TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  March Through 
  March Through 
  March Through 
  March Through 
  Keoland
  Keoland
  Keoland
  Keoland    
   
  A One
  A One
  A One
  A One----Round Dungeons & Dragons Third Edition Living 
  Round Dungeons & Dragons Third Edition Living 
  Round Dungeons & Dragons Third Edition Living 
  Round Dungeons & Dragons Third Edition Living 
  Greyhawk Adventure
  Greyhawk Adventure
  Greyhawk Adventure
  Greyhawk Adventure    
   
   
  by Michael A. Donavan
  by Michael A. Donavan
  by Michael A. Donavan
  by Michael A. Donavan    
   
   
   
   
   
   
  Excitement, glory, adventure and fame, or a mind numbingly, tedious, boring, interminable wagon-trip through the 
  dusty roads of Keoland to deliver supplies on behalf of the kings agent. It's all a matter of perception. This is an 
  introductory adventure based in the Kingdom of Keoland for character levels 1-4.  
   
   
   
   
   
   
  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. Scenario detail 
  copyright 2000 by 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.  
  
   
  March Through Keoland 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scor
  Scor
  Scor
  Scoring the game for RPGA points
  ing the game for RPGA points
  ing the game for RPGA points
  ing the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have normal 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Penalties or bonuses to Charisma-related skills should be 
  applied at the DM’s discretion, and can sometimes 
  backfire—for example, a PC with a poor lifestyle would 
  not have a penalty when talking to a beggar, but would 
  when talking to a city official. A PC with a high lifestyle 
  should have a penalty when dealing with a group of street 
  thugs, where a PC with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Charisma Mod
  Charisma Mod
  Charisma Mod
  Charisma Mod    
  Destitute  
  14 sp 
   
  -2 
  Poor  
   
  43 sp 
   
  -1 
  Common  
  3 gp 
   
   0 
  High 
   
  250 gp 
   
  +1 
  Luxury 
   
  500 gp 
   
  +2 
   
  
   
  March Through Keoland 
   
  Page 3 
  Note:
  Note:
  Note:
  Note: In this event these adjustments apply to the intro 
  and encounter 1 only. Once the PCs begin the mission 
  they will be provided a writ that will support them at a 
  common lifestyle. 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  March through Keoland is an introductory event for the 
  Kingdom of Keoland written for Tiers 1 and 2. It contains 
  a great deal of information about places in the country 
  that the PCs will not visit or will not have time to explore 
  in this introductory event. Please familiarize yourself with 
  this information, it has been placed in the event to 
  provide hooks into later events and to help create the feel 
  of the campaign. 
   
  Nine years ago, in 582 CY the giants invaded Sterich 
  and Geoff, crushing both of those countries. Tens of 
  thousands of refugees fled, some came to Keoland others 
  fleed to other countries. Sterich was liberated in 588 CY, 
  and many refugees returned to their home. Despite this, 
  many refugees still populate the County of Flen. The 
  King has declared a special tribute with the purpose of 
  supplying Flen with aid in caring for these refugees. 
  Wagon trains travel the length and breadth of the 
  kingdom collecting this tribute and delivering it to Flen. 
  For their own dark purposes many organizations have 
  begun interrupting the flow of supplies. This is where the 
  adventures come in… 
   
  Adventure Synopsis 
  Adventure Synopsis 
  Adventure Synopsis 
  Adventure Synopsis     
  Introduction:
  Introduction:
  Introduction:
  Introduction:    
  The adventure begins with the PCs in Niole Dra 
  searching for adventure, but instead finding tedium. 
  While dinning at a tavern they are alert to wagons set 
  ablaze across the street. The PCs have the chance here to 
  "save the wagons," and impress their owner, Tolkas. He 
  will ask if they interested in a journey.  
   
  Encounter 1: Tolkas the Wagon Master
  Encounter 1: Tolkas the Wagon Master
  Encounter 1: Tolkas the Wagon Master
  Encounter 1: Tolkas the Wagon Master    
  Redherr, Tolkas’s assistant, takes the PCs to Brogan's 
  Tavern and after a round of introductions explains the 
  job. It seems someone or something is attacking caravans 
  carrying supplies for Flen and Master Tolkas is looking 
  for brave men and women to take up the task. 
   
  Encounter 2: The Journey South
  Encounter 2: The Journey South
  Encounter 2: The Journey South
  Encounter 2: The Journey South    
  If the PCs don't inspect the wagons carefully planted pots 
  of acid will shatter destroying the axle on one of the 
  wagons. Searching the other wagons will reveal similar 
  acts of. The damaged wagon will have to be unloaded and 
  the axle replaced. While the PCs are working on this they 
  will encounter a Patrol on the river road who offers them 
  a hand and some information. 
   
  If the PCs found the pot they will still encounter the 
  patrol and be offered the same advice. 
   
  Encounter 3: Gradsul
  Encounter 3: Gradsul
  Encounter 3: Gradsul
  Encounter 3: Gradsul    
  While on a layover in Gradsul a small band of sailors picks 
  a fight with the PCs. Law is a little footloose in Gradsul so 
  unless someone is killed officials won't be interested in a 
  minor scuffle. 
   
  The brawl was instigated by the Scarlet Brotherhood. 
  The sailors involved are ignorant of the fact they are being 
  used. 
   
  Encounter 4: The Patrol
  Encounter 4: The Patrol
  Encounter 4: The Patrol
  Encounter 4: The Patrol    
  The PCs come upon the site of another caravan that was 
  destroyed by some monstrous force. A company of 
  Dreadwalkers is currently at the site inspecting the 
  wreckage. They will warn the PCs about the monsters 
  that did this and wish them luck. 
   
  Encounter 5: The Ambush
  Encounter 5: The Ambush
  Encounter 5: The Ambush
  Encounter 5: The Ambush    
  From the woods the PCs are attacked by some of the 
  monsters that attacked the caravan. Normally these 
  creatures would be too powerful for an inexperienced 
  group of adventurers to handle but the parasites, which 
  allow them to be controlled has weakened the creatures 
  and they are on the verge of death. 
   
  Encounter 6: Interlude with the Earl of Gand
  Encounter 6: Interlude with the Earl of Gand
  Encounter 6: Interlude with the Earl of Gand
  Encounter 6: Interlude with the Earl of Gand    
  Shortly after defeating the creatures in encounter 5 the 
  PCs see an eagle soaring through the sky in the distance. 
  A little ways down the road the PCs encounter the Earl of 
  Gand and his unit of men on the way to Gradsul. They 
  will invite the PCs to lunch and will tend their wounds, if 
  any. 
   
  The Earl, if someone looks worthy, will ask one of 
  the PCs to deliver a message to his home. 
   
  Encounter 7: Granforth
  Encounter 7: Granforth
  Encounter 7: Granforth
  Encounter 7: Granforth    
  Stopping for the night in Granforth, the capital of 
  Blerfield, the PCs encounter a company of dwarves who 
  patrol the area. They will invite the PCs to join them in a 
  drinking contest and share the rumors they have heard to 
  date. 
   
  Encounter 8: Of halflings and gnomes
  Encounter 8: Of halflings and gnomes
  Encounter 8: Of halflings and gnomes
  Encounter 8: Of halflings and gnomes    
  A gnome and halfling looking to add a little excitement to 
  their lives liven up the day of one of the PCs by shooting 
  an apple out of his or her hand. To prove he can do it 
  again the Halfling will ask one of the PCs to put an apple 
  on his head so it can be shot off. If a PC agrees the 
  halfling will give that PC his crossbow for being such a 
  good sport. 
   
  Encounter 9: In the March of Sedenna
  Encounter 9: In the March of Sedenna
  Encounter 9: In the March of Sedenna
  Encounter 9: In the March of Sedenna    
  Hard feelings toward refugees have made the border 
  patrols surly. The transportation of supplies has increased 
  banditry and smuggling so the Margrave has ordered the 
  guards to search all wagons. This is thankless work that 
  has left the guards feeling miserable—a feeling they will 
  take out on the PCs verbally. Redherr will do his best to 
  mitigate it but… 
   
  
   
  March Through Keoland 
   
  Page 4 
  Conclusions:
  Conclusions:
  Conclusions:
  Conclusions:    
  A. At last, Flen
  A. At last, Flen
  A. At last, Flen
  A. At last, Flen    
  This encounter is a general wrap-up for the event. The 
  PCs check in, make their report and get paid. Any 
  important information will be noted and sent on to Niole 
  Dra. 
   
  B. Search for Sailors (Fled the fight) 
  B. Search for Sailors (Fled the fight) 
  B. Search for Sailors (Fled the fight) 
  B. Search for Sailors (Fled the fight)     
  If the PCs try and track down the sailors who attacked 
  them instead of continuing the journey they will locate 
  them but receive no pay for the event. Other drivers will 
  be found.  
      
   
  C. Search for Sailors (PCs Mugged) 
  C. Search for Sailors (PCs Mugged) 
  C. Search for Sailors (PCs Mugged) 
  C. Search for Sailors (PCs Mugged)     
  If the PCs try and track down the sailors who attacked 
  them instead of continuing the journey they will locate 
  them but receive no pay for the event. The sailors will be 
  found and fined but can't reveal anything about they guy 
  who put them up to it. Other drivers will be found to 
  complete the mission. 
   
  D. Search for the Instigator
  D. Search for the Instigator
  D. Search for the Instigator
  D. Search for the Instigator    
  If the PCs try to track down the instigator of the brawl 
  new drivers will be hired and the search will fail, the 
  perpetrator is long gone. 
   
  E. Serving Hard time
  E. Serving Hard time
  E. Serving Hard time
  E. Serving Hard time    
  If the PCs kill a sailor in the brawl they will be arrested. 
  New drivers will be hired while the characters stand trial. 
   
  F. Serving Hard time II
  F. Serving Hard time II
  F. Serving Hard time II
  F. Serving Hard time II    
  PCs Kill Rinki or Dinki but not both 
  If the PCs attack and kill either the halfling or the gnome 
  but not the other one the remaining individual will seek 
  out a nearby patrol and have the PCs arrested. 
   
  G Final Justice
  G Final Justice
  G Final Justice
  G Final Justice    
  If the PCs kill one or more of the Margraves troops they 
  will be captured, or killed in the attempt, and tried by the 
  Margrave, who will have them executed. 
   
  Note: coinage in Keoland:
  Note: coinage in Keoland:
  Note: coinage in Keoland:
  Note: coinage in Keoland:    
  Keoish coins are named; griffon (pp), lion (gp), eagle (ep), 
  hawk (sp), and sparrow (cp) 
   
   
  Introduction
  Introduction
  Introduction
  Introduction    
  Give the players Player Handout #1
  Player Handout #1
  Player Handout #1
  Player Handout #1, give PC thieves 
  Player Handout #2
  Player Handout #2
  Player Handout #2
  Player Handout #2 as well. At this time also give the 
  players part 1 of the Critical Event Summary. Once it is 
  filled in continue with the following: 
   
  Note:
  Note:
  Note:
  Note: Some PCs may decide they are from Niole Dra, direct the 
  read aloud text to non-residents. The general situation of 
  residents is the same, they are bored, they have jobs to meet their 
  bills but only just and no one is willing to give them more 
  "Interesting work." 
      
  It has been several months since your arrival to the city of 
  It has been several months since your arrival to the city of 
  It has been several months since your arrival to the city of 
  It has been several months since your arrival to the city of 
  Niole Dra. You still remem
  Niole Dra. You still remem
  Niole Dra. You still remem
  Niole Dra. You still remember passing through the gates on a 
  ber passing through the gates on a 
  ber passing through the gates on a 
  ber passing through the gates on a 
  cold and dreary day, assaulted by the sights, sounds and yea, 
  cold and dreary day, assaulted by the sights, sounds and yea, 
  cold and dreary day, assaulted by the sights, sounds and yea, 
  cold and dreary day, assaulted by the sights, sounds and yea, 
  even the smells of this bustling burg. Even today the sense of 
  even the smells of this bustling burg. Even today the sense of 
  even the smells of this bustling burg. Even today the sense of 
  even the smells of this bustling burg. Even today the sense of 
  wonder and discovery has not left you. Every day there is 
  wonder and discovery has not left you. Every day there is 
  wonder and discovery has not left you. Every day there is 
  wonder and discovery has not left you. Every day there is 
  something new to see, every day there 
  something new to see, every day there 
  something new to see, every day there 
  something new to see, every day there is something new you 
  is something new you 
  is something new you 
  is something new you 
  learn about this place where you have come to seek your hearts 
  learn about this place where you have come to seek your hearts 
  learn about this place where you have come to seek your hearts 
  learn about this place where you have come to seek your hearts 
  desire. 
  desire. 
  desire. 
  desire.     
      
  The Tankard District of late has been your home. It lies 
  The Tankard District of late has been your home. It lies 
  The Tankard District of late has been your home. It lies 
  The Tankard District of late has been your home. It lies 
  at the heart of Niole Dra, at the intersection of each quarter. 
  at the heart of Niole Dra, at the intersection of each quarter. 
  at the heart of Niole Dra, at the intersection of each quarter. 
  at the heart of Niole Dra, at the intersection of each quarter. 
  The Tankard District is Niole Dra rendere
  The Tankard District is Niole Dra rendere
  The Tankard District is Niole Dra rendere
  The Tankard District is Niole Dra rendered in miniature
  d in miniature
  d in miniature
  d in miniature—
  —
  —
  —
  roughly divided into parts for each of the Quarters. The area 
  roughly divided into parts for each of the Quarters. The area 
  roughly divided into parts for each of the Quarters. The area 
  roughly divided into parts for each of the Quarters. The area 
  near the Noble Quarter serves that quarter's rich residents, 
  near the Noble Quarter serves that quarter's rich residents, 
  near the Noble Quarter serves that quarter's rich residents, 
  near the Noble Quarter serves that quarter's rich residents, 
  most of the rundown dives are lined up near the Copper and 
  most of the rundown dives are lined up near the Copper and 
  most of the rundown dives are lined up near the Copper and 
  most of the rundown dives are lined up near the Copper and 
  River quarters, and the mid
  River quarters, and the mid
  River quarters, and the mid
  River quarters, and the mid----range taverns lay near the 
  range taverns lay near the 
  range taverns lay near the 
  range taverns lay near the 
  Mark
  Mark
  Mark
  Market Quarter. The Lion's Claws maintain a heavy presence 
  et Quarter. The Lion's Claws maintain a heavy presence 
  et Quarter. The Lion's Claws maintain a heavy presence 
  et Quarter. The Lion's Claws maintain a heavy presence 
  here, primarily in the Noble Quarter
  here, primarily in the Noble Quarter
  here, primarily in the Noble Quarter
  here, primarily in the Noble Quarter----ward area. 
  ward area. 
  ward area. 
  ward area.     
      
  Alas! You have not found what you were seeking when 
  Alas! You have not found what you were seeking when 
  Alas! You have not found what you were seeking when 
  Alas! You have not found what you were seeking when 
  you left home. Pursing every notice calling for adventurers, 
  you left home. Pursing every notice calling for adventurers, 
  you left home. Pursing every notice calling for adventurers, 
  you left home. Pursing every notice calling for adventurers, 
  you have only found rude retorts: “ret
  you have only found rude retorts: “ret
  you have only found rude retorts: “ret
  you have only found rude retorts: “return when you were no 
  urn when you were no 
  urn when you were no 
  urn when you were no 
  longer wet behind the ears,” they tell you. How are you to fulfil 
  longer wet behind the ears,” they tell you. How are you to fulfil 
  longer wet behind the ears,” they tell you. How are you to fulfil 
  longer wet behind the ears,” they tell you. How are you to fulfil 
  your dreams when no one will give you the chance?
  your dreams when no one will give you the chance?
  your dreams when no one will give you the chance?
  your dreams when no one will give you the chance?    
      
  Never the less you have learned much since you arrived. 
  Never the less you have learned much since you arrived. 
  Never the less you have learned much since you arrived. 
  Never the less you have learned much since you arrived. 
  You a have place to lay your head at night and even found a 
  You a have place to lay your head at night and even found a 
  You a have place to lay your head at night and even found a 
  You a have place to lay your head at night and even found a 
  jojojojob to make ends meet. Neither is very satisfying and you are 
  b to make ends meet. Neither is very satisfying and you are 
  b to make ends meet. Neither is very satisfying and you are 
  b to make ends meet. Neither is very satisfying and you are 
  always on the lookout for new opportunities. You have met 
  always on the lookout for new opportunities. You have met 
  always on the lookout for new opportunities. You have met 
  always on the lookout for new opportunities. You have met 
  others in a situation much like your own. So far none of them 
  others in a situation much like your own. So far none of them 
  others in a situation much like your own. So far none of them 
  others in a situation much like your own. So far none of them 
  has "made it" either.
  has "made it" either.
  has "made it" either.
  has "made it" either.    
      
  With the coming of the night you make your way 
  With the coming of the night you make your way 
  With the coming of the night you make your way 
  With the coming of the night you make your way 
  toward
  toward
  toward
  towards Brogan's Hall for dinner. As Brogan's comes into site 
  s Brogan's Hall for dinner. As Brogan's comes into site 
  s Brogan's Hall for dinner. As Brogan's comes into site 
  s Brogan's Hall for dinner. As Brogan's comes into site 
  you notice something odd; A few doors down the shop of 
  you notice something odd; A few doors down the shop of 
  you notice something odd; A few doors down the shop of 
  you notice something odd; A few doors down the shop of 
  Master Tolkas, a wagon maker of some repute. The shops doors 
  Master Tolkas, a wagon maker of some repute. The shops doors 
  Master Tolkas, a wagon maker of some repute. The shops doors 
  Master Tolkas, a wagon maker of some repute. The shops doors 
  hang askew on their hinges. Flickering yellow
  hang askew on their hinges. Flickering yellow
  hang askew on their hinges. Flickering yellow
  hang askew on their hinges. Flickering yellow----orange glow 
  orange glow 
  orange glow 
  orange glow 
  dances out onto the street
  dances out onto the street
  dances out onto the street
  dances out onto the street and you smell burning pitch and 
   and you smell burning pitch and 
   and you smell burning pitch and 
   and you smell burning pitch and 
  wood, along with odors you don't recognize.
  wood, along with odors you don't recognize.
  wood, along with odors you don't recognize.
  wood, along with odors you don't recognize.    
   
  Get the players’ intentions.  
   
  One of the groups trying to sabotage the aid to Flen 
  broke into the shop, doused the wagons with oil and set 
  them aflame. The saboteur fled the scene immediately. By 
  the time the PCs arrive the fires will start to damage the 
  wagons. There are six wagons located in the building. 
  Water barrels stand on the outside corners of the 
  building. If the PCs act fast they can put out the fires. This 
  is an oil fire—water alone will not extinguish the flames. 
  Water-soaked cloaks or dirt are the best tools for putting 
  out the flames. Have active PCs each make a Wisdom or 
  Dexterity check, whichever is hire. To put out one wagon 
  requires two success checks (DC 10). More than one PC 
  can perform individual l checks on each wagon, or 
  additional PCs can cooperate (see the D&D Player’s 
  Handbook, p. 62) to increase an individual check.  
   
  If the PCs call for help a number (10 minus the 
  number of PCs) of towns folk will arrive to help put out 
  the blaze. If someone runs to Brogan's it will take 1 round 
  but you can double the number of people that will come 
  
   
  March Through Keoland 
   
  Page 5 
  to help. The town folk arrive two rounds after the call for 
  help.  
   
  After six rounds have passed and the wagons are not 
  extinguished, they have been rendered useless. When the 
  flames are out continue with the following:  
   
  The ground is covered in water mixed with ash. You look 
  The ground is covered in water mixed with ash. You look 
  The ground is covered in water mixed with ash. You look 
  The ground is covered in water mixed with ash. You look 
  around and see (the smoking remains of [fill in the number] 
  around and see (the smoking remains of [fill in the number] 
  around and see (the smoking remains of [fill in the number] 
  around and see (the smoking remains of [fill in the number] 
  wagons) and several wagons, which bear th
  wagons) and several wagons, which bear th
  wagons) and several wagons, which bear th
  wagons) and several wagons, which bear the scorch marks of 
  e scorch marks of 
  e scorch marks of 
  e scorch marks of 
  the fire. Several men arrive and begin cleaning the debris. A 
  the fire. Several men arrive and begin cleaning the debris. A 
  the fire. Several men arrive and begin cleaning the debris. A 
  the fire. Several men arrive and begin cleaning the debris. A 
  large heavyset man approaches you. He has dark brown hair 
  large heavyset man approaches you. He has dark brown hair 
  large heavyset man approaches you. He has dark brown hair 
  large heavyset man approaches you. He has dark brown hair 
  and an olive complexion. 
  and an olive complexion. 
  and an olive complexion. 
  and an olive complexion.     
      
  "My shop! Did you see who did this?
  "My shop! Did you see who did this?
  "My shop! Did you see who did this?
  "My shop! Did you see who did this?    
      
  When the PCs reply with a negative continue. 
   
  """"I thank
  I thank
  I thank
  I thank you for you help with the fire. It was fortunate that 
   you for you help with the fire. It was fortunate that 
   you for you help with the fire. It was fortunate that 
   you for you help with the fire. It was fortunate that 
  you were here. I was eating diner with Redherr here. We were 
  you were here. I was eating diner with Redherr here. We were 
  you were here. I was eating diner with Redherr here. We were 
  you were here. I was eating diner with Redherr here. We were 
  discussing his journey in the morning." 
  discussing his journey in the morning." 
  discussing his journey in the morning." 
  discussing his journey in the morning."     
      
  As he says this he indicates a young man with fiery red 
  As he says this he indicates a young man with fiery red 
  As he says this he indicates a young man with fiery red 
  As he says this he indicates a young man with fiery red 
  hair and a pale complexion. Without pause 
  hair and a pale complexion. Without pause 
  hair and a pale complexion. Without pause 
  hair and a pale complexion. Without pause he continues, "If 
  he continues, "If 
  he continues, "If 
  he continues, "If 
  not for your assistance the discussion would have been moot." 
  not for your assistance the discussion would have been moot." 
  not for your assistance the discussion would have been moot." 
  not for your assistance the discussion would have been moot." 
  He pauses a moment in thought. 
  He pauses a moment in thought. 
  He pauses a moment in thought. 
  He pauses a moment in thought.     
      
  "Perhaps we could assist each other further. Would you be 
  "Perhaps we could assist each other further. Would you be 
  "Perhaps we could assist each other further. Would you be 
  "Perhaps we could assist each other further. Would you be 
  interested in a journey? It pays 30 lions each!"
  interested in a journey? It pays 30 lions each!"
  interested in a journey? It pays 30 lions each!"
  interested in a journey? It pays 30 lions each!"    
      
