TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  PERIS5-01 
   
   
   
   
   
   
   
  Miss Khundgeniality 
   
   
  A One-Round D&D LIVING GREYHAWK®  
  Perrenland Introductory Regional Scenario 
   
  Version 5.0 
  By Martin Minville and Jean-Philipe ‘JP’ Chapleau 
  Edited for Perrenland by Bruce Paris 
   
   
  Becoming Queen does not make one a lady. Escort the newly-elected Lady Emeraud Thunderstone to 
  meet her husband. Nothing impossible. After all, the woman is an experienced warrior. An introductory 
  adventure for Level 1 characters only. 
  
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
  Introduction 
  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, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. 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.  
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Preparation  
   
   
   
   
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
  Miss Khundgeniality 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to 
  the average character level of 
  the PCs participating in the 
  adventure. To determine the 
  Average Party Level (APL): 
  1. Determine 
  the 
  character 
  level for each of the PCs 
  participating 
  in 
  the 
  adventure. 
  2. If PCs bring animals that 
  have 
  been 
  trained 
  for 
  combat (most likely being 
  war horses, dogs trained for 
  war), 
  other 
  than 
  those 
  brought by virtue of a class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc.) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added 
  separately. 
   
  Nevertheless, 
  if 
  a 
  character has the Mounted Combat feat, he 
  may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half 
  gold for the adventure as 
  well.  This simulates the fact 
  that either the PC was not 
  challenged 
  as 
  much 
  as 
  normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there 
  are two things that the group can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set 
  in 
  Perrenland. 
   
  Characters 
  native 
  to 
  Perrenland pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  Miss Khundgeniality 
   
  Page 2 
  
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The saga of the Khund began a long time ago. 
  However, it was not until the (re)discovery of the 
  ancient passage between Tusmit and Perrenland 
  that the modern era of the Khund began.  
  Late in 593CY, Perrenland adventurers freed 
  Barandon, a Perrenland dwarf from his captors 
  and the Great Horn, Olhupe-Baraknoror was 
  blown. Since that time dwarves have been 
  heading to the Yatils to rebuild the fractured 
  nation. Barandon was made Haigh Righ of the 
  Khund. 
  Later that year, numerous groups of adventurers 
  from Tusmit managed to find the Crown of the 
  Khund, and offered it to Barandon, making his 
  coronation official. 
  Tusman diplomats wasted no time in trying to 
  secure both trade agreements and a political 
  advantage. The final agreement was in strong 
  favour of all three government: Perrenland, Tusmit 
  and the Khund lands. But the most important 
  success of Tusman diplomacy was to have the 
  Khund agree to have Barandon marry a Tusman 
  Khund. This would not only ensure that the Khund 
  would remain friendly to Tusmit, but also that the 
  Khund land would not be fully under the sway of 
  Perrenland. 
  Tusman Khund wasted no time and arranged for 
  elections to be held to select their Queen. Many 
  heroes were consulted and finally the choice of 
  Tusmit was clear. Emeraud Thunderstone, a 
  member of the Patrol of the Great Convention was 
  chosen. 
  Pressured by her brothers to sign her name, 
  Emeraud is none too happy to have been 
  selected.  
  However there are other forces at work who do 
  not wish to see the Khund united or at least not 
  united with Emeraud… The dark forces will remain 
  in the dark for the duration of this adventure, but 
  they are never far away… 
  Adventure Summary 
  Introduction 
  The heroes have been hired by Constable Durn in 
  the northern Perrenland city of Exag. 
  Encounter One: 
  The heroes meet a number of highly placed 
  people who want this to succeed. They are given 
  their mission, to escort Lady Emeraud at a number 
  of places. Introduced here are also a number of 
  NPCs. 
   
  Encounter Two: 
  The party is attacked by a group of goblins bent on 
  creating some chaos.  
   
  Encounter Three: 
  The party arrive at a cabin built by a gnome 
  merchant. Bimira has a lot of wares for sale.  
   
  Encounter Four: 
  The party reaches the falls. There they must 
  convince Lady Emeraud to keep on with the 
  pilgrimage. If they have not cleaned themselves, 
  they can be attacked by a male hippogriff. 
   
  Encounter Five: 
  While spending the night in a shrine dedicated to 
  Berronar Truesilver, they are attacked by a vicious 
  derro bent on making the pilgrimage fail. 
   
