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. © 2004 Wizards of the Coast ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  COR4-02 
   
   
   
   
   
   
   
  SHEDDING SCALES 
   
  A ONE-ROUND D&D® 
  LIVING GREYHAWK™ CORE ADVENTURE 
   
  by Shawn Merwin 
  Circle Reviewers: David Christ and Stephen Radney-MacFarland 
   
   
   
   
   
  A knightly order dedicated to stopping a nameless evil, a mysterious sect of an ancient Suel goddess, and a diviner 
  charged with undoing a diabolical ritual: these diverse forces struggle to end a threat in the cradle of the former 
  Occluded Empire of the Whispered One. Is the danger confined to a backwater barony on the edge of the Rushmoors, 
  or is something more at stake? A Core scenario for APLs 2-12. Part One of the “Windows to the Serpent’s Soul” series. 
   
   
  
  Shedding Scales 
   
  Page 2 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
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  4 
  4 
  6 
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  8 
  5 
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  6 
  6 
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  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  INTRODUCTION 
  This is an RPGA® 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 
  the preparation 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 reporting 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 bold and italic 
  font. 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, and 
  then have any players 
  without 
  a 
  character 
  create on. Once all 
  players have a LIVING 
  GREYHAWK 
  character, 
  play 
  can 
  begin. 
  Along with the other 
  materials that you are 
  assumed to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  LIVING GREYHAWK LEVELS OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  
  Shedding Scales 
   
  Page 3 
  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 fact 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 
  1st-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. 
  1. 
  Attempt to create a table of six 1st-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 Core adventure set in the 
  Rushmoors. This event costs 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. 
   
   
  ADVENTURE BACKGROUND 
  The Shelspring Barony in Keoland shares its northwest 
  border with the dangerous swamp known as the 
  Rushmoors. Although its geopolitical borders place it in 
  the Gran March, no one truly owns the Rushmoors 
  except the foul creatures that dwell there.  
   
   
  Recently, the Shelspring Barony was granted to 
  Jharmok Redlee Neheli, cousin of Duke Cedrian Neheli 
  of Dorlin, one of the most powerful political figures in 
  the Kingdom of Keoland. Jharmok gained the favor of 
  the Duke by successfully leading Darkwatch patrols 
  along the border of the swamp, protecting the people of 
  the region from the many foul creatures that often 
  emerge. The Darkwatch are an order of knights sworn to 
  protect the citizens of Keoland from undead and other 
  threats 
  from 
  the 
  Rushmoors, 
  particularly 
  the 
  necromantic threats from cultists of Vecna and their 
  minions. 
   
  When Jharmok was given rule of the Barony, his first 
  task was to take a wife. He chose Lobana Pross, the 
  daughter of a wealthy landowner and merchant from 
  Geoff. The Pross family went into hiding when the giants 
  took the country, and they finally escaped to Keoland 
  with most of their wealth intact. Jharmok knew Lobana 
  as a fine woman and devout follower of Lydia; in 
  addition, any of her male children would be in line to 
  inherit a portion of the enormous Pross fortune. 
   
  Jharmok, Lobana, and Stoakdor Redlee Neheli—the 
  Baron’s brother and a powerful diviner—moved to 
  Shelspring and began to set up the framework of a 
  government. After two years touring and scouting for 
  potential capital locations, they selected a small town 
  near the center of the barony. They began building a 
  keep and changed the town’s name to Redlee Manor. 
   
  For the groundbreaking of the manor site in CY591, a 
  festival was held to consecrate the ground and celebrate 
  the occasion. An attack by an army of foul creatures from 
  the swamp interrupted the ceremony. Jharmok’s troops, 
  along with some adventurers who had been invited to the 
  festival, turned back the creatures. Unfortunately, in the 
  confusion of the battle, Jharmok and Lobana’s son, Pross, 
  was snatched up. 
   
  When found, the boy was safe and sound—except his 
  eyes had been removed. Only Stoakdor’s calming counsel 
  kept his brother from running headlong into the swamp 
  in search the forces behind the attack. Slowly, over the 
  next few days, more and more children throughout the 
  Barony were attacked, suffering Pross’s same fate. 
   
  Since that time, Jharmok has been nearly mad with 
  grief and plans for revenge. Lobana and her priestesses of 
  Lydia have been caring for the welfare of the children 
  and the barony, and Stoakdor has been using his 
  divinations to find out what is happening to the children, 
  who have not aged a day in the two years since the attack. 
   
  Stoakdor has learned, through exploration and 
  divination, that some of the eyes were placed in 
  underground 
  complexes 
  buried 
  far 
  beneath 
  the 
  Rushmoors. These complexes are identical and centuries 
  old. He has his suspicions that they are somehow related 
  to Vecna, but he’s not sure how. 
   
  ADVENTURE SUMMARY  
  Introductions 1a and 1b: A school for bards and scholars 
  has been established at Redlee Manor. Young and 
  talented people from all over the Flanaess are recruited 
  by the Lydian priestesses and instructed in the fields of 
  mathematics, music, magic, storytelling, nature lore, and 
  history. The PCs are hired by the parents of some of these 
  students to escort the children to Redlee Manor from 
  either Greyhawk City or whatever far reaches of the 
  Flanaess the PCs originate. The parents are all devout 
  followers of Lydia, and want their children to get the very 
  best education in the bardic arts. (The hiring can be 
  roleplayed or summarized.) 
   
  
  Shedding Scales 
   
  Page 4 
  Introduction 1c: The PCs are introduced to the young 
  humans who they are escorting to the Lydian bardic 
  school. 
   
  Introduction 2: If the PCs refuse to help out the Lydians 
  in the previous introductions, they hear rumors of 
  powerful magical relics unearthing themselves in the 
  Rushmoors and are hired to search for them. To avoid the 
  Gran March patrols, they are told to enter the swamp 
  near a town called Redlee Manor in the Shelspring 
  Barony of Keoland. 
   
  Encounter 1: On the road to Redlee Manor near the 
  Rushmoors, flying creatures attack the PCs and the small 
  group of children they are escorting/come upon. The 
  monsters attempt to kill the PCs and carry away some of 
  the children. The creatures wear enchanted metal bands 
  that can offer some clues as to their purpose and origin. 
   
  Encounter 2: At the manor, the PCs deliver their charges 
  and meet some of the NPCs, including Darkwatch 
  Knight Duriel Potrilliac, Baroness Lobana and Chancellor 
  Stoakdor Redlee Neheli. When he hears about the attack, 
  Stoakdor asks if the PCs wish to undertake an exploratory 
  mission on his behalf. The PCs also meet Pross Redlee 
  Neheli, son of the Baron, whose eyes were taken. The 
  mission entails entering the Rushmoors and exploring 
  one of the structures somehow tied to the forces that 
  stole the eyes. Stoakdor can supply the PCs with a rough 
  map. 
   
  Encounter 3: The Rushmoors are inhospitable but 
  traversable. Near the underground complex, PCs come 
  across a lone kobold, Tajlo, alive but very injured. If 
  rescued, he tells the PCs that he was exploring the area 
  around the complex, which is now just a crater. A harpy 
  (and other creatures depending on APL) attacked his 
  group as they were scouting the area. The kobold can give 
  the PCs some very valuable information about the site, 
  and he can also lead the PCs to his kobold village, hidden 
  in the swamp. 
   
  Encounter 4: At the kobold village, the PCs have some 
  choices to make. The PCs can purchase goods and rest. 
  They can also learn more about these kobolds, who now 
  follow a powerful kobold who is going to lead them (and 
  all the other kobolds of the Rushmoors) to their destiny. 
  PCs can also learn a bit about the connection to the Land 
  of Black Ice, Oerthmagic, and the Serpent. 
   
  Encounters 5a, 5b, 5c, 5d: At the site they were sent to 
  investigate, the PCs find what Tajlo told them is true: the 
  place has been decimated. Further investigation reveals 
  several clues, monstrous vermin, and two traps. The PCs 
  may have foreknowledge of one trap if they went to the 
  kobold village and didn’t cause trouble. 
   
  Encounter 6: After the PCs investigate the crater, the 
  site’s guardians appear. If they rescued Tajlo, the PCs 
  already know something about the guardians and can 
  take precautions as necessary. 
   
  Encounter 7: The PCs can choose to return to the kobold 
  village (or go there for the first time if they proceeded 
  directly to the crater initially). Depending on how well 
  the PCs have treated the kobolds, they may be offered 
  rewards. 
   
  Conclusion: Back at Redlee Manor, the PCs can reveal 
  what they have learned to Stoakdor. The clues are 
  reviewed. The stakes are raised as some of the children 
  with missing eyes begin to undergo transformations. All 
  signs point to the eyes having been taken to an unknown 
  location in the Land of Black Ice. (This is confirmed by 
  something the PCs might learn at the kobold village.) 
  The PCs are asked to make a pledge to help discover what 
  is behind this terrible blight on the children. 
   
   Note: Some of the NPCs introduced in this adventure 
  play an important role in the next modules, even though 
  they may seem minor at this point. Please be sure to at 
  least mention and describe any NPC named in the 
  adventure that the PCs encounter, even if they seem 
  unimportant. Also, in this adventure and this series the 
  author is experimenting with the idea that each PC’s 
  decision impacts the encounters in future modules. To 
  accomplish this, the AR contains questions that need to 
  be answered for each PC. These questions replace a 
  standard Critical Events summary. Make sure to note 
  these questions before play begins so that they can be 
  answered quickly at the end of the session. At the 
  beginning of the next adventure in this series, these 
  questions will be used to determine the adventure flow. 
   
  INTRODUCTION 1A: 
  GREYHAWK CITY 
  INTRODUCTION 
  Note: The roleplaying in this encounter is optional. If you 
  are in a timed gaming environment and are worried 
  about finishing in time, it is suggested that you 
  summarize the introductions and move directly to 
  Encounter 1. 
   
  This introduction begins in Greyhawk City. 
   
  Autumn in Greyhawk City—even the normally pungent 
  River Quarter has the smell of having been washed by soft 
  breezes. The city has been surprisingly peaceful for the last 
  week. 
  At the docks, porters are offloading the latest shipments of 
  weapons, gems, spell components, and other items of interest to 
  adventurer. The chaos of merchants, teamsters, carts, caravan 
  guards, sailors, thieves, city watch, and others is enough to 
  make one’s head swim. 
   
  A deep voice erupts over the general bustle. “Brotherhood 
  scum! Your kind’s not welcome here.” A burly Olman sailor, 
  backed by a shouting crowd, has pinned a group of red-cloaked 
  figures against a warehouse wall. When one of the figures 
  
  Shedding Scales 
   
  Page 5 
  attempts to move past the crowd, it is shoved forceful back 
  against the wall. Some of the shouting crowd, wielding clubs 
  and bottles, are moving forward, obviously about to strike the 
  cloaked figures. 
   
  Developments: There are nine cloaked figures: three are 
  human size, and the other six are smaller. A Spot check 
  (DC 10) reveals that at least two of the cloaked figures are 
  adult humans (one male and one female), pale faces 
  framed by long, reddish-blonde hair. One of smaller 
  figures is a human child (7 years old) with Suel features. 
  An Appraise or Profession/Craft: Tailor or similar skill 
  check (DC 15) shows that the silken cloaks are worth at 
  least 10 times a normal high-quality cloak. 
   
  If the PCs do nothing to interrupt this, the crowd 
  assaults the red-robed figures, doing a bit of harm to the 
  adults and a couple of the children before the Greyhawk 
  watch shows up to break it up. In this case, the red-
  cloaked figures refuse help and limp off to the Clerkburg 
  section of Greyhawk, where they enter a small temple to 
  Lydia to get healing before leaving for their homes. The 
  PCs can easily follow them. If they neither help the red-
  robed Lydian worshippers nor follow them, the PCs later 
  hear a rumor in a bar or on the street that the local temple 
  to Lydia is looking for adventurers, but the person who 
  tells them this does not know why. They can then go to 
  the temple of Lydia. 
   
  If the PCs choose to interrupt the assault, they have 
  several avenues for defusing the tensions. The leader of 
  the crowd is the Olman human named Ixoketl. He is a 
  former slave of the Scarlet Brotherhood and completely 
  hates his former captors. He has mistaken the red robes 
  and Suel heritage of the worshippers of Lydia for his 
  former masters. It is easier to intimidate or bluff him (DC 
  10 + APL) than it is to be diplomatic with him (DC 20 + 
  APL) because of his hatred of the Scarlet Brotherhood. 
  The PCs have 4 rounds after initial contact to deal with 
  him before the violence starts. If they can otherwise 
  neutralize Ixoketl (charm spells, fascinate, or other similar 
  methods), the crowd disperses. Any physical assault on 
  him by a well-armed party, or any obvious violent magical 
  assault, also disperses the crowd. If physical or magical 
  violence is used against the crowd or Ixoketl, the 
  Greyhawk watch starts to take the offending PC into 
  custody. Let them sweat it out a bit before the Lydian 
  worshippers come forward and explain how the 
  offending PC was defending them. If any PC is foolish 
  enough to attack the Greyhawk City watch, the 
  adventure is over for that PC.  
   
  If the PCs assist the Lydian worshippers, the PCs are 
  thanked and asked to come to the Temple of Lydia in the 
  Clerkburg district. 
   
  Adjust the boxed text below depending on whether 
  the PCs prevented the Lydians from being assaulted, 
  tried to help but failed, followed them back to the 
  temple, or found out about them in some other way. 
   
  The Temple of Lydia is a small building tucked away in a dark 
  corner of Clerkburg. The building itself is painted all the colors 
  of the rainbow. 
   
  Inside, a young woman in colorful robes listens to the tale 
  of what has happened in the River Quarter. With a concerned 
  look, she instructs the red-cloaked humans to go into the back 
  room and wait for her. She then turns her lovely face toward 
  you, her pale blue eyes scanning you quickly. 
   
  The PCs can converse with the priestess of Lydia and 
  learn the following information: 
  • 
  The priestess thanks the PCs profusely for 
  rescuing the members of her congregation. Her 
  name is Juspina, and she is the high priestess at this 
  temple. 
  • 
  The red-cloaked humans are worshippers of 
  Lydia. They were returning from a learning tour of 
  the shores of the Nyr Dyv, studying aquatic flora and 
  fauna. The red robes signify they were on a learning 
  expedition. A successful Knowledge (religion) check 
  (DC 20) confirms this to be true. 
  • 
  Juspina is looking for someone to escort a group 
  of seven students to a newly founded, Lydian-
  sponsored bardic school in the Barony of Shelspring 
  in the Kingdom of Keoland. The Baroness of 
  Shelspring sponsors the school, and one of the 
  principal instructors is the renowned Lydian bard 
  Karianna Dromika. 
  • 
  One of the rules of the bardic school is that the 
  students must travel via non-magical means to reach 
  the school. This is considered part of the exposure to 
  the world that Lydians strive for in learning. 
  • 
  The students attending the school are sons and 
  daughters of prominent citizens of the city. They are 
  willing to pay a small fee for the escort of their 
  children safely to the Shelspring Barony. The 
  Temple of Lydia would also be in the debt of the 
  PCs. 
  • 
  The entourage leaves in three days. In addition 
  to the seven children, a priestess of Lydia travels 
  with the group. This priestess makes all the traveling 
  arrangements: booking passage, negotiating places to 
  stay, purchasing rations and meals, etc. 
  • 
  Everything within reason is paid for on the trip: 
  food, lodging, passage, rented mounts if needed, etc. 
  In addition, the PCs will be paid 100 gold pieces 
  each upon safe arrival at Redlee Manor. 
  • 
  The people of Keoland are very superstitious. 
  Even saying the name “Vecna” out loud is likely to 
  get a person imprisoned or even killed. 
   
  Note: If any PC in the party detects as evil, the priestess 
  does not hire the party. If a paladin or good cleric 
  vouches for the evil-seeming PC she reluctantly changers 
  her mind, and hires the PCs. If a PC detects as evil and no 
  one can or will vouch for him or her, then the PCs must 
  begin the adventure by the hook in Encounter 2.  
   
   
  
  Shedding Scales 
   
  Page 6 
  INTRODUCTION 1B: 
  REGIONAL INTRODUCTION 
  Note: The roleplaying in this encounter is optional. If you 
  are in a timed gaming environment and are worried 
  about finishing in time, it is suggested that you 
  summarize this introduction and move to Encounter 1. 
   
  This introduction can be used to add a bit of 
  roleplaying flavor to the adventure by placing the action 
  in the home region of the PCs. This does not affect the 
  outcome or basic structure of the adventure. It simply 
  allows you some leeway in bringing the PCs into the 
  adventure in a realistic way for their characters. 
   
   
  In the most metropolitan city of your region, a small 
  group of Suel worshippers of Lydia have decided to send 
  their children to a newly formed bardic school in 
  Keoland’s Shelspring Barony. A renowned bard/cleric of 
  Lydia named Karianna Dromika has decided to settle 
  down and instruct young Lydians in a variety of skills 
  and knowledge. 
  The action of the introduction should be taken from 
  Introduction 1a. Adjust the descriptions to match the 
  setting of the region in which you have chosen to begin 
  the adventure. The conflict should still involve the 
  followers of Lydia being mistaken for some evil group, 
  giving the PCs an opportunity to come to their aid. 
  Create your own encounter to match the flavor of your 
  region, using Introduction 1A as a guideline. Since no 
  rewards are given for the encounter, it should not pose a 
  real threat to the PCs, although they do not need to know 
  that. 
   
   
  INTRODUCTION 1C: THE KIDS 
  ARE ALRIGHT 
  Note: This introduction is actually a continuation of 
  either Introduction 1a or 1b. If you use Introduction 1A 
  or 1B, this encounter introduces the PCs to the young 
  Suel humans and the priestess who are traveling to the 
  Lydian bardic school in Keoland’s Shelspring Barony. 
   
  This encounter takes place in a small temple or shrine 
  to Lydia. Depending on the introduction you choose to 
  employ, the temple is located either in Greyhawk City or 
  in the largest city of the PCs’ home region. 
   
  If the PCs agree to act as escorts for the Lydian 
  students making the trek to the Shelspring Barony, 
  Juspina is very pleased. She asks the PCs to return the 
  following morning to meet the students and the priestess 
  who is going to be acting as a chaperone. 
   
  When the PCs arrive the next morning, they meet the 
  children, the parents of the children, and the priests. 
  Ianta is the only child without parents. You can make up 
  personalities for the parents, and if you want some role-
  playing fun, have the parents “interview” the PCs, 
  questioning their backgrounds, personal habits, hygiene, 
  etc. Get creative: “Excuse me Mr. Barbarian. If you could 
  be a type of bird, what bird would you want to be?” You 
  get the idea. 
   
  The children remain silent unless spoken to. Once 
  the trip starts, however, their personalities start to show: 
  • 
  Averinthea Hoyle – Female, age 12. A bossy 
  know-it-all. She only speaks to correct people or tell 
  them how to do things correctly. She does, however, 
  know more than some sages. 
  • 
  Padder Hoyle – Male, age 10. Averinthea’s 
  younger brother. Having been corrected and cowed 
  by his sister his entire life, he is rejecting the world 
  of knowledge. He likes to throw rocks and hit 
  things. He is easily impressed with the fighters of 
  the group and throws rocks at the mages and bards 
  when they aren’t looking. 
  • 
  Weda Lins – Female, age 8. Weda talks nonstop. 
  Every thought and observation that crosses her mind 
  gets verbalized, including the most insulting ones. 
  She even talks in her sleep. 
  • 
  Verncent Welcer III – Male, age 14. A bully of 
  the first order, he detects as evil (lawful evil) with a 
  dim aura if anyone checks. He enjoys using his 
  physical strength to torment and intimidate others, 
  and if he cannot do that, he tries to blackmail them. 
  He’s not above blackmailing the PCs if he gets some 
  information to use against them. 
  • 
  Ianta – Female, age 10. The only non-Suel, she 
  appears to be of Flan descent. She is an orphan raised 
  by the Lydians. She only speaks when spoken to, and 
  she is quiet and withdrawn. She is a first-level 
  sorcerer, although she is still coming to terms with 
  her powers. 
  • 
  Zove Trilliander – Female, age 13. She is a good 
  kid, but she tends to make up stories about herself to 
  impress others. She has just enough knowledge so 
  she can bluff all but an expert into believing her. 
  • 
  Lyndol Sprague – Male, age 7. Very obedient 
  and responsive to authority. He is the main victim of 
  Verncent’s bullying, although all the children suffer 
  it. Lyndol looks to the most charismatic of the male 
  PCs as a role model and starts to imitate him in his 
  actions and habits. 
  Lydian Priestess Geraa Guyler – She is calm and efficient 
  in her duties; however, she is not good with children and 
  stays as far away from them as she can without neglecting 
  her duties. In other words, the kids will try to spend a 
  good deal of time with the PCs. 
   
  INTRODUCTION 2: 
  ALTERNATIVE 
  INTRODUCTION 
  Note: The roleplaying in this encounter is optional. If you 
  are in a timed gaming environment and are worried 
  about finishing in time, it is suggested that you 
  summarize this introduction and move to the Encounter 
  1. This introduction is offered if the PCs refuse to accept 
  
  Shedding Scales 
   
  Page 7 
  the first hook and do not assist the Lydians. This 
  introduction should appeal to the more mercenary brand 
  of PC. Do not run this introduction if the PCs have 
  agreed to escort the children. 
   
  This introduction is offered as an alternative to the 
  other two introductions. If the players refuse to help the 
  Lydians, they are later walking through a city (either 
  Greyhawk City or a regional city, as the judge chooses). 
  Ahead of them, they see a heavily armored human 
  gesticulating and talking to a halfling dressed in a 
  traveler’s outfit. 
   
  “I’ll do a great deal for your gold, Bylareith. But I ain’t going 
  there. I know what’s there, and that ain’t something reasonable 
  folk mess with.” With that, the heavily armored human walks 
  away. 
   
  The halfling frowns a bit, as if deep in thought. He holds 
  this pose for several seconds, and then he turns and walks 
  toward a local inn. 
   
  The PCs can follow the halfling to the inn and speak to 
  him about his mission, or they may wish to question the 
  human. The human is a warrior/adventurer of mixed 
  Oeridian/Flan descent named Vriin. He can offer the 
  following information: 
  • 
  Vriin knows Bylareith is a relic collector. The 
  little halfling often hires adventurers to go into 
  very dangerous places looking for treasures. 
  • 
  Vriin has completed several missions for 
  Bylareith, and the collector pays well, although 
  the missions are often the death of the 
  adventurer who undertakes them. 
  • 
  Bylareith wants Vriin to go into the Rushmoors 
  looking for some artifacts, but Vriin spent some 
  time in northwestern Keoland and has heard 
  that terrible magicks are located there. 
  • 
  Vriin once saw a man killed in that area of 
  Keoland for simply saying the name “Vecna” out 
  loud. 
   
  The halfling Bylareith goes into the closest inn and sits 
  down with a mug of ale. If the PCs approach him, he is 
  friendly and offers to buy them a round. The PCs can 
  learn the following from him: 
  • 
  He is a collector and broker of ancient artifacts 
  and relics. He is currently looking for a group of 
  seasoned adventurers to go into the Rushmoors 
  in the Sheldomar Valley to search for some 
  valuable items. 
  • 
  According to the rumors he has heard, items 
  long buried in the moors are now coming to the 
  surface, possibly due to a recent earthquake in 
  the area. 
  • 
  He is willing to pay the PCs 200 gold coins each 
  if they can locate any of the artifacts there. 
  Specifically, he is looking for items made from 
  blue-black stone. 
  • 
  If the PCs undertake this mission, they should 
  enter the swamp from the south. The best place 
  to enter seems to be a town called Redlee Manor 
  in Keoland’s Shelspring Barony. Approaching 
  from other directions means dealing with Gran 
  March patrols or giants in Geoff. 
  • 
  If they find any of the artifacts, the PCs should 
  return to this inn and wait for him to meet up 
  with them. 
   
  �Bylareith: Male halfling Exp6. 
   
  If the PCs detect for evil on Bylareith, he does radiate 
  a dim (neutral) evil. Although the PCs won’t know this, 
  the halfling is only interested in money and power, and 
  he is willing to send people to their doom in order to get 
  it. Bylareith is not a nice person, although he acts the part 
  of a concerned patron in order to gain the trust of 
  prospective adventurers. 
   
  Note: If the PCs enter the main action of the 
  adventure via this introduction, move next to Encounter 
  1: Menace from Above. The PCs should come across the 
  group of children and Geraa without guards. The PCs 
  have time to interact with the Lydians before the flying 
  creatures attack. Geraa and the children will then ask the 
  PCs to escort them the rest of the way to Redlee Manor. 
   
   
  ENCOUNTER 1: MENACE 
  FROM ABOVE 
  Note: If you have skipped the introductions to save time, 
  please be sure to properly summarize to the PCs how 
  they got here. Note that if any of the PCs radiate evil and 
  cannot be vouched for by a paladin or good priest, they 
  must enter the adventure through Introduction 2. 
  Assume the PCs come across the children while 
  traveling. Also, certain NPCs become important in later 
  modules in the series. Even giving the PCs a little time to 
  interact with the NPCs, particularly the children, adds to 
  the gaming experience in this mod, as well as in the later 
  ones in the series. 
   
  Your travels are finally nearing their end. Redlee Manor is 
  only a day’s travel away, and the last stretch lies along a well-
  traveled minor road skirting the edge of the Rushmoors. Geraa 
  has called for a break so the children can study some of the 
  swamp flora that grows here. Verncent is trying to force Lyndol 
  into eating some particular vulgar looking mushrooms, the 
  same kind of mushroom that Padder is throwing at the horses. 
  His sister Averinthea is scolding him, and Weda is off to the 
  other side of the road talking to someone—probably herself. 
  Ianta has picked some purple flowers and is examining them, 
  and Zove is telling you [choose one PC at random] that her 
  great-grandfather was a famous adventurer who was the first 
  person to meet the mushroom men of the Vast Swamp. 
   
  Ask the PCs what they are doing and where they are. All 
  of the PCs can have rented mounts if they choose, and 
  the children and their gear are riding on one of two 
  wagons, pulled by two horses each. (The PCs can drive 
  the wagons, or if they chose not to, then Geraa and one of 
  the children can.) After they have arranged themselves, 
  
  Shedding Scales 
   
  Page 8 
  the PCs can easily spot the creatures flying toward them 
  from the swamp. The creatures are 400 feet away when 
  spotted, and the creatures know exactly where the 
  children are. If familiars, animal companions, or other 
  airborne reconnaissance is being used, this distance is 
  increased to 600 feet. The PCs should have a round or 
  more to prepare based on these distances. Due to the 
  wagon speeds, the creatures cannot be outrun, but PCs 
  can certainly come up with other inventive ways to 
  escape or fight. If the PCs put the children under the 
  carts, the creatures must turn over the carts to get the 
  children, taking the creatures two full rounds at APL 2-4, 
  or require one full-round action at APLs 6+. This could 
  slow down the creatures and allow PCs to fend them off. 
  After or during the battle, Geraa can cast two cure light 
  wounds spells, three cure minor wounds spells, and has a +7 
  Hea1 check modifier if needed to bind wounds or deal 
  with poison. 
   
  One other item of interest: when Ianta’s turn in the 
  initiative order comes around, she moves to the closest 
  PC (or to the PC who has been kindest to her on the trip), 
  and she casts protection from evil on him. If given another 
  round, she follows that up by casting mage armor on him. 
  Note that Ianta doesn’t know the details of either spell, so 
  she may be casting it on a person with armor already, but 
  she is just trying to help. At low APLs this might be 
  important, however. This may startle the PC; in fact, the 
  PC may think he is being attacked. If the PC inquires as 
  to the girl’s demeanor as she approaches with 
  outstretched hand, give that PC a Sense Motive check 
  (DC 10). A successful check shows the PC she has a look 
  of concern on her face. 
   
  �Ianta: Female human (Flan) Sor1; hp 4; Spells 
  Known (5/4; base DC = 13 + spell level): 0—[detect magic, 
  detect poison, mending, resistance]; 1st—[mage armor, 
  protection from evil] 
   
  Creatures: An as yet unknown force in this adventure 
  series has sent the flying creatures. In fact, that force is 
  currently controlling the creatures through the magic of 
  the silver bands the creatures wear. 
   
  APL 2 (EL 4) 
  �Hippogriffs (2): hp 25; see Monster Manual. 
   
  APL 4 (EL 6) 
  �Griffons (2): hp 59; see Monster Manual. 
   
  APL 6 (EL 8) 
  �Wyverns (2): hp 59; see Monster Manual. 
   
  APL 8 (EL 10) 
  �Advanced Wyverns (2): hp 108; see Appendix 1. 
   
  APL 10 (EL 12) 
  �Advanced Wyverns (4): hp 108; see Appendix 1. 
   
  APL 12 (EL 14) 
  �Advanced Wyverns (8): hp 108; see Appendix 1. 
   
   
  Tactics: Half of the creatures at each APL attack the 
  PCs directly, and the other half attempt to snatch up one 
  child each. The first child targeted is Ianta, the second 
  child Verncent, and (at APL 12) choose other children at 
  random. The creatures trying to grab the children do not 
  use smart tactics. They fly in a straight line to the child at 
  full speed, taking attacks of opportunity or flying into 
  flanked positions if that’s what gets them to a child. Once 
  they have a child, they turn and fly straight away as a 
  double move, again taking attacks of opportunity if 
  applicable. The other creatures stay and fight to cover the 
  retreat. 
   
  Note: Even though the hippogriffs and griffons do not 
  have the improved grab ability, they have been trained to 
  grab children if they hit with a melee touch attack—
  trying to hit AC 10. This attack does no damage to the 
  child, but the child is in the grasp of the beast if an 
  opposed grapple check succeeds (child is +0 on this 
  check). Then beast can then fly away and the child will 
  not get any more opposed grapple checks. 
   
  Developments: If any of the children are snatched up, 
  the creature flies at double speed deep into the 
  Rushmoors. Any PC with the means to fly can pursue but 
  must be able to fly at a speed at least equal to the doubled 
  flying speed of the creature and must be able to fly for 
  four continuous hours. If any of the PCs are able to 
  follow the flying creatures, the creature finally gives up 
  its escape attempt, places the child safely on the ground, 
  turns back, and attacks the pursuing PCs. Under no 
  circumstances do the creatures take the children back to 
  their destination if there is any chance the location can 
  be learned. And under no circumstances does the 
  creature harm a child. 
   
  If the PCs are unable to pursue the fleeing creature 
  and the captured child, they may try to scry or use other 
  divinations to learn that the child is alive and being taken 
  deep into the swamp. After four hours, however, 
  divinations fail, as the area where the child is taken 
  blocks any divining attempts. The stolen children 
  reappear at the end of the adventure if they are lost. 
   
  Treasure: Any of the slain creatures can be searched, 
  and each of them is wearing a silver band bolted around a 
  leg. Casting detect magic on the band can reveal strong 
  divination and enchantment magic. Essentially, these 
  bands allow the person who created the bands to see 
  through the eyes of the creature, as well as plant 
  suggestions in their minds. After 10 hours, however, the 
  magic of the bands fade, leaving a plain silver band worth 
  a small amount of gold. 
   
  Treasure: The bands of made of silver. Although the 
  magic fades after a few hours, the silver of the bands is 
  still somewhat valuable and Stoakdor buys any or all 
  bands the PCs retrieve. 
   
  All APLs – L: 0 gp; C: 100 gp; M: 0 gp 
   
   
  
  Shedding Scales 
   
  Page 9 
  ENCOUNTER 2: REDLEE 
  MANOR 
  Note: This encounter plays out very differently 
  depending on whether any of the children are snatched 
  away or not. The read-aloud text and demeanor of the 
  NPCs presented below assume all the children made it 
  safely. If any children were taken or somehow killed, the 
  NPCs act much more fretful, terrified, angry, or sad. 
   
  Redlee Manor is a very small town, but foundations and 
  frames for more buildings surround a completed interior 
  village. Sitting atop a hill to the east of the village is an 
  impressive keep. From the size and construction, it looks as 
  though it could easily hold the entire population of the town 
  four times over and withstand a siege for weeks if necessary. 
   
  The Lydian bardic school is located within the keep itself. 
  The entourage is welcomed into the keep’s courtyard by 
  the guards stationed at the front gates. The guards all 
  wear heavy armor and shields emblazoned with a unique 
  coat of arms: a pair of owl wings flanking an upright 
  longsword. A Knowledge (History, Nobility, or Local) or 
  Bardic Knowledge check (DC 15) reveals this is the coat 
  of arms of the Knights of the Malagari, known to the 
  general populace as the Darkwatch. 
   
  Within the keep, most of the people are either 
  connected to the Darkwatch (dressed in dark colors) or 
  they are female followers of Lydia (wearing brightly 
  colored robes and clothing, even multicolored garb is 
  some instances). Many of these females also wear a holy 
  symbol: a fist grasping a rainbow-colored shaft of light. A 
  Knowledge: Religion check (DC 15) reveals that this is 
  very similar to the holy symbol of Lydia, but it is altered 
  slightly: the normal holy symbol of Lydia has a multi-
  colored shaft of light spraying forth from an opened 
  palm. 
   
  Guards escort the entourage to the front of the manor 
  house. A woman emerges from the manor house 
  entrance and approaches the entourage, embracing Geraa 
  as they trade some hushed words. A look of worry crosses 
  her face, but then she smiles and turns to the children, 
  welcoming them to Redlee Manor. 
   
  Geraa and the children enter the building, and the woman 
  walks to your party. She wears one of the holy symbols that are 
  omnipresent around Redlee Manor. She is not attractive, but 
  neither is she unpleasant. She has a kind, pale face framed by 
  red hair, as well as a stout, sturdy frame. 
  “I am Baroness Lobana. On behalf of my husband, Baron 
  Jharmok Redlee Neheli, I welcome you to Redlee Manor, and I 
  thank you for all you have done for Geraa and the children. [If 
  any of the children were taken, she mentions that the 
  PCs should not blame themselves.] Please make yourselves 
  at home here, and you are welcome to rest and prepare for your 
  journey if you are leaving tomorrow. I’m sure the Chancellor 
  will have some questions for you about this terrible attack. I 
  have sent for someone to escort you into the keep, where you 
  will find refreshments and peace until the Chancellor is free to 
  speak with you. May Lydia bless you for your bravery.”  
   
  If the PCs have gotten all the children safely to Redlee 
  Manor, they receive the Blessing of the Church of Lydia 
  (see AR for details). The blessing can’t be used until the 
  adventure has concluded. If any children were taken and 
  not recovered alive, PCs do not receive the blessing.  
  Lobana waits to see if the PCs have any questions, then 
  she leaves. Any questions about the attacks she leaves for 
  Stoakdor to answer. Then she excuses herself. A few 
  minutes later, a dark-haired man, scarred and heavily 
  muscled, approaches them from inside the keep. He 
  introduces himself as Duriel Potrilliac, a Darkwatch 
  knight in service of the Baron. He has been asked by the 
  Baroness to escort the PCs into the keep. 
   
  The interior of the keep is functional and well built 
  but not ornate. Duriel leads the PCs through the keep 
  and past a variety of activities: Darkwatch meetings, 
  prayer vigils to Lydia, children being instructed in 
  history and music, food preparation, etc. Finally, the PCs 
  are shown into a two-room suite. Each room contains two 
  cots; a table with four plain but sturdy chairs; bread, 
  cheese, fruit, and drinking water on the table; a basin 
  containing warm water; and pegs to hang clothing. The 
  PCs have 20 minutes to eat and freshen up before a knock 
  on the door announces the arrival of Chancellor Stoakdor 
  Redlee Neheli, who asks permission to enter. 
   
  A middle-aged man in plain gray robes smiles at each of you as 
  he enters the room, but the smile cannot hide obvious tension 
  and hours of lost sleep. The man is certainly pure Suel: his long 
  reddish hair is tied back into a loose ponytail and his pale skin 
  hasn’t seen the sun for many months. 
   
  When he speaks, his voice is neither soft nor harsh. He 
  simply sounds tired. “Good day to you. I am Stoakdor Redlee 
  Neheli, brother of the Baron and Chancellor of the Shelspring. 
  Lobana has told me of your travels along the swamp and the 
  attack that occurred there. Would you be so kind as to recount 
  the attack for me?” 
   
  Stoakdor listens intently, asking questions if the PCs 
  leave anything out. If the PCs fail to mention or show 
  him the silver bands that the creatures were wearing, he 
  asks specifically if the creatures were wearing anything 
  unusual. He has seen creatures from the swamp before 
  wearing similar pieces of precious metal or jewelry. After 
  Stoakdor has questioned the PCs, he allows them to ask 
  him questions in return, but not before he has questioned 
  them completely. 
   
  When the PCs start to question Stoakdor, there is 
  another knock on the door, this one barely audible. A soft, 
  cautious voice says, “Uncle? Uncle, are you there?” 
   
  Stoakdor asks the person to enter. In walks a young 
  human boy, probably 5 years of age. His eyelids are 
  closed and sunken as if no eyes rest behind them. Behind 
  him is a priestess of Lydia, silent but watchful. 
   
  Stoakdor smiles another weary smile and says, “Pross, I am 
  here. Sit with me while I talk to these brave adventurers. We 
  will attend to your lessons when I am finished.” He dismisses 
  the priestess with a nod. 
  
  Shedding Scales 
   
  Page 10 
   
  The PCs can ask questions and learn the following bits of 
  information from Stoakdor. (Also feel free to review DM 
  Notes 1 in Appendix 2 for more information on the 
  Shelspring Barony that is not relevant to this adventure, 
  but may be of interest to players who value history.) 
  • 
  Over a year ago, during a festival to celebrate the 
  groundbreaking of the keep, creatures from the 
  swamp attacked. Kobolds, crocodiles, and other 
  creatures are a constant nuisance, but these creatures 
  were much more loathsome: undead, magical beasts, 
  aberrations, and the like. 
  • 
  The creatures were defeated and chased away; 
  however, they were able to snatch up some children, 
  including Pross. (Pross sits quietly and does not 
  betray any emotions when he hears this.) 
  • 
  The children were all recovered, but their eyes 
  had been removed and taken. (Pross nods his head.) 
  • 
  Over the next few weeks, children from 
  throughout the Shelspring disappeared and received 
  the same horrible treatment. They were all brought 
  to the keep to be cared for by the priests of Lydia. 
  [There are 39 children in all.] 
  • 
  Stoakdor used divination magic in an attempt to 
  figure out what had happened. At first, all his efforts 
  were for naught. Finally, he was able to scry into a 
  place where one set of eyes had been taken. It was 
  some sort of underground complex, ancient and 
  highly magical. Over the next few months, Stoakdor 
  was able to ascertain the location of several of these 
  chambers, identical right down to the patterns of the 
  stones that made the chambers. 
  • 
  Stoakdor 
  employed 
  several 
  groups 
  of 
  adventurers and Darkwatch units to attempt to 
  infiltrate these chambers. Most perished, the rest 
  returned unsuccessfully, but one group was able to 
  reclaim the eyes of a young girl. 
  • 
  He worked with the young girl and the 
  priestesses of Lydia to restore her sight and examine 
  possible motives for the theft of the eyes. He 
  believes that the eyes were, and still are, being used 
  in some sort of ritual to siphon the life force from 
  the children and use it for some foul purpose. The 
  girl’s sight was returned and she appears to be 
  healthy and normal. 
  • 
  None of the children whose eyes were stolen 
  have aged since their eyes were taken. Pross is seven 
  years old, although he appears to be five. Not even 
  their hair or fingernails have grown. Pross holds up 
  his hands so the PCs can see. 
  • 
  Since the area is the former domain of the 
  Whispered One (he will not say Vecna) and ancient 
  Flan writings were found in these underground 
  complexes, Stoakdor believes this whole ordeal may 
  be something to do with that foul power. 
  • 
  Although the Baron wishes to send his 
  Darkwatch troops into the Rushmoors, political 
  tensions between Keoland and the Gran March do 
  not allow this. The Gran March technically owns the 
  Rushmoors, so Gran March troops can go into the 
  place to deal with threats. They never patrol the 
  border with Keoland, however. This means that evil 
  can fester there, invading Keoland at will, while 
  Keoland cannot strike back with equal force. 
  If Pross is questioned, he bravely answers to the best of 
  his ability. Stoakdor allows him to be questioned briefly, 
  but he doesn’t let it go on too long, and he doesn’t allow 
  the PCs to be disrespectful or mean to the boy. Pross can 
  relay the following information: 
  • 
  He remembers he was having fun at the 
  groundbreaking festival, but then fog covered 
  everything. He heard his mother calling to him, and 
  he moved toward her voice. When he thought he 
  had found her, a horrible creature that looked like a 
  bird and a woman (a harpy) grabbed him. 
  • 
  After that, he only remembers hearing people 
  calling for him in the fog, but he couldn’t see. A 
  voice kept whispering repeatedly in his head: “You 
  should be honored to feed the Serpent.” The other 
  children all heard the same voice saying the same 
  thing, and they still do occasionally have bad dreams 
  and hear voices saying things about The Serpent. 
  After the conversation has ended, Stoakdor makes an 
  offer to the PCs. He is getting strong responses to 
  divinations he has been doing on one of these 
  underground chambers. He hopes the PCs will travel 
  into the Rushmoors to this location, map it, and see if 
  they can recover another set of eyes.  
   
  Stoakdor can supply the PCs with a rough map of the 
  area (see Player Handout 1). He cannot offer any gold for 
  the successful completion of the mission. However, both 
  the Lydians and the Redlee Neheli family are indebted to 
  friends they can count on. If the PCs talk about 
  teleporting into the swamp, Stoakdor warns them that 
  this is dangerous. Magic doesn’t always work as normal 
  within the swamp, and the swamp is forever changing 
  even its physicality. 
   
  Treasure: For performing the task of escorting the 
  children to Redlee Manor, the PCs are given 100 gp each 
  by Lobana, as promised. If the PCs got into the adventure 
  through Introduction 2, then they do not receive this 
  money, although they still receive the Blessing of the 
  Church of Lydia if they saved the children in Encounter 
  1. 
   
  All APLs – C: 100 gp (only if the PCs entered the mod 
  through Introduction 1A or 1B) 
   
   
  ENCOUNTER 3: TAJLO 
  Note: At higher APLs, the PCs may have a variety of ways 
  to get directly to the site without actually walking 
  through the swamp. If they are able to do so and they 
  ignore Stoakdor’s warning, let them. If they do 
  something such as teleport, then they simply miss this 
  encounter on the way there (and miss the information 
  Tajlo can give them, as well as all the access to the kobold 
  
  Shedding Scales 
   
  Page 11 
  village), but they can still find him after they explore the 
  crater. If they fly or use similar magic, they can still spot 
  Tajlo from their vantage in the sky. If they find other 
  innovative ways to move through the swamp, use your 
  best judgment to decide whether or not they would see 
  Tajlo. 
   
  The Rushmoors are inhospitable but traversable 
  without the need for a watercraft if the PCs follow the 
  map that Stoakdor gives them. At Stoakdor’s behest, 
  Duriel gives them the supplies they need to travel safely, 
  as well as some rations and clean water. Horses and other 
  land-based mounts, however, do not fare well in the 
  muck. The PCs are told this as they prepare to enter the 
  swamp. If anyone still attempts to take a land-based 
  mount into the swamp without protection, have Duriel 
  warn that PC again. He tells them that even the specially 
  trained Darkwatch cavaliers are not skilled enough to 
  take horses into the Rushmoors. Being taken into the 
  swamp has destroyed many a good mount. If anyone is 
  still foolish enough to take a mount into the swamp, the 
  mount breaks a leg within the first hour of the journey. If 
  it is a certed mount that walks on the ground, the PC 
  loses it (unless special healing spells of 5th level or 
  higher—regeneration, heal, and so on—are cast on it 
  within an hour of the accident). If it is a paladin’s bonded 
  mount or a cohort, the paladin can make arrangements to 
  get it back to Redlee Manor, where the mount can rest 
  and recover. 
   
  The PCs see a variety of flora and fauna as they 
  progress through the Rushmoors: the only real threat 
  that the PCs see are crocodiles. These creatures do not 
  attack, however, unless the PCs go out searching for 
  trouble. The crocodiles are simply traveling in the 
  distance. If the PCs do go out into the swamp and attack 
  the crocs, use the stats for crocs or giant crocs from the 
  Monster Manual. 
  To get to the spot where Stoakdor wants them 
  to investigate, the PCs must travel for 28 hours if they 
  walk (40 miles into the swamp). This takes into account 
  some spots of very slow passage through some 
  swampland with deep mud. 
  When the PCs are only two hours from the site, 
  they come across the following scene: 
   
  Ahead of you, sticking up out of the ground is a small mud-
  covered rock formation. After a moment, this formation moves 
  slightly, letting out a high-pitched moan, and then slumps back 
  down into the mud. 
   
  If the PCs approach, read them this description: 
   
  On the ground is a small form, even smaller than a gnome. 
  The creature has a dog-like face, and two small horns protrude 
  from its forehead. Several cuts are obvious on the creatures face 
  and torso, although the mud has apparently stopped the 
  bleeding. The creature is breathing, but its eyes are closed. 
   
  The creature is a kobold named Tajlo. A successful Heal 
  check (DC 10) reveals talons have made his wounds. He 
  is an unusual little fellow, the member of a local kobold 
  tribe called the Tallbane. He is actually a paladin 
  dedicated to the protection of his tribe, although he 
  doesn’t have a true understanding of his powers or where 
  they come from. He is serious, speaking frequently of 
  duty and honor and obligation to protect his tribe from 
  evil that plagues it. PCs should get the idea that Tajlo is 
  not a typical kobold. More about him and his relationship 
  to the Tallbane tribe is detailed in the next encounter. 
   
  �Tajlo: Male kobold Pal2. 
   
  At the time the PCs find Tajlo, he is stable but 
  unconscious at –1 hp. Any healing at all brings him back 
  to consciousness. When healed, Tajlo opens his eyes but 
  remains calm and makes no sudden moves. He first 
  detects evil on the PCs. If any of them radiate evil, he 
  attempts to converse with those PCs first specifically to 
  get an idea of who they are. If none of the PCs detect as 
  evil, Tajlo relaxes and thanks the PCs for saving him. 
  Once he knows that most of the PCs are not evil, he is 
  forthcoming with his information. 
   
  Tajlo first speaks in the high-pitched, yapping 
  Draconic of kobolds. If no PCs speak Draconic, Tajlo can 
  also speak in rudimentary Common. Although his voice 
  is that of a kobold, his manner is not: he is calm, serene, 
  honorable, and helpful. 
  • 
  His name is Tajlo and he belongs to a tribe of 
  kobolds called the Tallbane who live in the 
  southeastern portion of the Rushmoors. 
  • 
  There are many kobold tribes that lair in the 
  Rushmoors. For several years, the tribes warred with 
  one another over the resources. Then, approximately 
  15 years ago, a powerful kobold appeared, killed the 
  chieftain, claimed rulership, placed a lieutenant in 
  charge, and left. Before leaving, he decreed that the 
  kobold tribes would no longer fight one another, 
  instead turning their attentions to attacking the 
  surrounding areas inhabited by other humanoids. 
  He did the same with many of the other tribes. 
  • 
  The kobold leader who took control of the tribe 
  goes by the name Yolopo. He returns to the tribe a 
  couple times each year, bringing humanoid slaves 
  and strange blue-black artifacts. These artifacts are 
  worshiped as divine gifts. 
  • 
  The kobold young, before reaching adulthood, 
  are required to spend several weeks meditating in an 
  enclosed chamber with an artifact. Also, some 
  kobold eggs are placed around these artifacts before 
  they hatch. The kobolds that hatch from these eggs 
  are growing to be more powerful, intelligent, and 
  vital than regular kobolds. 
  • 
  Yolopo often takes the strongest kobolds from 
  the tribe with him to serve him and perform special 
  tasks. These kobolds never return. This is considered 
  a great honor. 
  • 
  Very recently, within the last two years, Yolopo 
  has ordered the kobold tribes of the Rushmoors to 
  cease attacking other humanoids. Instead, he has 
  ordered them to search the swamp within their 
  tribal borders for special underground chambers. 
  
  Shedding Scales 
   
  Page 12 
  • 
  Since the kobolds began their searches, they 
  have been warring with all manner of magical beasts. 
  • 
  Evil humans wearing symbols of a hand 
  clutching an eye recently (a week ago) attacked 
  Tajlo’s tribe. Swamp creatures assisted these 
  humans—the creatures seemed to be controlled by 
  the humans through some magic. Many kobold 
  warriors were killed in the attack, as were some of 
  the humans, but the attack was finally repelled.  
  • 
  Tajlo, with a group of kobold rangers, was 
  investigating one of these underground chambers 
  yesterday when they were attacked by [creatures 
  based on APL—see Encounter Six]. The kobolds 
  were all killed except for Tajlo, who was able to crawl 
  away unnoticed. (The characters can learn that a 
  harpy was one of the creatures, that she cast spells at 
  higher APLs, etc. This helps PCs prepare for the 
  battle if they are diplomatic enough to get Tajlo to 
  speak to them.) 
  • 
  The complex was destroyed by something 
  powerful 
  before 
  they 
  arrived, 
  probably 
  an 
  earthquake: it was nothing more than a rubble-filled 
  crater, although there were some intact structures 
  within the crater.  
  • 
  If the PCs vow that they are enemies of the 
  kobolds’ enemies, Tajlo can lead them to the hidden 
  village of his tribe where they can rest and learn 
  more about the underground complexes. Tajlo 
  knows of a kobold that once entered one of them. 
   
  Note: How the PCs treat Tajlo has an enormous 
  impact on the future events in this series. If they 
  treat him poorly (or don’t save him at all), they lose a 
  potential ally down the road. If they treat him with 
  kindness and respect, he is an asset in later 
  adventures. The best-case scenario would be a priest 
  or paladin PC working to convert Tajlo to their 
  cause. Tajlo is a paladin looking for a god (although 
  he doesn’t know this), and he will be very receptive 
  to a deity that embodies Law, Good, and/or 
  Protection. 
   
   
  ENCOUNTER 4: KOBOLD 
  DESTINY 
   
  Note: The PCs are not able to find this village without 
  the help of Tajlo. If they ignore him, kill him, or alienate 
  him, he won’t bring them here. Evil and non-evil 
  inhabitants comprise the kobold village equally. There 
  are even a handful of good-aligned kobolds. In fact, the 
  village is currently home to mostly non-combatant 
  females and children. The tribal leader, Vogg, is lawful 
  evil, however. How the PCs treat the village leader and 
  the kobold village as a whole has an impact on later 
  encounters in this adventure, as well as encounters in 
  later modules in the series. 
   
  If the PCs choose to go with Tajlo back to his village, 
  he leads them through dense swampland. He is careful to 
  warn the PCs to step exactly where he steps, as the 
  kobolds have placed all manner of deadly traps around 
  their village. If PC rogues make a Search check (DC 25) 
  (if they say they are actively searching as they move), 
  they see at least a dozen traps, ranging from pits to snares 
  to poisoned daggers rigged to bent saplings. A Survival 
  (DC 20) or Knowledge (nature) check (DC 15) alerts a PC 
  that some nearby plants are not native to the region: 
  there are edible plants being cultivated while other 
  poisonous ones are placed here to discourage predators. 
   
  Once the PCs arrive at the village, read the following: 
   
  The village is little more than several holes in the ground, in 
  addition to a few domesticated animals held in a pen. Closer 
  examination shows more signs of habitation: kobold tracks, 
  places for cooking fires, tools for farming and building, 
  weapons, and pottery. After a few moments pass, kobold heads 
  pop out of the holes. A larger kobold, wielding daggers in each 
  hand, comes out of one of the larger holes, shouting in anger. 
   
  This kobold is Vogg, the leader of this village and 
  lieutenant of Yolopo. He is very upset that Tajlo has 
  brought these humans back to the village. He and Tajlo 
  have a heated discussion in Draconic, with Vogg calling 
  Tajlo a fool, and Tajlo replying that the PCs saved his life 
  and are also enemies of the humans who attacked the 
  village. The argument goes back and forth for a few 
  seconds—Tajlo explains that his scouting party was 
  ambushed and destroyed at the underground complex.  
  While playing out this scene, be aware that Vogg does 
  not like or trust Tajlo. He calls Tajlo many disparaging 
  kobold names, roughly translating to the likes of “Tall-
  lover,” “nice guy,” and “he who is not devious enough.” 
  Finally Vogg addresses the party directly in halted, 
  yapping Common: 
   
  “You stay here, but you stay away from Vogg. You stay with 
  silly fool Tajlo. If you look at magic place that we and pathetic 
  humans both search for, then you come back and you tell what 
  you see, you make Vogg happy.” 
   
  Note: The PCs are allowed to stay in the village as the 
  guests of Tajlo. This should be portrayed as a tense and 
  awkward situation. Vogg would just as soon kill the PCs 
  as not, but he doesn’t have the resources to do so. Tajlo is 
  treated with a mixture of respect and derision by the 
  other kobolds: they think he is a fool for his beliefs, but 
  they rely on him too much as a protector to mock him 
  openly. Tajlo stays with the PCs at all times unless the 
  PCs do something to distract the kobold. If they do 
  anything to disturb the kobolds, such as attack, steal, 
  destroy eggs, and so forth, Tajlo orders them to leave the 
  village. He does this with great sadness; however, as he 
  likes the PCs and realizes they saved his life. If the PCs do 
  attack, the kobolds flee, since most of their warriors were 
  decimated in the attack by the Vecna cultists. 
   
  The PCs have a variety of actions they can take in the 
  Tallbane kobold village: 
  A. Talk to the village shaman, Wubik: Before the 
  coming of Yolopo and his lieutenant Vogg, the 
  
  Shedding Scales 
   
  Page 13 
  former tribal leader listened to the advice of the 
  village shaman, a cleric of Kurtulmak named Wubik. 
  His influence in the village was lost when Yolopo 
  took over. Now the cleric is old, bitter, and suffering 
  from a blinding disease. He spends most of his time 
  sulking in his underground home, rebuking the 
  kobolds for placing their trust in Vogg and his 
  master. He is highly unpleasant even to the people 
  he likes, and he doesn’t like the PCs at all. Vogg and 
  the rest of the kobolds essentially ignore the old 
  kobold, waiting for him to die. They don’t mistreat 
  him blatantly because they don’t want to offend their 
  god. 
  Play Wubik as the proverbial angry old kobold. 
  Everything is going to Hades in a hand basket 
  according to Wubik: the youth have no respect 
  anymore, the swamp smells worse than it used to, 
  kobolds used to have to walk uphill both ways to raid 
  human settlements, and they were thankful. 
  In order to get Wubik to give any useful 
  information, the PCs have to use Diplomacy [DC 20 
  + (APL x 2)] or cure Wubik of his blindness. This can 
  be done with an appropriate spell (remove blindness, 
  remove disease, heal, etc.) or with a Heal check [DC 20 + 
  APL]. The former helps him instantly, while the 
  latter takes 24 hours, so the PCs must come back if 
  they want to hear what he has to say. This is what 
  Wubik can tell the PCs: 
  --Yolopo and Vogg are not from any tribe near the 
  Rushmoors nor are the kobolds whom they have 
  brought in over the years to act as warriors and 
  improve the “breeding stock” of the tribe. 
  --The old ways of the Tallbane tribe were the ways of 
  divine power and teachings of Kurtulmak. The new 
  leader and his followers rely on arcane magic. This is 
  magic of a variety Wubik has never seen—more 
  potent than anything he has experience in his long 
  kobold life. This magic springs from a source as old 
  as the land itself. The tribe once had a captured 
  human slave who used a strange phrase to describe 
  this magic: ur-Flan or Oerthmagic. 
  --The current members of the Tallbane tribe worship 
  certain magical artifacts more than their god. They 
  risk angering Kurtulmak by doing this, yet they do 
  so anyway. 
  B. 
  Purchase items: The kobolds have come across 
  and/or made a few items that they cannot use, don’t 
  want, or need the gold for. (Yolopo makes them pay a 
  gold tribute to him, although the PCs have no way to 
  know this.) One of the kobolds, Ujilo, is the keeper 
  of the items, and she offers the PCs the chance to 
  buy these items. Play her as a very possessive keeper 
  who is only parting with her “treasures” because 
  Vogg told her she must. Note that the PCs can only 
  buy these while at the kobold village and while in 
  good standing there. If they attack the village, or if 
  they wait until the end of the adventure when they 
  are back at Redlee Manor, then they cannot buy the 
  items. If the PCs attack the kobold village, the items 
  remain hidden and cannot be found. The items are 
  Bracers of Armor +2, 6 Potions of Neutralize Poison, 
  Wand of Burning Hands, +2 Leather Armor, and a +1 
  Sling of Distance (see AR for more details on these 
  items). 
  C. Talk to the bugbear slaves: Yolopo occasionally 
  brings with him slaves that the kobolds use for labor 
  and, in desperate times, food. These two particular 
  slaves come from the Land of Black Ice. The 
  bugbears have a blackish-blue skin color, coming 
  from a legendary tribe in the northern reaches. A 
  successful Bardic Knowledge (DC 25) or Knowledge: 
  Geography (DC 20) check reveals the origin of the 
  two bugbears. The bugbears speak only Goblin. 
   
  The bugbears can tell the players a bit of 
  information about their home and the war between 
  the bugbears and the kobolds there. They only give 
  this information if the PCs promise to free them. 
  This can be done in several ways: 
  Pick the lock on manacles: Open Locks (DC 20) 
  Break manacles: break (DC 26), hardness 10, hp 10 
  Steal key from the keeper: Sleight of Hand (DC 20) 
  The slavekeeper is a kobold named Hugog. He is one 
  of the few of Yolopo’s warriors who survived the 
  attack of the Vecna cultist. He is openly hostile to 
  the PCs and Tajlo throughout the adventure, even if 
  they become heroes to the kobolds. The PCs should 
  be able to assist the bugbears without being caught if 
  they are not blatant about it. If the PCs are caught 
  trying to pick Hugog’s pocket of the key or assisting 
  the bugbears in escaping, however, they are 
  considered enemies of the kobolds and get no more 
  help from them. They are kicked out of the village 
  and not allowed to return without a fight. Tajlo does 
  not attack them in this case, but neither does he help 
  them anymore. 
  The bugbears can tell the PCs the following info: 
  • 
  They are from a land of frozen ice far 
  to the north. The bugbears survive by 
  hunting the animals that forage on the 
  terribly sparse vegetation of the land. 
  The main enemies of the bugbears 
  used to be the ice trolls. However, 
  kobolds recently have come out of the 
  forest [the Burneal Forest] to the south 
  of the bugbears’ lands and attacked the 
  bugbears. Not only are these kobolds 
  numerous, they are much more 
  powerful than the standard kobolds 
  the bugbears are used to. 
  D. Talk 
  to 
  the 
  kobold 
  who 
  explored 
  an 
  underground chamber: Tajlo can take the PCs to 
  meet the only kobold to date that has found an 
  underground complex, explored it, and survived. 
  Tajlo warns the PCs that this kobold, Lruit, hasn’t 
  quite been the same since he returned. He won’t 
  elaborate. 
   
  Entering the underground room where Lruit 
  stays, the PCs see that the room is completely dark. 
  If they bring any light into the room, Lruit hisses at 
  them and tell the PCs to dim the light. Lruit himself 
  
  Shedding Scales 
   
  Page 14 
  is a sickly, pale kobold, looking like not much more 
  than a corpse. A Heal check reveals nothing, since 
  his condition was caused by magic. A Knowledge: 
  Arcana check (DC 22) reveals that necromantic 
  magic was certainly involved in his condition. Lruit’s 
  mental condition has deteriorated as well. Nothing 
  apart from a wish or miracle can help him now. 
  Although mostly insane from the magic that 
  assaulted him in the complex, Lruit can tell the PCs a 
  few things if they deal with him gently and 
  diplomatically: 
  • 
  The Serpent is the one who crippled 
  him. (He cannot elaborate on who or 
  what the Serpent is, because he only 
  hears the word in his mind.) 
  • 
  The 
  underground 
  complex 
  he 
  investigated contained many corpses, 
  and some of them were moving. He 
  also saw a blue-black pedestal in one of 
  the rooms, and on the pedestal was a 
  pair of eyes. (This is not the same 
  complex the PCs have been sent to 
  investigate, but all of them appear to be 
  identical.) 
  • 
  All of the rooms contained strange 
  writing carved into the wall. He 
  couldn’t read the writing, but he 
  thinks the writing must have had 
  magical power. After just a few 
  minutes in the complex, he felt 
  weakened. 
  • 
  He barely escaped several traps, and 
  one in particular killed all his fellow 
  explorers. A bolt of lightning streaked 
  down a passage when one of his peers 
  entered a chamber at the end of a long 
  hallway. 
  E. 
  Look at remnants of the attack on the village: 
  Cultists of Vecna, trying to gain access to the artifact 
  held by this tribe, attacked the village a few days ago. 
  Several kobold warriors fell to the combined forces 
  of the cultists and some swamp creatures that the 
  cultists were controlling using the same magical 
  bands that the PCs found on the creatures that 
  attacked while escorting the young Lydians. The 
  kobolds were able to repel the invaders in the end, 
  killing several of the attackers. If the PCs inquire 
  about the attack, Tajlo offers to let them see some of 
  the things gathered after the attack: 
  • 
  The corpses of the Vecna cultists and their 
  enthralled creatures (two wyverns and 
  three hippogriffs) are being kept so that the 
  kobolds can show them to Yolopo when he 
  returns (no one knows when this will be). 
  • 
  Casting speak with dead on any of the Vecna 
  worshippers reveals a few vague but helpful 
  details: the cultists are from all over Oerth, 
  brought here by their leader to search for 
  “scales of the Serpent” and draw power 
  from the “holy sites of the Whispered One.” 
  These men have never seen their leader, as 
  he is always obscured by mist when in their 
  presence. 
  • 
  The enchanted bands have been left on the 
  creatures. They are identical in appearance 
  and enchantment to the ones found on the 
  creatures in Encounter 1. There are five of 
  them, but the kobolds will not part with 
  them. 
  • 
  Casting divinations or scrying on any of the 
  dead creatures or the bands won’t reveal 
  anything important.  
  F. 
  The artifact: If the PCs ask to see the artifact, 
  Tajlo tells them that he can show them, but they 
  must not touch it. Bad things happen to anyone or 
  anything that touches the artifact. He warns them 
  repeatedly and vociferously about this. 
   
  Once the PCs promise not to touch the artifact, 
  Tajlo leads them into a large circular underground 
  chamber. At the present time, there are 16 kobold 
  eggs in the chamber absorbing the power of the 
  artifact. If the PCs do anything to disturb or destroy 
  the eggs, they are considered enemies of the 
  kobolds. 
   
  The artifact is made of a deep blue-black 
  substance that the PCs do not recognize. This 
  particular piece is a long, thin cylindrical shard—
  three feet tall and two inches in diameter. It does not 
  detect as evil. Anyone casting detect magic or other 
  divination-type magic on it must make a Will save 
  (DC 25) or be knocked unconscious for 2d20 
  minutes. Even if the save is successful, no 
  information can be gleaned about it. Any spells cast 
  on the artifact fail as if absorbed by it. 
   
  Touching the artifact requires a Fort save (DC 
  20 + APL). For every round that a PC touches the 
  artifact, she must make another save. Those who fail 
  the save become a Thrall of the Serpent. This has no 
  obvious immediate effects, but mark on the AR that 
  this character is a Thrall of the Serpent. 
  Under no circumstances can the artifact be moved, 
  touched, enspelled, or affected in any way. Not even 
  magic as powerful as wish or miracle can affect this 
  artifact. 
  G. Get some rest: If the PCs need rest, Tajlo offers 
  to guard them while they rest in his barracks. They 
  are safe if they accept his offer. 
   
  After the PCs have had a chance to interact with the 
  kobolds and do whatever they want to do in the village, 
  Vogg returns to them with a proposal: 
   
  Vogg think you help can Vogg, and Vogg help you. You go to 
  the place where humans search, and you search. You look for 
  black-blue magic thing, like our magic gift. You tell Vogg what 
  you see, and Vogg let you spend time with magic gift. You 
  become very strong and smart. 
   
  
  Shedding Scales 
   
  Page 15 
  If the PCs don’t come to the village until after they search 
  the crater, Vogg makes the same offer: they can absorb 
  the power of the artifact if they give him information on 
  what they found in the crater. See Encounter Seven and 
  the AR for details on absorbing the artifact’s power. 
   
   
  ENCOUNTER 5: SWAMP 
  CRATER 
  Note: There are four distinct sub-encounters within this 
  encounter: each is tied to a particular location within the 
  crater. See the Crater Map in Appendix 3 for details. Note 
  that the images on the map are not to scale. They simply 
  represent where the areas of interest are located.] 
  The crater itself is a rough oval (200 feet wide and 600 
  feet long), approximately 100 feet deep, with a ledge 50 
  feet deep located in the northwest portion of the crater. 
  Anyone with Knowledge (engineering) can make a (DC 
  15) check. A successful check reveals that a combination 
  of explosions plus an earthquake created this crater. Detect 
  magic reveals overwhelming evocation magic. Looking 
  into the crater reveals that this area used to hold an 
  underground complex with several levels. Stonework, 
  once probably well crafted but now in ruins, lies in piles 
  at the bottom of the crater. 
   
  At APLs 2-6, the crater’s collapse left evenly spaced 
  shifts and ridges in the sides so that it is easy to walk 
  down without having to make a Climb check. At APLs 
  8+, the walls of the crater are sheer, so that a (DC 20) 
  Climb check (or other means) is necessary to move into 
  and out of the crater. 
   
  Sub-Encounter A – The Ledge 
  The ledge is located in the northwest section on the 
  crater (drawn with a pink line on the map). On the ledge, 
  the PCs see large boulders that have obviously arranged 
  in a wedge shape against the crater wall (with the thick 
  end of the wedge against the cliff wall). The boulders are 
  arranged this way as part of a trap, and beneath them is 
  treasure. 
   
  Trap: The boulders are arranged so that they appear 
  stable to the untrained eye, but once anyone starts to 
  move them, they cascade down and crush anyone 
  standing in front of them—this effects the squares in 
  front of the blocks only. A successful Search check (or a 
  Knowledge [engineering] check can be substituted) 
  locates the trap and shows several ways to avoid the trap: 
  a successful Disable Device check, springing the trap 
  with no one standing in front of the boulders, and other 
  more ingenious solutions are possible. 
   
  PL 2 and 4 (EL 3) 
  �Crushing Boulder Trap: CR 3; mechanical; touch 
  trigger; DC 15 Reflex save avoids (3d6); Search (DC 20); 
  Disable Device (DC 20). 
   
  APL 6 and 8 (EL 4) 
  �Crushing Boulder Trap: CR 4; mechanical; touch 
  trigger; DC 18 Reflex save avoids (4d6); Search (DC 20); 
  Disable Device (DC 20). 
   
  APL 10 and 12 (EL 5) 
  �Crushing Boulder Trap: CR 5; mechanical; touch 
  trigger; DC 21 Reflex save avoids (5d6); Search (DC 22); 
  Disable Device (DC 25). 
   
  Treasure: Buried carefully beneath the boulders is a 
  canvas tarp. Wrapped in the tarp is a circular stone slab, 
  about 2 feet in diameter and weighing 80 pounds. Etched 
  into the top of the slab is a carving showing ten daggers 
  in a circular pattern, blades facing outward like the petals 
  of a flower. The stone is the same blue-black substance of 
  the artifact at the kobold village. Touching the slab causes 
  no ill effects, but the stone does radiate faint evil and 
  necromantic magic if detected for. No checks can tell the 
  PCs what the symbol carved into the slab represents. 
   
  Sub-Encounter B – The Bodies 
  At the bottom of the southern end of the crater lie four 
  armor-clad bodies. The centipedes hiding in the walls of 
  the crater have chewed on the bodies; however, much of 
  this damage has been hidden by the armor. Ten rounds 
  after the first PC gets within 20 feet of the bodies, the 
  centipedes emerge from large cracks and fissures in the 
  south wall of the crater to attack. A Listen check (DC 5 + 
  1 per 5 feet from the south wall) gives away the 
  centipedes’ approach 3 rounds before they actually arrive. 
   
  Creatures: Monstrous centipedes lived very near the 
  complex when it was still intact. The explosions and the 
  earthquake that destroyed the complex disturbed their 
  lair, allowing them to move into the crater and attack the 
  Vecna cultists who were searching there. 
   
  APL 2 (EL 3) 
  �Medium Monstrous Centipedes (4): hp 4; see Monster 
  Manual. 
   
  APL 4 (EL 4) 
  �Large Monstrous Centipedes (4): hp 13; see Monster 
  Manual. 
   
  APL 6 (EL 6) 
  �Large Monstrous Centipedes (6): hp 13; see Monster 
  Manual. 
   
  APL 8 (EL 8) 
  �Huge Monstrous Centipedes (7): hp 33; see Monster 
  Manual. 
   
  APL 10 (EL 10) 
  �Gargantuan Monstrous Centipedes (4): hp 66; see 
  Monster Manual. 
   
  
  Shedding Scales 
   
  Page 16 
  APL 12 (EL 12) 
  �Colossal Monstrous Centipedes (4): hp 132; see 
  Monster Manual. 
   
  Tactics: The centipedes are simply very hungry, and they 
  have no intelligent tactics to speak of, except attack the 
  closest thing. At APLs 10 and 12, the centipedes keep 
  attacking a character that is down, because it knows 
  instinctively that its poison incapacitates but doesn’t kill. 
  Even if the PCs are invisible, hiding, or sneaking, the 
  centipedes still show up even if they don’t know the PCs 
  are there—they are hungry. 
   
  Treasure: The armor and weapons on the bodies have 
  been damaged beyond repair. There is no treasure on the 
  bodies at APL 8+. At APL 2-6 the dead bodies carry a small 
  fortune in diamonds. 
  APL 2: L: 0 gp; C: 300 gp; M: 0 gp 
  APL 4: L: 0 gp; C: 400 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 500 gp; M: 0 gp 
   
  Sub-Encounter C – The Chamber Entrance 
  In the northeast section of the crater, a partially intact 
  chamber stands. The entrance to hallway that apparently 
  leads into this chamber is peeking out from beneath 
  some rubble. The passage slopes downward beneath the 
  crater at a slight angle. The passage is 110 feet long from 
  the opening to where it meets the intact chamber. 
  Ancient Flan writing carved into the walls on either side 
  of the passageway leads to the chamber. The writing is 
  identical on each side of the passage, and anyone reading 
  the entire text must walk up the passage to do so, ending 
  at the entrance to the chamber: 
   
  THE SERPENT winds through all things, into death and out 
  of life. Those who ride THE SERPENT control death and life. 
  THE SERPENT rewards those who find focus in its worship. 
  Never will THE SERPENT be destroyed, and never will the 
  disciples of THE SERPENT be destroyed. THE SERPENT 
  thirsts for the lifeblood of others. Those who harvest it will gain 
  the favor of THE SERPENT. THE SERPENT provides majesty 
  and fell power to those who dedicate their souls. Behold the 
  glory bestowed on THE SERPENT’S minion. 
   
  Trap: Both sets of writing stop at a symbol above the door 
  into the chamber. The symbol is a trap that affects anyone 
  stepping within 15 feet of the entry and doesn’t say “I beg 
  the Serpent’s leave for passage.” A 5-foot wide lightning 
  bolt shoots out of the symbol and zips up the hallway 80 
  feet before ending. The trap resets itself after one hour. 
   
  APL 2 (EL 3) 
  �Lightning Bolt Trap: CR 3; magic; proximity trigger; 
  automatic reset; spell effect (lightning bolt, fifth-level 
  wizard, 3d6 electricity, DC 14 Reflex half damage; Search 
  (DC 20); Disable Device (DC 20). 
   
  APL 4 and 6 (EL 4) 
  �Lightning Bolt Trap: CR 4; magic; proximity trigger; 
  automatic reset; spell effect (lightning bolt, fifth-level 
  wizard, 5d6 electricity, DC 16 Reflex half damage; Search 
  (DC 24); Disable Device (DC 24). 
   
  APL 8 and 10 (EL 5) 
  �Lightning Bolt Trap: CR 5; magic; proximity trigger; 
  automatic reset; spell effect (lightning bolt, seventh-level 
  wizard, 7d6 electricity, DC 18 Reflex half damage; Search 
  (DC 28); Disable Device (DC 28). 
   
  APL 12 (EL 6) 
  �Lightning Bolt Trap: CR 6; magic; proximity trigger; 
  automatic reset; spell effect (lightning bolt, tenth-level 
  wizard, 10d6 electricity, DC 20 Reflex half damage; 
  Search (DC 28); Disable Device (DC 28). 
   
  Sub-Encounter D – The Partially Intact Chamber 
  Note: Normally, simply being in this room would result 
  in possible level draining from the PCs. However, the 
  destruction of the complex weakened the magic guarding 
  this chamber. Casting detect magic in the chamber shows a 
  very faint necromancy aura, and the doorway portal 
  shows faint transmutation. 
   
  There is no door to the chamber from the passage, 
  only a doorway arch. The chamber itself is 40 foot square. 
  A bit of the stonework has started to collapse. The 
  passage comes into chamber from the west wall, and on 
  the east wall is another doorway, although it is filled in 
  with solid black stone. Ancient Flan writing adorns the 
  edges of the far doorway: 
   
  The SERPENT’s power resides in all of Oerth. The black cold of 
  the north ripples with the SERPENT’s Oerthmagic. 
   
  This doorway used to be a gate that linked this place to a 
  similar underground complex in the Land of Black Ice. 
  The earthquake and explosions damaged the doorway, 
  and the gate no longer works, nor can it be made to work. 
   
   
  ENCOUNTER 6: THE CRATER 
  GUARDIANS 
  Note: The guardians of the crater are magically linked to 
  the underground complex and now the crater. As soon as 
  any PC comes within 100 feet of the crater, the guardians 
  are alerted. Since the guardians have set up a secret 
  hideaway a half-mile from the crater itself, the PCs get 
  the chance to completely explore the crater. As the PCs 
  are leaving the crater area, the guardians attack. At APLs 
  2-6, the creatures simply attack. At APLs 8+, the 
  guardians try to set up some sort of ambush, hoping to 
  catch the PCs when they are divided, or as they are 
  coming out of the crater one by one. Also, if the PCs 
  didn’t find Tajlo on their way to the crater, they can find 
  him during this battle or as they track the creatures back 
  to their hideaway. 
   
  Creatures: After the PCs investigate the crater, the 
  guardians of the site show up. The PCs may already know 
  
  Shedding Scales 
   
  Page 17 
  something about the guardians if they rescued Tajlo, so 
  they can take precautions as necessary. 
   
  APL 2 (EL 4) 
  �Harpy: hp 31; see Monster Manual. 
   
  APL 4 (EL 6) 
  �Harpy (1): hp 31; see Monster Manual. 
  �Minotaur (1): hp 39; see Monster Manual. 
   
  APL 6 (EL 8) 
  �Harpies (2): hp 31; see Monster Manual. 
  �Minotaurs (2): hp 39; see Monster Manual. 
   
  APL 8 (EL 10) 
  �Rillra, Harpy Sorcerer 4: hp 57; see Appendix 1.  
  �Hukyrl, Minotaur Barbarian 4: hp 93; see Appendix 1. 
  APL 10 (EL 12) 
  �Rillra, Harpy Sorcerer 6: hp 65; see Appendix 1. 
  �Hukyrl, Minotaur Barbarian 6: hp 117; see Appendix 1. 
  APL 12 (EL 14) 
  �Rillra, Harpy Sorcerer 8: hp 71; see Appendix 1. 
  �Hukyrl, Minotaur Barbarian 8: hp 138; see Appendix 1. 
   
  Tactics: The harpy (or harpies) use their song and flight 
  abilities to stay away from danger, unless the PCs are 
  doing a great deal of damage from a distance. At higher 
  APLs, the harpy can use her Flyby Attack to cast her 
  touch spells on spellcasters and/or archers without 
  having to risk staying close for multiple attacks from 
  melee fighters. The harpies try to weaken the people who 
  the minotaur is attacking in melee. The minotaur rages 
  and attacks. The creatures have time to buff themselves 
  with their own magical items and spells on their way to 
  the crater from their lair. 
   
  Developments: If captured or questioned, the harpy 
  and the minotaur can only say that a human of great 
  power is their master, and he charged them to guard the 
  underground complex. He was the one who caused the 
  earthquake and explosions that made the crater. They 
  don’t know why. He leads several other humans who 
  worship some bizarre one-eyed, one-handed god. 
   
  Treasure: The creatures carry all of their treasure—
  the coin value listed below is in gold coins and small 
  gems. A successful bardic knowledge check (DC 28) will 
  reveal that the coins are ancient ones from the land of 
  Blackmoor, which skirts the Land of Black Ice. The 
  currency is actually no longer in use, but it has historical 
  value. 
   
  APL 2: L: 0 gp; C: 196 gp; M: 0 gp 
   
  APL 4: L: 4 gp; C: 196 gp; M: 0 gp 
   
  APL 6: L: 8 gp; C: 196 gp; M: 0 gp 
   
  APL 8: L: 34 gp; C: 196 gp; M: +1 large greataxe (195 gp), 
  potion of aid (25 gp), scroll of color spray (2 gp), scroll of mirror image 
  (13 gp) 
   
  APL 10: L: 0 gp; C: 196 gp; M: +1 large greataxe (195 gp), 
  +1 chain shirt (125 gp); potion of aid (25 gp), scroll of color spray (2 
  gp), scroll of displacement (31 gp), scroll of mirror image (13 gp), 
  wand of ice storm (5 charges) (175 gp) 
   
  APL 12: L: 0 gp; C: 196 gp; M: +2 large greataxe (695 gp), 
  +1 chain shirt of light fortification (375 gp), potion of aid (25 gp), 
  potion of bull’s strength (25 gp), potion of shield of faith +4 (50 gp), 
  scroll of color spray (2 gp), scroll of cat’s grace (13 gp), scroll of 
  displacement (31 gp), scroll of lesser globe of invulnerability (59 gp), 
  wand of ice storm (5 charges) (175 gp) 
   
   
  ENCOUNTER 7: RETURN TO 
  THE KOBOLD VILLAGE 
  Note: The PCs may be returning to the kobold village 
  after checking out the crater. On the other hand, they 
  may be coming here for the first time if they didn’t find 
  Tajlo before investigating the crater. If they are coming 
  to the village for the first time in this encounter, see 
  Encounter 4 and give the PCs the chance to meet all of 
  the kobold and bugbear NPCs in that encounter. 
   
  The direction of this encounter depends primarily on 
  how much the PCs are willing and able to give Vogg. If 
  they hand over to him the blue-black slab of stone with 
  the strange emblem on it, he is very pleased and rewards 
  them by allowing them to meditate with the artifact. (See 
  the Rewards section and the AR for what this means.) If 
  they tell him about the inscription on the walls of the 
  chamber and translate it for him, he is also pleased and 
  offers the same reward as above. 
   
  If the PCs refuse to give him the slab or give him any 
  information, he is very angry. He threatens to kill the 
  PCs if they don’t give him the slab or tell him what they 
  learned at the crater site. If the PCs don’t show him or tell 
  him about the slab, he has no way of knowing about it. 
  He is not in a position to attack the PCs, as most of his 
  warriors died in the Vecna cultists attack. That doesn’t 
  mean he won’t try to intimidate them. 
   
  Whether the PCs cooperate with Vogg or not, he 
  allows them to rest for a day in the kobold village. If they 
  give him what he asks, they are treated as heroes. If not, 
  they are given a small corner of an underground room to 
  rest. 
   
  Spending time with the artifact: Assuming the PCs 
  are in the good graces of Vogg after their visit to the 
  crater, he will allow them to absorb the energy of the 
  artifact. He tells them that they must enter the 
  underground room that houses the blue-black pole, sit in 
  the chamber, and wait for the power of the artifact to 
  affect them. (See Section f of Encounter 4 for details on 
  the artifact and the chamber.) Again the PCs are warned 
  not to touch the artifact. 
   
  If the PCs do what they are told and sit in proximity 
  to the artifact without touching it, read the following: 
   
  As you sit in the dark, nothing happens for what might be a 
  few minutes or several hours. Suddenly the heat of a thousand 
  volcanoes courses over your body. Rather than burning you, the 
  heat becomes part of you. You see in the darkness your own 
  body, the flesh turning blue and black. Flames of those same 
  colors leap from your skin and lick the air around you. Then 
  the flames ripple off your skin and streak toward your nose, 
  
  Shedding Scales 
   
  Page 18 
  eyes, mouth, and ears. Rather than choking you, the flames 
  taste sweet, like sugared water on a parched throat.  
   
  The PCs must make a Will save (DC 8 + APL). A 
  successful save means the PCs wake up feeling exhausted 
  but more vibrant. They have spent 1 TU down in the 
  chamber, and a random attribute has gained a +1 inherent 
  bonus. If they fail the save, they have spent 2 TUs in the 
  chamber, a random attribute has gained a +1 inherent 
  bonus, and their lowest attribute has suffered a –1 
  inherent penalty. If any two or more of the lowest 
  attributes are the same, determine randomly which is 
  affected. Do not count bonuses from magical items or 
  effects when figuring which is the lowest attribute. In 
  other words, if a character has an 10 for both Strength 
  and Dexterity, choose randomly which attribute is 
  affected, even if one attribute is higher due to a magical 
  item or spell. Either way, the PCs now have the Stigma of 
  the Serpent. If the PCs have touched the artifact, they 
  still have to spend the TUs (and make the Will save) to go 
  through the ritual, but they receive no attribute benefits 
  or penalties. They are a Thrall of the Serpent, and always 
  shall be. Any creature that undergoes the ritual also 
  suffers from the dazzled condition in bright daylight or 
  near the sunlight spell for the remained of this adventure 
  and one additional adventure. This duplicates the penalty 
  that kobolds suffer when in daylight. In addition, all 
  attempts to channel positive energy by a PC with the 
  Stigma of the Serpent, including turning undead, suffer a 
  –2 penalty. Any attempts to channel negative energy 
  receive a +2 bonus. (See AR for details.) 
   
  If any PCs choose not to enter the artifact chamber 
  and absorb the energy, they can wait in the kobold 
  village, although nothing happens there. PCs entering 
  the chamber while the ritual is in progress see the other 
  PCs sitting on the floor in a trance. Nothing will bring 
  the PCs out of the trance once the ritual has started. 
  After the PCs have spent all the time they want in the 
  kobold village, assuming they are on good terms with 
  Tajlo, they can leave. Tajlo wishes them well on their 
  journeys, and he asks them to come back and visit him if 
  they are ever in the area. He refuses to go back with the 
  PCs since his duty is to protect his tribe. 
   
  If at any point the PCs attack the village, destroy 
  kobold eggs, or leave on bad terms with Tajlo in any way, 
  the village is doomed to fall to the forces that seek to steal 
  the artifact. Attacking the village is easy at any APL, and 
  most of the kobolds flee into the moors. A few stand to 
  fight the PCs, but they fall easily. In this case, Tajlo first 
  tries to parlay, then flees with the females and children, 
  bound by duty to protect them. 
   
   
  CONCLUSION: AN OATH 
  The players can get back to Redlee Manor with no 
  problem. Several possible outcomes and conclusions 
  could occur based on the previous actions of the PCs and 
  results of the encounters. In some cases, the judge will 
  have to use common sense to conclude the adventure 
  properly if the PCs did something (or failed to do 
  something) that is not accounted for in the adventure. 
   
  Assuming the PCs find some clue pointing to the 
  Land of Black Ice, such as the blue-black slab, the 
  bugbear slaves, the defunct portal, this confirms one of 
  Stoakdor’s theories about what the eyes are being used 
  for. Read the following: 
   
  After you have rested from your travails, regaining your 
  strength and letting the servants of the Redlee family care for 
  you, Stoakdor asks to see you one last time. A servant leads you 
  into his study, where the mage sits behind a large desk carved 
  from mahogany. On his desk is a sphere made of crystal. 
   
  “I cannot thank you enough for your bravery. You have 
  succeeded where so many others have failed. I’m beginning to 
  understand that this terrible blight that has cursed are land is 
  not so simple as I had previously imagined. Since your return 
  from the crater, my divinations have pointed me in a new 
  direction. 
  Here, 
  look 
  into 
  this 
  sphere.” 
   
  Although the image in the sphere is blurry, there is no 
  doubting what you see. It is a landscape, bleak and barren: 
  miles upon miles of blue-black hummocks, large mounds of 
  deathly cold ice. The chill is almost palpable even though you 
  are 
  in 
  a 
  warm, 
  humid 
  keep 
  in 
  Keoland. 
   
  “That, no doubt,” sighs Stoakdor, “is where our answers lie. 
  Even with my vast resources and knowledge, I know almost 
  nothing of the place. It’s more a fable than a destination.” 
  Stoakdor stares into the corner of the room for a long, 
  uncomfortable moment. He finally shakes away whatever 
  thought was in his mind and speaks again. “But I shall keep 
  you no longer from your business. I do ask one thing though. I 
  ask you to take an oath. If I ever have need of you again, to 
  pursue the forces behind what has happened to the children, 
  you will come to our aid. Will you so pledge?” 
   
  Whether the PCs pledge or not is irrelevant to the 
  adventure, although they have their own values and 
  consciences to contend with. They may have questions 
  for Stoakdor. He answers them to the best of his ability: 
   
  What will be done about the kobold village? 
   
  “At this time, there is nothing much that can be done. 
  We can report what you have learned to the Gran March 
  authorities, but they have problems of their own, and 
  they are not going to be overly concerned with mere 
  kobolds so far from their border. Maybe if they were 
  giants. . . .” 
   
  What is that blue-black slab? 
   
  “To the best of my knowledge, the slab is an inactive item of 
  potentially great power. It may have some connection to why 
  the children’s eyes were taken. The eyes may activate the item’s 
  power, or the item may be used to draw power through the eyes, 
  or perhaps something else entirely. The symbol has no meaning 
  to me at the moment, but I am continuing to research it.” 
   
  
  Shedding Scales 
   
  Page 19 
  -Who or what is the SERPENT? 
  Stoakdor hesitates a long time before answering, and 
  then answers only in a whisper.  
   
  “I cannot be sure. It may be referring to an ancient and 
  powerful dragon that once called the swamp his home. It may 
  be referring to a long dead warpriest who worshipped a dragon 
  god. Or it may be referring to something even more dark and 
  sinister: a force—no, more than a force—a reality that pre-
  dates the Oerth itself. That is all I can say.” 
   
  Are the children going to be safe here? 
   
  “At first I thought not. But now I believe that the children—
  both the Lydian school attendees and the children whose eyes 
  have been taken—are here for a reason. The children who have 
  been assaulted are not in any danger, although they still do not 
  seem to age and their skin has turned a deep, dark blue. We 
  will keep them safe. My brother, the Baron, will use every 
  resource at his disposal to ensure their safety and well being. Or 
  he will die trying.” 
   
  If any children were taken during Encounter 1, Stoakdor 
  reports the following: 
   
  “By the way, [fill in the blank with the name(s) of the missing 
  child(ren)] was found outside the keep early this morning, 
  wandering about in the fog. She [or he or they] could not 
  remember anything of the time after they were taken. She [or 
  he or they] only remembers waking up on the outskirts of town 
  and wandering toward the keep. There is no sign of any 
  damage, although you can be sure I will be keeping a close eye 
  on her [or him or them].” 
   
  The PCs may wish to speak to the child, and they are 
  allowed to do so. No magic or divination or examination 
  will find anything abnormal about the child. 
   
  OPTIONAL CONCLUSION 2: A 
  SALE 
  If the PCs entered the adventure through Introduction 2, 
  they may want to return the blue-black slab to Bylareith. 
  He meets them at the agreed-upon location, and pays 
  them 200 gp each. He hurries away once the transaction 
  has been made. He does not answer any questions about 
  where he is going or what he is going to do with the slab. 
  (He is selling it to a broker who then sells it to an 
  unknown buyer, but the PCs have no way of finding this 
  out. Bylareith is smart enough to make the transaction 
  with the PCs in a public place with his own bodyguards 
  and plenty of city guards nearby. 
  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 One 
  Defeat the wyverns 
  APL2  
   
  120 xp 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp  
  APL8  
   
  300 xp 
  APL10   
  360 xp 
  APL12   
  420 xp 
  Special (-30 xp for each child lost) 
   
  Encounter Five 
  A – Defeat or survive the boulder trap 
  APL2  
   
  90 xp 
  APL4  
   
  90 xp 
  APL6  
   
  120 xp  
  APL8 
   
  120 xp 
  APL10   
  150 xp 
  APL12  
  150 xp 
   
  B – Defeat the centipedes 
  APL2  
   
  90 xp 
  APL4  
   
  120 xp 
  APL6  
   
  180 xp  
  APL8  
   
  240 xp 
  APL10   
  300 xp 
  APL12   
  360 xp 
   
  C-Defeat or survive the lightning trap 
  APL2  
   
  90 xp 
  APL4  
   
  120 xp 
  APL6  
   
  120 xp 
  APL8  
   
  150 xp 
  APL10   
  150 xp 
  APL12   
  180 xp 
   
  Encounter Six 
  Defeat the guardians 
  APL2  
   
  120 xp 
  APL4  
   
  180 xp 
  APL6  
   
  240 xp 
  APL8  
   
  300 xp 
  APL10   
  360 xp 
  APL12   
  420 xp 
   
  Story Awards 
  PCs rescue Tajlo: 
  APL2  
   
  30 xp 
  APL4  
   
  60 xp 
  APL6  
   
  90 xp 
  APL8  
   
  120 xp 
  APL10   
  150 xp 
  
  Shedding Scales 
   
  Page 20 
  APL12   
  180xp 
   
  Total Possible Experience:  
  APL2  
   
  450 xp 
  APL4  
   
  675 xp 
  APL6  
   
  00 xp 
  APL8  
   
  1,125 xp 
  APL10   
  1,350 xp 
  APL12   
  1,575 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 or the NPCs and monsters may use it during the 
  encounter. Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it. Other times they may attempt to use 
  the item blindly. If the magic item is consumable (a potion, 
  scroll, magic bolts, etc.) and the item is used before the end 
  of the adventure, its total is subtracted from the adventure 
  totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the 
  GP Gained field of the adventure certificate. Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
  Encounter One:  
   
  All APLs – L: 0 gp; C: 100 gp; M: 0 gp 
   
  Encounter Two: (for accepting the escort mission) 
   
  All APLs: L: 0 gp; C: 100 gp; M: 0 gp 
   
  Encounter Five-A: (if they give the slab to Stoakdor or 
  Bylareith) 
   
  All APLs: L: 0 gp; C: 200 gp; M: 0 gp 
  Encounter Five-B: 
  APL 2: L: 0 gp; C: 300 gp; M: 0 gp 
  APL 4: L: 0 gp; C: 400 gp; M: 0 gp 
  APL 6: L: 0 gp; C: 500 gp; M: 0 gp 
   
  Encounter Six: 
   
  APL 2: L: 0 gp; C: 196 gp; M: 0 gp 
   
  APL 4: L: 4 gp; C: 196 gp; M: 0 gp 
   
  APL 6: L: 8 gp; C: 196 gp; M: 0 gp 
   
  APL 8: L: 34 gp; C: 196 gp; M: +1 large greataxe (195 
  gp), potion of aid (25 gp), scroll of color spray (2 gp), scroll of 
  mirror image (13 gp) 
   
  APL 10: L: 0 gp; C: 196 gp; M: +1 large greataxe (195 
  gp), +1 chain shirt (125 gp); potion of aid (25 gp), scroll of color 
  spray (2 gp), scroll of displacement (31 gp), scroll of mirror 
  image (13 gp), wand of ice storm (5 charges) (175 gp) 
   
  APL 12: L: 0 gp; C: 196 gp; M: +2 large greataxe (695 
  gp), +1 chain shirt of light fortification (375 gp), potion of aid 
  (25 gp), potion of bull’s strength (25 gp), potion of shield of 
  faith +4 (50 gp), scroll of color spray (2 gp), scroll of cat’s grace 
  (13 gp), scroll of displacement (31 gp), scroll of lesser globe of 
  invulnerability (59 gp), wand of ice storm (5 charges) (175 
  gp) 
   
  Total Possible Treasure 
   
  APL 2:  
  400 gp 
   
  APL 4: 
  600 gp 
   
  APL 6:  
  800 gp 
   
  APL 8:  
  1,250 gp 
   
  APL 10:  
  2,100 gp 
   
  APL 12:  
  3,000 gp 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
  �Blessing of the Church of Lydia – For delivering the 
  children of the worshippers of Lydia safely to Redlee 
  Manor, the Church of Lydia wants to repay you for your 
  bravery. At the end of any Core adventure, a character 
  with this favor may purchase a wand of cure light wounds at 
  standard DMG cost. In addition, a character who dies 
  during a Core adventure may be brought back to Redlee 
  Manor, where that character can receive a raise dead or 
  resurrection spell at a reduced price (3,500 gp for raise dead 
  and 7,000 gp for resurrection). The dead character plus one 
  other character at the table must pay 4 extra time units to 
  receive this boon to simulate the transport of the body 
  and the time recovering. The favor is spent if a character 
  is brought back to life. 
  
  Shedding Scales 
   
  Page 21 
  �Favor of the Redlee Family – For helping the Redlee 
  family in its war with the evil forces in the Rushmoors, 
  you have received a favor. This favor can be saved, or used 
  up after any Core adventure to receive one (and only one) 
  of the following benefits: 
  ___ The bane, frost, or spell storing special quality can be 
  placed on any single weapon as per the DMG. The only 
  types of designated foes you can choose for the bane are 
  undead or evil outsider. The cost of adding the special 
  quality is the difference between the current price of the 
  weapon and the price with the special enhancement 
  added. This does not count as access for purposes of MIC. 
  ___The character has access to ONE of the following items 
  at the end of any Core adventure: phylactery of undead 
  turning, lesser strand of prayer beads, lesser empower metamagic 
  rod, or boots of levitation. Characters must purchase this 
  item at the normal DMG price. This does not count as 
  access for purposes of MIC. 
  ___Arcane casters may spend 2 extra time units after any 
  Core mod to study with Stoakdor Redlee Neheli. At the 
  end of this time, the caster will receive a +2 competence 
  bonus to one of the following skills: Knowledge (arcana); 
  or Spellcraft when used in relation to the Rushmoors and 
  the surrounding area. Only usable once. 
  �Thrall of the Serpent – This character has touched one 
  of the active scales of the Serpent and succumbed to its 
  power. The affects of this will become clear in future 
  modules. 
  �Stigma of the Serpent – This character has basked in 
  the power of an active scale of the Serpent and received 
  the Serpent’s Stigma. If not also a Thrall of the Serpent, 
  the character has gained a +1 inherent bonus to a random 
  attribute score. It is also possible that the character has 
  received a –1 inherent penalty to his lowest attribute 
  score. In addition, for the next adventure, the character 
  has light sensitivity (as per the Monster Manual) as is 
  dazzled in bright sunlight or within the radius of a 
  daylight spell.  
  Additionally, any attempts to channel positive energy, 
  including turning undead, are made at a –2 penalty. 
  Attempts to channel negative energy are made at +2. 
  Roll 1d6 for attribute that receives the +1 inherent bonus 
  (circle result) 
  1 – Strength 
  2 – Dexterity 
  3 – Constitution 
  4 – Intelligence 
  5 – Wisdom 
  6 – Charisma 
   
  �Enmity of Bylareith – For promising to find him a 
  blue-black artifact but then giving it to the Redlees, this 
  PC has earned the ire of the halfling relic collector 
  Bylareith Goldtoes. The affect of this will be revealed in 
  future modules. 
   
   
   
  
  Shedding Scales 
   
  Page 22 
  APPENDIX 1: NPCS 
   
  Encounter One: Menace from Above 
  APL 8 (EL 10) 
  �Wyverns (Advanced); CR 8; Huge Dragon; HD 9d12+45; 
  hp 108; Init +0; Spd 20 ft., fly 60 ft. (poor); AC 19 (-2 size, +11 
  natural); Base Attack/Grapple +9/+25; Attack: Sting +16 
  melee (1d8+8 and poison) or talon +16 melee (3d6+8) or bite 
  +16 melee (3d8+8); Full Attack: Sting +16 melee (1d8+8 and 
  poison) and 2 talons +14 melee (3d6+4) and bite +14 melee 
  (3d8+4) and 2 wings (2d6+2); Space/Reach 10 ft./5 ft.; SA 
  Poison, improved grab; SQ Darkvision 60 ft., immune to 
  sleep.  
   
  APL 10 (EL 12) 
  �Wyverns (Advanced); CR 8; Huge Dragon; HD 9d12+45; 
  hp 108; Init +0; Spd 20 ft., fly 60 ft. (poor); AC 19 (-2 size, +11 
  natural); Base Attack/Grapple +9/+25; Attack: Sting +16 
  melee (1d8+8 and poison) or talon +16 melee (3d6+8) or bite 
  +16 melee (3d8+8); Full Attack: Sting +16 melee (1d8+8 and 
  poison) and 2 talons +14 melee (3d6+4) and bite +14 melee 
  (3d8+4) and 2 wings (2d6+2); Space/Reach 10 ft./5 ft.; SA 
  Poison, improved grab; SQ Darkvision 60 ft., immune to 
  sleep. 
   
  APL 12 (EL 14) 
  �Wyverns (Advanced); CR 8; Huge Dragon; HD 9d12+45; 
  hp 108; Init +0; Spd 20 ft., fly 60 ft. (poor); AC 19 (-2 size, +11 
  natural); Base Attack/Grapple +9/+25; Attack: Sting +16 
  melee (1d8+8 and poison) or talon +16 melee (3d6+8) or bite 
  +16 melee (3d8+8); Full Attack: Sting +16 melee (1d8+8 and 
  poison) and 2 talons +14 melee (3d6+4) and bite +14 melee 
  (3d8+4) and 2 wings (2d6+2); Space/Reach 10 ft./5 ft.; SA 
  Poison, improved grab; SQ Darkvision 60 ft., immune to 
  sleep. 
   
  Encounter Six: The Crater Guardians 
  APL 8 (EL 10) 
  �Rillra: Female Harpy Sor4; CR 8; Medium Monstrous 
  Humanoid; HD 7d8+4d4+11; hp 57; Init +3 (Dex); Spd 20 ft., 
  fly 80 ft. (average); AC 14 (+3 Dex, +1 natural); Base 
  Attack/Grapple +9/+9; Attack Club +9 melee (1d6) or ray +13 
  ranged (per spell); Full Attack Club +9/+4 melee (1d6) and 2 
  claws +4 melee (1d3); SA Captivating song, spells; SQ 
  Darkvision 60 ft.; AL CE; SV Fort +3, Ref +8, