TEXT: KEO7-IS1 
   
   
   
   
  A NEW BREW 
  A Three-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Introductory Adventure 
  Version 1.0 
   
   
   
  by Dave Guerrieri, based on the creations of Kevin Lawson 
  Reviewer: Keoland Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Jeff Fernandez, James Hamblin, Brian Jenison, Jonathan Tom, Ryan Twigg, & Luke Wilson. 
   
  It is early spring, and it’s Growfest. You’ve heard that brewmaster Pemlo Penchant (of Pemlo’s Lambic 
  fame, the Draught of Kings) is looking for some help collecting some ingredients of a secret new brew he 
  is planning on concocting this very season. Maybe you can aid Pemlo in his preparation this time, like the 
  other famous heroes did in 592 C.Y. A Keoland three-round regional introductory adventure for level one 
  characters only. 
  Resources for this adventure [and the authors of those works] include Libris Mortis [Andy Collins and 
  Bruce R. Cordell], and KEO2-08, Pemlo’s Lambic [Kevin Lawson]. 
   
  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. 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. 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 and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  keolandpoc@adelphia.net.  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) points.  
   
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because 
  this 
  adventure 
  is 
  an 
  introductory 
  adventure, only level one player characters may 
  participate. No character of level two or higher 
  may play this adventure. Therefore, no Average 
  Party Level (APL) calculations are needed. 
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round 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 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp 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 
  adventure. 
   
  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 
  KEO7-IS1 – A NEW BREW 
   
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  (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 Good Hills:  
  The Goods Hills form the western border of 
  Keoland, running from the March of Mandismoor 
  in the north, southeast to the Barony of Sayre. 
  Halflings and gnomes have been here for a long 
  time, and have made the Good Hills their own. 
  They tend their farms and orchards, work their 
  mines, and have prospered for many years. They 
  govern themselves without much of the political 
  intrigue that fills the rest of Keoland, and are 
  allowed to do so, as long as the mineral and ores 
  continue to flow out from the Good Hills. 
  Crook Hollow: 
  The greyfeet of Crookhollow reckon the town’s 
  founding to CY 427 when Benson Brindlebuck 
  established an outpost on the site. The halfling 
  adventurer, tales say, wheedled the folk of town 
  and country to build a fort (called Buckshold) to 
  ward against the return of the banished blight and 
  was granted stewardship of the surrounding lands. 
  Enterprising halflings flocked to Buckshold for 
  protection and wound up homesteading in the 
  rolling hills that the little people love. This section 
  of the Good Hills between Flen and Cryllor is a 
  moor of rolling hills and scattered woods. Patches 
  of land in the valley are very fertile. Here and there 
  one finds rugged, barren hills and bogs of peat. 
  Everywhere there are grasses, brambles, and 
  clouds dappling the bright sky and scurried along 
  by the ever-present winds. 
   
  Vigilance against the evils of the past waned 
  and a sleepy kind of prosperity settled over the 
  community. Just over eighty years ago the peace 
  was broken when young (he was in his thirties at 
  the time) Pemlo Penchant returned to town. He’d 
  left as a boy, made a name for himself in “the Big 
  City” and returned, ostensibly, “to settle down.” Or 
  so he called it. The town elders thought differently. 
  On jaunts through the countryside, Pemlo poked 
  his nose into holes where he didn’t belong. He 
  caroused. When the town couldn’t feed his taste 
  for drink, he built a distillery. He had no respect for 
  his elders. And scandal of scandals, this halfling of 
  ill-repute 
  welcomed 
  a 
  thieving 
  priest 
  of 
  Brandobaris to town. Word spread to the other 
  settlements that cutthroats and cutpurses roamed 
  the streets. Almost overnight, Buckshold became 
  Crookhollow. The name stuck. 
  Pemlo’s Brews 
  Gossip, rumor and new industry fomented over the 
  subsequent years in Crookhollow, and slowly but 
  gradually Pemlo earned the respect, if not the 
  trust, of the townsfolk. His distillery and brewery, A 
  Penchant for Drink, won great praise abroad. 
  Nowadays, the greyfeet natter on about the “gold 
  medal batch of ’68,” “that stinker in ‘76” taking 
  great pride in the highlands that produce such a 
  fine lambic (ale made with an infusion of herbs) 
  that none other than King Kimbertos Skotti calls it 
  “the elixir of the wee gods.” This special brew is 
  made but once every quartyear (four years), with 
  the last batch being made in 596 C.Y., just last fall. 
  If the stories are true, Pemlo has been inspired to 
  create a new brew, one based on the promise and 
  optimism of spring. 
  Recent Events: 
  Common Year 592 (four years ago) brought a 
  Quartyear Brewfest like no one has seen in 
  decades. For several months before the ‘Fest, 
  missing livestock were reported around the area, 
  and mothers warned their “young-uns” to stay 
  away from Spinster’s Wood, where a halfling boy 
  went missing. During the ‘Fest, the brewmaster 
  himself, Pemlo Penchant, took up to boxing some 
  of the visiting “adventurin’ types” and ended up 
  with a broken leg. Using the guilt caused by the 
  injury, Pemlo convinced the adventurers to collect 
  his ingredients for him. The adventurer’s were 
  able to collect the ingredients, while ridding 
  Crookhollow of some other unwanted denizens. 
   
  A year later, forces massing under the 
  command of a mysterious Suel mage razed the 
  town of Kilm while threatening the County of 
  Cryllor, and the farmlands of the Good Hills Union 
  were raided by savages. Adventurers are again 
  brought in to help, and discover that the enigmatic 
  Green Mage is actually Gwier Dreng, an errant 
  Suel lord from Cryllor, thought dead for many 
  years. 
   
  In late 594 C.Y. Gwier Dreng is apprehended 
  by another group of heroes, and is found to have 
  been under the “guidance” of a minion of Roykyn, 
  a gnome hero-god of cruelty. He was tried and 
  KEO7-IS1 – A NEW BREW 
   
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  sentenced for his crimes, but before serving his 
  sentence, Dreng challenged Count Ignaz Manz to 
  a duel to the death, which Gwier lost. 
   
  Pemlo has recently had some “issues” with a 
  woman and a young ‘un from his past, and seems 
  inspired and refreshed by the recent turn of 
  events. He has put word out that he is hunting for 
  heroes to help him with the ingredients of his new 
  brew. Anyone interested should report to A 
  Penchant for drink in Crookhollow. 
   
  Growfest Festival in Crookhollow 
   
  Growfest in Crookhollow is not as big of an 
  event as Brewfest, but there is certainly a small 
  celebration. Growfest is much more nature 
  oriented, with ceremonies and small sacrifices to 
  Yondalla (fertility, protection), Sheela Peryroyl 
  (nature, agriculture, weather), and Cyrrollalee 
  (friendship, home). It is a time of family and 
  friends, of nature and planting.  
  ADVENTURE SUMMARY 
  The PCs arrive in Crookhollow, just in time for 
  Growfest, and are approached by Pemlo himself 
  to investigate. They are tasked with finding a 
  number 
  of 
  items, 
  some 
  mundane, 
  some 
  extraordinary, and some in between. Pemlo 
  provides them with a map of the area, a list of 
  ingredients, and instructions as to the best 
  locations to find the ingredients. He also instructs 
  the heroes that the materials must be collected 
  fresh and are luckily all available this time of year. 
  Also, before the final ingredient is collected (which 
  is the quickest to wilt and lose its potency), a 
  ceremony must be performed. Pemlo suggests the 
  heroes start early tomorrow morning, at first light, 
  and be quick about the gathering; the fresher the 
  ingredients, the better the brew, and the greater its 
  value. 
   
  Unbeknownst to the heroes, Pemlo has added 
  to the list of ingredients some items he really does 
  not need, but will lead the adventurers to places 
  that he wishes to know more about, or to locations 
  with residents he would like to see removed from 
  the area for the good of residents of Crookhollow.  
   
  The PCs may use any of the resources 
  available to them in Crookhollow. This is primarily 
  an herbalist by the name of Wil Brayman, who has 
  consulted with Pemlo in the past and is 
  knowledgeable about the local flora and fauna. 
   
  The PCs have several choices in how to go 
  about gathering the ingredients. There are over 
  two dozen ingredients to be found in various 
  places on the moors. The heroes may choose 
  which to seek first. Most of the ingredients can be 
  found in the following places: 
  • Tumbledown Delve: Gnomes once worked a 
  mine that the halflings call Tumbledown Delve. 
  It was abandoned many years ago and has 
  fallen into disrepair. Recently, a group of 
  unusual kobolds have taken up residence in the 
  Delve. The kobold leader, Brechtzor, happened 
  upon Tajlo, a kobold paladin (featured in the 
  Windows to a Serpent’s Soul series), and after 
  traveling with him for a few weeks, has 
  reformed and found a new path, one based 
  upon the good and lawful ways as described 
  and modeled by Tajlo. Brechtzor has found a 
  few other kobolds and has “recruited” them into 
  his “cult” of lawful good kobolds. The heroes 
  may either combat the kobolds, or try to interact 
  with them in a meaningful way to gather the 
  ingredients found at the bottom of Tumbledown 
  Delve. The heroes may even attempt to use 
  diplomacy to allow these kobolds to begin 
  friendly interactions with the inhabitants of the 
  Moors and the Good Hills. 
  • Spinster’s Nob Moors; Many of the ingredients 
  can be found growing wild in the wide rolling 
  hills of the Moors. Wolves and other wild 
  animals roam the hills outside of town. They will 
  harass individuals or vulnerable parties. 
  • Spinster’s Wood: One of the ingredients is Pixie 
  Dust, which can be found in the possession of 
  the fey in Spinster’s Wood. The fey, being 
  mischievous, will make the heroes the butt of a 
  prank. The will send the party from one fey to 
  another, with each asking a favor that can only 
  be granted by the next fey to which they are 
  sent, who will then send them to the next fey in 
  the prank, much like a scavenger hunt. 
  • The Big Mound: One component can be found 
  in what the locals simply refer to as “The Big 
  Mound”. In actuality, it is an ancient burial cairn 
  that now houses an undead that must be 
  overcome to find the ingredient. 
   
  When all of the ingredients have been 
  collected, two tasks remain. First, a ceremony to 
  Brandobaris must be performed at the source of a 
  stream near the Splitrock. This allows the final 
  ingredient to be retrieved; the blooms of Knothead, 
  a treant and sometimes adversary of Pemlo. The 
  treant considers this a great indignity and will 
  make collection of his blossoms difficult. 
   
  Should they retrieve all the ingredients, the 
  hero’s quest is finished. They may return to 
  Crookhollow to reap their reward and sample the 
  first keg of the “newstuff”, Good Hills Imperial 
  Stout, the brew of ’97. 
  KEO7-IS1 – A NEW BREW 
   
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  PREPARATION FOR PLAY 
  Find out where the PCs call home. If it is Keoland, 
  ask them which province is their home region. If it 
  is the Good Hills, they can gain some bonuses 
  throughout the adventure. 
  ENCOUNTER 1: 
  INTRODUCTION 
  You find yourself traveling in the Good Hills, 
  heading towards Crookhollow, home of Pemlo 
  Penchant, master brewer. It is time for the 
  Growfest festival in Crookhollow, and though 
  not as famous or rowdy as the Quartyear 
  Brewfest, it certainly should be a good time. 
  Rumor has it that Pemlo Penchant, the legend 
  himself, is looking for heroes to help collect 
  the ingredients for a secret “new brew” he is 
  developing for the spring.  
  As you have journeyed towards Crookhollow, 
  you have joined with a handful of like-minded 
  individuals, banding together along the road 
  for companionship and protection. 
  Ask the players to make character introductions at 
  this time. 
  Roll Initiative! 
  Refer to DM’s Aide 1: Encounter 1 Map, allowing 
  the party to arrange themselves in a marching 
  order before the encounter. 
  Bandits (EL 3) 
   
  Drozz: male halforc, leader, fighter 1: hp 12, 
  Appendix 1. 
   
  Grink, Thrank and Thork: male orc, warrior 
  1, (3): hp 7, 7, 7; Appendix 1. 
  Tactics: Drozz and Grink will be in the middle of 
  the road, while Thrank and Thork will conceal 
  themselves as best they can behind trees (see 
  encounter map for locations). They prefer to use 
  ranged 
  first, 
  entering 
  into 
  melee 
  when 
  advantageous or necessary. They will also 
  consider parley, and are willing to allow the heroes 
  to pass for as little as 10 gold, though they will 
  initially try for 25 gold. The bandits will not fight to 
  the death; instead trying to escape when reduced 
  to fewer than 3 hit point each. They will also 
  consider surrender as well, use your DM 
  judgment.  
  Treasure: The PCs can gain the following 
  treasure here: 
   
  APL 2: Loot 184 gp; Coin 16 gp; Total 200 gp. 
  The heroes may continue to Crookhollow after this 
  encounter is resolved. They should arrive in 
  Crookhollow several days later. 
  ENCOUNTER 2: ARRIVAL IN 
  CROOKHOLLOW 
  The Crookhollow Growfest Festival is much 
  more subdued than the Quartyear Brewfests of 
  which you have heard. Growfest is more about 
  spring and renewal, of family and friends, and 
  of nature and planting. Small celebrations and 
  ceremonies are held, and games and events 
  for children are held that hold meanings of 
  hard work, honesty, nature and the importance 
  of family and friends. 
  In the midst of the revelry, Pemlo Penchant 
  holds court for any and all who will listen. 
  Brewmaster, businessman, former adventurer, 
  scoundrel, 
  rascal, 
  hero…..these 
  are 
  all 
  monikers Pemlo wears, depending upon to 
  whom you talk. Surrounding Pemlo are about a 
  dozen or so young children of Crookhollow, all 
  completely captivated by Pemlo’s yarns. 
  If the heroes approach Pemlo, please read or 
  paraphrase the following. 
  “…and that’s how I bested the Ysl, the Great 
  Ettin. Fifteen feet tall was she, and I but a lil’ 
  one, but she fell in the bottom of that cave just 
  as if she were but a weed I was pullin’ from my 
  garden. You see, ettins, and most other bigger 
  folks to be honest, just aren’t a match for the 
  halfling’s ingenious mind and prodigious 
  dexterity. As I sat there, squeezing the ettin’s 
  noggin in my headlock, I squeezed and I 
  squeezed until I heard her say “Uncle”. I barely 
  believed it, as ettins are not known for their 
  honesty, but with a few more squeezes, she 
  promised on her mother’s honor that she 
  would leave us alone. Being an honorable 
  Hobniz, I let her go, as she seemed to have 
  suffered enough under my wrestlin’ prowress, 
  and she hasn’t been seen since in the Good 
  Hills. That was about five years ago now, right 
  about the time of the Quartyear Brew……” 
  Pemlo notices the heroes standing nearby.  
  You there, you look like able-bodied heroes, 
  did you ever best an ettin before?  
  Allow the PCs a chance to interact with Pemlo and 
  the crowd. Pemlo will ask them questions about 
  KEO7-IS1 – A NEW BREW 
   
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  where they are from, where have they been, why 
  are they here in Crookhollow, have your ever tried 
  any of my brew, and questions of the like. If he 
  likes the answers he receives from the party (if 
  they sound heroic or even just capable), read the 
  following: 
  “So, you folks seem to know what you’re 
  doing, ……yes, I think you’ll do nicely. Why 
  don’t you meet me at my brewery over yonder, 
  say at about two bells? That’ll be about midday 
  for you newcomers to the ‘Hollow.” 
  The heroes have about an hour before the 
  meeting, just enough time to procure rooms and 
  settle in before heading over to A Penchant for 
  Drink. You may distribute Player’s Handout 1: 
  Crookhollow Map, to the players at this time. The 
  heroes can arrange accommodations either the 
  Roc’s Feather (for small-sized PCs) or Father 
  Mack’s Inn (for medium-sized PCs). Proceed to 
  Encounter 2.  
  ENCOUNTER 3: MEETING 
  THE MASTER 
  You cross the Sliver Creek heading east, and 
  see A Penchant for Drink just to the south, 
  right on the creek. The brewery itself rises 
  from a bank of the creek, with a waterwheel 
  turning lazily in the current. A burrow is 
  mounded uphill from the river, and a tunnel 
  connects the burrow and the brewery. Lights 
  are on in the brewery. 
   
  As you approach, the door into the 
  brewery opens, and out steps Pemlo, with an 
  everburning torch. “Welcome, heroes, to the 
  most superb brewery and special distillery in 
  all of Keoland, maybe all of the Flanaess. You 
  big folks, watch your heads, as the ceiling is a 
  bit low. Also, please don’t touch any of the 
  equipment, 
  some’s 
  dangerous, 
  some’s 
  delicate, and I wouldn’t want either you or my 
  equipment to be damaged.” 
   
  The building is clearly the largest structure 
  in 
  Crookhollow, 
  though 
  medium-sized 
  creatures may feel a little cramped due to the 
  low ceiling, as well as all of the apparatus 
  being sized for a halfling. As you follow Pemlo 
  through the brewery, you notice the incredible 
  variety and number of pieces of brewing and 
  distillation paraphernalia in the building. The 
  light of Pemlo’s torch is reflected off of 
  numerous glass and mirrored surfaces, and 
  you see in various containers amber, clear, 
  emerald and even ruby-colored liquids. You 
  hear pops, bubbling, steam, whistling and 
  many more sounds as you continue towards 
  the back of the brewery, and smell the earthy 
  odors of the ingredients, as well as the 
  intoxicating aromas of the spirits. 
  Judges should feel free to use your own 
  imagination to describe such as wondrous place 
  as A Penchant for Drink (think Willy Wonka’s 
  Chocolate Factory, but for those who like their 
  brew). 
  Pemlo leads you through the maze of 
  equipment to a room with a large table and 
  maybe a dozen chairs around it. ‘Please, sit 
  and take a load off,” Pemlo says. “I have a 
  business proposition for you.” 
   
  As you may have heard, I’m working on a 
  new brew, and I need some folks to help gather 
  some ingredients for the brew. You seem to be 
  capable, so can I talk you into helpin’ me out?  
  Pemlo waits for the hero’s answer. If prodded for 
  the actual pay offered, read the following: 
  “Well, right to the point, eh. Nothing wrong 
  with that, I like straightforward folks. Your 
  compensation depends upon the profits, and 
  the profits will depend upon the freshness of 
  the ingredients. The faster you folks are able to 
  gather the components, the better the brew, 
  and the better your pay.”  
  Pemlo will offer each PC up to ten shares in A 
  Penchant for Drink, as well as up to 250 gold lions 
  per person. Please refer to the chart below. 
   
  Potential Profits 
  Time Spent 
  Stout Quality 
  GP/Shares/XP 
  8+ days 
  Undrinkable 
  0/0/0 
  4-8 days 
  Poor 
  50/2/90 
  3-4 days 
  Fair 
  100/4/150 
  2-3 days 
  Good 
  150/6/210 
  1-2 days 
  Excellent 
  200/8/270 
  24 hours or 
  less 
  Ambrosia 
  250/10/270 
   
  He will also put them up in the local inns as well 
  (providing free adventurer’s standard lifestyle for 
  this adventure). 
   
  If the heroes say no, the adventure is over for 
  them.  
   
  If the heroes say yes, Pemlo produces several 
  papers and hands them across the table to the 
  party. Distribute Player Handout 2 – Shopping List 
  at this time. 
  KEO7-IS1 – A NEW BREW 
   
  Page 5 
  
  “The first one here is a list of ingredients, and 
  where 
  you 
  can 
  find 
  them. 
  Collect 
  the 
  ingredients however you want, but its best to 
  save the Crabapple flower for last. Before 
  collecting that flower, you’ll need to mix the 
  pixie dust and centipede droppings together, 
  and pour the mixture into the Istinbrook on 
  Buck’s Hill above the Rushes. It helps to say a 
  few words of thanks to Brandobaris as well 
  when you’re doing that. Then follow the 
  Istinbrook downstream to where it meets the 
  Sliver, then follow the Sliver downstream, and 
  you’ll find the Crabapple, can’t miss it, really. It 
  should be in full bloom. Collect the flowers, 
  and hurry back.” 
  Pemlo waits a moment here to allow the PCs to 
  ask any questions they may have. Distribute 
  Player Handout 3 – Crookhollow & Environ at this 
  time 
  “The second paper here is a map, showin’ you 
  the area in and aroun’ Crookhollow. It should 
  help you plan a bit. Oh, one more thing, you’ll 
  find the fey in Spinster’s Woods, that’s where 
  you’ll need to go to get the Pixie Dust. You’ll 
  want to wait until nightfall for that, and then 
  just follow the fireflies into the woods. You’ll 
  either find them, or they’ll find you. Them fey 
  tend to sleep during the day, making them 
  hard to find.” 
  Pemlo again pauses briefly, as if waiting for 
  questions, and if none are asked, he continues. 
  “Be quick, and disturb as little as you need to. 
  Be careful, as there are bad creatures about 
  nowadays; the Guardians just don’t seem to 
  have enough men to keep proper patrols 
  anymore. Trust your instincts, you’re heroes, 
  you should have good instincts. Take no 
  longer than eight days, or there won’t be a 
  brew. The ingredients for the best batch ever, 
  Ole ’68, were all collected in one day.” 
  Pemlo stops, and waits for any questions the PCs 
  may ask. The DM may answer questions as best 
  as they can based upon the information in the 
  adventure background and summary. When 
  finished, please read or paraphrase the following. 
  “Guess you be wantin’ to get your belongings 
  together so you can get an early start. I 
  suppose you’ll be wantin’ to start at the crack 
  of dawn tomorrow.” Pemlo leads you back 
  through the maze of the brewery. At the front 
  door, Pemlo points to a bucket, an assortment 
  of containers, a shovel, a pick, and 100’ of silk 
  rope. “You might be needin’ some of those 
  things for your “adventure”, just bring them 
  back the same way you found them.” He then 
  bids you, “Good luck, gods bless and god 
  speed.” 
  It is about three in the afternoon now. The heroes 
  have a few hours to look around town. You may 
  distribute 
  Player’s 
  Handout 
  2: 
  Crookhollow 
  Environs and Player’s Handout 3: Shopping List to 
  the players at this time. They may explore some of 
  the following places, and hear the information 
  listed on the appropriate Gather Information, 
  Diplomacy or Intimidate Check.  
  The Town Hall: Several old local halflings can be 
  found sitting on rocking chairs on the Town Hall 
  porch, reminiscing about the “good ole days”. 
  They take pride in Pemlo’s brews, and especially 
  the famous Quartyear Lambic, though they do 
  tend to look rather unfavorably upon his shameful 
  lifestyle. 
  DC10: It’s unsafe to travel anywhere around here 
  now, anytime. 
  DC12: Pemlo’s made a deal with the Old Scratch 
  himself; it’s the only way he could be so immoral 
  and still be so successful. 
  DC15: Don’t go into Spinster’s Wood, there’s evil 
  afoot in there, I tell you! 
  DC18: The gnomes used to mine Tumbledown 
  Delve. They abandoned it many years ago, can’t 
  be anything good down in there now. No one in 
  their right minds go into the mines. 
  Buckshold: You find the old fort at the edge of 
  town abandoned. A note posted at the front gate 
  say “Gone home, be back later.” 
  The Roc’s Feather: The heroes may arrange for 
  lodging at the Roc’s Feather (for smaller heroes) 
  or Father Mack’s (for medium sized heroes), and 
  may use Gather Information, Diplomacy or 
  Intimidate to find the following information in the 
  inns: 
  DC12: Bandits have been operating on the roads 
  in the Good Hills.  
  The gnomes are selling land south of the 
  Bettledowns; evidently a great gem deposit 
  they’ve thought was there didn’t pan out.  
  The town has been abuzz with the tales of Pemlo, 
  his loves, and his children.  
  DC14: Pemlo has been recently sued by Primula, 
  and old flame of Pemlo’s with whom he had a 
  KEO7-IS1 – A NEW BREW 
   
  Page 6 
  
  child, named Pemson. Primula was back in town 
  recently, along with Pemson, and had some sort of 
  legal proceedings against Pemlo. Not sure how it 
  all shook out, but and I hear Pemlo took in 
  Pemson, and Primula appears to be settling in 
  town as well. 
  DC16: About a month ago, Cobbin Windblossom, 
  a farmer up north a bit, he says he saw a great big 
  wyrm as he was doin’ a little huntin’ in the Moors 
  by his farm. Said it was big, and kinda reddish, an’ 
  he saw it flying away further north. ‘Course, 
  Cobbin is known ta hit the bottle a bit now ‘n’ then, 
  too! 
  DC18: Pemlo is a drunk, his health is failing, and 
  Pasty 
  and 
  Pemson 
  are 
  arguing over the 
  inheritance. 
  DC20: Pemlo has taken in Pemson, a son of his 
  from a dalliance several decades ago. The woman 
  involved, Primula Hustluggle, was in town for a 
  few weeks, and was suing Pemlo for child support 
  and Pemson’s share of the inheritance. Pemlo and 
  Primula worked out their issues out of court. From 
  what I heard, neither wanted to air their dirty 
  laundry in court. 
  DC22: The Guardians of the Highlands, a group of 
  defenders of the Good Hills, are slowly losing 
  numbers in their ranks. It is said that unless new 
  members can be recruited, the Guardians may 
  just be disbanded. I hope that doesn’t happen, 
  they do such a good job of keeping the ‘Hill’s safe. 
  Father Mack’s Inn: The place in town for 
  medium-sized people to stay. 
  DC12: The gnomes are selling land south of the 
  Bettledowns; evidently a great gem deposit 
  they’ve thought was there didn’t pan out.  
  DC14: Tale of the Origin’s of Spinster’s Nob. They 
  say old Meg Downwater, a halfling spinster used 
  to sit out on the Nob. One day, not long after 
  Midsummer, she found herself with child. No 
  natural child was this; we don’t even mention her 
  name in these parts no more, but the say ol’ Meg 
  was Pemlo’s great-great grandmother. Lots of 
  strangeness out there. Children disappear, some 
  stolen from their cribs. Best to hide ‘em and ward 
  ‘em while they’re little.  
  DC16: I’ve heard that the girlfriend of the Green 
  Warlock is still out there somewhere, and is trying 
  to rally up some forces to avenge his capture, and 
  his death at the hands of Count Manz of Cryllor. 
  DC18: I heard Pemlo once dined with the King 
  himself! 
  DC20: There is talk of a non-denominational 
  temple being built in Niole Dra and in Gand. The 
  local leaders in Blacktop and Plim’s Delve are 
  beside themselves that they didn’t come up with 
  the idea first, and are feverishly trying to raise 
  money to have their nondenominational shrine 
  built before others. 
  The Herbalist Shop: Wil Brayman is the local 
  herbalist, and has a working relationship with 
  Pemlo. He knows much about the local flora and 
  fauna, and can provide information to the party, 
  but for a price. Wil is, after all, a businessman. He 
  bargains for a straight 20 gold lions, no 
  negotiations, no haggling, for the loan of a copy of 
  Vendraith’s Field Guide to Herbs and Wildflowers 
  (2nd edition). This book will give a +2 circumstance 
  bonus for checks used in the collection of the 
  ingredients. He also has three dried samples of 
  each of the ingredients, which although not useful 
  for the new brew, would certainly be useful in 
  identification. The dried samples will cost 20 gold 
  as a set (they cannot be purchased individually), 
  and give a +2 bonus on checks used in the 
  collection. The party may purchase up to three 
  copies of the book, and up to three copies of the 
  dried samples, so that later, if they separate into 
  smaller groups, each group can have access to 
  the bonuses the aids give. 
   
  Will also has the following information, to be 
  gained on the appropriate Gather Information, 
  Diplomacy or Intimidate check: 
  DC10: The Moors are dangerous, only foolhardy 
  travelers venture from the road. 
  DC13: Be careful near Spinster’s Wood, it is a 
  foul, dark place. 
  DC15: The areas away from the towns in the 
  Good Hills are become wilder, and more 
  dangerous.  
  DC18: The Guardians are reduced in numbers 
  from even just a few years ago, so patrols are 
  reduced, and that’s probably leading to the 
  proliferation of the dangerous creatures in the 
  Moors and beyond. 
  The Ingredients 
  If the heroes are to help Pemlo create the best 
  brew possible, time is of the essence. The players 
  may decide to tackle the ingredients in any order 
  they choose, or even may split the party, as they 
  gather the components. However, it is incumbent 
  upon the judge to keep an accurate track of the 
  time. The heroes may start out at anytime they 
  wish, though sunrise in the Good Hills this time of 
  KEO7-IS1 – A NEW BREW 
   
  Page 7 
  
  year will be around 6:00 in the morning, and 
  sunset will be around 8:00 in the evening. A Time 
  Tracking Sheet for the judge has been provided in 
  the appendix as DM’s Aide 3. 
   
  Inform the players of the process for collecting 
  ingredients as described in Encounter 4 below. 
   
  While Pemlo needs most of the ingredients for 
  his brew, not all are necessary. Pemlo has learned 
  to add ingredients to the list to foil any 
  competitors. Others are listed just to get the 
  heroes to investigate certain areas where Pemlo 
  has heard of strange going ons.  
   
  The heroes have the option of starting in at 
  any of the following locations: Encounter 4, The 
  Bettledown Moors; Encounter 5, Spinster’s Wood; 
  Encounter 6, Tumbledown Delve; or Encounter 7, 
  The Big Mound. 
   
  The heroes may return to Crookhollow to 
  sleep each night as needed, or they may camp in 
  the great outdoors if desired. Hunting for 
  ingredients at night gives a -4 penalty to Search 
  and other checks to find the ingredients. 
   
  ENCOUNTER 4: THE 
  BETTLEDOWN MOORS 
  You find yourself on the Low Road, heading 
  west toward the Bettledowns, a halfling village 
  about nine miles distant. You only travel a 
  short distance along the road before you 
  notice the landscape changing. You are 
  leaving behind rich, fertile farmland, grass 
  covered hills, copses of trees, and passing 
  into a rugged, hilly terrain with rocky soil. Tall 
  grasses, brambles and shrubs are only broken 
  by the occasional tree. As you continue, you 
  notice the winds. What starts as a gentle 
  breeze soon turns into a whistling roar that 
  overwhelms any other sounds, though it 
  occasionally carries a wild howl or yelp to your 
  ears.  
  The majority of the ingredients for the new brew 
  can be found in the Bettledown Moors, growing 
  wild. The party, however, must leave the road to 
  find any of the components. The party may, of 
  course, split up into smaller groups, which would 
  certainly speed up their finding of the ingredients. 
  Due to the rolling terrain, groups will lose sight of 
  other groups if moving more than 100 feet away 
  from each other. The heroes Listen checks are at 
  a -2 penalty due to the winds. 
  Collecting the Ingredients: 
  Once per hour, each distinct group of PCs may 
  make either a Search, Spot or Survival check (only 
  one skill) to find an ingredient. Each group may 
  benefit from up to two separate assists (DC10) 
  that must be an assist to either the chosen 
  Search, Spot or Survival. Each successful assist 
  adds a +2 to the primary Search, Spot or Survival. 
  All rolls for the group must be the same, either 
  Search or Spot, for each hour’s check.  
   
   
  Class 
  Skill(s) Used for Ingredient Search and 
  Modifiers 
  Druid 
  (Spot or Search) + Survival + 2 
  circumstance bonus 
  Ranger 
  (Spot or Search) + Survival 
  Others 
  Spot, Search or Survival 
   
  Remember to add any bonuses the party has 
  gathered from other sources, such as the bonuses 
  from the book, or the dried samples. If any PCs 
  have the Good Hills as a home region, let them 
  have a +2 familiarity bonus as well. NOTE: The 
  heroes may not take ten on any of the rolls 
  involved to find ingredients. 
  DC 17: one ingredient is found 
  DC 23: two ingredients are found 
  DC 30: three ingredients are found 
  A checklist of ingredients may be found in DM’s 
  Aid 2. 
  Please read or paraphrase the following after the 
  heroes 
  have 
  gathered 
  about 
  half 
  of 
  the 
  components. If the heroes have separated into 
  smaller groups, please have the canines attack 
  the strongest group. 
  The pace is steady but solid, and you’ve seen 
  little sign of habitation in the low rolling hills of 
  the Bettledowns. You must be about halfway 
  done with the collection of ingredients in the 
  Moors, when a low growl arises from atop the 
  next hill. A group of canines eye you warily for 
  a moment, then howl hungrily as they sprint 
  toward you. 
  The creatures start 50 feet away from the PCs, 
  and will move as a pack, so the wolves will move 
  to keep pace with the dogs, as opposed to using 
  their higher base speed. 
  Wild Canines (EL 2) 
  KEO7-IS1 – A NEW BREW 
   
  Page 8 
  
   
  Wolf (1): hp 16, Monster Manual 283. 
   
  Dogs, Wild (3): hp 8, 8, 8; Monster Manual 
  271. 
  Tactics: The animals are quite cunning, using hit 
  and run tactics rather than fighting to the death. 
  Any individual animal will turn tail and run when 
  reduced to less than ¼ hit points, and the entire 
  group will retreat when reduced to less than half of 
  their number. 
  ENCOUNTER 5: SPINSTER’S 
  WOOD 
  As dusk approaches, Spinster’s Wood appears 
  dark and foreboding under its canopy of 
  leaves. Fireflies begin blinking as the sun sets. 
  Just inside the treeline, you can hear high-
  pitched voices laughing. Approaching, you see 
  two small creatures, elf-like, but with wings. 
  Pixies (EL 4) 
   
  Pixies (2): hp 4, 4; of the Monster Manual 
  236. 
  The pixies will regard the PCs cautiously at first, 
  and if approached in a non-threatening manner, 
  they will be happy to talk with the party. They will 
  first speak in Sylvan, and then turn to common 
  once they realize not everyone understands 
  Sylvan. Play the pixies as humorous pranksters 
  with some cautiousness when dealing with ‘big 
  un’s”. Allow Diplomacy checks (PHB, page 72) by 
  the PCs to improve the pixie’s attitude, with their 
  beginning attitude as indifferent. Use the table 
  below for modifiers to the Diplomacy check. 
  Judges should feel free to add other circumstance 
  or situational bonuses or penalties to the situation 
  as appropriate.  
  Modifier 
  Condition 
  +2 
  For every small PC in the party 
  +2 
  For every PC who mentioned the Good 
  Hills as their home region (honestly) 
  -2 
  For every PC caught lying about 
  anything 
  +2 
  For every PC who speaks Sylvan in 
  front of the pixies 
   
  If the party brings up the Pixie Dust, please read 
  or paraphrase the following: 
  The pixies begin laughing hysterically, and 
  after recovering their breath, explain their 
  outburst. “We were just talking about that, we 
  figured that ole’ Pemlo would be sending folks 
  up here again to gather some Pixie Dust. He 
  sends folks like you around every now and 
  then, so we’re prepared this time. We’d like to 
  help you out, but before we can give you some 
  Pixie Dust, we need something back. See, 
  there’s these grigs nearby, and they’re always 
  keeping us awake with their fiddling. Think you 
  folks could find a way to bring us a fiddle, and 
  maybe get them to not play all the time, so that 
  we can get some sleep?” 
  The pixies would like a fiddle, as they like the 
  sound, and are interested in learning how to play. 
  The pixies will happily give directions to the grigs, 
  who are a 10 minute walk away (or 15 minutes 
  with a base move of 20 feet a round). 
   
  Upon approaching the grigs, please read or 
  paraphrase the following: 
  From ahead, you can hear fiddling. A small 
  clearing in the forest holds three small 
  creatures, with a humanoid upper body, the 
  legs of a cricket, wings and antennae. Each is 
  playing a small fiddle.  
  Grigs (EL 1) 
   
  Grigs (3): hp 2, 2, 2; Monster Manual 235 
  Unless the party is attempting to move forward 
  stealthily, the grigs will note them at this time. If 
  stealth is used, the grigs have a Listen +3 and a 
  Spot +3. Remember the -2 penalty to Listen 
  checks due to the howling wind. When noticed, 
  please read or paraphrase the following: 
  The grigs turn towards you, and welcome you 
  into their home. ‘Welcome, we are very happy 
  to see you, it’s not often we get big ‘uns 
  visiting us. Please, pull up a stone and sit, we 
  must hear of who you are, why you are here 
  and other such things.” 
  The grigs are pranksters at heart, so feel free to 
  have them steal some food and small items from 
  the PCs, use their ventriloquism to make nearby 
  objects talk, play their fiddles to make someone 
  dance, or just leap about. The grigs will speak first 
  in common, only using Sylvan when talking 
  amongst themselves. The initial attitude of the 
  grigs is friendly. If their fiddles are brought up, 
  please read or paraphrase the following: 
  KEO7-IS1 – A NEW BREW 
   
  Page 9 
  
  The grigs look at each other knowingly, and 
  seem a bit more formal. “So you’re interested 
  in our fiddles, are you? For what purpose? 
  Allow the PCs to explain their question and their 
  motives at this time. The grigs attitude at this time 
  is indifferent. Feel free to have them make Bluff 
  checks against the Sense Motive (+1) rolls of the 
  grigs, if they are lying. If the party is caught lying to 
  the grigs, their attitude moves to unfriendly.  
   
  Allow the PCs to interact with the grigs. The 
  grigs attitude must be moved to helpful if the PCs 
  are to get a fiddle and have the grigs agree to do a 
  bit less fiddling. Allow Diplomacy checks by the 
  PCs to improve their attitude, with their beginning 
  attitude as indifferent. Use the table below for 
  modifiers to the Diplomacy check. Judges should 
  feel free to add other circumstance or situational 
  modifiers 
  or 
  penalties 
  to 
  the situation as 
  appropriate.  
  Modifier 
  Condition 
  +2 
  For every small PC in the party 
  +2 
  For every PC who mentioned the Good 
  Hills as their home region (honestly) 
  -2 
  For every PC caught lying about 
  anything 
  +2 
  For every PC who speaks Sylvan in 
  front of the grigs 
   
  If the PCs are able to change the grig’s attitude to 
  helpful, please read or paraphrase the following: 
  “Sure, we’d be happy to give you guys a fiddle, 
  we’ve got several extra anyway. We’d even be 
  happy to do a little less fiddlin’, or just move a 
  bit farther away from here if that’s what’s 
  needed. But we’ve a favor to ask of you in 
  return. There’s this beautiful nymph nearby, 
  her name is Sarawenthe. Nice girl and all, but a 
  bit stuck up, see, and well, we like to have a 
  little fun. Do you think you can get her comb 
  for us?” 
  If the PCs agree, the grigs will give directions to 
  the nymph’s area, which is about a 20 minute walk 
  away (30 minutes with a base move of 20 feet a 
  round). 
   
  On the way to the nymph’s lair, have the PCs 
  make Listen and Spot checks. Remember the -2 
  penalty to Listen checks due to the howling wind. 
  For anyone who makes a Spot DC 15 or a Listen 
  DC 24, please read the following to those PCs: 
  As you march toward the nymph’s lair, you 
  notice a large white creature moving through 
  the trees to your left, at a distance of about 30 
  feet. It pauses for a moment, and there is no 
  mistaking the equine form, the golden eyes, 
  the white coat, mane and beard, and most 
  uniquely, the ivory horn emerging from the 
  center of its forehead. It then gallops off away 
  from you, through the forest. 
  This is a male unicorn that lives in Spinster’s 
  Wood, and is investigating what the PCs are up to. 
  The party will not be able to follow the unicorn; this 
  is simply a flavorful encounter. 
   
  When the PCs are approaching the nymph’s 
  lair, please read or paraphrase the following. 
  You faintly hear the sound of running water as 
  you approach the area where the nymph lairs. 
  After a score more steps, you glimpse a 
  beautiful female creature washing off in a 
  waterfall which spills into a small pond.  
  If anyone can make a Knowledge: Nature DC 16, 
  they can identify the female as a nymph. If there is 
  obviously an elf, half-elf, druid, ranger, or other 
  nature-type character in the party, please read or 
  paraphrase the following; 
  The female (or nymph, if identified) looks the 
  group over carefully, and speaks, (first in 
  Sylvan, and when she realizes not everyone 
  can understand her, she speaks in common). 
  “So, you must be here for a reason, so explain, 
  and please do so quickly. I have a bath to 
  finish.” 
  If the party does not include an elf, half-elf, ranger, 
  druid, or nature-type character, please read the 
  following: 
  The female takes one quick look at your group 
  and dives gracefully into the pool, barely 
  making a splash. You can see her swimming 
  around the bottom of the pond. 
  If the party included an elf, half-elf, druid, ranger or 
  nature-type character, the nymph’s initial attitude 
  is indifferent. If it does not include one of the 
  above, her initial attitude is unfriendly. If unfriendly, 
  the party must first be able to make a Diplomacy 
  check to change the nymph’s attitude to at least 
  indifferent to get her to surface and talk to the 
  PCs.  
  Modifier 
  Condition 
  +2 
  For every nature-type PC in the party 
  +2 
  For every PC who mentioned the Good 
  KEO7-IS1 – A NEW BREW 
   
  Page 10 
  
  Hills as their home region (honestly) 
  -2 
  For every PC caught lying about 
  anything 
  +2 
  For every PC who speaks Sylvan in 
  front of the nymph 
   
  Nymph (EL 5) 
   
  Nymph: hp 31, Monster Manual 197. 
  If the PCs begin to chat with the nymph, she will 
  introduce herself as Sarawenthe, and she will 
  want to know what brings the PCs to her home. If 
  the party mentions the real reason they are here 
  (to get her comb), her attitude must be changed to 
  helpful for her to give up a comb. Play Sarawenthe 
  as untamed and aloof; she embodies great beauty 
  and great danger. She will not use her stunning 
  glance ability unless the PCs are rude or harm 
  nature. 
   
  If the PCs mention the comb and her attitude 
  is helpful, please read or paraphrase the following. 
  “Combs are not that meaningful to me, as I 
  have many, and honestly, have very little need 
  of them. But if you wish to have one of my 
  combs, you must do me a deed. There is a nest 
  of spiders nearby, ones that are upsetting the 
  balance in this area of the wood; they are 
  poisoning my friends. Please eliminate them, 
  and come back with proof, and the comb shall 
  be yours.” 
  If the party agrees, she will point the PCs in the 
  direction of the spiders, which is a 20 minute walk 
  away (30 minutes with a base move of 20 feet a 
  round). 
  Upon nearing the spider’s lair, please read or 
  paraphrase the following: 
  You see webbing stretched across the animal 
  path you have been following. Looking ahead, 
  you can see spider webs strung from tree to 
  tree.  
  Allow the PCs to make Spot DC 21 and Listen DC 
  15 checks notice the spiders in their webs. 
  Remember the -2 penalty to Listen checks due to 
  the howling wind. Those making a check may act 
  in the surprise round. 
  Spiders (EL 2) 
   
  Spiders, Monstrous, Small (4): hp 6, 6, 6, 6; 
  Monster Manual 288 
  These spiders are hunting spiders, and as such, 
  cannot use their webs as weapons, but they do 
  have a base movement of 40 feet, with a climb 
  move of 30 feet. These spiders will fight to the 
  death. 
   
  The PCs must then take some sign of the 
  death of the spiders back to Sarawenthe, who will 
  then give the comb to the party. She may also 
  heal the PCs any hit point or ability damage they 
  may have taken. See page 198 of the Monster 
  Manual for typical spells prepared. 
   
  They can then take the comb back to the 
  grigs, trading it for a fiddle, and then they may take 
  the fiddle to the pixies, and collect the Pixie Dust. 
   
  ENCOUNTER 6: 
  TUMBLEDOWN DELVE 
  Please read or paraphrase the following as the 
  party approaches the mine. 
  The rocky trail to Tumbledown Delve is narrow, 
  and 
  winds 
  through 
  rocky 
  terrain, 
  with 
  brambles the only vegetation. The ruined and 
  rusted 
  remains 
  of 
  small-sized 
  mining 
  implements indicate you must be approaching 
  the mine proper. The trail follows along a dry 
  creek bed into a ravine. 
  Allow the PCs to search, scout, set up a marching 
  order, or others things as they wish. Once they 
  enter the ravine, please read or paraphrase the 
  following: 
  A sign comes into view around a bend in the 
  trail. “Beware! This property is EXTREMELY 
  DANGEROUS!! Do Not Enter! Posted by order 
  of 
  the 
  Buckshold 
  Militia, 
  Captain 
  Artin 
  Billows.” The sign is written in Common and 
  driven into the ground on a wooden stake. 
  Ahead, at the end of the ravine, you see the 
  mine itself. 
  The mouth of the mine is about thrice the 
  height of a gnome, and about 12 paces wide. A 
  stone archway with symbols supports the 
  entrance. A small trickle of water runs out of 
  the opening, as do some rusted iron rails. The 
  water runs into a small pond and stream on the 
  left, the remains of what must have once been 
  a waterwheel hanging askew on an axle in the 
  creek. To the right are some collapsed wooden 
  buildings; a small hitching post is all the 
  remains standing.  
  The local citizens call this old gnome mine 
  Tumbledown Delve. It has been abandoned for 
  many years, and the locals warn their children of 
  KEO7-IS1 – A NEW BREW 
   
  Page 11 
  
  the dangers in the mine as bedtime and morality 
  stories. The mine itself is in rather poor shape, 
  with many tunnels collapsed. There are the rusted 
  remnants of many pieces of mining tools and 
  equipment in the mine, none of which is useable 
  or worth anything 
   
  Unless 
  the 
  heroes 
  have 
  been 
  taking 
  precautions, they will have been spotted by a 
  lookout of the mine denizens, who will travel back 
  to the mine to alert the cult of possible intruders. 
  The humanoids will be cautious, but prepared for 
  the party. Traps will have been set, and defensive 
  positions will have been taken. You may refer to 
  DM’s Map 4 for the layout of Tumbledown Delve. 
   
  As the heroes approach the mine, they may 
  read the following which is etched on the archway 
  supporting the mine entrance, if they can read 
  gnomish. 
  The New Dig of Tamtoomroomtoom was begun 
  in 535 by the Pinzool Trading Company under 
  the Royal Charter of Keoland. Chief Engineer: 
  Gandymalloon Trilltone Pufflepickle. May the 
  Glittering Protector guard the way and reveal 
  his secrets. Charter revoked by Royal Decree 
  and sanction of the Council of Blacktop in 556. 
  A dwarf or gnome will immediately notice that a 
  different hand carved the final sentence at a later 
  time. 
   
  If the heroes wish to search and look around 
  the area outside of the mine proper, allow them. 
  They will find nothing useful in the collapsed 
  buildings or in the waterways. A search of the area 
  will reveal tracks; a Track check DC 15 will reveal 
  a few small fresh booted humanoid tracks, within 
  the last week, leading both into and out of the 
  mine. 
   
  The main tunnels of the mine are 15’ tall. Side 
  tunnels are 5’ tall. The mines themselves are dark 
  once past the entrance area, so players may need 
  to provide for illumination. 
   
  Once the PCs enter the opening, determine 
  how the PCs are handling various skill checks 
  such as Search, Listen, Spot, Track, etc. This will 
  be important as the heroes venture further into the 
  Delve, especially the Search for finding the traps. 
  As the heroes enter the mine itself, please read or 
  paraphrase the following text. 
  Once 
  inside, 
  it’s 
  obvious 
  the 
  gnomes 
  expanded upon the natural caverns, which are 
  buttressed with gnomish engineering, though 
  the years of passage has not been kind to the 
  reinforcing. The thin layer of silt on the floor 
  indicates the area has flooded several times, 
  and the smell of rotting timbers is apparent. 
  Dust and pebbles fall with each step you take, 
  especially around the supporting structures. 
  The tunnel slowly arcs around to the right and 
  slopes downward, and several side tunnels 
  branch off, each sealed off with a collapse. 
  Another Search check DC 15 will identify tracks, 
  and a Track check DC 15 will show several small-
  sized booted footprints leading in both directions.  
   
  Sections marked with rubble are signs of 
  recent collapses, within the past several years. As 
  the party approaches an already collapsed and 
  blocked off section, please read or paraphrase the 
  following. 
  The tunnel ahead has collapsed. Large blocks 
  of stone completely block off the passage.  
  There is nothing important beyond the collapses, 
  though the heroes may waste time digging them 
  out if you wish. If they decide to try to dig through 
  a collapse, have the party make some strength 
  checks, and then please read or paraphrase the 
  following text: 
  You’ve made very little progress on the 
  collapse. At this pace, it would take hours, if 
  not days, to clear out this collapse.  
  Danger of Collapse (D): Sections indicated with a 
  “D” on the map are dangerous if PCs pass through 
  the area and/or tamper with debris. If the PCs are 
  just passing through the area, there is a chance it 
  will collapse. The chance is 5% for every small-
  sized PC, 10% for every medium-sized PC, and 
  25% for every large-sized PC. Tampering with an 
  area (searching, tapping the walls, ceiling, spells 
  that cause damage, combat, etc.) will always 
  cause an area to collapse. A 10’ square section of 
  the ceiling will collapse, affecting up to four PCs. A 
  rogue may use a Search check DC 15 to identify a 
  dangerous area, as can a dwarf using their 
  Stonecunning ability, also DC 15. A Reflex Save 
  (DC 12) will avoid the damage, and the PC (or 
  PCs) may be randomly placed in an unthreatened 
  adjacent square by the judge. A failed Reflex save 
  indicates the player takes 1d6 damage, and is 
  trapped in the collapse, requiring a Strength check 
  DC 15 to break free. If the area is identified as 
  dangerous, it may be intentionally triggered from 
  five feet away with a long, pole-like object, by 
  poking at the ceiling.  
   
  Passages blocked by the collapse require 
  three DC 15 Strength checks to clear a 5’ x 5’ 
  square. A DC 25 Strength check counts as two 
  successful checks. A PC may use a single tool 
  each to aid in the clearing, but as previously 
  KEO7-IS1 – A NEW BREW 
   
  Page 12 
  
  noted, none of the equipment and tools in the 
  mine are useful due to rusting. 
  Note: This could qualify a character for the 
  Dungeon Delver prestige class from the Complete 
  Warrior, by use of the second method  of trials; 
  survival of a cave-in or other collapse (see page 
  66 of the DMG). If you, as judge, feel the player 
  character has met said qualification, please make 
  sure to note it on the play section of the AR. 
   
  If the heroes are actively searching for traps, 
  allow them an opportunity to find the following 
  traps. 
  Pit Trap A (EL 2):   
   
  Camouflage Pit Trap: CR 2; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 10 ft. deep (1d6, fall); multiple targets (first 
  target in each of three adjacent 5-ft. squares); 
  Search DC 24; Disable Device DC 20. 
  Pit Trap B (EL 2) 
   
  Camouflage Pit Trap: CR 2; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 20 ft. deep (2d6, fall); multiple targets (first 
  target in each of three adjacent 5-ft. squares); 
  Search DC 24; Disable Device DC 19. 
  As the heroes move beyond the traps on the map, 
  please read or paraphrase the following. 
  Ahead, the mining tunnel is opening up into a 
  larger room. Several mine carts lie overturned 
  about the room. 
  Allow the heroes to make Listen DC 15 or a Spot 
  Check DC 19 to see the creatures in the room. If 
  anyone makes either check, please read or 
  paraphrase the following: 
  You notice several small humanoid shapes 
  hiding behind and in the mine carts.  
  A Knowledge Nature Check DC 15 will identify 
  them as kobolds. 
  Kobolds (EL 3) 
   
  Brechtzor, Kobold Leader, Cleric 3, hp 23 
   
  Kakatha, Kobold, Paladin 1, hp 9 
   
  Sneer, Kobold, Rogue 1, hp 5 
   
  Kobolds, Warriors (4), hp 8, 8, 8, 8 
  The kobolds would rather not fight, but have taken 
  up defensive positions as a precaution (see DM’s 
  Aid 5, Cult Hideout & Fungus Room map for 
  positions). They are actually all good-aligned, as 
  Brechtzor traveled with Tajlo, the kobold paladin 
  from the Windows to a Serpent’s Soul Core series 
  of adventures. If approached in a non-threatening 
  manner and if they are treated with dignity and 
  respect, the party may interact with them. They 
  proudly refer to themselves as the Cult of the 
  Wandering 
  Paladin. 
  Their 
  initial 
  attitude 
  is 
  indifferent but cautious. The Cult wishes to be left 
  alone to find their way, as they are getting 
  accustomed to their new morality, and understand 
  that most humans and demi-humans would initiate 
  combat upon sight. They are hoping to create a 
  colony of good kobolds and humanoids here in his 
  mine, and have cleared out one blocked passage, 
  which leads them to a small vein of tin, which they 
  are using to make lanterns that are altered to hold 
  a sunrod instead of a candle or lantern oil, as well 
  as other small iron items, and will hopefully finding 
  something useful to mine in the blocked passages. 
   
  The heroes may use Diplomacy when 
  interacting with the Cult of Tajlo in a non-
  threatening manner. The judge is encouraged to 
  assign Diplomacy modifiers based upon the 
  party’s actions.  
   
  If dealt with diplomatically, the Cult will be 
  willing to provide the party with some healing if 
  needed, and will happily provide the PCs the 
  directions to the Brushfire Moss and Frog Morel as 
  required in the ingredient list. They will also warn 
  the heroes of the “creepy crawly things with lots of 
  legs” farther down in the mine. Brechtor will also 
  show the heroes his most prized possession if 
  dealt with diplomatically and his attitude is 
  changed to friendly: his Bronze Dragon scale, 
  which he found nearby, lying on the ground 
  outside the cave mine opening. He considers it his 
  sign that this is where they should settle down. 
  Please read or paraphrase the following if this 
  happens. 
   
  “We were wandering about this area, 
  looking for a home, when we came across 
  this,” and he holds up what at first look 
  appears to be a large rusted steel shield. “It 
  was lying right outside the mine, and we took 
  it as a sign that this is our new home.” Upon a 
  second look, this is not a shield, but a reddish 
  colored dragon scale, with a metallic sheen to 
  it.” 
   
  The Cult of Tajlo are willing to fight if needed, 
  and will fight dealing non-lethal damage. If the 
  party is overcome by the Cult, they will take the 
  heroes, unconscious, at night, to an area near 
  Crookhollow, where they will be easily found the 
  next morning. None of their belongings will be 
  taken. 
   
  After they are done interacting with the Cult of 
  the Wandering Paladin, they heroes may continue 
  KEO7-IS1 – A NEW BREW 
   
  Page 13 
  
  deeper into the mine after the Brushfire Moss and 
  Frog Morel. After a 30 minutes of traveling (at 30’ 
  speed; 45 minutes at 20’ speed), please read or 
  paraphrase the following. 
   
  The mine tunnel opens up ahead into a 
  larger room. You hear the sound of running 
  water. As you approach, the chamber is about 
  60 feet long and 50 feet across, with three 
  other passages leading out of this chamber. A 
  variety of mushroom and fungi fill the area, 
  and on one side is a small unmoving pool. A 
  dank, musty smell permeates the area.  
   
  The room has two shriekers located as shown 
  on DM’s Aid 5: Cult Hideout and Fungus Room 
  Map. As soon as a light source approaches within 
  ten feet of a shrieker, it will begin to shriek. Please 
  read or paraphrase the following. 
   
  A loud, piercing wail suddenly fills the air 
  of the chamber, echoing all around. It is 
  quickly joined by another shriek of similar 
  sound. The noise seems to be emanating from 
  a couple of mushrooms! 
   
  Roll for initiative now. The shriekers will draw 
  the attention of the centipedes that lair down the 
  right passageway. The centipedes will appear 
  from the passageway 2d4 rounds after the 
  shriekers begin shrieking. 
   
  APL 2 (EL 2) 
   
   
  Shriekers (2): hp 13, 13; Monster Manual 
  112. 
   
  APL 2 (EL3) 
   
   
  Centipedes (3): hp 18, 18, 18; Monster 
  Manual 286. 
   
  Tactics: The centipedes will respond to the 
  shrieking, and will attack any creatures. They will 
  not fight to the death, and will try to escape when 
  reduced to 3 or fewer hit points. 
   
  The heroes may then easily find the Brushfire 
  Moss, Frog Morels and centipede droppings. No 
  further trouble will be had as they make their way 
  out of Tumbledown Delve. The kobolds, if now 
  friendly, may heal the PCs of any damage they 
  have incurred. 
   
  ENCOUNTER 7: THE BIG 
  MOUND 
  Please read or paraphrase the following as the 
  PCs approach. 
  At first glance, the low hill in front of you looks 
  like the others that make up the Moors in and 
  around 
  Crookhollow. 
  But 
  upon 
  closer 
  inspection, you find a stone on the outside, 
  covered in moss, that is the size and shape of 
  a door. 
  The door is a normal stone door, long disused 
  over the years, and is now only capable of being 
  opened by breaking it down.  
  Door, Stone: Thickness 4 in.; Hardness 5; Hit 
  Points 40; Break DC 25. 
  Of course, touching the door will set off the trap, 
  and breaking the door down will notify the 
  Deathlock of visitors. 
  Trap (EL 1) 
   
  Heavy Mace Trap; CR 1; mechanical, touch 
  trigger; manual reset; Atk +8 (1d8, heavy stone 
  mace); Search DC 21; Disable Device DC 20  (EL 
  1)  
  After the door is opened, please read or 
  paraphrase the following text. 
  With the door dealt with, you peer beyond the 
  doorway into a five foot wide by ten foot tall 
  corridor leading into the hill as far as you can 
  see. 
  As soon as a PC enters the 5’ space beyond 
  doorway, the following trap is sprung. 
  Trap (EL 2) 
   
  Ghoul Glyph Trap; CR 2; magic device; 
  proximity trigger; manual reset; spell effect (ghoul 
  glyph, deathlock level, paralyzed 1d6+2 rounds, 
  stench, DC 14 Fort save on stench); Search DC 
  27, Disable Device DC 27 
  As the PCs move down the hallway, please read 
  or paraphrase the following text: 
  Dust swirls around you as you move down the 
  hallway. A deep, musty smells permeates the 
  air as you pass. 
  As the party moves into sight range for the 
  alcoves, please read or paraphrase the following. 
  KEO7-IS1 – A NEW BREW 
   
  Page 14 
  
  The hallway opens up on both sides, as 10 foot 
  wide archways face each other. The five foot 
  wide main passage continues beyond.  
  As soon as a PC gets between the archways, 
  allow Listen checks DC 10 to notice the sounds 
  coming from beyond. Anyone making the check 
  may act during the surprise round. The skeletal 
  wolves will charge the first PC they see. Please 
  read or paraphrase the following. 
  Canine forms charge you, from the left and 
  right archways. They are skeletal, with red 
  pinpoints of light where the eyes should be. 
  APL 2 (EL 3) 
   
  Wolf, Skeleton (3): hp 18, 18, 18; Monster 
  Manual 226.  
  Tactics: The skeletal wolves are guardians, and 
  will attack to the death. They will pursue only to 
  the entrance, and will not leave the barrow. 
  As the heroes approach the main room, please 
  read or paraphrase the following text. 
  The corridor is straight for 80 feet before it 
  opens up into a 60 foot diameter round 
  chamber, with the ceiling arching up to a 
  height of twenty feet in the middle. Stone altars 
  are set at the cardinal compass points, and a 
  sarcophagus waits in the middle of the room.  
  As soon as the party has the visibility to see the 
  far side of the room, please read or paraphrase 
  the following. 
  At the far end of the room stands a thin, 
  skeletal cloaked figure, obviously preparing to 
  cast a spell. 
  Roll for initiative at this time. 
  APL 2 (EL 3) 
   
  Deathlock: hp 27, see Appendix 1. 
  Tactics: Please use common sense based on the 
  party’s entry tactics. The Deathlock will usually 
  first use it’s summon monster I ability to draw 
  attention away from itself, then use cause fear to 
  reduce enemy combatants.  
  Treasure: In the coffin are assorted gems worth 
  1,200 gp per person, as well as the Tomb Morel 
  on the list of ingredients.  
  ENCOUNTER 8: THE 
  CEREMONY 
  Once the heroes have all the ingredients, they 
  must perform the ceremony as instructed by 
  Pemlo. The Pixie Dust and centipede droppings 
  must be mixed and dumped into the Istinbrook 
  while reciting a prayer to Brandobaris. The prayer 
  is just a tradition of Pemlo’s and is not really 
  necessary for the ceremony. They are then to 
  travel downstream to an old fruit tree and gather 
  its blooms. The fruit tree is actually a treant, 
  whose name is unpronounceable by any save a 
  druid. Pemlo calls him “Knothead.” Both Pemlo 
  and Knothead have been protectors of the region 
  for many years, though on occasion they do find 
  themselves at odds with one another. 
   
  Before Pemlo’s first lambic was brewed, he 
  discovered the effect of the fertilizer on the treant 
  as he roots to his favorite stream bank. He never 
  laughed harder, before or since, than when he first 
  saw the wizened old tree coiffed in a showy 
  bonnet of pink. Over the years Pemlo learned to 
  mix in Pixie Dust to add potency to his infusion. 
  The old tree finds this a great humiliation and 
  never willingly yields his flower.  
  Continue to Encounter 8. 
  ENCOUNTER 9: THE OLD 
  CRABAPPLE 
  If the heroes have not completed the ceremony in 
  Encounter 8, Knothead is not blooming and cannot 
  be influenced to bloom. Adjust the description and 
  encounter accordingly. 
   
  If the heroes have completed the ceremony, 
  please read or paraphrase the following. 
  Just as described by Pemlo, at a bend in the 
  creek stands a crabapple tree in full bloom. 
  Pink and white blossoms adorn the tree in an 
  outburst of color. Petals drift on the breeze, 
  and the air is thick with a honey-scented 
  perfume. So heavy are the flowers on the limbs 
  that the trunk of the tree can barely be seen. 
  The tree’s name is actually Huyuduturuwupu, a 
  treant that has been a guardian of the area for 
  years. The locals call him Knothead, or at least 
  Pemlo does. For nearly a century he has been the 
  butt of Pemlo’s practical jokes, and his bloom has 
  been a necessary ingredient in the concoctions 
  over the years. He has never taken well to his 
  unwilling 
  participation 
  in 
  Pemlo’s 
  business. 
  Knothead sees himself as a robust guardian of the 
  KEO7-IS1 – A NEW BREW 
   
  Page 15 
  
  lands in and around Crookhollow, and considers 
  the bouquet of blossoms “downright undignified.”  
   
  Getting the blossoms from Knothead will 
  require some interaction with him. The heroes may 
  use Diplomacy, Intimidate, or other “people” skills 
  to change Knothead’s attitude to helpful. Feel free 
  to award ad hoc bonuses and/or penalties based 
  on the heroes actions and words, both while 
  interacting with Knothead and from previous acts 
  of the party. If the heroes have treated the area 
  and denizens well regarding the natural aspect of 
  things, then Knothead will know this, and he will 
  start off friendly towards the party. 
   
  If the heroes have despoiled nature while 
  collecting the ingredients (hurt the fey, started fire 
  in the forest, etc.), then they will have a hard time 
  with Knothead. He will then start out as hostile 
  towards the party. 
   
  The party may also come up with other ways 
  to get the blooms; thievery, trickery, etc. Feel free 
  to allow the heroes to be creative. They will 
  receive half experience points in this case. The 
  PCs can simply snatch some blossoms with a 
  touch attack against AC 10 and run; Knothead will 
  not pursue, but you don’t need to tell them this. 
  APL 2 (EL 4) 
   
  Knothead the Treant:  hp 66, Monster 
  Manual 244. 
  CONCLUSION: RETURN TO 
  CROOKHOLLOW 
  Once they have all of the ingredients and 
  completed the ceremony, the heroes may return to 
  Crookhollow and hand the components over to 
  Pemlo. He will thanks them, and then hurry to A 
  Penchant for Drink to start work on the new brew. 
  He tells the heroes to stick around for a few days, 
  and he’ll get back to them then. 
  After two days of waiting, Pemlo comes to the 
  heroes and tells them of the level of success he 
  expects for the Good Hills Imperial Stout. Based 
  on the chart in Encounter 1, he will offer them the 
  reward the have earned. He will also gift each 
  hero with shares in A Penchant for Drink, and also 
  gift any hero that wants one with a Cap of 
  Urogalan, which may have uses in the future. 
  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 1 
  Defeat the bandits. 
   
  APL 2: 90 xp. 
   
   
  Encounter 4 
  Defeat the predators 
   
  APL 2: 60 xp. 
   
  Encounter 5 
  Negotiate with the pixies and get the pixie dust 
   
  APL 2: 120 xp. 
  Negotiate with the grigs and get the fiddle 
   
  APL 2: 30 xp. 
  Negotiate with nymph and get the comb 
   
  APL 2: 150 xp. 
  Defeat the spiders and bring proof to Sarawenthe 
   
  APL 2: 60 xp. 
   
  Encounter 6 
  Bypass or trigger camouflage pit trap A 
   
  APL 2: 60 xp. 
  Bypass or trigger camouflage pit trap B 
   
  APL 2: 60 xp. 
  Make friends with or defeat the kobolds 
   
  APL 2: 90 xp. 
  Defeat or bypass the shriekers 
   
  APL 2: 60 xp. 
  Defeat or bypass the centipeded 
   
  APL 2: 90 xp. 
   
  Encounter 7 
  Bypass or trigger heavy mace trap 
   
  APL 2: 30 xp. 
  Bypass or trigger ghoul glyph trap 
  KEO7-IS1 – A NEW BREW 
   
  Page 16 
  
   
  APL 2: 60 xp. 
  Defeat the wolf skeletons 
   
  APL 2: 90 xp. 
  Defeat the deathlock 
   
  APL 2: 90 xp. 
   
  Encounter 8 
  Get Knotheads blooms without attacking 
   
  APL 2: 120 xp. 
   
  Discretionary Roleplaying Award 
   
  APL 2: 0-270, based on how long it took to 
  gather ingredients. 
   
   
  Total possible experience 
   
  APL 2: 1,350 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 
  adventure, 
  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 1: 
  APL 2: L: 184 gp, C: 16 gp. Total 200 gp 
  Encounter 7: 
  APL 2:  C: 1,200 gp, Total 1,200 gp. 
  Conclusion: 
  APL 2: L: 0 to 250 gp, Total 0 to 250 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 1,384 gp, C: 216 to 466 gp, – Total: 
  1,850 gp (1,350 gp). 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Favor of the Good Hills Union: In thanks for 
  collecting Pemlo’s ingredients, and therefore being 
  a great friend to the Good Hills, the Mayor of 
  Crookhollow declares you a “Friend o’ the 
  ‘Hollow”, and gives you a small pin in the shape of 
  the wagon wheel. Open display of this symbol 
  grants the wearer a +2 circumstance bonus to 
  Diplomacy and Gather Information checks within 
  the Good Hills. 
  KEO7-IS1 – A NEW BREW 
   
  Page 17 
  
  Stock in a Penchant for Drink: Pemlo has gifted 
  you with _____ shares in A Penchant for Drink. 
  These shares may be able to be sold during future 
  adventures, but, for now, you must merely hold 
  onto them. 
  Cap of Urogalan: In thanks for participating in 
  Pemlo’s undertaking, the halflings of the Good 
  Hills gift you with the Cap of Urogalan. It is a 
  stylized black skullcap lined with silver runes and 
  decorated with the holy symbol of Urogalan, a 
  dark grey silhouette of a dog’s head. It is rumored 
  that their may be upgrades that may be purchased 
  for this cap by worthy adventurers. 
  Favor of the Cult of the Wandering Paladin: 
  You have made peaceful contact with the Cult of 
  the Wandering Paladin. Though of no value now, it 
  may have value in the future. 
  Item Access 
  As this is an introductory adventure, there is no 
  item access. 
   
  KEO7-IS1 – A NEW BREW 
   
  Page 18 
  
  APPENDIX 1 – APL 2 
  1: INTRODUCTION  
   
   
   
  DROZZ 
  CR 1 
  Male halforc fighter 1  
  CN Medium humanoid (orc) 
  Init +1; Senses Listen -1, Spot -1 
  Languages Common, Orc  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +6 armor, +2) 
  hp 12 (1d10 HD) 
  Fort +4, Ref +1, Will -1 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft. 
  Melee MW long sword +5 (1d8+3/19-20) 
  Ranged mighty (str +2) composite long bow  (1d8+2) 
  Space  5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4  
  Combat Gear banded mail, heavy steel shield, MW long 
  sword, composite long bow, 20 arrows, 1 potion of cure 
  light wounds. 
  Abilities Str 16, Dex 12, Con 14, Int 12, Wis 8, Cha 10 
  Feats Weapon Focus (long sword), Toughness  
  Skills Climb +7, Jump +7, Intimidate +4  
  Possessions combat gear plus 120 gold in coins and 
  gems 
  Description: 6’-6” tall, 350 pounds, heavily scarred, eye 
  patch over left eye. 
   
  GRINK, THRANK & THORK 
  CR 1 
  Male orc warriors 1 
  C/E Medium humanoid (orc) 
  Init +0; Senses Darkvision 60’, Listen +1, Spot +1 
  Languages Orc  
  AC 16, touch 11, flat-footed 15 
   (+1 Dex, +3 armor, +2 shield 
  hp 7 (1d8 HD) 
  Fort +3, Ref +0, Will -2 
  Weakness light sensitivity 
  Speed 30 ft. in studded leather armor (6 squares), base 
  movement 30 ft. 
  Melee MW long sword +4 (1d8+2/19-20) 
  Ranged mighty (str +1) composite long bow  (1d8+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +4  
   Combat Gear studded leather armor, MW long sword, 
  composite long bow, 20 arrows, 1 potion of cure light 
  wounds (ea) 
  Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6 
  Feats Alertness  
  Skills Climb +7 
  Possessions combat gear plus 24 gp in assorted coins 
  Description  This creature has gray skin, coarse hair, a 
  stooped posture, low forehead, and a piglike face 
  with prominent lower canines that resemble a boar’s 
  tusks. 
  5: CULT OF THE WANDERING 
  PALADIN 
  BRECHTZOR 
  CR 3 
  Male kobold cleric 3 
  LG Small Humanoid (reptilian) 
  Init +5; Senses Darkvision 60’; Listen +1, Spot +1 
  Languages Common, Draconic  
  AC 21, touch 12, flat-footed 20 
   (+1 size, +1 Dex, +6 armor, +2 shield, +1 natural) 
  hp 23 (3 HD)  
  Fort +5, Ref +2, Will +4 
  Weakness light sensitivity 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft. 
  Melee flail +4 (1d6+2)  
  Ranged light crossbow +3 (1d6/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +0  
  Atk Options Combat Casting, spells 
  Special Actions spontaneous casting, turn undead 
  (3/day) 
  Combat Gear banded mail, heavy steel shield, MW flail, 
  light crossbow, wooden holy symbol of Bahamut. 
  Cleric Spells Prepared (CL 3rd), save DC 11 + spell 
  level: 
   2nd — aid (D), calm emotions, cure moderate wounds 
   1st — bless, cure light wounds, summon monster 1, 
  protection from evil (D)  
   0 — create water, cure minor wounds (x2), detect 
  magic  
  D: Domain spell. Deity: Bahamut. Domains: Good, Luck  
  Abilities Str 15, Dex 12, Con 14, Int 8, Wis 13, Cha 10 
  Feats Improved InitiativeFeat, Feat, Feat, Feat, Feat  
  Skills Concentration +6 
  Description: A small, brown-tinted reptilian creature 
  with a dog-like head, and a prominent design of the 
  sun etched into both its shield and armor.  
   
  KAKATHA 
  CR 1 
  Female kobold paladin 1 
  LG Small humanoid (reptilian) 
  Init +1; Senses Listen +0, Spot +0 
  Languages Common, Draconic  
  AC 21, touch 12, flat-footed 20 
   (+1 size, +1 Dex,+6 armor, +2 shield, +1 natural) 
  hp 9 (1d10 HD); regeneration/fast healing; DR  
  Fort +4, Ref +1, Will +0 
  Weakness light sensitivity 
  Speed 20 ft. in banded mail (4 squares), base 
  movement 30 ft. 
  Melee bastard sword +2 (1d8+2/19-20)  
  Ranged light crossbow +2 (1d6/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -2  
  KEO7-IS1 – A NEW BREW 
   
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  Skills Climb +4, Jump +4 
  Atk Options smite evil 1/day (+2 to hit, +1 damage) 
  Combat Gear banded mail, heavy steel shield, bastard 
  sword, light crossbow, holy symbol of Bahamut 
   Description: A small, brown-tinted reptilian creature 
  with a dog-like head. 
    
  Abilities Str 12, Dex 13, Con 15, Int 8, Wis 10, Cha 14 
  SQ aura of good 
  6: THE BIG MOUND 
   
   
   
  Feats Exotic Weapon Proficiency (bastard sword)  
  Skills Diplomacy  +6, Sense Motive +4 
  DEATHLOCK 
  CR 3 
  Description: A small, brown-tinted reptilian creature 
  with a dog-like head, and a prominent design of the 
  sun etched into both its shield and armor. 
  Libris Mortis page 94  
  NE Medium Undead 
  Init +6; Senses Darkvision 60’, Listen +9, Spot +9 
   
  Languages Common, Abyssal, Infernal  
  SNEER 
  CR 1 
  AC 13, touch 12, flat-footed 11 
  Male kobold rogue 1 
   (+2 Dex, +1 natural) 
  NG Small humanoid (reptilian) 
  hp 27 (3d12 HD)  
  Init +6; Senses Listen -1, Spot -1 
  Fort +1, Ref +3, Will +4 
  Languages Common, Draconic  
  Speed 30 ft. (6 squares) 
  AC 16, touch 13, flat-footed 14 
  Melee bite +1 (1d4) 
   (+1 size, +2 Dex, +2 armor, +1 natural) 
  Ranged spell-like abilities 
  hp 5 (1d6 HD)  
  Space 5 ft.; Reach 5 ft. 
  Fort +1, Ref +4, Will +1 
  Base Atk +1; Grp +1  
  Weakness light sensitivity 
  Atk Options spell-like abilities 
  Speed 30 ft. in leather armor (6 squares), base 
  movement 30 ft. 
  Spell-Like Abilities (CL 3rd); save DCs are Charisma-
  based.: 
  Melee rapier +2 (1d4+2/18-20)  
   At will — detect magic, inflict minor wounds (DC 13) 
  Ranged light crossbow +2 (1d6 damage/19-20) 
   3/day — cause fear (DC 13), magic missile, summon 
  monster I 
  Space 5 ft.; Reach 5 ft. 
   2/day — death knell (DC 14), ghoul glyph (DC 14) 
  Base Atk +0; Grp -2  
  Atk Options sneak damage (+1d6), tumble 
  Abilities Str 11, Dex 15, Con --, Int 14, Wis 13, Cha 14 
  Combat Gear leather armor, rapier, light crossbow 
  SQ undead traits; +2 turn resistance 
  Feats Alertness, Improved Initiative  
  Abilities Str 14, Dex 15, Con 13, Int 10, Wis 12, Cha 8 
  Skills Concentrate +6, Hide +8, Knowledge (arcana) +8, 
  Spellcraft +8 
  Feats Improved Initiative  
  Skills Balance +6, Climb +6, Disable Device +6, Escape 
  Artist +6, Move Silently +6, Open Lock +6, Search 
  +4, Tumble +6 
  Possessions combat gear plus  
  Description: Skeletally thin, this figure wears a 
  dramatic cloak fringed with magical sigils. Its 
  cadaverous eyes sizzle with cursed power, and 
  deadly spells dance on its fingertips. 
  Description: A small, brown-tinted reptilian creature 
  with a dog-like head, and covered in dark soot or 
  paint.  
  Deathlocks are undead born of the corpses of powerful 
  spellcasters whose remains are so charged with 
  magic that they are unable to lie quiet in the grave. 
  Animate, but shorn of the spirit that once ruled their 
  forms, deathlocks seek to bring all those they meet 
  into an intimate embrace with death. Only their 
  knowledge of spellcasting remains, though twisted 
  and changed. 
   
  CULT MEMBERS (4) 
  CR 1 
  Male (2) and Female (2) kobold warriors 1  
  NG Small humanoid (reptilian) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common, Draconic 
  AC 21, touch 13, flat-footed 19 
   (+1 size, +2 Dex, +5 armor, +2 shield,+1 natural) 
  Sometimes deathlocks retain a single shred of memory 
  from their former spirits. If the recollection was dear 
  to the spirit that once inhabited the now shriveled and 
  blasted body of the deathlock, the creature ully seeks 
  out the sourc of that memory, hoping to destroy it, 
  compromise it, or undo the deeds associated with it. 
  hp 8 (d8 HD) 
  Fort +2 Ref +0, Will +0 
  Weakness light sensitivity 
  Speed 20 ft. in chain mail (4 squares), base movement 
  30 ft. 
  Deathlocks stand between 5-1/2 and 6-1/2 feet tall and 
  weigh between 100 and 120 pounds. 
  Melee scimitar +3 (1d4+2/18-20) 
  Ranged light crossbow +3 (1d6/19-20) 
  Tactics: A deathlock prefers to use its spell-like abilities 
  from a distance, disdaining melee. Thus, it can also 
  use inflict minor wounds to heal itself.  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp -1  
  Atk Options  
   
  Combat Gear chain mail, heavy steel shield, scimitar 
  Abilities Str 15, Dex 14, Con 13, Int 8, Wis 12, Cha 10 
  Feats Improved Initiative  
  KEO7-IS1 – A NEW BREW 
   
  Page 20 
  
   PLAYER’S HANDOUT 1 – CROOKHOLLOW MAP 
   
  KEO7-IS1 – A NEW BREW 
   
  Page 21 
  
  PLAYER’S HANDOUT 2 -SHOPPING LIST 
  Shopping List 
  Bettledown Moors: 
  Bog Cranberry – look at the foot of the western hills near the crossroad 
  Feathertop – as the name, soft and fluffy 
  Finklefoil – VFG, page 59 
  Fire Weed – bright red flowering plant, VFG, page 37 
  Fork Root – spud growing in sandy soil with a two-pronged root 
  Honeyberry – VFG, page 11 
  Lashbalm – VFG, page 42 
  Lemongrass – VFG, page 22 
  Kevin’s Berry – VFG, page 44 
  Ox Tongue – pale green, wide, thick leaves 
  Rabbit’s Foot Grass – short, soft, white, grows near oak trees  
  Serrated Tussock – green stalk with rough, sharp egdes 
  Stinkwort – you know it when you’re near, VFG, page 67 
  White Mulberry – like a normal mulberry but white 
  Whisky Grass – Vendraith’s Field Guide, page 43 
  Wild Oats – brown, flat and hairy 
  Spinster’s Wood: 
  Pixie Dust – follow the glow bugs on the Nob at dusk 
  Tumbledown Delve: 
  Brushfire Moss – growing near the underground stream? 
  Frog Morel – a short, squat green mushroom 
  Centipede Droppings – you know, dung, guano, poo 
  The Cairn: 
  Tomb Morel – gray, wrinkly dry-ish mushroom, very brittle 
  May your feet be quick and your eyes be keen!! 
  ---- P 
  KEO7-IS1 – A NEW BREW 
   
  Page 22 
  
  PLAYER’S HANDOUT 3 – CROOKHOLLOW & ENVIRONS 
   
   
  KEO7-IS1 – A NEW BREW 
   
  Page 23 
  
  DM’S AID 1 - ENCOUNTER 1 MAP  
   
  KEO7-IS1 – A NEW BREW 
   
  Page 24 
  
   DM’S AID 2 - SHOPPING LIST 
  Shopping List 
  Bettledown Moors: 
  Bog Cranberry  
  Feathertop  
  Fire Weed  
  Finklefoil  
  Fork Root 
  Honeyberry  
  Lashbalm 
  Lemongrass 
  Kevin’s Berry 
  Ox Tongue  
  Rabbit’s Foot Grass  
  Serrated Tussock 
  Stinkwort  
  Whisky Grass  
  White Mulberry  
  Wild Oats  
    
  Spinster’s Wood: 
  Pixie Dust  
   
  Tumbledown Delve: 
  Brushfire Moss  
  Frog Morel  
  Centipede Droppings 
   
  The Cairn: 
  Tomb Morel  
   
  KEO7-IS1 – A NEW BREW 
   
  Page 25 
  
  DM’S AID 3 – TIME TRACKER 
  Start tracking time from the time the first ingredient is collected. 
  AREA 
  6:00 - 7:00  
  7:00 – 8:00 
  8:00 – 9:00 
  9:00 – 10:00 
  10:00 – 11:00 
  11:00 - noon 
  Noon- 1:00 
  1:00 – 2:00 
  2:00 – 3:00 
  3:00 – 4:00 
  4:00 – 5:00 
  5:00 – 6:00 
  6:00 – 7:00 
  7:00 – 8:00  
  The Moors 
  Spinster’s Wood 
  Tumbledown Delve 
  The Big Mound 
  Treant 
  Crookhollow 
  Travel 
   
  Journey (based on 30 ft. base movement; adjust as necessary) 
  Distance 
  Walk (hr) 
  Crookhollow to Moors 
  4.5 
  1.5 
  Crookhollow to Tumbledown Delve 
  6 
  2 
  Crookhollow to Spinster’s Wood 
  3 
  1 
  Crookhollow to Treant 
  1.5 
  0.5 
  Crookhollow to The Big Mound 
  3 
  1 
  Moors to Tumbledown Delve 
  3 
  1 
  Moors to Spinster’s Wood 
  6 
  2 
  Moors to Treant 
  1.5 
  0.5 
  Moors to The Big Mound 
  3 
  1 
  Tumbledown Delve to Spinster’s Wood 
  3 
  1 
  Tumbledown to Treant 
  4.5 
  1.5 
  Tumbledown Delve to The Big Mound 
  1.5 
  .5 
  The Big Mound to Spinster’s Wood 
  3 
  1 
  The Big Mound to Treant 
  1 
  .5 
  Spinster’s Knob to Fey in Spinster’s Wood 
  3 
  1 
  Fey in Spinster’s Wood 
  2 
  ** 
  Spinster’s Wood to Treant 
  3 
  1 
  Tumbledown Delve 
  1 
  ** 
  * PCs can hustle for 1 hour without a problem  
  ** Time is total time involved in encounter 
  Refer to pages 161-163 of the 
  PHB for further information 
   
  KEO7-IS1 – A NEW BREW 
   
  Page 26 
  
  DM’S AID 4: TUMBLEDOWN DELVE MAP 
   
  KEO7-IS1 – A NEW BREW 
   
  Page 27 
  
  DM’S AID 5: CULT HIDEOUT & FUNGUS ROOM 
   
  KEO7-IS1 – A NEW BREW 
   
  Page 28 
  
  DM AID 6: BIG MOUND 
   
  KEO7-IS1 – A NEW BREW 
   
  Page 29 
  
  DM AID: NEW RULES 
  NEW SPELLS 
  Ghoul Glyph (Libris MortisSpell Compendium) 
  Necromancy 
  Level: Hunger 2, sorc/wiz 2 
  Components: V, S, M 
  Casting Time: 1 minute 
  Range: Touch 
  Target: One ghoul glyph that must fit within a 1-ft. square 
  Duration: Permanent until discharged 
  Saving Throw: Fortitude partial 
  Spell Resistance: Yes 
   
  You inscribe a glyph that paralyzes any living creature of Large or smaller size that enters, passes, or opens the 
  warded area. You can scribe the glyph to be visible as faintly glowing lines, or invisible. You can scribe a ghoul glyph 
  on a portable object, but if the object is moved more than 5 feet, the glyph fades. 
   
  Conditions for triggering a ghoul glyph are stringent. It takes effect on any creature except yourself that moves to 
  or within 2 feet of it. It affects invisible creatures normally but is not triggered by those that travel past it ethereally. 
  Only a single ghoul glyph can be inscribed in a 5-foot square. 
   
  Ghoul glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be 
  dispelled. Mislead and nondetection can fool a ghoul glyph. 
   
  Read magic allows identification of a ghoul glyph with a successful DC 13 Spellcrafft check, if the glyph is noticed 
  before it is activated. A rogue (only) can use the Search skill to find a ghoul glyph and Disable Device to thwart it. The 
  DC is each case is 27. 
   
  When a glyph is activated, the subject is paralyzed for 1d6+2 rounds. Additionally, if the sbject fails his Fortitude 
  save, the paralyzed subject exudes a carrion stench that causes retching and nausea in a 10-foot radius. Those in the 
  radius must make a Fortitude save or take a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill 
  checks and ability checks until the spell ends. 
   
  Material Component: You trace the glyph with earth from a ghoul’s lair. 
   
    
   
   
  KEO7-IS1 – A NEW BREW 
   
  Page 30 
  
  CRITICAL EVENT SUMMARY: KEO7-IS1, A NEW BREW 
  Only for use before April 9th, 2007. 
   
  You may mail results to Dave Guerrieri, 115 Queen Street, Gettysburg, PA, 17325, or you may email the 
  results to keoland-poc@comcast.net. 
   
   
  1.  How many days did it take for the heroes to collect the ingredients?  
   
   
   
  2. Did the heroes interact peacefully with the fey, or did they combat them? 
   
   
   
   
   
  Peacefully 
   
  Combat 
   
   
  3.  Did the heroes deal peacefully with the Cult of the Wandering Paladin? 
   
   
   
   
   
   
   
   
   
  Yes 
   
   
  No 
   
   
  4. Did the heroes eliminate the undead threat in the Big Mound? 
   
   
   
   
   
   
   
   
   
   
   
   
  Yes 
   
   
  No 
   
   
   
  4. Please describe how the heroes interacted with Knothead. 
   
   
   
   
   
   
   
  5. Anything else of note of which the Triad should be aware (Add anything that happened that might be 
  considered out of the ordinary – Strange occurrences, results that may not fit the above, etc.)? 
   
   
   
   
   
   
   
   
   
  Thank you very much for taking the time to judge this table and compile the results! 
  KEO7-IS1 – A NEW BREW 
   
  Page 31 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/597/Intro mods/KEOi7-01 - A New Brew/KEOi7-01 - A New Brew.pdf