  Conclusion 
  The party meets Barandon and have a chance of 
  making a friend or an enemy of Lady Emeraud. 
  Miss Khundgeniality 
   
  Page 3 
  
  Preparation for Play 
  APL 6: Summon Monster VI (Fiendish monstrous 
  spider, Huge). 
  At some stage the PCs may decide to cast some 
  form of divination magic. The following divination 
  spells will no longer function correctly in a 
  Perrenland regional scenario.  They can still be 
  cast but the follow effects occur instead. 
  APL 8: Summon Monster VII (Fiendish Girallon). 
  APL 10: Summon Monster VIII (Vrock) 
  APL 12: Summon Monster IX (Hezrou) 
   
   
  The PCs get no XP for this encounter as they 
  could have avoided it.  The summoned monster 
  will stay for APL + 2 rounds. 
        Speak with dead: The corpse lets out a deep 
  groan and says the following “your doom is at 
  hand mortal” and then implodes and turns to dust. 
        Contact other plane: Works normally within a 
  sanctified temple of the caster’s god.  Otherwise it 
  causes the caster to suffer from a blinding 
  headache and 1d4 points of temporary wisdom 
  loss (recovered at the rate of 1 point per turn).   
        Divination: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes 
  the caster to suffer from a blinding headache and 
  1d4 points of temporary wisdom loss (recovered at 
  the rate of 1 point per minute). 
        Whispering Wind: The spell causes a loud 
  farting sound when it reaches its destination, and 
  the air is filled with quite a horrid stench in a 20ft 
  radius. Its message is lost. 
        Sending: Works normally if sent from the 
  sanctified temple of the caster’s god to another 
  temple of the caster’s god.  Otherwise it instead 
  delivers a Sonic Burst spell instead of a message. 
        Commune with Nature: Works normally if cast 
  from a Grove or similar natural holy place sacred 
  to the PC. Otherwise the PC receives the effects 
  of a Doom spell cast at 9th level and an 
  overwhelming feeling that the land is being 
  blighted. 
  Introduction 
  You always wanted be an adventurer, but 
  didn’t really know where to start.  You have 
  heard many tales about the underground 
  tunnel which spans the two great nations of 
  Perrenland and Tusmit, and thought you might 
  find a way to become famous or at least richer 
  than you are.   
        Dream: The PC suffers the effects of 
  Nightmare at their caster level. 
        Commune: Works normally within a sanctified 
  temple of the caster’s god.  Otherwise it causes 
  the caster to suffer from a blinding headache and 
  1d4 points of temporary wisdom loss (recovered at 
  the rate of 1 point per minute). 
  It has been a chilly, dark winter in Perrenland, 
  and you find yourselves in the City Of Exag. 
  You are enjoying a good meal at the local 
  tavern. This place used to be a small trading 
  post for copper miners, but now is the last city 
  in Perrenland before venturing to the lands of 
  the Khund and Tusmit beyond. Exag is a city 
  faced with rapid expansion. Buildings are built 
  hastily as more miners, soldiers, dwarves and 
  adventurers move in.  
        Scrying and Scrying, Greater: The PC’s sensor 
  ends up in an unexpected place, the Scryer’s Hall 
  in Dorakka.  Instead of seeing what they thought 
  they would see they instead see the following. 
  Your view is of a large flame lit cavern. Seated 
  in a semi-circle must be upwards of two-dozen 
  Clerics of Iuz, within the circle sits a further 
  four clerics.  Your sensor is directly above the 
  centre of the four.  They are looking directly at 
  you.  One of them begins casting a spell and 
  you instantly recognise it as a summoning 
  spell.  What do you do? 
  Looking 
  around 
  town, 
  a 
  sign 
  on 
  the 
  constabulary reads: “Guards Wanted. Report 
  to Constable Durn.” After a short interview, 
  you were signed up. You’ll apparently escort a 
  caravan for about a week. Maybe it’s the 
  opportunity for you to begin a new life of 
  adventure …! You still, however, have about an 
  hour before you are due to meet at the 
  Constable’s house to get details of your 
  mission. 
  If the PCs fail to dismiss their scrying spell they 
  are subject to the following effect. 
  APL 2: Summon Monster II (Fiendish monstrous 
  spider, Medium). 
  Other young adventurers have also been hired 
  and you have decided to take some time to 
  APL 4: Summon Monster IV (Howler). 
  Miss Khundgeniality 
   
