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  The Beast 
  A One-Round D&D Living Kingdoms of Kalamar Adventure 
  An Adventure for 1st- to 4th-Level Characters 
  Written by Mason Mines and Shawn Merwin 
  Cartography by Brian Patterson, Concept by Joseph L. Selby 
  Edited by Shawn Merwin and Joseph L. Selby 
   
   
   
  The Honorable Mayor Rogani Vitisar takes a Fhokki bride who towers over the tallest villager. 
  Adventurers arrive to complete a simple task. But the breaking of tradition throws the entire village into 
  chaos. An adventure for characters levels 1 through 5. 
   
   
   
   
   
   
   
   
  The Dead, ImageQuest, the ImageQuest logo, the Kenzer and Company logo, Living Kingdoms of Kalamar, the Living Kingdoms 
  of Kalamar logo and Pekal Gazetteer are trademarks of Kenzer and Company. Kingdoms of Kalamar and the Kingdoms of 
  Kalamar logo are registered trademarks of Kenzer and Company. © Copyright 2002, Kenzer and Company, Inc. All rights 
  reserved. Dungeons & Dragons, Dungeon Master, D&D, RPGA, Living, the d20 system logo and the Wizards of the Coast logo 
  are all trademarks owned by Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. and are used by Kenzer & Company under 
  license. © 2002 Wizards of the Coast, Inc. 
  
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
   
  Calculating Average Table Level (ATL) 
   
  LKoK uses ATL rather than APL in an effort to 
  offer challenging modules without massacring 
  smaller or imbalanced tables. What this means 
  is that, to factor the ATL for a table, the levels of 
  all the player-characters are added together. 
  That number is divided by six regardless of how 
  many player-characters there actually are. This 
  number constitutes the party’s ATL (rounded to 
  the closest integer). If that number is not offered 
  in the module, the players may choose if they 
  play up (a higher ATL) or down (a lower ATL). It 
  is against the spirit of the campaign to deny a 
  player an open spot at a table in an effort to 
  maximize the treasure for the other players at 
  the table. Twelve players equals 2 tables of 6 
  not 3 tables of 4. 
   
   
  Module Notes 
   
  The Beast is ostensibly concerned with the 
  destruction of the Jabberwocky that plagues 
  Dirunido, although the true beast is the lust-fired 
  Honorable Rogini Vitisar, whose actions have 
  provoked consequences from the "Arrows that 
  See" as well as the ruin brought about by 
  inattention to his feudal duties. Lust isn’t an 
  uncommon thing, but this time it has caused the 
  breaking of traditions of a very proud race. 
  Although heterogeneity isn’t the norm in Tellene, 
  it still exists with many cultures that are slow to 
  change. To them it’s an absolute, a way of life. 
  And that way has been broken. Now they seek 
  satisfaction. 
   
   
  Background 
   
  One month has passed since the Honorable 
  Rogini Vitisar returned on the seasonal trade 
  caravan from Tharggy to Pekal with his new 
  wife, Thrayd. It is early fall in the village of 
  Dirunido. The Honorable Rogini has barely 
  stirred from his hilltop manor since his arrival, 
  despite warnings from the villagers that his 
  Fhokki wife would bring trouble. The lord was 
  smitten with Thrayd Ravaal, the 17-year-old 
  second daughter of Lokkur Ravaal, and he 
  kidnapped her. Lokkur, who is also the head of 
  the "Arrows that See," a spy network for the 
  Queendom of Tharggy, was furious with Rogini's 
  total humiliation of Clan Ravaal in spurning all 
  marital custom. 
   
  The abduction of Thrayd could easily have been 
  avoided. Thrayd was attracted to the Honorable 
  Rogini in the beginning, and she had agreed to 
  consider marriage with the consent of her 
  mother. Rogini, however, is a bit of a misogynist. 
  When Rogini demanded that Thrayd return with 
  him to Pekal, his would-be bride told him to seek 
  her mother's permission. This advice was 
  promptly disregarded when Rogini packed up 
  the caravan and Thrayd as well, stealing off at 
  nightfall on the road to Pekal. Although he did 
  not know, Lokkur, Thrayd’s mother, would have 
  refused his request regardless. She would see 
  her daughter married to a proud Fhokki man. 
   
  Lokkur was furious, and she became 
  determined to exact revenge under the rights of 
  Vendetta Law. Using her influence, Lokkur 
  convened a tribunal to pronounce Rogini's guilt. 
  She dispatched an agent of the "Arrows that 
  See" to punish Rogini for his arrogance, pride 
  and offense to Fhokki traditions and to exact 
  wergild for the loss of her daughter.  
   
  Lokkur's interest in the return of her daughter is 
  secondary. Her primary desire is the restoration 
  of her honor and the honor of the Ravaal clan. 
  The agent, a Fhokki rogue named Lthev Nieval, 
  arrived at Dirunido a week after the Honorable 
  Rogini's return. She was content to watch the 
  village at first, renting a room at the Three 
  Copper Sheaf. Lthev claims to be a pilgrim of 
  the Raiser who is doing penance by helping the 
  peasants of Dirunido to bring in the harvest. This 
  is common enough. A few pilgrims arrive every 
  season to perform similar works. Lthev has 
  worked the fields for a week, talking to the 
  people and learning the layout of the town.  
   
  Her first move was to set fires to the north of 
  Dirunido. Due to the prevailing winds, this act 
  has had two serious consequences. The first is 
  that several of the outlying farms and croplands 
  to the north have been burnt to the ground. The 
  fire was contained and put out, mostly due to the 
  
  natural fire-break provided by the Caldas 
  stream. Lthev has looted the burnt-out farms. 
  She has collected enough valuables from the 
  farmsteads to make up most of the Wergild 
  dowry, murdering some peasants in the process. 
  The fire has driven most of the local game 
  further south. This has disrupted the hunting 
  ground of a pack of wolves, forcing them to 
  extend their territory to include the manorial fief 
  of Dirunido. The wolves have killed several 
  animals and savaged peasants in the fields. The 
  people of Dirunido have refused to finish the 
  harvest until the "beast" has been slain. 
   
  Thus far the Honorable Rogini has done nothing 
  to resolve this problem other than to post a 
  reward in the Three Copper Sheaf for the head 
  of the "beast." The reward notice hangs directly 
  above a proclamation stating that anyone who 
  has refused to return to the fields three days 
  hence is to be hanged. Though many of the 
  peasants of Dirunido cannot read, the point has 
  gotten across. Lthev has disguised the deaths of 
  the peasants she robbed and murdered to look 
  as if they were attacked by the "beast" (wolves). 
  The wolves have built a new den near the 
  Caldas stream and are thriving in their new 
  territory.  
   
  When the party arrives, Lthev is planning her 
  final act, the poisoning of the Honorable Rogini 
  and an escape back to Tharggy with Thrayd. 
   
   
  Adventure Synopsis 
   
  This adventure is set in the manorial village of 
  Dirunido, near the Pipitul Woodland. In order to 
  run this adventure the GM should be familiar 
  with the Principality of Pekal, Paru’Bor and the 
  Queendom of Tharggy, referenced in the Pekal 
  Gazetteer and the Kingdoms of Kalamar 
  Campaign Sourcebook. 
   
  The scenario places the PCs on their way from 
  Bet Rogala. They arrive in Dirunido and spend 
  their first night in the Three Copper Sheaf Inn, 
  where they have the opportunity to read the 
  edicts posted by the Honorable Rogini and to 
  question tavern patrons about local events. The 
  immediate problem is getting the harvest in 
  before it is ruined. The peasants do not return to 
  the fields until the wolves are dealt with by the 
  PCs. 
   