  If the PCs show any interest Tolkas will ask Redherr to 
  take them to Brogans and explain the mission while he 
  inspects his shop. The Lion's claws will be arriving at this 
  time to investigate the fire. They will ask the PCs a few 
  brief questions then let them go on their way. These 
  guardmen wear leather armor and carry clubs. On their 
  tabard is the symbol of the Lions Claws. 
   
  When the PCs follow Redherr continue with 
  encounter 1. 
   
   
  Encounter 1:
  Encounter 1:
  Encounter 1:
  Encounter 1:    
  Tolkas the Wagon Master
  Tolkas the Wagon Master
  Tolkas the Wagon Master
  Tolkas the Wagon Master    
  Redherr requests a table some distance from the current match 
  Redherr requests a table some distance from the current match 
  Redherr requests a table some distance from the current match 
  Redherr requests a table some distance from the current match 
  between a mas
  between a mas
  between a mas
  between a massive half
  sive half
  sive half
  sive half----orc and a small wire human whose 
  orc and a small wire human whose 
  orc and a small wire human whose 
  orc and a small wire human whose 
  head is shaved and marked with six red spots. If muscle alone 
  head is shaved and marked with six red spots. If muscle alone 
  head is shaved and marked with six red spots. If muscle alone 
  head is shaved and marked with six red spots. If muscle alone 
  were to determine the outcome then the half
  were to determine the outcome then the half
  were to determine the outcome then the half
  were to determine the outcome then the half----orc has it, but this 
  orc has it, but this 
  orc has it, but this 
  orc has it, but this 
  is rarely the case. 
  is rarely the case. 
  is rarely the case. 
  is rarely the case.     
      
  Once you are seated and orders are placed your 
  Once you are seated and orders are placed your 
  Once you are seated and orders are placed your 
  Once you are seated and orders are placed your 
  companion clears 
  companion clears 
  companion clears 
  companion clears his throat. 
  his throat. 
  his throat. 
  his throat.     
      
  "Ahem, as you probably heard from Tolkas my name is 
  "Ahem, as you probably heard from Tolkas my name is 
  "Ahem, as you probably heard from Tolkas my name is 
  "Ahem, as you probably heard from Tolkas my name is 
  Redherr, Redherr of Feldin Keep in the March of Sedenna. If 
  Redherr, Redherr of Feldin Keep in the March of Sedenna. If 
  Redherr, Redherr of Feldin Keep in the March of Sedenna. If 
  Redherr, Redherr of Feldin Keep in the March of Sedenna. If 
  you could each introduce yourself I would appreciate it.
  you could each introduce yourself I would appreciate it.
  you could each introduce yourself I would appreciate it.
  you could each introduce yourself I would appreciate it.    
      
  At this point give the PCs the chance to introduce 
  themselves. Ask them to describe their characters if they 
  haven't already done so. Once they have finished Redherr 
  will continue. 
      
  The job Tolkas is offering is one that may provide a bit of sport 
  The job Tolkas is offering is one that may provide a bit of sport 
  The job Tolkas is offering is one that may provide a bit of sport 
  The job Tolkas is offering is one that may provide a bit of sport 
  and adventure. Tolkas the wagon maker is looking for drivers 
  and adventure. Tolkas the wagon maker is looking for drivers 
  and adventure. Tolkas the wagon maker is looking for drivers 
  and adventure. Tolkas the wagon maker is looking for drivers 
  to take the wagons 
  to take the wagons 
  to take the wagons 
  to take the wagons you saved to the city of Flen." He holds up 
  you saved to the city of Flen." He holds up 
  you saved to the city of Flen." He holds up 
  you saved to the city of Flen." He holds up 
  his hand to stop you from interrupting him. "You might 
  his hand to stop you from interrupting him. "You might 
  his hand to stop you from interrupting him. "You might 
  his hand to stop you from interrupting him. "You might 
  wonder what possible adventure could come from the drudgery 
  wonder what possible adventure could come from the drudgery 
  wonder what possible adventure could come from the drudgery 
  wonder what possible adventure could come from the drudgery 
  of driving a wagon hundreds of miles? I thought the same 
  of driving a wagon hundreds of miles? I thought the same 
  of driving a wagon hundreds of miles? I thought the same 
  of driving a wagon hundreds of miles? I thought the same 
  thing at first, but, 30 lion at the time
  thing at first, but, 30 lion at the time
  thing at first, but, 30 lion at the time
  thing at first, but, 30 lion at the time of delivery is a veritable 
   of delivery is a veritable 
   of delivery is a veritable 
   of delivery is a veritable 
  fortune for such a job. Then I then found out that there was 
  fortune for such a job. Then I then found out that there was 
  fortune for such a job. Then I then found out that there was 
  fortune for such a job. Then I then found out that there was 
  more that meets the eye for such a paltry job. It seems that the 
  more that meets the eye for such a paltry job. It seems that the 
  more that meets the eye for such a paltry job. It seems that the 
  more that meets the eye for such a paltry job. It seems that the 
  reason for such a high rate of pay is that drovers have been 
  reason for such a high rate of pay is that drovers have been 
  reason for such a high rate of pay is that drovers have been 
  reason for such a high rate of pay is that drovers have been 
  scarce since the ambushes of the wagon tr
  scarce since the ambushes of the wagon tr
  scarce since the ambushes of the wagon tr
  scarce since the ambushes of the wagon trains started. Tolkas 
  ains started. Tolkas 
  ains started. Tolkas 
  ains started. Tolkas 
  told me that no one seems to know why the wagons are being 
  told me that no one seems to know why the wagons are being 
  told me that no one seems to know why the wagons are being 
  told me that no one seems to know why the wagons are being 
  ambushed, but the attacks have not helped his hiring of 
  ambushed, but the attacks have not helped his hiring of 
  ambushed, but the attacks have not helped his hiring of 
  ambushed, but the attacks have not helped his hiring of 
  drovers. Nor has it helped that rumors whisper the possibility 
  drovers. Nor has it helped that rumors whisper the possibility 
  drovers. Nor has it helped that rumors whisper the possibility 
  drovers. Nor has it helped that rumors whisper the possibility 
  of Scarlet Brotherhood involvement in the attacks." 
  of Scarlet Brotherhood involvement in the attacks." 
  of Scarlet Brotherhood involvement in the attacks." 
  of Scarlet Brotherhood involvement in the attacks."     
      
  He 
  He 
  He 
  He places his finger on the tip of his nose and looks at you 
  places his finger on the tip of his nose and looks at you 
  places his finger on the tip of his nose and looks at you 
  places his finger on the tip of his nose and looks at you 
  askance. "You do remember there is a standing reward of 150 
  askance. "You do remember there is a standing reward of 150 
  askance. "You do remember there is a standing reward of 150 
  askance. "You do remember there is a standing reward of 150 
  lion for the capture of anyone associated with the Scarlet 
  lion for the capture of anyone associated with the Scarlet 
  lion for the capture of anyone associated with the Scarlet 
  lion for the capture of anyone associated with the Scarlet 
  Brotherhood?"
  Brotherhood?"
  Brotherhood?"
  Brotherhood?"    
      
  Talking to Redherr is the PCs’ chance to gather a little 
  information about the mission. 
  • 
  Tolkas is willing to hire the PCs at 30 lion per wagon 
  for the trip and will provide provisions for the trip. (if 
  any of the wagons were destroyed in the fire that 
  means less pay) 
  • 
  The trip’s route is from Niole Dra to Gradsul along 
  the Sheldomar river road, then past the Dreadwood 
  forest through Dourstone to Grandforth and finally 
  to Flen. 
  • 
  The reason they are going such a circuitous route is 
  they are to pick up supplies along the route at 
  different locations. 
  • 
  The supplies are for refugees in encampments 
  around Flen. The supplies are being provided by the 
  king via a tax imposed on the king's vassals, who in 
  turn collect them from their vassals. Tolkas was hired 
  to make wagons for this effort. 
  • 
  They will be given a writ authorizing them to collect 
  the supplies and are to keep track and give receipts 
  for all supplies to the king's agent at Flen. 
  • 
  Kings' agents at Gradsul and Grandforth will check 
  the receipts and reload the wagons. They will be 
  provided room and board at a local inn while 
  awaiting the agents pleasure. The stop at each should 
  last about 2 or 3 days. 
  • 
  He has trouble getting drovers because of the 
  ambushes 
  and 
  the 
  rumor 
  that 
  the 
  Scarlet 
  Brotherhood is involved, that is why he is willing to 
  hire them even though they have no experience. 
  • 
  All he knows about the ambushes is they seem to 
  occur on the road between Gradsul and Greystone, 
  specifically when they pass the Dreadwood. 
  • 
  The entire trip should take about 40 days. 
   
  • 
  Do you really think the Scarlet Brotherhood is behind these 
  problems?    You never know, but if I can get my hands 
  on one of them my future will be set. No more of this 
  mucking about for adventure, people will come 
  looking for me.        
      
  Redherr will tell the PCs that Tolkas has many caravans 
  going to Flen. He leaves on a caravan tomorrow, but the 
  
   
  March Through Keoland 
   
  Page 6 
  PCs would not be leaving until the next one, exactly one 
  week from today.  
   
  When the PCs are done asking questions continue 
  with the following: 
   
  You sit there pensive, eating your meal and digest both food 
  You sit there pensive, eating your meal and digest both food 
  You sit there pensive, eating your meal and digest both food 
  You sit there pensive, eating your meal and digest both food 
  and news together. Redherr s
  and news together. Redherr s
  and news together. Redherr s
  and news together. Redherr stands up, wipes his mouth his 
  tands up, wipes his mouth his 
  tands up, wipes his mouth his 
  tands up, wipes his mouth his 
  sleeve and drops a few coins on the table. "Well, I must be off 
  sleeve and drops a few coins on the table. "Well, I must be off 
  sleeve and drops a few coins on the table. "Well, I must be off 
  sleeve and drops a few coins on the table. "Well, I must be off 
  since the wagon train leaves an hour before dawn; mayhap I 
  since the wagon train leaves an hour before dawn; mayhap I 
  since the wagon train leaves an hour before dawn; mayhap I 
  since the wagon train leaves an hour before dawn; mayhap I 
  will see you when you pass through Sedenna. Before I leave 
  will see you when you pass through Sedenna. Before I leave 
  will see you when you pass through Sedenna. Before I leave 
  will see you when you pass through Sedenna. Before I leave 
  would you like me to inform Master Tolkas yo
  would you like me to inform Master Tolkas yo
  would you like me to inform Master Tolkas yo
  would you like me to inform Master Tolkas you are interested 
  u are interested 
  u are interested 
  u are interested 
  when I see him? If not I recommend you inform him 
  when I see him? If not I recommend you inform him 
  when I see him? If not I recommend you inform him 
  when I see him? If not I recommend you inform him 
  yourselves in the next few days.” 
  yourselves in the next few days.” 
  yourselves in the next few days.” 
  yourselves in the next few days.”     
      
  Allow the PCs to respond… 
      
  You watch him make his way to the door, struggling all the 
  You watch him make his way to the door, struggling all the 
  You watch him make his way to the door, struggling all the 
  You watch him make his way to the door, struggling all the 
  while to loosen his belt after the hearty meal he consumed. 
  while to loosen his belt after the hearty meal he consumed. 
  while to loosen his belt after the hearty meal he consumed. 
  while to loosen his belt after the hearty meal he consumed.     
   
  While at the tavern if any of the PCs decide to wrestle in 
  the pit the owner will offer them 1 lion if they win and 2 
  hawks if they lose. Their opponent will be Rassak, a monk 
  of the Flen Monastery. His stats follow: 
   
  Rassak, male human Mnk3:
  Rassak, male human Mnk3:
  Rassak, male human Mnk3:
  Rassak, male human Mnk3: Medium Humanoid (5ft. 7 
  in. tall); HD 3d8+3 hp 20; Init +8 (+4 Dex, +4 Improved 
  Initiative); Spd 30 ft.; AC 15 (+4 Dex, +1 Wisdom); Atks 
  +3 melee (1d6+1, Unarmed) SA stunning attack; SQ Still 
  Mind, Deflect Arrows; SR 0; AL LN; SV Fort +4, Ref +7, 
  Will +4. 
   
  Str 13, Dex 18, Con 13, Int 10, Wis 12, Cha 10. 
   
  Skills: Hide +8, Jump +5, Listen +5, Move Silently +6, 
  Search +2, Spot +3, Tumble +6; Feats: Improved Initiative, 
  Combat Reflexes, Unarmed Strike, Deflect Arrows, Power 
  Attack 
      
  Allow the PCs to make whatever preparations they desire 
  in the morning but remind them that they are scheduled 
  to work their laborer jobs again in the morning. If they 
  decide to quit it will cost them 5 silver hawks per day for 
  the next week (35 Silver) before the wagons are ready to 
  roll. 
   
  If the PCs go to talk with Tolkas he knows the 
  following additional information.    
      
  Tolkas
  Tolkas
  Tolkas
  Tolkas (male human Exp1; Wagon Wright) makes 
  wagons in Niole Dra. 
  • 
  He does not think the fire he suffered has anything 
  to do with the ambushes 
  • 
  If they accept he will have the wagons they are to 
  drive ready in a weeks time. 
  • 
  The wagons are pulled by two oxen and contain 
  replacement wheels and axles in case of breakdown, 
  although he is certain you will not have problems 
  with them. 
  • 
  If the PCs are worried about not being skilled 
  drovers he will arrange some basic lessons. 
  • 
  He has sent out several wagon trains, each about a 
  week apart in time. 
  • 
  The PCs will each drive a wagon and will be the 
  whole wagon train. 
  • 
  If they ask about the Scarlet Brotherhood, he will 
  confirm that indeed there is a standing reward of 150 
  lion for their capture, but the last time anyone 
  collected it was well over a year ago. 
   
  If the PCs inspect the wagons before they leave they find 
  they have been sabotaged by affixing a bottle of acid 
  between the bottom of the wagon and the top of the axle. 
  Tolkas will be surprised and will tell them to be on their 
  guard during the trip. He will take it upon himself to 
  inspect all the wagons that leave after the PCs and will 
  report it to the authorities. He then will send them on 
  their way, as he is anxious to keep fulfilling his contract.  
   
   
  Encounter 2: 
  Encounter 2: 
  Encounter 2: 
  Encounter 2:     
  The Journey South
  The Journey South
  The Journey South
  The Journey South    
  It has been several days’ travel along the Sheldomar river 
  It has been several days’ travel along the Sheldomar river 
  It has been several days’ travel along the Sheldomar river 
  It has been several days’ travel along the Sheldomar river 
  road. The heat is oppressive, the dust unendurable, and the 
  road. The heat is oppressive, the dust unendurable, and the 
  road. The heat is oppressive, the dust unendurable, and the 
  road. The heat is oppressive, the dust unendurable, and the 
  smell emanating from the south end of the oxen, unb
  smell emanating from the south end of the oxen, unb
  smell emanating from the south end of the oxen, unb
  smell emanating from the south end of the oxen, unbearable. 
  earable. 
  earable. 
  earable. 
  You pass mile after mile of farmland and pastures with 
  You pass mile after mile of farmland and pastures with 
  You pass mile after mile of farmland and pastures with 
  You pass mile after mile of farmland and pastures with 
  occasional stops to pick up the supplies at the designated points. 
  occasional stops to pick up the supplies at the designated points. 
  occasional stops to pick up the supplies at the designated points. 
  occasional stops to pick up the supplies at the designated points.     
      
  At the last village you passed you witnessed a priest of 
  At the last village you passed you witnessed a priest of 
  At the last village you passed you witnessed a priest of 
  At the last village you passed you witnessed a priest of 
  Baccob nearly burnt at the stake as a witch. If not for the 
  Baccob nearly burnt at the stake as a witch. If not for the 
  Baccob nearly burnt at the stake as a witch. If not for the 
  Baccob nearly burnt at the stake as a witch. If not for the 
  interv
  interv
  interv
  intervention of men wearing the Livery of the Duke of Dorlin 
  ention of men wearing the Livery of the Duke of Dorlin 
  ention of men wearing the Livery of the Duke of Dorlin 
  ention of men wearing the Livery of the Duke of Dorlin 
  it would have been a grim end.
  it would have been a grim end.
  it would have been a grim end.
  it would have been a grim end.    
      
  Inquiries with the Dukes men about the incident will be 
  met with a shrug and a terse, "Superstitious peasants," 
  before he rides off. 
   
  If the PCs have not inspected the wagons select one 
  of the PCs at random, point to him and read text. 
   
  The road stretches out before you, seemingly without end. 
  The road stretches out before you, seemingly without end. 
  The road stretches out before you, seemingly without end. 
  The road stretches out before you, seemingly without end. 
  Suddenly you hear a loud crack and are jolted rudely from the 
  Suddenly you hear a loud crack and are jolted rudely from the 
  Suddenly you hear a loud crack and are jolted rudely from the 
  Suddenly you hear a loud crack and are jolted rudely from the 
  wagon, falling to the ground.
  wagon, falling to the ground.
  wagon, falling to the ground.
  wagon, falling to the ground.    
      
  Have the PC make a normal Reflex save (DC15) to avoid 
  being pinned under the wagon when it overturns. If the 
  PC fails apply 1d4 damage. If the PC makes the check no 
  damage is taken. 
   
  Upon inspection of the wagon they will find some 
  type of acid has corroded the front axle. It was affixed in a 
  bottle between the bottom of the wagon and the top of 
  the axle. As the weight of the wagon increased from the 
  supplies gathered, it crushed the bottle when jolted by 
  the motions of travel. If they inspect the other wagons 
  they will find bottles similarly attached. All of this is 
  subject to applicable Spot check (DC12) to find this 
  information. 
   
  The PCs now have the onerous task of unloading the 
  wagon and making repairs and as they are doing this a 
  troop of heavy cavalry approaches them on the road. 
  Remember they have extra supplies to repair the wagon. 
   
  As you struggle with the task of unloading the broken wagon's 
  As you struggle with the task of unloading the broken wagon's 
  As you struggle with the task of unloading the broken wagon's 
  As you struggle with the task of unloading the broken wagon's 
  supplies to fix it, you spot a troop of heavy cavalry approaching 
  supplies to fix it, you spot a troop of heavy cavalry approaching 
  supplies to fix it, you spot a troop of heavy cavalry approaching 
  supplies to fix it, you spot a troop of heavy cavalry approaching 
  
   
  March Through Keoland 
   
  Page 7 
  from the direction of Gradsul. As they come near the troop 
  from the direction of Gradsul. As they come near the troop 
  from the direction of Gradsul. As they come near the troop 
  from the direction of Gradsul. As they come near the troop 
  leader calls the col
  leader calls the col
  leader calls the col
  leader calls the column to a halt and then he moves forward to 
  umn to a halt and then he moves forward to 
  umn to a halt and then he moves forward to 
  umn to a halt and then he moves forward to 
  greet you. You notice he is riding a fine Jutlin mare in 
  greet you. You notice he is riding a fine Jutlin mare in 
  greet you. You notice he is riding a fine Jutlin mare in 
  greet you. You notice he is riding a fine Jutlin mare in 
  chestnut colors, with a flaxen mane. His heavy lance carries a 
  chestnut colors, with a flaxen mane. His heavy lance carries a 
  chestnut colors, with a flaxen mane. His heavy lance carries a 
  chestnut colors, with a flaxen mane. His heavy lance carries a 
  pennon indicating he is of the livery of the Kings Riders and 
  pennon indicating he is of the livery of the Kings Riders and 
  pennon indicating he is of the livery of the Kings Riders and 
  pennon indicating he is of the livery of the Kings Riders and 
  his shield is emblazoned with h
  his shield is emblazoned with h
  his shield is emblazoned with h
  his shield is emblazoned with his personal arms. He wears a 
  is personal arms. He wears a 
  is personal arms. He wears a 
  is personal arms. He wears a 
  front and back breastplate over a chainmail suit. On his waist 
  front and back breastplate over a chainmail suit. On his waist 
  front and back breastplate over a chainmail suit. On his waist 
  front and back breastplate over a chainmail suit. On his waist 
  there is a belted saber and a dagger with what seems to be a 
  there is a belted saber and a dagger with what seems to be a 
  there is a belted saber and a dagger with what seems to be a 
  there is a belted saber and a dagger with what seems to be a 
  duplicate of his arms. As he comes closer, you note that he has 
  duplicate of his arms. As he comes closer, you note that he has 
  duplicate of his arms. As he comes closer, you note that he has 
  duplicate of his arms. As he comes closer, you note that he has 
  a black goatee and piercing black eyes 
  a black goatee and piercing black eyes 
  a black goatee and piercing black eyes 
  a black goatee and piercing black eyes beneath a set of heavy 
  beneath a set of heavy 
  beneath a set of heavy 
  beneath a set of heavy 
  eyebrows. 
  eyebrows. 
  eyebrows. 
  eyebrows.     
      
  "Greeting friends, may we be of service? I am Pellon 
  "Greeting friends, may we be of service? I am Pellon 
  "Greeting friends, may we be of service? I am Pellon 
  "Greeting friends, may we be of service? I am Pellon 
  Kastren of Middlemead", 
  Kastren of Middlemead", 
  Kastren of Middlemead", 
  Kastren of Middlemead",     
   
  If the PCs indicate help is needed he directs his men to 
  dismount and help with the repairs. If not they will stand 
  watch while the PCs do the work. They have seen many 
  such wagons along this road and know what the PCs are 
  doing here.  
      