  Page 4 
  
  know each other. What better place than the 
  local inn? 
  Allow the heroes to introduce each other before 
  reading on.  
  Encounter One  
  Read the following as the Heroes set out towards 
  the constable’s house: 
  When you arrive at the constable’s house, you 
  are surprised to see a large camp of Faris 
  (Tusman elite heavy cavalry), Dekros (dwarven 
  heavy missile specialists of the Tusman army) 
  and the Patrol of the Great Convention 
  (Dwarves dedicated to keeping the Yatils safe). 
  In all, about 50 men-at-arms and 20 horsemen 
  are camped on the grounds. This is highly 
  unusual for Perrenland, but you’ve heard that 
  relations are becoming quite friendly between 
  the distant neighbours since the tunnel 
  opened up. 
  You are ushered into a room where a 
  Baklunish female wearing gray, a Dwarf male 
  and three dwarf females wearing white and 
  silver dresses are sitting. One of the dwarven 
  females is sitting in a obvious position of 
  importance between the other two. 
  Allow the heroes to make a roll of Knowledge 
  (Geography or History) DC 10. On a success, 
  reveal to them that the dwarf male is none other 
  than Sheik Omar Saladish, sheik of Dihn (a 
  province of Tusmit). A Knowledge (Religion) DC 
  10 identifies the grey-clad human female as a 
  priestess of Istus, the Lady-of-our-Fate.  
  The male dwarf stands and faces you. “Ah… 
  come in, we don’t have time to waste, this is of 
  great importance. I am known in Tusmit as 
  Omar Saladish, Sheik of Dihn. State your name 
  and profession.”  
  Allow the heroes time to answer. The Sheik listens 
  intently to what the heroes reply. 
  The Sheik points to the leading dwarf female, 
  “Here is Lady Emeraud Thunderstone, she is 
  to become Queen of the Khund nation. But 
  before 
  she 
  becomes 
  Queen, 
  she 
  must 
  successfully make a ceremonial journey to 
  receive the blessing of the Lady-of-our-Hearth, 
  Berronar TrueSilver for her wedding with King 
  Barandon”. 
  The human stands. “I am Lara El'Anir, 
  representative of the Pasha and vizier on all 
  matters related to the Khund.  You all know 
  that we are short on arms with the war and the 
  wood elves in the north of Tusmit. We have the 
  permission of the Voorman, Orgus Bildgear, to 
  request that you Perrenders serve as an 
  honour guard for Lady Thunderstone, to escort 
  her on the sacred journey she must follow.  
  You will travel to the Silver Falls where she 
  must bathe and find a piece of silver to bring 
  to her wedding. She will also need to visit a 
  sacred shrine of Berronar TrueSilver where 
  she must pass a night and pray. Finally, you 
  must escort her to Dungarth Llith, capital of 
  the Vesterkhund or Western Khund. She 
  cannot fight under any circumstance or the 
  sacred journey will be ruined…” 
  The Sheik will not bother to present the ladies-in-
  waiting at this time. Making a Sense Motive on the 
  Sheik [DC 15] shows that he is nervous. Lady 
  Emeraud is sitting very straight, her posture 
  denotes military experience, her amber hair is tied 
  in two tresses that fall on her shoulders. A Sense 
  Motive check [DC 15]  reveals that she does not 
  seem thrilled about this whole affair. A Sense 
  Motive on Lara El’Anir [DC 10] reveals she is very 
  anxious and excited about this. 
  Then the Sheik asks you: “Do you accept this 
  most honourable of task?” 
  The Sheik is ready to offer each hero 100 gold 
  pieces upon completion of the mission. 
  When the heroes agree, they are given each a 
  white tabard bearing the symbol of Beronnar 
  Truesilver.  They must wear it over their clothes as 
  it is part of the sacred ritual.   
  Lady Emeraud is ready and doesn’t want to waste 
  more time in Exag. She wants to leave right now 
  and have this ceremony over as quick as possible. 
  However, if the heroes want to do some shopping 
  before leaving, they can, but this will make the 
  Queen very grumpy. 
  The Sheik presents you Kattar Silverbraid, 
  high priestess of the Lady-of-our-Hearth in 
  Tusmit and Barrala Ironheart, a noble lady 
  from Sefmur.  They are to be Lady Emeraud’s 
  bridesmaids for the wedding. Lara El’Anir and 
  the rest will leave later with a caravan which 
  gets to the Dungarth Llith directly. 
  Encounter Two 
  As the PCs prepare to leave Exag, read the 
  following: 
  Miss Khundgeniality 
   