  Lthev Nieval attempts to poison the Honorable 
  Rogini and escape with Thrayd on the third night 
  after the PCs arrive. She attempts to frame the 
  party members as Tharggy spies if they get too 
  close to discovering her identity. She focuses on 
  implicating any Fhokki party members first. The 
  PCs may choose any of several routes. The 
  encounters occur in the order that the PCs 
  pursue them. 
   
  Introduction 
  The module begins with the PC arrival at 
  Dirunido. It is close to nightfall and the only open 
  establishment is a tavern called the Three 
  Copper Sheaf. The PCs read the reward notice 
  for the "beast" and the threat to the peasants 
  who do not return to the fields. Several NPCs 
  provide information concerning the situation in 
  Dirunido. Lthev Nieval maintains her cover story 
  as a pilgrim of the Raiser. A fight breaks out 
  between several drunken patrons and Balan, the 
  Honorable Rogini's yeoman. If the party involves 
  themselves in the fight, Lthev takes the 
  opportunity to pick pocket a personal item of one 
  of the party members who is distracted. This 
  item is insurance. Should anyone begin to 
  suspect her, she plants the "evidence" that 
  implicates the party member. The peasants are 
  angry at Balan's inability to locate and destroy 
  the beast. They suspect that Balan is afraid to 
  face the creature that is savaging the 
  community. Balan relates the exposition 
  concerning Rogini’s wife and the fires to the 
  party if the party assists him. 
   
  Encounter 1 
  The PCs may choose to seek employment. If 
  they approach Rogini Vitisar, they are granted 
  an audience. Rogini provides some information 
  concerning events in Dirunido and negotiates 
  the reward for the "beast." 
   
  Encounter 2 
  Examining the burnt farmhouses reveals the 
  tracks of the wolves in the area. A careful search 
  of the area north of the farmhouses reveals a 
  few forgotten torches, signs that the fires were 
  deliberately set.  
   
  Encounter 3 
  The wolves may be tracked back to their lair 
  near Caldas Creek, where they attack the party. 
  Partially consumed bodies discovered there 
  bear the stab and slash wounds of a bladed 
  weapon. 
   
  
  Encounter 4 
  After defeating the wolves, the PCs return as 
  heroes. They may or may not suspect foul play 
  in the matter of the peasant death and the fire. 
  The Honorable Rogini rewards them, Balan tries 
  to take credit, Lthev congratulates them, and the 
  townsfolk treat them as heroes. 
   
  Encounter 5 
  On the night the PCs defeat the wolves, Lthev 
  sets a fire at the Three Copper Sheaf. The PCs 
  may assist the locals in attempting to put the fire 
  out. Lthev takes advantage of the diversion to 
  enter the manor through the front door. She 
  exits with Thrayd after arranging the ransom 
  note, and the two flee to the ransom site. The 
  ransom note is left dramatically stuck to the 
  bedpost with a black crossbow bolt for Rogini 
  Vitisar to find when he returns. The room is 
  disheveled as if a struggle occurred. Rogini 
  seeks the assistance of the party in regaining 
  Thrayd, promising them anything they want for 
  her safe return. 
    
  Encounter 6 
  The ransom site has been prepared by Lthev in 
  advance with numerous traps to slow down any 
  pursuers. Thrayd is awaiting Lthev at a pre-
  established rendezvous point. If Lthev does not 
  meet her by daybreak, or if the party does not 
  track her, she returns to Tharggy. Lthev has 
  disguised herself in Thrayd's wedding clothes 
  and has rigged a trap that she appears to be 
  affixed to. The trap can be triggered by Lthev 
  and is intended to damage the party. Lthev 
  attacks the first party member to come close 
  enough to recognize her. Her only goal is to 
  poison the Honorable Rogini. If the Honorable 
  Rogini is present, Lthev focuses on getting close 
  enough to use her crossbow on the Honorable 
  Rogini, attempting to wound him with the 
  poisoned bolt. If Rogini does not come to the 
  ransom site, Lthev attempts to attack the party 
  then flee, losing pursuit and making her way to 
  the rendezvous point where Thrayd awaits her. 
   
  End Game 
   
  A: The PC's return Thrayd and are rewarded by 
  the Honorable Rogini Vitisar. Gain favor with the 
  Honorable Vitisar and Enmity with the "Arrows 
  that See". 
   
  B: The PCs find Thrayd and allow her to return 
  to Tharggy. Gain favor with the "Arrows that 
  See". 
   
  C: The PC's do not find Thrayd and she escapes 
  to Tharggy. No Favor or Enmity. 
   
  Adventure Hooks 
   
  The PCs enter the adventure at a time when the 
  Honorable Rogini is not focused on his duties. 
  The distraction of his wife has left the savagery 
  of the wolves unchecked. The crops in the fields 
  are over-ripe. The Honorable Rogini's yeoman 
  Balan is a coward and has no intention of taking 
  on the "beast." He has attempted to distract 
  Rogini by dismissing the attacks and 
  emphasizing the need to threaten the peasants 
  with death in order to get them to return to the 
  harvests.  
   
  —The players may have entered Dirunido on the 
  seasonal caravans that pass through Dirunido. 
  They may have been employed as mercenaries 
  to the border of Pekal and then dismissed.  
   
  —The players may be passing through Dirunido 
  on their way to Bet Rogala, returning from a 
  previous adventure. 
   
  —The players may be working for one of Rogini 
  Vitisar's lords, attempting to establish why the 
  feudal obligations of Dirunido have not been 
  sent with the last caravans to Bet Rogalas. 
   
   
  Calendar and Climate 
   
  It is the last days of Arid (roughly the beginning 
  of September) and the temperature is 60° + 
  2d10° Fahrenheit. The temperature drops 10 to 
  15 degrees at night. It has been raining for the 
  past few days, rounding off a two month span 
  where the rains were nearly overwhelming. 
   
  Veshemo (Tellene’s largest moon) is 
  entering its new-moon phase and is barely 
  visible. Pelselond and Diadolai (Tellene’s 
  smallest moon) are running their normal 
  courses, but the fortune tellers are more focused 
  on the never-ending rain rather than the phases 
  of the moon. With Arid not living up to its name, 
  many doomsayers are claiming that starvation 
  and famine are to follow during the winter. Some 
  go so far as to say Kabori struck an unholy pact 
  to ensure Pekal’s assimilation into the empire. 
   
  NOTE: The excessive rain in conjunction with the 
  fires is meant to be a clue in this module. 
  
  Introduction 
   
  Summary: The module begins with the PC 
  arrival at Dirunido. It is close to nightfall and the 
  only open establishment is a tavern called the 
  Three Copper Sheaf. The PCs may read the 
  reward notice for the "beast" and the threat to 
  the peasants who do not return to the fields. 
  Several NPCs here provide information 
  concerning the situation in Dirunido. Lthev 
  Nieval attempts to strike up a conversation with 
  the PCs to determine why they are in Dirunido. 
  She maintains her cover as a pilgrim of the 
  Raiser. A fight breaks out between several 
  drunken patrons and Balan, the Honorable 
  Rogini's yeoman. If the party involves 
  themselves in the fight, Lthev takes the 
  opportunity to steal a personal item of one of the 
  party members who is distracted. The peasants 
  are angry at Balan's inability to locate and 
  destroy the beast. They suspect Balan is afraid 
  to face the creature that is savaging the 
  community. Balan relates the exposition 
  concerning Rogini's wife and the fires to the 
  party if the party assists Balan. 
   
