TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  YEO3-07 
   
   
   
   
   
   
  Squeal Like a Pig 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by Kevin Freeman 
   
   
  A peaceful romp in Bogspur turns into a nightmare filled with bayou halflings, Midfell mountain oysters and, … orc 
  brides?  Come to think of it, what the heck are you doing in Bogspur again in the first place?  Bring your funnybones.  A 
  Yeomanry regional adventure for APLs 2-12. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  YEO3-07 Squeal Like a Pig 
   
  Page 2 
  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher.  Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  YEO3-07 Squeal Like a Pig 
   
  Page 3 
  
  Adventure Background 
  About the Yeomanry 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.   The 
  Yeomanry is a land populated primarily by freemen 
  Farmers, who are mostly a Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority who 
  has carried a spear for the nation, either now or in the 
  past, is eligible to elect spokesmen on his behalf from his 
  community, 
  these 
  spokesmen 
  in 
  turn 
  elect 
  Grosspokesmen that serve in the Council of Common 
  Grosspokesmen in Loftwick.   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com. 
  Is this a ‘Military Module?’ 
  As the defense of the homeland is imperative, at least to 
  some extent, in this module, members of the Yeoman 
  military may count this adventure towards any annual 
  TU requirement for their branch of the military. 
  Is this adventure “promotion worthy?” 
  Heroic deeds in the name of the Yeoman Militia are 
  possible in this module, and as such, the possibility for 
  promotion exists.  In order for a PC to be considered for 
  promotion at the end of this adventure, the PC must do 
  the following: 
  The GM and all Yeomanry militia members present at the 
  table must unanimously agree that the PC has performed 
  an action and behaved in a manner that would make 
  them a good leader of men in their unit. There must be at 
  least two other military PCs playing the scenario besides 
  the PC up for advancement.  Only one PC can be 
  nominated for advancement per scenario. 
  The player so nominated must then gather the names and 
  email addresses of all Yeomanry militia players AND 
  THE DM at the table. 
  The player must then submit a small summary of what 
  happened in the adventure and why he or she should be 
  considered for promotion.  Emailing this information to 
  yeomanry-triad@yahoogroups.com. 
  The Triad will then discuss your promotion and 
  determine whether promotion is granted.  You will be 
  notified via email, and a promotion certificate will be sent 
  to you via snail mail. 
  In order to be considered for promotion, the Yeomanry 
  militia member must have spent a minimum of one year 
  of REAL time as the rank below that being applied for.  
  So in order to be considered for Serjeant, the player must 
  have spent one full year as a Yeoman, and one full year 
  below that as an unranked militiaman.   
  Is this a “Dustdigger Module?” 
  As this adventure does not significantly involve 
  archeological matters, students in the Academy of Lore 
  may not count this adventure towards their Academy TU 
  requirement. 
  Bogspur 
  Bogspur is an old, dying village on the outskirts of the 
  Hool Marshes.  It sits on the bank of a large, swampy 
  lake.  The villagers of Bogspur make their living through 
  fishing, frogging, and alligator hunting.  Most of them 
  are very poor, and their contact with the rest of the 
  Yeomanry is sparse, at best.  As such they are wary of 
  visitors.  It is home to one old, leaky tavern, the Frog Bog. 
    
  Thurmaster 
  Thurmaster is a small walled town a short ride from the 
  horrors of the Hool Marshes.  The outskirts of town 
  contains a fair number of abandoned buildings, now 
  falling in ruin.  The walls were built 40 years past as a 
  defense against the then-marauding lizardfolk of the 
  Hool, led by a ferocious lizard king.  The lizardfolk were 
  eventually turned back, but at great cost.  Fishing, 
  agriculture, harvesting of marsh reeds and hay, and light 
  forestry are the main sources of income here.  There is 
  one tavern of note in town—the Hound and Tails, run by 
  Weismar.  
  YEO3-07 Squeal Like a Pig 
   
  Page 4 
  
  A Note To DMs 
  While this is an official Yeomanry regional adventure, it 
  is meant to have somewhat of a light and humorous 
  nature. Running this module “seriously” may cause some 
  of the players not to enjoy it to its fullest extent.  So have 
  fun, and let your players have fun as well! 
  It would also be wise for the DM to refresh her memory 
  about how illusions work. 
  You should also find out which of your players have 
  played YEO1-06 Cold Blooded.   
  A Word About Scry 
  The illusionist Foddypeak possesses a coveted magic 
  item—a crystal ball with telepathy.  He uses this item to 
  keep a constant eye on the PCs as they make their way 
  towards his tower.  Keep in mind that PCs are allowed a 
  Will save (DC 16) to resist the effects of the scrying.  You 
  should secretly write down all of the PCs’ Will save 
  modifiers to reduce suspicion. 
  While he can see the PCs, he cannot hear them, and does 
  not possess the ability to read lips. 
  Adventure Background 
  Something weird is going on in the Hool Marshes.   
  Ten days ago, a fisherman from Bogspur was hunting 
  frogs upon his skiff when he stumbled upon the bloated, 
  torn bodies of nearly a dozen bayou halflings floating in a 
  fetid pool a few miles outside of town.  He quickly 
  returned to the small village to summon the local militia 
  (all three of them) so the bodies could be identified and 
  examined.  After the lone priest in town had a look at 
  them, he concluded that the violence was the work of a 
  small orc tribe, the Broken Tooth tribe, which lives in the 
  swamp.  Sure enough, when a more careful investigation 
  of the area was made, more damning evidence—
  including a discarded shield with their symbol painted 
  on it—was found to clearly lay blame on the orcs. 
  Sherman, the town priest and follower of Trithereon, 
  decided to walk the short distance to the bayou halfling 
  village of Attakapas to let the elders there know what had 
  transpired.  While the residents of Bogspur and the 
  bayou halflings are not best of allies, they do trade on 
  occasion and are aware of each other’s habits.   
  There, the halfling Marceaux confirmed that the incident 
  was not isolated.  In fact, the number of bayou halfling 
  casualties that had taken place over the last month was 
  nothing short of an epidemic.  Dozens of villagers have 
  been killed: some were ambushed as they hunted or 
  fished; others died in their homes, apparently poisoned.   
  In one peculiar case, a naked bayou halfling was found 
  tied to a tree, covered in honey, and set upon by ants. 
  Sherman and Marceaux came to a mutual conclusion—
  that the orcs and half-orcs of the Broken Tooth were 
  determined to exterminate the bayou halflings.  What 
  was odd about the whole situation, however, is that the 
  orcs, while unpredictable, had never tried anything on so 
  large a scale.  Regardless, something had to be done about 
  them.  Lacking the military strength themselves to deal 
  with the problem, Sherman levied an official request to 
  Newick for military assistance.  Lacking the proper 
  fighting men to spare, Grosspokeswoman Wendomere 
  sends a trustworthy band of mercenary adventurers 
  instead…. 
  What’s really happening: A gnome illusionist named 
  Foddypeak, in a fit of madness, has decided to leave the 
  relatively friendly confines of Melkot to construct his 
  very own Wizard Tower in the middle of the Hool 
  Marshes, near the Yeoman border.  He believed the 
  relative isolation of the Hool would allow him ample 
  time to begin his plans for world domination, beginning 
  with the Yeomanry and moving eventually to points 
  beyond. 
  After weeks of planning, scrying, and exploration, he 
  found the perfect locale for his tower—a particularly 
  muddy, tree-covered island that could support the weight 
  of his mighty Wizard’s Tower.  There was only one 
  problem (well two, really): the area was already occupied 
  by a smelly clan of orcs and a sniveling village of furry, 
  diseased burrowers (the bayou halflings). 
  Foddypeak decided that both groups must be eliminated 
  before the true work could begin.  Instead of risking 
  premature discovery by directly destroying both villages 
  (which he could easily do), he decided to make it look 
  like they were destroying each other.  Using his powers 
  of illusion, he disguised himself as a wandering orc 
  shaman and confused the leader of the Broken Tooth 
  orcs, a particularly heinous brute named Og, into 
  thinking that the halflings were planning a full-scale 
  attack on his village, and that they must do something 
  about it.  He then proceeded to use the same ploy on the 
  halflings by taking the form of a plump halfling 
  soothsayer and warning them of an imminent orc attack. 
  As such, the seeds of conflict had been sewn, and 
  Foddypeak could sit back and watch as the two tribes sent 
  one another into oblivion.  To jumpstart the “war” a bit, 
  he has hired a small group of lizardfolk mercenaries to 
  cause trouble in both villages.  Once both groups are 
  sufficiently weakened, it would be particularly simple for 
  Foddypeak to finish them off and begin construction of 
  his mighty Tower. 
  YEO3-07 Squeal Like a Pig 
   