  Page 5 
  
  Before you are the great Yatil mountains: 
  formerly an impenetrable frontier. Fortunately 
  there is now a well maintained road to follow.  
  The road is clear, because many members of 
  the 
  auszug 
  (soldiers 
  of 
  Perrenland), 
  adventurers, guards and merchants take this 
  road to (and through) the undermountain lands 
  of the Khund – and on in to Tusmit on the 
  other side.   
  After a few days travel, you emerge from the 
  tunnel into a vast forest locked between the 
  mighty Yatils. 
  Lady Emeraud knows the way and repeats 
  often that she doesn’t need guards, and that 
  she can do this herself. It is quite obvious that 
  your nomination (and presence) does not 
  please her.  
  Four goblins are in four trees around the road 
  waiting for some victims. There are two on each 
  side of the road, and the heroes just happen to 
  pass by...   
        The heroes must make a Spot check [DC 15] 
  not to be surprised. Those who succeed can act 
  normally in the surprise round.  
  APL 2 (EL 2) 
  Goblins (6): hp 5 each see Monster Manual page 
  133. 
  Tactics: The goblins each have one javelin and 
  will throw them down at the PCs in Round 1. Then 
  they just try to hit some heroes with their bags full 
  of hippogriff urine! Don’t forget the + 1 attack for 
  higher ground and the goblin laughing at any hero 
  they hit this is humiliating!  The bags smell really 
  bad for a moment, but the smell disappears 
  quickly. Have the heroes make a Knowledge 
  (nature)  [DC 12] check or a Survival [DC 12] 
  check to know that hippogriff urine does not smell 
  for long … but it is known to attract male 
  hippogriffs (who can be nasty …). 
        Whatever happens, Lady Emeraud WILL GET 
  HIT by the Urine! She can only bathe now at the 
  Silver Falls (Encounter Four). 
        If the heroes capture one of the goblins, they 
  can interrogate them. The goblins only speak 
  Goblin and Undercommon. If they can understand 
  the questions asked to them, they say they work 
  for a dwarf with dark skin and white eyes who has 
  taken them from their tribe. They don’t have a 
  fixed lair and they live in the forest. When the 
  dwarf wants to talk to them, he simply appears 
  wherever they are, steal whatever treasure they 
  have and vanish. In other words, they know of 
  nothing useful. They are goblins: cunning vermin! 
        Lady Emeraud will not follow the goblins. So if 
  the party wish to go off into the forest chasing 
  goblin kids, they will leave her alone. 
        Make sure you take note of who was hit and 
  who cleans themselves later, and this becomes 
  important later in the adventure.  
         After this incident, the PCs can get back to 
  their travel. Lady Emeraud is upset about this 
  waste of time, especially if the party went off after 
  the goblin kids.  She goes so far as to accuse the 
  party of incompetence and stupidity.  
  Encounter Three 
  After a few hours walk, the heroes arrive at a 
  crossroads. A recently-painted signpost holds four 
  signs, 
  written 
  in 
  Dwarven, 
  Common 
  and 
  Baklunish. The sign pointing straight ahead reads 
  “Dungarth Llith”. The one point back the way you 
  came from reads “Exag”. The one pointing left 
  reads “Silver Falls”. The fourth sign is written only 
  in Dwarf. If none of the heroes read dwarf, Lady 
  Emeraud tells them “the shrine is that way”.  She 
  doesn’t care where to go first, she just wants it 
  done quickly. 
        Near the crossroads, stands a little cabin, a 
  trading post with a large coloured sign reading 
  “Bimira, World Famous Crossroads Trading Post 
  at the top of the Yatils”. A window swings open 
  and a Gnome, wearing too large a turban, waves 
  happily towards the party, motioning them forward 
  towards the cabin.  
        And Have the party make a Spot check, tell 
  the hero with the highest roll (no matter what it 
  was) that he spots a piece of a broken comb and a 
  scrap of parchment on the ground. If they make 
  any gesture towards the comb, Lady Emeraud will 
  say it’s hers, but she lost it yesterday. She doesn’t 
  care for it anymore if any of the heroes wish to 
  take it (it is broken).  
        The parchment is essentially a threat written in 
  Dwarven, to go back to Exag … or die.  Don’t tell 
  the heroes unless they can read it. Asking Lady 
  Emeraud to translate it, will make her upset that 
  none of her guard speaks the great dwarf 
  language. 
        Bimira the gnome sells regular equipment at 
  regular prices. He sells everything available in the 
  Player’s Handbook. However, he does not have 
  Miss Khundgeniality 
   
