combat charts in the PHB (page 97) or DMG (page 59).

10 Rhenee Rivermen: (AC 7, MV: 12, HD: 2nd Level Fighters, 10x3/8x4/7x2/6 hp, THACO: 19, #AT: 1, Dmg 1d4 (dagger) or pummel, AL CN)

At the onset of the fight, the Rhenee  punch and wrestle unless someone pulls a dagger. If the fight is going against them they draw daggers, and one of them has smuggled in a short sword +1.
	Each Rhenee has 2d6 gp, which Halloran will take for damage payment.
	If the fight goes longer than six rounds, or the PCs look like they're losing, the bouncers return and throw everyone out of the tavern.

EVENT #2 TO THE MISTMARSH
After leaving the Low Seas, your walk to the Selintan River is a short one. Following One-Eye's directions you easily find the small river barge named the Swimming Death. Owned by a Rhenee friend of One-Eye's named Golando, the Swimming Death is a small trading barge manned by the aging Golando and his nine sons. Aside from several patches dotting the sides, the barge seems capable of staying afloat.

DM NOTE
If the players are moving through the adventure rather quickly,  allow them time for role playing here as the barge takes them to the Mistmarsh using the NPC descriptions listed below. If the players spent a lot of time in the Low Seas Tavern, then discourage role playing at this point and goto EVENT #3.

Gorlando is a 75-year-old Rhenee riverman who has traveled up and down the Selintan and it's adjoining rivers for most of his life. He and his sons make the majority of their coins transporting various ales and meads from the harbor city of Hardby to merchants along the Azure Sea. Gorlando and Halloran adventured together years ago and Gorland is one of the few  people who knows the real story behind the loss of Halloran's leg; because of this he is more than willing to take the PC's to the Mistmarsh and bring them back if they return alive. 
	Gorlando tells the PCs they will arrive at the area the albino croc was sighted in only one day. When not speaking with the party, the aged Rhenee will bellow instructions to his sons, who range in age from 11 to 50. He also tells the party he has 12 daughters, five of which are as yet unmarried.

ONE LAST NOTE
Sometime during the party's trip down the Selintan between the City of Greyhawk an the Neen River the party sees a series of signs staked along  the river's edge. There are four signs pegged into the riverbank saying:

"Beware of the Melzarak!"
"The Melzarak is everywhere!"
"Death to the Melzarak!"
"Melzarak spells doom!"

These signs appear 50-70 yards apart and Gorlando knows nothing about them. He's never seen them before, so they could mean anything.

The  "Melzarak" means nothing to the party in this round, it is merely a diversion to keep them on their toes. The phrase will appear in all three rounds, its meaning will be revealed in Round #3. Each sign is about three feet wide and two feet high and made from four smooth, planks nailed to a roughly square post about four feet tall. The lettering in done in red paint.

EVENT #3 THE BHORAS FARMSTEAD
As shown on the DM's map of the Mistmarsh, the Bhoras farmstead is located roughly three miles from the swamp. The location of croc the attack is marked with an "x". Encourage the party to stop at the farmstead where the boy was attacked to gather as much information as possible before hunting down the croc in the depths of the Mistmarsh.
	If the party approaches the Bhoras family and politely asks their story, they know the following:
* The Bhoras family is a small group of farmers who rents a section of fertile land (located south of their homestead) from a landowner to the west (about 10 miles).

* Jed and Martha Bhoras have farmed this land for over two decades, never having much trouble with the creatures of the marsh or the many lizard men who live there.

* The young boy who was swallowed, Jeremya, age 12, was fishing off the river bank with his older brother Torin, age 17, when they spotted a group of trappers walking down the opposite bank. While waving "hello" to the friendly travelers, Jeremya lost his balance and fell into the river. Before he reached the bank, the white form of a crocodile reared up, grabbed Jeremya, and retreated to the river bottom leaving only bubbles and blood-stained water in it's wake. Although the trappers could do nothing, they told Torin they would pass on what had happened to the authorities in  Greyhawk. (A member of the city watch who
owes the Guild informed Zuaak of the crocodile.)