  In your relentless quest for adventure, 
  you’ve been drawn to a small Hamlet near 
  the Paru’Bor border. Arriving at sunset, only 
  the tavern remains open. The Three Copper 
  Sheaf is as typical an inn as one might 
  imagine. The crowd, however, is not as lively 
  as a typical bunch of early evening revelers. 
  Some are sitting sullenly in the corners, 
  nursing ales. Others are talking loudly, but 
  they seem angry. The patrons glare 
  menacingly at a well-dressed Kalamaran man 
  sitting by himself at a table having a meal. 
  The only other person who stands out in the 
  crowd is a Fhokki woman sitting at the bar, 
  staring into her drink. 
   
  The crowd is comprised mainly of farmers 
  unhappy about the new edict. Balan sits in a 
  corner by himself. Lthev sits at the bar, acting 
  nonchalant but furtively examining the situation. 
  The PCs have several choices at this point. 
  They can speak to Balan, Lthev, or a farmer—or 
  they can find a place to sit by themselves and 
  order a drink/food and let the action come to 
  them. 
   
  If they approach Balan, he asks the PCs to join 
  him, and he asks them about themselves, trying 
  to see if he can use them to defeat the beast. 
  After he learns they are capable adventurers, 
  the battle begins. 
   
  If they approach Lthev, she gives them her story 
  about being a worshipper of the Raiser who is 
  doing her duty by helping with the harvest. She 
  claims she is not from the Fhokki tribe just 
  across the border from this town, not has she 
  heard of this tribe. After a few moments of 
  chatting, the battle begins. 
   
  If they approach a farmer, or if they sit by 
  themselves, they can speak to Johaki, a mixed-
  blood farmer. He asks the PCs if they are here 
  to defeat the beast and take the reward. He then 
  points out the announcements tacked to the 
  wall. He will also say that all of this ill luck has 
  come about because the Honorable Rogini 
  married a Fhokki witch, and now the gods are 
  punishing him for it. People around the bar will 
  agree and spit on the floor in disgust when the 
  farmer says the word “Fhokki.” The farmer 
  relates the story of the Fhokki tribe that lives 
  across the border in Paru’Bor. 
   
  Those stinking barbarians come across the 
  border and steal our crops. They poach our 
  game, and a few years ago they even stole 
  some of my sheep. I’m sure they are 
  preparing more raids against us, and that’s 
  why they burned the land to the north. Worse 
  yet, I bet they used their evil magic to 
  summon the beast that is killing us. 
   
  The rant will continue as long as you are willing 
  to let it. After a few minutes of talking, the battle 
  begins: 
   
  Four burly field hands are standing around a 
  pair of sheets of parchments tacked to a 
  wall. One of them shouts, “It’ll be your pretty 
  neck stretching if we get our way, you 
  coward” at the well-dressed Kalamaran man 
  sitting at the table by himself. The Kalamaran 
  man quickly stands and shouts, “I will teach 
  you your place, curs!” They move toward 
  each other with clenched fists, and the 
  Fhokki woman moves away from the bar to 
  try to intercede, but then she thinks better of 
  it, stepping back.  
   
  The four commoners have picked a fight with 
  Balan, the Yeoman of Dirunido. The fight is an 
  unarmed subdual fight at this point. The 
  statistics for the NPCs are listed in Appendix III. 
   
  
  ALL ATLs: 
  4 Commoners, hp 6, see Appendix III 
  Balan, hp 9, see Appendix III 
   
  Developments: If the PCs get involved in the 
  fight, the commoners attack them unarmed. 
  During the confusion, Lthev Nieval pretends to 
  intervene and pull combatants away from the 
  pile. During her grappling, she attempts to pick a 
  pocket and get an item from a PC that she can 
  later plant to frame the PC. The Sleight of Hand 
  check gets a +10 circumstance bonus if the PC 
  is in melee. The PC being robbed gets a Spot 
  check again Lthev’s Sleight of Hand check. The 
  judge should make a point of NOT exposing 
  Lthev Nieval to the PCs’ suspicions. She does 
  her best to appear peaceful while trying to break 
  up the fight shouting, "stop this needless 
  violence." If the PCs are especially vigilant 
  toward Lthev, she does not attempt to pick a 
  pocket. If she is caught, she claims that she is a 
  down-on-her-luck thief, and she begs the PC not 
  to turn her in to the authorities, hoping to fool 
  them with twisted version of the truth. If they do 
  turn her in, she is taken away but escapes as 
  soon as she is out of the sight of the PCs. 
   
  DM NOTE: Lthev plants this item at the inn later 
  during the fire and it is found by the Honorable 
  Vitisar. If the PCs return Threyd to him, he 
  ignores this piece of evidence. If they return 
  without her, though, he accuses them of 
  kidnapping. Unless the PCs succeed at a 
  Diplomacy check DC 20 + ATL (and yes other 
  party members can Assist the roll), the offending 
  PC (whose item it was) is convicted by the 
  Honorable for kidnapping, but the gp fine is 
  waved for their service of slaughtering the beast. 
  They must simply spend the DUs in jail. 
   
  If the PCs fight their way out of Dirunido 
  instead, list it on the AAR. 
   
  If any PCs use weapons or magic that does 
  lethal damage, the Honorable’s guards come 
  and arrest all the participants. As long as the 
  PCs don’t kill anyone, Balan gets them out of jail 
  and talks to them about the situation in the area, 
  as detailed below. If a PC kills anyone, that PC 
  is executed. 
   
  Both the reward for the head of the beast and 
  the edict threatening the peasants who refuse to 
  return to the fields are written in Merchant’s 
  Tongue and displayed on the wall of the Three 
  Copper Sheaf. These handouts are Appendix IV. 
   
  If the PCs rescue Balan from his well-deserved 
  beating, he relates the tale of recent 
  occurrences in Dirunido: 
   
  Many thanks, friend, for helping me against 
  those ungrateful clods. The name is Balan. I 
  am charged with the Honorable Rogini's 
  confidence and can speak for him in matters 
  of the town. It has been a hornet's nest here 
  of late. With everything going on in Dirunido, 
  it's nice to see folk with their wits still about 
  them.  
   
  —PC questions: What about Dirunido? 
  Well, you're new to town and chances are 
  you haven't heard tongues wagging yet, 
  though I suspect you will shortly. The 
  Honorable has recently wed himself to a 
  Fhokki noblewoman he met on the Seasonal 
  Caravan to Tharggy. Hasn't stirred much 
  from the manor since he got back a month 
  ago. There was a forest fire up by Caldas 
  Creek that burnt down the north end of town 
  and a beast has been scaring folk that ought 
  to be about their business in the fields. If 
  they don’t get to work, we will miss the 
  feudal rights and the lot of 'em will dance the 
  gallows. 
   
  —PC Questions: Forest Fire? 
  Fires are not uncommon near the Pipitul 
  Woodland. Most likely lightning sparked it 
  further to the north. [If asked, no one has 
  investigated the source of the fire. Balan insists 
  there is no need.] 
   
  —PC Questions: Beast? Gallows? 
  The lord has posted a reward for the beast. I 
  mean to collect it myself of course. I've just 
  been too busy seeing to the other affairs of 
  Dirunido. I have the Honorable's fullest 
  confidence and a large share of the burden 
  of rule falls to me. Well, its all posted up 
  there, along with the threat to get back to 
  work or get what's coming. Come by the 
  manor in the morning if you want to take on 
  the job of hunting down the beast for his 
  lordship. 
   
  —PC Questions: Feudal Obligation? 
  Yes, the people and the land are beholden to 
  the Honorable Rogini, and he has his lords in 
  Bet Rogala. The harvest has to come in or 
  there won't be food for the winter, let alone 
  the obligations to be sent to the capital. I fear 
  a storm coming. If that harvest isn't brought 
  
  in soon it may all be driven to the ground to 
  rot or go to seed, then you'll see fire and fury 
  from his lordship fit to drive most folk out for 
  quite a time. 
   
   
  Encounter One: The Beast of 
  Dirunido 
   
  SUMMARY: The PCs may choose to seek 
  employment. If they approach Rogini Vitisar, 
  they are granted an audience. Rogini provides 
  some information concerning events in Dirunido 
  and negotiates the reward for the "beast." 
   
  The Honorable appears after the party has 
  waited for him in the great hall for 30 minutes. 
  Rogini Vitisar is distracted and appears hastily 
  dressed. He entertains questions from the party 
  for a minimum of time with minimal attention. 
  Rogini gazes longingly at the stairwell to the 
  upper tower for the entirety of the (short) 
  meeting.  
   
  —PC Questions: When did the beast first 
  appear? 
  The attacks began about 2 weeks ago, after 
  my return and the Caldas Creek fires. The 
  beast has never troubled Dirunido before 
  that time. 
   
  —PC Questions: Where to look for the beast? 
  The beast has been active in the north area 
  near the burnt farms and woodlots. This is 
  the area where attacks on peasants in the 
  fields sparked a refusal to continue the 
  harvest. 
   
  —PC Questions: What is the Beast? 
  No one who has been attacked has lived to 
  tell. From the unconsumed portions of the 
  victims and great clawed tracks left behind, 
  Balan has determined that the creature is a 
  Thunder Liazard…or perhaps a Slathering 
  Gouger: big, ferocious, large fangs and 
  claws that can shred cattle. (See Dangerous 
  Denizens: The Monsters of Tellene for both of 
  these creatures.) 
   
  —PC Questions: Can we exhume the victims of 
  the attacks? 
  What? Dig up the properly buried dead and 
  condemn their souls to torment? This would 
  cause a riot in the already strained situation 
  with the peasantry. (This is not allowed. If the 
  players insist on attempting to dig up bodies in 
  the dead of night or some such, they are caught 
  and expelled from Dirunido the next day by an 
  angry mob.) 
   
  —PC Questions: More money? 
  I thought I was dealing with heroes, not 
  highwaymen! (A Diplomacy check DC16 – 
  ATL persuades his lordship to increase the 
  reward to 110 Victories.) 
   
  —PC Questions: Equipment, resources, or 
  manpower:  
  (In general, requests for additional aid causes 
  the lord to doubt the competence of the group to 
  accomplish the task of slaying the beast. 
  Requests for additional equipment are granted 
  only if the items are common PHB items. These 
  items are deducted from the reward. The 
  resources of the manor are needed for the 
  harvest and cannot be spared. Rogini briefly 
  considers requests for Balan to accompany the 
  party. Balan, seeing this, quickly reminds the 
  lord of his indispensable nature in allowing his 
  Lordship time for "the comforts of his new 
  union." This statement ends the discussion as 
  his lordship leaves the meeting to make his way 
  upstairs.) 
   
   
  Encounter Two: Investigation 
   
  SUMMARY: Examining the burnt farmhouses 
  reveals the tracks of the wolves in the area. A 
  careful search of the area north of the 
  farmhouses reveals a few forgotten burnt 
  torches, signs that the fires were deliberately 
  set. 
   
  The best set of tracks happens to be located in 
  the north, where all the burnt-out farms are also 
  located. The PCs should eventually make their 
  way to the north. When they do they easily find 
  wolf prints, and they find burnt torches with a 
  Search check DC 10 + ATL. A Knowledge: 
  Nature check DC 12 + ATL informs a PC that 
  there have been no lightning strikes in this area 
  recently. Searching a burnt farmhouse reveals 
  that someone has removed all the valuables 
  from the buildings.  
   
  If the PCs wish to track the wolves to their lair 
  north of Caldas Creek, it requires a Survival 
  check DC 15 + ATL by a character with the 
  Track feat. If no one in the party can track, the 
  
  PCs are attack by the wolves from Encounter 
  Three out in the open. 
   
   
  Encounter Three: Lair of the Wolves 
   
  SUMMARY: Tracking the wolves to their lair 
  provoke them to attack the party. If the PCs 
  cannot track, the wolves come and find them. 
   
  If the PCs are able to track the wolves back to 
  the lair, read the following: 
   
  The tracks lead north for at least two miles, 
  but then the tracks get too numerous and 
  jumbled to follow in any one direction. Ahead 
  of you is a small hill with a cave opening 
  clearly visible at the base. 
   
  The PCs can approach the den without being 
  heard by beating a DC 14 + ATL with a Move 
  Silently check. If they do so, the can surprise 
  the wolves. Otherwise the wolves know 
  something or someone approaches and are 
  ready. The tunnel leading to the den is 40 feet 
  long and 5 feet wide, curving slightly to the right. 
  The den itself is roughly circle and 30 feet in 
  diameter.  
   
  ATL 1 
  1 Wolf, hp 13, see Monster Manual 
   
  ATL 2 
  3 Wolves, hp 13, see Monster Manual 
   
  ATL 3 
  4 Wolves, hp 13, see Monster Manual 
   
  ATL 4 
  7 Wolves, hp 13, see Monster Manual 
   
  Developments: The remains of several villagers 
  confirm that the beast is in fact this pack of 
  wolves. The partially consumed bodies bear the 
  stab and slash wounds of a bladed weapon 
  (caused by Lthev). A DC 20 Search of the 
  bodies will reveal a silver button with crossed 
  arrows clutched in the deathgrip of one of the 
  peasants. This was torn from Lthev's cloak 
  during a struggle. There is nothing else of value 
  here. 
   
  Alternate: If the PCs cannot track the wolves 
  back to the lair, the wolves attack them in the 
  open. The wolves attempt to sneak into charging 
  range and then attack quickly, hoping to gain 
  surprise. The wolves Hide and Move Silently 
  modifier is +2 and +3 respectively. Note that the 
  PCs cannot find the bodies and the button if they 
  do not track back to the lair, which will make the 
  module a bit harder. 
   
  Further Development: At this point, the PCs may 
  think that they have solved the problem. For the 
  most part, they have. The “beast” is dead and 
  the farmers can go back to their fields without 
  fear. If the PCs found the bodies and the button, 
  however, they know that something more is 
  amiss. 
   
   
  Encounter Four: A Heroic Return 
   
  SUMMARY: The PCs return as heroes. They 
  may or may not suspect foul play in the matter of 
  the peasant death and the fire. The Honorable 
  Rogini rewards them, Balan tries to take credit, 
  Lthev congratulates them, and the townsfolk 
  treat them as heroes. 
   
  On the trek back into the village after defeating 
  the wolves, the PCs will meet Balan. Assuming 
  they tell him about the defeat of the wolves, he 
  is ecstatic. He ignores the other details (the 
  burnt torches, the blade wounds in the wolf 
  victims, and the button) as trivialities. He 
  instructs the PCs to go to the Honorable and 
  receive their reward. When they go, he goes to 
  the Three Copper Sheaf to claim that he has 
  “led the mercenaries in defeating the beast.” 
   