  Page 5 
  
  Adventure Summary 
  The PCs are given a written summons to make their way 
  to Bogspur with great haste.  In Bogspur, they meet 
  Sherman, a cleric in town, who tells them about the 
  discovery of bayou halfling corpses and the ‘war’ going on 
  between the halflings and the orcs of the Broken Tooth 
  clan.  He suggests they head to Attakapas to ask 
  Marceaux and the halflings how the PCs can help. 
  Using his scrying devices, Foddypeak discovers the 
  meddling PCs.  He sends a small group of his allied 
  swamp denizens to deal with them.   
  In Attakapas, the PCs talk with Marceaux, the town’s de 
  facto spokesperson.  Here they learn about the Broken 
  Tooth clan, its relations with the halflings, the visit by the 
  halfling soothsayer, and the orcs’ underhanded hit-and-
  run tactics in recent weeks.  They learn that the halflings 
  have lacked any ability to fight back (thus the need for 
  the PCs).  They are asked to attack the orcs and end the 
  assault once and for all. 
  If the PCs ‘come in swinging,’ the orcs are disposed and 
  the adventure ends.  However, assuming the PCs have 
  some suspicions (which are relatively obvious) and 
  decide to parley, they learn much more.  The orc chief 
  Og, before an amazing feast, tells the PCs of the visit by 
  the prophetic orc shaman—a strikingly similar tale given 
  to the PCs by Marceaux.  The PCs also learn that this clan 
  is somewhat peaceful, and has fled to the swamp in 
  recent years as the humans of the Yeomanry rejected 
  their request for asylum (and ultimately citizenship).  
  Most of the male orcs of fighting age are dead—killed by 
  ‘roving bands of maniacal halflings’ that attacked from 
  the north.  With these missing pieces, the PCs should 
  realize that they must investigate north of the orc camp.  
  Og and his remaining warriors accompany the PCs. 
  Cursing his failure, Foddypeak scries the PCs and orcs 
  heading towards the site of his partially constructed 
  tower.  He summons the last of his vanguard to face them 
  at the foot of the hill.  The PCs discover that illusory 
  magic is afoot, and they must discover the source. 
  The PCs find the hidden room serving as Foddypeak’s 
  headquarters.  Assuming they get through his illusions 
  and other magics, Foddypeak tells them of his master 
  plan and how it was foiled by the PCs. 
  The PCs return to Og as heroes.  He offers them 
  membership to their clan, and beautiful orc wives to have 
  as their very own.  When word of the orcs’ valor reaches 
  Newick, the Broken Tooth clan is granted residency in 
  the area south and east of Newick.  Ultimately, the 
  Freeholder himself hears of this news, and lifts the 
  restriction that half-orcs cannot be Yeoman citizens.  The 
  Broken Tooth orcs are given similar treatment.  And they 
  all lived happily after! 
  Introduction 
  The PCs begin the scenario doing anything they like.  If 
  they are familiar with one another and wish to begin the 
  game together, that is perfectly acceptable.  However, 
  inform each PC that she is somewhere near the large 
  Yeoman town of Newick.   
  Begin the round by explaining to each PC that they are 
  approached by a Yeoman militiaman. 
  As you are going about your business, a  young 
  Yeoman militiaman, grimy from a hard ride, 
  approaches you.  He smiles at you warmly.  As he gets 
  closer, you notice that he has a rolled-up parchment 
  in his right hand—more than likely it is some sort of
  ‘important message’ for you. 
   
  As he reaches you, he speaks in a thick, rural accent. 
  “Sorry to disturb you, sir, but I bring a message from 
  Lady Melinda.  She said you would know what to do.” 
  The item that he gives to the PC is Player Handout #1.  
  If you have time to adequately prepare, making a separate 
  copy for each PC adds a touch of realism.  Similarly, you 
  can provide different descriptions of the messenger for 
  each PC. 
  The 
  message 
  itself 
  is 
  from 
  Grosspokeswoman 
  Wendomere of Newick, an NPC who has been a 
  proverbial pain in the sides for many PCs familiar with 
  Yeoman adventures.  It is an urgent summons to 
  Bogspur, a small, run-down village on the outskirts of the 
  Hool Marshes.  The note itself is somewhat vague—their 
  only instructions are to meet with Sherman, a local cleric, 
  who has alarming news and an assignment for them.  
  Inform the PCs that they are not too far away from 
  Bogspur—a single day’s ride, at most. 
  The messenger, a man named Blake, has no idea what the 
  message says and no idea what the Grosspokeswoman 
  could possibly want with the PCs.  His instructions were 
  merely to look for someone who meets the PC’s 
  description, confirm their identity, and give them the 
  note. 
  Once the PCs agree to the note’s contents and head to 
  Bogspur, go to Encounter One.  If they refuse, their 
  adventure is shorter then expected—tell them to collect 
  their stuff and go home. 
  YEO3-07 Squeal Like a Pig 
   
  Page 6 
  
  Encounter One: Bumpkins at 
  Play 
  Bogspur has changed little since the PC’s last visit.   
  Rain has been falling constantly during your trip to 
  Bogspur.  The road, muddy already due to the vicinity 
  to the Hool Marshes, is a virtual maze of deep puddles 
  and deeper mud.  Wiser people certainly would seek 
  shelter in such adverse conditions! 
  As luck would have it, after a few hard hours’ travel, 
  you arrive in the sleepy hamlet of Bogspur—a 
  frontier town that rests on the very fringes of Yeoman 
  territory.  
  The village is as many of you remember it.  A number 
  of rickety buildings, defying gravity by not falling 
  over, rest on either side of the road.  Gray moss 
  dangles from every available tree in the area.  Strange 
  croaks and chirps—perhaps frogs, crickets, birds, or 
  worse—create a cacophony of uninterrupted sound.  
  Only a few paces on the other side of the village, the 
  swamps and bogs of the Hool Marshes begin. 
  A young boy, pulling a wagon with the words “Ridge 
  Runner” crudely painted upon it, stares at you 
  blankly.  An old lady, graying and toothless, watches 
  you from the open window of a dilapidated home.  
  Suddenly, she shrieks a noise, clearly directed at you, 
  that can only be described as the sound of an insane 
  crow.  She then begins to make odd goat noises…. 
  A few dozen paces further, you spy a young boy 
  wearing only tattered trousers.  He carries a small 
  spear that holds the remains of four fresh y killed 
  squirrels.  He smiles at you, says “good eatin,” and 
  continues on his way. 
  l
  f
  t
  At last, a more pleasant sight approaches—the Frog 
  Bog, a tavern that many o  you have visited.  You 
  canno  wait to taste Billie Joe Charley’s delicious fried 
  frog legs once again….  Sure enough, the smell of 
  fried bread and burning wood fill your nostrils as you 
  approach.  You swear you here something like “freak 
  knight” being discussed in a giggly voice from within 
  the tavern. 
  The Frog Bog is a leaky yet strangely comforting tavern 
  that caters almost exclusively to locals.  There are a 
  number of stuffed and mounted animals lining the 
  walls—primarily fish and crocodiles.  Greasy smoke—
  primarily a result of Billie Joe Charley’s cooking, creates a 
  haze near the ceiling of the tavern. 
  Billie Joe Charley remembers the PCs well, and makes a 
  batch of frog legs for them—extra crispy.  When he sets 
  the plate in front of them, he mumbles something about 
  “crunchy outside, chewy middle” and proceeds to do 
  something else. 
  At some point, Cletus, a Bogspur local who refers to 
  himself as the ‘love master,’ asks a randomly-chosen PC if 
  he can have the rest of their meal (“You gonna finish 
  dat?”) 
  If asked, Billie Joe Charley can tell the PCs where 
  Sherman lives.  In ways only a Bogspurian can, the 
  innkeeper tells the PCs that Sherman lives in a back 
  room in the new temple to “that Try-theer-in fella” 
  (Trithereon). 
  Allow the PCs to roleplay a bit with the locals in the Frog 
  Bog.  It is possible that they might hear some rumors that 
  have been floating around town as of late.  It is 
  encouraged that the DM provide these rumors ‘in 
  character’ to add to the local flavor. 
  • 
  A wild man, claiming to be a werecrocodile, has 
  been seen peering in residents’ windows in 
  recent days.  No one knows who he is, although 
  he apparently calls himself the ‘lycanthropic 
  avenger.’  (True, although it has nothing to do 
  with the adventure) 
  • 
  A group of southern Yeoman known as the 
  “minutefolk” are arriving in town soon to press 
  people into their service.  (False.  Very false). 
  • 
  The Hool Halflings are getting restless as orcs 
  make camp closer and closer to their homes.  
  (Partially true) 
  • 
  A nameless sorcerer known only by the 
  pseudonym “Sandman” is looking to take on an 
  apprentice in the area.  (False…sort of.  There IS 
  an arcane caster in the area, but he is more 
  intent on destroying than recruiting). 
  When you are out of rumors, or the PCs are ready to 
  proceed to the temple of Trithereon, go to Encounter 
  Two. 
  Encounter Two: Sherman 
  The temple to Trithereon is very small, and surprisingly 
  new for Bogspur.  In fact, it is the newest building in 
  town, having only been completed a year earlier by 
  Sherman.  It is primarily a wooden structure reinforced 
  with mud and thatch—hardly indicative of being a 
  temple.  The harshness of the swamp air already is taking 
  its toll on the building—the planks are warping in places, 
  and a thin, blackish-green mold is spreading along the 
  YEO3-07 Squeal Like a Pig 
   
  Page 7 
  
  outside walls in places.  Sherman clearly lacks the skills 
  of a trained carpenter. 
  Following Billie Joe Charley’s instructions, you head 
  towards the temple of Trithereon.  When you arrive, 
  the structure that lies before you is hardly awe-
  inspiring.  While it may be the newest structure in 
  town, it appears rickety and ramshackle, fitting in 
  nicely with the other build ngs that Bogspur has to 
  offer. 
   
  i
   
   
   
  i
   
   
   
