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.  
   
  VER3-08 
   
   
   
   
   
  Mirror in a Quagmire 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
  by Brad Ruby 
  Triad Edit: Lon Lademann & Ron Lundeen 
  Circle Edit: David Christ 
   
  A old woman in the Kron asks for your help. All she needs are some roots that can be found in the swamp bordering 
  Lady Asbury’s lands. This simple task could ripple through the fabric of truth.  An adventure for APLs 2 to 8. 
  
  Mirror in a Quagmire 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Reporting 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM fill out a reporting form.  After the form is filled out 
  it should be given to the senior DM. 
   
  Living Greyhawk 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  
  Mirror in a Quagmire 
   
  Page 3 
  # 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 
  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. 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 three things that you can do to help even the 
  score. 
  5. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  6. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  Verbobonc.  Characters native to Verbobonc 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. 
  Verbobonc 
  Honorifics 
  Courtly 
  travelers 
  and 
  political 
  scholars 
  throughout 
  the 
  Flanaess 
  must 
  make careful study 
  of 
  titles, 
  honorifics, 
  and 
  hierarchies 
  of 
  nobility used in 
  the 
  many 
  royal 
  courts and noble 
  houses. 
  To 
  aid 
  those who move 
  among 
  such 
  circles, 
  or 
  the 
  simply curious, the following primer on royalty, nobility, 
  titles and honorifics is presented. The DM is strongly 
  encouraged use the following information on honorifics 
  of Verbobonc during play to aid in the representation the 
  NPC Nobility.  
  In general, the ruling class of Verbobonc is 
  disdainful of those without titles or position. Titles of 
  nobility and rank matter greatly and those gentlemen 
  and peasants without titles are not unimportant, but they 
  are simply not of the same social class. Wealth and power 
  have little to do with it. Furthermore, rank within the 
  nobility is important. Those of lesser status are expected 
  to show deference to their superiors. Even the 
  commoners of Verbobonc suffer from the arrogance of 
  class. Gentlemen do not associate with simple peasants. 
  Tradesmen are better than merchants, merchants above 
  common laborers. The Rhennee are considered gypsies 
  of the river—outcasts and river pirates. 
   
  Titles in descending order of importance: 
   
  Title 
  Honorific 
  Viscount......................................................... Noble Lordship 
  Bishop...........................................................................Holiness 
  Baron / Baroness ................................................ Prominence 
  Earl Lordship 
  Lord Mayor ................................................................ Lordship 
  Marchioness ......................................Most Prominent Lady 
  Knight Commander............................Most Honorable Sir 
  Abbot ................................................................... Father Abbot 
  Knight Bannerette..............................Right Honorable Sir 
  Mayor .....................................................Honorable Worship 
  
  Mirror in a Quagmire 
   
  Page 4 
  Knight Companion...................................Most Worthy Sir 
  Knight Bachelor ...................................................Worthy Sir 
  Elder.........................................................................................Sir 
  Gentlemen...................................................................... Master 
  Esquire..............................................................................Squire 
  Yeoman (Free Citizen).............................................. Socman 
   
  Adventure Summary 
   
  Encounter One – A Fine Night, Isn’t It?: The 
  characters find themselves partaking in a fine night of 
  drink and song at the Empty Nest on the edge of the 
  Kron Hills in Viscounty of Verbobonc. 
  Encounter Two – Where Am I?: The party awakens to 
  find themselves lying in a clearing.  The last thing they 
  remember was talking with a sweet old woman selling 
  charms in a tavern. 
  They are asked to fetch a few herbs, roots and odds and 
  ends from a swamp on the border of Lady Asbury’s lands 
  called the Fens of Tor. 
  Encounter Three – See How They Run: The characters 
  wake up unsure where they are and why a band of 
  goblins are going through their belongings. 
  Encounter Four – Who, What and Where: The 
  characters come across a burned out way station and get 
  the chance to interact with some of Lord Milinous’ men 
  who are investigating the site. 
  Encounter Five – Knock, Knock, Who’s There?: A 
  trapped trapdoor keeps the characters on their toes, and 
  the party gains a chance to win favor with the “Family.” 
  Encounter Six – Pork, the Other White Meat: As the 
  party reaches the swamp and are choosing a campsite, 
  they are charged by wild boars. 
  Encounter Seven – Things That Go Bump In The 
  Night: After the party has bedded down for the night 
  they are attacked by undead that have come forth from 
  the swamp to attack the living. If there is time, more 
  undead attack during the third watch, too. 
  Encounter Eight –Traversing the Swamp: The journey 
  from the edge of the swamp to the area where the vine 
  can be found poses a possible hazard—quicksand. 
  Encounter Nine – Breaking Glass: The party sees a 
  faint glow ahead and hears breaking glass. Investigating, 
  they find an animated plant-man that attempt to destroy 
  them. 
  Encounter Ten – Getting to The Root of the Problem: 
  It is time to dig up the roots.  Under the assassin vine is a 
  coffin, and in the coffin is a mysterious man who seems 
  to be feeding the assassin vine somehow. 
  Conclusion A – Return Root to Athelia: If the 
  characters are successful in bringing the “root”/man back 
  to Athelia. 
  Conclusion B – I Think You Forgot Something: If the 
  characters are successful and bring real roots back to 
  Athelia, not the man from the box.  Their error means 
  that Athelia turns them into turtles. 
  Conclusion C – You Should be Nice to Mother 
  Nature: If the characters chose not to help Athelia in the 
  first place, they are turned into turtles. 
   
  Conclusion D – Return the “Root” Elsewhere: If the 
  characters chose not to return root to Athelia, but chose 
  to take him elsewhere, he is warmly accepted and the 
  party is thanked for their efforts. 
   
  Encounter One 
  A Fine Night, Isn’t It? 
   