  At the Honorable Rogini’s manor, the Honorable 
  is again distracted. He essentially pats the PCs 
  on the back, gives them the gold, and hurries 
  back upstairs to be with his new bride. He tells 
  the PCs that they should go to the Three Copper 
  Sheaf and have supper and a round of ale on 
  him. 
   
  At the Three Copper Sheaf, a celebration is 
  underway. As the PCs enter, the villagers hug 
  them, thank them, ask them to kiss their children 
  for good luck, etc. Balan tries to stay as close as 
  possible to the PCs, hoping that some of the 
  good feeling flowing to the PCs from the 
  villagers will rub off on him. Lthev, assuming she 
  was not turned in to the authorities earlier, 
  congratulates the PCs and thanks them on 
  behalf of the Raiser for allowing the workers to 
  safely return to the fields. 
  
   
  If the PCs mention any of the things they found 
  (torches, blade wounds, button), no one seems 
  particularly concerned. They just claim it is the 
  Fhokki clan residing across the border in 
  Paru’Bor and continue with the celebration. Only 
  Lthev says anything of substance about the 
  button if asked about it, and she draws the PCs 
  aside and tells them that Balan wears a cloak 
  with buttons, but he stopped wearing it just a 
  couple days ago. This is, of course, a lie, but the 
  PCs may just be in the right frame of mind to 
  distrust Balan as he tries to take credit for their 
  victory. As soon as Lthev is out of the PCs sight, 
  she runs to her room and hides the cloak with 
  the missing button.  
   
  If the PCs search Lthev’s room before 
  mentioning the button in her presence, they will 
  find the cloak with the missing button. If she is 
  present when the party enters her room to 
  search, she flees to carry out her plan later that 
  evening. If she is not present when the party 
  searches her room, she discovers the search 
  later and proceeds in her attempt to frame the 
  party in the eyes of the Honorable Rogini. 
   
   
  Encounter Five: Tavern Fire 
   
  SUMMARY: On the night that the PCs defeat 
  the wolves, Lthev sets a fire at the Three Copper 
  Sheaf. The PCs may assist the locals in putting 
  the fire out. Lthev takes advantage of the 
  diversion to enter the manor through the front 
  door. She exits with Thrayd after arranging the 
  ransom note. The two flee to the ransom site. 
  The ransom note is left dramatically stuck to the 
  bedpost with a black crossbow bolt for Rogini 
  Vitisar to find when he returns. The room is 
  disheveled as if a struggle occurred. Rogini will 
  seek the assistance of the party in regaining 
  Thrayd, promising them anything they want for 
  her safe return. 
   
  DM NOTE: Depending on what the PCs have or 
  have not learned in previous encounters, they 
  may start to get a bit frustrated at this point. If 
  they did were not able to track the prints back to 
  the wolves’ lair, they have no reason to suspect 
  that anything other than the wolves had attacked 
  the villagers. Let the PCs investigate, hit dead 
  ends, and vent as they wish. If they get too 
  frustrated, move the game along quickly until the 
  evening when the next phase in Lthev’s plan is 
  hatched. 
   
  The PCs may be sleeping in the Three Copper 
  Sheaf when the fire starts. Anyone who is awake 
  when the fire breaks out smells smoke and 
  hears the crackling almost immediately. If all the 
  PCs are sleeping, it takes a DC 10 Con check 
  to wake up. Check each round after the fire 
  starts (increasing the DC by +1 for each 
  additional round). The PCs can exit the tavern 
  safely if they get out within the first 20 rounds. 
  After the first 20 rounds, the stairs are 
  completely ablaze and the only exit is to drop 20 
  feet out the window to the ground below. If for 
  some reason the party members are here after 
  20 rounds, smoke inhalation and fire consumes 
  their miserable armor-donning souls. Con 
  checks each round (DC 14) allow PCs to act 
  normally. If they fail one Con check, they are 
  limited to only 1 standard action per round. If 
  they fail a second Con check (DC 14), they take 
  10 points of subdual damage that round and 
  every round thereafter. If they are still in the inn 
  after 60 rounds, the roof collapses on them and 
  they are lost. The players can assist the Tavern 
  keep and other volunteers in putting out the fire. 
  This will take several hours of bucket work as 
  the fire has been expertly set and aided with 
  highly flammable liquid. 
   
  The Honorable Rogini appears on the scene, 
  having been dragged out of bed by the fire. 
  Unless the party members make a point of going 
  to the opposite side of the town and observing 
  the manor, they do not see Lthev and Thrayd 
  going to the ransom site. 
   
  PCs might try to track the arsonist, but too many 
  people have run around trying to put out the fire, 
  and Lthev covered her tracks anyway. 
  Investigating the burnt building reveals some 
  empty flasks of lamp oil left behind (Search 
  check DC 20 to find them). 
   
  If the PCs ask the assembled crowd if anyone 
  say anything, one young girl says that she saw a 
  man running toward the manor when everyone 
  was running to the fire. He was dressed in dark 
  clothes, but she didn't get a good look at him. 
  She will give this information after the fire has 
  been put out. Neither Balan nor Lthev can be 
  found. 
   
  It will take two full hours for the fire to be 
  contained and the area searched. The 
  
  Honorable Rogini invites the PCs to stay at the 
  manor (since their lodging just burnt down). If 
  the PCs refuse to go with him, he will go back to 
  the Manor, find the note, and send Balan to find 
  the PCs.  
   
  If the PCs go with him to the Manor, he won't 
  answer many questions, as he is eager to get 
  back to his bride. He will insist "all this can be 
  sorted out tomorrow." When the party reaches 
  the manor, the Honorable Rogini leaves the PC 
  to be attended by a servant, and he hurries back 
  to his bedchamber. Give the PCs a few seconds 
  to brood about the incident and then have Rogini 
  come flying back down the stairs, shouting that 
  his wife is missing. 
   
  If Lthev was able to pick an item off the PCs, 
  Rogini insists that the players bring his wife 
  back! He alternates between accusing the 
  players of having a hand in the kidnapping and 
  pleading with them to return her. Balan arrives at 
  this time, calms Rogini down, and asks the 
  players to investigate the bedchamber where 
  they find the evidence of a struggle and the 
  letter stuck through with a black crossbow bolt to 
  the bedpost. If asked, Balan claims that he was 
  patrolling the borders of the village, but in reality 
  he was visiting the bedchamber of a married 
  village woman while her husband is away on 
  business.  
   
  The Honorable’s bedchamber is in shambles. 
  Clothes and furniture are strewn about the 
  room, along with silverware, bits of food, and 
  books. The window is open, and a length of 
  rope is tied to the balcony, hanging down to 
  the flowerbed below. Stuck to the bedpost 
  with a black crossbow bolt is a note (see 
  Appendix IV.)  
   
  The note says: 
  "Below you will find a map to a nearby glen 
  in the Pipitul Woodland. Come alone, 
  unarmed and bearing 300 gold to the site 
  within one hour of finding this message. Fail 
  to comply on any of the above points and 
  your wife will die." [A crude but legible map is 
  scrawled at the bottom of the note.] 
   
  PCs might try to find tracks in the flowerbed. 
  They may be surprised to find none.  
   
  Rogini is completely distraught and doesn’t 
  appear capable of making a rational decision 
  concerning the best course of action. He allows 
  the PCs to handle the problem. If the party 
  believes that he should go along with them to 
  the ransom site, he will. If they think he should 
  stay at the manor, he will.  
   