  Page 6 
  
  access to anything magical. He is very nice, but 
  not very useful to the party at this time, unless 
  they need equipment. 
        Lady Emeraud refuses to bathe in the waters 
  of the lake. The heroes have to convince her as 
  she is starting to smell really bad …. A Diplomacy 
  check [DC 15] convinces her. Every roll requires 
  about 15 minutes of convincing. However, give the 
  heroes the following bonuses: 
        Bimira has not gone very far from the 
  crossroads, preferring the safety of his house. 
  However, dwarves have told him that to the north 
  is a great waterfall (he takes his water from the 
  river flowing down from there).  
  +/- 2 for role-playing 
  +2 to call upon her sense of duty 
  BIMIRA: “This water is crystal clear and cold 
  like a mountain spring. Never drank anything 
  so invigorating.”  
  +2 to remind her that she could be a warrior 
  queen, and a leader of dwarves 
  +2 to remind her that she will be the one to re-
  forge the Khund nation 
  Bimira believes there are a number of evil things 
  moving nearby at night. A few times he placed 
  everburning torches outside his house to see what 
  it was. But each time they would die out before he 
  could see. What Bimira doesn’t know is that there 
  are more than one Derro in these parts! Using 
  their natural abilities makes them very difficult for 
  Bimira to see. Bimira is in mortal danger as long 
  as he stays here. However, he refuses to move 
  away, so certain he is that his trading post will one 
  day become a major source of money. 
  +2 to remind her that her wedding will cement 
  further 
  friendship 
  between 
  Tusmit, 
  Perrenland and the Khund. 
  +2 if she had the dream in he shrine 
  +1 if the heroes have deciphered parts of the 
  dream for her 
  +5 if they mention that after her wedding she 
  will be able to boss her brothers (ah sweet 
  revenge) 
  Bimira: Exp3, hp 15, NG, Diplomacy +10 
        If the heroes head to Silver Falls, go to 
  Encounter Four. If they head to The Shrine, go to 
  Encounter Five. 
  -2 if they fought Galdeb already 
  -2 if at least half the party went off chasing 
  after the goblin kids 
  Encounter Four 
        After the first fifteen minutes of talking to Lady 
  Emeraud (the party made their first diplomacy roll, 
  no matter the outcome, unless the party washed 
  themselves previously (either by removing the 
  tabard or with near-complete immersion), a male 
  hippogriff catches scent of the pheromones in the 
  female 
  hippogriff 
  urine and approaches to 
  investigate. 
  The party travels north for a long time. They follow 
  a river toward the Yatils. 
  At first it seems like the wind is picking up, but 
  soon you realize that the roaring noise must be 
  a waterfall, and a mighty one at that. A 
  majestic rainbow is the first thing you notice 
  as the road ends at a small lake’s edge. The 
  mighty waterfall seems to burst out of the rock 
  face and dives over 100 feet into the small lake 
  below. The misty rain is very fresh and cool. 
        If the party (and the Lady) is clean, the 
  hippogriff flies over the party and leaves the party 
  alone. Through wit (and general cleanliness) they 
  have defeated the goblin’ trap. 
        The hippogriff concentrates its attacks on 
  heroes smelling of urine first. 
  As you are looking around, Lady Emeraud sits 
  on a rock, and starts to cry, her face in her 
  hands and begins to sob. 
  APL 2 (EL 2) 
  Lady Emeraud shows her true feelings about the 
  wedding to the heroes at this time. She was forced 
  into proposing her name by her brothers. She 
  would much prefer to be out with one of those nice 
  Auszug Patrols, than killing goblins and other kind 
  of underground vermin. She doesn’t want to be a 
  trophy wife for someone she doesn’t know. She 
  isn’t ready to lay down her waraxe and become a 
  baby-making machine.  
  Hippogriff (1): hp 25; see Monster Manual p. 152. 
  If Lady Emeraud has not been convinced, she will 
  keep calling for the heroes to hand her a weapon. 
  Doing so of course makes the whole adventure a 
  failure. 
        Hopefully the heroes should convince Lady 
  Emeraud to bathe in the lake and ask for the 
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  Page 7 
  
  Encounter Five 
  blessing of Berronar Truesilver. Otherwise, the 
  adventure ends here, as her stench becomes so 
  bad that PCs will have trouble fighting or 
  defending her. 
  After two hours of travel on a wide trail, as you 
  reach the almost vertical rock wall that are the 
  mighty Yatils, you easily spot a cave opening. 
  Lady Emeraud enters the lake, and many 
  shivers later, she stand in the middle of it, 
  water pouring on her face. She prays loudly as 
  if she is trying to be heard in spite of the 
  deafening noise of the fall. She recites the 
  prayer that all young dwarven girls are taught 
  from an early age. 
  Around the opening, the rock has been worked 
  extensively. Dwarven runes spell out “To 
  Berronar Truesilver, keeper of the Words of the 
  Khund”. Lady Emeraud takes a moment to 
  read out loud. She steps into the dark cave. 
  Allow the characters to strike some form of 
  lighting. Lady Emeraud does not need any, 
  because of her darkvision. When they have 
  lighting, continue: 
  “O to you Lady-of-our-hearth,  
  I have come because it has been decided that 
  my fate is linked to this nation 
  The cave digs under the mountains for about 
  100ft before opening into a large cavern. There 
  are a number of passageways heading out, but 
  the most remarkable feature of the cavern are 
  nine stone pillars made of dark stone are laid 
  out in a rough circle around a statue of a 
  female dwarf.  One of the stone pillars looks 
  like a pulpit. 
  I have come to make my home as warm as you 
  have done for Father Moradin 
  I have come to receive your blessing so that I 
  may forge this nation with my children 
  I have come to ask that your blessing be on 
  the house of my husband 
  My Lady, bless my home, my husband and my 
  children.” 
  Lady Emeraud orders you to build a camp 
  outside the stone circle. She add that she must 
  spend the night by the statue. She then walks 
  toward the statue and kneels before it in 
  prayer. 
  As 
  she 
  closes 
  her 
  eyes 
  in 
  reverence, 
  something splashes into the water. Everyone 
  scans the surface of the waters for a moment. 
  There, rising gently just beside Lady Emeraud, 
  something gleaming floats to the surface.  It’s 
  a silver necklace, floating as if made of wood!  
  If someone checks for tracks, a Survival check 
  [DC 12] shows a single set of small-sized 
  humanoid tracks, perhaps a gnome. The tracks 
  are those left by Galdeb the Derro. 
  Lady Emeraud looks at the necklace. “I was 
  hoping for a nugget of silver, she says to 
  herself. My Lady, I bow to you and accept the 
  path you have laid before me”. As she takes 
  the necklace and places it around her neck, 
  you can see that she is transformed. 
  Draw a makeshift map of the cave and have the 
  heroes set themselves up (and set up watches if 
  they want). Galdeb does not attack while the sun 
  is up, preferring to wait for nightfall, when he gains 
  a clear advantage when some of the party are 
  sleeping.  
  The dwarf that exits the pool is not the warrior 
  of Tusmit that entered, but the Queen of the 
  Khund. 
  The Derro Only Come Out At Night 
  If the heroes arrive while the sun is high in the sky, 
  Galdeb waits in a small side cave a good distance 
  from the shrine, where he listens to the party. 
  When Galdeb approaches the party, he will be 
  disguised as a small Hill Dwarf - having used his 
  potion. 
  As Emeraud walks out of the water, her whole 
  outlook has changed, she now participates 
  actively and seems to enjoy the rest of the 
  pilgrimage. This concludes what they must do 
  here. The party can rest safely here. In the 
  morning, move on to Encounter Five – or the 
  Conclusion. 
  APL 2 (EL 3) 
  Galdeb, Derro (EL3): hp 16; see Monster Manual 
  page 49. 
  Tactics: Galdeb begins with a ghost sound at the 
  opposite of the camp from where he is: some kind 
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  Page 8 
  
  of growling near the entrance of the cave. Give the 
  party two rounds to buff-up and/or deploy 
  themselves. Galdeb then casts sound burst and 
  targets as many party members as he can.  
  Each pillar has a single symbol upon it under 
  which is a single phrase. If one can read Dwarven, 
  then after a little cleaning, can be read without 
  problem. Otherwise, a Decipher Script check [DC 
  12] must be successful.  
        The next round, he fires a darkness-covered 
  bolt on the strongest-looking opponent (most likely 
  a heavily-armoured character) Because of his own 
  spell, Galdeb takes a 50% mischance on his 
  attack. After that, he shoots with his crossbow, 
  and tries to keep some distance between himself 
  and the heroes.  
  Once deciphered, “Pillar One” reads as follows: 
  1. The words of the Khund must be read in 
  order 
  2. The words of the Khund must be spoken 
  out loud 
        He doesn’t attack Lady Emeraud because he 
  knows she will not try to fight unless in peril, he 
  wants to provoke her. 
  3. The words of the Khund cannot be said by 
  the same voice twice in a row. 
  If they read out loud the words of the Khund 
  correctly, then read them the following. 
  During combat, Galdeb will taunt Lady Emeraud.  
  GALDEB: “You think I’m alone?  There is many 
  like me who want you dead, there are many 
  traitors among the Khund nation, there have 
  always been many. The Khund are marked with 
  the Curse of Beldarak, the mark of the 
  traitor…!” 
  Morning comes and you pack up, ready to 
  leave. 
  Lady 
  Emeraud 
  looks 
  strangely 
  thoughtful. As [Select random PC, the one who 
  has been most kind to her so far] asks her if she 
  is ready, Lady Emeraud turns to him/her and 
  tells him/her about a dream she had last night. 
  If a PC falls and Lady Emeraud can reach him 
  without entering combat, she will move and try to 
  stabilize him. Since, she is not fighting, it does not 
  break the rules of the tradition. However, she 
  takes good care to not get dirty with blood doing 
  so. 
  “I saw a pillar of white and green marble full of 
  cracks. A number of Dwarves were digging 
  around it, but obviously paying no attention to 
  it. They were digging coal and taking it away. A 
  group of adventurers walk into the cave, and 
  still the dwarves pay no attention to them. As 
  the adventurers marvel at the pillar, a beam of 
  light shines from the top, like a beacon. The 
  light shines on the dwarves who turn and 
  approach the pillar in reverence. As they do 
  so, the cracks fill with silver and gold. Do you 
  know what it means?” she asks you. 
        If the heroes are in great peril and they have 
  no chance of survival, Lady Emeraud takes up a 
  discarded weapon and enters the fight, but doing 
  so ruins everything. She orders them back to 
  Reijah, saying nothing more. She is very cold with 
  the heroes after that. The adventure is over. 
  Any one with Knowledge (arcana) making a DC 12 
  check can gleam the following. Roll once for each  
        Once they defeated Galbeb, the party can 
  search them. On him, they find a number of 
  Tusman coins, an empty potion, and an unsigned 
  letter, describing Lady Emeraud in detail and a 
  rough description of the party. Someone was 
  obviously in on the affair. 
  • 
  In dwarven imagery, a pillar is usually a 
  woman or a nation.  
  • 
  The 
  dwarves 
  digging 
  coal 
  most 
  likely 
  represent them doing something futile. 
  Examining The Pillars 
  • 
  The adventurers coming and showing the 
  dwarves the light is most certainly a reference 
  to the blowing of the Olhupe-Baraknoror.  
  If any heroes study the pillars, they are very all 
  very old. A Spot check [DC 10] reveals that each 
  stone has a sentence written upon it. Each 
  sentence is in Dwarven. 
  • 
  The final image most likely represents the 
  cementing of a nation through a woman.  
  The short pulpit-like pillar has more writings than 
  the others, it is “Pillar One”. It bears the words in 
  Elven, Flan and Old Oeridian. It is important to 
  note that Lady Emeraud will not help the heroes 
  on this one. She is deep in prayer. 
  • 
  It is obvious that Berronar Truesilver has a 
  soft spot for Lady Emeraud. 
  • 
   