  You find yourselves partaking in a fine night of drink 
  and song at the Empty Nest on the edge of the Kron 
  Hills in the Viscounty of Verbobonc. It is a lovely fall 
  day with just a hint of a frost in the wind to signal the 
  coming of winter.  Laramil the Elven Bard is playing a 
  jaunty traveling tune as you find a seat at one of the 
  long tables in the great room. 
  The Empty Nest is reasonably priced Inn with good food 
  and fine ales, meads and lagers from around the 
  Viscounty.  
  A sign over the bar lists the various ales and meads to be 
  had on this fine night (give the players Player Handout 
  One):  Pig Grog, Herman M’s Special Blend, Rabbit 
  Punch From Nowhere, Magnolia’s Cherry Harvest Lager, 
  and  Mudgut Mead. 
  Most of the drinks are fine-tasting but otherwise 
  ordinary.  Two of the drinks, however, can have special 
  effects upon the drinker: 
  • 
  Rabbit Punch From Nowhere: 
  Brewed 
  by 
  an 
  alchemist down the road, this stuff has a kick. The 
  first time a character drinks it he receives a +4 to 
  Strength.  Each time a character drinks a mug he 
  must make a Fortitude save (DC 5). If the character 
  fails, he gets a -2 penalty to Intelligence, Wisdom, 
  and Fortitude saves. Further more for each failed 
  save, subtract 5 feet from the character’s base 
  
  Mirror in a Quagmire 
   
  Page 5 
  movement rate. Effects last for 24 hours. After three 
  failed saves, the character passes out for 24 hours. 
  • 
  Mudgut Mead: A thick mead made with honey and 
  mud and every so often a worm. This fine beverage 
  (if you can call it) that is made by Shoeless Joe 
  Mudgut and his brother Po.  They are both half-orcs 
  and seem to think it is a drink all should try. If you 
  happen to get a worm in your drink that entitles you 
  to one free mug of Mudgut. There is a 1 in 10 chance 
  of getting a worm in your drink. There is also a 
  Fortitude save (DC 7) required for drinking this 
  “fine” beverage. A failure means you are unable to 
  stomach this half-orc drink and must run out side to 
  purge your dinner. 
  This is a good time to have the characters introduce 
  themselves to each other. 
  The Mudgut Brothers are proudly buying mugs of 
  their mead for all comers. This is their first night of 
  sales of their mead. 
  As the characters are starting on the second round of 
  drinks an old woman approaches their table selling small 
  charms. 
  “Help an old woman?” She says as she shows all those 
  seated at the table a few gaudy  charms.  
  As soon as any of the characters says yes or agrees to help 
  the old woman read the following: 
  The great room you are sitting in slowly begins to 
  fade away and you find your self slowly blacking out 
  as your ears are filled with a sweet and pleasant 
  humming sound. 
   
   
  Encounter Two 
  Where Am I? 
  As you slowly awaken, you find yourself and others 
  lying in a medium sized clearing.  
  A Knowledge (local) or Survival check (DC 12) will 
  inform the characters that they are somewhere in the 
  Kron Hills. 
  The last thing you remember was talking with a sweet 
  old woman selling charms in a tavern. 
  Once the character look around a little, read: 
  In the center of the clearing sits what appears to be a 
  crude shack.  The area surrounding the shack is a 
  fantastic wild garden of flowers vines, herbs, shrubs 
  and fruit trees.  While there appears to be no order in 
  the plantings each plant shows signs of careful 
  tending.  Bees buzz and butterflies flutter from bush 
  to flower.  Toads lazily eye you from beneath the 
  spreading foliage and other small animals can be seen 
  and heard going about their business through out the 
  undergrowth. 
  A maze of narrow paths wanders through the garden, 
  eventually ending at the shack.  As you near the shack 
  you notice that it is not quite as decrepit as you might 
  have first thought.  The walls are of woven reeds and 
  sticks and the roof is of lush thatch.  Flowering vines 
  festoon the walls. Above the door is a simple green 
  disk with a white circle drawn upon it (a Knowledge 
  (religion) check [DC 12], identifies this as the symbol of 
  Beory). 
  As you approach the cottage, the door opens to reveal 
  an ancient human female clothed in simple, un-dyed 
  garments of homespun linen. Upon her chest, 
  hanging from a simple thong is the carved figure of a 
  female torso.  The wood the figurine is carved from is 
  dark and smooth from countless years of handling.  
  Her face is lined and cracked from sun and wind but 
  her brown eyes are alive and bright. 
  Athelia is a cleric of Beory who has over time neglected 
  the social graces in her self-imposed semi-exile.  Once a 
  beautiful woman, she is now a withered husk.  However, 
  this does not prevent her from tossing the occasional 
  lewd suggestion towards handsome or even not-so-
  handsome male characters.  While she gives an 
  impression of slight dementia, she is in fact still 
  possessed of a sharp mind and the desire to know how 
  committed the characters are to completing a little 
  request for her.  To this end, she will test them with 
  insults and menial tasks about her dwelling as she 
  decides whether to use the characters to fulfill her desire. 
    If she finds them worthy she will ask them to go on a 
  mission is that it is, in her words, “for the glorification of 
  Beory and her works in general.”   
  “So my children, you are finally awake.  That is good. 
  Are you ready to learn why I have asked you here to 
  my garden home?” 
  As long as the characters are not hostile she will 
  continue.  
  “Good, good but first you must help me around my 
  home then we will talk. Chores come first, my 
  children.” 
  This part of the encounter is for roleplaying and should 
  be enjoyable. She will choose tasks totally unsuitable for 
  all the characters. This part should only take around 10 
  minutes in real game time. 
  
  Mirror in a Quagmire 
   
  Page 6 
  If the characters become openly hostile go to Conclusion 
  C the module is almost over for them. 
  Once the chores are done, Athelia will call the characters 
  all back together. 
  “Well, my little ones, I am called the Crone of the 
  Kron by most, but my friends and lovers call me 
  Athelia.”  
  A successful Knowledge (local) check (DC 16) or bardic 
  knowledge check (DC 14) recalls the rumor that Athelia 
  in the not to distant past worked some of her magic to 
  restore a slain gnomish priest to life. But, as all thing go 
  in nature, one’s time can be short or long on the path of 
  life, and like his small stature the gnome did not live but 
  a short year longer.  
  To the most charismatic male character she will turn and 
  say: 
  “My aren’t you the pretty boy. You remind me of a 
  past love of mine, his name is…Sojan? I shared much 
  enlightenment with him for a time.  It has been too 
  long since I last saw him… 
  “But wait, my mind is wandering.  Back to the task at 
  hand. You see, I am quite old and I desire you young 
  children to run a small errand for me. 
  “Would you do that for old Athelia?” 
  Questions the characters might ask: 
  • 
  What do you wish us to do?  “To gather the roots of 
  a vine that kills men at the stroke of midnight on the 
  night of no moon.” The characters can make a 
  Survival or Knowledge (nature) check (DC 18) to 
  know it might be an assassin vine root she is looking 
  for. 
  • 
  Where is this vine? “In the swamp that borders 
  Lady of the forges land by the wood that is gnarled.” 
  Knowledge (local) (DC 12) or bardic lore (DC 10) to 
  know that Athelia refers to Lady Asbury, and the 
  swamp’s name is the Fens of Tor. 
  • 
  Why the stroke of midnight? “Because, Athelia 
  says so my child.  Midnight is a good hour is it not?” 
  • 
  What might we find on this journey? “Your future, 
  and maybe some of the past of this land.” 
  • 
  Will there be danger? “Oh yes, but what is life 
  without danger? Would you rather be farmers or 
  heroes?” 
  • 
  What is in it for us? “Let me worry about that once 
  you are successful. I am fair, and will find a suitable 
  reward for all my children.”  If they press her for 
  payment, she will agree to pay them 20 gp times the 
  APL each, but that is all the reward they will receive. 
  All APLs  (EL 18) 
  �Athelia: female human Clr18 (Beory). 
   