  Balan, on the other hand, has no desire to go to 
  the ransom site. He attempts to persuade the 
  party that the safest place for the Honorable 
  Rogini would be at the manor with Balan at his 
  side to protect him. If the party insists that he 
  should go, the Honorable Rogini will command 
  him to do so. Balan then attempts to slip away 
  and hide at the first possible opportunity. If he 
  can’t get away, he whines and complains about 
  the risk to his Lord and himself, stating that it is 
  foolhardy to risk the competent leadership of the 
  fief. If he is dragged all the way to the ransom 
  site, he faints as soon as the combat begins. 
   
   
  Encounter Six: The Ransom Site 
   
  SUMMARY: The ransom site has been prepared 
  by Lthev in advance with numerous traps to slow 
  down any pursuers. Thrayd awaits Lthev at a 
  pre-established rendezvous point one league 
  away from the ambush site. If Lthev does not 
  meet Thrayd by daybreak, or if the party does 
  not track her, Thrayd returns to Tharggy. Lthev 
  has disguised herself in Thrayd's wedding 
  clothes and has rigged a trap, appearing to be 
  tied to a tree with her hands above her head.
   
  The trap can be triggered by Lthev and 
  is intended to damage the party with a spiked 
  log that swings down directly in front of her. 
  Lthev attacks the first party member to come 
  close enough to recognize her. Her only goal is 
  to poison the Honorable Rogini. She believes 
  that Thrayd will escape with or without her. If the 
  Honorable Rogini is present, Lthev focuses on 
  getting close enough to use her crossbow on 
  him, attempting to wound him with the poisoned 
  bolt and coup de grace him. If Rogini does not 
  come to the ransom site, Lthev attempts to 
  attack the party and flee, losing pursuit and 
  making her way to the rendezvous point where 
  Thrayd awaits her. They return to Tharggy if 
  possible. 
   
  Trap: The ambush site is covered with four pits. 
  These four pits are described in Appendix III. 
  Lthev also grasps the trigger mechanism to a 
  spiked log trap in case she is rushed. All traps 
  are detailed in Appendix III. 
   
  
  Creature: Roll a Disguise check for Lthev. This 
  number is the DC for the Spot check the PCs 
  will need to make to realize the person in the 
  dress is Lthev. This Spot check is only made 
  once, when each PC gets within 30 feet of her. 
  Lthev appears to be wearing a gag (so that she 
  doesn't have to speak and ruin the disguise.) 
  The wedding dress has been rigged so that it 
  does not hamper Lthev’s movements. She 
  drinks a potion of mage armor before the party 
  arrives. 
   
   
  ATL 1 
  Lveth Nieval Rog3, hp 20, see Appendix III. 
   
  ATL 2 
  Lveth Nieval Rog4, hp 26, see Appendix III. 
   
  ATL 3 
  Lveth Nieval Rog5, hp 32, see Appendix III. 
   
  ATL 4 
  Lveth Nieval Rog7, hp 44, see Appendix III. 
   
  Tactics: Lthev wants to wait until a PC is right in 
  front of her. As a standard action she can trigger 
  the log trap. As a move action she can grab the 
  crossbow from behind the tree. Her goal is to 
  shoot the Honorable Rogini with the poisoned 
  bolt. If he doesn't come forward, she will shoot 
  whoever does. If someone charges her before 
  she can act, she triggers the log trap on her 
  action. If Lthev cannot harm the Honorable 
  Rogini, she realizes this and flees. She doesn’t 
  want to fight the party unless they make it 
  personal somehow—tracking her to the 
  rendezvous site would fall into the personal 
  category. 
   
  DM NOTE: if the PCs simply murder Lthev, 
  there is no way for them to find Thrayd, which 
  means the young Fhokki travels back to her 
  tribe. If the PCs are able to subdue and then 
  interrogate Lthev, they need to make two 
  successful Intimidate checks in a row to get her 
  to tell where Thrayd is. If they fail an Intimidate 
  check, she won’t talk. They can also try to Bluff 
  Lthev into giving up the information, but it has to 
  be a very good bluff based on role-playing. 
  Lveth gets a +5 circumstance bonus to her 
  Sense Motive check against a Bluff. 
   
   
  Conclusion: End Game 
   
  SUMMARY: There are many ways this could 
  end. Below are some of the most common 
  conclusions.  
   
  Releasing Thrayd: If the players find Thrayd at 
  the rendezvous point after dealing with Lthev 
  Nieval, she pleads with the PCs to be allowed to 
  return home to Tharggy. Attempt to persuade 
  the PCs by having Thrayd tell them that she was 
  taken from her mother against her will and that 
  Rogini doesn't truly care for her. She uses all the 
  charm and charisma she can muster to convince 
  the PCs to be let go. Gain Favor with the 
  "Arrows that See". 
   
  • 
  She loved Rogini when she first met 
  him, but cannot stand to live without her 
  mother. It is against Fhokki tradition for 
  her to marry an outsider. The clan she 
  belongs to is prevalent across southern 
  Tharggy and Paru’Bor. 
  It is true that her people raid across 
  the border, but this is a long standing 
  tradition that both parties have always 
  accepted before. It’s the way things 
  have always been and she wishes to 
  return to her people and her mother. 
   
  Return Thrayd: The PCs return Thrayd and are 
  rewarded by the Honorable Rogini Vitisar. Gain 
  Favor with the Honorable Vitisar and Enmity with 
  the "Arrows that See". 
   
  • 
  Thrayd is lawfully married to Vitisar, and 
  as the Honorable of this hamlet, he is 
  also the final judiciary authority. 
  Although no specific law forbids it, there 
  are a few that are broad enough that 
  abetting her escape may be criminal. 
   
  Do Not Find Thrayd: The PC's do not find 
  Thrayd and she escapes to Tharggy. No Favor 
  or Enmity. 
   
  If the PCs kill the Honorable Rogini or Balan, the 
  crime’s punishment is unwavering. The killers of 
  an Honorable are tracked down and executed by 
  the crown. 
   
  If Thrayd is somehow killed by a character, the 
  PC or PCs responsible earn the Enmity of the 
  "Arrows that See" and are fined the amount 
  promised to them by the Honorable (with further 
  charges possible pending Vitisar’s investigation). 
   
   
  
  APPENDIX I: TREASURE SUMMARY 
   
  Encounter 6: Lthev Nieval's Gear (all are Medium-Size) 
  12 masterwork bolts worth 40 gold total if sold 
  Light crossbow worth 15 gold if sold 
  Masterwork short sword worth 50 gold if sold (see cert) 
  1 poisoned masterwork bolt worth 210 gold if sold 
  Potion of cure moderate wounds x3 worth 200 gold each if sold 
  5 gold coins in a worn purse 
   
  NOTE: Lthev consumes the potion of mage armor before the party reaches the ambush site. It is not 
  available as treasure. 
   
  End Game: the Honorable Rogini's rewards:  
  For the death of the beast: 100 gold (110 haggle) each: max 600 (660 haggle) gold for a party of 6 
  For the return of Thrayd unharmed: 300 gold total (250 total if they haggled for the Beast reward) 
   
  Total treasure this module: 
  1920 in gold value. 
   
   
  THESE REWARDS COME AT THE EXPENSE OF 13* DAY UNITS 
   
  This number is reduced to 10 if all the PCs ride mounts. 
   
  *This number increases equally to any days spent resting or for any other delays in the PCs progress. If 
  the module ends early, modify the expenditure of day units accordingly. 
   
   
  
  APPENDIX II: EXPERIENCE POINT SUMMARY 
   
   
  —Introduction: Stopping the fight short of lethal force 
   
  —Encounter 1: Negotiating a contract to slay the beast with the 
  Honorable Rogini  
   
  —Encounter 2: Determining the cause of the forest fires 
   
  —Encounter 3: Defeating the Wolves 
   
  —Encounter 5: Helping to extinguish the tavern fire 
   
  —Encounter 6: Defeating Lthev Nieval 
   
  —End Game: Recovering Thrayd and returning her to Rogini *or* letting 
  her return to Tharggy 
   
  * Discretionary Experience for Role Playing 
   
   
  25 XP 
   
   
  25 XP 
   
   
   
  25 XP 
   
   
  25 XP 
   
   
  25 XP 
   
   
  100 XP 
   
   
  25 XP 
   
   
   
  150 XP 
   
   
  400 Total possible XP  
   
   
  
  APPENDIX III: NPCs, Beastia, and Traps 
   
  Introduction: 
   
  4 Farmers: Male Human Com1; CR1/2; Medium Humanoid; HD 1d6+2; hp 6; AC 11, touch 11, flat-footed 
  10; Base Attack/Grapple +0/+1, Attack: unarmed +1 melee (1d3+1 non-lethal); Full Attack: unarmed +1 
  melee (1d3+1 non-lethal); AL LN; SV Fort +2, Ref +1, Will +0; STR 12 DEX 12 CON 14 INT 10 WIS 10 
  CHA 8. 
   
  Skills and Feats: Profession: Farmer +7, Handle Animal +6, Knowledge: Nature +4; Skill Focus: 
  Handle Animal, Skill Focus: Profession: Farmer.  
   
  Personality: What can be said of the little people, the salt of Dirunido? Better not to be them. They are 
  practical, hard working superstitious, suspicious, and firm practitioners of the art of taking delight in the 
  misfortune of others. Their lives are full of backbreaking labor with very little leisure time. They entertain 
  themselves with gossip and speculation concerning anyone new to Dirunido. They aren't particularly 
  strong proponents of hygiene. 
   
  Balan: Male Human War1; CR1/2; Medium Humanoid; HD 1d8+1; hp 9; AC 14, touch 10, flat-footed 14; 
  Base Attack/Grapple +1/+1; Attack: unarmed +1 melee (1d3 non-lethal); Full Attack: unarmed +1 melee 
  (1d3 non-lethal); AL N; SV Fort +3, Ref +0, Will -1; STR 10 DEX 10 CON 12 INT 8 WIS 8 CHA 14. 
   
  Skills and Feats: Bluff +4, Handle Animal +6, Intimidate +11; Persuasive, Skill Focus: Intimidate. 
   
  Possessions: chain shirt, dagger. 
   
  Personality: Balan is a politician, though one who is self-important. He will volunteer others to risk danger 
  while placing himself in the best possible situation. Balan is incompetent and makes mistakes often. He 
  maintains his rank by the fine art of placing blame on others. Balan is fond of boasting of his 
  accomplishments, both real and imagined. He mentions them often. 
   
   
  Encounter Six: 
   
  ATL1 
  Lthev Nieval: Female Human Rog3; medium humanoid; HD 3d6+6; hp 20; Init +6; Spd 30 ft; AC 12 (16), 
  touch 12, flat-footed 10 (14); Base Attack/Grapple +2/+5; Attack: short sword +5 melee (1d6+3) or light 
  crossbow +5 ranged (1d8); Full Attack: short sword +5 melee (1d6+3) or light crossbow +5 ranged (1d8); 
  SA: sneak attack +2d6; SQ evasion, trapfinding, trap sense +1; AL LN; SV Fort +3, Ref +5, Wil +1; Str 16, 
  Dex 14, Con 14, Int 12, Wis 10, Cha 12;  
   
  Skills and Feats: Bluff +7, Craft: Trapmaking +7, Disguise +9, Gather Information +7, Hide +8, 
  Move Silently +8, Open Locks +8, Sleight of Hand +11, Sense Motive +6, Tumble +8; Improved Initiative, 
  Quick Draw, Skill Focus: Sleight of Hand. 
   
  Possessions: short sword, light crossbow, 10 masterwork bolts, one masterwork poisoned bolt 
  (see below), potion of mage armor, potion of cure moderate wounds x3, Poisoned Bolt: 1d8 plus Carrion 
  Crawler Brain Juice (DMG p 297), Fort save DC 13 resists; paralysis 1d3 min/0 
   
  ATL2 
  Lthev Nieval: Female Human Rog4; medium humanoid; HD 4d6+8; hp 26; Init +6; Spd 30 ft; AC 12 (16), 
  touch 12, flat-footed 10 (14); Base Attack/Grapple +3/+6; Attack: mw short sword +6 melee (1d6+3) or 
  light crossbow +6 ranged (1d8); Full Attack: short sword +6 melee (1d6+3) or light crossbow +6 ranged 
  (1d8); SA: sneak attack +2d6; SQ evasion, uncanny dodge, trapfinding, trap sense +1; AL LN; SV Fort 
  +3, Ref +6, Wil +1; Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 12;  
   
  Skills and Feats: Bluff +8, Craft: Trapmaking +8, Disguise +10, Gather Information +8, Hide +9, 
  Move Silently +9, Open Locks +9, Sleight of Hand +12, Sense Motive +7, Tumble +9; Improved Initiative, 
  Quick Draw, Skill Focus: Sleight of Hand.  
   
  Possessions: short sword, light crossbow, 10 masterwork bolts, one masterwork poisoned bolt 
  (see below), potion of mage armor, potion of cure moderate wounds x3, Poisoned Bolt: 1d8 plus Carrion 
  Crawler Brain Juice (DMG p 297), Fort save DC 13 resists; paralysis 1d3 min/0 
  
   
  ATL3 
  Lthev Nieval: Female Human Rog5; medium humanoid; HD 5d6+10; hp 32; Init +6; Spd 30 ft; AC 12 
  (16), touch 12, flat-footed 10 (16); Base Attack/Grapple +3/+6; Attack: short sword +6 melee (1d6+3) or 
  light crossbow +6 ranged (1d8); Full Attack: mw short sword +7 melee (1d6+3) or light crossbow +6 
  ranged (1d8); SA: sneak attack +3d6; SQ evasion, uncanny dodge, trapfinding, trap sense +1; AL LN; SV 
  Fort +3, Ref +6, Wil +1; Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 12;  
   
  Skills and Feats: Bluff +9, Craft: Trapmaking +9, Disguise +11, Gather Information +9, Hide +10, 
  Move Silently +10, Open Locks +10, Sleight of Hand +13, Sense Motive +8, Tumble +10; Improved 
  Initiative, Quick Draw, Skill Focus: Sleight of Hand. 
   
  Possessions: mw short sword, light crossbow, 10 masterwork bolts, one masterwork poisoned 
  bolt (see below), potion of mage armor, potion of cure moderate wounds x3, Poisoned Bolt: 1d8 plus 
  Carrion Crawler Brain Juice (DMG p 297), Fort save DC 13 resists; paralysis 1d3 min/0 
   
  ATL4 
  Lthev Nieval: Female Human Rog7; medium humanoid; HD 7d6+14; hp 44; Init +6; Spd 30 ft; AC 12 
  (16), touch 12, flat-footed 10 (14); Base Attack/Grapple +5/+8; Attack: short sword +8 melee (1d6+3) or 
  light crossbow +9 ranged (1d8); Full Attack: mw short sword +9 melee (1d6+3) or light crossbow +9 
  ranged (1d8); SA: sneak attack +4d6; SQ evasion, uncanny dodge, trapfinding, trap sense +2; AL LN; SV 
  Fort +4, Ref +7, Wil +2; Str 16, Dex 15, Con 14, Int 12, Wis 10, Cha 12;  
   
  Skills and Feats: Bluff +11, Craft: Trapmaking +11, Disguise +13, Gather Information +11, Hide 
  +12, Move Silently +12, Open Locks +12, Sleight of Hand +15, Sense Motive +10, Tumble +12; Improved 
  Initiative, Quick Draw, Skill Focus: Sleight of Hand, Weapon Focus: Light Crossbow.  
   
  Possessions: short sword, light crossbow, 10 masterwork bolts, one masterwork poisoned bolt 
  (see below), potion of mage armor, potion of cure moderate wounds x3, Poisoned Bolt: 1d8 plus Carrion 
  Crawler Brain Juice (DMG p 297), Fort save DC 13 resists; paralysis 1d3 min/0 
   
  Personality: Lthev Nieval is an operative for the Tharggy spy network known as "The Arrows that See" 
  (something similar to Pekal’s Gray Legion). She is ruthless and cunning, completely dedicated to 
  completing her mission. She cannot be dissuaded by any means short of death. She is intelligent and will 
  not commit to a single round of combat if she does not have the advantage. Lthev will disengage and 
  escape to attack the party later if she is losing, rather than be killed and fail her mission. Play Lthev as 
  tactically savvy and competent. 
   
   
  Encounter Six Traps 
   
  4 Pits: These pits will be dug at sites predetermined by the judge on the Ransom Encounter Battle Map 
  (Appendix V). 
   
  ATL1: 4 pits: 5' x 5' camouflaged pit trap: mechanical; location trigger; manual reset; Ref save DC 20 to 
  avoid; 10 deep (1d6, fall); Search DC 24, Disable Device DC 20.  
   
  ATL2: 4 pits: 5' x 10' camouflaged pit trap: mechanical; location trigger; manual reset; Ref save DC 20 to 
  avoid; 20 deep (2d6, fall) multiple targets: first target in each of two adjacent 5' squares; Search DC 24, 
  Disable Device DC 20. 
   
  ATL3: 4 pits: 5' x 10' camouflaged pit trap: mechanical; location trigger; manual reset; Ref save DC 20 to 
  avoid; 30 deep (3d6, fall) multiple targets: first target in each of two adjacent 5' squares; Search DC 24, 
  Disable Device DC 20. 
   
  ATL4: 4 pits: 5' x 10' camouflaged pit trap: mechanical; location trigger; manual reset; Ref save DC 20 to 
  avoid; 40 deep (4d6, fall) multiple targets: first target in each of two adjacent 5' squares; Search DC 24, 
  Disable Device DC 20. 
   
   
  
  Spiked Log trap: This trap affects the square directly in front of Lthev Nieval and is triggered by her as a 
  move equivalent action. 
   
  ATL1: Spiked log trap: mechanical, touch trigger, manual reset, one target, Attack +5 melee (2d6, spiked 
  log); Search DC 20 Disable DC 20 
   
  ATL2: Spiked log trap: mechanical, touch trigger, manual reset, one target, Attack +7 melee (2d6, spiked 
  log); Search DC 20 Disable DC 20 
   
  ATL3: Spiked log trap: mechanical, touch trigger, manual reset, one target, Attack +9 melee (2d6, spiked 
  log); Search DC 20 Disable DC 20 
   
  ATL4: Spiked log trap: mechanical, touch trigger, manual reset, one target, Attack +11 melee (2d6, spiked 
  log); Search DC 20 Disable DC 20 
   
   
  —The Honorable Rogini Vitisar, (Pekalese) The Key of Dirunido— 
  The lord of Dirunido is misogynistic, self-concerned and egocentric. He is from an old wealth gentry family 
  and as such he has never had to strive too hard to succeed. While an adequate manager of the Dirunido 
  fief, the Key of Dirunido has a major flaw: Lust. Throughout the module Rogini will barely give a thought to 
  the players or anything else beyond his bedchamber. Play Rogini as preoccupied and short on time 
  regardless as to the situation presented by the players. Only de-zombify Rogini at the end of the module 
  when Thrayd is kidnapped. At this point, Rogini will become frantic and erratic in his behavior. He will not 
  be restored to his sedate distracted self until Thrayd is returned to him. Both his generosity for those who 
  serve him and his ire at those who cross him is monumental where Thrayd is concerned. 
   
  War 2 AL LN; STR 16 DEX 14 CON 16 INT 12 WIS 8 CHA 10 HP 22 AC 19 (with chainmail and shield 
  which he will don if forced to accompany the party to the Ransom Site Encounter) the Honorable Rogini 
  will not fight unless Thrayd is present and threatened. If Thrayd is not present, Rogini will flee if attacked. 
   
  —Thrayd, (Fhokki) Lady of Dirunido, object of desire— 
  Thrayd isn't necessarily dumb, she is just young and sheltered. She is extremely beautiful and has not 
  had much opportunity to develop social skills with the opposite sex (Her mother has shielded her due to 
  her unusual attractiveness.)  
   
  Com 2 AL N; STR 12 DEX 14 CON 10 INT 12 WIS 8 CHA 18 HP 8 AC 12 
   
  
  APPENDIX IV: HANDOUTS 
   
   
  —Reward— 
   
  For the head of the BEAST responsible for the attacks on the farms 
  and persons of the hamlet Dirunido, I offer the reward of 100 Victories 
  or Nobles to be paid upon confirmation of the completed task. 
   
  His Lordship the Key of Dirunido 
   
  The Honorable Rogini Vitisar 
   
   
   
   
   
  —Notice— 
   
  It is hereby decreed that any person beholden to the Key 
  of Dirunido who has refused to return to the harvest by 
  the third day of this edict shall be hanged until dead 
  within the square upon daybreak of the fourth day. 
   
  His Lordship the Key of Dirunido 
  The Honorable Rogini Vitisar 
   
  
  The Ransom Note: 
   
  Below you will find a map to a nearby glen in the 
  Pipitul. Come alone, unarmed and bearing 300 
  Victories, Nobles or Queens* to the site within one 
  hour of finding this message. Fail to comply on any 
  of the above points and your wife will die. I will 
  know if you attempt to deceive me...  
   
  (A map is enclosed and leads to a spot about a league away) 
   
   
  *A Noble is the official gold piece of Paru’Bor and a Queen is the official gold 
  piece of Tharggy. 
   
  
  APPENDIX V: MAP OF DIRUNIDO 
   
   
  
  After Action Report 
   
  Based on the decisions the players made during the course of this module, it will affect the actions and 
  possibilities of future modules. Please take a moment to respond to the following questions so that we 
  may better determine the course of the campaign. 
   
   
  • 
  Did the PCs discover Lthev’s plot? 
  • 
  Did the PCs defeat her? 
  • 
  Did they rescue Thrayd? 
  • 
  Did Thrayd explain the situation regarding her marriage? 
  • 
  Did the PCs return her to the Honorable Vitisar? 
  • 
  Or did they allow her to return to Tharggy? 
  • 
  Did they earn the favor or resentment of the Arrows That See? 
  • 
  Was anyone convicted of Kidnapping? If so supply name, character name and email. 
   
  Please return this form to the Living Kingdoms of Kalamar representative at your convention or email the 
  results to joe@kenzerco.com with “The Beast AAR” in the subject line. 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Kalamar Organised Play/Adventures/LKoK16_The Beast.pdf