  If the PCs have inspected the wagons before leaving 
  town and found the sabotage read the following text: 
      
  During your travels, you spot a troop of heavy cavalry 
  During your travels, you spot a troop of heavy cavalry 
  During your travels, you spot a troop of heavy cavalry 
  During your travels, you spot a troop of heavy cavalry 
  approaching you down the road from the direction of Gradsul. 
  approaching you down the road from the direction of Gradsul. 
  approaching you down the road from the direction of Gradsul. 
  approaching you down the road from the direction of Gradsul. 
  As they come near you hear the troop leader call the column to 
  As they come near you hear the troop leader call the column to 
  As they come near you hear the troop leader call the column to 
  As they come near you hear the troop leader call the column to 
  a halt and then he moves forward to greet you. You notice he is 
  a halt and then he moves forward to greet you. You notice he is 
  a halt and then he moves forward to greet you. You notice he is 
  a halt and then he moves forward to greet you. You notice he is 
  riding a fine Jutlin mare in chestnut colors, with a flaxen 
  riding a fine Jutlin mare in chestnut colors, with a flaxen 
  riding a fine Jutlin mare in chestnut colors, with a flaxen 
  riding a fine Jutlin mare in chestnut colors, with a flaxen 
  mane. Hi
  mane. Hi
  mane. Hi
  mane. His heavy lance carries a pennon indicating he is of the 
  s heavy lance carries a pennon indicating he is of the 
  s heavy lance carries a pennon indicating he is of the 
  s heavy lance carries a pennon indicating he is of the 
  livery of the Royal Lancers and his shield is emblazoned with 
  livery of the Royal Lancers and his shield is emblazoned with 
  livery of the Royal Lancers and his shield is emblazoned with 
  livery of the Royal Lancers and his shield is emblazoned with 
  his personal arms. He wears a front and back breastplate over 
  his personal arms. He wears a front and back breastplate over 
  his personal arms. He wears a front and back breastplate over 
  his personal arms. He wears a front and back breastplate over 
  a chainmail suit. On his waist there is a belted saber and a 
  a chainmail suit. On his waist there is a belted saber and a 
  a chainmail suit. On his waist there is a belted saber and a 
  a chainmail suit. On his waist there is a belted saber and a 
  dagger with what
  dagger with what
  dagger with what
  dagger with what seems to be a duplicate of his arms. As he 
   seems to be a duplicate of his arms. As he 
   seems to be a duplicate of his arms. As he 
   seems to be a duplicate of his arms. As he 
  comes closer you note that he has a black goatee topped by 
  comes closer you note that he has a black goatee topped by 
  comes closer you note that he has a black goatee topped by 
  comes closer you note that he has a black goatee topped by 
  piercing black eyes beneath a set of heavy eyebrows. "Greeting 
  piercing black eyes beneath a set of heavy eyebrows. "Greeting 
  piercing black eyes beneath a set of heavy eyebrows. "Greeting 
  piercing black eyes beneath a set of heavy eyebrows. "Greeting 
  and well
  and well
  and well
  and well----met, friends. I am Pellon Kastren of Middlemead" 
  met, friends. I am Pellon Kastren of Middlemead" 
  met, friends. I am Pellon Kastren of Middlemead" 
  met, friends. I am Pellon Kastren of Middlemead" 
  With that said, he waits expecta
  With that said, he waits expecta
  With that said, he waits expecta
  With that said, he waits expectantly.
  ntly.
  ntly.
  ntly.    
      
  Pellon Kastren of Middlemead
  Pellon Kastren of Middlemead
  Pellon Kastren of Middlemead
  Pellon Kastren of Middlemead (male human War3)  
      
  What Pellon Kastren knows: 
  • 
  His troops are returning to Niole Dra to be mustered 
  after serving a tour of garrison duty at Gradsul. 
  • 
  They were stationed at Gradsul to provide support to 
  the light cavalry patrolling the road between Gradsul 
  and Greystone. 
  • 
  The troop had gone out several times in response to a 
  call for aid by the light horse troops but always 
  arrived at the scenes of the ambushes too late to be of 
  help. 
  • 
  The light horse is tasked with the investigations of 
  the ambushes, but as far as he knows they have 
  gleaned no useful information. 
  • 
  His heavy troop is typical of those mustered in the 
  king's livery and are part of the levy required by the 
  king on the Margrave Kahrn of Middlemead 
  • 
  He is a minor relative of Kahrn, a third son of the 
  relation, therefore free to pursue a military career 
  without family encumbrances. 
  • 
  If the PCs wagon was successfully sabotaged on the 
  trip, he will convey this information on his arrival at 
  Niole Dra and warn Tolkas and the authorities. 
   
  After speaking to the PCs, Pellon orders the troopers to 
  mount up. Before leaving he turns to you and says:  
   
  "A word of warning; The barony of Riverwatch is currently 
  "A word of warning; The barony of Riverwatch is currently 
  "A word of warning; The barony of Riverwatch is currently 
  "A word of warning; The barony of Riverwatch is currently 
  plagued by the Laughing Bandit and his jackals." He pauses 
  plagued by the Laughing Bandit and his jackals." He pauses 
  plagued by the Laughing Bandit and his jackals." He pauses 
  plagued by the Laughing Bandit and his jackals." He pauses 
  and leans f
  and leans f
  and leans f
  and leans forward, "I mean that almost literally. He is 
  orward, "I mean that almost literally. He is 
  orward, "I mean that almost literally. He is 
  orward, "I mean that almost literally. He is 
  followed by a band of Gnolls and it is said he controls several 
  followed by a band of Gnolls and it is said he controls several 
  followed by a band of Gnolls and it is said he controls several 
  followed by a band of Gnolls and it is said he controls several 
  wolves as well. The peasant folk say he is a beast that changes 
  wolves as well. The peasant folk say he is a beast that changes 
  wolves as well. The peasant folk say he is a beast that changes 
  wolves as well. The peasant folk say he is a beast that changes 
  into the form of a wolf when Luna is full. If this is true or not 
  into the form of a wolf when Luna is full. If this is true or not 
  into the form of a wolf when Luna is full. If this is true or not 
  into the form of a wolf when Luna is full. If this is true or not 
  I don’t know. He 
  I don’t know. He 
  I don’t know. He 
  I don’t know. He rarely troubles people here along the river 
  rarely troubles people here along the river 
  rarely troubles people here along the river 
  rarely troubles people here along the river 
  road. It is too heavily patrolled. Even so be on your guard. He 
  road. It is too heavily patrolled. Even so be on your guard. He 
  road. It is too heavily patrolled. Even so be on your guard. He 
  road. It is too heavily patrolled. Even so be on your guard. He 
  may decide to prove me a liar." With those words, he remounts 
  may decide to prove me a liar." With those words, he remounts 
  may decide to prove me a liar." With those words, he remounts 
  may decide to prove me a liar." With those words, he remounts 
  his steed and signals his troopers to move forward.
  his steed and signals his troopers to move forward.
  his steed and signals his troopers to move forward.
  his steed and signals his troopers to move forward.    
   
  The troop departs towards Niole Dra leaving you to 
  continue on your journey. 
   
  Treasure
  Treasure
  Treasure
  Treasure: 1 flask of acid per wagon that was not broken 
  on the road. The acid can be used by the PCs as a weapon 
  in this event. A successful hit will inflict 1d6 damage the 
  first round, 1d3 the second. Use the Grenade-like missile 
  rules from Chapter 9 of the Player's Handbook to 
  determine where a miss fell. If within 5' of someone the 
  splash will cause 1 hp damage the first round. The Acid 
  will break down by the end of the event. 
   
   
  Encounter 3:
  Encounter 3:
  Encounter 3:
  Encounter 3:    
  Gradsul
  Gradsul
  Gradsul
  Gradsul    
  After many
  After many
  After many
  After many days travel you see the spires of Gradsul in the 
   days travel you see the spires of Gradsul in the 
   days travel you see the spires of Gradsul in the 
   days travel you see the spires of Gradsul in the 
  distance. You were told you would be here for a few days while 
  distance. You were told you would be here for a few days while 
  distance. You were told you would be here for a few days while 
  distance. You were told you would be here for a few days while 
  the supplies you have collected thus far were inventoried. 
  the supplies you have collected thus far were inventoried. 
  the supplies you have collected thus far were inventoried. 
  the supplies you have collected thus far were inventoried. 
  When you pass the Gate one of the guards gives you directions 
  When you pass the Gate one of the guards gives you directions 
  When you pass the Gate one of the guards gives you directions 
  When you pass the Gate one of the guards gives you directions 
  to Falkas, the king's 
  to Falkas, the king's 
  to Falkas, the king's 
  to Falkas, the king's agent.
  agent.
  agent.
  agent.    
      
  He directs you to stable the wagons at a warehouse near 
  He directs you to stable the wagons at a warehouse near 
  He directs you to stable the wagons at a warehouse near 
  He directs you to stable the wagons at a warehouse near 
  the docks and to give him your receipts. He then asks if you 
  the docks and to give him your receipts. He then asks if you 
  the docks and to give him your receipts. He then asks if you 
  the docks and to give him your receipts. He then asks if you 
  have anything to report.
  have anything to report.
  have anything to report.
  have anything to report.    
   
  Let the PCs quickly summarize what has happened thus 
  far. When they finish Falkas will give them vouchers for 
  rooms and meals at the Mermaids arms. He will then tell 
  them to return in the morning three days hence to 
  resume their journey. If they fail to show, he adds, 
  someone else will be found for the balance of the trip. 
   
  Give PCs Player Handout #3
  Handout #3
  Handout #3
  Handout #3 then find out what they 
  want to do for the next two days. Do not spend more than 
  15 minutes on it. If the PCs try to perform at a tavern or 
  in the streets the guards will give them a hard time, 
  asking to see their licenses. Only members of the 
  appropriate guild are allowed to perform in the city. A PC 
  seeking to join will be told that the organization is not 
  currently taking new members. 
   
  If the PCs engage in any thieving activities they will 
  return to find their room ransacked and a dead cat in their 
  
   
  March Through Keoland 
   
  Page 8 
  bed--a friendly warning from the local theives guild. PCs 
  who try to seek out and join the guild will be told,  
   
  "So long as you are working for the King and his agents there 
  "So long as you are working for the King and his agents there 
  "So long as you are working for the King and his agents there 
  "So long as you are working for the King and his agents there 
  is no place for you here!" 
  is no place for you here!" 
  is no place for you here!" 
  is no place for you here!"     
   
  If the PCs quit the mission to join record it on the Critical 
  event summary. 
   
  After a frenzied pair of days, you look forward to dinner at the 
  After a frenzied pair of days, you look forward to dinner at the 
  After a frenzied pair of days, you look forward to dinner at the 
  After a frenzied pair of days, you look forward to dinner at the 
  inn's main room and enjoying one more night before 
  inn's main room and enjoying one more night before 
  inn's main room and enjoying one more night before 
  inn's main room and enjoying one more night before 
  continuing on your journey.
  continuing on your journey.
  continuing on your journey.
  continuing on your journey.    
      
  You meet your companions at dinner and sit back after 
  You meet your companions at dinner and sit back after 
  You meet your companions at dinner and sit back after 
  You meet your companions at dinner and sit back after 
  ordering a meal from the waitress. The peace
  ordering a meal from the waitress. The peace
  ordering a meal from the waitress. The peace
  ordering a meal from the waitress. The peace and quiet of the 
   and quiet of the 
   and quiet of the 
   and quiet of the 
  tavern is interrupted by raucous laughter coming from the bar. 
  tavern is interrupted by raucous laughter coming from the bar. 
  tavern is interrupted by raucous laughter coming from the bar. 
  tavern is interrupted by raucous laughter coming from the bar. 
  You turn around and see several sailors drinking at and you 
  You turn around and see several sailors drinking at and you 
  You turn around and see several sailors drinking at and you 
  You turn around and see several sailors drinking at and you 
  look around to see the cause of their mirth. To your horror they 
  look around to see the cause of their mirth. To your horror they 
  look around to see the cause of their mirth. To your horror they 
  look around to see the cause of their mirth. To your horror they 
  seem to be laughing at…you. 
  seem to be laughing at…you. 
  seem to be laughing at…you. 
  seem to be laughing at…you.     
      
  'Ay matey, have you 
  'Ay matey, have you 
  'Ay matey, have you 
  'Ay matey, have you ever seen such scruffy lot as that" 
  ever seen such scruffy lot as that" 
  ever seen such scruffy lot as that" 
  ever seen such scruffy lot as that" 
  mocks one of the sailors looking at you. I have never glimpsed 
  mocks one of the sailors looking at you. I have never glimpsed 
  mocks one of the sailors looking at you. I have never glimpsed 
  mocks one of the sailors looking at you. I have never glimpsed 
  a poorer excuse for adventuring types. They look like they 
  a poorer excuse for adventuring types. They look like they 
  a poorer excuse for adventuring types. They look like they 
  a poorer excuse for adventuring types. They look like they 
  should never have left their mother’s skirts". You are not sure, 
  should never have left their mother’s skirts". You are not sure, 
  should never have left their mother’s skirts". You are not sure, 
  should never have left their mother’s skirts". You are not sure, 
  but from their accent you believe
  but from their accent you believe
  but from their accent you believe
  but from their accent you believe these men are from the Hold 
   these men are from the Hold 
   these men are from the Hold 
   these men are from the Hold 
  of the Sea Princes. The main sailor’s taunting goes on.” 
  of the Sea Princes. The main sailor’s taunting goes on.” 
  of the Sea Princes. The main sailor’s taunting goes on.” 
  of the Sea Princes. The main sailor’s taunting goes on.”     
      
  “Let’s test their mettle boys, and see if they be worthy of 
  “Let’s test their mettle boys, and see if they be worthy of 
  “Let’s test their mettle boys, and see if they be worthy of 
  “Let’s test their mettle boys, and see if they be worthy of 
  the adventurers name.” He then drains his ale and 
  the adventurers name.” He then drains his ale and 
  the adventurers name.” He then drains his ale and 
  the adventurers name.” He then drains his ale and 
  menacingly approaches you. His buddies behind, all grins a
  menacingly approaches you. His buddies behind, all grins a
  menacingly approaches you. His buddies behind, all grins a
  menacingly approaches you. His buddies behind, all grins and 
  nd 
  nd 
  nd 
  cracking their knuckles
  cracking their knuckles
  cracking their knuckles
  cracking their knuckles    
      
  Note: 
  Note: 
  Note: 
  Note: Make sure the PCs are aware the sailors are fighting 
  unarmed. I can not stress this enough. 
   
  PC Options:
  PC Options:
  PC Options:
  PC Options:    
  Flee
  Flee
  Flee
  Flee: If the PCs decide to flee inform them the sailors 
  will be on them too quickly unless they do something to 
  slow the sailors down. Let the PCs come up with a reason 
  to delay the attack, anything reasonable will do. If they 
  flee, they get away successfully. 
   
  Flee and summon authorities:
  Flee and summon authorities:
  Flee and summon authorities:
  Flee and summon authorities: If they try to get the 
  authorities involved, they will not find the sailors at the 
  inn when they return and the bartender will not know 
  were the sailors are from. If pressed, the bartender 
  remembers hearing that the sailors said some of the PCs 
  friends had hired them to teach them a lesson, and 
  discourage the PCs from continuing a life of adventure. 
  The sailors paid the barkeep well and also included a 
  hefty fee for any damages that might be incurred in the 
  fight. The authorities will make the appropriate noises 
  but since no crime was committed they will take no 
  further action. Under no circumstances will the kings' 
  agent allow them to stay extra time and if they insist he 
  will tell them to consider themselves fired with no pay. If 
  they insist investigating go to Conclusion B
  Conclusion B
  Conclusion B
  Conclusion B  
      
  Fight:
  Fight:
  Fight:
  Fight:    Use the stats below for the sailors. When the fight 
  ends go onto the appropriate results. 
   
  Tier 1:
  Tier 1:
  Tier 1:
  Tier 1:    
  Sailors
  Sailors
  Sailors
  Sailors (4),
  (4),
  (4),
  (4), male human Ftr1:
   male human Ftr1:
   male human Ftr1:
   male human Ftr1: Medium Humanoids; HD 
  1d10+1; hp 5; Init +7; Spd 30 ft.; AC 15 (+2 Leather, +3 
  Dex); Atks +1 melee (1-2+1, fists); AL CN; SV Fort +4, Ref 
  +3, Will -1. 
   
  Str 12, Dex 16, Con 14, Int 9, Wis 8, Cha 11. 
   
  Skills: Swim +3, Craft (Sailing)+1. Feats: Improved 
  Unarmed Strike, Dodge, Improved Initiative 
   
  Equipment: Leather Armor, Cutlass, Dagger, Shirt, 
  Pants, Boots, and pouch containing 2 lions, 1 eagle, and 10 
  sparrows    
   
  Tier 2:
  Tier 2:
  Tier 2:
  Tier 2:    
  Sailors
  Sailors
  Sailors
  Sailors (6),
  (6),
  (6),
  (6), ma
   ma
   ma
   male human Ftr2:
  le human Ftr2:
  le human Ftr2:
  le human Ftr2: Medium Humanoids; HD 
  2d10+2; hp 13; Init +7; Spd 30 ft.; AC 15 (+2 Leather, +3 
  Dex); Atks +1 melee (1-2+1, fists); AL CN; SV Fort +5, Ref 
  +3, Will -1. 
   
  Str 12, Dex 16, Con 14, Int 9, Wis 8, Cha 11. 
   
  Skills: Swim +3, Craft (Sailing)+2. Feats: Improved 
  Unarmed Strike, Dodge, Improved Initiative 
   
  Equipment: Leather Armor, Cutlass, Dagger, Shirt, 
  Pants, Boots, and pouch containing 2 lions, 1 eagle, and 10 
  sparrows    
   
  Fight and lose:
  Fight and lose:
  Fight and lose:
  Fight and lose: If the PCs fight and lose the authorities 
  will not be called. The fight will end when the PCs are all 
  knocked unconscious. None of the PCs will die from 
  injuries in the fight. Remember that the sailors are 
  unarmed and using fists only. When the PCs wake up 
  from their beating and question the bartender about the 
  incident he will relate to them that the sailors paid him 
  off. The bartender further tells them that the sailors said 
  that some of the PCs friends had hired them to teach you 
  a lesson so you would be discouraged from continuing a 
  life of adventure. The sailors paid him well and also 
  included a hefty fee for any damages that might be 
  incurred in the fracas.  
   
  If the PCs go to the authorities they will investigate 
  but since no major harm was done they will put it down 
  as a prank by the sailors on unsuspecting adventurers. 
  They have dealt with the Sea Princes sailors before and 
  since the help identify those involved because they must 
  leave early next morning they will drop the matter. 
  Under no circumstances will the kings' agent allow them 
  to stay extra time and if they insist he will tell them they 
  will lose their pay and consider themselves fired. If they 
  insist investigating go to Conclusion C
  Conclusion C
  Conclusion C
  Conclusion C    
      
  Fight and win:
  Fight and win:
  Fight and win:
  Fight and win: If they fight and beat the sailors they are 
  free to question them as to the reason of the fight. If they 
  do not do so and state that they will call the authorities 
  the sailors will relate the story of them being hired as a 
  joke. The sailors will tell them that the PCs friends hired 
  them to teach them a lesson so they would be discouraged 
  from continuing a life of adventure. The bartender will 
  agree with their story, adding that they also paid in 
  advance for all the damages to his property. If they call for 
  the authorities, the sailors will be arrested and fined for 
  public brawling but will be released. The PCs are allowed 
  to continue on their journey. If they insist on searching 
  for the perpetrator, remind them that they do not have 
  the time since they leave in the morning. Under no 
  
   
  March Through Keoland 
   
  Page 9 
  circumstances will the kings' agent allow them to stay 
  extra time and if they insist he will tell them they will lose 
  their pay and consider themselves fired. If the PCs insist 
  on searching go to Conclusion D
  Conclusion D
  Conclusion D
  Conclusion D. 
    
  Fight and kill one of the sailors
  Fight and kill one of the sailors
  Fight and kill one of the sailors
  Fight and kill one of the sailors If a sailor is killed by a 
  PC using a weapon, they are arrested and held over for 
  investigation. Since the kings' agent will not allow them 
  to stay extra time they will be fired with no pay. Go to 
  Conclusion E. 
  Conclusion E. 
  Conclusion E. 
  Conclusion E.     
      
  Sailors Flee
  Sailors Flee
  Sailors Flee
  Sailors Flee If the sailors are just overwhelmed or 
  magically driven to it they might flee. If so they will 
  return to their ship. If PCs pursue them they will see the 
  sailors board a ship flying the flag of Onnwal. A 
  successful Listen check (DC 18) or Read Lips check vs DC 
  15 will provide the following information.    
   
  “Matey, what happened to you?”
  “Matey, what happened to you?”
  “Matey, what happened to you?”
  “Matey, what happened to you?”    
      
  One of the sailors that fled answers, "we j
  One of the sailors that fled answers, "we j
  One of the sailors that fled answers, "we j
  One of the sailors that fled answers, "we just had the snot 
  ust had the snot 
  ust had the snot 
  ust had the snot 
  beat out of us. Never have we met such a fearsome group of 
  beat out of us. Never have we met such a fearsome group of 
  beat out of us. Never have we met such a fearsome group of 
  beat out of us. Never have we met such a fearsome group of 
  adventures. Some fellas told us they were friends of that 
  adventures. Some fellas told us they were friends of that 
  adventures. Some fellas told us they were friends of that 
  adventures. Some fellas told us they were friends of that 
  fearsome group, and they paid us to teach them a lesson, 
  fearsome group, and they paid us to teach them a lesson, 
  fearsome group, and they paid us to teach them a lesson, 
  fearsome group, and they paid us to teach them a lesson, 
  wanted us to scare them from going on any other adventures. 
  wanted us to scare them from going on any other adventures. 
  wanted us to scare them from going on any other adventures. 
  wanted us to scare them from going on any other adventures. 
  I’ll 
  I’ll 
  I’ll 
  I’ll be those folks are having a fine laugh on us tonight.
  be those folks are having a fine laugh on us tonight.
  be those folks are having a fine laugh on us tonight.
  be those folks are having a fine laugh on us tonight.    
      
  If any of the sailors are questioned they know the 
  following. 
  • 
  They met the person who hired them late last night 
  at this same bar. A human male, getting on in years, 
  obviously not a sailor. He stood a bit over five foot 
  tall and was really skinny with blond hair and blue 
  eyes. They received a verbal description of the party. 
  They were paid in advance by this individual. The 
  description of the person does not match the real 
  appearance of the individual since he wore a disguise 
   
  The encounter is a Scarlet Brotherhood plot to further 
  delay the delivery of goods to Flen. The agent who 
  fomented this is never found. 
   
  Treasure
  Treasure
  Treasure
  Treasure: If the PCs defeat the sailors they will willingly 
  part with up to half their coin without challenge. Beyond 
  that they will threaten with the law (An empty threat 
  unless someone was killed.) The bartender will step in if 
  the PCs try and take the sailors equipment, taking their 
  money he feels is no more than their just deserves. If the 
  PCs do take the equipment the watch will be called and 
  the PCs will be forced to return everything. 
   
   
  Encounter 4: The Patrol
  Encounter 4: The Patrol
  Encounter 4: The Patrol
  Encounter 4: The Patrol    
  Have each PC roll two spot and two listen checks and 
  record the results. You will use these rolls in encounter 5. 
   
  The spires of Grads
  The spires of Grads
  The spires of Grads
  The spires of Gradsul are just a memory now as you move 
  ul are just a memory now as you move 
  ul are just a memory now as you move 
  ul are just a memory now as you move 
  along the road by the Dreadwood. Now you are approaching 
  along the road by the Dreadwood. Now you are approaching 
  along the road by the Dreadwood. Now you are approaching 
  along the road by the Dreadwood. Now you are approaching 
  the woods. This is where all the ambushes took place, along 
  the woods. This is where all the ambushes took place, along 
  the woods. This is where all the ambushes took place, along 
  the woods. This is where all the ambushes took place, along 
  this stretch of road. Then there are the stories of the 
  this stretch of road. Then there are the stories of the 
  this stretch of road. Then there are the stories of the 
  this stretch of road. Then there are the stories of the 
  Dreadwood, tales told throughout the Kingdom. 
  Dreadwood, tales told throughout the Kingdom. 
  Dreadwood, tales told throughout the Kingdom. 
  Dreadwood, tales told throughout the Kingdom. You 
  You 
  You 
  You 
  remember the childhood stories about changlings from the 
  remember the childhood stories about changlings from the 
  remember the childhood stories about changlings from the 
  remember the childhood stories about changlings from the 
  Dreadwood stealing bad little boys and girls and eating them. 
  Dreadwood stealing bad little boys and girls and eating them. 
  Dreadwood stealing bad little boys and girls and eating them. 
  Dreadwood stealing bad little boys and girls and eating them. 
  As you grew older the tales grew darker. Stories of ogres eating 
  As you grew older the tales grew darker. Stories of ogres eating 
  As you grew older the tales grew darker. Stories of ogres eating 
  As you grew older the tales grew darker. Stories of ogres eating 
  travelers, of the living dead and their necromancer master who 
  travelers, of the living dead and their necromancer master who 
  travelers, of the living dead and their necromancer master who 
  travelers, of the living dead and their necromancer master who 
  makes
  makes
  makes
  makes the Dreadwood his home, tales of witches and fiends 
   the Dreadwood his home, tales of witches and fiends 
   the Dreadwood his home, tales of witches and fiends 
   the Dreadwood his home, tales of witches and fiends 
  from the blackest pit of the nether realms. The stories are 
  from the blackest pit of the nether realms. The stories are 
  from the blackest pit of the nether realms. The stories are 
  from the blackest pit of the nether realms. The stories are 
  without end and each more horrific than the last.
  without end and each more horrific than the last.
  without end and each more horrific than the last.
  without end and each more horrific than the last.    
      
  Ask the PCs if there is anything special they are doing 
  along this stretch of road. Get their watch patterns for the 
  nights, Ask what they do for meals or when someone 
  needs to relieve themselves. If the PCs say they eat while 
  traveling remind them the oxen need a break to eat 
  occasionally too. 
   
  The heat of the morning as the sun rises over your 
  The heat of the morning as the sun rises over your 
  The heat of the morning as the sun rises over your 
  The heat of the morning as the sun rises over your fourth day 
  fourth day 
  fourth day 
  fourth day 
  along the Dreadwood tells you today will be a scorcher, much 
  along the Dreadwood tells you today will be a scorcher, much 
  along the Dreadwood tells you today will be a scorcher, much 
  along the Dreadwood tells you today will be a scorcher, much 
  like the last two days. The shade provided by the forest almost 
  like the last two days. The shade provided by the forest almost 
  like the last two days. The shade provided by the forest almost 
  like the last two days. The shade provided by the forest almost 
  gives it a pleasant, friendly feel, till you recall once more the 
  gives it a pleasant, friendly feel, till you recall once more the 
  gives it a pleasant, friendly feel, till you recall once more the 
  gives it a pleasant, friendly feel, till you recall once more the 
  horrific tales of the place.
  horrific tales of the place.
  horrific tales of the place.
  horrific tales of the place.    
      
  As you crest a ridge the
  As you crest a ridge the
  As you crest a ridge the
  As you crest a ridge the tales become all too real. A scene 
   tales become all too real. A scene 
   tales become all too real. A scene 
   tales become all too real. A scene 
  of horror lies spread out before you
  of horror lies spread out before you
  of horror lies spread out before you
  of horror lies spread out before you—
  —
  —
  —a graveyard of splintered 
  a graveyard of splintered 
  a graveyard of splintered 
  a graveyard of splintered 
  wagons. The smashed and bloated corpses of oxen and humans 
  wagons. The smashed and bloated corpses of oxen and humans 
  wagons. The smashed and bloated corpses of oxen and humans 
  wagons. The smashed and bloated corpses of oxen and humans 
  lie strewn about the landscape. Six elves inspect the carnage. 
  lie strewn about the landscape. Six elves inspect the carnage. 
  lie strewn about the landscape. Six elves inspect the carnage. 
  lie strewn about the landscape. Six elves inspect the carnage. 
  Five of them are currently mounted 
  Five of them are currently mounted 
  Five of them are currently mounted 
  Five of them are currently mounted on Morgans, horses 
  on Morgans, horses 
  on Morgans, horses 
  on Morgans, horses 
  known for their ability to work in wooded terrain. The sixth is 
  known for their ability to work in wooded terrain. The sixth is 
  known for their ability to work in wooded terrain. The sixth is 
  known for their ability to work in wooded terrain. The sixth is 
  crouched beside one of the bodies, his mount a short distance 
  crouched beside one of the bodies, his mount a short distance 
  crouched beside one of the bodies, his mount a short distance 
  crouched beside one of the bodies, his mount a short distance 
  away. After a moment he glances up, or rather she does. From 
  away. After a moment he glances up, or rather she does. From 
  away. After a moment he glances up, or rather she does. From 
  away. After a moment he glances up, or rather she does. From 
  under her helm long, flowing golden tresses cascad
  under her helm long, flowing golden tresses cascad
  under her helm long, flowing golden tresses cascad
  under her helm long, flowing golden tresses cascade down 
  e down 
  e down 
  e down 
  around her face. From where you stand you note her leather 
  around her face. From where you stand you note her leather 
  around her face. From where you stand you note her leather 
  around her face. From where you stand you note her leather 
  cuirass is well worn and filigreed with silver in some arcane 
  cuirass is well worn and filigreed with silver in some arcane 
  cuirass is well worn and filigreed with silver in some arcane 
  cuirass is well worn and filigreed with silver in some arcane 
  design you do not recognize. Near her left shoulder she wears 
  design you do not recognize. Near her left shoulder she wears 
  design you do not recognize. Near her left shoulder she wears 
  design you do not recognize. Near her left shoulder she wears 
  some sort of insignia. As she stands she gestures for you to come 
  some sort of insignia. As she stands she gestures for you to come 
  some sort of insignia. As she stands she gestures for you to come 
  some sort of insignia. As she stands she gestures for you to come 
  down off the rise.
  down off the rise.
  down off the rise.
  down off the rise.    
      
  When the PCs approach continue with the following: 
   
  As you draw nearer more details become apparent. All six elves 
  As you draw nearer more details become apparent. All six elves 
  As you draw nearer more details become apparent. All six elves 
  As you draw nearer more details become apparent. All six elves 
  where the same device, a triad of trees with a pair of elvish eyes 
  where the same device, a triad of trees with a pair of elvish eyes 
  where the same device, a triad of trees with a pair of elvish eyes 
  where the same device, a triad of trees with a pair of elvish eyes 
  looking out from amongst them. The elven woman wears a
  looking out from amongst them. The elven woman wears a
  looking out from amongst them. The elven woman wears a
  looking out from amongst them. The elven woman wears a    
  long sword and poignard, both with silver handles. From 
  long sword and poignard, both with silver handles. From 
  long sword and poignard, both with silver handles. From 
  long sword and poignard, both with silver handles. From 
  what you can see, her troop is similarly armed and armored.
  what you can see, her troop is similarly armed and armored.
  what you can see, her troop is similarly armed and armored.
  what you can see, her troop is similarly armed and armored.    
   
  In a musical voice that reminds you of the faint tinkling 
  of bells, the elf addresses the group. "I am Alissa Dawnstar 
  of the Dreadwalkers. I bid you welcome and pray that the 
  fates dealt to this caravan do not befall you; I am afraid we 
  were too late to help these poor unfortunates."  
   
  Alissa Dawnstar
  Alissa Dawnstar
  Alissa Dawnstar
  Alissa Dawnstar (female elf War3)  
   
  What Alissa knows: 
  • 
  She and her companions are members of the 
  Dreadwalkers, an organization that patrols the 
  borders of the Dreadwood, trying to keep the dark 
  creatures that lurk within in check. 
  • 
  They are always looking for a few good woodsmen to 
  round out their numbers. If a PC voices an interest 
  log it in the critical event summary. In the future 
  they may be contacted about the matter. 
  
   
  March Through Keoland 
   
  Page 10 
  • 
  The dead are Koreth and his two sons, brewers from 
  Shadows Edge, a village not far from here. It is likely 
  they were transporting some of their ale, probably up 
  to Greyhill. 
  • 
  Alissa and her companions will inform Koreth’s wife 
  and his two daughters of these events. 
  • 
  All the barrels were crushed and destroyed. It doesn't 
  look like anything was stolen. 
  • 
  There have been several ambushes of the wagon 
  trains in recent weeks. This is just the latest. 
  • 
  They have managed to stop some of the ambushes, 
  others they have come upon the remains after the 
  deed is done. 
  • 
  Most of the ambushes seem to be by humans and 
  humanoids and she has recognized the local banditry 
  amongst the slain and captured, a normal occurrence 
  at all times for this stretch of the road. 
  • 
  Some of the captured miscreants have indicated that 
  monsters have been observed lurking near the road. 
  • 
  Some of the ambushes seem to have been caused by 
  monsters but they have not managed to intercept any 
  of those ambushes. 
  • 
  Several trails of blood have been followed from these 
  strange ambushes but the seem to have vanished into 
  thin air, even the most skilled woodsmen do not 
  seem capable to track were they disappeared. 
  • 
  The normal ambushes took care not to destroy the 
  wagons and supplies, the other ambushes are like the 
  one here, resulted in total destruction. 
  • 
  The bodies exhibit wounds similar to those inflicted 
  by (Tier 1 Bugbears, Tier 2 Ogres), but their actions 
  do not seem consistent with their normal behavior. 
  • 
  It is rumored that when the Scarlet Brotherhood 
  held the southern portion of the Dreadwood and the 
  country south of it, they performed experiments on 
  the inhabitants of the area. This may be caused by 
  experiments. 
  • 
  If the PCs ask for an escort she will think about it for 
  a moment and then agree. If they accompany the PCs 
  use the stats for Alissa and the Dreadwalkers in 
  encounter 5. Edit the read-aloud text to fit this 
  occurrence. 
   
  "I hope your journey is met by good fortune and a safe home 
  "I hope your journey is met by good fortune and a safe home 
  "I hope your journey is met by good fortune and a safe home 
  "I hope your journey is met by good fortune and a safe home 
  return to all of 
  return to all of 
  return to all of 
  return to all of you" 
  you" 
  you" 
  you"     
   
  With that she turns her horse around and the troop 
  follows her into the woods. 
   
   
  Encounter 5: The Ambush
  Encounter 5: The Ambush
  Encounter 5: The Ambush
  Encounter 5: The Ambush    
  Refer to the second set of listen and spot rolls. Anyone 
  who made a DC of 15 will not be surprised. 
      
  It has been several days since your encount
  It has been several days since your encount
  It has been several days since your encount
  It has been several days since your encounter with Alissa and 
  er with Alissa and 
  er with Alissa and 
  er with Alissa and 
  the other Deadwalkers. It's more pleasant to recall it that way 
  the other Deadwalkers. It's more pleasant to recall it that way 
  the other Deadwalkers. It's more pleasant to recall it that way 
  the other Deadwalkers. It's more pleasant to recall it that way 
  than to consider the gruesome deaths of the brewer and his 
  than to consider the gruesome deaths of the brewer and his 
  than to consider the gruesome deaths of the brewer and his 
  than to consider the gruesome deaths of the brewer and his 
  sons. Try as you might to put it away the scene keeps playing 
  sons. Try as you might to put it away the scene keeps playing 
  sons. Try as you might to put it away the scene keeps playing 
  sons. Try as you might to put it away the scene keeps playing 
  through your mind. You are quickly tiring of startin
  through your mind. You are quickly tiring of startin
  through your mind. You are quickly tiring of startin
  through your mind. You are quickly tiring of starting every 
  g every 
  g every 
  g every 
  time a bird is flushed from the underbrush, or when an 
  time a bird is flushed from the underbrush, or when an 
  time a bird is flushed from the underbrush, or when an 
  time a bird is flushed from the underbrush, or when an 
  animal bolts across the road. It is to the point where you look 
  animal bolts across the road. It is to the point where you look 
  animal bolts across the road. It is to the point where you look 
  animal bolts across the road. It is to the point where you look 
  forward to getting away from these woods. 
  forward to getting away from these woods. 
  forward to getting away from these woods. 
  forward to getting away from these woods.     
      
  When the attack finally does come you almost have a 
  When the attack finally does come you almost have a 
  When the attack finally does come you almost have a 
  When the attack finally does come you almost have a 
  hard time believing it. With an e
  hard time believing it. With an e
  hard time believing it. With an e
  hard time believing it. With an ear
  arar
  ar----splitting screech you see 
  splitting screech you see 
  splitting screech you see 
  splitting screech you see 
  several (bugbears / ogres) burst out of the trees and charge at 
  several (bugbears / ogres) burst out of the trees and charge at 
  several (bugbears / ogres) burst out of the trees and charge at 
  several (bugbears / ogres) burst out of the trees and charge at 
  you. 
  you. 
  you. 
  you.     
   
  These creatures are being controlled by parasites planted 
  in their heads by a villain to be revealed in future events. 
  The parasites don't care for their hosts so their Strengths 
  and Constitution scores have dropped. (They are not 
  eating and haven't done so in almost 2 weeks.). The 
  natural healing powers of the creatures are also reduced, 
  resulting in the reduced hit points. 
   
  If the Dreadwalkers are with the PCs use the stats 
  after the monsters for them. 
   
  Tier 1:
  Tier 1:
  Tier 1:
  Tier 1:    
  Bugbears (5):
  Bugbears (5):
  Bugbears (5):
  Bugbears (5): Medium Humanoid (Goblinoid) (7 ft. tall); 
  HD 3d8-3; hp 5,5,5,5,16; Init +1 (Dex); Spd 30 ft.; AC 14 
  (+1 Dex, +3 Natural); Atks -1 melee (1d10-1, Great Club); 
  SQ Immune to Mind affecting spells; SA Nil; SD Nil; SR 
  0; AL N; SV Fort +1, Ref +4, Will +1.  
   
  Str 8, Dex 12, Con 8, Int 10, Wis 10, Cha 9. 
   
  Skills: Unable to use. Feats: Alertness 
      
  Tier 2:
  Tier 2:
  Tier 2:
  Tier 2:    
  Ogres
  Ogres
  Ogres
  Ogres (5):
  (5):
  (5):
  (5): Large Giant (10 ft. tall); HD 4d8-4; hp 
  10,10,10,10,26; Init -1 (Dex); Spd 30 ft.; AC 16 (-1 Size, -1 
  Dex, +5 Natural, +3 Hide); Atks +3 melee (2d6+3, Huge 
  Great Club); Face/Reach 5 ft. x 5 ft./10 ft.; SQ Immune to 
  Mind-affecting spells; SR 0; AL N; SV Fort +3, Ref +0, 
  Will +1.  
      
  Str 12, Dex 8, Con 8, Int 8, Wis 10, Cha 7. 
   
  Skills: Not useable. Feats: Not Useable 
   
  Dreadwalkers: 
  Alissa Dawnstar, female elf Ftr3:
  Alissa Dawnstar, female elf Ftr3:
  Alissa Dawnstar, female elf Ftr3:
  Alissa Dawnstar, female elf Ftr3: Medium Humanoid 
  (6ft. 3 in. tall); HD 3d10 + 0; hp 24; Init +3 (+3 Dex); Spd 
  30 ft.; AC 15 (+2 Armor, +3 Dex); Atks +4 melee (1d8+1 
  (Crit 19-20/ X2), Long Sword), +6 ranged (1d8, (Crit 19-
  20/ X2) Crossbow); AL N; SV Fort +3, Ref +4, Will +0. 
   
  Str 13, Dex 16, Con 10, Int 12, Wis 10, Cha 12. 
   
  Skills: Ride+6, Handle Animal +4, Spot +3, Track +3. 
  Feats: Combat reflexes, Expertise, Dodge 
   
  Equipment: Leather Cuirass, Long sword, Poniard, 
  Light Crossbow, 10 Bolts, Spiked Buckler, Shirt, Pants, 
  Riding Boots, pouch containing 2 lions, 8 hawks, and 15 
  sparrows. 
   
  Dreadwalkers
  Dreadwalkers
  Dreadwalkers
  Dreadwalkers (5),
  (5),
  (5),
  (5), male elf Ftr1:
   male elf Ftr1:
   male elf Ftr1:
   male elf Ftr1: Medium Humanoids; 
  HD 1d10 + 1; hp 6; Init +1 (+1 Dex); Spd 30; AC 16 (+5 
  Armor, +1 Dex); Atks +2 melee (1d6 +1 [Crit X3], Light 
  Lance) (2d6+2 [Crit 19-20], Great Sword); AL NG; SV Fort 
  +4, Ref +1, Will +0. 
   
  Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 10. 
   
  Equipment: Leather Cuirass, Long sword, Poniard, 
  Light Crossbow, 10 Bolts, Spiked Buckler, Shirt, Pants, 
  
   
  March Through Keoland 
   
  Page 11 
  Riding Boots, and pouch containing 1 lions, 1 eagle, and 
  12 sparrows 
   
  What the monsters can reveal: 
  • 
  A successful search check (DC10) will reveal 4 pieces 
  of agate caught in the clothing of one of the 
  creatures. 
  • 
  Examining the bodies, a DC 10 Heal (DC10) or 
  Wisdom (DC15) check reveals that the creatures 
  look rather emaciated and dehydrated. 
  • 
  Examining the bodies, a Heal (DC15) or Wisdom 
  (DC20) check reveals the monsters have old wounds 
  that have not healed. 
  • 
  Closer examination, a Heal (DC20) or Spot (DC20) 
  check, will reveal a wound in the head that was not 
  caused by the combat and seems to be crude surgery. 
  • 
  If the PCs open the head make a save vs. Reflex 
  (DC15) to avoid coming in contact with the parasite 
  inside of the head that is controlling the monsters. A 
  failure of the DC causes a further check versus 
  fortitude at (DC 16) to avoid being paralyzed (2d20 
  minutes). The parasite can be slain with one hit. A 
  successful hit requires a Reflex save (DC 15) to avoid 
  being splashed with ichor; a failure requires a DC 14 
  Fortitude save or is paralyzed. (2d20 minutes) 
  • 
  The parasite once slain will dissolve in 2d10 minutes 
  unless preserved in alcohol. A DC 15 heal or a DC 20 
  versus wisdom will indicate that the parasite is 
  dissolving. If the PCs are not carrying any alcohol, an 
  Intelligence check (DC15) will reveal that they have 
  barrels of medicinal alcohol in cargo.  
   
  Treasure
  Treasure
  Treasure
  Treasure: Returning the preserved parasite to the agent at 
  Flen (who is to pay the PCs) will result in 100 lion as 
  reward. If the PCs find the agates they are worth 50 gold 
  lions each. 
   
   
  Encounter 6: Interlude with 
  Encounter 6: Interlude with 
  Encounter 6: Interlude with 
  Encounter 6: Interlude with 
  the Earl of Gand
  the Earl of Gand
  the Earl of Gand
  the Earl of Gand    
  The eagle the PCs see is about a sixth of a mile ahead of 
  the PCs. Running a PC with a move of 30 can reach the 
  area where it descends in about 10 rounds, someone with 
  a move of 20 in 13 rounds. The Earl of Gand and his 
  troops round the trees on the fourth round. 
   
  If the PCs decide to search for the bird or the archer 
  will have to enter the woods. A Search check (DC 20) is 
  needed to find the bird and a check can be made for every 
  5 minutes searching. (A character can take <<20>> if they 
  search 100 minutes.) The arrow that brought down the 
  bird is black with red fletching with three red bands 
  painted around it near the head. Characters with the 
  Tracking feat can make a Wilderness Lore check (DC 12) 
  can track the monsters they just killed but there is no sign 
  of the archer. 
   
  You finish patching up your wounds and wearily mount your 
  You finish patching up your wounds and wearily mount your 
  You finish patching up your wounds and wearily mount your 
  You finish patching up your wounds and wearily mount your 
  wagons to continue your trip. In the distance you notice the 
  wagons to continue your trip. In the distance you notice the 
  wagons to continue your trip. In the distance you notice the 
  wagons to continue your trip. In the distance you notice the 
  lazy flight of a beautiful golden eagle
  lazy flight of a beautiful golden eagle
  lazy flight of a beautiful golden eagle
  lazy flight of a beautiful golden eagle. It wheels away from the 
  . It wheels away from the 
  . It wheels away from the 
  . It wheels away from the 
  wagons paralleling the road ahead of you. Its graceful dance is 
  wagons paralleling the road ahead of you. Its graceful dance is 
  wagons paralleling the road ahead of you. Its graceful dance is 
  wagons paralleling the road ahead of you. Its graceful dance is 
  thrown off its rhythm as an arrow streaks up from the woods, 
  thrown off its rhythm as an arrow streaks up from the woods, 
  thrown off its rhythm as an arrow streaks up from the woods, 
  thrown off its rhythm as an arrow streaks up from the woods, 
  tearing through its wing. The eagle plummets from the sky, 
  tearing through its wing. The eagle plummets from the sky, 
  tearing through its wing. The eagle plummets from the sky, 
  tearing through its wing. The eagle plummets from the sky, 
  barely recovering before crashing amongst the 
  barely recovering before crashing amongst the 
  barely recovering before crashing amongst the 
  barely recovering before crashing amongst the trees. You find 
  trees. You find 
  trees. You find 
  trees. You find 
  yourself holding your breath as the eagle struggles to climb 
  yourself holding your breath as the eagle struggles to climb 
  yourself holding your breath as the eagle struggles to climb 
  yourself holding your breath as the eagle struggles to climb 
  back into the blue skies.
  back into the blue skies.
  back into the blue skies.
  back into the blue skies.    
      
  As you watch a second arrow strikes the eagle's breast, 
  As you watch a second arrow strikes the eagle's breast, 
  As you watch a second arrow strikes the eagle's breast, 
  As you watch a second arrow strikes the eagle's breast, 
  with a piercing cry the eagle plummets into the dark forest 
  with a piercing cry the eagle plummets into the dark forest 
  with a piercing cry the eagle plummets into the dark forest 
  with a piercing cry the eagle plummets into the dark forest 
  ahead.
  ahead.
  ahead.
  ahead.    
   
  Get the PCs’ intentions, once you have them continue 
  with the following. Modify it based on PCs’ actions.  
   
  A cloud of dust billows up as horsemen round a curve in the 
  A cloud of dust billows up as horsemen round a curve in the 
  A cloud of dust billows up as horsemen round a curve in the 
  A cloud of dust billows up as horsemen round a curve in the 
  road about a quarter mile ahead. For a brief moment you fear 
  road about a quarter mile ahead. For a brief moment you fear 
  road about a quarter mile ahead. For a brief moment you fear 
  road about a quarter mile ahead. For a brief moment you fear 
  they are some of the bandits you've heard of. The fear 
  they are some of the bandits you've heard of. The fear 
  they are some of the bandits you've heard of. The fear 
  they are some of the bandits you've heard of. The fear quickly 
  quickly 
  quickly 
  quickly 
  passes when you make out their pennons, amongst them the 
  passes when you make out their pennons, amongst them the 
  passes when you make out their pennons, amongst them the 
  passes when you make out their pennons, amongst them the 
  royal standards, along with others you do not recognize. One 
  royal standards, along with others you do not recognize. One 
  royal standards, along with others you do not recognize. One 
  royal standards, along with others you do not recognize. One 
  in particular attracts your attention. It has heraldic device 
  in particular attracts your attention. It has heraldic device 
  in particular attracts your attention. It has heraldic device 
  in particular attracts your attention. It has heraldic device 
  that is divided into four quarters. The King of Keoland's Coat 
  that is divided into four quarters. The King of Keoland's Coat 
  that is divided into four quarters. The King of Keoland's Coat 
  that is divided into four quarters. The King of Keoland's Coat 
  of Ar
  of Ar
  of Ar
  of Arms is in the upper right and lower left fields of the shield 
  ms is in the upper right and lower left fields of the shield 
  ms is in the upper right and lower left fields of the shield 
  ms is in the upper right and lower left fields of the shield 
  device. A two
  device. A two
  device. A two
  device. A two----headed copper eagle on a white field, there is a 
  headed copper eagle on a white field, there is a 
  headed copper eagle on a white field, there is a 
  headed copper eagle on a white field, there is a 
  gold crown on the right eagle's head is in the upper left and 
  gold crown on the right eagle's head is in the upper left and 
  gold crown on the right eagle's head is in the upper left and 
  gold crown on the right eagle's head is in the upper left and 
  lower right fields. 
  lower right fields. 
  lower right fields. 
  lower right fields.     
      
  The column halts a short distance away and three
  The column halts a short distance away and three
  The column halts a short distance away and three
  The column halts a short distance away and three figures 
   figures 
   figures 
   figures 
  detach themselves from the lead group. The person in the lead 
  detach themselves from the lead group. The person in the lead 
  detach themselves from the lead group. The person in the lead 
  detach themselves from the lead group. The person in the lead 
  is most impressive; he is a man of strength and presence. A tall 
  is most impressive; he is a man of strength and presence. A tall 
  is most impressive; he is a man of strength and presence. A tall 
  is most impressive; he is a man of strength and presence. A tall 
  man, over 6 foot 2 inches tall he wears his hair long, but tied 
  man, over 6 foot 2 inches tall he wears his hair long, but tied 
  man, over 6 foot 2 inches tall he wears his hair long, but tied 
  man, over 6 foot 2 inches tall he wears his hair long, but tied 
  back in braids. A silver coronet, a symbol of his rank, 
  back in braids. A silver coronet, a symbol of his rank, 
  back in braids. A silver coronet, a symbol of his rank, 
  back in braids. A silver coronet, a symbol of his rank, crowns 
  crowns 
  crowns 
  crowns 
  his helmet. He seems unaffected by the heat of the season, 
  his helmet. He seems unaffected by the heat of the season, 
  his helmet. He seems unaffected by the heat of the season, 
  his helmet. He seems unaffected by the heat of the season, 
  despite wearing half plate.
  despite wearing half plate.
  despite wearing half plate.
  despite wearing half plate.    
   
  Those PCs who ran ahead will be within 100 yards when 
  the horsemen pull up, anyone else will be at least 300 
  yards away. If the PCs decide to ignore the three men and 
  search for the eagle the Earl will be a little confused by 
  this but will let it pass and address the rest of the party. If 
  they all ran off he and his entourage will ride on. 
   
  "Greetings good folk, it appears you have run afoul some 
  Greetings good folk, it appears you have run afoul some 
  Greetings good folk, it appears you have run afoul some 
  Greetings good folk, it appears you have run afoul some 
  trouble. Please j
  trouble. Please j
  trouble. Please j
  trouble. Please join my men and I before continuing. If any of 
  oin my men and I before continuing. If any of 
  oin my men and I before continuing. If any of 
  oin my men and I before continuing. If any of 
  you are injured we can see to your wounds as well." He pauses 
  you are injured we can see to your wounds as well." He pauses 
  you are injured we can see to your wounds as well." He pauses 
  you are injured we can see to your wounds as well." He pauses 
  a moment then continues, "For those of you who don't know 
  a moment then continues, "For those of you who don't know 
  a moment then continues, "For those of you who don't know 
  a moment then continues, "For those of you who don't know 
  me I am Warren Syr'Andolyn, Earl of Gand."
  me I am Warren Syr'Andolyn, Earl of Gand."
  me I am Warren Syr'Andolyn, Earl of Gand."
  me I am Warren Syr'Andolyn, Earl of Gand."    
      
  If the PCs reject the offer, read the following text. 
   
  He looks kindly upon you. "I understand your need for duty 
  He looks kindly upon you. "I understand your need for duty 
  He looks kindly upon you. "I understand your need for duty 
  He looks kindly upon you. "I understand your need for duty 
  and will tarry with you no further. May your journey be a safe 
  and will tarry with you no further. May your journey be a safe 
  and will tarry with you no further. May your journey be a safe 
  and will tarry with you no further. May your journey be a safe 
  one and Heironeous shield you." With that, his group turns 
  one and Heironeous shield you." With that, his group turns 
  one and Heironeous shield you." With that, his group turns 
  one and Heironeous shield you." With that, his group turns 
  away and rejoins the column. You continue past them and 
  away and rejoins the column. You continue past them and 
  away and rejoins the column. You continue past them and 
  away and rejoins the column. You continue past them and 
  down the r
  down the r
  down the r
  down the road to the next stop on your journey.
  oad to the next stop on your journey.
  oad to the next stop on your journey.
  oad to the next stop on your journey.    
      
  If the PCs accept the offer the Earl will have his 
  physicians and priest tend to the PCs, healing any injuries 
  they have, while the rest of the troop prepares lunch. 
  Continue with the following. 
      
  The afternoon meal pa
  The afternoon meal pa
  The afternoon meal pa
  The afternoon meal passes quickly in the company of the Earl 
  sses quickly in the company of the Earl 
  sses quickly in the company of the Earl 
  sses quickly in the company of the Earl 
  and his two companions. Those two worthies he introduces as 
  and his two companions. Those two worthies he introduces as 
  and his two companions. Those two worthies he introduces as 
  and his two companions. Those two worthies he introduces as 
  
   
  March Through Keoland 
   
  Page 12 
  his cousin the Sorcerer Oldred Syr'Andolyn and his Hunts 
  his cousin the Sorcerer Oldred Syr'Andolyn and his Hunts 
  his cousin the Sorcerer Oldred Syr'Andolyn and his Hunts 
  his cousin the Sorcerer Oldred Syr'Andolyn and his Hunts 
  master, a half
  master, a half
  master, a half
  master, a half----elf named Maxwell. As the meal draws to a 
  elf named Maxwell. As the meal draws to a 
  elf named Maxwell. As the meal draws to a 
  elf named Maxwell. As the meal draws to a 
  close Maxwell removes a lap harp from his 
  close Maxwell removes a lap harp from his 
  close Maxwell removes a lap harp from his 
  close Maxwell removes a lap harp from his gear and softly 
  gear and softly 
  gear and softly 
  gear and softly 
  begins to play as the Earl asks you about your journey. 
  begins to play as the Earl asks you about your journey. 
  begins to play as the Earl asks you about your journey. 
  begins to play as the Earl asks you about your journey.     
      
  If asked about the eagle, the archer or the arrow 
  (assuming someone found it.) The earl saw the eagle, and 
  took it to be a good omen since it is part of his crest. 
  When it was shot down it disturbed him, though he 
  doesn't hold to superstition. The arrow came from in the 
  woods, it was not shot by one of his men. He doesn't 
  recognize the style of the arrow. 
   
  For the Premier of this event only (Shorecon 2000), based 
  on the guidelines below pick one PC and direct the 
  following to him or her. 
   
  GM GUIDELINES (Premier only)
  GM GUIDELINES (Premier only)
  GM GUIDELINES (Premier only)
  GM GUIDELINES (Premier only)    
  In this encounter one PC may be selected for the delivery 
  of a message if the following conditions are met:  
  1. 
  The PC is of a goodly alignment, preferably Lawful 
  Good. This is necessary since the note is a vehicle 
  into another adventure and it will be useless in the 
  hands of evil or neutral PCs.  
  2. 
  The PC has acted in this adventure in an upstanding 
  fashion, shirking no tasks or avoiding no trouble. He 
  has kept his words and is of honorable words and 
  deeds.  
   
  The Earl of Gand is a good judge of character, and can 
  judge people on quick appraisals. He therefore is very 
  likely to know if a PC would qualify for the task at hand.  
   
  At the end of the meal he turns to you and asks 
   
  "Mi
  "Mi
  "Mi
  "Might I have a word with you in private"?
  ght I have a word with you in private"?
  ght I have a word with you in private"?
  ght I have a word with you in private"?    
   
  If the PC refuses to have a word in private then read the 
  following text: 
   
  "I understand your need for duty and will tarry with you no 
  "I understand your need for duty and will tarry with you no 
  "I understand your need for duty and will tarry with you no 
  "I understand your need for duty and will tarry with you no 
  further. May your journey be a safe one and Heironeous shield 
  further. May your journey be a safe one and Heironeous shield 
  further. May your journey be a safe one and Heironeous shield 
  further. May your journey be a safe one and Heironeous shield 
  you." With that hi
  you." With that hi
  you." With that hi
  you." With that his group turns away and rejoins the column. 
  s group turns away and rejoins the column. 
  s group turns away and rejoins the column. 
  s group turns away and rejoins the column. 
  You continue past them and down the road to your next stop 
  You continue past them and down the road to your next stop 
  You continue past them and down the road to your next stop 
  You continue past them and down the road to your next stop 
  on your journey.
  on your journey.
  on your journey.
  on your journey.    
   
  If the PC does agree, please take the PC aside and read the 
  following text. 
   
  "I have a need for a small favor. You seem to be an honorab
  "I have a need for a small favor. You seem to be an honorab
  "I have a need for a small favor. You seem to be an honorab
  "I have a need for a small favor. You seem to be an honorable 
  le le 
  le 
  person. When you complete your mission I would like for you 
  person. When you complete your mission I would like for you 
  person. When you complete your mission I would like for you 
  person. When you complete your mission I would like for you 
  to deliver this." He brings out a sealed scroll tube from 
  to deliver this." He brings out a sealed scroll tube from 
  to deliver this." He brings out a sealed scroll tube from 
  to deliver this." He brings out a sealed scroll tube from 
  underneath his robes. "You must swear to deliver this to my 
  underneath his robes. "You must swear to deliver this to my 
  underneath his robes. "You must swear to deliver this to my 
  underneath his robes. "You must swear to deliver this to my 
  children in Gand. Will you do this for me?"
  children in Gand. Will you do this for me?"
  children in Gand. Will you do this for me?"
  children in Gand. Will you do this for me?"    
   
  If the PC agrees give him the sealed envelope provided by 
  the Con Coordinator 
   
  "I thank you for this small favor and please consider me if you 
  "I thank you for this small favor and please consider me if you 
  "I thank you for this small favor and please consider me if you 
  "I thank you for this small favor and please consider me if you 
  ever have a need for help. "With these words he and you rejoin 
  ever have a need for help. "With these words he and you rejoin 
  ever have a need for help. "With these words he and you rejoin 
  ever have a need for help. "With these words he and you rejoin 
  the party. He bids farewell to you all and you continue on your 
  the party. He bids farewell to you all and you continue on your 
  the party. He bids farewell to you all and you continue on your 
  the party. He bids farewell to you all and you continue on your 
  journey.
  journey.
  journey.
  journey.    
   
   If the PC refuses to either swear or to deliver the note, 
  read the following text. 
   
  "No matter, I will seek elsewhere for help." With these words 
  "No matter, I will seek elsewhere for help." With these words 
  "No matter, I will seek elsewhere for help." With these words 
  "No matter, I will seek elsewhere for help." With these words 
  he and you rejoin the party. He bids farewell to you all and 
  he and you rejoin the party. He bids farewell to you all and 
  he and you rejoin the party. He bids farewell to you all and 
  he and you rejoin the party. He bids farewell to you all and 
  you continue in your journey.
  you continue in your journey.
  you continue in your journey.
  you continue in your journey.    
   
  Treasure
  Treasure
  Treasure
  Treasure: Not really, just a new mission. One PC can 
  leave this encounter with a letter from the Earl of Gand to 
  his family. This is a hook to a future adventure and will 
  not come into play again in this one. 
   
   
  Encounter 7: Granforth
  Encounter 7: Granforth
  Encounter 7: Granforth
  Encounter 7: Granforth    
  Weeks ago you left the gloom of the Dreadwood
  Weeks ago you left the gloom of the Dreadwood
  Weeks ago you left the gloom of the Dreadwood
  Weeks ago you left the gloom of the Dreadwood behind. The 
   behind. The 
   behind. The 
   behind. The 
  excitement of the ambush and of meeting the Earl quickly 
  excitement of the ambush and of meeting the Earl quickly 
  excitement of the ambush and of meeting the Earl quickly 
  excitement of the ambush and of meeting the Earl quickly 
  passed, replaced by the mindless tedium of droving. You now 
  passed, replaced by the mindless tedium of droving. You now 
  passed, replaced by the mindless tedium of droving. You now 
  passed, replaced by the mindless tedium of droving. You now 
  find yourselves in a sea of grassland, the Marches of the 
  find yourselves in a sea of grassland, the Marches of the 
  find yourselves in a sea of grassland, the Marches of the 
  find yourselves in a sea of grassland, the Marches of the 
  kingdom and prime horse country
  kingdom and prime horse country
  kingdom and prime horse country
  kingdom and prime horse country    
      
  In the last town the excitement of 
  In the last town the excitement of 
  In the last town the excitement of 
  In the last town the excitement of the local gentry for the 
  the local gentry for the 
  the local gentry for the 
  the local gentry for the 
  forthcoming Blerfield Horse Festival was infectious. It is a 
  forthcoming Blerfield Horse Festival was infectious. It is a 
  forthcoming Blerfield Horse Festival was infectious. It is a 
  forthcoming Blerfield Horse Festival was infectious. It is a 
  weeklong festival held annually in Granforth that features 
  weeklong festival held annually in Granforth that features 
  weeklong festival held annually in Granforth that features 
  weeklong festival held annually in Granforth that features 
  horse racing, dressage, and jumping; along with a joust, horse 
  horse racing, dressage, and jumping; along with a joust, horse 
  horse racing, dressage, and jumping; along with a joust, horse 
  horse racing, dressage, and jumping; along with a joust, horse 
  auction, and trick riding competition. Granforth
  auction, and trick riding competition. Granforth
  auction, and trick riding competition. Granforth
  auction, and trick riding competition. Granforth just up ahead 
   just up ahead 
   just up ahead 
   just up ahead 
  is supposed to be another stop over, hopefully it will distract 
  is supposed to be another stop over, hopefully it will distract 
  is supposed to be another stop over, hopefully it will distract 
  is supposed to be another stop over, hopefully it will distract 
  you from the tedium for a time. 
  you from the tedium for a time. 
  you from the tedium for a time. 
  you from the tedium for a time.     
      
  You arrive in town late in the afternoon and pull up to 
  You arrive in town late in the afternoon and pull up to 
  You arrive in town late in the afternoon and pull up to 
  You arrive in town late in the afternoon and pull up to 
  the warehouse. The kings' agent in town looks over the 
  the warehouse. The kings' agent in town looks over the 
  the warehouse. The kings' agent in town looks over the 
  the warehouse. The kings' agent in town looks over the 
  wagons and declares it will take
  wagons and declares it will take
  wagons and declares it will take
  wagons and declares it will take the rest of the day to inspect it 
   the rest of the day to inspect it 
   the rest of the day to inspect it 
   the rest of the day to inspect it 
  and load up the wagons with the last supplies you are to collect 
  and load up the wagons with the last supplies you are to collect 
  and load up the wagons with the last supplies you are to collect 
  and load up the wagons with the last supplies you are to collect 
  on this trip. He directs you to a nearby hostelry, the Thunder 
  on this trip. He directs you to a nearby hostelry, the Thunder 
  on this trip. He directs you to a nearby hostelry, the Thunder 
  on this trip. He directs you to a nearby hostelry, the Thunder 
  Inn. 
  Inn. 
  Inn. 
  Inn.     
      
  As you step into the inn you are blasted with a cacophony 
  As you step into the inn you are blasted with a cacophony 
  As you step into the inn you are blasted with a cacophony 
  As you step into the inn you are blasted with a cacophony 
  on noise. You are greeted wi
  on noise. You are greeted wi
  on noise. You are greeted wi
  on noise. You are greeted with the sight of dwarves singing 
  th the sight of dwarves singing 
  th the sight of dwarves singing 
  th the sight of dwarves singing 
  some type of epic battle chant, followed by a toast to the 
  some type of epic battle chant, followed by a toast to the 
  some type of epic battle chant, followed by a toast to the 
  some type of epic battle chant, followed by a toast to the 
  bravery of their long gone ancestors. There are other occupants 
  bravery of their long gone ancestors. There are other occupants 
  bravery of their long gone ancestors. There are other occupants 
  bravery of their long gone ancestors. There are other occupants 
  to the place but your eyes are drawn to the dwarven carousers. 
  to the place but your eyes are drawn to the dwarven carousers. 
  to the place but your eyes are drawn to the dwarven carousers. 
  to the place but your eyes are drawn to the dwarven carousers. 
  Their suits of chainmail are adorned b
  Their suits of chainmail are adorned b
  Their suits of chainmail are adorned b
  Their suits of chainmail are adorned by a unit designation 
  y a unit designation 
  y a unit designation 
  y a unit designation 
  indicating that they are part of the kings' levy. They all seem 
  indicating that they are part of the kings' levy. They all seem 
  indicating that they are part of the kings' levy. They all seem 
  indicating that they are part of the kings' levy. They all seem 
  to carry either war hammers or double bladed axes tucked into 
  to carry either war hammers or double bladed axes tucked into 
  to carry either war hammers or double bladed axes tucked into 
  to carry either war hammers or double bladed axes tucked into 
  their belts. One of the dwarves spots you and waves you over, 
  their belts. One of the dwarves spots you and waves you over, 
  their belts. One of the dwarves spots you and waves you over, 
  their belts. One of the dwarves spots you and waves you over, 
  shouting to the barkeep. 'Ale for the newcomers
  shouting to the barkeep. 'Ale for the newcomers
  shouting to the barkeep. 'Ale for the newcomers
  shouting to the barkeep. 'Ale for the newcomers and let them 
   and let them 
   and let them 
   and let them 
  make a toast to the finest unit in the land, the Dwur 
  make a toast to the finest unit in the land, the Dwur 
  make a toast to the finest unit in the land, the Dwur 
  make a toast to the finest unit in the land, the Dwur 
  Hamrong 
  Hamrong 
  Hamrong 
  Hamrong (Flannish for Dwarf Hammerers), the kings finest 
  , the kings finest 
  , the kings finest 
  , the kings finest 
  warriors. Come friends we dare you join us?"
  warriors. Come friends we dare you join us?"
  warriors. Come friends we dare you join us?"
  warriors. Come friends we dare you join us?"    
   
  What the dwarves know, 
  • 
  After toasting the unit the dwarves will engage in a 
  drinking contest, which PCs are free to join. If they 
  do so one dwarf will partner with each PC. The 
  leader will offer a silver headed war hammer up to 
  the over all winner. Participants will match drink by 
  drink both making Fortitude saves (DC 15), three 
  total failures will result in unconsciousness. The 
  winners will immediately move on to challenge each 
  other, remember a total of three failed fortitude rolls, 
  not three per contest results in unconsciousness. The 
  
   
  March Through Keoland 
   
  Page 13 
  final winner will be congratulated by the remaining 
  dwarves (If there is an irregular number for the final 
  round the leader will sit in, taking three drinks for 
  each of the PCs drinks. The dwarves will pay for all 
  refreshments. Normal dwarves have a Fortitude 
  adjustment of +5, the leader +7. The Silver headed 
  war hammer is worth 60 Gold Lions. A cert. is 
  included. 
   
  • 
  The unit is here after patrolling the road between 
  Granforth and Cryllor. They have been ordered to 
  keep the peace on the road that borders the area. The 
  refugees using the road have slowed to a trickle but 
  they are commanded to send all refugees to the 
  camps at Flen. The king wishes to keep the refugees 
  in a centralized location in order to manage them 
  better.  
   
  • 
  They were involved in patrolling the area during the 
  war and saw much misery caused by the inaction of 
  the king in taking sides during the conflict. They 
  think better of him now that he is involved in the 
  effort to aid the refugees. 
   
  • 
  They let slip that they have taken the dwarf refugees 
  into their own holds and are giving them material aid 
  in preparing for the refugees eventual assault of their 
  enemies. 
   
  • 
  They are due to leave early next morning on the 
  return trip to Cryllor. 
   
  • 
  They have stopped incursions across the border 
  against the refugees by the giants and their minions. 
  While Sterich has been liberated the Giants still 
  make the mountains their home. 
   