  Stepping inside, you appear to be standing in a 
  sanctuary of some sort—crude benches lie in straight
  rows, all facing an altar of wood and marble. A holy 
  symbol of Trithereon, apparently wood painted to 
  look like gold, hangs above it. 
  A large muscular man in priestly vestments comforts 
  a ragged, dirty man in the front pew.  Seeing you, the 
  priest pats the vagabond on the shoulder and 
  approaches you. 
  “May the Summoner bless you and your travels.  I am 
  Sherman, acolyte of Trithereon and caretaker of this 
  temple.  What brings you to this humble sanctuary?” 
  Sherman is well built for a sedentary cleric, is clean-
  shaven, and has dark brown hair and eyes.  His words are 
  welcoming, although he is a little suspicious of the PCs—
  which should come as no surprise to anyone who knows 
  the full extent of his “work.” 
  Sherman, while being a true cleric of Trithereon, 
  certainly is not naïve enough to believe that he will gain 
  many followers of the Summoner in Bogspur—in fact, he 
  has none to this date.  Instead, the temple serves as a sort 
  of halfway house for refugees, primarily from the Hold of 
  the Sea Princes, seeking solace in the Yeomanry.  He is a 
  Falcon of Trithereon (refer to the Yeoman metagroup), 
  and any PCs who are also members immediately 
  recognize this as such.  The Grosspokeswoman has no 
  idea that he is a Falcon of Trithereon. 
  The patron who sits in the front row actually is an 
  escaped slave from the Hold of the Sea Princes, although 
  Sherman only reveals this to another Servant of 
  Trithereon. 
  Any Hound or Falcon of Trithereon who befriends 
  Sherman during the course of the adventure is entitled to 
  the Contact: Sherman of Trithereon benefit as listed in 
  the Treasure Summary. 
  Once the PCs reveal the true reason why they are in town 
  (and preferably producing their summons), Sherman 
  smiles widely. 
  “Ah.  So you are the ones sent by Newick’s grand lady. 
  Perfect, perfect.  Please sit for a moment while I send 
  my patron home.” 
  Sherman escorts the refugee to a back room, then returns 
  immediately. 
  “Strange things are afoot in the Hool, my friends.  Are 
  you familiar with Hool Halflings?  Good, good.  Less 
  than a week ago a local was fishing on his skiff when 
  he came upon a gruesome sight—the corpses of four 
  Hool Halflings, riddled with arrows. 
  Now, it is no secret that the diminutive ones and the 
  orcs of the swamp—particularly the Broken Tooth 
  clan--do not get along with one another.  However, 
  reports are coming in from all over the place that the 
  two groups are on the verge of outright war. 
  If they want to kill each other in the swamps, so 
  much the better—that means better catches and more 
  peace for law-abiding Yeomen.  But their skirmishes 
  are getting a little too close to us for our liking, and 
  the last thing we need is to get dragged into it. 
  The Grosspokeswoman is hop ng that you will go to 
  the halfling village of Attakapas, about a two-hour 
  paddle from here to the east.  Seek out a chap named 
  Marceaux—I heard that some of you may be familiar 
  with him already.  I’ve met him as well.  He seems 
  likable enough.  Try to convince him to take his 
  squabbles farther away from Yeoman territory.  If you 
  must get involved (as many of you mercenary types 
  tend to do), ask Marceaux how you can help.  We’d 
  much rather worry about the swamp rats than the 
  orcs any day.” 
  The PCs may have some questions to ask Sherman before 
  they go on their way: 
  • 
  Where is Attakapas? 
  It is a two-hour paddle to the east.  There are 
  a few moss-covered signs that point the way. 
  You can’t miss them. 
  • 
  How are we supposed to get there? 
  I’ve got a boat docked over there you can use. 
   Just bring it back in one piece! 
  • 
  What can you tell us about Marceaux? 
  He’s a friendly little fella.  I know that he 
  fancies himself a medicine man of sorts. He 
  knows the area pretty well, too.  The folks 
  here in Bogspur trade with him on occasion. 
   He shouldn’t give you any problems. 
  • 
  Where are the halfling corpses? 
  YEO3-07 Squeal Like a Pig 
   
  Page 8 
  
  We gave them to the halflings, who probably 
  filled their pockets with stones and dropped 
  them in the swamps, as their tradition 
  dictates.   
   
  ,
   
  • 
  Who was that man in here earlier? 
  Just a farmer down on his luck.  It’s our duty 
  to help the less fortunate, you know?  (Allow 
  the PCs a Sense Motive check (DC 12 + the 
  APL) 
  to 
  discover 
  that 
  Sherman 
  is 
  withholding information.  He refuses to 
  divulge any more information  however.) 
  • 
  Are you familiar with the Broken Tooth orcs? 
  A savage lot, they are, led by a mean cuss 
  named Og.  I’ve never seen him, but I am 
  told he is a cunning warrior, and smarter 
  than he looks.  I also heard there are a few 
  half-breeds that have joined their lot.  It will 
  take more than brute strength to overcome 
  him.  I’m sure Marceaux can fill you in 
  better.  
  • 
  You don’t seem to fit in with the rest of the 
  townsfolk…? 
  The Summoner doesn’t discriminate, friend. 
  I suggest you do the same. 
  Once the PCs have exhausted their questions, proceed to 
  Encounter Three. 
  Encounter Three: Token Combat 
  Using his crystal ball, Foddypeak should be well aware of 
  the PCs once they approach Attakapas.  Fearing that his 
  evil plans could be discovered by the meddling PCs, he 
  dispatches a group of his followers to eliminate the PCs 
  before they become a thorn in his side. 
  The boat provided by Sherman is large and solid—
  everyone can fit on it comfortably.  It requires two people 
  to paddle if decent progress is to be made.  Be sure to ask 
  which of the PCs is paddling, and place them on opposite 
  sides of the boat.  However, attempts to wage combat on 
  the boat carries penalties (see below). 
  You are paddling the skiff, swatting mosquitoes, and 
  fending off hungry swamp predators (not necessarily 
  in that order) when you hear an odd commotion 
  nearby…you are under attack!  To arms, to arms! 
  APL 2 (EL 3) 
  � Gnolls (3): hp 14 each; see Monster Manual. 
  APL 4 (EL 6) 
  � Ettercaps (2): hp 34 each; see Monster Manual. 
  APL 6 (EL 8) 
  � Digesters (2): hp 78 each; see Monster Manual. 
  APL 8 (EL 10) 
  � Gray Renders (2): hp 128 each; see Monster Manual. 
  APL 10 (EL 12) 
  � Spirit Nagas (3): hp 81 each; see Monster Manual. 
  APL 12 (EL 14) 
  � Pyrohydras, Ten-Headed (3): hp 115 each; see 
  Monster Manual. 
  The area around the boat is shallow bog, only about 18 
  inches deep (see DMG, page 88).  It costs 2 squares of 
  movement to move into a square with a shallow bog, and 
  the DC of Tumble and Moves Silently checks in such a 
  square is increased by 2.  PCs who remain in the boat 
  during combat must make Balance checks (DC 12) each 
  round to remain standing. 
  Should the PCs defeat their enemies, Foddypeak 
  becomes very irritated and vows to crush them in their 
  next encounter. Be sure to play this up in Encounter 
  Seven. 
  After the defeat of Foddypeak’s entourage, the PCs can 
  continue to Attakapas unhindered.  Proceed to 
  Encounter Four. 
  Encounter Four: Attakapas 
  Eventually, the PCs make it to the sleepy Hool halfling 
  village of Attakapas. 
  After a couple hours’ plodding and paddl ng, you 
  approach a patch of relative y dry land that is covered 
  with 
  about 
  two 
  dozen 
  structures 
  constructed 
  primarily of wood and thatch.  What is unusual about 
  the houses, however, is that they stand on tall stilts—
  some as high as six or eight feet.  In order to access 
  these dwellings, one must climb up wooden and rope
  ladders.  There are bogs and pools of stagnant water 
  everywhere, but it does not seem to be an unpleasant 
  place. 
  i
  l
   
   
   
   
  A number of halflings, perhaps a little more unkempt 
  than you might be used to, scurry about, doing their 
  day-to-day business.  Needless to say, your arrival 
  does get a few odd reactions—a young boy points at 
  YEO3-07 Squeal Like a Pig 
   
  Page 9 
  
  you and says, “Maw?  What’s that?”  An elderly chap 
  with a long, fi hy pipe screams, “Looky what we got 
  here!   Small, relatively tame lizards and turtles scurry 
  all around the village.  Needless to say, it is a bit 
  unsettling.   
  lt
  ”
   
   
   
  t
  You pass a group of halflings diligently constructing 
  something.  From your perspective, it looks like a 
  boat of some sort.  When they see you, they quickly 
  throw 
  a 
  tarp 
  over 
  it 
  and 
  begin 
  whistling 
  unsuspiciously. 
  Hool halflings are wilder, less-civilized halflings who 
  make their homes in the Hool Marshes and its environs.  
  They live in tree houses and houseboats in the swamp, 
  and make their living through hunting, fishing, brewing, 
  and crafts.  Hool Halflings are a relatively content people. 
   However, they are mostly shunned by humans and other 
  races in the Yeomanry, who consider them bad luck, ill 
  omens, swamp spirits, or even demons who threaten 
  their crops and steal children.  A PC with Knowledge 
  (local – Sheldomar Valley) may know some of these 
  rumors and superstitions about Hool Halflings (check 
  DC 15).  
  The boat is of no circumstance to the adventure.      
  Despite the town’s odd environment, finding the location 
  of Marceaux’s home is relatively simple.  It is a small, 
  stilted structure outside of town.  PCs who participated in 
  YEO1-06 Cold Blooded will remember this location and 
  their previous encounter with Marceaux. 
  Marceaux is an herbalist and healer for his village. He is 
  familiar with many of the local flora and fauna in the 
  region, and, as one of the village elders, knows quite a bit 
  about the town’s relation with the Broken Tooth orcs. 
  “Ah, my friends…I suspected adventurers such as 
  yo’selves might be arriving here in town.  I’m 
  delighted to see that it is you!  Come up, come 
  up…I’m in the middle of preparing lunch!” 
  The PCs climb up the strong rope ladder into Marceaux’s 
  home.  It is quaint, albeit a bit small for medium-sized 
  races.  There are some amazing smells coming from the 
  place, and Marceaux attempts to introduce them to a 
  number of local delicacies: 
  • 
  Fellgoat ‘swamp oysters:’ we don’t want to 
  explain this one too precisely! 
  • 
  Yeoman wickler cheese: stolen from Bogspur 
  • 
  Hool Hooch: a strong, dark beer brewed locally. 
   It tastes, to say the least, terrible. 
  • 
  Chicken-fried squirrel—tastes like chicken! 
  • 
  Honey-basted cicadas—does not taste like 
  chicken! 
  After lunch, Marceaux tells the PCs everything that has 
  transpired over the last several days.  Read or paraphrase 
  Marceaux’s story as you see fit. 
  “Well, we and the orcs, we really don’t bother each 
  other too much.  Sure, there is the occasional 
  ‘disagreement,’ but we usually stay out of each other’s 
  business.  We’ve even traded with each other on 
  occasion. 
  Over the last few weeks, however, things have 
  changed. The orcs are more aggressive—and smarter. 
   They use hit-and-run tactics and catch us off guard. 
  Some of my people are ambushed as they fish or hunt. 
  We even found one of our kin tied to a tree, covered 
  in honey, swollen with ant bites!   
  The soothsayer’s prophecies have come true!  She said 
  that our village would be attacked by orcs in the near 
  future, and that our village was in great peril! 
  I have no idea what the Broken Tooth clan wants, but 
  a number of our kind are now dead, and we can’t let 
  this con inue much longer.   
  We lack the strength and manpower to be able to take 
  a final stand against the orcs.  That’s why we need 
  your help.  Will you, my friends?  Can you help us 
  end this aggression?” 
  Marceaux also can answer many questions that the PCs 
  might have.  Use these answers as guidelines. 
  • 
  Who was this soothsayer? 
  I’ve never seen her before, but the halfling villages in the 
  Hool are littered with them.  It is not uncommon for 
  them to wander from town to town with their 
  prophecies.  Many of them are charlatans, but others are 
  quite prophetic.  She came from the north with her 
  stories of rebellion.     
  • 
  Do you believe her predictions? 
  I tend to be skeptical, but we’re losing lives 
  as a result of orcs.  I suppose I do, at this 
  point! 
  • 
  Where might we find the Broken Tooth Clan? 
  Their camp is a half-day’s march east, deeper 
  into the swamp.  Follow the scarecrows and 
  you’ll end up in their camp. 
  • 
  Scarecrows? 
  YEO3-07 Squeal Like a Pig 
   
  Page 10 
  
  Yes.  This clan puts scarecrows up all over the 
  place to keep people away from their homes. 
   They really are silly looking! 
  i
   
   
   
  f
  l
  • 
  What can you tell us about the Broken Tooth 
  Clan? 
  Like I said, we’re not best of friends, but 
  we’re not sworn enemies either.  I’ve even 
  spoken with Og, their ch ef, on occasion.  He 
  seems nice enough, for an orc, although he 
  does have quite the temper on him.  Last 
  time I was there (a few weeks prior), there 
  were quite a few half orcs among their kind. 
  I wonder if that has anything to do with their 
  recent attacks? 
  • 
  And the attacks themselves? 
  All of them have taken place in relatively 
  isolated areas, with no witnesses.  We find 
  the bodies of our brethren floating in bogs or 
  lying under trees …
  • 
  How do you know the orcs are doing it then? 
  Well, arrows made by the Broken Tooth clan 
  have been used for some o  the killings, and 
  orc prints are everywhere in the area.  Plus 
  the soothsayer told us that it would be orcs. 
  Of course, Foddypeak is duping both the Halflings and 
  the orcs into believing that they are attacking one 
  another. 
  Once the PCs are satisfied with everything that Marceaux 
  has to offer them, go to Encounter Five. 
  Encounter Five: Broken Tooth 
  The Broken Tooth camp is exactly where Marceaux said 
  it would be.  It rests on a large, dry mound some 500 feet 
  or so in diameter, and consists of perhaps 30 or 40 tents 
  and other crude structures.  There are ten orcs on patrol 
  at any time to guard the perimeter of the village, and if 
  the PCs are discovered trying to infiltrate the camp, the 
  orcs call out so that the rest of the camp can hear. 
  � Orcs (10): hp 7 each; see Monster Manual.  
  The camp itself is humble, to say the least.  Most of the 
  orcs milling about are women, children, and the elderly.  
  A number of the adult males appear to be wounded to 
  some extent.  Clearly, they have been involved in 
  fighting of some sort. 
  This is NOT meant to be a combat encounter.  If the PCs 
  come in with the mindset of eliminating the orcs once 
  and for all, by all means allow them to do so.  However, 
  the true threat—Foddypeak and his entourage—will still 
  be at large.  Should this happen, Foddypeak is pleased 
  that the PCs have done a considerable amount of work 
  for him, and he directs his attention entirely towards 
  Attakapas in the form of a frontal assault which, without 
  PC resistance, succeeds.  Of course, he waits until the PCs 
  leave the area and return to the Yeomanry before 
  beginning this assault.  The PCs then learn that Attakapas 
  has been razed to the ground. 
  At this point, then, send the players on their merry way.   
  Statistics for the village are provided at the end of this 
  encounter. 
  Should the PCs have some suspicions (and if you are a 
  good DM, they should) and approach the camp prepared 
  to parley as opposed to fight, the PCs can get to the 
  bottom of what really is going on in the area. 
  If the PCs approach the village with peaceful intent, the 
  orc guards allow them to enter.  They are brought to Og, 
  the orc chief. 
  Before you stands Og, the orc chieftain.  He is a 
  monster of an orc, standing almost eight feet tall.  A 
  large, jagged scar runs from the top of his shoulder to 
  his bare stomach.  He wears piecemeal chainmail and 
  props himself up on a huge axe. 
  “So, pinkskins, what can a poor orc down on his uck 
  do for successful mercenaries such as yourselves?” 
  Despite his grizzled exterior, Og proves to be a quite 
  personable chap.  Once he believes that the PCs mean 
  him no harm, he calls for the people of the village to 
  prepare a feast of the following items: 
  • 
  Alligator jerky 
  • 
  Apricot soup, sweetened with beeswax 
  • 
  Turnips stuffed with mystery meat 
  • 
  Hool Hooch (stolen from Attakapas) 
  He can provide answers, in perfect common, to the 
  following questions: 
  • 
  Why are you and the Halflings fighting? 
  I don’t know.  We’ve always bickered a bit, 
  and raided each others’ food stocks once in a 
  while, but we never kill one another.  We 
  even trade on occasion.  We found poor Git 
  tied to a tree, dead, with a mouth full of 
  stinkroot.  Halflings cook with stinkroot….  
  We then retaliated.  An eye for an eye, you 
  know.  Ever since that shaman visited us 
  from the north. 
  YEO3-07 Squeal Like a Pig 
   
  Page 11 
  
  • 
  What shaman? 
  We were visited by a wise shaman a few 
  weeks past.  She told us that the Halflings of 
  Attakapas would attack us in hopes of 
  destroying us once and for all.  When Git was 
  killed, we knew her prophecies were coming
  true.    
   
  i
  fli
  !
  • 
  Do you believe her predictions? 
  I tend to be skeptical, but we’re losing lives 
  as a result of swamp rats.  I suppose I do, at 
  this point! 
  • 
  Where did this shaman come from? 
  From the north!  Aren’t you l stening?  They 
  wander the swamps, but this one certainly 
  came from the north. 
  • 
  Where are all the male orcs? 
  Dead, most of them.  We’re not a big tribe to 
  begin with, and the hal
  ng hit-and-run raids 
  have caused our numbers to dwindle.  Thank 
  goodness we’ve given the half-humans 
  asylum.   They’ve proven to be good fighters. 
  • 
  Half-humans? 
  Yes.  A number of our half-brothers have 
  been banished from your lands due to their 
  blood, or have been persecuted unfairly.  
  Land of the free, you call it…harumpf!  
  We’ve gladly taken them into our home.  Say, 
  you wouldn’t consider taking an orc wife, 
  would you? 
  • 
  Where are these half-humans? 
  Here and there.  There’s Gwardon there!  
  (Waves at Gwardon). 
  • 
  What about the hit-and-run attacks? 
  Twelve of us are dead so far.  We never catch 
  the little rats red-handed.  But we will, soon  
  • 
  How do you know the halflings are doing it 
  then? 
  Well, the little rats are sneaky…only they 
  could do it without witnesses! 
  As mentioned earlier, Foddypeak is duping both the 
  Halflings and the orcs into believing that they are 
  attacking one another. 
  The story of the visit by the prophetic orc shaman is 
  strikingly similar tale given to the PCs by Marceaux.  
  With this and other missing pieces, the PCs should 
  realize that they must investigate north of the orc camp.   
  Similarly, Og is absolutely enraged once he is told that he 
  and his tribe have been played for fools.  He vows 
  revenge.  Og suggests that he and his remaining warriors 
  accompany the PCs to their destination to the north.  
  Whether or not the PCs accept is up to them, although 
  the orcs go with or without their permission. 
  When the oh-so-bright PCs decide that heading north is 
  their next option, go to Encounter Six.   
  Orcs of the Broken Tooth Clan 
  This does not including the 10 guards listed earlier. 
  � Orcs (9): hp 7 each; see Monster Manual. 
  � Half-orcs (11): hp 7 each; treat as orcs; see 
  Monster Manual. 
  � Orcs, females (32): noncombatants. 
  � Orcs, children (41): noncombatants. 
  � Og, male half-orc barbarian (1): see Appendix 
  for details. 
  In the event of PC attack, the village fights to the best of 
  its ability. 
  Paladins and other Lawful Good PCs who take part in a 
  slaughter of helpless women and children should be 
  given a stern lecture by their deities about the differences 
  between right and wrong. 
  Encounter Six: Ambush! 
  By now, the PCs should suspect that something is afoot, 
  and whatever it is lies to the north.  Foddypeak’s Wizard 
  Tower is a 4-hour walk due north from the Broken Tooth 
  clan.  A successful Survival check by someone with the 
  Track feat (DC 10 + the APL) reveals that several 
  humanoid creatures—not orcs or halflings—have been 
  moving back and forth in the area.  If the check is made 
  by 5 or more, it reveals that the creatures are, in fact, 
  lizardfolk.  Og spits at the mention of this, and indicates 
  that his tribe and the lizardfolk of the Hool are bitter 
  rivals.  
  An hour or so later, the path splits—a successful Survival 
  check by someone with the Track feat (DC 10 + the APL) 
  reveals that a small number of humanoids have separated 
  themselves away from the main group.  Og suggests that 
  the orcs follow the large trail, while the PCs follow the 
  small one. 
  YEO3-07 Squeal Like a Pig 
   
  Page 12 
  
  Foddypeak, always the nosy type, continues to scry the 
  activities of the orcs, the Halflings, and the PCs.  Sensing 
  that his master plan is on the verge of failing, he sends 
  his lizardfolk henchmen to eliminate the PCs (and the 
  orcs) once and for all.  Via magic, he tells a small group of 
  his lizardfolk to separate from the main group in hopes of 
  splitting the attackers in two groups. 
  The ambush takes place about three hours north from the 
  orc camp (and thus an hour south of Foddypeak’s camp).  
  They have had about 30 minutes to prepare for the PCs 
  arrival, and cannot be caught by surprise unless unusual 
  methods are used by the PCs.  Thus Ffffff, if present, has 
  had plenty of time to augment the ambushers with spells. 
  The area in which the PCs are ambushed is on dry land 
  with ample vegetation that can be used for soft cover (for 
  friend or foe)(see PH, page 151). 
  APL 2 (EL 4) 
  � Lizardfolk (3): hp 14 each; see Monster Manual. 
  Tactics: Grr…snarl, rend.  Keep in mind that, unusual 
  circumstances aside, and, at all APLs, the group knows 
  that the PCs are arriving, and have considerable time to 
  prepare. 
  APL 4 (EL 6) 
  � Lizardfolk (5): hp 14 each; see Monster Manual. 
  � Sssssss, male lizardfolk Ftr1/Bbn1 (1): hp 38; see 
  Appendix. 
  Tactics: Grr…snarl, rend. 
  APL 6 (EL 8) 
  � Lizardfolk (8): hp 14 each; see Monster Manual. 
  � Sssssss, male lizardfolk Ftr2/Bbn1 (1): hp 49; see 
  Appendix. 
  � Ffffff, male lizardfolk Clr3 (1): hp 34; see Appendix. 
  Tactics: The cleric casts barkskin on himself and tries to 
  entangle the PCs.  He serves in support as necessary. 
  APL 8 (EL 10) 
  � Shambling Mounds (2): hp 66 each; see Monster 
  Manual. 
  � Sssssss, male lizardfolk Ftr2/Bbn2/TrblPrtctr1 (1): 
  hp 64; see Appendix. 
  � Ffffff, male lizardfolk Clr5 (1): hp 48; see Appendix. 
  Tactics: As APL 6.  The cleric casts shield of faith on 
  himself and tries to entangle the PCs.   The shambling 
  mounds eat anything that moves.  
  APL 10 (EL 12) 
  � Treants, Evil (2): hp 69 each; AL: NE; see Monster 
  Manual. 
  � Sssssss, male lizardfolk Ftr2/Bbn2/TrblPrtctr3 (1): 
  hp 84; see Appendix. 
  � Ffffff, male lizardfolk Clr7 (1): hp 61; see Appendix. 
  Tactics: As APL 8, with higher-level spells. The cleric 
  casts barkskin on himself and tries to entangle the PCs.  
  He uses freedom of movement to continue to harass the 
  group.  The barbarian and treants simply cause mass 
  destruction. 
  APL 12 (EL 14)   
  � Displacer Beast Pack Lord (1): hp 279; see Monster 
  Manual. 
  � Sssssss, male lizardfolk Ftr3/Bbn3/TrblPrtctr3 (1): 
  hp 105; see Appendix. 
  � Ffffff, male lizardfolk Clr9 (1): hp 83; see Appendix. 
  Tactics: It’s APL 12…you figure it out! 
  Once the creatures are defeated, the PCs may follow their 
  clearly marked trail to Foddypeak’s tower.  Proceed to 
  Encounter Seven. 
  Encounter Seven: Final 
  Showdown! 
  An hour after the ambush, the PCs come across a partially 
  constructed tower of some sort.  This, in fact, is the 
  beginnings of Foddypeak’s Wizard’s Tower.   He hopes, 
  once the orcs and halflings are dealt with, that he can 
  begin to spread his reign of terror across the land.  That’s 
  what evil wizards do, after all!  
  Before you stand the beginnings of a tower of some 
  sort.  The construction is new, although only one 
  story has been completed to this point.  The door 
  looks solid.  Large stone blocks, newly carved by the 
  looks of it, are stacked neatly around the site. You see 
  no signs of life, however.  Perhaps your quarry already 
  has been defeated.   
   
  Foddypeak stands invisible on the roof of the tower, 
  some 15 feet above the ground.  His plan is to have the 
  PCs enter the lowest level of the tower and then ambush 
  them from behind.  At APL 8 and higher, his golem 
  YEO3-07 Squeal Like a Pig 
   
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  awaits within the tower with commands to attack anyone 
  not looking like Foddypeak or any of his companions.  At 
  APLs 2 to 6, his companions are with him or waiting in 
  the brush nearby. 
  The door to the tower is locked. 
  � Good Wooden Door: 1.5 in. thick; Hardness 5, hp 15; 
  Break DC 18; lock (Open Lock DC 10 + the APL). 
  The room beyond is covered is round and 40 feet in 
  diameter.  It is entirely covered in a darkness spell.  The 
  golems (if present) activate immediately when the door is 
  open, regardless of any PC actually entering the room, 
  and attack anyone who is not Foddypeak or one of his 
  allies. 
  APL 2 (EL 5) 
  � Foddypeak, male gnome Ill4 (1): hp 21; see 
  Appendix. 
  � Imp (1): hp 18; see Monster Manual. 
  Tactics: If he has time, Foddypeak casts mage armor, 
  shield, blur, and mirror image on himself in preparation 
  for combat.  He then uses attack spells and his wand to 
  damage opponents.  His imp casts invisibility and 
  attempts to suggest the party into abandoning their 
  quest.  He attacks with his tail should that fail.     
  APL 4 (EL 6) 
  � Foddypeak, male gnome Ill4 (1): hp 21; see 
  Appendix. 
  � Dire Boar (1): hp 58; see Monster Manual. 
  Tactics: If he has time, Foddypeak casts mage armor, 
  shield, blur, and mirror image on himself in preparation 
  for combat.  He then uses attack spells and his wand to 
  damage opponents.  The dire boar simply goes after 
  whatever looks delicious. 
  APL 6 (EL 8) 
  � Foddypeak, male gnome Ill6 (1): hp 33; see 
  Appendix. 
  � Hag, Annis (1): hp 53; see Monster Manual. 
  Tactics: As APL 2 and 4, replacing blur with 
  displacement.  He prefers to use spells at a distance.  He 
  also can attempt to use major image to create a creature to 
  fight.  Be creative.  The annis prefers to pummel things to 
  a pulp.  Don’t forget its SR and DR! 
  APL 8 (EL 10) 
  � Foddypeak, male gnome Ill8 (1): hp 42; see 
  Appendix. 
  � Flesh Golem (1): hp 90; see Monster Manual. 
  Tactics: As APL 6, with the addition of greater invisibility 
  and shadow conjuration to assist him.  The flesh golem 
  pounds things into goo. 
  APL 10 (EL 12) 
  � Foddypeak, male gnome Ill10 (1): hp 53; see 
  Appendix. 
  � Clay Golem (1): hp 105; see Monster Manual. 
  Tactics: As APL 8.  He pounds the PCs with damage-
  causing spells while invisible.  The clay golem 
  immediately hastes itself and ‘goes to town.’  
  APL 12 (EL 14)   
  � Foddypeak, male gnome Ill12 (1): hp 63; see 
  Appendix. 
  � Stone Golem (1): hp 128; see Monster Manual. 
  Tactics: As APL 10.  Of course, Foddypeak attempts to 
  avoid combat if possible.  He prefers to have his illusions 
  fight for him, and makes his escape if he can.  The stone 
  golem ‘squashes things like bugs.’ 
  Og, along with the few (12) surviving orcs and half-orcs, 
  arrives eight rounds after the combat begins.  They assist 
  the PCs to the best of their ability and fight ferociously.  
  It is clear that they have run across combat, as they bear a 
  number of fresh wounds.  
  Without warning, Og and his orcs rush through the 
  moors and join the battle! 
  “We’ve finished the lizardfolk, friends, and figured 
  you could use a hand!” 
  He then gives the PCs a salute and proceeds to join the 
  fray.  They fight heroically.  Make sure that Og survives 
  the combat.  Fudge it if you have to. 
  Assuming they get through his illusions and other 
  magics, and assuming he still lives, Foddypeak tells them 
  of his master plan and how it was foiled by the PCs.  And 
  he would have gotten away with it if it weren’t for the 
  meddling adventurers! 
  After the combat is over, Og and the orcs indicate that 
  they slew a large group of lizardfolk who were trying to 
  lure them away from the partially constructed tower.  In 
  an act of allegiance, he pledges eternal friendship to the 
  PCs for helping to clear his tribe’s name.  He suggests 
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  Page 14 
  
  that they head together to Attakapas to smooth things 
  over with the Hool halflings as well. 
  Conclusion 
  Assuming the adventure was successful, the PCs return 
  to the Broken Tooth camp and to Attakapas as heroes.  Og 
  offers the PCs membership in their clan, and beautiful 
  orc wives to have as their very own.  The PCs may turn 
  this offer down, although Og is clearly disappointed 
  should they refuse.  The PCs receive Ally: The Broken 
  Tooth Clan (see the Treasure Summary).  
  In Attakapas, Marceaux and the Hool halflings are 
  pleased as well, and offer their sincere gratitude.  He does 
  not have anything material to offer. 
  More importantly, when word of the orcs’ valor reaches 
  Newick, Grosspokeswoman Wendomere makes a 
  predictably unpredictable decision--the Broken Tooth 
  clan is granted residency in the area south and east of 
  Newick.  While she is quite pleased with her decision, 
  many of the people in the region are not.  This could have 
  future repercussions … 
  As luck may have it, Freeholder Marius Lindon himself 
  hears of this news, and is legitimately happy to hear of 
  humans and orcs working together, and he is especially 
  pleased to hear that half-orcs, and ‘unwanted’ ones at that, 
  took up the spear for the Yeoman cause.  From a political 
  perspective, the fact that half-orcs were leaving the 
  Yeomanry to join the orcs means that potential allies are 
  becoming enemies, possibly after gaining training from 
  the Yeomanry militia.  That was something he just could 
  not risk. 
  In a fit of emotion, he decides to lift the ban on Yeoman 
  citizenship for half-orcs from this day forward.   Half-orc 
  PCs receive Citizenship Potential (see the Treasure 
  Summary). 
  This certainly spells positive things to come for half-orcs 
  in the region! 
   
   
  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 Three 
  Defeat the creatures 
   
  APL 2 – 90 xp; 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Encounter Five 
  Parleying with the orcs (No xp awarded if the PCs attack 
  the orcs) 
   
  APL 2 – 45 xp; 
   
  APL 4 – 65 xp; 
   
  APL 6 – 85 xp; 
   
  APL 8 – 105 xp; 
   
  APL 10 – 125 xp; 
   
  APL 12 – 145 xp. 
  Encounter Six 
  Defeat the ambushers 
   
  APL 2 – 120 xp; 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Encounter Seven 
  Defeat Foddypeak 
   
  APL 2 – 150 xp; 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp; 
   
  APL 10 – 360 xp; 
   
  APL 12 – 420 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 45 xp; 
   
  APL 4 – 70 xp; 
   
  APL 6 – 95 xp; 
   
  APL 8 – 120 xp; 
   
  APL 10 – 145 xp; 
   
  APL 12 – 170 xp. 
  Total Possible Experience (Max. XP Allowed) 
   
  APL 2 – 450 xp; 
   
  APL 4 – 675 xp; 
   
  APL 6 – 900 xp; 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp; 
   
  APL 12 – 1,575 xp. 
  YEO3-07 Squeal Like a Pig 
   
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  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Two: 
   
  APL 2: L: 17 gp; C: 0 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 12: L: 0 gp; C: 0 gp; M: 0 gp. 
  Encounter Six: 
   
  APL 2: L: 3 gp; C: 10 gp; M: 0 gp. 
   
  APL 4: L: 13 gp; C: 10 gp; M: +1 guisarme (192 gp), 
  potion of bull’s strength (25 gp). 
   
  APL 6: L: 25 gp; C: 10 gp; M: +1 guisarme (192 gp), 
  potion of bull’s strength (25 gp). 
   
  APL 8: L: 42 gp; C: 10 gp; M: +1 guisarme (192 gp), 
  potion of bull’s strength (25 gp), 2 divine scrolls of cure 
  moderate wounds – 3
  rd level caster (13 gp each). 
   
  APL 10: L: 42 gp; C: 10 gp; M: +1 guisarme (192 gp), 
  potion of bull’s strength (25 gp), 2 divine scrolls of cure 
  serious wounds – 5
  th level caster (32 gp each). 
   
  APL 12: L: 42 gp; C: 10 gp; M: +1 guisarme (192 gp), 
  potion of bull’s strength (25 gp), 2 divine scrolls of cure 
  serious wounds – 5
  th level caster (32 gp each). 
  Encounter Seven: 
   
  APL 2: L: 0 gp; C: 2 gp; M: arcane scroll of dimension 
  door – 7
  th level caster (58 gp), arcane scroll of shield – 1
  st 
   
   
   
  level caster (2 gp), ring of protection +1 (167 gp), wand of 
  magic missile – 3
  rd level caster (188 gp), crystal ball with 
  telepathy (5,833 gp). 
   
  APL 4: L: 0 gp; C: 2 gp; M: arcane scroll of dimension 
  door – 7
  th level caster (58 gp), arcane scroll of shield – 1
  st
  level caster (2 gp), ring of protection +1 (167 gp), wand of 
  magic missile – 3
  rd level caster (188 gp), crystal ball with 
  telepathy (5,833 gp). 
   
  APL 6: L: 0 gp; C: 2 gp; M: arcane scroll of dimension 
  door – 7
  th level caster (58 gp), arcane scroll of shield – 1
  st
  level caster (2 gp), ring of protection +1 (167 gp), wand of 
  magic missile – 5
  th level caster (313 gp), crystal ball with 
  telepathy (5,833 gp), cloak of resistance +1 (83 gp). 
   
  APL 8: L: 0 gp; C: 2 gp; M: arcane scroll of dimension 
  door – 7
  th level caster (58 gp), arcane scroll of shield – 1
  st
  level caster (2 gp), ring of protection +1 (167 gp), wand of 
  magic missile – 7
  th level caster (438 gp), crystal ball with 
  telepathy (5,833 gp), cloak of resistance +2 (333 gp). 
   
  APL 10: L: 0 gp; C: 2 gp; M: arcane scroll of 
  dimension door – 7
  th level caster (58 gp), arcane scroll of 
  shield – 1
  st level caster (2 gp), ring of protection +1 (167 
  gp), wand of magic missile – 9
  th level caster (563 gp), 
  crystal ball with telepathy (5,833 gp), cloak of resistance 
  +2 (333 gp), headband of intellect +2 (333 gp). 
   
  APL 12: L: 0 gp; C: 2 gp; M: arcane scroll of 
  dimension door – 7
  th level caster (58 gp), arcane scroll of 
  shield – 1
  st level caster (2 gp), ring of protection +1 (167 
  gp), wand of magic missile – 9
  th level caster (563 gp), 
  YEO3-07 Squeal Like a Pig 
   
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  � Crystal Ball with Telepathy (Adventure, DMG) 
  crystal ball with telepathy (5,833 gp), cloak of resistance 
  +2 (333 gp), headband of intellect +4 (1,333 gp). 
  � Arcane Scroll of Dimension Door (Adventure, 
  7
  th level caster, DMG) 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  � Wand of Magic Missile (Adventure, 3
  rd level 
  caster, DMG) 
   
  APL 2: L: 20 gp; C: 12 gp; M: 6,248 gp - Total: 6,280 gp 
  (450 gp). 
  APL 4: L: 13 gp; C: 12 gp; M: 6,465 gp - Total: 6,490 gp 
  (650 gp). 
  APL 6 (APL 2 and 4 Items plus): 
  APL 6: L: 25 gp; C: 12 gp; M: 6,673 gp - Total: 6,710 gp 
  (900 gp). 
  � Wand of Magic Missile (Adventure, 5
  th level 
  caster, DMG) 
   
  APL 8: L: 42 gp; C: 12 gp; M: 7,074 gp - Total: 7,128 gp 
  (1,300 gp). 
  APL 10: L: 42 gp; C: 12 gp; M: 7,570 gp - Total: 7,624 
  gp (2,300 gp). 
  APL 8 (APL 2 and 4, 6 Items plus): 
  � Wand of Magic Missile (Adventure, 7
  th level 
  caster, DMG) 
  APL 12: L: 42 gp; C: 12 gp; M: 8,570 gp - Total: 8,624 
  gp (3,300 gp). 
  � Cloak of Resistance +2 (Adventure, DMG) 
   
  Special 
  � Contact: Sherman of Trithereon 
   
  You have discovered a friend and ally in your bid to 
  create safe passage for refugees fleeing from more 
  repressive societies to the south and east.  This contact 
  thus provides you the following benefit: 
  APL 10 (APL 2 and 4, 6, 8 Items plus): 
  � Wand of Magic Missile (Adventure, 9
  th level 
  caster, DMG) 
   
  Should you desire a cleric to cast a divine spell for 
  you, you can ALWAYS use Sherman—in other words, 
  the 20% chance of cleric unavailability is waved (see rules 
  for Hounds and Falcons of Trithereon).  Furthermore, 
  any Influence Point requirements for such spells are 
  waived.  However, Sherman can only cast spells up to 5
  th 
  level.  All other rules (including gp requirements) still 
  apply. 
  � Headband of Intellect +2 (Adventure, DMG) 
   
  APL 12 (APL 2 and 4, 6, 8, 10 Items plus): 
  � Headband of Intellect +4 (Adventure, DMG) 
   
   
   
  This contact is ONLY available to Hounds and 
  Falcons of Trithereon. 
  � Ally: The Broken Tooth Clan 
   
  Because of your heroic deeds, the Broken Tooth orcs 
  have befriended you and call you ‘brother.’  You are 
  granted membership in their clan.  In game terms, all 
  orcs encountered within the Yeomanry begin with an 
  attitude of ‘neutral’ towards you unless it was friendlier to 
  begin with. 
  � Citizenship Potential 
   
  This half-orc PC has had his citizenship restriction 
  lifted by the Freeholder himself.  He/she is now eligible 
  to achieve Citizen status, and all of the benefits that come 
  therewith. 
  Items for the Adventure Record 
  Item Access 
  APL 2 and 4: 
  YEO3-07 Squeal Like a Pig 
   
  Page 17 
  
  Appendix: NPCs 
   
  Encounter Five 
  APLs 2 & 4 
  Og, male half-orc Bbn2: Medium Humanoid; HD 
  2d12+4; hp 21; Init +1; Spd 40 ft.; AC 15 (+1 Dex, +4 chain 
  shirt), touch 11, flat-footed 14; Base Atk +2; Grap +5; Atk 
  masterwork greataxe +7 melee (1d12+4/x3); Full attack 
  masterwork greataxe +7 melee (1d12+4/x3); SA: Rage; AL 
  NG; SV Fort +5, Ref +1, Will +0; Str 16, Dex 13, Con 15, 
  Int 9, Wis 10, Cha 9. 
   
  Skills: Hide +3, Listen +3, Spot +4, Survival +4. 
   
  Feats: Power Attack, Weapon Focus (greataxe). 
   
  Languages:  Common, Orc 
   
  Possessions: chain shirt, masterwork greataxe, 
  dagger 
  APLs 6 & 8 
  Og, male half-orc Bbn4: Medium Humanoid; HD 
  4d12+8; hp 42; Init +1; Spd 40 ft.; AC 15 (+1 Dex, +4 chain 
  shirt), touch 11, flat-footed 14; Base Atk +4; Grap +7; Atk 
  masterwork greataxe +9 melee (1d12+4/x3); Full attack 
  masterwork greataxe +9 melee (1d12+4/x3); SA: Rage; AL 
  NG; SV Fort +6, Ref +2, Will +1; Str 17, Dex 13, Con 15, 
  Int 9, Wis 10, Cha 9. 
   
  Skills: Hide +4, Listen 43, Spot +5, Survival +5. 
   
  Feats: Cleave, Power Attack, Weapon Focus 
  (greataxe). 
   
  Languages:  Common, Orc 
   
  Possessions: chain shirt, masterwork greataxe, 
  dagger 
  APLs 10 & 12 
  Og, male half-orc Bbn6: Medium Humanoid; HD 
  6d12+12; hp 63; Init +1; Spd 40 ft.; AC 15 (+1 Dex, +4 
  chain shirt), touch 11, flat-footed 14; Base Atk +6/+1; 
  Grap +9; Atk +1 greataxe +11 melee (1d12+5/x3); Full 
  attack +1 greataxe +11/+6 melee (1d12+5/x3); SA: Rage; 
  AL NG; SV Fort +7, Ref +3, Will +2; Str 17, Dex 13, Con 
  15, Int 9, Wis 10, Cha 9. 
   
  Skills: Hide +5, Listen +5, Spot +6, Survival +6. 
   
  Feats: Cleave, Great Cleave, Power Attack, Weapon 
  Focus (greataxe). 
   
  Languages:  Common, Orc 
   
  Possessions: chain shirt, +1 greataxe, dagger 
  Encounter Six 
  APL 4 
  Sssssss, male lizardfolk Ftr1/Bbn1: Medium Humanoid 
  (reptilian); HD 2d8+1d10+1d12+12; hp 38; Init +1; Spd 40 
  ft.; AC 20 (+1 Dex, +5 Natural, +4 chain shirt), touch 11, 
  flat-footed 17; Base Atk +3; Grap +7; Atk +1 guisarme +8 
  melee (2d4+7/x3); Full attack +1 guisarme +8 melee 
  (2d4+7/x3); SA: Rage; SQ Hold Breath; AL NE; SV Fort 
  +7, Ref +5, Will -1; Str 18, Dex 14, Con 16, Int 13, Wis 8, 
  Cha 6. 
   
  Skills: Hide +3, Listen +3, Spot +4, Survival +7. 
   
  Feats: Cleave, Combat Expertise, Power Attack 
   
  Languages:  Common, Lizardfolk. 
   
  Possessions: chain shirt, +1 guisarme, dagger, potion 
  of bull’s strength  
  APL 6 
  Sssssss, male lizardfolk Ftr2/Bbn1: Medium Humanoid 
  (reptilian); HD 2d8+1d10+2d12+15; hp 49; Init +1; Spd 40 
  ft.; AC 20 (+1 Dex, +5 Natural, +4 chain shirt), touch 11, 
  flat-footed 17; Base Atk +4; Grap +8; Atk +1 guisarme +9 
  melee (2d4+7/x3); Full attack +1 guisarme +9 melee 
  (2d4+7/x3); SA: Rage; SQ Hold Breath; AL NE; SV Fort 
  +8, Ref +5, Will -1; Str 18, Dex 14, Con 16, Int 13, Wis 8, 
  Cha 6. 
   
  Skills: Hide +4, Listen +4, Spot +5, Survival +8. 
   
  Feats: Cleave, Combat Expertise, Great Cleave, 
  Power Attack 
   
  Languages:  Common, Lizardfolk. 
   
  Possessions: chain shirt, +1 guisarme, dagger, potion 
  of bull’s strength 
  Ffffff, male lizardfolk Clr3: Medium Humanoid 
  (reptilian); HD 2d8+3d8+5; hp 34; Init +1; Spd 30 ft.; AC 
  21 (+1 Dex, +5 Natural, +1 light shield, +4 chain shirt), 
  touch 11, flat-footed 19; Base Atk +3; Grap +4; Atk 
  morningstar 
  +4 
  melee 
  (1d8+1/x2); 
  Full 
  attack 
  morningstar +4 melee (1d8+1/x2); SQ Hold Breath; AL 
  NE; SV Fort +5, Ref +3, Will +6; Str 13, Dex 13, Con 13, 
  Int 11, Wis 16, Cha 10. 
   
  Skills: Concentrate +6, Hide +4, Listen +4, Spot +5 
   
  Feats: Multiattack, dodge 
   
  Languages:  Common, Lizardfolk. 
   
  Possessions: chain shirt, morningstar, light shield 
   
  Spells (DC 13 + spell level): (4/3+1/2+1): 0: guidance 
  (x2), resistence (x2); 1
  st: cure light wounds, doom, 
  entangle*, magic weapon; 2
  nd: barkskin*, cure moderate 
  wounds, hold person. (* indicates a domain spell which 
  cannot be substituted) 
   
  YEO3-07 Squeal Like a Pig 
   
  Page 18 
  
  APL 8 
  Sssssss, male lizardfolk Ftr2/Bbn2/TribalProtector1: 
  Medium Humanoid (reptilian); HD 2d8+3d10+2d12+15; 
  hp 64; Init +1; Spd 40 ft.; AC 20 (+1 Dex, +5 Natural, +4 
  chain shirt), touch 11, flat-footed 17; Base Atk +6; Grap 
  +10; Atk +1 guisarme +11 melee (2d4+7/x3); Full attack 
  +1 guisarme +11/+6 melee (2d4+7/x3); SA: Rage; SQ 
  Hold Breath; AL NE; SV Fort +11, Ref +7, Will -1; Str 18, 
  Dex 14, Con 16, Int 13, Wis 8, Cha 6. 
   
  Skills: Hide +6, Listen +6, Spot +7, Survival +10. 
   
  Feats: Cleave, Combat Expertise, Great Cleave, 
  Improved Trip, Knockdown, Power Attack 
   
  Languages:  Common, Lizardfolk. 
   
  Possessions: chain shirt, +1 guisarme, dagger, potion 
  of bull’s strength 
  Ffffff, male lizardfolk Clr5: Medium Humanoid 
  (reptilian); HD 2d8+5d8+7; hp 48; Init +1; Spd 30 ft.; AC 
  21 (+1 Dex, +5 Natural, +1 light shield, +4 chain shirt), 
  touch 11, flat-footed 19; Base Atk +4; Grap +5; Atk 
  masterwork morningstar +6 melee (1d8+1/x2); Full attack 
  masterwork morningstar +6 melee (1d8+1/x2); SQ Hold 
  Breath, 
  Uncanny 
  Dodge, 
  Tribal Enemy (swamp 
  bugbears); AL NE; SV Fort +6, Ref +3, Will +7; Str 13, Dex 
  13, Con 13, Int 11, Wis 16, Cha 10. 
   
  Skills: Concentrate +8, Hide +6, Listen +6, Spot +7 
   
  Feats: Multiattack, dodge 
   
  Languages:  Common, Lizardfolk. 
   
  Possessions: chain shirt,masterwork morningstar, 
  light shield, scroll of cure moderate wounds x2 (3
  rd-level 
  caster) 
   
  Spells (DC 13 + spell level): (5/4+1/3+1/2+1): 0: 
  guidance (x3), resistence (x3); 1
  st: cure light wounds, 
  doom, entangle*, magic weapon, shield of faith; 2
  nd: 
  barkskin*, cure moderate wounds, hold person, silence; 
  3
  rd: dispel magic, invisibility purge, plant growth*.   (* 
  indicates a domain spell which cannot be substituted) 
  APL 10 
  Sssssss, male lizardfolk Ftr2/Bbn2/TribalProtector3: 
  Medium Humanoid (reptilian); HD 2d8+5d10+2d12+21; 
  hp 84; Init +1; Spd 40 ft.; AC 22 (+1 Dex, +5 Natural, +4 
  chain shirt, +2 home terrain)), touch 11, flat-footed 17; 
  Base Atk +8; Grap +12; Atk +1 guisarme +13 melee 
  (2d4+7/x3); Full attack +1 guisarme +13/+8 melee 
  (2d4+7/x3); SA: Rage; SQ Hold Breath, Uncanny Dodge, 
  Tribal Enemy (swamp bugbears). Wild Fighting; AL NE; 
  SV Fort +12, Ref +8, Will +0; Str 18, Dex 14, Con 16, Int 
  13, Wis 9, Cha 6. 
   
  Skills: Hide +8, Listen +8, Spot +9, Survival +12. 
   
  Feats: Cleave, Combat Expertise, Great Cleave, 
  Improved Sunder, Improved Trip, Knockdown, Power 
  Attack 
   
  Languages:  Common, Lizardfolk. 
   
  Possessions: chain shirt, +1 guisarme, dagger, potion 
  of bull’s strength 
  Ffffff, male lizardfolk Clr7: Medium Humanoid 
  (reptilian); HD 2d8+7d8+9; hp 61; Init +1; Spd 30 ft.; AC 
  21 (+1 Dex, +5 Natural, +1 light shield, +4 chain shirt), 
  touch 11, flat-footed 19; Base Atk +6/+1; Grap +7; Atk 
  masterwork morningstar +8 melee (1d8+1/x2); Full attack 
  masterwork morningstar +8/+3 melee (1d8+1/x2); SQ 
  Hold Breath; AL NE; SV Fort +7, Ref +6, Will +8; Str 13, 
  Dex 13, Con 13, Int 11, Wis 16, Cha 10. 
   
  Skills: Concentrate +10, Hide +8, Listen +8, Spot +9 
   
  Feats: Multiattack, dodge, lightning reflexes 
   
  Languages:  Common, Lizardfolk. 
   
  Possessions: chain shirt, masterwork morningstar, 
  light shield, scroll of cure serious wounds x2 (5
  rd -level 
  caster) 
   
  Spells (DC 13 + spell level): (6/5+1/4+1/3+1/1+1) : 0:
  guidance (x3), resistence (x3); 1
   
  st: cure light wounds, 
  doom, entangle (x2)*, magic weapon, shield of faith; 2
  nd: 
  barkskin*, cure moderate wounds, hold person (x2), 
  silence; 3
  rd: dispel magic (x2), invisibility purge, plant 
  growth*; 4
  th: command plants*, freedom of movement.   (* 
  indicates a domain spell which cannot be substituted) 
  APL 12 
  Sssssss, male lizardfolk Ftr3/Bbn3/TribalProtector3: 
  Medium Humanoid (reptilian); HD 2d8+6d10+3d12+27; 
  hp 105; Init +1; Spd 40 ft.; AC 22 (+1 Dex, +5 Natural, +4 
  chain shirt, +2 home terrain), touch 13, flat-footed 20; 
  Base Atk +10; Grap +14; Atk +1 guisarme +15 melee 
  (2d4+7/x3); Full attack +1 guisarme +15/+10 melee 
  (2d4+7/x3); SA: Rage; SQ Hold Breath, Uncanny Dodge, 
  Tribal Enemy (swamp bugbears). Wild Fighting; AL NE; 
  SV Fort +12, Ref +8, Will +1; Str 18, Dex 14, Con 16, Int 
  13, Wis 10, Cha 6. 
   
  Skills: Hide +10, Listen +10, Spot +11, Survival +14. 
   
  Feats: Cleave, Combat Expertise, Great Cleave, 
  Improved Disarm, Improved Sunder, Improved Trip, 
  Knockdown, Power Attack 
   
  Languages:  Common, Lizardfolk. 
   
  Possessions: chain shirt, +1 guisarme, dagger, potion 
  of bull’s strength 
  Ffffff, male lizardfolk Clr9: Medium Humanoid 
  (reptilian); HD 2d8+9d8+22; hp 83; Init +1; Spd 30 ft.; AC 
  21 (+1 Dex, +5 Natural, +1 light shield, +4 chain shirt), 
  touch 11, flat-footed 19; Base Atk +7/+2; Grap +8; Atk 
  morningstar 
  +8 
  melee 
  (1d8+1/x2); 
  Full 
  attack 
  morningstar +8/+3 melee (1d8+1/x2); SQ Hold Breath; 
  AL NE; SV Fort +8, Ref +5, Will +9; Str 13, Dex 13, Con 
  14, Int 11, Wis 16, Cha 10. 
  YEO3-07 Squeal Like a Pig 
   
  Page 19 
  
   
  Skills: Concentrate +12, Hide +10, Listen +10, Spot 
  +11 
   
  Feats: multiattack, 
   
  Languages:  Common, Lizardfolk. 
   
  Possessions: chain shirt, masterwork morningstar, 
  light shield, scroll of cure serious wounds x2 (5
  rd -level 
  caster) 
   
  Spells 
  (DC 
  13 
  + 
  spell 
  level): 
  (6/5+1/5+1/3+1/2+1/1+1) : 0: guidance (x3), resistence 
  (x3); 1
  st: cure light wounds, doom, entangle (x2)*, magic 
  weapon, shield of faith; 2
  nd: barkskin*, cure moderate 
  wounds (x2), hold person (x2), silence; 3
  rd: dispel magic 
  (x2), invisibility purge, plant growth*; 4
  th: command
  plants*, freedom of movement (x2); 5
   
  th: flame strike, ice 
  storm*.  (* indicates a domain spell which cannot be 
  substituted) 
  Encounter Seven 
  APL 2 & 4  
  Foddypeak, male gnome Ill4: Small Humanoid; HD 
  4d4+12; hp 21; Init +5; Spd 20 ft.; AC 11 (+1 size, +1 Dex), 
  touch 12, flat-footed 11; Base Atk +2; Grap -4; Atk dagger 
  +0 melee (1d4-2/19-20x2); Full attack dagger +0 melee 
  (1d4-2/19-20x2); AL NE; SV Fort +4, Ref +2, Will +8; Str 
  6, Dex 12, Con 16, Int 19, Wis 10, Cha 6. 
   
  Skills: concentration +10, hide +5, spot +5 
   
  Feats: improved initiative, scribe scroll, spell focus 
  (illusion) 
   
  Languages:  Common, Gnome, Lizardfolk 
   
  Equipment: dagger, scroll of dimension door, scroll 
  of shield, ring of protection +1, wand of magic missile 
  (3
  rd-level caster, 5 charges); crystal ball with telepathy 
   
  Spells (DC 14 + spell level--+1 for Illusions): 
  (5+1/4+1/3+1): 0: acid splash (x2), daze (x2), ghost sound, 
  mage hand; 1
  st: burning hands (x2), color spray, mage 
  armor, silent image; 2
  nd: blur, mirror image, minor image, 
  scare. 
   
  Familiar: Owl, hp 12 
  APL 6 
  Foddypeak, male gnome Ill6: Small Humanoid; HD 
  6d4+18; hp 35; Init +5; Spd 20 ft.; AC 11 (+1 size, +1 Dex), 
  touch 12, flat-footed 11; Base Atk +3; Grap -3; Atk dagger 
  +1 melee (1d4-2/19-20x2); Full attack dagger +1 melee 
  (1d4-2/19-20x2); AL NE; SV Fort +6, Ref +4, Will +10; Str 
  6, Dex 12, Con 16, Int 19, Wis 10, Cha 6. 
   
  Skills: concentration +12, hide +7, spot +7 
   
  Feats: empower spell, extend spell, improved 
  initiative, scribe scroll, spell focus (illusion) 
   
  Languages:  Common, Gnome, Lizardfolk 
   
  Equipment: dagger, scroll of dimension door, scroll 
  of shield, ring of protection +1, wand of magic missiles 
  (5
  rd-level caster, 5 charges), cloak of resistance +1; crystal 
  ball with telepathy 
   
  Spells (DC 14 + spell level--+1 for Illusions): 
  (5+1/4+1/4+1/3+1): 0: acid splash (x2), daze (x2), ghost 
  sound, mage hand; 1
  st: burning hands (x2), color spray 
  (x2), mage armor, silent image; 2
  nd: blur, darkvision, 
  mirror image, minor image, scare; 3
  rd: displacement, 
  stinking cloud, lightning bolt, major image. 
   
  Familiar: Owl, hp 18 
  APL 8 
  Foddypeak, male gnome Ill8: Small Humanoid; HD 
  8d4+24; hp 42; Init +5; Spd 20 ft.; AC 11 (+1 size, +1 Dex), 
  touch 12, flat-footed 11; Base Atk +4; Grap -2; Atk dagger 
  +2 melee (1d4-2/19-20x2); Full attack dagger +2 melee 
  (1d4-2/19-20x2); AL NE; SV Fort +7, Ref +5, Will +12; Str 
  6, Dex 12, Con 16, Int 20, Wis 10, Cha 6. 
   
  Skills: concentration +14, hide +9, spot +9 
   
  Feats: empower spell, extend spell, improved 
  initiative, scribe scroll, spell focus (illusion) 
   
  Languages:  Common, Gnome, Lizardfolk 
   
  Equipment: dagger, scroll of dimension door, scroll 
  of shield, ring of protection +1, wand of magic missiles 
  (7
  th-level caster, 5 charges), cloak of resistance +2; crystal 
  ball with telepathy 
   
  Spells (DC 14 + spell level--+1 for Illusions): 
  (5+1/5+1/4+1/4+1/3+1): 0: acid splash (x2), daze (x2), 
  ghost sound, mage hand; 1
  st: burning hands, color spray 
  (x3), mage armor, silent image; 2
  nd: darkvision, flaming 
  sphere, mirror image, shield (extended), scare; 3
  rd:
  burning hands (empowered) displacement, stinking 
  cloud, lightning bolt, major image; 4
   
  th: greater invisibility, 
  phantasmal killer, shadow conjuration, wall of fire. 
   
  Familiar: Owl, hp 24 
  APL 10  
  Foddypeak, male gnome Ill10: Small Humanoid; HD 
  10d4+30; hp 53; Init +5; Spd 20 ft.; AC 11 (+1 size, +1 
  Dex), touch 12, flat-footed 11; Base Atk +5; Grap -1; Atk 
  dagger +3 melee (1d4-2/19-20x2); Full attack dagger +3 
  melee (1d4-2/19-20x2); AL NE; SV Fort +6, Ref +4, Will 
  +11; Str 6, Dex 12, Con 16, Int 20 (22), Wis 10, Cha 6. 
   
  Skills: concentration +16, hide +11, spot +11 
   
  Feats: empower spell, extend spell, improved 
  initiative, greater spell focus (illusions), quicken spell, 
  scribe scroll, spell focus (illusion) 
   
  Languages:  Common, Gnome, Lizardfolk 
   
  Equipment: dagger, scroll of dimension door, scroll 
  of shield, ring of protection +1, wand of magic missiles 
  (9th-level caster, 5 charges), cloak of resistance +2, 
  headband of intellect +2; crystal ball with telepathy 
   
  Spells (DC 15 + spell level--+2 for Illusions): 
  (5+1/5+1/5+1/4+1/4+1/3+1): 0: acid splash (x2), daze (x2), 
  YEO3-07 Squeal Like a Pig 
   
  Page 20 
  
  ghost sound, mage hand; 1
  st: burning hands (x2), color 
  spray (x3), magic missile, silent image; 2
  nd: darkvision, 
  mage armor (extended) mirror image, minor image, scare, 
  scorching ray; 3
  rd: displacement (x2), stinking cloud, 
  lightning bolt, major image; 4
  th: greater invisibility, 
  phantasmal killer (x2), shadow conjuration, wall of fire; 
  5
  th: cone of cold (x2), shield (quickened), shadow 
  evocation. 
   
  Familiar: Owl, hp 30 
  APL 12  
  Foddypeak, male gnome Ill12: Small Humanoid; HD 
  12d4+36; hp 63; Init +5; Spd 20 ft.; AC 11 (+1 size, +1 
  Dex), touch 12, flat-footed 11; Base Atk +6/+1; Grap +0; 
  Atk dagger +4 melee (1d4-2/19-20x2); Full attack dagger 
  +4/-2 melee (1d4-2/19-20x2); AL NE; SV Fort +7, Ref +5, 
  Will +12; Str 6, Dex 12, Con 16, Int 21 (25), Wis 10, Cha 6. 
   
  Skills: concentration +18, hide +13, spot +13 
   
  Feats: empower spell, extend spell, improved 
  initiative, greater spell focus (illusions), quicken spell, 
  scribe scroll, silent spell, spell focus (illusion) 
   
  Languages:  Common, Gnome, Lizardfolk 
   
  Equipment: dagger, scroll of dimension door, scroll 
  of shield, ring of protection +1, wand of magic missiles 
  (9th-level caster, 5 charges), cloak of resistance +2, 
  headband of intellect +4; crystal ball with telepathy 
   
  Spells (DC 17 + spell level--+2 for Illusions): 
  (5+1/5+1/5+1/5+1/4+1/4+1/2+1): 0: acid splash (x2), daze 
  (x2), ghost sound, mage hand; 1
  st: burning hands (x2), 
  color spray (x2), mage armor, shield, silent image; 2
  nd: 
  blur, darkvision, mirror image, minor image, scare, 
  scorching ray; 3
  rd: displacement (x2), stinking cloud, 
  lightning bolt (x2), major image; 4
  th: greater invisibility, 
  phantasmal killer (x2), shadow conjuration, wall of fire; 
  5
  th: cone of cold (x2), persistent image, shadow evocation, 
  wall of force; 6
  th: chain lightning, mislead, programmed 
  illusion. 
   
  Familiar: Owl, hp 36 
   
   
   
  YEO3-07 Squeal Like a Pig 
   
  Page 21 
  
  Player Handout #1: The Summons 
   
   
  Greetings dear friends! 
   
  Once again the Yeomanry has need of you.  Our scouts tell us 
  that strange things are afoot in the frontier town of Bogspur.  
  You would do your country a great honor if you would travel 
  to Bogspur and get to the bottom of whatever is afoot within 
  its confines.  I know the people of that town will show you 
  great respect, as your past deeds speak for themselves. 
   
  When you arrive in Bogspur, you are to seek out Sherman, a 
  cleric in those parts.  He will fill you in on the details more 
  comprehensively than I can.  What will follow from there, I 
  cannot say.   
   
  Be certain that you send a messenger to Newick to inform me 
  of your findings once your investigation is complete.   
   
  I bid you Godspeed and good luck.   
   
   
  Melinda Wendomere 
  YEO3-07 Squeal Like a Pig 
   
  Page 22 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO3-07 - Squeal Like a Pig (3E).pdf