* The attack was 15 days ago and the Bhoras will support any effort to slay the evil beast that ate their son.

The Bhoras family, Jed, Martha, and now only Torin, live in a one-story farmhouse and will gladly offer the party one of their two open rooms for the night, or they and anyone from the barge can stay in their small, but roomy, barn. The Bhoras have no other children now except Torin, and after a good night's sleep (and possibly a little role playing), Torin will show the PCs where  his brother was attacked.
	Gorlando tethers his barge here and await the PC's return for up to two weeks. Gorlando and his always stay near or on the barge.

THE ATTACK SITE
The area where Jeremya was attacked seems to resemble any other portion of the river at first glance. However, Torin tells the PCs that the reason he and his brother were fishing here was because the river is the deepest here before it gets to the Mistmarsh, and fish and other creatures gather in its deep waters during hot days. The temperature on the day the croc ate Jeremya was over 100 degrees.
	After the albino crocodile's encounter with the lizard men's camp (see EVENT #4) years ago, it retreated here to digest its dinner. In doing this it went into hibernation and slumbered until the high temperature awakened it. Being very hungry after hibernating for almost 5 years, the croc was more than willing to eat a young boy swimming in the river. Because the croc was mostly underwater, and because things happened so fast, it was impossible for the witnesses to determine the exact size of the crocodile, they could only  tell that it was albino and larger than normal.

THE HIBERNATION CAVE
If the party is smart enough to explore the depths of the river at this point, they will automatically find the albino croc's hibernation cave about 30 feet down. Consult the characters sheet for the proper proficiencies to make the attempt. Consult pages 120-122 of the PHB for rules on swimming and holding one's breath.
	The down side of checking out his cave is that after the croc left, a giant water spider took up residence here and will attack anyone who enters the cave, chasing them if they retreat but not going too close to the surface.

Giant Water Spider: (AC 5, MV 15, HD: 3+3, 19 hp, THACO 17, #AT: 1, Dmg: 1-4, SA: poison type F (save or die), SZ: L (12'), AL N)
Giant water spiders drag their prey below the surface of the water where they cocoon their catches for later digestion.

If the spider is slain, the PC(s) notice the interior of the cave is strangely shaped. It looks as if the mud and rock had been pushed  out-ward leaving a scaly imprint much larger than 15' (caused by the size of the crocodile see EVENT #4).
	In the two weeks the spider has been here he's only managed to capture one human trapper who ventured too close to the water. The he spider has drained the body, but if returned to the surface Torin will recognize it as one of the trappers he and his brother saw. If the body is taken out of the cocoon, an unmarked POTION OF SUPERHEROISM can be found.
	If the round is going very quickly and the PCs are not inclined to explore the cave, have the spider ambush them as they leave.

EVENT #4  LIZARD vs CROCODILE
After the albino crocodile bit off Halloran's leg, it swam back to the Mistmarsh -- it had wandered into the river while hunting for food. With the timeglass of the mage in its gut, the croc went back to its regular hunt/kill/eat cycle of living. During it's very next search for a meal however, it ventured near a lizardmen tribe, lured by the scent of fresh blood. It was here that the crocodile gained its current enormous size.
	Years ago the lizard men of the Mistmarsh stumbled across a mixture of unusual swamp properties that when fed to any creature would double the creature's size and hit dice. However, the first few mixtures were unstable and if the victim didn't die from the ingestion, they became grossly malformed as their size increased.
	When the croc attacked, lizard men captured it. The shamans used it to test a new batch of the formula, and it suddenly grew to enormous size. The lizard men suddenly were faced with a ravenously hungry, 60-foot croc. Although most of the tribe survived the assault, many became the  monster's supper.
	Gorged on lizard meat, and reeling from the effects of the growth potion, the croc went into hibernation as it was leaving the marsh in search of more food. It found the cave near the Bhoras farm and slept for until the unseasonably warm weather woke it, and it woke  VERY hungry. The timeglass, a very powerful and nearly indestructible item, was still within its stomach.


WHO STARTED THIS BATTLE WITHOUT US?
In the crocodile's initial feeding frenzy of lizards, the lizard man who improved the mixture was eaten. Since then the lizard men of the  Mistmarsh have been watching for the albino croc because they believe if they  can kill and study it, then perhaps they can duplicate the formula. This is where the PC's walk in. On a routine patrol, a group of 10 lizard men came across the croc, which is always hungry now and quite willing to fight and eat anything. The party walks in as the lizard men's number has been reduced to one.
	After the party has entered the Mistmarsh, read the following after the party has traveled at least a mile into the marsh traveling in any  direction:

The wet, squishy ground of the outlying reaches of the marsh slowly turn to sticky calf-deep muck the farther you travel into this dismal place, but worst of all are the bugs! Never before have you seen such thick black swarms of mosquitoes. They seem to darken the sky.
	After an hour of travel, all features of the swamp begin to look the same as the insectoid devils suck the very life from your weary forms. You've about decided to tell the Guild to suck an ogre toe when a deafening roar followed by a blood-churning scream pierces the air from the other side of the mangaroo trees before you.

The battle between the albino croc and the lizard men is just about over as the party arrives. Breaching the mangaroo trees, the PC's see the following:

The infernal bugs forgotten, you burst through the mangaroo trees into a small clearing. Blood and gore hang from the trees surrounding a small pond littered with the partial remains of several lizard men. Standing in the crimson water of the shallow pond is a white crocodile the size of a dragon!! So large its tail trails into the tall grass behind it. The single lizard man is going down with a shrill scream as the croc tilts his head back and shallows him with a resounding gulp. Its meal finished, it slowly turns toward you in search of dessert.

The scene before the party is truly a gruesome and a terrible one to behold. The sheer size and malevolence of the crocodile, along with the fact that it's covered in its own blood and the blood of several lizard men, causes the PCs to make saving throws vs. spell at +4 or flee in terror into the swamp in a random direction for 1d6+1 rounds.
	Although the scene is very terrifying, all is not as it seems. During its battle with the lizard men, the albino was hurt very badly (as reflected by its stats below). Nevertheless, it savagely attacks the party and only a wisdom check at a check at -5 penalty will reveal that the croc is actually injured. Make this roll only if  a PC asks the condition of the beast.

Extra Large Albino Crocodile: (AC 4, MV 14 Sw 20, HD: 14, 97 hp*, THACO:7, #AT:  2 or 3, DAM: bite-3d12/claw-2d10/tail-4d10, SA: swallow whole, SD: regeneration, AL: N, SZ: 60' long/10' high)
(**Full hit points, croc has only 38 hit points when party encounters it in the marsh.)

Because of its enormous size, the croc can easily attack with one of its front claws along with it's terrible bite. If anyone attacks the croc  from its flanks, it is allowed a tail attack that round. On a natural roll of 18 or higher on the bite attack the crocodile swallows its victim whole,  digesting them for 2d6 points of damage each round. Because of cramped quarters, the beast cannot use its tail attack unless someone is standing next to it. Characters who are swallowed can cut their way out if the have a short cutting weapon in hand (knife, dagger, or short sword) when they are swallowed. the croc's internal armor class is 7, but all attacks form inside are at -2 "to hit" and damage. Any PC who inflict 12 or more points of damage has cut himself free.
	Because of the addition of troll blood to the enlargement mixture, the crocodile has acquired minor regenerative powers; it regenerates 2 hit points every turn. Unless some sort of fire is used to permanently slay the beast. It begins to come back to life after the party leaves the scene.
	Within the stomach of the beast, along with the remains of the lizard men (and possibly party members), can be found the timeglass of the mage. The only way for the party to get the timeglass is to slit the creature open.
If the PCs do not properly slay the beast, it slowly regenerate and follows them back to Greyhawk (see EVENT #5).

If the party successfully slays the croc, goto EVENT #5: GUILD PRAISE.

If the party DOES NOT slay the beast by fire, the goto EVENT #5: CHAOS IN  GREYHAWK.

EVENT #5  GUILD PRAISE
Once the party returns to Greyhawk with the timeglass, the round is ended. Tell them that each one of them received 100 gp for their efforts, however the Guild will hold onto these "profits" until all three of their contracted assignments are completed.

EVENT #5A CHAOS IN GREYHAWK
If the party retrieves the timeglass, but does not slay the croc by the proper means, read the following once the party states they return to Greyhawk:

Bidding the helpful Gorlando farewell after a two-day return journey to Greyhawk, you proudly debark from his barge and head for Guild Headquarters. Approaching Cargo Gate on your way into the River Quarter you suddenly hear screams coming from the docks, followed by the sounds of splintering wood. Turning to face the sound you see the horrible albino croc destroying docks and slaying bystanders with sweeps of its tail as it marches straight at you.

Use stats for the croc from EVENT #4, except give it full hit points. Over the years the crocodile has developed a tie to the timeglass and has followed the PCs back to the city. During the following battle, the beast will only attack the PCs unless some member of the city guard stands between them (the albino was never one to turn down a free meal).
	If the party flees into the city the croc will follow, eventually catching up with them by taking short cuts through buildings and alleyways (for simplicity's sake tell the party it catches up with them shortly after they pass through Cargo Gate.
	If the party stands and fights, they will be aided by the city guard during the second round of combat. 1d3 members of the day watch arrive each round, use the following system to determine their effect on the monster:

-Each guard needs a roll of 15 or better to injure the monster doing 1d6 points damage to its white hide.

-Roll percentage to determine the number of guards killed because they stepped in the croc's path, or from it's wide tail sweep  to it's great rage. For every 20% rolled, one city guard is slain (round down.)

-There is also a 10% chance each round that an innocent bystander is slain in the battle.

Note: All attacks on bystanders and guardsmen are in addition to the croc's normal attacks on the PCs, due to the creature's size and intense rage.

When the battle in Greyhawk is over, read the following:

Your garments are soaked with sweat and blood, but you've dispatched the croc once again. The front door of the Greyhawk Adventurers Guild finally stands before you, as does a frothing and foot tapping Zuaak. After you present the timeglass of the mage to the hotheaded dwarf, you quickly take one step back and prepare for a raving lecture. "You stupid milksops!" exclaims the scarlet faced merc,"not only did you lead a dangerous monster to the city, you've involved the Guild as well." Spitting, Zuaak pulls forth a piece of parchment and continues: "The city has fined you idiots 495 pieces of gold for leading a life-threatening creature into a populated area; of course, guild has paid the fine. That leaves you a payment of...ummm,  five gold pieces." With a sniffling laugh the dwarf concludes, "I sure hope you rats due better next time!"
	The laughter of the dwarf fades as he retreats into Guild Headquarters leaving you to wonder how much rest and relaxation six people can buy for only 5 gold pieces.

GREYHAWK ADVENTURERS GUILD RULES SHEET

RULE #1: NO member of the guild may accidently or purposely slay, harm, wound, or injure any other member of the guild. Any serious Guild injury or death will be examined by the Guild Board of Inquiry and anyone guilty of violating RULE #1 will be fined, executed, or both.

RULE #2: 75% of all monetary, mundane, and magical treasure found is property  of the Greyhawk Adventurers Guild. Anything borrowed or purchased with said treasure is also property of the Guild. Violation of RULE #2 is punishable by  an additional two years of Guild service.

RULE #3: If the total profit of an adventure is LESS THAN the total cost of the adventure, said balance is to be paid by adventuring group up to the adventurer's profit of one gold piece.

RULE #4: All violations of Guild rules are subject to question and punishable by the adventuring group's Guild superior.

RULE #5: In case of death of Guild member, all profits to that member will go to member's family, or if none, to be distributed to other member's in adventurers group.

RULE #6: Members of the Greyhawk adventurers Guild MAY NOT belong to any other guild with the City of Greyhawk.



6