  The next day you blearily mount the wagons in preparation 
  The next day you blearily mount the wagons in preparation 
  The next day you blearily mount the wagons in preparation 
  The next day you blearily mount the wagons in preparation 
  for the continuation of your journey. Behind the wagons, 
  for the continuation of your journey. Behind the wagons, 
  for the continuation of your journey. Behind the wagons, 
  for the continuation of your journey. Behind the wagons, 
  down the street were the inn stands; you hear the clink of 
  down the street were the inn stands; you hear the clink of 
  down the street were the inn stands; you hear the clink of 
  down the street were the inn stands; you hear the clink of 
  metal and the tre
  metal and the tre
  metal and the tre
  metal and the tread of feet. Looking down the street you see the 
  ad of feet. Looking down the street you see the 
  ad of feet. Looking down the street you see the 
  ad of feet. Looking down the street you see the 
  Hamrong approach the wagons. They pass you by with a 
  Hamrong approach the wagons. They pass you by with a 
  Hamrong approach the wagons. They pass you by with a 
  Hamrong approach the wagons. They pass you by with a 
  cheery wave of their weapons and stifled amusement at the 
  cheery wave of their weapons and stifled amusement at the 
  cheery wave of their weapons and stifled amusement at the 
  cheery wave of their weapons and stifled amusement at the 
  ragged look you display. With a whoop and a battle chant they 
  ragged look you display. With a whoop and a battle chant they 
  ragged look you display. With a whoop and a battle chant they 
  ragged look you display. With a whoop and a battle chant they 
  disappear around the corner, leavin
  disappear around the corner, leavin
  disappear around the corner, leavin
  disappear around the corner, leaving you to wonder how can 
  g you to wonder how can 
  g you to wonder how can 
  g you to wonder how can 
  they be so lively after the prodigious amount of alcohol they 
  they be so lively after the prodigious amount of alcohol they 
  they be so lively after the prodigious amount of alcohol they 
  they be so lively after the prodigious amount of alcohol they 
  consumed last night. Oh well, no matter, you cluck your 
  consumed last night. Oh well, no matter, you cluck your 
  consumed last night. Oh well, no matter, you cluck your 
  consumed last night. Oh well, no matter, you cluck your 
  tongue and slap the reins urging the oxen to start the way on 
  tongue and slap the reins urging the oxen to start the way on 
  tongue and slap the reins urging the oxen to start the way on 
  tongue and slap the reins urging the oxen to start the way on 
  your journey again.
  your journey again.
  your journey again.
  your journey again.    
   
  Treasure
  Treasure
  Treasure
  Treasure: The winner of the drinking contest gets to take 
  home a silver headed war hammer worth 60 Gold Lions 
   
   
  Encounter 8: Of Halflings and 
  Encounter 8: Of Halflings and 
  Encounter 8: Of Halflings and 
  Encounter 8: Of Halflings and 
  Gnomes
  Gnomes
  Gnomes
  Gnomes    
  You are in the stretch of road that borders the Good Hills 
  You are in the stretch of road that borders the Good Hills 
  You are in the stretch of road that borders the Good Hills 
  You are in the stretch of road that borders the Good Hills 
  Protectorate. It has again been an uneventful journey since the 
  Protectorate. It has again been an uneventful journey since the 
  Protectorate. It has again been an uneventful journey since the 
  Protectorate. It has again been an uneventful journey since the 
  excitement of G
  excitement of G
  excitement of G
  excitement of Granforth. At least the drinking contest was a 
  ranforth. At least the drinking contest was a 
  ranforth. At least the drinking contest was a 
  ranforth. At least the drinking contest was a 
  lively break to the journey. Soon it is noon and the usual 
  lively break to the journey. Soon it is noon and the usual 
  lively break to the journey. Soon it is noon and the usual 
  lively break to the journey. Soon it is noon and the usual 
  break for lunch occurs. You dismount the wagons, your bones 
  break for lunch occurs. You dismount the wagons, your bones 
  break for lunch occurs. You dismount the wagons, your bones 
  break for lunch occurs. You dismount the wagons, your bones 
  creaking from the jolts taken on the road. You settle in for your 
  creaking from the jolts taken on the road. You settle in for your 
  creaking from the jolts taken on the road. You settle in for your 
  creaking from the jolts taken on the road. You settle in for your 
  noontime, simple travel r
  noontime, simple travel r
  noontime, simple travel r
  noontime, simple travel rations once more.
  ations once more.
  ations once more.
  ations once more.    
   
  Select one of the PCs at random point to him and read 
  text. 
   
      
  You take out an apple. As you bring the apple to your 
  You take out an apple. As you bring the apple to your 
  You take out an apple. As you bring the apple to your 
  You take out an apple. As you bring the apple to your 
  mouth to take a bite, a twang, a thunk and you stare agape at 
  mouth to take a bite, a twang, a thunk and you stare agape at 
  mouth to take a bite, a twang, a thunk and you stare agape at 
  mouth to take a bite, a twang, a thunk and you stare agape at 
  the quivering bolt holding the apple against the side of th
  the quivering bolt holding the apple against the side of th
  the quivering bolt holding the apple against the side of th
  the quivering bolt holding the apple against the side of the e e e 
  wagon. Whirling around, you see a halfling and gnome 
  wagon. Whirling around, you see a halfling and gnome 
  wagon. Whirling around, you see a halfling and gnome 
  wagon. Whirling around, you see a halfling and gnome 
  emerge from the scrub, arguing in loud voices. 
  emerge from the scrub, arguing in loud voices. 
  emerge from the scrub, arguing in loud voices. 
  emerge from the scrub, arguing in loud voices.     
      
  "I told you I could do it", says the halfling, while he slings 
  "I told you I could do it", says the halfling, while he slings 
  "I told you I could do it", says the halfling, while he slings 
  "I told you I could do it", says the halfling, while he slings 
  the light crossbow on his back. "Bah, a lucky shot", retorts the 
  the light crossbow on his back. "Bah, a lucky shot", retorts the 
  the light crossbow on his back. "Bah, a lucky shot", retorts the 
  the light crossbow on his back. "Bah, a lucky shot", retorts the 
  gnome. They approach you
  gnome. They approach you
  gnome. They approach you
  gnome. They approach you, bickering all the way.
  , bickering all the way.
  , bickering all the way.
  , bickering all the way.    
   
  Let the PCs interrupt with actions if they desire otherwise 
  the argument between the two will continue as follows: 
   
  "You want me to do it again", replies the halfling as he 
  "You want me to do it again", replies the halfling as he 
  "You want me to do it again", replies the halfling as he 
  "You want me to do it again", replies the halfling as he 
  removes the quarrel from the wagon and absently hands you
  removes the quarrel from the wagon and absently hands you
  removes the quarrel from the wagon and absently hands you
  removes the quarrel from the wagon and absently hands you    
  the apple. 
  the apple. 
  the apple. 
  the apple.     
      
  "Yeah", replies the gnome, snatching the apple from your 
  "Yeah", replies the gnome, snatching the apple from your 
  "Yeah", replies the gnome, snatching the apple from your 
  "Yeah", replies the gnome, snatching the apple from your 
  hand and holding it out in his fist. "Try hitting it now." 
  hand and holding it out in his fist. "Try hitting it now." 
  hand and holding it out in his fist. "Try hitting it now." 
  hand and holding it out in his fist. "Try hitting it now."     
      
  "No fair", says the halfling "you'll cheat by moving it as I 
  "No fair", says the halfling "you'll cheat by moving it as I 
  "No fair", says the halfling "you'll cheat by moving it as I 
  "No fair", says the halfling "you'll cheat by moving it as I 
  shoot". He turns to the group of you and asks, " Would one of 
  shoot". He turns to the group of you and asks, " Would one of 
  shoot". He turns to the group of you and asks, " Would one of 
  shoot". He turns to the group of you and asks, " Would one of 
  yyyyou please take the apple and place it on your head so I can 
  ou please take the apple and place it on your head so I can 
  ou please take the apple and place it on your head so I can 
  ou please take the apple and place it on your head so I can 
  shoot it off."
  shoot it off."
  shoot it off."
  shoot it off."    
   
  If the any PC agrees Rinki will set up and take the shot. 
  He has a Missile fire modifier of +6 and the shot has a DC 
  of 18. If he misses and the die roll is between 1-5 roll 
  again to determine if he hit the PC. (flat-footed, no Dex to 
  AC). If a PC is hit the two will apply a healing ointment 
  that will cure 1d4 damage. For cooperating Rinki will give 
  the PC his Crossbow and 10 bolts. The Crossbow is a 
  Masterwork, worth 335 Gold Lions. There is a cert. 
   
  What the halfling (Rinki Featherfoot) and the gnome 
  (Dinki Leatherfoot) know, 
   
  • 
  Both of them are young adventurers going to join the 
  army at Granforth. They are both childhood friends 
  and live in the Good Hills Protectorate. Both of them 
  are always rough and tumbling amongst themselves, 
  daring each other to feats of daring do in an effort of 
  outdoing each other. 
  • 
  Both are dressed in rough clothes and no armor, they 
  carry light crossbows, short sword and daggers. The 
  halfling wears no footwear and has hairy feet, while 
  the gnome is wearing a pair of soft boots. They are 
  typical members of their race, albeit young ones. 
  • 
  Any conversation you have with them breaks out in 
  an argument where they correct each other or one 
  starts a sentence and the other completes it, also 
  causing an argument. 
  • 
  When asked about the refugees they tell you the 
  have seen them but further questions as to the 
  location of these refugees will bring evasive answers. 
  
   
  March Through Keoland 
   
  Page 14 
  A normal DC versus wisdom will lead to the 
  conclusion that the halfling and gnome enclaves are 
  also helping the refugees clandestinely. 
   
  Again this is a role-playing encounter, any attacks by the 
  PCs will result in Rinki and Dinki fleeing the scene. If 
  one is slain and the other gets away go to Conclusion F
  Conclusion F
  Conclusion F
  Conclusion F, if 
  both are slain and one of the other PCs doesn't testify 
  they will get away with it, for now. Note on the 
  character(s) log(s) that they have committed an evil act 
  and note it in the Critical Event Summary.  
   
  Rinki Featherfoot, male halfling (hairfoot) Rog1:
  Rinki Featherfoot, male halfling (hairfoot) Rog1:
  Rinki Featherfoot, male halfling (hairfoot) Rog1:
  Rinki Featherfoot, male halfling (hairfoot) Rog1: Small 
  Humanoid (3ft. 6 in. tall); HD 1d6+1 hp 6 (+1 Con); Init 
  +4 (+4 Dex); Spd 20 ft.; AC 15 (+4 Dex, +1 Size); Atks +2 
  melee (1d6+1 [Crit 19-20], Short Sword) (1d4+1 [Crit 19-
  20], Dagger), +6 ranged (1d8 [Crit 19-20], Crossbow); SA 
  Rog sneak attack; AL NG; SV Fort +1, Ref +6, Will +0. 
   
  Str 12, Dex 19, Con 13, Int 11, Wis 10, Cha 10. 
   
  Skills: Disable Device +3, Hide +8, Jump +6, Listen +3, 
  Move Silently +7, Open Locks +5, Pick Pockets +5, Search 
  +4, Spot +4, Tumble +7; Feats: Point Blank Shot 
   
  Equipment: shortsword, dagger, light crossbow, 20 
  bolts, shirt, pants, riding boots, pouch containing 2 lions, 
  2 eagles, 2 hawks, and 15 sparrows. 
   
  Dinki Leatherfoot, male gnome Rog1:
  Dinki Leatherfoot, male gnome Rog1:
  Dinki Leatherfoot, male gnome Rog1:
  Dinki Leatherfoot, male gnome Rog1: Small Humanoid 
  (3ft. 7 in. tall); HD 1d6+1 hp 4; Init +8 (+4 Dex, +4 
  Improved Initiative); Spd 20 ft.; AC 15 (+4 Dex, +1 Size); 
  Atks +2 melee (1d6+1 [Crit 19-20], Short Sword) (1d4+1 
  [Crit 19-20], Dagger), +4 ranged (1d8 [Crit 19-20], 
  Crossbow); SA Rog sneak attack; AL NG; SV Fort +1, Ref 
  +6, Will +0. 
   
  Str 13, Dex 18, Con 13, Int 11, Wis 10, Cha 10. 
   
  Skills: Disable Device +5, Hide +8, Jump +4, Listen +4, 
  Move Silently +6, Open Locks +7, Pick Pockets +5, Search 
  +3, Spot +3, Tumble +7; Feats: Improved Initiative 
   
  Equipment: shortsword, dagger, light crossbow, 20 
  bolts, shirt, pants, riding boots, pouch containing 2 lions, 
  3 eagles, 2 hawks, and 15 sparrows. 
   
  Treasure
  Treasure
  Treasure
  Treasure: If a PC let Rinki try and shoot the apple off of 
  his head that PC will receive a Masterwork Crossbow 
  worth 335 Gold Lions and 10 bolts. 
   
   
  Encounter 9: In the March of 
  Encounter 9: In the March of 
  Encounter 9: In the March of 
  Encounter 9: In the March of 
  Sedenna
  Sedenna
  Sedenna
  Sedenna    
  Yo
  Yo
  Yo
  You are in the home stretch, the March of Sedenna. It brings 
  u are in the home stretch, the March of Sedenna. It brings 
  u are in the home stretch, the March of Sedenna. It brings 
  u are in the home stretch, the March of Sedenna. It brings 
  to mind that night when Redherr told you of this opportunity, 
  to mind that night when Redherr told you of this opportunity, 
  to mind that night when Redherr told you of this opportunity, 
  to mind that night when Redherr told you of this opportunity, 
  so long ago. You wonder if he made it safely past the travails of 
  so long ago. You wonder if he made it safely past the travails of 
  so long ago. You wonder if he made it safely past the travails of 
  so long ago. You wonder if he made it safely past the travails of 
  this journey and got to see his parents. As you ponder your 
  this journey and got to see his parents. As you ponder your 
  this journey and got to see his parents. As you ponder your 
  this journey and got to see his parents. As you ponder your 
  friend’s 
  friend’s 
  friend’s 
  friend’s fate a column of mounted soldiers comes into view. 
  fate a column of mounted soldiers comes into view. 
  fate a column of mounted soldiers comes into view. 
  fate a column of mounted soldiers comes into view. 
  The light troop of horse approaches you and the leader calls for 
  The light troop of horse approaches you and the leader calls for 
  The light troop of horse approaches you and the leader calls for 
  The light troop of horse approaches you and the leader calls for 
  a halt. As you wait for him to come near, another trooper 
  a halt. As you wait for him to come near, another trooper 
  a halt. As you wait for him to come near, another trooper 
  a halt. As you wait for him to come near, another trooper 
  detaches himself from the ranks and gallops forward. You 
  detaches himself from the ranks and gallops forward. You 
  detaches himself from the ranks and gallops forward. You 
  detaches himself from the ranks and gallops forward. You 
  immediately recognize him
  immediately recognize him
  immediately recognize him
  immediately recognize him by his fiery hair as Redherr. He 
   by his fiery hair as Redherr. He 
   by his fiery hair as Redherr. He 
   by his fiery hair as Redherr. He 
  stops the leader of the troop and has words with him you 
  stops the leader of the troop and has words with him you 
  stops the leader of the troop and has words with him you 
  stops the leader of the troop and has words with him you 
  cannot quite catch. After a few moments they both arrive at 
  cannot quite catch. After a few moments they both arrive at 
  cannot quite catch. After a few moments they both arrive at 
  cannot quite catch. After a few moments they both arrive at 
  the lead wagon. 
  the lead wagon. 
  the lead wagon. 
  the lead wagon.     
      
  The leader is mounted on a white Hanoverian steed 
  The leader is mounted on a white Hanoverian steed 
  The leader is mounted on a white Hanoverian steed 
  The leader is mounted on a white Hanoverian steed (a 
  light infantry horse). In a socket
  . In a socket
  . In a socket
  . In a socket hanging from the saddle 
   hanging from the saddle 
   hanging from the saddle 
   hanging from the saddle 
  there is a light lance. On his left arm there is a medium shield 
  there is a light lance. On his left arm there is a medium shield 
  there is a light lance. On his left arm there is a medium shield 
  there is a light lance. On his left arm there is a medium shield 
  marked by a heraldry you do not recognize, but assume it is of 
  marked by a heraldry you do not recognize, but assume it is of 
  marked by a heraldry you do not recognize, but assume it is of 
  marked by a heraldry you do not recognize, but assume it is of 
  the local nobility. He is wearing chainmail and has a light 
  the local nobility. He is wearing chainmail and has a light 
  the local nobility. He is wearing chainmail and has a light 
  the local nobility. He is wearing chainmail and has a light 
  crossbow hanging from the saddle. The long 
  crossbow hanging from the saddle. The long 
  crossbow hanging from the saddle. The long 
  crossbow hanging from the saddle. The long sword and dagger 
  sword and dagger 
  sword and dagger 
  sword and dagger 
  that adorn his waist belt are plain but utilitarian. The blond 
  that adorn his waist belt are plain but utilitarian. The blond 
  that adorn his waist belt are plain but utilitarian. The blond 
  that adorn his waist belt are plain but utilitarian. The blond 
  hair peeking from underneath his leather helm, the dark blue 
  hair peeking from underneath his leather helm, the dark blue 
  hair peeking from underneath his leather helm, the dark blue 
  hair peeking from underneath his leather helm, the dark blue 
  eyes and pale visage mark him as Suel. He speaks in a raspy 
  eyes and pale visage mark him as Suel. He speaks in a raspy 
  eyes and pale visage mark him as Suel. He speaks in a raspy 
  eyes and pale visage mark him as Suel. He speaks in a raspy 
  voice, caused by eating dust kicked up during his trave
  voice, caused by eating dust kicked up during his trave
  voice, caused by eating dust kicked up during his trave
  voice, caused by eating dust kicked up during his travels. 
  ls. 
  ls. 
  ls.     
      
  “I am named Wilhelm of Feldin Keep. I am directed by 
  “I am named Wilhelm of Feldin Keep. I am directed by 
  “I am named Wilhelm of Feldin Keep. I am directed by 
  “I am named Wilhelm of Feldin Keep. I am directed by 
  orders of the Margrave to search all wagons passing through 
  orders of the Margrave to search all wagons passing through 
  orders of the Margrave to search all wagons passing through 
  orders of the Margrave to search all wagons passing through 
  his demesnes. Will you submit peaceably to this search?"
  his demesnes. Will you submit peaceably to this search?"
  his demesnes. Will you submit peaceably to this search?"
  his demesnes. Will you submit peaceably to this search?"    
   
  This can be a difficult encounter. Agents of the Scarlet 
  Brotherhood have secretly incited the populace. 
  Wilhelms' attitude is normally nasty upon encountering 
  the kings' supply wagons. His normal demeanor has been 
  tempered by words from Reherr that you are 
  acquaintances of his, giving you a bonus to his reaction. 
  That the wagons are helping the refugees are in his view 
  the cause of all the trouble in the March. Again this is 
  because of the Scarlet Brotherhood. If the characters 
  submit to the search he will order his men to look into 
  the wagons. They do so in a desultory and morose 
  manner. All manner of snide, rude and insulting remarks 
  about the PCs will emanate from the leader and men. This 
  is again tempered by remarks from Redherr. As long as 
  the PCs confine themselves to verbal repartee the search 
  will be completed and they will be sent on their way. If 
  the PCs strike any of the troops, this is an invitation to the 
  troop to attack the PCs. 
   
  If the PCs inquire the reason for the hostility towards 
  the PCs they will refer to the aid the wagons represent to 
  the refugees. Although the official reason for patrolling is 
  to corral the wayward refugees, in reality this has turned 
  out into a witch-hunt against the wagon caravans. 
  If the PCs ask what have the refugees done the troop will 
  point to several incidents of mayhem (suspicious fires, 
  sabotage of water wells with poison and the like, all 
  undiscovered actions by the Scarlet Brotherhood) and an 
  increase of banditry and smuggling, undoubtedly caused 
  by the refugees. Redherr will state that there is no proof 
  that the refugees are involved and will allude to the 
  possibility that the Scarlet Brotherhood may be. 
   
  Wilhelm does not understand why the Margrave 
  supports the kings' efforts to help the refugees. Although 
  the Margrave is aware of the incidents that have occurred 
  in his purview, he is a far wiser man and waits for his 
  troops to stir up the hornet's nest and find the true culprit 
  of the problems. The Margrave does not believe the 
  refugees have any reason that would make them do these 
  deeds against him and his people. He does suspect that 
  there are other forces at work, like agents from a foreign 
  country or maybe even the Scarlet Brotherhood. He lets 
  his men believe what they will while giving orders to 
  search the wagons. By ordering his men to search the 
  wagons the Margrave achieves three purposes: 1) the 
  wagons are put under constant surveillance thus ensuring 
  
   
  March Through Keoland 
   
  Page 15 
  their relative safety. 2) By allowing his men free rein he 
  gets to weed out the dangerous elements out of his levies 
  when they overstep their orders to provide the wagons 
  with safe-conduct through his area. 3) They might find 
  who the real cause of the troubles if they can catch them 
  trying to ambush the wagons. 
   
  If a fight breaks out Redherr will flee, as he does not 
  wish to attack his friends.  
   
  Wilhelm of Feldin Keep, male human (Su
  Wilhelm of Feldin Keep, male human (Su
  Wilhelm of Feldin Keep, male human (Su
  Wilhelm of Feldin Keep, male human (Suel) Ftr3:
  el) Ftr3:
  el) Ftr3:
  el) Ftr3: 
  Medium Humanoid (6ft. 3 in. tall); HD 3d10 + 6; hp 27; 
  Init +2 (+2 Dex); Spd 30 ft.; AC 17 (+5 Armor, +2 Dex); 
  Atks +5 melee (1d6 +2 [Crit X3], light lance) (1d8+2 [Crit 
  19-20], longsword), +5 ranged (1d8 [Crit 19-20], 
  crossbow); AL N; SV Fort +6, Ref +3, Will +0. 
   
  Str 15, Dex 14, Con 16, Int 11, Wis 9, Cha 10. 
   
  Skills: Ride+8, Handle Animal +4, Spot +2, Track +0. 
  Feats: Mounted Combat, Ride by Attack, Spirited Charge, 
  Combat reflexes 
   
  Equipment: chainmail armor, light lance, long sword, 
  dagger, light crossbow, 10 bolts, medium shield, shirt, 
  pants, riding boots, pouch containing 5 lions, 4 eagles, 2 
  hawks, and 15 sparrows. 
   
  Redherr of Feldin Keep, male human (Suel) Ftr1:
  Redherr of Feldin Keep, male human (Suel) Ftr1:
  Redherr of Feldin Keep, male human (Suel) Ftr1:
  Redherr of Feldin Keep, male human (Suel) Ftr1: 
  Medium Humanoid (6ft. 2 in. tall); HD 1d10 +3 hp 11; 
  Init +2 (+2 Dex); Spd 30 ft.; AC 17 (+5 Armor, +2 Dex); 
  Atks +2 melee (1d6 +1 [Crit X3], light lance) (2d6+2 [Crit 
  19-20], greatsword), +3 ranged (1d8 [Crit 19-20], 
  crossbow); AL NG; SV Fort +4, Ref +2, Will +0. 
   
