TEXT: KEOI5-02 
   
   
   
   
   
  The Unwanted Ones 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Introductory Regional Adventure 
  Version 1.1 
   
  by Robert Recckia 
  Reviewers: Keoland Triad 
  Playtesters: Brian and Heather Eberhardt, Saul Lapidus, Andrew Sheehan, Derick Wilkerson, and 
  Andrew Ziganto. 
   
   
  Charity and mercy beg assistance to help one who is too weak to help themselves. Can you find a home 
  for the unwanted one?  An introductory Keoland regional adventure for 1st level characters only. 
  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 
  Wizards of the Coast and the author.  To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc., in the US and other countries.  This material is 
  protected under the copyright laws of the United States of America.  Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. and the author. This product is a 
  work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, 
  Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  
  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.  
  Preparation  
   
   
   
   
  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.  
   
  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. 
   
  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  
   
   
   
   
  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. 
   
  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. 
   
  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.  
   
  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. 
  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. 
  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. 
   
  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. 
  KEOI5-02 The Unwanted Ones 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
  As an introductory adventure, players are limited 
  to using 1st level PCs in this adventure. PCs of 2nd 
  level or above may not play this adventure. 
  Time Units and Upkeep  
   
   
  This 
  is 
  a 
  standard 
  one-round 
  Introductory 
  Regional adventure, set in Keoland.  Characters 
  native to Keoland 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 
  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 
  In the Kingdom of Keoland, half-orcs and half-
  elves are looked upon with scorn and disdain. As 
  one nobleman has found out, his dalliances have 
  produced something that would ruin his reputation 
  – a half-orc child. This nobleman intends to 
  dispose of the baby in the Javan River. Enter the 
  PCs. 
  Adventure Summary 
  In Encounter One, the PCs rescue a good 
  Samaritan who had been trying to save a baby 
  half-orc. This Pelorite priest persuades the PCs to 
  bring the baby to Haven, where she can be raised 
  amongst her own kind. 
  In Encounters Two and Three, the PCs brave the 
  dangers of overland travel in route to Haven. 
  In Encounter Four, a stopover in Jaedrae brings 
  opportunities to find out more about what’s going 
  on the the Viscounty. 
  In Encounter Five, the PCs drop off the baby with 
  the Pelorite priest in town, and can explore the 
  village of Haven. 
  In Encounter Six, the PCs have the chance to 
  participate in one very brutal drinking game… 
  In Encounter Seven, the baby has been kidnapped 
  by lizardfolk followers of Sakatha. If the PCs don’t 
  rescue the child, she ends up being a snack for 
  the infamous Lizard King. 
  If the PCs are successful, they have the 
  opportunity to become the godparent to the baby 
  they’ve worked so hard to protect. 
  Preparation for Play 
  As DM, it is a good idea to find out the racial 
  makeup of the PCs, noting in particular any half-
  orcs, half-elves, or dwarves in the group. 
  Also, check to see if you have any inexperienced 
  players at the table as well. If you do, please 
  extend 
  a 
  warm 
  welcome 
  to 
  the 
  LIVING 
  GREYHAWK campaign on behalf of the Keoland 
  Triad, and please make yourself available for any 
  questions that they might have about how the 
  game works. You and any more experienced 
  players should help the player and be patient with 
  them – remember, we were all new to this game 
  once! 
  Lastly, don’t allow other players to run the new 
  player’s PC for them. Balance giving suggestions 
  and advice without detracting from a new player’s 
  experience in the game. 
  Introduction 
  This adventure begins in the city of Cryllor. 
  Located on the western end of the Kingdom, It is 
  one of Keoland's wealthiest and most strategically 
  powerful provinces. The county stretches along 
  the banks of the Javan, in a fluvial valley cut by 
  the river between the Good Hills and the Little Hills 
  which border the lands of the Yeomanry League. 
  The walled city of Cryllor (pop. 8,400), whose 
  western district opens onto the banks of the 
  KEOI5-02 The Unwanted Ones 
   
  Page 2 
  
  Javan, is the fourth largest city in the kingdom, 
  after only Gradsul, Flen, and Niole Dra. The city 
  and its wealthy Suel lord benefit strongly from the 
  river traffic and trade that passes just outside his 
  walls on the road connecting Niole Dra to 
  Longspear. Additionally, riches are still drawn from 
  the lower Good Hills, most of which find their way 
  to the markets of Cryllor. The counties of Flen and 
  Cryllor have been rivals for centuries, but while the 
  rulership of Flen has been relatively stable over 
  that time, the lordship of Cryllor has changed 
  hands many times.  
  The current Count of Cryllor is Ignas Manz, a 
  former warrior turned wealthy lord and civic 
  magnate. His personality is often described as 
  imperious, boorish, and unforgiving. While he is 
  often called a philistine by rivals in the Court of the 
  Land, this calumny he ascribes to envy, for his 
  success and power are very real. Manz styles 
  himself a merchant prince and his relative isolation 
  from the rest of the kingdom has bred indifference 
  to the politics of Niole Dra. He made himself very 
  wealthy from the ores he draws from his 
  prodigious mines in the valley, much to the chagrin 
  of 
  the 
  gnomes 
  who 
  find 
  his 
  methods 
  unscrupulous. Manz is a firm believer in the 
  concept of bread and circus and he does not 
  disappoint his citizens. He spreads around just 
  enough of his coin to keep the people happy and 
  his rivals off balance.  
  Count Manz has long harbored the desire to 
  annex the rich lands in the Little Hills, but has 
  garnered no support to do so. He has made it 
  clear that any alliance with Flen depends upon it. 
  The western half of the province of Cryllor, 
  referred to as the trans-Javan, extends from the 
  western bank of the river to the foothills of the 
  Jotens and the Little Hills. This land was recently 
  acquired during the Greyhawk Wars, when forces 
  of the count marched across the river, ostensibly 
  to secure his lands from invasion from the Jotens. 
  In so doing he has provoked the Yeomanry by 
  mining the foothills of the Littles in abrogation of 
  long-standing treaties. 1
  Encounter One: Washed Up 
  Allow the players a chance to introduce their PCs 
  to one another and give them some insight into 
  why their PCs have ventured to Cryllor. The read-
                                              
   
  1 From the Living Greyhawk Gazetteer 
  aloud text assumes that the PCs have come 
  seeking guard duty for a caravan – such work 
  pays well and is favored by new adventurers just 
  starting their careers, as it allows them the chance 
  to travel in safety (and in numbers) while earning 
  some coin. If a PC has another compelling reason 
  why they are in the city, by all means, indulge 
  them and modify the read-aloud text accordingly. 
  The heavy fog settling over the dock area of 
  Cryllor weighs heavily upon the shoulders of 
  the few that make their way in the evening. It 
  seems all too appropriate though, for it mirrors 
  the disappointment that your rejections have 
  brought. “Not experienced enough to be a 
  caravan guard?” Yet that was the reply that 
  came from potential employers, seeing only 
  inexperienced adventurers and not the true 
  depths of your capabilities. The fog muffles the 
  surrounding sounds, so even the clip-clop of a 
  horse being ridden away quickly only barely 
  reaches your ears from around the block… 
  Have each player make a Listen check. 
  • 
  PCs that manage a DC 5 will hear the sounds 
  of someone (a male voice, in Common) crying 
  out for help. 
  • 
  A PC that manages a DC 10 will hear a 
  splash, followed by those cries. 
  • 
  At DC 15, the listener will catch the sound of a 
  splash, the man’s cries, and the more muffled 
  wailing of a child. 
  Should the PCs fail to manage even a DC 5 
  check, they will get a second chance on the 
  following round (a DC 10 to hear the man’s cries, 
  and a DC 15 to hear that of the child). If that 
  second set of checks fails… well, perhaps the 
  caravan master’s rejection of the PCs for guard 
  duty wasn’t so arbitrary after all. 
  If the PCs do nothing, the adventure is over for 
  them. If anyone chooses to investigate, you may 
  continue with the read-aloud text below. 
  The calls for help draw you to the end of a 
  nearby dock and come from what appears to 
  be a robed old man flailing in the water, trying, 
  mostly unsuccessfully, to swim. The weight of 
  his robes seems to be pulling him down as he 
  desperately tries to hold a bundle of rags 
  above the water. Catching sight of you, he 
  implores, “Help me, please!” 
  Although the Javan can often be a swift flowing 
  river, the spring run-off has yet to begin. As such, 
  the river lazily pulls at the old man, rather than 
  KEOI5-02 The Unwanted Ones 
   
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  whisking him away. If the PC’s decide to throw him 
  a rope, a ranged touch attack hitting AC 10 will get 
  the rope to him, and a DC 14 Strength check will 
  successfully pull him to shore. Allow up to three 
  other PC’s to assist on such a check. 
  Should a PC decide to dive in, a DC 10 Swim 
  check will get to him, and a second such check at 
  DC 14 will be enough to help him to shore. Other 
  methods may work, subject to DM’s generous 
  discretion. 
  The PCs have three rounds in which to rescue 
  him. If not, he is assumed to have failed his 
  Constitution check to avoid drowning (see rules in 
  the DMG, page 304 on suffocation and drowning). 
  If he drowns, so does the infant, and the PCs have 
  proved themselves unfit for more than just caravan 
  guard duty. 
  Assuming a happier and more heroic result, once 
  he is dragged ashore the old man profusely 
  thanks the heroes for their assistance. 
  The old man in the drenched grey robes kneels 
  on the shores of the mighty Javan River. He 
  alternates between thanking you, coughing 
  and looking with concern into the bundle on 
  his lap. 
  “Thank you, thank you my friends. I am 
  Brother Lorus, a humble priest of Pelor. Were 
  it not for your timely assistance I’m afraid that I 
  would have had the opportunity to serve my 
  lord more directly. But I couldn’t stand by and 
  watch another one drown…” 
  At that point, a tiny grayish hand reaches out 
  from the bundle towards the golden holy 
  symbol dangling from the old man’s necklace. 
  Pulling back the folds of the rags, a baby’s 
  face appears within, a small smile upon it. It 
  would be all too cute save for the tiny tusks 
  protruding from its mouth. The baby is a half-
  orc. 
  He responds with a look of shock and disapproval 
  towards any PC’s making negative comments 
  about the baby (such as “Throw it back in!” or 
  comments of the like). 
  “Please, come with me, if you would. I would 
  be more than willing to answer whatever 
  questions you have, but I’d like to get this poor 
  child into something dry.” 
  If the PC’s choose not to accompany Brother 
  Lorus (or at least meet up with him later or early 
  the next day), he thanks them once again for 
  saving him, a bit of sadness in his eyes. Before he 
  lets them depart, he asks “Hmm… aren’t you that 
  group of adventurers looking for work earlier 
  today? I hope something turns up for you, but if 
  you change your mind, I would deeply appreciate 
  your assistance…” This will be his last attempt at 
  getting the party to help him with this problem. If 
  the PCs again decline, the adventure will end. 
  The Home of Brother Lorus 
  Assuming that the PC’s either follow Brother Lorus 
  to his home or meet him there later, he explains 
  what happened as he tends to the baby, wrapping 
  it up in a warm, fresh blanket. 
  Brother Lorus’ home is not much more than a 
  humble shack, a single room with little in the 
  way of furniture or comforts. The sole 
  decoration in the abode is a painting on the 
  wall of a large sun with a face, over a small 
  table with two candles on it. The painting 
  matches the holy symbol around his neck. 
  “I was taking my evening constitutional by the 
  docks when I heard a rider approach. He 
  passed out of sight, but then I heard a man’s 
  voice carry though the fog. He said, ‘Let this 
  stain on my family’s honor be washed away so 
  that none shall know.’ Then I heard a splash 
  and the rider left. Looking out on the water, I 
  saw the bundle of rags and heard an infant’s 
  cry come from within. I’m not a young man 
  anymore, but I had to do something… I was 
  never a good swimmer in my younger days, 
  and those days are far behind me now.” 
  Brother Lorus produces a bottle of milk from a 
  nearby cupboard and begins to feed the baby. 
  “Refugees from the war in Geoff have flooded 
  this city. Children have overwhelmed the few 
  orphanages we have here. I do my best to help 
  those that need it the most, but I can no longer 
  find any homes to take in human children, let 
  alone a half-orc baby. That is why I… or we,” 
  he says, referring to the child in his arms, 
  “need your help. A ray of sunlight does shine 
  down upon us, for I know of a place, far south 
  of here, that can offer this child the chance she 
  would not have here. There is a village, in the 
  Viscounty of Nume Eor, was founded by half-
  orcs. It is called Haven, and I believe that this 
  child would best be raised by those like her. In 
  Haven, a colleague of mine named Father 
  Jargus has built a small shrine to the 
  Sunfather. He administers to the needs of the 
  people there. Please, I beg of you, deliver this 
  child safely to him. I cannot offer you any sort 
  of material reward, but I will pray that our great 
  KEOI5-02 The Unwanted Ones 
   
  Page 4 
  
  Sunfather shines his blessings down upon 
  you. Will you do this, if not for me, then for the 
  fate of this innocent child, so that she will 
  know a life that is more than discrimination 
  and neglect?” 
  At that point, the baby coos softly in his arms. 
  The choice is now in the player’s hands. Should 
  they decide to decline Brother Lorus’ request, he 
  will appeal to their good natures again, asking if 
  they can find it in their hearts to help this child. If 
  they still refuse, he reluctantly thanks them and 
  lets them leave, and so ends the adventure. 
  If the PC’s ask for some sort of monetary reward, 
  he casts his glance over his humble dwelling and 
  explains that he has nothing, that any money he 
  receives, he uses to help take care of those in 
  need. 
  If the PC’s accept his request of assistance, he will 
  provide a rough map with directions on how to get 
  to Haven (it’s nearly a straight run south, along the 
  banks of the Javan), as well as removing his ring 
  from his finger (a ring of sustenance) and placing 
  it on the baby. He prepares a bag of supplies for 
  the infant (cloth diapers, drying (talcum) powder, 
  etc.) If the PCs wish, they can spend the night, 
  though he encourages them to leave as soon as 
  possible. 
  Brother Lorus removes a plain brass band 
  from his index finger and slips it on the child’s 
  own. The ring grows smaller. “This ring will 
  keep her nourished for the duration of your 
  journey – none of you look like qualified wet-
  nurses.” He smiles gently. “Er… unfortunately, 
  she will not sleep nearly as much as an infant 
  should. But I’m sure you will manage. I would 
  appreciate it if you left the ring with Father 
  Jargus, as I use it so that I may spend my coin 
  for food to give to others who are needier. 
  Now, this bag contains some cloth diapers… 
  say, I doubt any of you know how to put them 
  on. Come, let me show you.” 
  Brother Lorus makes each of the PCs diaper a 
  small rag doll roughly the size of an infant. Refer 
  to DM Aid #1, which details the challenges the 
  PCs face as well as the effects of the “baby bag” 
  Brother Lorus provides to them. Included there are 
  rules for diapering the baby. Have some fun and 
  encourage each PC to do this in-character; PCs 
  with exceptionally low rolls to diaper the child 
  should be described as diapering the baby’s head, 
  sticking themselves or the doll with the pin, and so 
  on. 
  Brother Lorus will answer any questions the PCs 
  may have to the best of his ability. Here are a few 
  responses to common questions asked of Brother 
  Lorus, as well as some suggested answers. 
  Do you know who threw the baby in the river? “I 
  didn’t see the rider very well, but he was a Suel 
  man in his late thirties. I plan to investigate it 
  myself, but the city watch here in Cryllor has little 
  sympathy towards the plight of a half-orc. Perhaps 
  I can appeal directly to Constable Henning; she is 
  a good-hearted woman.” 
  What is Haven? “In CY 590, Viscount Richart 
  Jorgos granted permission to two half-orcs to 
  found a village for their kind. The Viscount had 
  only recently been granted his title and lands and 
  was anxious to get any sort of settlers in his lands. 
  The land he gave over for Haven abuts the Hool 
  Marsh and is not too far south of the Dreadwood. 
  While 
  it’s 
  not 
  the 
  most 
  hospitable 
  area, 
  considering the threats that can come from those 
  fell places, the half-orcs were more than thankful 
  for the opportunity. Over the past five years or so, 
  they’ve prospered and expanded, having served 
  as a buffer and deterrent to the threats that have 
  come from the Hool, especially those lizardfolk 
  that serve evil masters.” 
  So Haven is a half-orc town? “No, it’s not just half-
  orcs. Shortly after it was built, the founders of 
  Haven 
  recognized 
  the 
  similar 
  plight 
  of 
  discrimination that many half-elves face and 
  opened their doors to them, welcoming them in as 
  equals. They even named a half-elf as their 
  mayor, Vexander Sangreal. While the town is 
  predominantly half-orcs and half-elves, they allow 
  those of any race to come and live peacefully as 
  regular citizens, so long as they follow the rules of 
  the town. The only exception to that are dwarves. 
  Shortly 
  after 
  Haven 
  was 
  founded, 
  several 
  dwarves, especially those of Clan Stonecrow, 
  began making comments about ‘burning the town 
  down and cutting the orc half out.’ Because of this 
  threat against Haven, the founders established 
  that dwarves were not welcome in Haven. 
  Dwarves are forbidden to come to Haven, and 
  they rarely visit. Now that Haven is more 
  established and secure, they’ve let some in for 
  brief periods, but even those are treated harshly 
  and certainly not welcomed. From what I’ve heard, 
  dwarves receive the same type of treatment in 
  Haven that half-orcs receive most other places.” (If 
  there are any dwarves in the party, he adds) “I 
  wouldn’t expect you to normally have an easy time 
  in Haven, but considering why you are going 
  KEOI5-02 The Unwanted Ones 
   
  Page 5 
  
  there, I would imagine that your race won’t be held 
  against you too strongly for this one time.” 
  Who is this Father Jargus? “Father Jargus Lowhill 
  is a halfling priest of the Sunfather. He’s built a 
  shrine to Pelor in Haven and is on very good terms 
  with many of the elders and founders of the 
  village. He was an active adventurer for several 
  years but has mostly settled down now, tending to 
  the spiritual needs of the townsfolk.” 
  When the PCs leave Cryllor and make for Haven, 
  proceed to Encounter Two. 
  DM Note: If at any point before Encounter 
  Seven, if the PCs fail to get the baby to Haven, 
  proceed to Conclusion C. 
  Encounter Two: It’s a Living 
  Read the first paragraph of read-aloud text if there 
  are no half-orcs in the party. 
  Read the second paragraph if there are half-orcs 
  in the party. 
  A day’s travel outside of Cryllor brings you to 
  one of the small farming villages that support 
  the city. Farmers and townsfolk going about 
  their business offer friendly greetings and 
  casual 
  conversation, 
  all 
  of 
  which 
  turns 
  decidedly colder when they see the race of the 
  infant you carry. 
  A day’s travel outside of Cryllor brings you to 
  one of the small farming villages that support 
  the city. Farmers and townsfolk going about 
  their business warily eye your group, or more 
  specifically the half-orcs in your group. 
  Continue for all groups: 
  The distrust towards those of mixed orc blood 
  is readily apparent, as vacancies in the local 
  inn are suddenly nonexistent and only a bribe 
  to the stable master even gets you the meager 
  shelter of the hayloft and cold gruel for dinner. 
  Mothers pull their children back from your 
  group and a local band of street toughs eyes 
  your group as a source of some amusement 
  before thinking better of challenging a group 
  of armed adventurers. The next day’s travel 
  takes you out town onto the main southern 
  road, traveling near the Javan. A sunny day, 
  the wide road winds its way through a small 
  wooded area. As you round a bend past a 
  copse of trees, a figure steps out onto the 
  road. An armed and armored half-orc, he calls 
  out to your group in Common. 
  “Okay, youse gots two ways ya can do dis. 
  Youse can drop yer money an’ weapons and 
  stuff an’ then keeps goin’ or me boys can take 
  yer stuff from yer dead bodies. Which way’s it 
  gonna be?” the half-orc asks, lightly tapping 
  the tip of his falchion into his open left hand… 
  Refer to DM Aid #2 for a map of this encounter. 
  PCs that attempt to talk their way past Gnarsh will 
  find him adamant (see the Diplomacy skill 
  description in the PHB; Gnarsh begins at Hostile), 
  and he is even unsympathetic to PCs that explain 
  the nature of their mission. (“I’ll bring her up right, 
  not da way dose soft half-orcs in Haven would!”) 
  A DC 12 Spot check reveals two other half-orcs 
  hiding ten feet off the road behind some trees, 
  each with a javelin in hand. The trees behind 
  which they hide grant them cover (+4 to AC) until 
  they enter melee. Should the PC’s take any other 
  action but drop their purses, the two in the trees 
  throw their javelins before storming into melee with 
  their falchions. 
  The PCs will not be surprised by the two half-orcs 
  in the woods (Gnarsh did announce that he had 
  friends with him), but PCs who failed the Spot 
  check will not be able to target the other half-orcs 
  until they have revealed themselves (by attacking 
  or moving) or until one of their fellow PCs warns 
  them of their location. 
  All APLs (EL 3) 
  Gnarsh, Male Half-Orc Bbn 1:  hp 12 (14 while 
  raging); see Appendix One. 
  Grack and Thrack, Male Half-Orc War 1 (2): hp 
  7 each; see Appendix One. 
  Development: If the bandits are slain, the PCs 
  can proceed onward with no further interruption. 
  Should any of the half-orcs be captured, they will 
  admit that they are part-time brigands, usually 
  working as laborers on the docks of Cryllor but 
  resorting to robbery when money gets tight. They 
  do not have much in the way of useful information 
  and simply wish to be released. 
  The next leg in the journey of the PCs is related in 
  Encounter Three. 
  Encounter Three: Wily 
  Coyotes 
  Several long days travel brings you to the 
  Barony of Westgate. The reception you 
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  received in the town of Millen was no different 
  than in the smaller towns outside of Cryllor - 
  ordinary people turning from friendly to cold 
  as soon as they become aware of the orc 
  blooded-ones in your company. Pushing on 
  southward, you find yourselves making camp 
  for the night near the border of Westgate and 
  Nume Eor, not far from your final destination. 
  Have the players determine their watches for the 
  night (if any). This encounter happens near 
  midnight. 
  “WAAAAAAA!” The sound of a baby crying 
  pierces the quiet of the night, rousing even the 
  deepest of sleepers from their rest. 
  Note which PCs indicate they will check on the 
  baby and which ones return to sleep. 
  A quick inquiry determines the cause of the 
  alarm… there’s a diaper in need of changing, a 
  now-familiar chore at this point of your trip. 
  Again, have some fun with especially egregious 
  diapering checks. 
  Once the baby is diapered, ask any PCs awake 
  and on watch to make a DC 12 Spot check to 
  notice the approach of the wild dogs. If any PC 
  succeeds, they notice the dogs at the limits of their 
  vision; should no one make the check, the dogs 
  get a surprise round and begin the attack at a 30’ 
  distance. Note that some PCs might be prone at 
  the start of this fight (especially if they indicated 
  they rolled over and went back to sleep rather than 
  check on the baby). 
  Apparently, the baby’s cries drew the attention 
  of more than just your companions, as a pack 
  of coyotes, led by a larger alpha, head towards 
  you in search of an easy meal… 
  The coyotes and the alpha coyote are treated as 
  dogs and riding dogs, respectively. Note that the 
  none of these creatures enjoys the ability to make 
  a trip attack. 
  All APLs (EL 3) 
  Dogs (5): hp 7 each; see Monster Manual page 
  271. 
  Riding Dog: hp 15; see Monster Manual, page 
  272. 
  Tactics: This pack of coyotes is looking for an 
  easy dinner, drawn by the sound of a crying baby. 
  If four or more of the coyotes are slain (count the 
  alpha as two coyotes), the remaining ones will 
  attempt to flee (they will bite before moving off). 
  The coyotes will instinctively try to flank PCs, and 
  at least one coyote will go after whoever has the 
  baby. 
  Development: Once the PCs have dealt with this 
  danger, they will suffer no further hazards and will 
  subsequently arrive in the Viscounty of Nume Eor. 
  Proceed to Encounter Four. 
  Encounter Four: Highway to 
  Haven 
  The morning sun shines brightly down upon 
  you as you cross over into the Viscounty of 
  Nume Eor. The road skirts a narrow passage 
  between the Javan River and the dangers of 
  the Dreadwood. Two day’s travel brings you to 
  the capital of the Viscounty, Jaedrae, recently 
  renamed in honor of Keoland’s departed 
  queen. This town differs from others that 
  you’ve passed through in two respects. 
  Foremost is the sadness seen in the residents; 
  the passing of King Kimbertos has struck hard 
  here emotionally, for Viscount Richart Jorgos 
  was Kimbertos’ first cousin. The second 
  difference that is readily apparent is the 
  manner in which you are treated. The presence 
  of those with orc blood in their veins is no 
  surprise to the people here, and more than a 
  few of them have indicated to you the 
  eastbound road that runs from Jaedrae to the 
  village of Haven. 
  Jaedrae (formerly Kimberton but renamed for the 
  Queen of Keoland following her assassination) is 
  the capital of the Viscounty. The PCs can, if they 
  wish, find food, lodging and equipment as needed, 
  subject 
  to 
  the 
  usual 
  campaign 
  purchasing 
  restrictions. 
  If the PCs wish, they may use their Gather 
  Information skill to glean some insight into recent 
  news around the area. Consult the table below: 
  � DC 5: “The road to Haven is usually fairly 
  safe. While you need to be careful of wild 
  animals, you won’t find any bandits. 
  Haven contains a lot of adventurers and 
  the bandits figured out early on that 
  picking on the wrong group of travelers 
  could be painful.” 
  � DC 10: “The Hool used to contain a village 
  of tree-dwelling elves. It was called Ob 
  Noqui, but the place was laid low by a 
  black dragon. That beast was Aulicus, the 
  last such dragon in the Hool. That was 
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  also the same dragon that delivered a 
  prophecy to the King in Niole Dra, gods 
  rest his soul. Adventurers killed the beast, 
  only to see it return as an undead dragon. 
  It was put down a second time, and 
  hopefully this time, it’ll stick.” 
  � DC 13: “The principal threat in the Hool 
  Marshes is the evil lizardfolk. Not all of 
  them are evil, but I can’t tell the difference. 
  A few years ago, they were worshipping 
  the light in an old tower known as Balton’s 
  Beacon. 
  When 
  some 
  adventurers 
  extinguished it, they lizardfolk seem to 
  have fallen in with Sakatha – a vampire 
  lizardfolk that has menaced this region for 
  many years.” 
  � DC 15: “Viscount Jorgos has been acting 
  rather erratically lately. He must be under 
  pressure.” 
  When the PCs head off to Haven: 
  The eastbound road to Haven seems well 
  traveled, the dust indicating the passage of 
  many heavy caravans. As you travel along, a 
  merchant caravan bearing the placard of the 
  House Solas Trading Consortium approaches 
  and offers a friendly greeting as it passes. The 
  bored adventurers serving as caravan guards 
  look longingly towards the freedom your group 
  has as you continue towards your final 
  destination. 
  Several hours later, you spy a small lean-to 
  built by the side of the road and signs of 
  farmsteads shortly past there. Three humanoid 
  figures can be seen standing near the 
  structure. At closer examination, two can be 
  made out to be half-orcs and the third is 
  apparently a half-elf. You would guess that 
  they are guards. 
  When the PCs approach: 
  As you approach the checkpoint, the three 
  guards step forward, the half-elf in front of the 
  two great axe wielding half-orcs. All are 
  dressed in studded leather, with the half-elf 
  having some sort of ensignia of rank upon his 
  left shoulder. The half-elf calls out to you. 
  “Hold, travelers. What business brings you to 
  the village of Haven?”  
  If there are any half-elves or half-orcs in the group, 
  the half-elf addresses the question to them. If not, 
  then the half-elven sergeant addresses the 
  question to the non-dwarf PC with the highest 
  Charisma. If there are any dwarves in the group, 
  the half-orc guards tend to give them dirty looks 
  but don’t make any comments unless provoked. 
  If the PC’s respond to the half-elf’s inquiry by 
  explaining their task, he responds gives them 
  directions to the shrine of Pelor in Haven as well 
  as a roughly sketched map (Player Handout #1). 
  (“Shrine to Pelor you say? It’s up the main road 
  here, through the town square, past the Beardless 
  Dwarf, make a left at the Council Chambers, and 
  follow the road up about a quarter mile. If you hit 
  the arena and the temple to Kord, you’ve gone too 
  far.”). 
  In general, the guards will let most parties pass 
  without comment, the sole exception being any 
  party with a dwarf in it. If the party has one or 
  more dwarves, the half-elf will explain. “Dwarves 
  are not welcome in Haven. If one of you will vouch 
  for his/her behavior and accept responsibility for 
  his actions, then (s)he may enter. Otherwise 
  (s)he’ll have to wait out here.” The half-orcs look 
  quite willing to enforce this law… 
  The PCs should NOT have to fight the town 
  guards. Attacking the town guard will not make 
  them welcome in Haven, and therefore unable to 
  finish the module. 
  Assuming that the party does not cause an 
  incident with the town guard, they progress into 
  Haven proper. 
  All APLs (EL 3) 
  Sergeant, Male Half-Elf Rgr 1/Brd 1: hp 12; see 
  Appendix One. 
  Guards, Male Half-Orc Bbn 1 (2): hp 14; see 
  Appendix One. 
  Encounter Five: Haven 
  Read the first paragraph of read-aloud text if there 
  are no dwarves in the party. 
  Read the second paragraph if there are dwarves 
  in the party. 
  Following the main road towards the village, 
  you pass several apparently randomly laid out 
  farmsteads. The residents, an assortment of 
  half-orcs, half-elves, a few humans, and even a 
  hill giant, diligently work their lands and offer 
  friendly greetings as you continue on to the 
  town 
  center. 
  Townsfolk 
  offer 
  casual 
  conversation and slight smiles, mixed with a 
  little sadness at the sight of the child you bear. 
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  Following the main road towards the village, 
  you pass several apparently randomly laid out 
  farmsteads. The residents, an assortment of 
  half-orcs, half-elves, a few humans, and even a 
  hill giant, diligently work their lands and offer 
  friendly greetings, which quickly disappear 
  and turn cold upon sighting the dwarf in your 
  company. The smiles on the faces of the 
  townsfolk 
  quickly 
  fade 
  into 
  determined 
  grimaces as soon as they notice the dwarf, 
  with mothers pulling their children close and 
  merchants turning their ‘Open’ signs to 
  ‘Closed’ as you approach. As you pass by, 
  some of the younger men of the village spit on 
  the ground at your passing while older women 
  make a gesture to ward off evil spirits. 
  Continue for all groups: 
  The map and simple directions lead you 
  through the crowded town square and up the 
  northern road. A short distance up, you see a 
  small structure on the left-hand side of the 
  road. More than a mere lean-to, but less than 
  an actual building, the three-walled structure is 
  open to the east and a few half-elves and a 
  halfling appear to be engaged in conversation. 
  “Thank you for your time, Father Jargus,” one 
  of the half-elves replies as they walk away. The 
  halfling, dressed in the robes of a simple 
  priest, acknowledges your approach. “May 
  Pelor’s blessings shine down upon you, my 
  friends. How may I be of assistance today?” 
  The midday sun gleams brightly off the 
  sunburst pendant around his neck. 
  Father Jargus is not expecting the adventurers, 
  but is very familiar with Brother Lorus and his work 
  up in Cryllor. He listens intently to the PC’s words 
  and, when given the opportunity, checks on the 
  baby. He will also heal the PC’s of any wounds 
  they may be suffering (as an 8th level cleric of 
  Pelor, he can certainly heal any damage sustained 
  by a group of 1st level PCs). 
  When the party has finished telling their tale, he 
  thanks them for their efforts. 
  “You have performed a most kind service in 
  bringing this child here. In Haven, this infant 
  will have a chance that others would have 
  denied her. I have little in the way of a reward 
  that I can offer for your kindness, but at least 
  allow 
  me 
  to 
  provide 
  dinner 
  and 
  accommodations for you for the night. Here, 
  take these,” he says, withdrawing a number of 
  gold coins from his pocket. “Let Master Milo at 
  the Beardless Dwarf know that I’m covering 
  your room and board for tonight. If you would 
  do me the honor, tomorrow morning I will be 
  performing the child’s Dawning Ceremony. I 
  would imagine that her foster parents would 
  wish you present. But for now, thank you 
  again. I have much work to do…” 
  A DC 13 Knowledge (religion) check (automatic 
  success should be assumed for any Pelor 
  worshipping PCs) reveals that a “Dawning 
  Ceremony” is a non-magical ritual, the equivalent 
  of a Pelorite christening, done to ensure health 
  and strength upon the baby. It does not dedicate 
  them to the worship of Pelor, and is done at the 
  behest of many parents of different religions. 
  If the PCs decide to travel to the Beardless Dwarf, 
  proceed to Encounter Six. If the PCs decide not to 
  avail themselves of lodgings, they may sleep 
  outside the town without incident. 
  If the PCs decide to attend the Dawning 
  Ceremony, proceed to Encounter Seven. 
  Unless stopped by the PC’s for some reason, 
  Father Jargus walks off with the child, muttering 
  things like “Must check the adoption waiting list… 
  no, Magyr just adopted Shirnk. Is Illena next?”  
  “Have to check the sacred oils… pink ribbons, 
  definitely pink” “First rays of dawn… Yes, that 
  would be perfect now that those trees are down.” 
  Exploring Haven 
  The PC’s are now left to their own devices to get 
  back to the Beardless Dwarf Tavern. Some sights 
  of interest indicated on the map include the 
  following. 
  Arena and Temple to Kord 
  The grunts and groans of people exercising 
  and sparring carries out from Haven’s arena 
  behind the temple to Kord. The temple, a 
  simple single-story building with large, open 
  doors and a small alter within, seems spartan 
  and not often used. In comparison, the 
  grounds behind the temple seem to be the true 
  place of worship for the faithful of “The 
  Brawler”. 
  Numerous 
  pieces 
  of 
  exercise 
  equipment, from weights to ropes to heavy 
  bags all litter the open field. Off towards the 
  side, 
  an 
  exceptionally 
  large 
  half-orc 
  demonstrates a series of intricate maneuvers 
  and a maelstrom of furious blows with his 
  spiked chain to several attentive students. 
  KEOI5-02 The Unwanted Ones 
   
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  However, dominating the field is a man-made 
  rise of packed earth nearly five feet high. This 
  30’ square has a pole planted into the ground 
  in each corner and a series of ropes 
  connecting them to each other to form a crude 
  ring. Two half-orcs wrestle within, while a third 
  half-orc, wearing a silver symbol of Kord, 
  stands watch over them, offering advice and 
  praise to each wrestler equally. 
  After a few minutes of effort, the grapplers 
  break their holds and roll out of the ring as two 
  more combatants climb down from the crude 
  bleachers that surround three sides of the 
  mound and enter the ring. The apparent winner 
  of the match, a half-orc with deep black eyes 
  and 
  a 
  slightly 
  greenish 
  complexion, 
  accompanies the referee to a small cage bolted 
  to a tree stump nearby the ring. Within the 
  cage sits a small potion bottle with the symbol 
  of Kord embossed upon it. Grasping the bars, 
  the half-orc strains with all his might to bend 
  them, cries out “By Aelennial, yield!” but to no 
  avail. 
  Patting the wrestler on the back, the Kordite 
  priest sends him on his way and turns to you. 
  “Have you a demonstration of strength for 
  Kord? His blessing lies within for those with 
  the might to claim it,” he adds, gesturing to the 
  bottle. 
  The metal cage, no more than a foot on each side, 
  is solidly bolted down to a large tree stump. It has 
  no door, although a closer examination reveals 
  signs that several of the bars have been bent and 
  bent back over time. Within the cage is a small 
  potion bottle with the holy symbol of Kord and the 
  words “Kord-Aid” written on the label.  
  The challenge is straightforward. Each contestant 
  is given thirty seconds (5 rounds) to bend the bars 
  wide enough to retrieve the potion bottle. To 
  succeed, a person must succeed on three DC 18 
  Strength checks (these need not be cumulative). 
  Regardless of success or failure, the Kordite priest 
  offers encouragements to each challenger, as it is 
  not the overcoming of the challenge that is an 
  offering to Kord, but the attempt itself. If 
  successfully retrieved, the PCs may keep the prize 
  (but only for the duration of the adventure). The 
  concoction acts a combined potion of bear’s 
  endurance and a potion of bull’s strength. 
  Beardless Dwarf Tavern 
  This area is detailed in Encounter Six. 
  Council Chambers 
  The ornately carved wooden doors of the 
  Council Chambers are tightly closed, a pair of 
  half-orcs stand at attention before it, their 
  great axes lowered to rest on the ground. From 
  within can be heard the sounds of minor 
  arguing, to which the guards appear oblivious. 
  The guards will not allow admittance to the 
  Council Chambers to anyone not accompanied by 
  an Elder of Haven, although they will freely share 
  what they know of the Council’s debate. If asked, 
  one of the guards will explain “Now they’re decidin’ 
  what sorta stuff Haven’s gonna make available to 
  da people dat live here. Seems like they change 
  their minds every year or so, kinda like they’re 
  getting’ told da rules are changed an’ dey gotta 
  make changes on what they allowed ta sell to 
  members. Aw, who knows?” he adds with a smile. 
  The guards are also willing to explain the format of 
  the council, that there are six Council members – 
  three half-orcs and three half-elves - with the half-
  elven mayor, Vexander Sangreal, coming in to 
  break tie votes. Otherwise, the guards have little in 
  the way of useful information. 
  All APLs (EL 3) 
  Guards, Male Half-Orc Bbn 1 (2): hp 14; see 
  Appendix One. 
  Dreadwalker Tower 
  Set a short distance apart from the town is a 
  three-story tower with an attached stable. A 
  pennant flies from its peek, a trio of downward-
  pointing arrows superimposed upon a shaded 
  oak tree in a field of green. A wood elf perched 
  at the highest window in the tower lets out a 
  bird call that is mirrored by half-elf galloping 
  up towards the tower, his long red hair and 
  Pelorite tabard fluttering in the breeze as his 
  horse slows. He hastily dismounts and makes 
  his way into the tower, a parcel bearing the 
  Dreadwalker insignia held tightly under his 
  arm. The shutters are closed and the solid 
  sound of a heavy draw bolt securing the door 
  can be heard as the wood elf in the top window 
  nocks an arrow in his bow and disappears 
  from view. 
  The Dreadwalker outpost has just received an 
  important missive and its members are NOT 
  available to anyone not in a position of authority. 
  Anyone approaching within a hundred feet of the 
  Dreadwalker outpost will be challenged - “In the 
  Name of the Court of the Land, leave at once.” 
  KEOI5-02 The Unwanted Ones 
   
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  If a member of the party is a Dreadwalker, they will 
  nonetheless be ordered to leave. If the party 
  refuses to go, the elf within will fire a warning shot. 
  After that, his second arrow is a whistling flare 
  arrow that will summon Haven town guards, 
  arriving 
  two 
  rounds 
  later, 
  to 
  remove 
  the 
  trespassers. 
  All APLs (EL 7) 
  Sergeant, Male Half-Elf Rgr 1/Brd 1: hp 12; see 
  Appendix One. 
  Guards, Male Half-Orc Bbn 1 (6): hp 14; see 
  Appendix One. 
  Haven’s Keep 
  The busiest location in town would be this 
  massive construction project on the outskirts 
  of the town proper. Half-orcs, half-elves, 
  humans, even a gnome or two can all be seen 
  working hard on completing what appears to 
  be a large curtain wall anchored by four 
  towers. Within the curtain wall can be seen a 
  two-and-a-half-story manor house, still under 
  construction. A half-elf foreman seems to be 
  overseeing the construction, calling out to one 
  work crew “Check the crenellations at the top 
  of the Pin tower,” gesturing to the tower on his 
  left, “and then start bringing the tar and thatch 
  into the Marcus tower. We ever get that plaque 
  for the Ulag tower?” he asks, looking through 
  some scrolls of plans and blueprints. 
  The foreman, a half-elf by the name of Sperrin, is 
  not in a good mood and has no time to waste on 
  lolly-gagging visitors. If the PC’s are willing to 
  assist in the construction, he will quickly put them 
  to work as general laborers. Otherwise, he will 
  order them off “his construction site.” 
  Town Square 
  The town square in the middle of the village is 
  a cluster of merchants and farm stands, all 
  surrounding the statues of two half-orcs that 
  stands in the center of the square. The figures, 
  one a half-orc in full plate with a holy symbol 
  of Mayaheine around his neck, the other of a 
  half-orc in a hooded robe, appear to stare off 
  into the distance, a look of determination and 
  faith upon their faces. A small bronze plaque at 
  the base reads “Alexander and Eldritch 
  Bloodreaver, Founders of Haven.” 
  The town square is predominantly a farmer’s 
  market, although the leather tanner does have a 
  stand here which sells leather (regular and 
  studded) and hide armor, in addition to boots, 
  belts, backpacks and waterskins, all with a unique 
  pattern to them, reminiscent of alligator hide. A 
  simple inquiry to the merchant will reveal that the 
  hides are not alligator but lizardfolk – “but only the 
  evil ones, just like the Viscount ordered.” 
  Prices for any articles of clothing are 200% of the 
  usual PHB costs. The merchant’s stock is slim, 
  and the PCs can only purchase a total of one item 
  from any of the types listed above; however, this 
  item is unique and should be noted on the AR (see 
  the Lizardfolk Hide Clothing item). Normal and 
  masterwork versions of the armors listed above 
  are available; the 200% markup should be 
  calculated before the +150 gp additional expense 
  of masterwork armor. 
  Encounter Six: The 
  Beardless Dwarf Tavern 
  Read the first paragraph if there are no dwarves in 
  the party; otherwise, read the second paragraph. 
  If the Council Chambers is where the policies 
  of Haven are decided, The Beardless Dwarf 
  Tavern appears to be where the will of the 
  people is made known. Boisterous laughter 
  echoes out from the open door of the tavern as 
  the patrons within relax after a long days work. 
  The bar itself is barely visible past the cluster 
  of customers and most of the tables within are 
  full. Several patrons let up a low cheer as 
  another spits loudly into the spittoon near the 
  door. More accurately, he spit at the unusual 
  backboard behind the spittoon, a double-
  bladed battleaxe with a carving of a raven 
  perched on an axe, bolted securely to the wall 
  behind the spittoon. One table in the back is 
  noticeably devoid of customers, its sole 
  occupants are an empty shot glass and the 
  words engraved upon it. An unusual pelt of 
  some sort of animal adorns the western wall, 
  beads and ribbons braided into its hair. A 
  slightly intoxicated half-orc mumbles a simple 
  rhyme that draws laughs from his companions. 
  'Fuzzy wuzzy was a dwarf, Fuzzy got his beard 
  shaved off, Fuzzy wuzzy wasn't fuzzy, was he?' 
  After a moment, a table opens up and you find 
  yourselves a seat. A muscular, unattractive 
  female half-orc wearing an inappropriately 
  small and revealing tavern wench’s dress 
  comes to the table. “So, what can I get you all? 
  Tonight’s special is ‘Evocation Gator’, as 
  Master Milo calls it. It’s flash-seared alligator 
  steak that Master Milo works his magic on, and 
  KEOI5-02 The Unwanted Ones 
   
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  it’s pretty popular. Can I start you with a round 
  of Orkpish? It’s the Haven home brew, made 
  with the freshest Hool hops,” she explains. 
  OR: 
  If the Council Chambers is where the policies 
  of Haven are decided, The Beardless Dwarf 
  Tavern appears to be where the will of the 
  people is made known. Boisterous laughter 
  echoes out from the open door of the tavern as 
  the patrons within relax after a long days work. 
  The bar itself is barely visible past the cluster 
  of customers and most of the tables within are 
  full. One table in the back is noticeably devoid 
  of customers, its sole occupants are an empty 
  shot glass and the words engraved upon it. An 
  unusual pelt of some sort of animal adorns the 
  western wall, beads and ribbons braided into 
  its hair. Within moments of your group 
  entering, the laughter dies down to be replaced 
  with whispers, all eyes in the bar turning 
  towards your group. A slightly intoxicated half-
  orc mumbles a simple rhyme that draws 
  snickers from his companions. 'Fuzzy wuzzy 
  was a dwarf, Fuzzy got his beard shaved off, 
  Fuzzy wuzzy wasn't fuzzy, was he?' A 
  particularly foul-looking half-orc eyes your 
  group and spits loudly into the spittoon near 
  the door. More accurately, he spit at the 
  unusual backboard behind the spittoon, a 
  double-bladed battleaxe with a carving of a 
  raven perched on an axe, bolted securely to 
  the wall behind the spittoon. The tension in the 
  bar seems to attain an almost palpable level as 
  a muscular and unattractive female half-orc 
  wearing an inappropriately small and revealing 
  tavern wench’s attire comes towards your 
  group. “Can I help you with something?” she 
  asks, her question directed to the group but 
  her eyes never leaving the dwarf among you. 
  As she speaks with your group, the young 
  half-elven male behind the bar starts pouring 
  out free drinks for those within reach in an 
  attempt to distract the crowd from your 
  presence. The silver-bladed spear hanging 
  over the bar glints in the firelight.  
  Depending on the PC’s responses, the barmaid, 
  Tora, will either bring them to an isolated table 
  near the kitchen and away from the rest of the 
  patrons, or she will escort the dwarves in the party 
  upstairs (or any other PCs that might not wish to 
  dally in the bar) to their rooms for the night, 
  bringing up a tray of food and making sure that 
  they lock their door. If anyone in the party is 
  repeatedly rude to her, she will not hesitate to 
  have the three half-orc bouncers throw the 
  offending parties out of the tavern. If problems 
  grow outside their ability to resolve, town guards 
  will arrive within ten rounds to help end the 
  disturbance (see Appendix One). 
  If asked about the tavern, Tora knows can speak 
  about the features of the place. 
  “The table is a memorial to fallen Havenites. 
  When a resident of Haven steps forever past 
  the bounds of this world, their name and fate 
  gets engraved on the table. The pelt is a 
  collection of dwarf beards that was started by 
  one of the Founding members of Haven and 
  has been growing ever since. The axe that 
  serves as the backboard for the spittoon was 
  made by Clan Stonecrow, Haven’s fiercest 
  rival. The clan’s mark makes a suitable target, 
  and since the were giving them away so freely 
  a few years ago, when one fell into the hands 
  of a member of Haven, he found a good use for 
  it.” 
  The Games Half-Orcs Play 
  If the PCs decide to stick around for a while, 
  continue with the following: 
  Once the food and drink has come and gone, 
  the waitress Tora returns to your table. “You 
  know, they’re starting up a round of ‘Knock 
  ‘em Back, Knock ‘em Out.’ It’s our version of a 
  drinking game, if any of you are up to the 
  challenge,” she adds with a frightening smile. 
  If asked, Tora will explain the rules of the game: 
  “It’s simple, really. You take a shot of whatever 
  the drink for the round is, then you take a 
  swing at the person sitting to your left. If you 
  can’t hold your liquor or can’t take a hit, you’re 
  out. Last man up able to take a drink wins. No 
  armor, no shields, no magic, and if you know 
  how to be lethal with your bare hands, then no 
  hittin’ for real injury, just to knock the person 
  out,” she explains. 
  The rules of the game are as follows. Determine 
  the seating order of the participating PC’s in a 
  circle, then mix the NPC contestants in. The first 
  contestant takes a drink and if he passes the DC 
  10 Fortitude save, he makes an unarmed attack 
  on the person sitting to his left. If the struck party 
  is still conscious after being hit, he takes a drink 
  and then makes an attack. If not, the next person 
  in line drinks, then attacks. Once everyone has 
  taken a drink and taken an attack, the DC of the 
  Fortitude save increases by 2 as stronger 
  KEOI5-02 The Unwanted Ones 
   
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  alcoholic 
  beverages 
  are 
  brought 
  out. 
  This 
  continues until a winner is determined. The winner 
  of the contest is the last person able to take a 
  drink. As there is no armor, shields or magic 
  allowed 
  during 
  the 
  game, 
  this 
  should 
  be 
  considered a regular touch attack. Note that as 
  there is no initiative rolled in this ‘combat,’ and no 
  one is considered flatfooted. PCs that strike for 
  lethal damage will find the town guards called and 
  the patrons returning such acts in kind. 
  APL 1 (EL 3) 
  Drinking Game Contestants, Male Half-Orc 
  War1 (3): hp 10 each, see Appendix One. 
  Regardless of the outcome of the game (and even 
  if a dwarf wins) the PC’s will be able to retire (or 
  be brought upstairs, if they lost) to their rooms at 
  the end of the night. Resting here will be without 
  incident. 
  Encounter Seven: You Lost 
  What? 
  The read-aloud text below assumes that the PCs 
  are staying at the Beardless Dwarf. If they are not, 
  Tora will come and find them, wherever they are 
  camped, with the same message. 
  Before the first rays of Pelor’s light even pass 
  through your room’s windows, you find 
  yourselves awoken by a soft knocking at the 
  door. “Alright sleepyheads, Father Jargus said 
  for me to make sure ya didn’t sleep through 
  the ritual”. You clearly recognize the voice of 
  Tora, the tavern wench, coming from the other 
  side of the door. “He sez ta meet him on the 
  outskirts of town, ova by tha clearin’ that last 
  storm made. Follow tha east road down a 
  ways. If ya hit tha Hool, ya gone too far,” she 
  adds, with a husky chuckle. 
  Let the party prepare themselves as they desire. 
  Tora has awoken them with plenty of time (about 
  two hours) to get ready and get there before the 
  ritual. Should the party decide to go to the shrine 
  of Pelor, they will find no one present. A DC 15 
  Track check shows halfling-sized tracks that 
  appear to be weighted down, as if carrying several 
  heavy objects. These tracks lead down to the east 
  road and appear to be less than an hour old. 
  Assuming the PCs head for the clearing as Tora 
  instructed them, continue: 
  The east road leads out of the Town Square 
  past several farmsteads. Up ahead, a small 
  circle of trees once stood, judging by the large 
  number of fallen trees that now lay scattered 
  about. A large table sits in the center of the 
  clearing, a bright yellow tapestry with the 
  symbol of Pelor embroidered upon it clearly 
  visible in the early morning light. Unlit candles 
  sit upon the table and smoke wafts out of an 
  incense burner, a soft breeze blowing the 
  smoke off in the direction of the Hool Marsh, 
  visible several hundred feet back. It appears 
  that the only things lacking to conduct this 
  ritual are a priest and a baby. 
  A DC 10 Spot check (or a search of the area) will 
  reveal a small body and a familiar basket lying in 
  the grass near the altar. Upon closer examination, 
  the body is that of Father Jargus, unconscious (-1 
  hp and stable) with a large lump swelling on his 
  head. The basket is the one with the baby supplies 
  in it that Brother Lorus had given the PC’s. 
  If revived, Father Jargus is barely coherent - “The 
  baby… Lizardfolk… sacrifice to the Lizard King. 
  You must save her…” he’ll mutter. Discourage the 
  party from wasting too much healing on Father 
  Jargus and have him hurry the party off to go 
  rescue the baby while he runs into town to get 
  help. (He will not accompany the PCs.) He can 
  point out the direction in which the Lizardfolk went. 
  Should the party not revive Father Jargus, a DC 
  10 Search check will find the trail of the 
  kidnappers, though no further information about 
  them will be revealed. On the other hand, a DC 13 
  Track check will reveal that it is a party of four 
  reptilian humanoids, moving at a moderate pace. 
  If the PCs pursue the baby-napping lizardfolk: 
  Following the trail of the kidnappers, it isn’t 
  long before you hear the crying of a baby up 
  ahead. Tearing through the muck and mire of 
  the Hool, you see your quarry up ahead… four 
  reptilian 
  humanoids, 
  one 
  of 
  which 
  is 
  preoccupied with a squirming bundle of cloth 
  as the other three hiss foully at each other. 
  They are slowly heading towards a dark path 
  on the far side of the clearing and appear to be 
  unaware of your presence… 
  Creatures: The four lizardfolk believe that they’ve 
  gotten away freely with their sacrifice to Sakatha. 
  Should any of the PC’s speak Draconic, two of the 
  lizardfolk are making comments such as “Sakatha 
  will have this one as a snack to awaken to this 
  evening,” and “It’s not nearly enough to slake his 
  KEOI5-02 The Unwanted Ones 
   
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  thirst, but the young are always the sweetest.” 
  Confident in their escape, the four lizardfolk are 
  not paying close attention to their surroundings. As 
  such, the party will get a surprise round on them. 
  Should the party not act, the lizardfolk will head 
  deeper into the Hool, eventually losing the PC’s if 
  not confronted. The distance between the party 
  and the lizardfolk is roughly 30’ at the start of the 
  encounter and the lizardfolk are roughly 60’ from 
  the other trail. On the map, the PC’s are at point X, 
  with the lizardfolk being at points 1, 2, 3. Lizardfolk 
  #3 is Sek’Kess, who carrying the baby. C marks 
  the location of Sek’Kess’ animal companion, a 
  Medium viper. 
  The EL of this encounter has been reduced by 1 
  because the PCs will surprise the lizardfolk. 
  All APLs (EL 3) 
  Lizardfolk (2): hp 13 each; see Monster Manual 
  page 169. 
  Sek’Kess, male lizardfolk Drd 1: hp 25; see 
  Appendix One. 
  Snake, Medium viper: hp 12; see Monster 
  Manual, page 280. 
  If the PCs successfully rescue the baby, proceed 
  to Conclusion A. 
  If they fail to save the baby, proceed to Conclusion 
  B. 
  Conclusion A: All’s Well That 
  Ends Well 
  Returning to Haven with the young infant, you 
  find Father Jargus speaking animatedly to a 
  contingent of guards. Standing next to him, 
  clearly worried, are a male and female half-orc. 
  When he sees you with the baby, his face 
  breaks into a smile and a sigh of relief at the 
  sight of the infant in your arms. “Praise Pelor, 
  you’ve got her. May his light always shine 
  upon you, my friends,” he exclaims, struggling 
  to his feet as the tension weighing upon the 
  two concerned half-orcs visibly eases. 
  As Father Jargus takes the baby from you, the 
  two half-orcs crouch beside him to ensure that 
  the child is well. After a moment, they look at 
  each other, stand and face you. The female 
  half-orc addresses you in surprisingly clear 
  Common. “I am Illena, this is my husband 
  Thrump. We owe you so much… not only for 
  safely bringing this child to us, but for 
  rescuing her from those foul beasts as well. 
  Father Jargus told us of how she came to 
  Haven, and now, with this…” Illena pauses, 
  choked up with emotion and smiling so hard 
  that tears form in her eyes. 
  “Father Jargus is going to perform her 
  “Dawning” ceremony now, and we’d like you 
  to please join us… not as spectators, but as 
  participants. Surely the gods must have smiled 
  upon sweet Crylinda that she would wind up in 
  hands such as yours to bring her to us safely. 
  Would you be her godparents?” 
  Let the players decide if they accept the offer 
  before handing out the AR. Each player can freely 
  accept or deny the offer at their own discretion, 
  with no ill-feelings generated for refusing. Cross 
  off the Godfather/Godmother of Haven AR item for 
  PCs that refuse. (Yes, Crylinda can have multiple 
  Godmothers/Godfathers.) 
  Regardless of their decision, congratulate the 
  players on successfully completing the module. 
  Conclusion B: Kidnap 
  Successful 
  Returning to Haven empty-handed, you find 
  Father Jargus being attended to by a human 
  Pelorite and several half-orcs. The look of 
  hope on his face fades away as he realizes that 
  the child is not with you. With but a single 
  word in orcish, the four half-orcs at his side 
  draw forth their weapons and hurry past you at 
  a breakneck speed down the path from which 
  you returned, a look of determination and rage 
  upon their faces. 
  “I only hope they can save that poor child from 
  whatever foul fate the minions of Sakatha have 
  in store for her,” Jargus laments. As you find 
  out later, they can’t. Not long afterwards, a 
  small contingent of half-orcs politely but firmly 
  asks you to leave Haven. 
  The four half-orc barbarians do not return with 
  Crylinda – in fact, they don’t return at all. Cross out 
  the Godmother/Godfather of Haven AR item 
  before distributing the ARs to the players. 
  KEOI5-02 The Unwanted Ones 
   
  Page 14 
  
  Conclusion C: It Was Over 
  Before It Started… 
  The skies overhead darken as clouds roll in to 
  block out the sunlight. A slow rain begins to 
  fall, slowly soaking through the thickest of 
  protective garments and leaving one chilled to 
  the bone. Perhaps tomorrow will bring a better 
  day… at least for you, if not for the infant 
  whose safety was entrusted to you. 
  Cross out the Godmother/Godfather of Haven AR 
  item before distributing the ARs to the players. 
  The End 
  Experience Point Summary 
  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 roleplaying) to each 
  character. 
  Encounter Two 
  Defeating the Brigands: 90 xp 
  Encounter Three 
  Defeating the Jackals: 90 xp 
  Encounters Five and Six 
  Retrieving the potion OR Winning the drinking 
  contest: 90 xp (reward all PCs in the party this XP) 
  Encounter Seven 
  Defeating the Lizardfolk: 90 xp 
  Story Award 
  Achieving Conclusion A: 90 xp 
  Total possible experience 
  All APL’s: 450 xp. 
  Treasure Summary 
  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 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 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  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 Two: 
  All APLs: L: 100 gp, C: 17 gp, M: potion of 
  cure light wounds x2 (4 gp each). 
  Encounter Seven:   
  All APLs: L: 39 gp, C: 0 gp, M: potion of cure 
  light wounds x2 (4 gp each). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  All APLs: L: 139 gp, C: 17 gp, M: 16 gp – 
  Total: 172 gp (172 gp). 
  KEOI5-02 The Unwanted Ones 
   
  Page 15 
  
  Items for the Adventure 
  Record 
  Special 
  Godparent of Haven: You have accepted 
  responsibility for being a godparent of Crylinda, 
  the infant female half-orc. Such responsibilities 
  include sending cards and presents for birthdays 
  and appropriate holidays. For accepting such 
  responsibility, 
  the 
  townsfolk 
  of 
  Haven 
  acknowledge your actions. These responsibilities 
  translate into an annual cost of 1 TU and 5 GP. 
  The 
  acknowledgement 
  from 
  the 
  townsfolk 
  translates as follows:  
  Non-dwarves that choose to join the Haven meta-
  org do not have to pay their first year’s GP & TU 
  costs for the meta-org. This does not exempt the 
  PC from their annual taxes. They still must meet 
  all other requirements of being a Citizen 
  (language, home region, skills, etc.)  
  Dwarves, while not welcome to join the meta-org 
  or live in the town, may enter the town 
  unaccompanied and move about unescorted. In 
  addition, while in Haven, they need not fear being 
  shaved or Hool-tossed, the open jests and 
  derision being subsumed into grumbling by the 
  townsfolk. 
  Regardless of race, all Godparents of Haven 
  receive a +2 circumstance bonus to Bluff, 
  Diplomacy and Gather Information skill checks 
  when dealing with Havenites. 
  Lizardfolk Make Good Clothes! In Haven, you 
  found one of the following items and purchased it: 
  hide and leather (regular and studded) armor, 
  boots, belt, backpack and waterskins, all made of 
  the hide of evil lizardfolk. Prices for any of the 
  above are 200% of the usual PHB costs. Normal 
  and masterwork versions of the armors listed 
  above are available; the 200% markup should be 
  calculated before the +150 gp additional expense 
  of masterwork armor. Note that wearing this armor 
  will not endear you to evil lizardfolk that you may 
  encounter in the future… 
  Item Access 
  As an Introductory module, this adventure offers 
  no item access. 
  KEOI5-02 The Unwanted Ones 
   
  Page 16 
  
  Appendix One
  Encounter Two 
   
   
   
   
  Gnarsh, male half-orc Bbn 1: CR 1; Medium 
  humanoid (orc); HD 1d12+3; hp 11; Init +4; Spd 
  40 ft. (8 squares); AC 14 (armor +4), touch 10, 
  flat-footed 14; BAB/Grp +1/+4; Full Atk: +5 
  masterwork greataxe +5 melee (1d12+4; 20/x3) 
  or +4 melee (2d4+4; 18-20/x2) or javelin +1 
  ranged (1d6+3; 20/x2); SQ Rage 1/day; AL CE; 
  SV Fort +5, Ref +0, Will +0; Str 16, Dex 10, Con 
  16, Int 10, Wis 10, Cha 8. 
   
  Rage (Ex): While raging, Gnarsh’s statistics 
  change as follows: hp 13; AC 12, touch 8, flat-
  footed 12; BAB/Grp +1/+6; Full Atk: masterwork 
  greataxe +7 melee (1d12+7; 20/x3) or falchion 
  +6 melee (2d4+7; 18-20/x2) or javelin +1 ranged 
  (1d6+5; 20/x2) SV Fort +6, Ref +0, Will +2; Str 
  20, Con 20. 
   
  Skills and Feats: Climb +6, Intimidate +3, 
  Listen +4, Survival +4; Improved Initiative.   
   
  Possessions: 
  masterwork 
  greataxe, 
  falchion, javelins (5), masterwork chain shirt, 2 
  potions of cure light wounds, 40 gp.  
  Grack and Thrack, male half-orc War 1: CR 
  1/2; Medium humanoid; HD 1d8+2; hp 7; Init +2; 
  Spd 30 ft.; AC 16, touch 12, flat-footed 14; 
  BAB/Grp +1/+3; Full Atk: greataxe +4 melee 
  (1d12+3; 20/x3) or javelin +1 ranged (1d6+2; 
  20/x2); AL CE; SV Fort +4, Ref +2, Will -1; Str 
  14, Dex 14, Con 14, Int 6, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +5, Listen +1, Spot 
  +1; Alertness. 
   
  Possessions: 
  Greataxe, 
  javelins 
  (5), 
  masterwork chain shirt, 30 gp. 
  Encounter Four 
   
   
   
   
  Sergeant, male half-elf Brd 1/Rng 1: CR 2; 
  medium humanoid (elf); HD 1d8+1d6; hp 10; Init 
  +2; Spd 30 ft. (6 squares); AC 16 (+3 armor, +1 
  shield, +2 Dex), touch 12, flat-footed 14; 
  BAB/Grp +1/+1; Full Atk masterwork rapier +4 
  melee (1d6; 18-20/x2) or shortbow +3 ranged 
  (1d6; 20/x3); SQ: Bardic knowledge, bardic 
  music, favored enemy (reptilian humanoids, +2), 
  AL CG; SV Fort +2, Ref +6, Will +2; Str 10, Dex 
  14, Con 10, Int 10, Wis 12, Cha 14. 
   
  Skills and Feats: Handle Animal +4, 
  Knowledge (geography) +4, Knowledge (nature) 
  +4, Listen +5, Perform (sing) +7, Profession 
  (guide) +3, Spot +5, Survival +5; Track, Weapon 
  Finesse.  
   
  Bard Spells Known (3; DC = 12 + spell 
  level); 0—daze, detect magic, light, message. 
   
  Possessions: studded leather, masterwork 
  rapier, masterwork buckler, shortbow, 30 GP. 
  Guard, male half-orc Bbn 1: CR 1; medium 
  humanoid (orc); HD 1d12+2; hp 10; Init +4; Spd 
  40 ft. (8 squares); AC 13 (armor +3), touch 10, 
  flat-footed 13; BAB/Grp +1/+5; Full Atk: greataxe 
  +5 melee (1d12+6; 20/x3) or sap +5 melee 
  (1d6+4; 20/x2) or sling +1 ranged (1d4+4; 
  20/x2); SQ Rage 1/day; AL CG; SV Fort +4, Ref 
  +0, Will +1; Str 18, Dex 10, Con 14, Int 6, Wis 
  12, Cha 6. 
   
  Rage (Ex): While raging, the guard’s 
  statistics change as follows: hp 12; AC 11, touch 
  8, flat-footed 11; BAB/Grp +1/+7; Full Atk: +7 
  melee (1d12+9; 20/x3) or sap +7 melee (1d6+6; 
  20/x2) or sling +1 ranged (1d4+6; 20/x2); SV 
  Fort +6, Ref +0, Will +3; Str 22, Con 18. 
   
  Skills and Feats: Listen +5, Survival +5; 
  Improved Initiative.   
   
  Possessions: studded leather, great axe, 
  sling, 20 sling bullets, sap, 10 GP. 
  Encounter Six 
   
   
   
   
  Drinking Game Contestant, male half-orc War 
  1: CR 1; medium humanoid (orc); HD 1d8+2; hp 
  7; Init +2; Spd 30 ft. (6 squares); AC 16 (armor 
  +4, Dex +2), touch 12, flat-footed 14; BAB/Grp 
  +1/+3; Full Atk: unarmed strike +3 melee 
  (1d3+2; 20/x2); AL CG; SV Fort +4, Ref +2, Will 
  -1; Str 14, Dex 14, Con 14, Int 6, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +6, Listen +1, Spot 
  +1; Alertness.   
   
  Possessions: falchion, chain shirt, 10 gp. 
  Encounter Seven  
   
   
   
  Sek’Kess, male lizardfolk Drd1: CR 2; medium 
  humanoid (reptilian); HD 3d8+9; hp 25; Init +1; 
  Spd 20 ft. (4 squares); AC 20 (armor +3, Dex 
  +1, natural +6), touch 11, flat-footed 19; 
  BAB/Grp +1/+4; Atk claw +4 melee (1d4+3) or 
  spear +5 melee (1d6+3; 20/x2); Full Atk 2 claws 
  +4 melee (1d4+3) and bite +2 melee (1d6+1) or 
  KEOI5-02 The Unwanted Ones 
   
  Page 17 
  
  spear +5 melee (1d6+3; 20/x2) and bite +2 
  melee (1d6+1); SQ Animal companion, hold 
  breath, nature sense, wild empathy; AL NE; SV 
  Fort +5, Ref +4, Will +4; Str 16, Dex 12, Con 16, 
  Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Balance +7*, Jump +2*, 
  Knowledge (nature) +2, Survival +2, Swim +2*; 
  Improved Natural Armor, Multiattack. 
   
  Druid Spells Prepared (3/2 per day; DC 12 + 
  spell level): 0 – create water, know direction x2; 
  1st – charm animal, produce flame. 
   
  Possessions: 
  Masterwork 
  hide 
  armor, 
  masterwork spear, 2 potions of cure light 
  wounds, spell component pouches, kidnapped 
  half-orc baby. 
   
  KEOI5-02 The Unwanted Ones 
   
  Page 18 
  
  DM Aid #1 – The Care and Feeding of Half-Orc Babies 
  Crylinda, female half-orc infant 
   
  Str 1 
  Dex 1 
  Con 4 
  Int 2 
  Wis 2 
  Cha 16 
  AC: 5 (-5 Dex), touch 5, flat-footed 5 
  HP: 1 
  Speed: Effectively immobile 
  Saves: Fort -3, Ref -5, Will -5. 
  Attacks, Skills and Feats: None 
   
  There are several important things to keep in mind when dealing with Crylinda: 
  Foremost, she is a baby. As such, she is very delicate. Dropping the baby as a free action is NOT 
  acceptable by the PCs, nor is requesting a Cover bonus to your AC for carrying the baby. 
  Certain abilities are acceptable for calming Crylinda when she is fussing. bardic music, charm person 
  spells, sleep spells, etc. Even a druid’s wild empathy ability or a simple music-related perform check (DC 
  10) will suffice. Damage dealing spells, nonlethal or otherwise, are NOT acceptable (these are 
  undoubtedly evil acts and are not allowed in the LIVING GREYHAWK campaign). Any language-
  dependant effects, and Diplomacy checks, will automatically fail as she has no linguistic ability as of yet. 
  Diapering the baby can be resolved by several different means. DC 10 Survival, Heal or Disable Device 
  will all suffice. Fortunately, all tools necessary for dealing with any baby-specific situation are included in 
  the bag Brother Lorus gives the PC’s in Encounter One. There are sufficient supplies in the bag to 
  address all of Crylinda’s needs for the duration of the module; it weighs 20 pounds (it contains a lot of 
  cloth diapers!) 
  KEOI5-02 The Unwanted Ones 
   
  Page 19 
  
  DM Aid #2 – Encounter Two Map 
   
  KEOI5-02 The Unwanted Ones 
   
  Page 20 
  
  DM Aid #3 – Encounter Seven Map 
   
  KEOI5-02 The Unwanted Ones 
   
  Page 21 
  
  Player Handout #1 – Map of Haven 
   
   
  KEOI5-02 The Unwanted Ones 
   
  Page 22 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Keoland/KEO5-A02 - The Unwanted Ones.pdf