  This is it for the Shrine. The heroes can now head 
  to Silver Falls or on to the Conclusion. 
  Miss Khundgeniality 
   
  Page 9 
  
  Conclusion 
  The few days between the Bimira’s crossroad 
  trading post and Dungarth Llith, capital of the 
  Vertherkhund.  
  The old walls are being rebuilt, but most 
  Khund are concentrating their efforts on their 
  capital at Moradin’s Forge, but a few dozen 
  miles east. The place looks like a fortified ruin. 
  The Flag of Tusmit and Barandon’s personal 
  emblem floats in the mountain wind. You are 
  quickly shown inside, where many dwarven 
  soldiers kneel as you pass them by.  
  Ask the heroes: “who has a clean tabard”??… just 
  to make them panic… hehehe. No one cares, if 
  they are bloody, they are proud of them because 
  this means they have done their duty with zeal and 
  ardour. 
  Do 
  note 
  that 
  Barandon 
  calls 
  Emeraud 
  “Tonderstone”. 
  This 
  is 
  because 
  of 
  his 
  Perrenlander accent. Also, Barandon has taken 
  the royal habit of referring to himself as ‘we’. 
  You first glimpse High Raigh Barandon at the 
  great stairs leading into the only standing 
  stone building of Dungarth Llith. Flanked by 
  the 
  High 
  Priest 
  of 
  Moradin, 
  Taklinn 
  Thunderstone, Lady Emeraud’s brother. 
  Barandon is a very handsome dwarf. His neatly 
  trimmed 
  beard 
  and 
  immaculate 
  clothes 
  contrasts sharply with the long beards and 
  dirty heavy armour worn by the other Khund. 
  Lady Emeraud takes a few steps forward and 
  bows before Barandon. 
  “My liege, I am Emeraud Thunderstone, my 
  pilgrimage has lead me to you. And greetings 
  to you Taklinn, my brother.” This final 
  sentence is full of defiance. 
  “My Dear Miss Tonderstone, at last we can see 
  what you look like and we are pleased by what 
  we see” replies the king of the Khund. 
  “And what do you see?” asks Lady Emeraud. 
  “A queen!” replies the king, beaming. 
  High Raigh Barandon turns in your direction, 
  speaking with the force of the Yatils. Without 
  him shouting or making any special effort, you 
  guess his voice could echo as far as Tusmit or 
  Perrenland.  
  “As the honour guard of our beloved bride-to-
  be, you are those who must vouch for her 
  honour. The Khund nation must ask of you a 
  few questions.”  
  Silence fills the fortress, everyone holds their 
  breath, as the Haigh Righ prepares to ask his 
  questions. 
  Barandon asks each question to a different hero, 
  starting with the hero to your right. If there is less 
  than 6 heroes, just ask the last two them to a 
  random hero. If at all possible, ask the 6th question 
  to a Dwarf character. 
  1. Have you and your companions served 
  honourably throughout this sacred journey? 
  2. Did the Lady ever pick up a weapon and fight 
  on this sacred journey ? 
  3. Did the Lady bathe in the waters of the Silver 
  Falls? 
  4. Did the Lady find a piece of silver near the 
  waters of the Silver Falls ? [Barandon asks to 
  see it, when shown the necklace, he is very 
  surprised and impressed] 
  5. Did the Lady sleep in the shrine of our beloved 
  mother, Berronar Truesilver? [If told Lady 
  Emeraud had a dream, he will be very 
  surprised and interested in hearing about it] 
  6. Do you think Lady Emeraud Tonderstone 
  should be the first Queen for the Khund 
  nation? 
  Answers are all positive 
  If the heroes respond YES to every question, read 
  the following outloud, make sure you write down 
  on the ARs the heroes have received The 
  Friendship Of Lady Emeraud. 
  As you respond, dwarves who are everywhere 
  around you now begin to shout the name of 
  their new Queen: “Emeraud and Barandon! 
  Emeraud 
  and 
  Barandon! 
  Emeraud 
  and 
  Barandon! Long live their marriage! Long live 
  the Khund” 
  In the feasts that follow, Lady Emeraud does 
  not reappear wearing dresses, she is instead 
  dressed in a very ornate adamantine full plate 
  armour, with a dwarven waraxe on her back. 
  She will soon become the warrior-Queen of the 
  Khund. 
  What if Not all answers are positive? 
  If the heroes answered NO to any of Barandon’s 
  questions, read the following (this is no joking 
  matter and dwarves are particularly sticky about 
  Miss Khundgeniality 
   
  Page 10 
  
  Experience Point Summary 
  tradition). Make sure you indicate on ALL of the 
  players’ ARs that they have earned Lady 
  Emeraud’s Enmity, and dwarves have long 
  memories… 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus role-playing) to each 
  character 
  With your negative answer, Lady Emeraud and 
  her brother turn towards you, their eyes filled 
  with hatred. “How DARE you?” spits Lady 
  Emeraud. A number of guards seize her before 
  she can leap on you. The ‘Lady’ showers you 
  with insults, both in Dwarven and in Common. 
  It is clear that you have NOT made a friend of 
  the Queen-to-be. 
  Encounter Two 
  Defeating the Goblins       60xp 
  Encounter Four 
  Fighting  the hippogriff or cleaning up before the 
  hippogriff comes         60 xp 
  Dwarves all around return to their activities, 
  their face filled with sadness. The entire 
  pilgrimage will have to be redone. 
  Convincing Lady Emeraud to go through with the 
  wedding      60 xp 
  Something about a Dream … 
  Encounter Five 
  If the heroes told Barandon about Lady Emeraud’s 
  dream, he will send two important clerics to talk to 
  the heroes alone. They are Taklinn Thunderstone, 
  High priest of Moradin (Lady Emeraud’s brother) 
  and Kattar Silverbraid, High Priestess of Berronar 
  Truesilver in Tusmit (Lady Emeraud’s bridesmaid). 
  Defeating Galdeb without the aid of Lady Emeraud 
   
  90 xp 
  Correctly reading the words of the Khund   60 xp 
  Story Award 
  Befriending Emeraud (must be successful in her 
  pilgrimage and the hero not been rude to her)  
  Both clerics listen to you as you tell once more 
  about the dream. They ask a number of details 
  about the metals appearing. Then they turn to 
  each other and confer in dwarf. Kattar 
  Silverbraid then turns towards you.  
  120 xp 
  Discretionary roleplaying award 
  APL2 60 xp 
  “This dream is a very good omen. With Lady 
  Emeraud Thunderstone as our queen, the 
  nation with become a tower of stone and 
  riches will flow like blood. The future looks 
  bright for the Khund nation!”  
   
  Total possible experience:   
  APL2 450 xp per character. 
   
  Treasure Summary 
  In the end 
  Finally, no matter what they have done, finish with 
  the following. 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The wedding of Lord Barandon and Lady 
  Emeraud will not take place immediately, there 
  are more important things to do first. Cities 
  and forts must be rebuilt. The passageways 
  must be made secure. The roads through the 
  lands of the Khund must be fully mapped and 
  patrolled. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  However, your minds keep thinking of the 
  words of Galdeb the Derro. Is this new nation 
  really filled with spies and intruders? Perhaps 
  you 
  simply 
  begin 
  to 
  exhibit 
  signs 
  of 
  “adventurer paranoia”…  
  The End 
   
  Miss Khundgeniality 
   
  Page 11 
  
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  Total Possible Treasure 
  APL 2: 450 gp
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Four:  
  Killing the Hippogriff (bounty from the Tusman 
  Gov) 
   
  APL 2: L: 0gp; C: 50gp; M: 0gp 
  Encounter Five:  
  Looting Galdeb 
   
  APL 2: L: 35gp; C: 15gp; M: 0gp 
  Conclusion:  
  Allowing the wedding to go through (gift from Lady 
  Emeraud & Lord Barandon) 
   
  APL 2: L: 0gp; C: 300gp; M: 0gp 
  Bringing Lady Emeraud to Dungarth Ilith (payment 
  from Omar Saladish) 
   
  APL 2: L: 0gp; C: 100gp; M: 0gp 
  Miss Khundgeniality 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER5-A01 - Miss Khundgeniality.pdf