  Str 12, Dex 14, Con 16, Int 10, Wis 11, Cha 13. 
   
  Skills: Ride +6, Diplomacy +3, Listen +2. Feats: Blind-
  Fight, Mounted Combat, Dodge 
   
  Equipment: chainmail Armor, greatsword, light 
  lance, dagger, light crossbow, 10 bolts, medium shield, 
  shirt, pants, riding boots, and pouch containing 3 lions, 1 
  eagle, and 20 sparrows 
   
  Tro
  Tro
  Tro
  Troopers
  opers
  opers
  opers (19),
  (19),
  (19),
  (19), male/female human (Suel) Ftr1:
   male/female human (Suel) Ftr1:
   male/female human (Suel) Ftr1:
   male/female human (Suel) Ftr1: Medium 
  Humanoids; HD 1d10+1; hp 6; Init +1 (+1 Dex); Spd 30 ft.; 
  AC 16 (+5 Armor, +1 Dex); Atks +2 melee (1d6+1 [Crit 
  X3], light lance), +3 melee (2d6+2 [Crit 19-20], 
  greatsword); AL NG; SV Fort +4, Ref +1, Will +0. 
   
  Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills: Ride +5, Climb +5. Feats: Dodge, Mounted 
  Combat, Weapon Focus (greatsword). 
   
  Equipment: chainmail Armor, greatsword, light 
  lance, dagger, medium shield, shirt, pants, riding boots, 
  and pouch containing 2 lions, 1 eagle, and 10 sparrows 
   
  Possible Outcomes:
  Possible Outcomes:
  Possible Outcomes:
  Possible Outcomes:    
  1 PCs peacefully submit to the search:
  1 PCs peacefully submit to the search:
  1 PCs peacefully submit to the search:
  1 PCs peacefully submit to the search: This is what 
  Redherr will push for, counseling the PCs to just let it all 
  roll off and trying to temper the words of the patrol. It 
  will all be over with out incident in about half an hour 
  (game time) and the PCs will be sent on their way. 
   
  2 Fight
  2 Fight
  2 Fight
  2 Fight:    If a fight does break out use the stats of the 
  guards above to run it. The patrol will attack to subdue 
  until one of their numbers is killed at which point they 
  attack till the PCs surrender or are dead. 
   
  PCs Lose, No one Killed:
  PCs Lose, No one Killed:
  PCs Lose, No one Killed:
  PCs Lose, No one Killed: The PCs will be arrested. 
  Redherr will use his influence to push the trial up to the 
  next day. Each PC will be fined 5 Lions or 5 weeks of hard 
  labor. (Only by paying the fine can the PCs complete the 
  mission. Redherr will loan it to them and accompany 
  them the rest of the way to Flen to collect his loan) 
   
  PCs Lose and someone is killed:
  PCs Lose and someone is killed:
  PCs Lose and someone is killed:
  PCs Lose and someone is killed: The Margrave will sit 
  in trial for this crime. The PC(s) who killed his men will 
  be executed, their companions will be fined 5-20 Lions for 
  their involvement. Use your best judgement based on the 
  "damage" the character did. Any PC who helped the 
  Patrol will be personally thanked by the Margrave. 
   
  PCs win, killing all the patrol:
  PCs win, killing all the patrol:
  PCs win, killing all the patrol:
  PCs win, killing all the patrol:    Go to Conclusion G  
   
   
  Conclus
  Conclus
  Conclus
  Conclusions
  ions
  ions
  ions    
  A. At last, Flen.
  A. At last, Flen.
  A. At last, Flen.
  A. At last, Flen.    
  You have left those disagreeable patrols of the March of 
  You have left those disagreeable patrols of the March of 
  You have left those disagreeable patrols of the March of 
  You have left those disagreeable patrols of the March of 
  Sedenna and are glad to be travelling through the county that 
  Sedenna and are glad to be travelling through the county that 
  Sedenna and are glad to be travelling through the county that 
  Sedenna and are glad to be travelling through the county that 
  holds the city of Flen. Or are you? As you come nearer to the 
  holds the city of Flen. Or are you? As you come nearer to the 
  holds the city of Flen. Or are you? As you come nearer to the 
  holds the city of Flen. Or are you? As you come nearer to the 
  city you spot many refugee camps. People approach yo
  city you spot many refugee camps. People approach yo
  city you spot many refugee camps. People approach yo
  city you spot many refugee camps. People approach you from 
  u from 
  u from 
  u from 
  those camps begging for whatever scraps you may toss their 
  those camps begging for whatever scraps you may toss their 
  those camps begging for whatever scraps you may toss their 
  those camps begging for whatever scraps you may toss their 
  way. When you stop for lunch, they eye the food you eat 
  way. When you stop for lunch, they eye the food you eat 
  way. When you stop for lunch, they eye the food you eat 
  way. When you stop for lunch, they eye the food you eat 
  hungrily. Embarrassed, you bolt your food and travel on 
  hungrily. Embarrassed, you bolt your food and travel on 
  hungrily. Embarrassed, you bolt your food and travel on 
  hungrily. Embarrassed, you bolt your food and travel on 
  through this sea of misery. Adventuring is supposed to be fun? 
  through this sea of misery. Adventuring is supposed to be fun? 
  through this sea of misery. Adventuring is supposed to be fun? 
  through this sea of misery. Adventuring is supposed to be fun? 
  Here you see ho
  Here you see ho
  Here you see ho
  Here you see how the innocents pay for the expense of someone 
  w the innocents pay for the expense of someone 
  w the innocents pay for the expense of someone 
  w the innocents pay for the expense of someone 
  else's fun. Finally, you are grateful to come into the city of 
  else's fun. Finally, you are grateful to come into the city of 
  else's fun. Finally, you are grateful to come into the city of 
  else's fun. Finally, you are grateful to come into the city of 
  Flen, but even here you do not escape the flotsam of war. 
  Flen, but even here you do not escape the flotsam of war. 
  Flen, but even here you do not escape the flotsam of war. 
  Flen, but even here you do not escape the flotsam of war. 
  Hungry urchins beg for food and they in turn are chased by 
  Hungry urchins beg for food and they in turn are chased by 
  Hungry urchins beg for food and they in turn are chased by 
  Hungry urchins beg for food and they in turn are chased by 
  troops trying to corral them 
  troops trying to corral them 
  troops trying to corral them 
  troops trying to corral them and take them back to the camps. 
  and take them back to the camps. 
  and take them back to the camps. 
  and take them back to the camps. 
  You pull into the warehouses surrounded by patrols to safe 
  You pull into the warehouses surrounded by patrols to safe 
  You pull into the warehouses surrounded by patrols to safe 
  You pull into the warehouses surrounded by patrols to safe 
  keep these supplies from the desperate willing to sacrifice 
  keep these supplies from the desperate willing to sacrifice 
  keep these supplies from the desperate willing to sacrifice 
  keep these supplies from the desperate willing to sacrifice 
  everything for a crust of bread. 
  everything for a crust of bread. 
  everything for a crust of bread. 
  everything for a crust of bread.     
      
  The agent greets you and demands the bills of lading 
  The agent greets you and demands the bills of lading 
  The agent greets you and demands the bills of lading 
  The agent greets you and demands the bills of lading 
  along with all t
  along with all t
  along with all t
  along with all the receipts. After seeing all is in order, he asks 
  he receipts. After seeing all is in order, he asks 
  he receipts. After seeing all is in order, he asks 
  he receipts. After seeing all is in order, he asks 
  for you to give a verbal report of what you have seen during 
  for you to give a verbal report of what you have seen during 
  for you to give a verbal report of what you have seen during 
  for you to give a verbal report of what you have seen during 
  your travels. He sits at his desk holding his quill over foolscap 
  your travels. He sits at his desk holding his quill over foolscap 
  your travels. He sits at his desk holding his quill over foolscap 
  your travels. He sits at his desk holding his quill over foolscap 
  of vellum patiently awaiting your reply.
  of vellum patiently awaiting your reply.
  of vellum patiently awaiting your reply.
  of vellum patiently awaiting your reply.    
   
  What the agent knows, 
  • 
  The agent is blithely ignorant of most of what has 
  happened to the PCs. He will take down all that they 
  report so that it will be included in his papers to the 
  king’s agent in Niole Dra. 
  • 
  He will pay them the agreed upon monies for just 
  making the trip. If the PCs give them the parasite, if 
  they have one, he will further recompense them.  
   
  Finally with a flourish, the agent scribbles the remainder of 
  Finally with a flourish, the agent scribbles the remainder of 
  Finally with a flourish, the agent scribbles the remainder of 
  Finally with a flourish, the agent scribbles the remainder of 
  his 
  notes 
  as 
  you 
  finish 
  your 
  tale 
  of 
  adventure. 
  his 
  notes 
  as 
  you 
  finish 
  your 
  tale 
  of 
  adventure. 
  his 
  notes 
  as 
  you 
  finish 
  your 
  tale 
  of 
  adventure. 
  his 
  notes 
  as 
  you 
  finish 
  your 
  tale 
  of 
  adventure. 
  "Congratulations, you have done well; here is the monies well 
  "Congratulations, you have done well; here is the monies well 
  "Congratulations, you have done well; here is the monies well 
  "Congratulations, you have done well; here is the monies well 
  earned by you
  earned by you
  earned by you
  earned by you all" he pauses and slyly grins " I hope you found 
   all" he pauses and slyly grins " I hope you found 
   all" he pauses and slyly grins " I hope you found 
   all" he pauses and slyly grins " I hope you found 
  
   
  March Through Keoland 
   
  Page 16 
  the trip all that you thought it would be". With those words he 
  the trip all that you thought it would be". With those words he 
  the trip all that you thought it would be". With those words he 
  the trip all that you thought it would be". With those words he 
  stands, rolls up the vellum and walks into an office. 
  stands, rolls up the vellum and walks into an office. 
  stands, rolls up the vellum and walks into an office. 
  stands, rolls up the vellum and walks into an office.     
      
  Treasure
  Treasure
  Treasure
  Treasure:  
  • 
  30 Gold Lions per PC & Wagon pair that made the 
  journey. 
  • 
  100 Gold Lions for the Parasite from encounter 5. 
   
  B Search for Sailors (Fled the fight)
  B Search for Sailors (Fled the fight)
  B Search for Sailors (Fled the fight)
  B Search for Sailors (Fled the fight)    
  It takes an effort but you manage to convince the authorities to 
  It takes an effort but you manage to convince the authorities to 
  It takes an effort but you manage to convince the authorities to 
  It takes an effort but you manage to convince the authorities to 
  help you find the sailors. You eventually find the sailors, but 
  help you find the sailors. You eventually find the sailors, but 
  help you find the sailors. You eventually find the sailors, but 
  help you find the sailors. You eventually find the sailors, but 
  upon investigation they discover that someone, whom the
  upon investigation they discover that someone, whom the
  upon investigation they discover that someone, whom the
  upon investigation they discover that someone, whom the    
  sailors do not know and cannot identify in fact can't even 
  sailors do not know and cannot identify in fact can't even 
  sailors do not know and cannot identify in fact can't even 
  sailors do not know and cannot identify in fact can't even 
  remember clearly, hired them. Try as you may, you are unable 
  remember clearly, hired them. Try as you may, you are unable 
  remember clearly, hired them. Try as you may, you are unable 
  remember clearly, hired them. Try as you may, you are unable 
  to locate the instigator. The authorities say he has probably left 
  to locate the instigator. The authorities say he has probably left 
  to locate the instigator. The authorities say he has probably left 
  to locate the instigator. The authorities say he has probably left 
  the city or gone to ground after seeing that the sailors kept 
  the city or gone to ground after seeing that the sailors kept 
  the city or gone to ground after seeing that the sailors kept 
  the city or gone to ground after seeing that the sailors kept 
  their 
  their 
  their 
  their side of the bargain.
  side of the bargain.
  side of the bargain.
  side of the bargain.  
   
  Since they insisted on searching for the sailors they are 
  fired. The adventure ends here for them since they are 
  unemployed. Have them score and release them. 
   
  C Search for Sailors (PCs Mugged)
  C Search for Sailors (PCs Mugged)
  C Search for Sailors (PCs Mugged)
  C Search for Sailors (PCs Mugged)    
  It takes an effort but you manage to co
  It takes an effort but you manage to co
  It takes an effort but you manage to co
  It takes an effort but you manage to convince the authorities to 
  nvince the authorities to 
  nvince the authorities to 
  nvince the authorities to 
  help you find the sailors. You eventually find the sailors, but 
  help you find the sailors. You eventually find the sailors, but 
  help you find the sailors. You eventually find the sailors, but 
  help you find the sailors. You eventually find the sailors, but 
  upon investigation they discover that someone, whom the 
  upon investigation they discover that someone, whom the 
  upon investigation they discover that someone, whom the 
  upon investigation they discover that someone, whom the 
  sailors do not know and cannot identify in fact can't even 
  sailors do not know and cannot identify in fact can't even 
  sailors do not know and cannot identify in fact can't even 
  sailors do not know and cannot identify in fact can't even 
  remember clearly, hired them. The sailors will be a
  remember clearly, hired them. The sailors will be a
  remember clearly, hired them. The sailors will be a
  remember clearly, hired them. The sailors will be arrested and 
  rrested and 
  rrested and 
  rrested and 
  fined for public brawling but will be fined and released. Try as 
  fined for public brawling but will be fined and released. Try as 
  fined for public brawling but will be fined and released. Try as 
  fined for public brawling but will be fined and released. Try as 
  you may, you are unable to locate the instigator. The 
  you may, you are unable to locate the instigator. The 
  you may, you are unable to locate the instigator. The 
  you may, you are unable to locate the instigator. The 
  authorities say he has probably left the city or gone to ground 
  authorities say he has probably left the city or gone to ground 
  authorities say he has probably left the city or gone to ground 
  authorities say he has probably left the city or gone to ground 
  after seeing that the sailors kept their side of the bargain.
  after seeing that the sailors kept their side of the bargain.
  after seeing that the sailors kept their side of the bargain.
  after seeing that the sailors kept their side of the bargain.  
   
  Since the PCs insisted on searching for the sailors the are 
  fired. The adventure ends here for them since they are 
  unemployed. Have them score and release them. 
   
  D Search for the Instigator 
  D Search for the Instigator 
  D Search for the Instigator 
  D Search for the Instigator     
  Try as you may, you are unable to locate the instigator. The 
  Try as you may, you are unable to locate the instigator. The 
  Try as you may, you are unable to locate the instigator. The 
  Try as you may, you are unable to locate the instigator. The 
  aaaauthorities say he has probably left the city or gone to ground 
  uthorities say he has probably left the city or gone to ground 
  uthorities say he has probably left the city or gone to ground 
  uthorities say he has probably left the city or gone to ground 
  after seeing that the sailors kept their side of the bargain
  after seeing that the sailors kept their side of the bargain
  after seeing that the sailors kept their side of the bargain
  after seeing that the sailors kept their side of the bargain.  
   
  Since the PCs insisted on searching for the instigator they 
  are fired. The adventure ends here since they are 
  unemployed. Have them score and release them. 
   
  The PCs have the option to let bygones be bygones 
  and chalk up the fight as a misunderstanding and if they 
  let the sailors go they will be rewarded with stories and 
  lore of the Sea Princes.  
   
  E Serving Hard time
  E Serving Hard time
  E Serving Hard time
  E Serving Hard time    
  The agent will not pay their fines and it will be up to the 
  PCs to come up with the money for the fine (5 lion). If 
  they cannot pay the fine they spend 30 days in jail (4 time 
  units). PCs who actually dealt the deathblow will be tried 
  and convicted of murder. The character will be required 
  to pay a wergild of 500 GOLD LIONS and spend 3 
  months (13 Time Units) in prison or spend 2 years (104 
  Time Units) in jail if they can't pay the fine.  
   
  F Serving Hard time II 
  F Serving Hard time II 
  F Serving Hard time II 
  F Serving Hard time II     
  The surviving member will report it to the authorities 
  resulting in eventual arrest when the PCs reach Flen. The 
  surviving member will testify against the PCs involved 
  and the guilty ones in the party will be sentenced to death 
  for murder. These PC(s) will be executed and retired from 
  play. Other PCs that didn't fight their companions will be 
  charged with a lesser crime with a fine of 30 Lions each or 
  4 months (16 Time units) of hard labor. 
   
  G Final Justice 
  G Final Justice 
  G Final Justice 
  G Final Justice     
  In the unlikely event the PCs win the fight, the 
  consequences are disastrous. Even if they manage to kill 
  the fleeing Redherr and all the troopers within an hour 
  they will be attacked by another troop of twenty-one men. 
  (Use Wilhelm and troopers stats as a template) This will 
  occur because the road is heavily patrolled both ways. The 
  second patrol will come upon the remains of the previous 
  battle and try as they might, the PCs will leave signs that 
  the combat has taken place. Further patrols they meet 
  coming towards them will attempt to arrest them since 
  again they will show signs of having been in combat. In 
  all cases surrendering PCs will be tried by the Margrave 
  and dispensed low justice for murder and hanged. Have 
  the players score and release them for further play. 
   
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  Introduction:
  Introduction:
  Introduction:
  Introduction:    
  Questioning Redherr 
  10 xp 
   
  Encounter One:
  Encounter One:
  Encounter One:
  Encounter One:    
  Putting out the wagons. 
  20 xp/wagon 
   
  Max 100 xp 
   
  Encounter Two:
  Encounter Two:
  Encounter Two:
  Encounter Two:    
  Finding the Acid before it damages a wagon 
  50 xp 
      
  Or
  Or
  Or
  Or    
  Finding the Acid on the other wagons after the 
  first is damaged 
  25 xp 
   
  
   
  March Through Keoland 
   
  Page 17 
  Encounter Three:
  Encounter Three:
  Encounter Three:
  Encounter Three:    
  Defeating the Sailors 
  50 xp 
      
  Or
  Or
  Or
  Or    
  Losing to the sailors 
  10 xp 
   
  Encounter Five:
  Encounter Five:
  Encounter Five:
  Encounter Five: 
  Defeating the monsters 
  100 xp 
      
  Or
  Or
  Or
  Or    
  Defeating the monsters with help from the 
  Dreadwalkers 
  25 xp 
   
  Discovering & reporting parasites 
  25 xp 
  Preserving a parasite 
  50 xp 
   
  Encounter Eight:
  Encounter Eight:
  Encounter Eight:
  Encounter Eight:    
  Avoiding a fight 
  5 xp 
   
  Encounter Nine:
  Encounter Nine:
  Encounter Nine:
  Encounter Nine:    
  Avoiding a fight 
  10 xp 
   
  Total experience for objectives 
  400 xp 
  Roleplaying experience: 
  0-50 xp 
   
  Max Experience Points possible
  Max Experience Points possible
  Max Experience Points possible
  Max Experience Points possible    
  450 xp
  450 xp
  450 xp
  450 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 500 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter Three:
  Encounter Three:
  Encounter Three:
  Encounter Three:    
  • 
  Up to 8 gold lions (gp), 4 silver hawks (sp) and 40 
  copper sparrows (cp) from the sailors 
   
  Encounter Five:
  Encounter Five:
  Encounter Five:
  Encounter Five:    
  • 
  (4) pieces of eye agate worth 50 gold lions (gp) each. 
      
  Encounter Seven:
  Encounter Seven:
  Encounter Seven:
  Encounter Seven: 
  • 
  A silver headed Warhammer worth 60 gold lions (gp) 
      
  Encounter 8:
  Encounter 8:
  Encounter 8:
  Encounter 8:  
  • 
  A Masterwork Crossbow (Value 335 gp) for letting 
  Rinki shoot an apple off a PC’s head. 
   
  Encounter 10:
  Encounter 10:
  Encounter 10:
  Encounter 10:    
  • 
  30 gold lions (gp) per wagon that makes the trip, 
  maximum 210 gold lions (gp) 
  • 
  100 Gold Lions for the Parasite from encounter 5. 
   
  
   
  March Through Keoland 
   
  Page 18 
  Player Handout #1
  Player Handout #1
  Player Handout #1
  Player Handout #1    
  Niole Dra
  Niole Dra
  Niole Dra
  Niole Dra    
   
  Niole Dra is the Capital of the Kingdom of Keoland. His Honor Lord Mayor Pugnace Dillip in the name of the King 
  administers it. 
   
  Life in Niole Dra 
  When you first entered the city, you were quite dismayed to have your weapons confiscated by the city watch. Still, 
  the town seems quite safe, and you have yet to see anything beyond the occasional drunken fistfight within the city 
  limits. The city watch is everywhere, even after sun down. You usually can't walk more than three or four blocks without 
  sighting a watchman. You've seen a few people walking around with weapons—usually adventurers like yourself. From 
  what you've gathered, anyone sponsored by a noble house can obtain a license to carry arms within the city's walls. 
  The city itself is full of contradictions, from the desperate slums of the Copper Quarter, to the sprawling estates of 
  the Noble Quarter, to the raucous, carnival atmosphere of the Tankard District. Despite this, you've found that Niole Dra 
  is a welcoming place, eager to welcome travelers and the coins they carry. 
   
  Religion: 
  Religion is purely a sideshow in Niole Dra. The city founders were wary of any religion growing to dominate the city 
  government to the detriment of others. Thus, all temples are located on one street, the Gods" Way (often called Temple 
  Row), and all of the temples are rented from the city. Each structure looks identical, save for adornments hung outside of 
  them that denote which temple is dedicated to which deity. The city's hands off attitude can be problematic, as even 
  mysterious or suspicious sects are welcomed, so long as they do not break any laws. The beggars whisper of chapels 
  dedicated to evil that peacefully exist, yet harbor horrors that are careful not to wreck noticeable havoc within the city. 
  As long as they don't trouble Niole Dra, no actions are taken. 
      
  Racial Interactions: 
  As a center of commerce, Niole Dra is open to and accepting of all demihumans. Even orcs and half-orcs can walk the 
  streets of the Copper Quarter and waterfront without much harassment. In this one area, Niole Dra can proudly point to 
  itself as a truly cosmopolitan, open city. (Said individuals are closely monitored and at least a handful of Lions Claw 
  members are within shouting distance at all times if trouble starts.) 
   
  Rumors & Proclamations: 
  During your stay in Niole Dra, you have heard a variety of stories about the city. Collected here are those that stand out, 
  either because of their outlandish bent or their ubiquitous nature. 
   
  • Proclamation stamped with the official seal of the city posted in several market square: 
  “Whereby the legally recognized temple, consecrated to the alleged divinity Trithereon, has, in direct violation of Niole 
  Dra LAW, fomented and abetted a riot by Niole Dra citizens. Said temple shall be banned from practicing its religious 
  rites within the limits of the Niole Dra legal jurisdiction for a period of time no less and no more than one hundred 
  years. Should the aforementioned temple engage in further heinous, illegal acts which threaten the peace and security of 
  Niole Dra, as judged by His Honor Lord Mayor Pugnace Dillip, within five years of the posting of this declaration. 
  Posted this the thirtieth of Fireseek, 590 CY.” 
   
  • Heard spoken in hushed tones by a Market Quarter merchant: 
  “The thieves of the Copper Quarter are in league with dark powers from beyond this world. I've had friends whose 
  businesses have been picked clean, without a single sign of forced entry. Don't ignore the stories about unearthly 
  screams in the night near Gods" Row. A city guardsman once confided in me that guard patrols are never to walk down 
  the Row without a wizard escort. Leave it to the greedy scum in the Copper Quarter to sell out this city to the powers of 
  evil. They'll do anything for money, except take on an honest profession. His Honor should double the number of 
  guards on patrol and root the scum out once and for all, before they cause any more problems. The entire Quarter should 
  be razed to the ground.” 
   
  • A Copper Quarter beggar accepts your coin and offers this advice in return: 
  “If you're as smart as you are kindly, you'll pay mind to the true rulers of the Copper Quarter. The Guild has eyes and ears 
  everywhere around here. Folks know who their real friends are in this part of town. If the guardsmen ask you any 
  questions about anything in the Copper Quarter, stay quiet, no matter what you saw. A night in the clink is nothing 
  compared to what the guild does to rats.” 
   
  • Late night at a Tankard Quarter alehouse, a serving maid offers her opinion on the Thieves" Guild: 
  
   
  March Through Keoland 
   
  Page 19 
  “The Guild? Dangerous? I live in the Copper Quarter, and I can tell you that I have more problems with lecherous city 
  watchmen then anyone else. The thieves are just inflated figments, stories told in the Noble Quarter to keep the 
  pampered rakes from getting into too much trouble when they grace the Copper Quarter with their stuck-up presence.” 
   
  • A conversation between a group of sewerjacks, overheard in a Tankard Quarter taproom: 
  “… that ain't the least of it. They say the rift goes all the way to the center of the world, and all sorts of weird beasties is 
  coming out of it. Old Bertin done swapped our sweep routes around to avoid those tunnels, and I heard that dwarf 
  Maddigal saying that he saw some group what looked like adventurers heading on that way not but two weeks back. 
  Haven't heard nothin" of "em since, and from how Maddigal was talkin", those boys looked dead on tough enough to put 
  a scare in a lion.” 
   
  Legends: 
  Dragon Roost Rock: In the center of town lies an immense rock slab. Legend has it that the original Suel settlers found 
  the ruins of an ancient city on the site of Niole Dra. Weeks passed as they slowly rebuilt the area and laid the 
  foundations for what would become Niole Dra. Then, one morning, the sun rose to reveal a gigantic red dragon snoozing 
  on a massive rock in the middle of the ruins. Almost everyone fled in terror, save for a few stout defenders.  
   
  The city's mightiest champion volunteered to slay the dragon. He rode forth on his charger, and was burnt to a 
  cinder. 
   
  The city's second most skilled champion volunteered to slay the beast. He rode forth on his charger, and was burnt 
  to a cinder. 
   
  The city's third most skilled champion shed his armor, dropped his weapons, crawled out to the beast, and begged 
  for mercy. 
   
  “Human,” the beast bellowed, “I could wreak a terrible slaughter upon your kind, yet I am but one and you are 
  many. I am sure that I would eventually fall to your hordes. If not now, then some day within the next few centuries. 
  Thus, I have a bargain for you. I will not attack your settlement. In return, you will not build anything within my tails 
  length of this rock, and I will be allowed to sun myself here whenever the mood strikes me.” 
   
  And so the bargain was struck. The legend says that for the next century, the dragon would swoop down once a year 
  to spend a week dozing on his rock. Then, his visits abruptly stopped. In tribute to the ancient pact that let Niole Dra 
  survive, nothing has been built within fifty feet of the rock, nor has it been disturbed over the years. It is a common 
  gathering place during festivals and holidays, and city ordinances still dictate that any tent or equipment set up on the 
  rock must be ready to move within five minutes, should the dragon appear. The rule is followed more out of a sense of 
  custom than out of fear that the dragon will actually return after an eight-century absence. 
  The city's founding day celebrations are marked by dragon-themed decorations and costumes, and once a year the 
  legendary exchange between the dragon and the three knights is recreated, with a giant papermache dragon puppet and 
  three warriors chosen from the Lion's Claws. 
   
  A few establishments in the Tankard district: 
  The Crystal Goblet, a festhall, is currently the most popular nightspot for Niole Dra's upper crust. Alayshee D'Arkane 
  dines here often, and many landed nobles follow her suit. The place is run by Lathfrayel, a half elf Epicurean whose 
  enormous girth is only matched by his talent for keeping the Goblet firmly lodged as preeminent dining establishment 
  in Niole Dra. 
   
  Brogan's Hall is the most popular stop in the Copper Quarter end of the Tankard Quarter. The Hall hosts wrestling 
  matches between a wide variety of combatants, from mighty barbarians and pugnacious city brawlers to fearsome beasts 
  captured by adventurers and sold to the Hall. Most monsters have their claws and fangs removed to make the matches 
  safer for combatants, yet occasionally matches to the death are arranged between monsters. The reach of the law extends 
  to Brogan's, and any humanoid that dies in the arena will be investigated as a murder. In the two years that Brogan's has 
  been in operation, no wrestler has died. For now, Brogan's enjoys an exclusive license to host matches, yet rumors fly of 
  underground matches to the death held somewhere in the city. Brogan's serves liquor, but the main attraction is the 
  matches and the betting that goes along with them. 
      
  The Severed Head is the most popular bar in the Dock Quarter end of the Tankard Quarter. Named for the stuffed and 
  mounted head of a river serpent in the taproom, traders and mercenaries from across Oerth gather here to swap tales 
  over a mug of Keoish ale. A dwarf, Ballgetti the Tall, tends the bar. Ballgetti got his nickname from the two four foot tall 
  peg legs he is usually perched upon when tending the bar. Ballgetti lost his legs when they were crushed by a giant's 
  thrown boulder; anyone who brags about fighting giants or openly speaks of fighting them will quickly win Ballgetti's 
  respect. He treats gawkers or any whom deride his condition with complete contempt, and has been known to order the 
  bouncers to throw out people who get on his nerves. 
   
  
   
  March Through Keoland 
   
  Page 20 
  Players Handout #2
  Players Handout #2
  Players Handout #2
  Players Handout #2    
  For PC Thieves only
  For PC Thieves only
  For PC Thieves only
  For PC Thieves only    
   
  As a master of the subtle arts, to put it gently, you were not surprised to find several representatives of the local thieves’ 
  guild approaching you about your intentions in the city. They were firm but gentle in reminding you to pass along a 
  respectful portion of the fruits any illicit labors while in the city. Interestingly enough, your were explicitly instructed to 
  never practice the art in the Copper Quarter. They also informed you that, based on your conduct they may contact you 
  some time in the future. 
   
   
  From what you can gather, the guild depends upon the good will and cooperation of Copper Quarters for the guild's 
  continued prosperity. The “Queen of Thieves” as she is called, is Old Mother Wayla, a matronly crone who spends as 
  much time looking after neighborhood toddlers as she does plotting crimes and splitting loot. Rumor has it that she 
  knows the cash value of the sum total of all goods within the city to within 100 silver pieces. Judging by the shifty eyed 
  bravos who discreetly gave you the once over as you entered the city, this seems more than possible. 
   
   
  Rumor has it that the guild employs some supernatural aid in its business, most likely the patronage of some dark 
  god. You haven't seen firsthand any evidence of this, but you have heard plenty of stories of buildings picked clean 
  without the slightest trace of a forced entry. And guards who settle in for their watch suddenly finding themselves facing 
  the dawn without the slightest memory of what passed during the night, and so forth. 
   
   
  Compared to other cities, Niole Dra is a somewhat difficult town to practice your profession. Guardsmen are 
  everywhere, and though weapons are rare among commoners, the city is notorious in your profession's circles for 
  relentlessly seeking out and bringing murderers to justice. 
   
   
  The most intriguing racket currently running in the city is the smuggling game. You've heard that the sewers 
  beneath the city are well maintained and heavily patrolled, but rumor has it that they are rife with hidden passages that 
  link to the Sheldomar, providing easy access for those who would rather avoid the guardsmen's prying eyes at the city 
  gates. 
   
   
  The thieves in Niole Dra are uncommonly united. As far as you can tell, Old Mother Wayla has a tight grip on the 
  organization. Given her age, though, it won't be long before someone else has to take the reigns of Queen (or King). You 
  can sense a slight tension in the air, as if the entire matter was a dirty family secret that no one dares discuss in public. 
  The thieves may seem united now, but your gut tells you that when Old Mother Wayla passes away, things could get 
  very ugly. She has yet to endorse a successor, and at least a half a dozen thieves have the reputation, skill, and backing to 
  secure her position
  
   
  March Through Keoland 
   
  Page 21 
  Player Handout #3
  Player Handout #3
  Player Handout #3
  Player Handout #3    
  Gradsul
  Gradsul
  Gradsul
  Gradsul    
  A decade ago Gradsul was little more than a large walled town serving southern Keoland as a trading port. Slowly, 
  however, its population grew and its boundaries  
   
  Then came the Greyhawk Wars - first the town swelled as King Kimbertos set about increasing his Royal Fleet to 
  deter any action by the 'old enemy', the Sea Princes. Even after the Wars, Gradsul has seen a large influx of settlers. 
  Refugees came, mainly from the eastern Principality of Ulek, southwestern Keoland and the Hold of the Sea Princes, but 
  also from other lands far away. Some came by land, but most arrived by boat and ship. Always the largest settlement in 
  Keoland, with an estimated 50,000 permanent inhabitants it is now double the size of the next largest Keoish city, the 
  capital Niole Dra.  
   
  The Lie of the Land
  The Lie of the Land
  The Lie of the Land
  The Lie of the Land    
  The old town, all within the town walls, is spread out below the 300 year-old Kaylgrunn Castle, the home of Duke 
  Luschan. It sits in the corner of Gradsul, overlooking the sea and the docks. At its southernmost point, a lighthouse-
  tower, known as the Lechtur, is situated. This tower, manned by marines, is linked by way of underground tunnels to the 
  Royal Fleet Admiralty buildings, known as the 'Umberdtine'.  
   
  Within the old town walls, the city is split into six distinct areas known as Districts. Each District elects 3 Aldermen 
  to the City Council, who are supposed to deal with important issues and present their proposals to the Duke. As the 
  Duke does not bother the people much, the people do not bother him, and that is the way they like it.  
   
  Outwith the walls are the five Wards, small 'districts' that evolved as immigrants and refugees came over the last 
  decade. They are looked down upon by the residents of the Old Town, and are referred to as 'visitors' (as opposed to real 
  visitors, who are known unaffectionately as 'foreigners'). Reluctantly, the visitors have been allowed to elect one 
  Alderman per ward to the City Council. The Ward Aldermen tend to be more vociferous and militant, and there is 
  substantial tension between these five minority newcomers and the established District Aldermen.  
   
  At the end of the Greyhawk Wars a new outer town wall was built, covering most of these districts. Since that time 
  even more people have settled, and housing for them has been built outwith the city walls, on the slopes of 
  Maldurnanhel. This area is known as the 'new town', and so far all attempts for them to be given a voice on the City 
  Council have been blocked. There is growing discontent within the 'new town' area, which is likely to come to a head 
  soon.  
   
  Old Town Districts
  Old Town Districts
  Old Town Districts
  Old Town Districts    
  The Docklands stretch northward along the seafront, being deepest to the south. At the southern end, the commercial 
  shipyards sit, with the Royal Fleet shipyards, docks and the Umberdtine between them and the outer walls of the castle. 
   
  To the southwest of the Docklands lies the warehouse district known as the Orgsworth. There are a few expensive 
  houses therein, but for the most part all buildings in this area are warehouses.  
   
  From the northern third of the Docklands, a wide processional known as the Promenade runs to the Garrisgate. 
  Every third shop along this way is a tavern, inn or alehouse. Most of Gradsul's breweries also lie in this District. By day, 
  this street barely maintains its facade of decency, apart from the end closest to the docks. By night, however, all the 
  veneer is removed, and the Promenade reveals its full glory - and decadence. At the northern end of the Promenade is 
  the Garrisgate (lit. 'gallow gate' in Keoish), by which the traveler arrives at Gradsul on the Caisteallweg. The square inside 
  the Garrisgate, as the name suggests, is where all public executions take place. 
   
  Between the Orgsworth and the Promenade lie two distinctly contrasting districts. The Gartten District is a pleasant 
  area of reasonably expensive housing and commercial premises. Many of the city's more respectable businesses 
  (bakeries, chandlers, cloth merchants etc) as well as the businesses of many professionals (lawyers, healers, scribes etc) 
  are found here.  
   
  Barndanhel, on the other hand, is the city's slum. Many areas are in reasonable states of repair, but the place has a 
  poor reputation, and not without due cause. Life here can be cheaper even than in the Docklands, where at least there is 
  an element of guild control. 'Tainted' business such as slaugtherhouses and tanneries are found here. 
   
  At the northern tip of the Docklands is the rich Havverd district. Primarily high cost housing and exclusive shops, 
  this area is patrolled intensively by the Havverd Runners, a security force paid for by the local inhabitants, and is perhaps 
  the safest place in Gradsul. To the north, the Rivergate leads to the River Road, a track used less now in favour of the 
  Caisteallweg, but serving local traffic well. 
      
  The Wards
  The Wards
  The Wards
  The Wards    
   
  Ulgrad is the northernmost Ward, running east of the Caisteallweg, between that road and the walls outside the 
  Havverd area. As the name might suggest, it is the home of fleeing Ulekians, mostly from the eastern Duchy. It tends to 
  be one of the wealthier wards, having many stone built houses, but is quite insular. Despite being outwith the new town 
  wall the residents of Ulgrad have not taken umbrage to the same extent as the folk of Bellsfurd. 
  
   
  March Through Keoland 
   
  Page 22 
   
  Garrisfurd lies to the east and west of the Caisteallweg, immediately outside the Garrisgate. It has the most solid of 
  buildings, having been established long before the coming of the refugees, as Gradsul's overspill outwith the original 
  town walls. It is mainly populated by southern Keoish folk, some of whom have fled their homes along the southern 
  coast, to the west and from the ongoing Dreadwood war. The building of the new town walls have made the inhabitants 
  feel much safer, though with the lax attitude of Gradsul's town militia they are only marginally safer. 
   
  A major feature here is the Garrisfurd Arena, where horse and dog races, and other sporting events, take place on a 
  nightly basis. The owner here is Garrald Sbetlath, who lives at Hochel Manor outside town. The Sbetlath family have run 
  the arena for decades, and made a fortune from the gambling there.  
   
  Bellsfurd, to the north of Garrisfurd on the west-side of the Caisteallweg, is the home of refugees from the Hold of 
  the Sea Princes. Even as enemies of the Scarlet Brotherhood, these people are not truly welcome here, although most 
  will vociferously denounce their former homeland's stances on all points. There have been a few killings here based on 
  their enmity with the folk of Garrisfurd and Hillgate, but their Alderman always placates his people, so that no (overt) 
  reprisals occur. Since the completion of the new town wall Bellsfurd lies outwith Gradsul, and is now dwarfed by the 
  new town buildings of Maldurnanhel. This has done nothing to ease its occupants' anger and feelings of isolation. 
   
  Little Molvar is so-named for its mixture of different Baklunish folks, and is a strange place indeed. Full of weird and 
  wonderful sights and sounds, most of its inhabitants reside in traditional Baklunish nomad tents but still it has the 
  strongest sense of community amongst the minority groups of Gradsul. Even those Baklunes who earn enough money 
  to leave tend not to move from this Ward. 
   
  Hillgate is the smallest of the Wards, and lies next to the southernmost entrance to the old town. It is home to a few 
  hundred Amedians and Hepmons - all rescued or escaped slaves from the Sea Princes and the Scarlet Brotherhood. 
  Within this area, most people tend to be tribal, and frequent fights break out between different tribes. There is much 
  speculation that some folk missing from Bellsfurd have found their way into this area to meet their fate as dinner or 
  sacrificial victims, but this is unproven rumor. Most of this area's denizens live in simple wooden shacks and huts. 
      
  The New Town
  The New Town
  The New Town
  The New Town    
   
  Maldurnanhel is the melting pot of Gradsul, being filled with overflow from the Wards, and numerous minority 
  settlers who are not large enough to create their own unique communities. Buildings are almost exclusively wooden, and 
  tend to be owned by rich Gradsul merchants who rent them out to workers for a profit.  
   
  
   
  March Through Keoland 
   
  Page 23 
  Appendix A
  Appendix A
  Appendix A
  Appendix A    
  Professions in Keoland
  Professions in Keoland
  Professions in Keoland
  Professions in Keoland    
      
  Working in Keoland
  Working in Keoland
  Working in Keoland
  Working in Keoland    
  Keoland is the oldest kingdom in the Flanness, founded over nine centuries ago. Guilds, licensed by the nobles of the 
  Kingdom, have existed since the earliest years of the Kingdom, many growing in wealth and power over the centuries. 
  These guilds watch over most crafts and professions in Keoland. Also, the guilds will typically investigate any 
  infringements of their license for the noble, thus saving on enforcement costs. A few crafts, such as goldworking and 
  receiving payment to argue in a court, require royal licenses. This results in the creation of Royal Guilds. Nobles often 
  then create requirements of local licenses.  
   
  As a result in order to practice a craft, or work one of the professions listed below (Table 1.1), one must join the 
  appropriate guild. In exchange the guild pays wages to and offers some legal protection for its membership. The wages 
  paid depend on the individual's rank in the guild and the cost of living in the area. Table 1.2 shows the ranks, dues and 
  supported lifestyles. 
   
  Guilded professions in Keoland 
  Guilded professions in Keoland 
  Guilded professions in Keoland 
  Guilded professions in Keoland     
  Crafts
  Crafts
  Crafts
  Crafts: 
  Armor Smith, Basket Weaving, Book Binding, Bow making, Black Smithing, Calligraphy, Carpentry, Cobbling, Gem 
  Cutting, Leather working, Lock Smithing, Painting, Pottery, Performing*, Sculture, Ship Building, Stone Masonry, 
  Tailoring, Trap making, Weapon Smithing, Weaving 
   
  Professions
  Professions
  Professions
  Professions: 
  Apothecary, Barrister, Book Keeper, Brewer, Drover, Guide, Herbalist, Inn Keeper, Miller, Scribe, Teamster,  
   
  Guild Data
  Guild Data
  Guild Data
  Guild Data: 
  Rank 
  Skill Mod* 
  Dues/ Year 
  Lifestyle 
  Apprentice 
  1-10 
  10 Tu or 100 gp 
  Low 
  Journeyman 
  11-15 
  +5 Tu or +400 gp 
  Medium 
  Master 
  16-19 
  +5 Tu or +1500 gp 
  High 
   
  * This is the character's total skill modifier including ranks, ability adjustments, racial modifiers, competence bonuses… 
  A character does not have to advance upon reaching Skill mods of 11 and 16 that is just the earliest time they will qualify 
  for the new rank. 
   
  
   
  March Through Keoland 
   
  Page 24 
  Critical Event Summary:
  Critical Event Summary:
  Critical Event Summary:
  Critical Event Summary:    
  March through Keoland Part One:
  March through Keoland Part One:
  March through Keoland Part One:
  March through Keoland Part One:    
  Player Summary
  Player Summary
  Player Summary
  Player Summary    
   
  Character 1     RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 2     RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 3     RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 4     RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 5     RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 6     RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
  Character 7     RPGA #_________________ 
  Name:________________________________ 
  Classes / Levels:________________________ 
  Race:_____________ Alignment:___________ 
  Player Name:___________________________ 
  Address:_______________________________ 
  ______________________________________ 
  ______________________________________ 
  Phone #:_______________________________ 
  e-mail:________________________________ 
   
   
  Please fill in this information. Only player name and RPGA # 
  is required of the Player information. This information will be 
  used to keep the membership informed of local events and to 
  allow us to gage tournament challenges. 
   
  Return it to Frank Timar, POC for the Keoland Triad 
  101 Yorktown Drive 
  Mt Laurel, NJ 08054 
  Frank@compunet-2000.com 
  
   
  March Through Keoland 
   
  Page 25 
  Critical Event Summary:
  Critical Event Summary:
  Critical Event Summary:
  Critical Event Summary:    
  March through Keoland Part Two:
  March through Keoland Part Two:
  March through Keoland Part Two:
  March through Keoland Part Two:    
  Even
  Even
  Even
  Event Summary
  t Summary
  t Summary
  t Summary    
      
  1 
  How many wagons did the PCs save from the fire?    
   
  . 
  2 
  Were any of the PCs convicted of any crimes? (Circle all that apply) 
  1  2  3  4  5  6  7 
   
   
  What crimes 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  3 
  Did one of the PCs receive the note from the Earl of Gand?    
   
  1  2  3  4  5  6  7 
  4 
  Did the PCs discover the Parasite? 
   
   
   
   
  Yes 
  No 
  5 
  Did they preserve a sample of one?  
   
   
   
   
  Yes 
  No 
  6 
  Did one of the PCs win the Drinking contest?  
   
   
   
  1  2  3  4  5  6  7 
  7 
  Did one of the PCs let Rinki shoot an apple off his head?  
   
  1  2  3  4  5  6  7 
  8 
  Did anyone voice an interest in joining the Thieves guild?  
   
  1  2  3  4  5  6  7 
  Niole Dra / Gradsul 
  1 
  Did anyone voice an interest in joining the Dreadwalkers?  
   
  1  2  3  4  5  6  7 
  2 
  Did the PCs kill the Gnome and Halfling?  
   
   
   
  Yes 
  No 
  3 
  Did someone take the Black Arrow?   
   
   
   
  1  2  3  4  5  6  7 
  4444    
  Anything else of note: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
      
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Keoland/KEO1-01 - March Through Keoland.pdf