TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  IUZ3−05 
    
   
   
   
   
   
  Obsession 
   
  A one-Round D&D LIVING GREYHAWK
  ®  
  Iuz’s Border States Meta-Regional Adventure 
  Version 1 
   
  by John Wyatt 
  Reviewed by Jason Bulmahn 
   
   
  Sometime you just have to have that all-important thing to make your collection complete.  Of course you also must 
  start somewhere to have a collection.  Such is this case.  An adventure for character levels 7
  th – 16
  th.  This adventure uses 
  the D&D 3.5e rules. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Obsession 
   
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
   
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Meta-Regional adventure, 
  set in Iuz’s Border States.  Characters native to the Iuz’s 
  Border States pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  Obsession 
   
  Page 3 
  
  Adventure Background 
  In 505 CY Iuz was imprisoned beneath Castle Greyhawk 
  by many of the most important beings of Oerth; the mad 
  Archmage Zagyg, St. Cuthbert, and four hero deities: 
  Heward, Murlynd, Keoghtem, and Kelanen the Prince of 
  Swords.  Sixty-five years had passed before the unlikely 
  trio of Lord Robilar, Quij (Robilar’s cohort), and Riggby, 
  Patriarch of Boccob, freed Iuz.  Upon Iuz’s release from 
  imprisonment, Archmage Tenser, Archmage Bigby, and a 
  powerful fighter going by the name of Neb Retnar 
  appeared and begun battling the enraged demi-god.  The 
  trio that released Iuz joined the battle also.  Iuz was 
  nearly killed in this conflict.  From this encounter he 
  desired nothing more then to gain revenge on those that 
  attempted to destroy him as well as those that imprisoned 
  him.  Out of those who freed Iuz, Riggby is the only one 
  not hidden by magic, so is the only real chance for Iuz to 
  catch one of his targets of obsession. 
   
  To this date, Iuz has always had one of his Bonehart 
  diviners’ scrying the whereabouts of Riggby.  Learning 
  that Riggby would soon be traveling to Furyondy to 
  speak with King Belvor, Iuz has set plans in motion to 
  capture Riggby’s soul and have it brought to him in 
  Dorakaa.  Iuz has sent out one of his most deadly lesser 
  Boneharts, Maskaleyne, a vampire mage, with a black 
  diamond infused with the soul bind spell created by Old 
  Wicked himself specifically to entrap Riggby’s soul.  
  Maskaleyne, using his enhanced domination abilities and 
  servitude vampire minions, has created a vast network of 
  loyal and dominated individuals in Furyondy, the Shield 
  Lands, and Veluna in order to set the stage for Riggby’s 
  capture. 
   
  Three days ago, fiendish and undead agents of Iuz 
  under the command of Maskaleyne attacked Riggby’s 
  traveling companions and entourage on the River Att 
  between Free Borough and Worlende.  Several of 
  Riggby’s entourage were dominated and turned on their 
  master.  In the end, Riggby was defeated and his soul 
  captured by Maskaleyne.  
   
  There is a drawback to Iuz’s plan.  When Riggby’s 
  soul entered the black diamond infused with the soul 
  bind spell, it prevented the gem from magical 
  transportation by any means.  This has forced 
  Maskaleyne to travel through the heart of Furyondy and 
  into the Horned Lands to get back to Dorakaa.         
   
  Adventure Summary  
  Introduction: A sending spell reaches the ears of the 
  PCs, asking them to assemble within the next twenty-
  four hours at the Terlisean Tavern in the town of 
  Terlisean in the County of Crystalreach in Furyondy.    
   
  Encounter 1: The PCs arrive in Terlisean and can 
  explore the small riverfront town as well as the tavern 
  where they are to meet their contact. 
   
  Encounter 2: A middle-aged Suel man meets the 
  PCs and explains that agents of Iuz have stolen the soul 
  of Riggby, Patriarch of Boccob.  Riggby’s entourage was 
  attacked on the Att River two days ago just Northeast of 
  the little town Pantern in the Barony of Littleberg.  The 
  Viscounty of the March reports a trail of dead bodies and 
  undead going from province border to province border.  
  A small fishing village on the Crystalreach River about 
  two days ride from Terlisean was found destroyed and 
  their barges stolen.  The night ferryman was killed here 
  in Terlisean and rose as an undead.  Witnesses saw two 
  barges entering the Veng River heading for the Nyr Dyv. 
   The Suel man has arranged a boat for the PC to travel 
  towards the Nyr Dyv in hopes of finding the agents of 
  Iuz that have stolen the soul of Riggby.  
   
  Encounter 3:  Taking the boat, the PCs go down the 
  Veng River towards the Nyr Dyv.  Approaching the 
  Ritensa River junction, two barges are found beached on 
  a trail south of Ringstone in the Horned Lands.  Some 
  undead have been left in the barges to deal with anyone 
  investigating them.  
   
  Encounter 4: Picking up the trail of the Maskaleyne 
  and heading north the PCs pass near Ringstone, a large 
  red tower.  Hundreds of humanoids in poor military 
  dress patrol the area. 
   
  Encounter 5:  Continuing along the trail north and 
  avoiding patrols, the PCs come across a slain armored 
  knight.  One of the dominated Knights of Holy Shielding 
  had broken free of Maskaleyne’s grasp and was slain.  The 
  knight has risen as a ghost that now patrols the area, 
  seeking to destroy the evil that has slain him.  The PCs 
  can gain knowledge from this knight on Maskaleyne, 
  Maskaleyne’s servants and the vessel that houses Riggby’s 
  soul. 
   
  Encounter 6: Molag is under siege by the forces of 
  Furyondy and the trail is lost in the churned up earth.  
  The PCs happen across a sergeant that provides 
  information.  A trap disarmer nearby spring a trap that 
  gates in a demon.  The sergeant asks for help and 
  retrieves reinforcements.   
   
  Encounter 7:  Leaving Molag behind, the PCs now 
  head north towards Dorakaa on the Skull Trail and the 
  Long March.  Patrols of humanoids are numerous with 
  two encampments of orc tribes along the march. 
   
  Encounter 8: The Long March just before the PCs 
  arrive at the Devouring Bridge is where the PCs will 
  catch up to Maskaleyne and battle for the soul of Riggby. 
   
  Conclusion:  The PCs return to Furyondy and 
  discover Riggby’s Soul Gem was a magical decoy and the 
  real one lies in the Lands of Iuz. 
  Obsession 
   
  Page 4 
  
  Introduction 
  A breath on the wind has reached your ears with ill-
  favored news: “The Patriarch of Boccob, Riggby, has 
  been slain in the Kingdom of Furyondy.  Travel to the 
  Terlisean Tavern in the Crystalreach immediately.  
  Magical travel reimbursement.” 
   
   
   
   
  Hhorlyn ‘the Informant,’ an agent of the Drinkers, has 
  contacted the PCs with a sending spell.  Hhorlyn will 
  wait 24 hours for all of the PCs to show up at the 
  Terlisean Tavern before meeting with any of them.  How 
  the PCs arrive is up to them, but encourage haste.  Note 
  that PCs may begin wherever they like, and certainly 
  could be close enough to Terlisean to make it there 
  within a few hours.   
   
  Encounter One 
  Unless the PC has traveled in Furyondy, they will not be 
  too familiar with Terlisean.  Once there the PCs can 
  explore the small town. 
   
  � Terlisean (small town); Conventional; AL N; 800gp 
  limit; Assets 3,900gp; Population 1,300; Mixed (79% 
  human, 9% halfling, 5% elf, 3% dwarf, 2% gnome, 1% 
  other); Authority Figure(s): Mayor Harlequin Seth, 
  human (Oeridian) War 2/Ari 5, AL LN, hp 37; Constable 
  O’lofft Stronghands, human (Suel) Ftr 3, AL N, hp 27; 
  Brandar, human (mixed), Cleric of Heironeous 7
  th, AL 
  NG, hp 52.         
   
  Located at the edge of the County of Crystalreach on the 
  Crystal River and 35 miles southeast of Heldarn, 
  Terlisean is important trading post and supply center.  
  Goods arrive in Terlisean from the south by ships that 
  dock on the riverfront.  They then travel to Heldarn and 
  beyond, supplying the County. 
   
  Terlisean is an unwalled town of an oddly gentle 
  atmosphere, given it is only two days away from the 
  summer home of Iuz, The Horned Society.  The town has 
  some criminal elements: cutpurses, charlatans, and a 
  small thieves’ guild, as well as small underground 
  gambling halls in the southern districts.  A garrison of 
  150 people is drawn from the local folk (War 1, hp 6) to 
  serve as militia and town watch.  The people that make up 
  the town watch are not exactly known for their honesty. 
   
  Once the PCs decide to go to the Terlisean Tavern, 
  which is easy to find, as it is at the intersection of the two 
  major streets in town, read the following: 
   
  The Terlisean Tavern is a two-story brown brick 
  building with a black thatch roof.  Over the double 
  door is a hanging sign of a tankard and a bed. Inside 
  the Tavern is a bustle of people, smoke hangs heavy to 
  the ceiling, and the noise of the clank and clatters and 
  voices is of a moderate level.  Several waitresses are 
  rushing about serving orders, and the bartender is 
  filling drinks.   
  Amidst the crowd of locals, some other 
  noteworthy characters stand out.  A wizened, deeply 
  tanned Oeridian man sits on the bottom step leading 
  upstairs smoking a pipe, apparently in deep thought. 
  Two gnomes are arguing with several halflings at a 
  large rectangular table near the bar.  Finally, a Suel 
  man in merchant garb sits lazily at a table laden with 
  many empty mugs, deep into his cups. 
   
  The Terlisean Tavern is small compared to most city 
  taverns, consisting of only two floors.  The first floor 
  contains the tavern, kitchen, and cellar; while the second 
  floor hosts 6 rooms for rent.  There are two bartenders 
  tending bar and six barmaids hustling tables.   
   
  The Suel man that is into his cups is a well-known 
  minor merchant named Petrenek from Heldarn, a town 
  slightly to the north of Terlisen.  Petrenek is a human 
  man with thinning black hair and a pencil mustache.  
  Dressed conservatively, he also owns a tavern in Heldarn 
  called the Heroes Rest Tavern and is known for his 
  generosity to fellow merchants and Military personnel, 
  whom he allows to stay free of charge.  Petrenek is in 
  Terlisean because he has had some trouble with a 
  shipment arriving here to be transported to Heldarn.  
  The boat carrying the shipment was attacked and sunk by 
  the forces of Iuz on the Crystalreach River.  However, 
  Petrenek is putting on a ruse; he is not deep into his cups, 
  just appearing to be.  Actually, he is a Shadowclaw of Iuz 
  posing as a merchant in the area.  Hearing of the attack 
  on Riggby, Petrenek traveled to the most logical escape 
  route from Furyondy within his area of influence to 
  cause a distraction and to keep tabs on activities 
  following Riggby’s death.   
   
  The two gnomes are from the Herrifen family from 
  Heldarn and sit at table near the bar discussing (arguing) 
  a defaulted loan from several halfling borrowers from 
  Terlisean. They will allow the PCs to join in on their 
  conversation if the PCs offer sound wisdom in helping 
  them regain the defaulted loan from the halflings, whom 
  lost it all (200 gp) gambling. 
   
  The wizened Oeridian man sitting on the steps is 
  Hhorlyn.  He will not talk to anyone, looking to be in 
  deep thought, just glancing occasionally around the 
  barroom. Once the PCs have settled and ordered food or 
  drinks he will have the barmaids give them a message to 
  go to room 3 to “discuss the ways of Boccob.”  He will 
  then head upstairs himself.  
   
  The following rumors or general information can be 
  learned talking to the bar staff or locals: 
  Obsession 
   
  Page 5 
  
   
  � This morning one of the ferrymen on the 
  Crystalreach River was found dead.  Some say he 
  rose from the dead in service to Old Wicked to 
  corrupt our town.  
  � Some barges came from upriver sometime last night 
  and burned several supply ships docking here. 
   
  Encounter Two 
  Taking the note from the barmaid, the PCs have traveled 
  up to room 3 of the Terlisean Tavern.  The door is ajar. 
   
  Entering the room, you notice the wizened Oeridian 
  man sits in a chair leaning against the wall opposite 
  the door.  He gestures for you to take a seat.  Speaking 
  in an old tired voice the Oeridian man address you, “I 
  have been informed of your heroic actions through 
  an organization that opposes the Old One.  Sit; we 
  have much to discuss and little time to act.  Riggby, 
  Patriarch of Boccob, has been slain three days hence 
  on the Att River in the Barony of Littleberg.  A trail of 
  death was found leading from the assault point 
  through the Viscounty of the March to the 
  Crystalreach River.  Less than a day ago several barges 
  and a ferryman were destroyed here in Terlisean.  
  This trail heads towards the Veng River and the Nyr 
  Dyv. We have found proof that Iuz s behind this 
  attack and would like you to pursue the attackers and 
  recover Riggby’s soul if possible.  We have arranged 
  the barge Coastal Vagrant to take you downriver, 
  leaving when you are ready.  Questions? 
  i
   
   
   
  Hhorlyn looks to be a wizened old man, but is wearing a 
  disguise.  PCs can make a Spot check (DC 35) to notice 
  the disguise.  Hhorlyn is of mixed Suel/Oeridian decent 
  and is around 30 years of age.  When not in disguise he 
  stands tall, some 6 ft. and has grey eyes and black hair 
  with some grey.  He is known as “the Informant” in the 
  organization since he has many ties to underground 
  activities in the borders of Iuz’s lands.  
   
  � Hhorlyn: Male human Rog 6/ Wiz 9. 
   
  Hhorlyn will answer questions with the following 
  information: 
   
  � Riggby’s entourage was attacked on the Att River 
  three days ago just Northeast of the little town of 
  Pantarn in the Barony of Littleberg.  The Viscounty 
  of the March reports a trail of dead bodies and 
  lurking undead going from province border to 
  province border.  A small fishing village on the 
  Crystalreach River about two days ride from 
  Terlisean was found destroyed and several barges 
  missing.  The night ferryman was killed here in 
  Terlisean and rose as an undead.  Witnesses saw two 
  barges entering the Veng River heading south for 
  the Nyr Dyv.   
  � A report from the organization on the attack site 
  suggests that an attack came from within Riggby’s 
  entourage and barge workers.  Further investigations 
  proved that minions of Iuz directed the attack and 
  that many people involved in the attack were under 
  mind controlling effects.   
  � Wounds delivered by weapons killed most of those 
  found dead; however, some had been drained of life. 
  � One soul spoken to reported that a tall man wearing 
  heavy cloaks produced a fist-sized black gem that 
  seemed to suck the very essence from Riggby’s dying 
  body. 
  � Attempts have been made to magically locate the 
  gem holding Riggby’s soul through divination but all 
  have failed so far.  A divination indicated that the 
  gem cannot magically travel, meaning the minions 
  of Iuz are traveling overland toward their 
  destination.  
   
  Hhorlyn will repay any travel expenses made to 
  magically arrive in Terlisen at this point. 
   
  Should the PCs not choose to take the barge 
  provided and seek other means to follow Maskaleyne 
  minions, they may do so.  Two things to remember, first 
  divination spells can target the soul gem only if a caster 
  level check (DC 35) succeeds; second the trail begins at 
  the southern portion of the Horned Lands where the 
  stolen barges have been abandoned.  If the PCs travel by 
  land and follow the river south consult table 9-5 and 9-6 
  of the PHB p164 for overland travel and Appendix C and 
  D.   
   
  Encounter Three 
  The PCs are on a chase to catch mission.  Many variables 
  may come into factor starting with this encounter. Every 
  encounter after this affects the chase.  Consult Appendix 
  C for rules of the chase and the map route the minions of 
  Iuz are taking.    
   
  Once the PCs have gone to the docks and boarded 
  the barge “Coastal Vagrant” read the following: 
   
  As you board the Coastal Vagrant, the captain greets 
  you, “Good day mates, I am Rendell, captain of this 
  vessel. I have been asked and paid to take the lot of 
  you to the Nyr Dyv.  I have room for your group and 
  some animals, if you have the desire to bring the pack 
  beasts into the Nyr Dyv.  Gather what you need and 
  we shall depart.”   
  Obsession 
   
  Page 6 
  
   
   
   
   
  Rendell has room for the PCs and four large animals or 
  six medium animals in addition to the PCs.  The rest of 
  his room on the barge is taken up with trade goods and 
  barge workers. 
   
  � Rendell: Male human (Baklunish) Com 6. 
   
  The PCs will travel 2 days on the Veng River before 
  coming across two barges beached just miles before the 
  Nyr Dyv.  
   
  You have traveled two days on the Veng River 
  towards the Nyr Dyv through moderate fog.  The trip 
  has been damp from the cold autumn weather and 
  relatively boring.  The only exception is the 
  occasional stop by a Furyondian Royal Naval patrol 
  ship.  
  Allow the PCs to speak with the Royal Navy during a 
  stop.  The PCs can learn the following: 
   
  � The Royal Navy has increase patrols of the Veng 
  River since King Belvor announced the war against 
  Molag, capital city of the Horned Lands. 
  � No strange ships or occurrences have been reported 
  in weeks.  Ships that are not familiar to the Navy are 
  stopped and the crew questioned. Sometimes the 
  vessel is also searched.  
  In the shadow of dawn, miles before reaching the 
  Ritensa River junction, a crew mate with a spy glass 
  spots the site of two barges are beached on the north 
  riverbanks of the Horned Lands.  One of the vessel 
  smolders in the dim light from the horizon. 
  These barges are the stolen barges taken by Maskaleyne 
  and his dominated minions.  Maskaleyne has left several 
  dominated minions slain and raised as undead lurking in 
  and around the barges for any pursuers.  These creatures 
  can be described as wearing either the livery of Knights 
  from Furyondy, Veluna, Verbobonc, and the Shield Land 
  or vestments of Heironeous, Boccob, St. Cuthbert, Rao, 
  and Tritheron.    
   
  APL 8 (EL 9) 
  � Spectre (2): hp 46, 44; see MM.  
   
  APL 10 (EL 11) 
  � Spectre (4): hp 48, 46, 44, 42; see MM. 
   
  APL 12 (EL 13) 
  � Spectre (6): hp 50, 48, 46, 44, 42, 40; see MM. 
  � Mohrg (2): hp 92, 90; see MM. 
   
  APL 14 (EL 15) 
  � Wraith, Dread (1): hp 48, 46, 44, 42; see MM. 
  � Shadow, Greater (3): hp 58; see MM. 
  � Spectre (6): hp 50, 48, 46, 44, 42, 40; see MM. 
  � Mohrg (2): hp 92, 90; see MM. 
   
  Tactics:  The undead that have daylight aversion (all but 
  the Morghs) are hiding in the non-smoldering barge.  
  Anyone entering on that barge will be subject to attacks 
  from these undead through the floors and walls of the 
  barges.  The Mohrgs are hiding in the captain forecastle 
  of the non-smoldering barge.   
  Treasure: Found in or around the barges is some 
  treasure from the fallen souls that were dominated and 
  destroyed.  APL 8 Ioun Blade (worth 525gp to each PC), 
  Ioun Stone of Resistance (worth 167gp to each PC); APL 
  10 Ioun Stone (dusty rose) (worth 417gp to each PC) and 
  APL 8; APL 12 Strand of Prayer Beads (lesser) (worth 
  800gp to each PC) and APL 8 and 10; APL 14 Figurine of 
  Wondrous Power (golden lions) (worth 1375gp to each 
  PC) and APL 8, 10 and 12.  
   
  Development: Maskaleyne and his minions have 
  left these barges here under the cover of fog 24 hours ago. 
   They then traveled north on a trail south of Ringstone in 
  the Horned Lands and continued to head towards Molag. 
   Being late autumn, the days are short, the nights are 
  long, and the sky is usually overcast with thick dark 
  clouds, allowing Maskaleyne and his minions to travel 
  much of the day.  At Ringstone, Maskaleyne picked up 
  beasts and wagons to speed up travel for his minions; 
  consult Appendix D for land speed movement.  PCs will 
  need to Track Maskaleyne from this point with haste to 
  catch up to him.  Maskaleyne’s group (six corporeal 
  creatures) can be tracked to the trail road heading 
  towards Ringstone if the PCs succeed a Survival check 
  (DC 12). Once on the trail, the tracking check increases 
  (DC 17).  If the PCs do not have tracking ability, a trail 
  north of the barges about one mile that heads West 
  (towards Furyondy) and North (further into the Horned 
  Lands) can be found with a Survival check (DC 10) but 
  then they will have to determine their own destination 
  from this point. 
   
  Once the chase begins by land determine the land 
  speed of the PCs consulting table 9-5 and 9-6 of the PHB 
  p164 and appendix C (examples on appendix D).  
  Remember to include PC weight and equipment 
  (including mounts equipment) when determining the 
  speed of a mount.  The PCs as a group moves at the 
  slowest speed rate.   
   
  Obsession 
   
  Page 7 
  
  Encounter Four 
  Once the PCs have found the trail or are tracking 
  Maskaleyne and his minions, they will pass dangerously 
  close to Ringstone.   
   
  Pursuing the minions of Old Wicked, you have 
  traveled into the Horned Lands, also known as Iuz’s 
  summer home.  Traveling for days through wet cold 
  weather, avoiding the almost non-existing small 
  patrols, a sight catches your eyes.  A large fortified 
  castle of stone streaked with reddish-gold veins loom 
  high on the horizon.  There seems to be little activity 
  in the area. 
   
  Ringstone is a fortified Castle that houses the Uroz Orc 
  Tribe.  This castle is known for its ability of summoning 
  fire elementals of all sizes; PCs succeeding a Knowledge 
  (arcana) (DC 25) or Knowledge (history) (DC 20) will 
  know this fact.  
   
  The Uroz Orcs control the area around Ringstone 
  and send consistent patrols to the Veng River to report 
  Furyondian Navy activity.  Patrols near the castle tend to 
  be light and sparse.  Around 300 Uroz Orcs rotate patrols 
  at the Veng River or conduct raids into the Shield Lands, 
  while the other 200 or so Uroz Orcs guard and patrol the 
  area around Ringstone.   
   
  Unless the PCs draw attention to themselves they 
  should be able to bypass any patrols with ease in lightly 
  foggy conditions.   
   
  ALL APLs (EL 10) 
  � Uroz Orc Sergeant Ftr7: hp 49; see appendix A.  
  � Uroz Orc Soldiers Ftr2 (10): hp 12 each; see 
  appendix A.  
  � Uroz Orc Scout Rog4: hp 16; see appendix A.  
   
  Development: Should the PCs cause trouble with any 
  patrols around Ringstone, the castle will be alerted to the 
  presence of PCs activities and patrols will increase.  The 
  increased patrols will reduce the PCs overall speed by 
  50% for a 24-hour period.  Should the PCs not have 
  mounts, they will run across a human merchant on the 
  road just north of Ringstone that is willing to sell light 
  and heavy horses as well as ponies and riding dogs at 
  150% the price listed in the PHB. 
   
  Encounter Five 
  Continuing north along the trail which turns into a road 
  while avoiding patrols, the PCs come across a slain 
  armored knight.  One of the dominated Knights of Holy 
  Shielding had broken free of Maskaleyne grasp and was 
  slain.  The knight has risen as a ghost that now patrols the 
  area, seeking to destroy the evil that has slain him.  The 
  PCs can gain knowledge from this knight on 
  Maskaleyne, Maskaleyne’s servants, and the vessel that 
  houses Riggby’s soul. 
   
  Traveling north on a solid dirt road towards Molag, 
  capital city of the Horned Lands, the fog lightens 
  somewhat to nothing more than a mist that clings to 
  the earth.  Ahead of you, slightly off to the left of the 
  road, lies an armored figure.  As you approach, a 
  ghostly image arises from the armor.  The tall 
  translucent figure wearing ghostly full plate with 
  heraldry of the Shield Lands, raises the visor of his 
  helm, revealing a human face with a deep scar 
  running down his left cheek, brown damp hair that 
  covers his forehead, and light dim glowing blue eyes. 
          
  The ghostly image is that of Sir Jaklen Flairlen, who is 
  confused about his current plight and cannot leave this 
  evil land to pursue the minions of Iuz.  Maskaleyne had 
  duped Sir Jaklen through domination and now Sir Jaklen 
  is bound to his place of death until his bodily remains is 
  returned to the Shield Lands.  Sir Jaklen is non-hostile 
  unless the PCs openly wear a badge or heraldy of Iuz, in 
  which case he will attack the PC. Otherwise, he will 
  converse with the PCs about his plight. 
   
  All APLs (EL 13) 
  � Sir Jaklen, male ghost Ftr 11: see appendix A.  
   
  Sir Jaklen will relate the following information to the 
  PCs:  
   
  � I became a Knight of the Holy Shielding during the 
  Greyhawk Wars and fought in the retaking of the 
  Shield Lands with the Furyondians. 
  � Two weeks ago, after spending a tour on the borders 
  fighting the Uroz Orcs and other fiendish creatures, 
  I decided to take a vacation.  I am not certain of the 
  reasons for the decision, but it was a compelling idea. 
  � Traveling to Verbobonc, I teamed up with many 
  good souls to escort a cleric of Boccob to Furyondy’s 
  capital, Chendl.  I do not know the reason for this 
  action, it just felt like the right thing to do. 
  � The route traveled was up the Att River. However, a 
  three-fold battle broke out during the journey one 
  day just before dawn when several incorporeal 
  undead arose through the barge, while arrows were 
  shot from cover on the northern riverbanks and 
  many of the travelers on the barge began attacking 
  the cleric of Boccob and his personal entourage.  A 
  rage built up inside of me and I join the attack on the 
  cleric, feeling somehow my life was in danger.  In 
  Obsession 
   
  Page 8 
  
  the end many people died including the cleric.  
  Eight others, including myself, survived the battle.  
  A tall man wearing heavy cloaks appeared almost as 
  soon as the fighting stopped.  He kneeled down next 
  to the dead cleric and produced a large black gem (1 
  foot diameter) and muttered a prayer or spell.  He 
  handed the gem to a pale-faced elf and the 
  disappeared.  
  � The eight of us, joined now by four other cloaked 
  figures, traveled two days forced march at night and 
  under overcast conditions to a small riverside village. 
   There, two barges were commandeered and we 
  traveled back towards the Shield Lands down the 
  Crystalreach River.  
   
   
  � Departing the Veng River, we entered the Horned 
  Lands where several of the men were left to guard 
  the barges.  The remaining of six of us traveled for 
  half a day and picked up horses and wagons to speed 
  travel.  The cloaked man reappeared to negotiate a 
  deal with the Uroz Orcs, and began to travel with us. 
   Again we traveled by night. However, after a day of 
  travel, I had come to my senses and before I knew it 
  I was besieged and left here as a bound soul.  
  Fortunately for me I possessed a ghost touch 
  weapon, which I have been using regularly to slay 
  goblinoids looking to loot my corpse. 
  � I attempted to follow the troops of Iuz to the north 
  through Molag and towards Dorakaa via the 
  Devouring Bridge, but for some reason could not 
  leave this place.  I feel it is the evil of the land that is 
  binding me here where my corpse lay and the desire 
  for vengeance.  Perhaps if you sought vengeance for 
  me and my remains were return to my homeland 
  afterwards, I could seek serenity. 
   
  Should the PCs offer to return Sir Jaklin remains to the 
  Shield Lands, he will let them take his remains on their 
  return trip after the chase has concluded and vengeance 
  served.  Returning the body of Sir Jaklin to the Knights 
  of Holy Shielding will earn the PCs their gratitude.      
   
  Encounter Six 
  Following Maskaleyne’s trail, the PCs enter the war torn 
  area of Molag.   
   
  For quite some time you have seen smoke on the 
  horizon and have heard the sounds of battle carried 
  on the wind.  As you crest a small hill, you see the 
  capital of the Horned Lands, Molag, less than one 
  mile away.  The city is not extremely large: about one 
  and one half miles across, but it bears large 30-foot 
  tall stonewalls.  A large army, bearing the standards of
  Furyondy, camps south of the city and lays siege upon 
  the eastern gates of Molag.  Patrols are many and the 
  sounds of battle come from the eastern gates.  A 
  Furyondian patrol led by a dwarf heads towards your 
  group. 
  Approaching Molag, the PCs will be intercepted by some 
  troops of Furyondy.  Sergeant Dhueng Flarflinger with 
  his troops will approach the PCs.  Dhueng is a dwarf that 
  enlisted in the Furyondian army to get payback on the 
  forces of Iuz.  His troops are in charge of watching the 
  southern road.  He will be interested in knowing what 
  the PCs are doing here and why they are not serving in 
  the war to defeat the minions of Iuz. 
   
  � Sergeant Dhueng Flarflinger: Male dwarf Ftr 5. 
  � Furyondian Soldiers (12): Male humans, Ftr 2. 
   
  Once the PCs have answered Dhueng, and convinced 
  him of their intentions (Diplomacy DC 10 or Bluff DC 
  15), he will let them pass.  If the PCs ask about some 
  wagons that might have pass through here in the last 24 
  hours, he will mention that a Furyondian Knight with 
  horses and two wagons passed through here not long ago 
  with supplies for the northern forces fighting Orcs on 
  the Long March.  The Long March is a rough trail that 
  runs from Molag Skull Trail to the Skull Trail north of 
  the Devouring Bridge in the Lands of Iuz. 
   
  Just as the PC are finished talking with Dhueng, a 
  Furyondian soldier attempting to disarm a trapped chest 
  60 feet behind Dhueng fails disarming and the trap gates 
  in a demon.  Seeing this Dhueng asks for the PCs help 
  keeping the demon occupied while he goes for 
  reinforcements.  Dhueng men scatter to the winds 
  fleeing from the demon.  
   
  APL 8 (EL 10) 
  � Bebilith: hp 150; see MM p42.  
   
  APL 10 (EL 11) 
  � Retriever: hp 135; see MM p46. 
   
  APL 12 (EL 14) 
  � Nalfeshnee: hp 175; see MM p45. 
   
  APL 14 (EL 17) 
  � Marilith: hp 216; see MM p44. 
   
  Dhueng will return 10 minutes after the combat begins 
  with reinforcements to help the PCs.  If the battle is not 
  over, the reinforcement troops take over the battle for the 
  PCs and defeat the demon. 
    
  Obsession 
   
  Page 9 
  
  Encounter Seven  
  Leaving Molag behind, the PCs head north towards 
  Dorakaa on the Skull Trail and the Long March.  Patrols 
  of humanoids are numerous with two encampments of 
  orc tribes along the march.  
   
  Leav ng Molag behind, you head north on the Skull 
  Trail. The road ahead of you is relatively clear, with 
  the exception of a Furyondian Military patro .  After a 
  few days of relative quiet you leave the Skull Trail 
  behind and enter the dirt trail known as the Long 
  March.  Every fifteen to twenty miles you see empty 
  shacks or campsites.  After another day of travel a 
  small village lies ahead of you just left of the trail. As 
  you approach closer, you notice it is not a village, but 
  an encampment of orcs. 
  i
   
   
   
  l
   
   
   
   
   
   
   
   
  Two encampments of orcs lie on the Long March about 
  two days apart from one another.  The PCs can 
  circumvent both encampments by going around at the 
  cost of 25% of movement for each encampment.    
   
  This encampment is that of Zalgend and the next 
  one that of Trystenn.   
   
  � Zalgend (encampment); Conventional; AL CE; 200gp 
  limit; Assets 900gp; Population 100; Goblinoid (90% orc, 
  8% half-orc, 2% other); Authority Figure(s): Garrison 
  Commander Tu’Roothe, half-orc Ftr6 / Clr6, AL CE, hp 
  94. 
   
   The Zalgend encampment hosts a mean lot of orcs, most 
  being very cruel but obedient to their commander.  The 
  commander of Zalgend always brings his pet trolls when 
  dealing with outsiders.  He is used to dealing with 
  bandits and other shady individuals looking to head 
  north.  He is willing to deal with the PCs if they are 
  disguised as merchants or if they offer a large bribe (300 
  gp or greater) and cow to his presence.  Otherwise, he 
  will release his trolls to kill off the PCs; if that don’t work, 
  then the Orcs get there turn. 
   
  If the PCs are foolish to start a battle here, use the 
  statistics for the orc patrols in Encounter 4 and two trolls 
  with a +8 strength bonus and +30 hit points each from 
  the Monster Manual.  Replace orcs as there are killed 
  until 100 are defeated or the PCs dead.  The leader will 
  rely on his troops to kill or capture the PCs. 
  � Trysteen (encampment); Conventional; AL CE; 
  200gp limit; Assets 900gp; Population 100; Goblinoid 
  (90% orc, 8% half-orc, 2% other); Authority Figure(s): 
  Garrison Commander Ro’Groth, Orc Ftr9, AL CE, hp 85. 
   
  The Trystenn encampment is far less ruthless than the 
  Zalgend encampment.  However, they know how to spot 
  out spies, traitors, or others using disguises.  The 
  commander is highly susceptible to large bribes of non-
  monetary nature (Magical Items worth 300 gp or greater).  
   
  If the PCs are foolish to start a battle here, use the 
  statistics for the Orc patrols in encounter 4, replace orcs 
  as there are killed until 100 are defeated or the PCs dead.  
  The leader will rely on his troops to kill or capture the 
  PCs. 
   
  Encounter Eight  
  It is an 10-day journey from Molag to the Devouring 
  Bridge for Maskaleyne and his troop by horse and wagon. 
  Their troop continues to move at a 28 miles per day, 
  meaning that the PCs should be able to catch up to 
  Maskaleyne’s troop somewhere on the Long March (most 
  likely in-between encampments) and battle for the soul 
  gem.     
  At APL 8, 10 and 12 the PC will encounter 
  Maskaleyne during daylight.  Read the following:  
   
  Ahead on the horizon two covered wagons moves 
  steadily north on the Long March.  The first wagon 
  appears to have an armored driver. The second wagon 
  two heavily cloaked figures. 
  At APL 14, the PC will encounter Maskaleyne just after 
  dusk or during night.  Read the following:  
  Moving onward, you hear the faint sounds of horses 
  and wagons ahead of you.  The sounds are not more 
  than 100 feet and continue to get closer.  
  Maskaleyne is not present in APL 8, 10, or 12 as he 
  teleports away during the daylight hours and returns at 
  night.  He has charged his devil and dominated minions 
  with the protection of Riggby’s soul. 
   
  APL 8 (EL 11) 
  � Keiron, Knight of the Hart Ftr 11: see appendix A. 
   
  APL 10 (EL 13) 
  � Keiron, Knight of the Hart Ftr 11: see appendix A. 
  � Barbed Devil: hp 126: see MM. 
   
  APL 12 (EL 15) 
  � Keiron, Knight of the Hart Ftr 13: see appendix A. 
  � Ice Devil: hp 147: see MM. 
   
   
  Obsession 
   
  Page 10 
  
  APL 14 (EL 17) 
  � Maskaleyne, vampire Mag 14: see appendix A. 
  � Keiron, Knight of the Hart Ftr 15: see appendix A. 
   
  Tactics: At APL 8, 10, & 12 the devil(s) are using a Major 
  Image spell to make it appear that the second wagon has a 
  heavily cloaked driver and passenger.  The devils are in 
  the back of the covered wagons guarding the gem and 
  will fight anyone to the death using their abilities to the 
  fullest.  The Knight of the Hart is under a domination 
  effect from Maskaleyne (14
  th level caster) and will also 
  defend the wagons and gem from attackers, as he was 
  instructed.   
   
  At APL 14, it will be dusk or later and Maskaleyne 
  will be present, as he occasionally enjoys fighting those 
  that offer a challenge.  He will show no mercy on the 
  PCs.  Maskaleyne will order his minions (The Knight of 
  the Hart) to destroy the PCs, while he attempts to 
  dominate the low-willed PCs (fighter and rogue types) to 
  attack their friends.  Once two dominate attempts have 
  been made on the PCs, Maskaleyne will begin casting 
  offensive spells on the non-dominated PCs.  Should 
  Maskaleyne be defeated and forced into gaseous form, he 
  has a contingency spell that teleports him to one of his 
  coffins in the lands of Iuz taking all of his gear with him 
  (even if not in his possession).  
   
  Once the battle is over, the PC can find the soul gem 
  in one of the wagons along with some other magical 
  trinkets, gems and coins.  When the gem is found the 
  PCs will receive another sending spell message from 
  Hhorlyn (who has been scrying on the PCs) to destroy 
  the gem to free Riggby’s soul.  However when the gem is 
  destroyed, Riggby’s soul is not contained within but the 
  focus of the redirection is revealed. 
   
  Treasure: APL 8 Steadfast Boots (worth 500gp to 
  each PC) and 58gp of assorted coins and gems per PC; 
  APL 10 Amulet of Health (+2) (worth 333gp to each PC), 
  158gp of assorted coins and gems per PC, and the magic 
  item from APL 8; APL 12 Adamantine Dwarven Waraxe 
  (worth 252gp to each PC), 5gp of assorted coins and gems 
  per PC and the magic items from APL 8 and 10; APL 14 
  Periapt of Wisdom (+4) (worth 1333gp to each PC) 297gp 
  of assorted coins and gems per PC and the magic items 
  from APL 8, 10 and 12;  
   
  Development: This soul gem in under a permanent 
  nondetection spell (DC 35).  This gem is a decoy gem that 
  uses Riggby’s soul gem as a focus for location through 
  divination spells.  Maskaleyne set this gem on a route of 
  destruction through Furyondy to distract from the route 
  of Riggby’s real soul gem.   
   
  Should the Knight of the Hart domination effect be 
  canceled or the body of the knight returned to the Order 
  of the Hart with equipment in tow, the PCs will earn the 
  recognition of the Order of the Hart. 
   
  Conclusion 
  Once the PCs return to Furyondy and speak to Hhorlyn, 
  whether they succeeded or failed read the following: 
   
  The trip back to Furyondy is not without hazards, but 
  nothing your group could not handle.  Returning to 
  Terlisean in the County of Crystalreach you meet 
  with Hhorlyn once again and tell of your journey into
  the Horned Lands. 
   
   
   
  After hearing your tale Hhorlyn speaks, “I am 
  sorry my friends, but the minions of the Old One has 
  pulled the wool over our eyes.  The soul gem we 
  sought was a decoy cleverly disguised as a focus 
  locator redirecting the location of the real soul gem to 
  the decoy’s location.  We have just learned through 
  powerful divinations where the real soul gem lies, 
  that my friend is Dorakka, capital city of the Lord of 
  Pain.  Our organization thanks you for your efforts 
  and may call upon your services in the near future to 
  aid in the recovery of Riggby’s soul.  Plans are in the 
  works.  Until that time, my friend, farewell.”  With 
  those words spoken Hhorlyn fades from view.       
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Three 
  Defeating the Undead 
   
  APL8 270 xp; APL10 330 xp; APL12 390 xp; APL14 450 xp 
   
  Encounter Six 
  Defeat the Demon 
  APL8 330 xp; APL10 330 xp; APL12 420 xp; APL14 510 xp 
   
  Encounter Eight 
  Defeating Maskaleyne troops  
   
  APL8 330 xp; APL10 390 xp; APL12 450 xp; APL14 510 xp 
   
  Story Award 
  Catching up to Maskaleyne troops 
  APL8 95 xp; APL10 135 xp; APL12 155 xp; 
  APL14 165 xp 
   
  Obsession 
   
  Page 11 
  
  Discretionary roleplaying award 
  APL8 100 xp; APL10 135 xp; APL12 160 xp; 
  APL14 165 xp 
   
  Total possible experience:  
   
  APL8 1125 xp; APL10 1320 xp; APL12 1575 xp; 
  APL14 1800xp; 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the item 
  is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Three:   
  APL 8: L: 0 gp; C: 0 gp; M: 692 gp  
  APL 10: L: 0 gp; C: 0 gp; M: 417 gp   
  APL 12: L: 0 gp; C: 0 gp; M: 800 gp  
  APL 14: L: 0 gp; C: 0 gp; M: 1375 gp   
   
  Encounter Seven:   
  APL 8: L: 0 gp; C: 58 gp; M: 500 gp 
  APL 10: L: 0 gp; C: 158 gp; M: 333 gp  
  APL 12: L: 0 gp; C: 5 gp; M: 253 gp  
  APL 14: L: 0 gp; C: 297 gp; M: 1333 gp   
   
  Total Possible Treasure 
  APL 8: L: 0 gp; C: 58 gp; M: 1192 gp  - Total: 1250 gp 
  APL 10: L: 0 gp; C: 158 gp; M: 1942 gp  - Total: 2100 
  gp 
  APL 12: L: 0 gp; C: 5 gp; M: 2995 gp  - Total: 3000 gp 
  APL 14: L: 0 gp; C: 297 gp; M: 5703 gp  - Total: 6000 
  gp 
   
  Special 
  � Gratitude of the Knights of Holy Shielding: For 
  returning the body of one of their order, you have earned 
  the respect of the Knight of Holy Shielding and have 
  gain recognition amoung their members.  
   
  � Gratitude of the Furyondian Military: For aiding 
  the Furyondian Military, General Saxon of the Furyondy 
  military has arranged with the church of Heironeous to 
  have a raise dead spell cast on the PC or an ally for free or 
  a resurrection spell at 50% cost.  Cross this favor off when 
  used.   
   
  � Recognition of the Knights of the Hart:  For 
  rescuing a Knight of the Hart under the influence of a 
  domination effect from a Bonehart of Iuz, you have 
  gained the recognition of the Knights of the Hart.  
   
  Items for the Adventure 
  Record 
  � Ioun Blade: This +1 dagger can hold any one ioun 
  stone in a special socket in its pommel.  As long as the 
  wielder holds the ioun blade, any stone held in the 
  pommel affects her as if it were spinning around her 
  head normally.  Placing or removing an ioun stone from 
  Obsession 
   
  Page 12 
  
  the socket is a move action that provokes an attack of 
  opportunity. 
   
  Caster Level: 5
  th; Prerequisites: Craft Magic Arms and 
  Armor, fabricate; Market Price: 6,302 gp; Cost to Create: 
  3,302 gp + 240 XP. 
   
  � Ioun Stone of Resistance (+1): These ioun stones 
  (usually burnt orange in color) possess all the features of 
  a standard ioun stone.  Ioun stones of resistance offer 
  magic protection in the form of a +1 to +5 resistance 
  bonus   
   
  Caster Level: 5
  th; Prerequisites: Craft Wondrous 
  Item, resistance, caster level must be 3 times that of the 
  ioun stone’s bonus; Market Price: 2,000 gp (+1). 
   
  � Steadfast Boots: These thick and heavy iron-toed 
  boots help keep the wearer from getting knocked down.  
  Someone wearing steadfast boots cannot be tripped or 
  pushed back by a bull rush.  As long as the wearer carries 
  a melee weapon that is one handed and Medium-size or 
  larger, she also counts as being set against a charge.  The 
  weapon does not have to have reach. 
   
  Caster Level: 5
  th; Prerequisites: Craft Wondrous 
  Item, bull’s strength; Market Price: 6,000 gp. 
   
  Item Access 
  APL 8: Ioun Blade (6302 gp), Ioun Stone of Resistance 
  (2000 gp), Steadfast Boots (6000 gp) 
   
  APL 10: Ioun Stone (dusty rose) (5000 gp), Amulet of 
  Health (+2) (4000 gp) and all APL 8 Items 
   
  APL 12: Adamantine Dwarven Waraxe (3030 gp), Strand 
  of Prayer Beads (lesser) (9600 gp) and all APL 8&10 Items 
   
  APL 14: Periapt of Wisdom (+4) (16000 gp), Figurine of 
  Wondrous Power (golden lions) (16500 gp) and all APL 8, 
  10 & 12 Items 
  Obsession 
   
  Page 13 
  
  Appendix A: Creature Feature 
  Encounter 4 
  � Orc Sergeant Ftr7: CR 7; Medium humanoid 
  (goblinoid); HD 7d10+14; hp 60; Init +1; Spd 20ft.; AC 
  17 (touch 11, flat-footed 16); Base Atk +7; Grp +9; Atk 
  +11 melee (1d8+5/19-20, longsword) or +8 ranged 
  (1d6/x3, composite short bow); Full Atk +11/+6 melee 
  (1d8+5/19-20, longsword) or +8/+3 ranged (1d6/x3, 
  composite short bow); SQ Darkvision 60ft.; AL LE; Fort 
  +7, Ref +3 Will +2; Str 15, Dex 13, Con 14, Int 12, Wis 
  10, Cha 10. 
   
  Skills and Feats: Hide -6, Listen +6, Move Silently -
  4, Profession (soldier) +8, Ride +3, Spot +7; Alertness, 
  Combat Reflexes, Dirty Fighting, Hold the Line, Power 
  Attack, 
  Weapon 
  Focus 
  (longsword), 
  Weapon 
  Specialization (longsword). 
   
  Possessions: masterwork chainmail, large steel 
  shield, longsword +1, composite short bow, 20 arrows, 
  alarm bell.   
   
  � Orc Soldiers Ftr2 (10): CR 2; Medium humanoid 
  (goblinoid); HD 2d10+2; hp 17 each; Init +1; Spd 30ft.; 
  AC 16 (touch 11, flat-footed 15); Base Atk +2; Grp +3; 
  Atk +4 melee (1d8+1/19-20, longsword) or +3 ranged 
  (1d6/x3, composite short bow); Full Atk +4 melee 
  (1d8+1/19-20, longsword) or +3 ranged (1d6/x3, 
  composite short bow); SQ Darkvision 60ft.; AL LE; Fort 
  +4, Ref +1 Will +0; Str 13, Dex 13, Con 13, Int 10, Wis 
  10, Cha 10. 
   
  Skills and Feats: Listen +3, Move Silently +1, 
  Profession (soldier) +3, Spot +3; Alertness, Power 
  Attack, Weapon Focus (longsword). 
   
  Possessions: chain shirt, small steel shield, 
  longsword, composite short bow, 20 arrows.   
   
  � Orc Scout Rog4: CR 4; Medium humanoid 
  (goblinoid); HD 4d6+4; hp 19; Init +3; Spd 30ft.; AC 16 
  (touch 13, flat-footed 16); Base Atk +3; Grp +3; Atk +6 
  melee (1d6/19-20, short sword) or +6 ranged (1d6/x3, 
  composite short bow); Full Atk +6 melee (1d6/19-20, 
  short sword) or +6 ranged (1d6/x3, composite short 
  bow); SA Sneak attack +2d6; SQ Darkvision 60ft., 
  evasion, uncanny dodge; AL LE; Fort +2, Ref +7, Will 
  +2; Str 11, Dex 16, Con 13, Int 10, Wis 12, Cha 10. 
   
  Skills and Feats: Escape Artist +8, Hide +10, Intuit 
  Direction +5, Listen +11, Move Silently +10, Profession 
  (soldier) +6, Search +5, Sense Motive +7, Spot +11, 
  Tumble +10; Alertness, Weapon Finesse (short sword). 
   
  Possessions: leather armor +1, short sword, 
  composite short bow, 20 arrows. 
   
  Encounter 5:  
  Sir Jaklen, male ghost Ftr 11: CR 11; medium 
  undead; HD 11d12; hp 92; Init +0; Spd 30 ft.; AC 13 
  (touch 13, flat-footed 11); Base Atk +11; Grp +14; Atk 
  +17 (1d8+5, long sword 17-20/x2); Full Atk +17/+12/+7 
  melee (1d8+5, long sword 17-20/x2); SA Corrupting 
  gaze, frightful moan, malevolance, manifestation, AL 
  NG; SV Fort +10, Ref +5, Will +4; Str 17, Dex 14, Con –, 
  Int 14, Wis 13, Cha 13.  
   
  Skills and Feats: Climb +7, Diplomacy +6, Handle 
  Animal +9, Jump +7, Knowledge (geography) +4, 
  Knowledge (local) +4, Knowledge (nobility and 
  royalty) +4, Ride +8, Swim +3; Cleave, Greater Weapon 
  Focus (longsword), Improved Critical (longsword), 
  Mounted Combat, Power Attack, Ride-By Attack, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword).  
   
  Possessions: +1 Ghost Touch Longsword. 
   
  Encounter 8:   
  APL 8 & 10 
  � Keiron, Knight of the Hart, human male Ftr 11: 
  CR 11; medium humanoid; HD 11d10+33; hp 103; Init 
  +0; Spd 20 ft.; AC 19 (touch 12, flat-footed 19); Base Atk 
  +11; Grp +15; Atk +18 (1d8+7, long sword 17-20/x2); 
  Full Atk +18/+13/+8 melee (1d8+7, long sword 17-
  20/x2); AL NG; SV Fort +10, Ref +3, Will +4; Str 19, 
  Dex 10, Con 16, Int 14, Wis 13, Cha 15.  
   
  Skills and Feats: Climb +7, Diplomacy +6, Handle 
  Animal +9, Jump +7, Knowledge (geography) +4, 
  Knowledge (local) +4, Knowledge (nobility and 
  royalty) +4, Ride +8, Swim +3; Blind Fight, Cleave, 
  Greater Weapon Focus (longsword), Hold the Line, 
  Improved Critical (longsword), Leadership, Mounted 
  Combat, Power Attack, Ride-By Attack, Weapon Focus 
  (longsword), Weapon Specialization (longsword).  
   
  Possessions: Adamantine Breastplate, Mithral 
  Heavy Shield,  +1 Mighty Cleaving Longsword, Ring of 
  Protection +2.    
   
  APL 12 
  � Keiron, Knight of the Hart, human male Ftr 13: 
  CR 13; medium humanoid; HD 13d10+39; hp 121; Init 
  +0; Spd 20 ft.; AC 19 (touch 12, flat-footed 19); Base Atk 
  +13; Grp +18; Atk +21 (1d8+10, long sword 17-20/x2); 
  Full Atk +21/+16/+11 melee (1d8+10, long sword 17-
  20/x2); AL NG; SV Fort +11, Ref +4, Will +5; Str 20, 
  Dex 10, Con 16, Int 14, Wis 13, Cha 15.  
   
  Skills and Feats: Climb +9, Diplomacy +7, Handle 
  Animal +10, Jump +9, Knowledge (geography) +4, 
  Obsession 
   
  Page 14 
  
  Knowledge (local) +5, Knowledge (nobility and 
  royalty) +4, Ride +9, Swim +4; Blind Fight, Cleave, 
  Greater Weapon Focus (longsword), Greater Weapon 
  Specialization (longsword), Hold the Line, Improved 
  Critical (longsword), Leadership, Mounted Combat, 
  Power Attack, Ride-By Attack, Spirited Charge, 
  Weapon Focus (longsword), Weapon Specialization 
  (longsword).  
   
  Possessions: Adamantine Breastplate, Mithral 
  Heavy Shield,  +1 Mighty Cleaving Longsword, Ring of 
  Protection +2.    
   
  APL 14 
  � Keiron, Knight of the Hart, human male Ftr 15: 
  CR 13; medium humanoid; HD 15d10+45; hp 139; Init 
  +0; Spd 20 ft.; AC 19 (touch 12, flat-footed 19); Base Atk 
  +15; Grp +20; Atk +23 (1d8+10, long sword 17-20/x2); 
  Full Atk +23/+18/+13 melee (1d8+10, long sword 17-
  20/x2); AL NG; SV Fort +12, Ref +5, Will +6; Str 20, 
  Dex 10, Con 16, Int 14, Wis 13, Cha 15.  
   
  Skills and Feats: Climb +9, Diplomacy +7, Handle 
  Animal +10, Jump +10, Knowledge (geography) +5, 
  Knowledge (local) +5, Knowledge (nobility and 
  royalty) +5, Ride +10, Swim +6; Blind Fight, Cleave, 
  Combat Expertise, Greater Weapon Focus (longsword), 
  Greater Weapon Specialization (longsword), Hold the 
  Line, Improved Critical (longsword), Leadership, 
  Mounted Combat, Power Attack, Spirited Charge, 
  Ride-By Attack, Trample, Weapon Focus (longsword), 
  Weapon Specialization (longsword).  
   
  Possessions: Adamantine Breastplate, Mithral 
  Heavy Shield,  +1 Mighty Cleaving Longsword, Ring of 
  Protection +2.    
   
  APL 12 & 14 
  � Maskaleyne, human male vampire Wizard 14: CR 
  16; medium undead; HD 14d12; hp 90; Init +1; Spd 20 
  ft.; AC 34 (touch 18, flat-footed 30); Base Atk +7; Grp 
  +12; Atk +12 (1d6+5, slam); Full Atk +12/+7 melee 
  (1d6+5, slam); SA Blood drain, children of the night, 
  dominate, create spawn, energy drain; SQ Alternate 
  form, damage reduction, fast healing, gaseous form, 
  resistances, spider climb, turn resistance, turn 
  immunity, undead traits; AL CE; SV Fort +4, Ref +8, 
  Will +11; Str 20, Dex 18, Con –, Int 20, Wis 15, Cha 16.  
   
   
   
  Skills and Feats: Concentration +21, Decipher 
  Script +16, Knowledge (arcana) +16, Knowledge 
  (geography) +16, Knowledge (history) +16, Knowledge 
  (local) +16, Knowledge (nobility and royalty) +16, 
  Spellcraft +16; Ability Focus (domination gaze), 
  Combat Casting, Combat Reflexes, Extend Spell, 
  Heighten Spell, Irresistible Gaze, Maximize Spell, 
  Piercing Gaze, Scribe Scroll. 
  Possessions: Ring of protection +4, amulet of fire 
  resistance, wand of hold person (5th level caster, 50 
  charges), wand of maximized magic missile (9th level 
  caster, 50 charges), helm of comprehending languages 
  and reading magic, broom of animated attacks, dust of 
  sneezing and choking.   
   
  Blood Drain (Ex): A vampire can suck blood from 
  a living victim with its fangs by making a successful 
  grapple attempt.  If it pins the foe, it drains blood, 
  dealing 1d4 points of constitution drain each round the 
  pin is maintained.  On each successful attack, the 
  vampire gains 5 temporary hit points. 
   
  Children of the Night (Su): Vampires command 
  the lesser creatures of the world and once per day can 
  call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a 
  pack of 3d6 wolves as a standard action.  These 
  creatures arrive in 2d6 rounds and serve the vampire 
  for up to 1 hour. 
   
  Dominate (Su): A vampire can crush an 
  opponent’s will just by looking onto his or her eyes.  
  This is similar to a gaze attack, except the vampire must 
  use a standard action, and those merely looking at it are 
  not affected.  Anyone the vampire targets must succeed 
  a Will save (DC 24) or fall instantly under the 
  vampire’s influence as though by a dominate person 
  spell (caster level 12
  th).  The ability has a range of 60 ft. 
   
  Create Spawn (Su): A humanoid or monstrous 
  humanoid slain by a vampire’s energy drain rise as a 
  vampire spawn 1d4 days after burial.   
   
  If the vampire instead drains the victim’s 
  constitution to 0 or lower, the victim returns as a 
  spawn if it had 4 or less HD and as a vampire if it had 5 
  or more HD.  In either case, the new vampire or spawn 
  is under the command of the vampire that created it 
  and remains enslaved until its master’s destruction.  At 
  any given time, a vampire may have enslaved spawn 
  totaling no more than twice its own hit dice; any spawn 
  it creates that would exceed this limit are created as 
  free-willed vampires or vampire spawn.  A vampire that 
  us enslaved may create and enslave spawn of its own, 
  so a master vampire can control a number of lesser 
  vampires in this fashion.  A vampire may voluntarily 
  free enslaved spawn in order to enslave a new spawn, 
  but once freed, a vampire or vampire spawn cannot be 
  enslaved again. 
   
  Energy Drain (Su): Living creatures hit by a 
  vampire’s slam attack (or any other natural weapon the 
  vampire might possess) gain two negative levels.  For 
  each negative level bestowed, the vampire gains 5 
  temporary hit points.  A vampire can use its energy 
  drain ability once per round. 
   
  Alternate Form (Su): A vampire can assume the 
  shape of a bat, dire bat, wolf, or dire wolf as a standard 
  action.  This ability is similar to a polymorph spell cast 
  Obsession 
   
  Page 15 
  
  by a 12
  th-level character, except the vampire does not 
  regain hit points for changing form and must chose 
  among the forms mentioned here.  While in alternate 
  form, the vampire loses its natural slam attack and 
  dominate ability, but it gains the natural weapons and 
  extraordinary special attacks of its new form.  It can 
  remain in that form untilit assumes another form or 
  until the next sunrise. 
   
  Damage Reduction (Su): A vampire has damage 
  reduction 10/silver and magic.  A vampire’s natural 
  weapons are treated as magic weapons for the purpose 
  of overcoming damage reduction. 
   
  Fast Healing (Ex): A vampire heals 5 points of 
  damage each round so long as it has at least 1 hit point. 
   If reduced to 0 hit points in combat, it automatically 
  assumes gaseous form and attempts to escape.  It must 
  reach it coffin home within 2 hours or be utterly 
  destroyed.  Any additional damage dealt to a vampire 
  forced into gaseous form has no effect.  Once at rest in 
  its coffin, a vampire is helpless.  It regains 1 hit point 
  after 1 hour, then is no longer helpless and resumes 
  healing at a rate of 5 hit points per round. 
   
  Resistances (Ex): A vampire has resistance to cold 
  10 and electricity 10. 
   
  Spider Climb (Ex): A vampire can climb sheer 
  surfaces as though with a spider climb spell. 
   
  Turn Resistance (Ex): A vampire has +4 turn 
  resistance. 
   
  Turn/Rebuke Immunity (Ex): Through a wish 
  spell Maskaleyne is immune to turning and rebuking 
  attempts.    
   
  Undead Traits  
   
  Spells Prepared (4/6/5/5/5/4/3/2) base DC = 15 + 
  spell level; 0 — Detect magic x2, resistance x2; 1
  st — 
  magic missile x3, ray of enfeeblement, shield; 2
  nd — 
  resist energy, spectral hand x2, touch of idiocy, fox 
  cunning; 3
  rd — haste, lightning bolt, fireball, slow, hold 
  person x2; 4
  th — stoneskin, phantasmal killer, 
  confusion, lightning bolt (heightened), displacement 
  (extended), magic missile (maximized); 5
  th — teleport, 
  feeblemind, baneful polymorph, cloudkill; 6
  th — circle 
  of death, disintergrate, fireball (maximized); 7
  th — 
  prismatic spray, finger of death, ice storm (maximized). 
  Obsession 
   
  Page 16 
  
  Appendix B: New Rules
  Ability Focus [General] 
  Choose one of your special attacks.  This attack 
  becomes more potent than normal. 
   
  Prerequisite: Special attack. 
   
  Benefit: Add +2 to the DC for all saving throws 
  against the special attack on which you focus. 
   
  Special: You can gain this feat multiple times.  Its 
  effects do not stack.  Each time you take the feat, it 
  applies to a new special attack.  
   
  Source Book: Savage Species  
   
  Irresistible Gaze [General] 
  Your gaze attack is more potent than normal. 
   
  Prerequisite: Gaze attack. 
   
  Benefit: Add +2 to the DC for all saving throws 
  against the special attack on which you focus. 
   
  Special: The benefit of this feat stacks with the 
  benefit provided by the Ability Focus feat (see above).  
   
  Source Book: Savage Species  
   
  Piercing Gaze [General] 
  Your gaze attack has a greater range than normal. 
   
  Prerequisite: Chr 15, Int 13, gaze special attack. 
  Irresistible Gaze. 
   
  Benefit: Because of the sheer force of your 
  presence, you add 30 feet to the range of your gaze 
  attacks. 
   
  Source Book: Savage Species 
   
  Dirty Fighting [General] 
  You know the brutal and effective fighting tactics of 
  the streets and back alleys. 
   
  Prerequisites: Base attack bonus +2 
   
  Benefit: Make a melee attack roll normally.  If 
  successful, you inflict an additional +1d4 point of 
  damage.  This feat requires the full attack action. 
  Source Book: Sword and Fist 
   
  Hold the Line [General] 
  You are trained in defensive techniques against 
  charging opponents.  
   
  Prerequisites: Base attack bonus +2, Combat 
  Reflexes.  
   
  Benefit: You may make an attack of opportunity 
  against an opponent who charges you when he enters 
  an area you threaten. Your attack of opportunity 
  happens immediately before the charge attack is 
  resolved.  
   
  Source Book: Sword and Fist. 
  Obsession 
   
  Page 17 
   
  
  Appendix C: Map 
  This map details the movement of Maskaleyne troops through the lands of Furyondy, the Horned Lands, and finally 
  into the Lands of Iuz.  The PCs pick up the trail in Terlisean in the Kingdom of Furyondy about 48 hours behind 
  Maskaleyne.  The PCs’ goal is to catch up to Maskaleyne before he gets to the Devouring Bridge.  Each hex on the map 
  represents 20 miles.  Consult charts 9-5 and 9-6 of the PHB p 164 for movement speeds.  For purposes of when the PCs 
  start Maskaleyne troops are 42 miles ahead of the PCs (24 hours by barge).  Note: Ringstone is the unlabeled Keep near 
  the Veng Camps. 
   
  Obsession 
   
  Page 18 
   
  
  Appendix D: Maskaleyne Travel Route 
  Terlisean – 24 hours before the PCs arrive 
  Maskaleyne troops move 80 miles (42 miles per day) by barge downriver on the Veng River and depart on the southern 
  edges of the Horned Lands south of Ringstone.  PCs leave Terlisean 24 hours behind Maskeleyne (42 mile deficit if 
  traveling by barge).    
   
  The Horned Lands 
  Leaving the Barges behind and traveling by foot 24 miles (at a speed of 30) in one day, Maskaleyne troops arrive at 
  Ringstone and acquire mounts and reinforced wagons and head north.  [Example: If the PCs are mounted (light 
  warhorses 151-690 lb. Moving at 32) they should be able to make up 12 miles closing the gap to 30 miles].  
   
  Ringstone 
  Maskaleyne troops move north at a speed of 28 miles a day (heavy horse 201-600 lb.) until reaching Molag 4-1/2 days 
  later.  [Example: If the PCs are mounted (light warhorses 151-690 lb. Moving at 32) they should be able to make up 4 
  miles per day closing the gap and eventually catching up in 7 days].  
   
  Molag    
  Continuing through Molag, Maskaleyne troops continue north on the Skull Trail and Long March at a speed of 28 miles 
  a day (heavy horse 201-600 lb.) until reaching the Devouring Bridge Molag 10 days later. 
   
  Devouring Bridge 
  Too late Maskaleyne troops got away. 
   
   
        
   
  Obsession 
   
  Page 19 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Meta-Region Iuz Border States/593/Normal Scenarios/IUZ3-05 Obsession (APL 8-14)/IUZ3-05 - Obsession.pdf