   
  Encounter Three 
  See How They Run 
  After finishing working for Athelia the better part of 
  the day, doing more odds and ends for the Crone of 
  the Kron, you finally fall into a brief but restful sleep. 
  Have all the characters make a Listen check (DC 8).  To 
  those that succeed, read: 
  You suddenly wake up and discover your self and 
  your compatriots are now in the middle of a small 
  road and a small band of goblins are beginning to go 
  through your belongings.  You wonder how you got 
  here. 
  All APLs  
  �Goblins (6): hp 4 each, see Monster Manual.  
   
  Tactics: The goblins are just here to do some looting.  
  Once the characters arise, the goblins are startled but 
  fight back.  This combat should really only be a challenge 
  for an APL 2 party; at higher APLs, play it for comic relief. 
   Once two thirds of the goblins are defeated, the rest try 
  to flee. 
  After driving off or dispatching the goblins and then 
  searching the dead, the characters find a surprisingly 
  valuable item: a Heward’s handy haversack.  Inside are 
  thirty flasks of whale oil, four tinderboxes, a number of 
  pots and pans, a vial containing oil of bless weapon, a case 
  of expensive wine, and several coins of various 
  denominations. 
  If any goblins are left alive and are questioned, they will 
  admit they are a raiding party out gathering supplies for 
  future raids and generally causing as much damage as 
  they can.  They got their “magic bag” from a human 
  innkeeper further down the road many days ago.  They 
  put the loot they find in the bag, and use the oil and 
  tinderboxes to set stuff on fire.  The goblins think there is 
  an unlimited amount of oil and tinderboxes in the bag, 
  because that’s what the human told him when he gave 
  them the “magic bag.” 
  Development: After the combat with the goblins, read 
  the following: 
  
  Mirror in a Quagmire 
   
  Page 7 
  As you take a moment to take stock of your 
  belongings and each other, one of you spots a note. 
  The lowest level character spots a note wrapped around a 
  small branch.  The branch is pinned to the most 
  handsome male character in the party.  It is a note from 
  the Crone of the Kron. Give the players Handout Two.  
  On the back of what appears to be a recipe for oatmeal 
  raisin cookies is a short note from Athelia. 
  Treasure: 
  Defeat the goblins and take their gear. 
   
  All APLs: L: 14 gp; C: 0 gp; M: Heward’s handy 
  haversack (167 gp per character); oil of bless weapon (8 
  gp per character). 
   
   
  Encounter Four 
  Who, What and Where 
  No matter which direction the characters decide to 
  travel, they soon come across the remains of an inn. 
  After traveling only a few hours, you spot a sign 
  proclaiming a way station called Mickhandee’s Folly, 
  and the sign says it is less than three miles away.  
  As the characters are moving forward have them make a 
  Spot check (DC 12) to see an abnormal amount of smoke 
  rising in the distance. A Survival check (DC 12) shows 
  that it is more smoke than a normal fire from a chimney 
  or a cooking fire should produce. 
  As you crest the rise of a small hill you can see in the 
  distance the smoking, burnt out husk of the way 
  station and six men in dark tabards poking through 
  the wreckage.  
  The way station was once a well-crafted inn that 
  measured 20 foot by 50 foot with a small 20 foot by 10 
  foot stable. It is now just a smoking ruin. 
  All APLs  
  �Captain Austin Trier of the Milinous House Guard: 
  male human Ftr 7. Sense Motive +4, Intimidate +7. 
  �House Milinos Patrol (5): male human Ftr4.  
   
  As the character get closer, those with Knowledge (local) 
  or bardic knowledge can make a check (DC 10) to 
  identify the heraldry of the men to be that of House 
  Milinous. Characters who have encountered either Lord 
  Milinous or his men can be assumed to already have this 
  knowledge. 
  You can overhear the men in black talking as you 
  move forward. 
  The patrol members are talking to each other, saying 
  things like: 
  • 
  “Those flipping goblins are getting pretty ballsy, 
  ranging this far afield.” 
  • 
  “They said that this Mickhandee fellow had it 
  coming.  He was a snitch, and was selling goods to 
  both the gnomes and humanoid raiding parties.” 
  • 
  “And to top it off, his food was bad and he charged 
  way too much for it. Give me a night of drinking at 
  the “Two Foot Traveler” and I will show you good 
  food and drink at a fair price. The roof is a tad low, 
  but it’s worth the effort.” 
  • 
  “We need to get back and report this to Lord 
  Milinous.  He won’t be pleased to find out how far 
  the raids have come.” 
  Once the characters greet the patrol, or approach close 
  enough to be seen, Captain Trier turns and addresses 
  them: 
  “Greeting citizens. The Inn is closed, as you can see. 
  Why don’t you move along?  This is no concern of 
  yours.”  
  If the characters insist on helping out, or ask a lot of 
  questions, Captain Trier will grudgingly accept their 
  assistance.  He asks them about any goblinoids they may 
  have encountered in the area, and listens closely to any 
  response the characters make. 
  Whether the characters help the Milinous patrol or not, 
  the patrol finishes their investigation and leaves in about 
  fifteen minutes.  They mount fine-looking horses and 
  ride off into the hills.  Captain Trier discourages any 
  characters from following them with a stern, “Don’t you 
  have anything better to do than pester Lord Milinous’ 
  men?  Pestering Lord Milinous’ men can be very 
  dangerous.” 
  If the characters look through the remains of the 
  building, have them make Search checks: 
  • 
  [DC 8] – The characters find two copper pieces in 
  the burned hand of what is probably the innkeeper. 
  • 
  [DC 10] – The characters also find a number of 
  broken flasks of whale oil, two broken javelin heads, 
  and one abandoned morning star. 
  • 
  [DC 18] – The characters discover a trap door in the 
  floor.  If they investigate it, go to Encounter Five.  If 
  they leave it alone (or don’t ever find it), go on to 
  Encounter Six. 
   
   
  
  Mirror in a Quagmire 
   
  Page 8 
   
   
  Encounter Five 
  Knock, Knock, Who’s There? 
  After removing some of the fallen ceiling timbers, 
  you discover a trap door in the floor behind the bar.  
  This is a simple trap encounter that is not meant to kill 
  anyone but is here to just keep the players on their toes.  
  Some of the rubble shifts dangerously as the characters 
  open the trap door, unless a rogue is able to discover and 
  disable the trap. 
  APL 2 (EL 2)  
  �Collapsing Rubble: CR 2; mechanical; touch trigger; 
  no reset; Atk +12 melee (2d6, rubble); multiple targets (all 
  targets within 5 ft. of the trap door); Search DC 20; 
  Disable Device DC 20. 
   
  APL 4 through 8 (EL 4)  
  �Collapsing Rubble: CR 4; mechanical; touch trigger; 
  no reset; Atk +15 melee (6d6, rubble); multiple targets (all 
  targets within 5 ft. of the trap door); Search DC 20; 
  Disable Device DC 24. 
   
  Once the characters open the trap door, they see stairs 
  down to the partially collapsed cellar.  In the cellar, alive 
  but unconscious, is Mickhandee’s wife and young son.  
  Also in the cellar are two large crates with flasks of whale 
  oil (50 flasks in each crate), a potion of enlarge person, 
  and a large stash of weapons and armor sized for Small 
  characters.  At APL 6 and above, there is also a fine chain 
  shirt, which is a +1 shadow chain shirt. 
  Mickhandee’s wife has a ledger that she is anxious to see 
  returned to “the Family” in Verbobonc City.  If there is a 
  rogue-looking character in the party, she will give him or 
  her the book and ask the character to take it to a contact 
  in Verbobonc City for her.  If Milinous’ men are still 
  around, she tries to be very sneaky about slipping the 
  character the ledger. 
  The ledger is mostly just columns of amounts and dates, 
  but is fairly incriminating material.  If the characters give 
  it to the Milinous patrol, or to anyone other than 
  Mickhandee’s wife’s contact, all the characters earn 
  Infamy with the Family. 
  If the House Milinous patrol is still present when the 
  characters discover Mickhandee’s wife and son, they 
  offer to escort the two of them back to Milinous’ manor 
  in Verbobonc City. 
  If the characters were able to work with the patrol, read 
  the following: 
  As Captain Trier mounts a fine-looking horse, he calls 
  out, “Thank you for your help, citizens. Earth and 
  Stone to you and yours.” 
  Treasure: 
  Take the loot in the cellar. 
   
  APL 2 and 4: L: 13 gp; C: 0 gp; M: potion of enlarge 
  person (21 gp per character). 
   
  APL 6 and 8: L: 13 gp; C: 0 gp; M: +1 shadow chain 
  shirt (417 gp per character), potion of enlarge person (21 
  gp per character). 
   
   
  Encounter Six 
  Pork, The Other White Meat 
   
  The characters are probably wondering how to get from 
  Mickhandee’s Folly to the Fens of Tor.  Both the House 
  Milinous patrol and Mickhandee’s widow can point them 
  in the right direction, or the characters can figure it out 
  with a successful Knowledge (local), Knowledge 
  (geography), or Survival check (DC 12). 
  The day of travel passes uneventfully until you stand 
  on the edge of the murky swamp known as the Fens 
  of Tor.  Strange noises issue from the swamp as the 
  sun begins to set behind you. 
  The characters are free to press on or to camp for the 
  night. As the party is deciding what to do, have them 
  make Spot or Listen checks (DC 10 + APL) to hear the 
  onrushing boars, which are charging the party madly 
  from the edge of the swamp. 
  APL 2 (EL 2) 
  �Boar: hp 25, see Monster Manual. 
   
  APL 4 (EL 4) 
  �Dire Boar: hp 52, see Monster Manual. 
   
  APL 6 (EL 6) 
  �Dire Boars (2): hp 52 each, see Monster Manual. 
   
  APL 8 (EL 8) 
  �Dire Boars (4): hp 52 each, see Monster Manual. 
   
   
   
   
   
  
  Mirror in a Quagmire 
   
  Page 9 
  Encounter Seven 
  Things That Go Bump In The 
  Night 
  Once the party sets watches and beds down for the night, 
  whether or not they are in the swamp, they are attacked 
  by undead from the Fens of Tor. One group of undead 
  attacks in the first watch.  If you feel you have time, 
  another group of undead (identical to the first) attacks in 
  the third watch.  
  After the party has finished their evening meal and 
  bedded down for the night a light rain begins to fall 
  drowning out most of what would be normal night 
  time noises near (or in) a swamp. 
  Have those characters with darkvision or some way to see 
  in the dark make a Spot Check (DC 10 + APL) to avoid 
  surprise.  Those failing their Spot check, or characters 
  without darkvision, can make a Listen Check (DC 14 + 
  APL) to avoid being surprised by the attacking undead. 
  APL 2 (EL 3) 
  �Human Warrior Skeletons (3): hp 6 each, see 
  Monster Manual. 
  �Human Commoner Zombies (4): hp 16 each, see 
  Monster Manual. 
   
  APL 4 (EL 5) 
  �Owlbear Skeletons (2): hp 32 each, see Monster 
  Manual. 
  �Human Commoner Zombies (4): hp 16 each, see 
  Monster Manual. 
   
  APL 6 (EL 6) 
  �Troll Skeletons (2): hp 39 each, see Monster Manual. 
  �Wight: hp 26, see Monster Manual. 
   
  APL 8 (EL 8) 
  �Umber Hulk Zombies (2): hp 107 each, see Monster 
  Manual. 
  �Wights (2): hp 26 each, see Monster Manual. 
   
  Tactics: The mindless undead simply attack until turned 
  or destroyed. 
  Development: If the characters didn’t find the two 
  copper pieces in Mickhandee’s corpse, then the once-
  human undead here each have 2 copper pieces 
  somewhere on their bodies (in eye sockets, clutched in a 
  hand, and so on).  Furthermore, one of these creatures 
  has a flask of oil of magic vestment +1 (at APL 4 and 6) or 
  a flask of oil of magic vestment +3 (at APL 8). 
  Treasure: 
  Defeat the undead and take their gear. 
   
  APL 4 and 6: L: 0 gp; C: 0 gp; M: oil of magic 
  vestment +1 (63 gp per character). 
   
  APL 8: L: 0 gp; C: 0 gp; M: oil of magic vestment +3 
  (150 gp per character). 
   
   
  Encounter Eight 
  Traversing the Swamp 
  The next day the character must head into the swamp 
  using the ipp wood divining rod from Athelia to gather 
  the roots of a vine that kills men at the stroke of 
  midnight on the night of no moon.  The branch gives a 
  gentle tug to whichever character has it. 
  You wake to the sounds of a morning dove cooing in 
  the morning breeze.  
  A Spot check (DC 10+APL) will locate a morning dove 
  tail feather floating gently to the ground about 20 feet 
  away from the characters’ camp. 
  After a restless night, you shake off the morning dew 
  off your belongings and prepare to head into the 
  swamp.  The branch Athelia gave you must be some 
  sort of divining rod—it’s pulling you gently in the 
  same direction, deep into the swamp. 
  The travel in the swamp is slow and cold. About mid-
  morning a light rain begins to fall. It continues on 
  and off for the rest of the day. 
  If for some reason they are not using the divining rod 
  have them make a Survival check (DC 14) to stay on 
  course to the area that Athelia has told them to look for 
  the vine. If they have strayed, it will take 2 Survival 
  checks (DC 14 + APL) to get back on course.  
  As they are moving deeper into the swamp have the 
  character(s) leading the party make a Survival check (DC 
  8).  Those that fail have stumbled into quicksand. See 
  page 88 of the DMG for quicksand rules. 
  All APLs (EL 0)  
  �Quicksand: see page 88 of the DMG. 
    
   
   
   
   
   
   
   
  
  Mirror in a Quagmire 
   
  Page 10 
  Encounter Nine 
  Breaking Glass 
  As night begins to fall in the Fens of Tor, the rain 
  finally stops, but a rolling mist begins to rise from the 
  ground obscuring both sight and sound in the swamp 
  that you are traversing. 
  This part of the Fens of Tor is an area of light 
  undergrowth, as described in the DMG (page 87).  
  Furthermore, because of the thick mist, all Listen and 
  Spot checks are decreased by the APL (-2 at APL 2, -4 at 
  APL 4, and so on) for the rest of the night. Additionally, 
  all visibility is cut in half for all types of vision. 
  You are about to lose all hope of ever finding the vine 
  and the root that you seek for Athelia. Suddenly, you 
  see a faint glow up ahead and the ipp wood divining 
  rod goes limp in your hands.  
  Survival check (DC 12) to guess it is about ten o’clock at 
  night.  If this roll is failed, the characters are off by d100 
  minutes either early or late. 
  A disturbingly nonhuman crying can be heard up 
  ahead and then the sound of breaking glass. The glow 
  abruptly goes out and the crying begins to stop. 
  If any characters with a light source (or darkvision) rush 
  forward, read the following: 
  As you enter a dry clearing you can see what looks 
  like a stone frame of a full-length mirror facing a 
  weirdly contorted man-shaped tree five feet away. At 
  the base of the frame are numerous shards of broken 
  glass.  
  If anyone one rushes to check out the broken mirror 
  have them make a Spot or a Listen check (DC 12) or be 
  surprised when the assassin vine attacks. 
  Those looking at the broken mirror see for a fleeting 
  instant a glimpse of a stern, dark-haired, broad-
  shouldered man whose eyes are as dark as his hair. 
  One gets a hard and remorseless feeling from the man 
  in the mirror, and then image is gone. 
  Those that approach more slowly or with out a light 
  source will not get to see any images in the mirror but 
  they still must make a Spot or Listen check (DC 14) or be 
  surprised when the assassin vine attacks. 
  Tactics: the assassin vine will attack any half-orc first, 
  then obvious druids, then obvious wizards, then obvious 
  rogues and last obvious fighters, paladins or clerics. 
  APL 2 (EL 3) 
  �Assassin Vine: hp 30, see Monster Manual. 
   
  APL 4 (EL 5) 
  �Assassin Vine: plant Ftr2; hp 52, see Appendix One. 
   
  APL 6 (EL 8) 
  �Assassin Vine: plant Ftr5; hp 79, see Appendix One. 
   
  APL 8 (EL 10) 
  �Assassin Vine: plant Ftr7; hp 97, see Appendix One. 
   
   
  Encounter Ten 
  Getting to The Root of the 
  Problem 
  Once combat with the assassin vine is over, have the 
  characters make a Listen check (DC 16) to hear the 
  following: 
   
  In the soft evening breeze you would swear you heard 
  a weak disembodied voice say “Thank you,” but it is 
  hard to tell.  It could have been just the leaves 
  rustling in the trees. 
  If the characters do not dig up the root at the base of the 
  Assassin Vine go to Conclusion B. 
   
  If the characters decide to dig up the root of the Assassin 
  Vine continue with this encounter. 
   
  The earth is soft as you and your party dig at the base 
  of the assassin vine.  As you dig just a little bit more 
  you are rewarded with a hollow thud. Working 
  quickly, you excavate a darkwood box that has been 
  violated a number of times by the roots of the assassin 
  vine. Is the box what the Crone wished, or is it the 
  vine roots? 
  If the party leaves the box and only takes the vine roots 
  back to Athelia, go to Conclusion B.  
  If they open the box continue with this encounter. 
  Prying open the box, you find that it is indeed a coffin 
  with a badly damaged body inside.  The vines roots 
  look to have been feeding on the body for quite some 
  time. The body’s head rests on a darkwood buckler. 
  A Spot check (DC 12) or a Heal check (DC 14) reveals 
  that the body inside is alive but in some form of a coma. 
  The body can be stabilized and the vine roots can 
  removed with a Healing check (DC 20), for every point 
  that the DC is failed, the man’s body takes one point of 
  damage. The body has 12 hit points at this time (down 
  from a maximum of 80), and it will take three Heal 
  
  Mirror in a Quagmire 
   
  Page 11 
  checks to remove all the vines. There is nothing more the 
  characters can do to help this man.  It will take stronger 
  magic than they have on hand to cure him any further. 
  The body appears to be around six feet tall with very 
  long dark black hair and eyes. There are numerous 
  scars and broken bones that have healed badly and 
  the man is completely covered with dirt. He wears a 
  gold ring on his right hand. 
  Development: the man wears a ring of sustenance, and 
  his head rests upon a darkwood buckler.  At APL 4 and 6, 
  it is a +1 darkwood buckler, and at APL 8 it is a +2 
  darkwood buckler. 
  If the characters return the body/root to Athelia go to 
  Conclusion A.  If they take the body/root to another 
  group in Verbobonc, go to Conclusion D. 
  Treasure: 
  Search the coffin of the “root.” 
   
  APL 2: L: 0 gp; C: 0 gp; M: darkwood buckler (15 gp 
  per character); ring of sustenance (208 gp per character). 
   
  APL 4 and 6: L: 0 gp; C: 0 gp; M: +1 darkwood 
  buckler (98 gp per character); ring of sustenance (208 gp 
  per character). 
   
  APL 8: L: 0 gp; C: 0 gp; M: +2 darkwood buckler (348 
  gp per character); ring of sustenance (208 gp per 
  character). 
   
   
  Conclusion A 
  Returning Root to Athelia 
   
  Your trip back to the Empty Nest Tavern in the Kron 
  Hills has been somewhat difficult. The “root” that you 
  find in your care cannot travel during the daylight 
  hours and must be fed only vegetable broth. Meat and 
  sun light make him violently ill. It took sometime 
  and effort to clean up your charge, for the dirt was 
  almost part of his skin. He is still comatose but 
  appears to be getting stronger every day. When you 
  arrived at the Empty Nest the proprietor showed you 
  to a private room, took your food and drink orders 
  and left. 
  If the characters don’t break the stick they will have a 
  long wait for Athelia. If they do break the stick continue 
  with the encounter. 
  There is a knock at the door.  Before you can say or do 
  anything, Athelia ambles into the room. “So, my 
  children, how did you fare with my little errands?” 
  Athelia will listen as they tell her their story. Once they 
  are done she will continue.  
  If they ask who the root is she will say “a dear friend who 
  was lost, but who is now found, thanks to your help.” 
  “I knew you where the right ones to help old Athelia. 
  Be a dear and help my friend Sigh out to my wagon. I 
  need to get him home.” She gives everyone a kiss on 
  the check before heading home to her garden with 
  Sigh. 
  If they pressed Athelia for payment in the beginning she 
  will pay them 20 gp times the APL each, but that is all the 
  reward they will receive. 
  Those that did not press the Crone will receive 30 gp 
  times the APL, plus they gain Influence with Athelia as 
  well as her Favor.  Athelia’s Favor is to add specific 
  enhancements to any armor (see the Adventure Record 
  for more details). 
   
  Conclusion B 
  I Think You Forgot Something 
  After your horrific trip into the swamp and your 
  battle with the assassin vine, you can’t help but feel 
  you have forgot something as you sit at a table at the 
  Empty Nest waiting for Athelia to join you after you 
  broke the stick she gave you to summon her. 
  “Well my children did you get old Athelia her root? I 
  don’t see it here.” 
  Give the players a moment before you read the next part. 
  “It was a simple thing I gave you to do. I guess I was 
  wrong choosing you children for this errand. I only 
  hope it is not too late.” 
  The world abruptly goes black and when you wake 
  again you have the feeling that you have spent a long, 
  long time slowly traversing the Kron Hills.  You had a 
  heavy load, and you were very small…in fact, you 
  were a turtle!  The long journey gave you plenty of 
  time to think about what you forgot to retrieve for the 
  Crone of the Kron.  
  You are now standing outside the Empty Nest Tavern 
  where things began so long ago. 
  This module costs each character an additional 2 time 
  units and they have earned the infamy of the Crone of 
  the Kron. Their only benefit out of this is that they get a 
  +10 on their next two swim checks due to their time as a 
  turtle. 
   
  
  Mirror in a Quagmire 
   
  Page 12 
  Conclusion C : You Should be 
  Nice to Mother Nature 
  “Children today. Well it seems you have all the time 
  in the world but yet you don’t want to help an old 
  woman with a few errands. 
  “So be off with you then!” The world abruptly goes 
  black and when you wake you have the feeling that 
  you have spent some time as a turtle walking slowly 
  across the Kron Hills.  
   You are now standing outside the Empty Nest Tavern 
  where things began so long ago. 
  This module costs each character an additional 2 time 
  units and they have earned the infamy of the Crone of 
  the Kron. Their only benefit out of this is that they get a 
  +10 on their next two swim checks due to their time as a 
  turtle. 
   
  Conclusion D 
  Return the Root Elsewhere 
  Your trip back to (insert location here) has been 
  somewhat difficult. The “root” that you find in your 
  care cannot travel during the day light hours and 
  must be fed only vegetable broth. Meat and sun light 
  make him violently ill. It took sometime and effort to 
  clean up your charge for the dirt was almost part of 
  his skin. He is still comatose but appears to be getting 
  stronger everyday. 
  (Insert group that they have turned the “root” over to 
  here) thank you for bringing this poor young man to 
  our care.  We will see that he is properly taken care 
  of. 
  By not returning the root to Athelia, the party has earned 
  the infamy of Crone of the Kron and will receive nothing 
  further from here in this module. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two: Where Am I? 
   
  Cheerfully perform the chores for Athelia 
   
   
  APL 2 
   
   
    30 XP 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
  Encounter Three: See How They Run 
   
  Defeat the goblins 
   
   
  APL 2 
   
   
    60 XP 
   
   
  APL 4 
   
   
      0 XP 
   
   
  APL 6 
   
   
      0 XP 
   
   
  APL 8 
   
   
      0 XP 
   
  Encounter Five: Knock, Knock, Who’s 
  There? 
   
  Disable or survive the trap 
   
   
  APL 2 
   
   
      60 XP 
   
   
  APL 4 
   
   
    120 XP 
   
   
  APL 6 
   
   
    120 XP 
   
   
  APL 8 
   
   
    120 XP 
   
  Encounter Six: Pork, the Other White Meat 
   
  Defeat the boar(s) 
   
   
  APL 2 
   
   
      60 XP 
   
   
  APL 4 
   
   
    120 XP 
   
   
  APL 6 
   
   
    180 XP 
   
   
  APL 8 
   
   
    240 XP 
   
  Encounter Seven: Things That Go Bump in 
  the Night 
   
  Defeat the undead 
   
   
  APL 2 
   
   
      90 XP 
   
   
  APL 4 
   
   
    150 XP 
   
   
  APL 6 
   
   
    180 XP 
   
   
  APL 8 
   
   
    240 XP 
   
  Encounter Nine: Breaking Glass 
   
  Defeat the assassin vine 
   
   
  APL 2 
   
   
      90 XP 
   
   
  APL 4 
   
   
    150 XP 
   
   
  APL 6 
   
   
    240 XP 
   
   
  APL 8 
   
   
    300 XP 
   
  Conclusion A:  
   
  Return the “root” to Athelia  
  
  Mirror in a Quagmire 
   
  Page 13 
   
   
  APL 2 
   
   
    30 XP 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
  Story Award 
   
  Good roleplaying 
   
   
  APL 2 
   
   
    30 XP 
   
   
  APL 4 
   
   
    45 XP 
   
   
  APL 6 
   
   
    60 XP 
   
   
  APL 8 
   
   
    75 XP 
   
  Total Possible Experience 
   
   
  APL 2 
   
   
    450 XP 
   
   
  APL 4 
   
   
    675 XP 
   
   
  APL 6 
   
   
    900 XP 
   
   
  APL 8 
   
   
    1,125 XP 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, and 
  other valuables; M = Magic Items.  
  Encounter Three: Where Am I? 
  Defeat the goblins and take their gear. 
   
  All APLs: L: 14 gp; C: 0 gp; M: Heward’s handy 
  haversack (167 gp per character); oil of bless weapon (8 
  gp per character). 
   
  Encounter Five: Knock, Knock, Who’s 
  There? 
  Take the loot in the cellar. 
   
  APL 2 and 4: L: 13 gp; C: 0 gp; M: potion of enlarge 
  person (21 gp per character). 
   
  APL 6 and 8: L: 13 gp; C: 0 gp; M: +1 shadow chain 
  shirt (417 gp per character), potion of enlarge person (21 
  gp per character). 
   
  Encounter Seven: Things That Go Bump In 
  the Night 
  Defeat the undead and take their gear. 
   
  APL 4 and 6: L: 0 gp; C: 0 gp; M: oil of magic 
  vestment +1 (63 gp per character). 
   
  APL 8: L: 0 gp; C: 0 gp; M: oil of magic vestment +3 
  (150 gp per character). 
   
  Encounter Ten: Getting to the Root of the 
  Problem 
  Search the coffin of the “root.” 
   
  APL 2: L: 0 gp; C: 0 gp; M: darkwood buckler (15 gp 
  per character); ring of sustenance (208 gp per character). 
   
  APL 4 and 6: L: 0 gp; C: 0 gp; M: +1 darkwood 
  buckler (98 gp per character); ring of sustenance (208 gp 
  per character). 
   
  APL 8: L: 0 gp; C: 0 gp; M: +2 darkwood buckler (348 
  gp per character); ring of sustenance (208 gp per 
  character). 
   
  
  Mirror in a Quagmire 
   
  Page 14 
  Total Possible Treasure 
   
  APL 2 
   400 gp  
   
  APL 4 
   600 gp   
   
  APL 6 
   800 gp 
   
  APL 8 
   1,250 gp 
   
  Items for the Adventure Record 
  [  ] Influence Point with House Milinous for helping 
  search the burned out Way Station. 
  [  ] Infamy with House Milinous for causing any sort of 
  problem with Milinous’ patrol during the search of the 
  burned out Way Station. 
  [  ] Influence with the Family in Verbobonc for returning 
  the ledger from the burned out Way Station. 
  [  ] Infamy with the Family in Verbobonc for tying the 
  family in some way to this little affair. 
  [  ] Infamy with Athelia, Crone of the Kron. This scenario 
  costs you an additional 2 time units and you have earned 
  Infamy with the Crone of the Kron. Your only benefit 
  out of this is that you get a +10 on your next two swim 
  checks, from the two weeks you spent as a turtle. 
  [  ] Influence with Athelia, Crone of the Kron for helping 
  her with a few errands. 
  [   ] Favor of Athelia, Crone of the Kron. This favor is 
  good for adding specific enhancements to any armor. She 
  will add any one of the following: +2, blinding, glamered, 
  or light fortification.  Calculate the total cost to the 
  character by comparing the new price of the armor to the 
  old price. This is a one use favor (cross off when used) 
  and only one of the above four enhancements can be 
  added. 
   
  
  Mirror in a Quagmire 
   
  Page 15 
  Appendix One: Non-Player Characters 
   
  Encounter Nine: Breaking Glass 
  APL 4 (EL 5) 
  �Assassin Vine: plant Ftr2; CR 5; Large plant; HD 
  4d8+2d10+18; hp 52; Init +5; Spd 5 ft.; AC 16 (-1 size, +1 
  Dex, +6 natural), touch 10, flat-footed 15; Base Atk +5; 
  Grp +14; Atk +10 melee (1d6+7, slam); FS/Reach 10 
  ft./10 ft. (20 ft. with vine); SA constrict 1d6+7, 
  entangle, improved grab; SQ Blindsight 30 ft., 
  camouflage, immunity to electricity, low-light vision, 
  plant traits, resistance to cold 10 and fire 10; AL N; SV 
  Fort +10, Ref +2, Will +2; Str 20, Dex 12, Con 16, Int 10, 
  Wis 13, Cha 9. 
   
  Skills and Feats: Diplomacy +1, Knowledge 
  (nobility and royalty) +2, Listen +3, Sense Motive +2, 
  Spot +3; Ability Focus (entangle), Alertness, Improved 
  Initiative, Power Attack, Weapon Focus (slam). 
   
  Entangle (Su): An assassin vine can animate 
  plants within 30 feet of itself as a free action (Reflex 
  DC 15 partial). The effect lasts until the vine dies or 
  decides to end it (also a free action).  The save DC is 
  Wisdom-based.  The ability is otherwise similar to 
  entangle (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs, but can ascertain all foes within 30 feet using 
  sound, scent, and vibration. 
   
  Camouflage (Ex): Since an assassin vine looks 
  like a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks.  Anyone with ranks 
  in Survival or Knowledge (nature) can use one of those 
  skills instead of Spot to notice the plant.  
   
  APL 6 (EL 8) 
  �Assassin Vine: plant Ftr5; CR 8; Large plant; HD 
  4d8+5d10+27; hp 79; Init +5; Spd 5 ft.; AC 16 (-1 size, +1 
  Dex, +6 natural), touch 10, flat-footed 15; Base Atk +8; 
  Grp +21; Atk +13 melee (1d6+9, slam); Full Atk +13/+8 
  melee (1d6+9, slam); FS/Reach 10 ft./10 ft. (20 ft. with 
  vine); SA constrict 1d6+7, entangle, improved grab; SQ 
  Blindsight 30 ft., camouflage, immunity to electricity, 
  low-light vision, plant traits, resistance to cold 10 and 
  fire 10; AL N; SV Fort +11, Ref +3, Will +3; Str 20, Dex 
  13, Con 16, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Diplomacy +3, Knowledge 
  (nobility and royalty) +4, Listen +3, Sense Motive +4, 
  Spot +3; Ability Focus (entangle), Alertness, Improved 
  Grapple, Improved Initiative, Power Attack, Weapon 
  Focus (slam), Weapon Specialization (slam). 
   
  Entangle (Su): An assassin vine can animate 
  plants within 30 feet of itself as a free action (Reflex 
  DC 15 partial). The effect lasts until the vine dies or 
  decides to end it (also a free action).  The save DC is 
  Wisdom-based.  The ability is otherwise similar to 
  entangle (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can constrict. 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs, but can ascertain all foes within 30 feet using 
  sound, scent, and vibration. 
   
  Camouflage (Ex): Since an assassin vine looks 
  like a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks.  Anyone with ranks 
  in Survival or Knowledge (nature) can use one of those 
  skills instead of Spot to notice the plant.  
   
  APL 8 (EL 10) 
  �Assassin Vine: plant Ftr7; CR 9; Large plant; HD 
  4d8+7d10+33; hp 97; Init +5; Spd 5 ft.; AC 16 (-1 size, +1 
  Dex, +6 natural), touch 10, flat-footed 15; Base Atk +10; 
  Grp +23; Atk +15 melee (1d6+9, slam); Full Atk 
  +15/+10 melee (1d6+9, slam); FS/Reach 10 ft./10 ft. (20 
  ft. with vine); SA constrict 1d6+7, entangle, improved 
  grab; SQ Blindsight 30 ft., camouflage, immunity to 
  electricity, low-light vision, plant traits, resistance to 
  cold 10 and fire 10; AL N; SV Fort +12, Ref +4, Will +4; 
  Str 20, Dex 13, Con 16, Int 10, Wis 13, Cha 9. 
   
  Skills and Feats: Diplomacy +5, Knowledge 
  (nobility and royalty) +6, Listen +3, Sense Motive +4, 
  Spot +3; Ability Focus (entangle), Alertness, Improved 
  Grapple, Improved Initiative, Improved Sunder, Power 
  Attack, Weapon Focus (slam), Weapon Specialization 
  (slam). 
   
  Entangle (Su): An assassin vine can animate 
  plants within 30 feet of itself as a free action (Reflex 
  DC 15 partial). The effect lasts until the vine dies or 
  decides to end it (also a free action).  The save DC is 
  Wisdom-based.  The ability is otherwise similar to 
  entangle (caster level 4th). 
   
  Improved Grab (Ex): To use this ability, an 
  assassin vine must hit with its slam attack.  It can then 
  attempt to start a grapple as a free action without 
  provoking an attack of opportunity.  If it wins the 
  grapple check, it establishes a hold and can constrict. 
  
  Mirror in a Quagmire 
   
  Page 16 
   
  Blindsight (Ex): Assassin vines have no visual 
  organs, but can ascertain all foes within 30 feet using 
  sound, scent, and vibration. 
   
  Camouflage (Ex): Since an assassin vine looks 
  like a normal plant when at rest, it takes a DC 20 Spot 
  check to notice it before it attacks.  Anyone with ranks 
  in Survival or Knowledge (nature) can use one of those 
  skills instead of Spot to notice the plant.  
   
   
   
   
  
  Mirror in a Quagmire 
   
  Page 17 
  Player Handout 1 – Bill of Fare at the Empty Nest 
   
   
   
  The Empty Nest is reasonably priced Inn with good food and fine ales from around the Viscounty.  
  Pig Grog 
  1sp 
  A Heavy ale with a hint of pork 
   
  Herman M’s Special Blend 
  5sp 
  Very viscous beer, thickened with Ipp sap. 
   
  Rabbit Punch From Nowhere 
   8sp 
  Brewed by an alchemist down the road, this stuff has a kick.  
   
  Magnolia’s Cherry Harvest Lager  
  4sp 
  A seasonal light lager with a black cherry after taste. A true favorite with the halflings. 
   
   
  Mudgut Mead  
   
  1sp  free today! 
  A thick mead made with honey and mud and every so often a worm. This fine beverage (if you can 
  call it that) is made by Shoeless Joe Mudgut and his brother Po.  They are both half-orcs and seem to 
  think it is a drink all should try. If you happen to get a worm in your drink that entitles you to one 
  free mug of Mudgut.  
   
   
   
  
  Mirror in a Quagmire 
   
  Page 18 
    
   
  Player Handout 2 -  Note from Athelia 
   
  This note wrapped around a small branch was found on the most good looking male character in the party. On the back 
  of what appears to be a recipe for oatmeal raisin cookies is a short note from Athelia 
   
   
  My children, I am sorry for rushing you off in the middle of the night, but 
  Athelia has important things to do, and so do you. 
   
   
  Here is the list of items I wish you to bring to me from the swamp near the 
  Lady of the forges land by the wood that is gnarled. In the cute ones back pack you 
  will find a Ipp Wood Divining Rod that once you have reached the edge of the 
  swamp, use it to lead you to where you should be able to locate the roots that I seek. : 
  - 
  gather the roots of a vine that kills men at the stroke of midnight on the night of no moon. 
  - 
  A flask of swamp water 
  - 
  A white tail feather of a morning dove 
  - 
  2 coppers pieces from a dead man 
   
  Once you have them journey to the bar where we first met and break the stick and 
  I will come. 
   
   
   
   
   
   
   
   
  Athelia 
  
  Mirror in a Quagmire 
   
  Page 19 
   
  Player Handout 3 -  Map of The Viscounty of Verbobonc 
   
   
   
   
   
    
   
   
  
  Mirror in a Quagmire 
   
  Page 20 
  Critical Events Summary - Please return this to the Verbobonc Triad  
   
   
  Did the party anger Athelia? 
   
   
  Yes 
   
  No 
  Did they press for payment? 
   
   
  Yes 
   
  No 
  Did the party accept the mission? 
   
  Yes 
   
  No 
  Did the party work with Milinos men? Yes 
   
  No 
  Did the party find the root? 
   
   
  Yes 
   
  No 
  Did they return the root to Athelia? 
   
  Yes 
   
  No 
  Did they return the root to someone else? 
  Yes 
   
  No 
   
  If so to whom did the give root to?_____________________________ 
  Did they enjoy the module? 
   
   
  Yes 
   
  No 
  Did you enjoy the module? 
   
   
  Yes 
   
  No 
  What could make the module better? 
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/593/Normal Scenarios/VER3-08 - Mirror in a Quagmire (APL 2-8)/VER3-08 - Mirror in a Quagmire.pdf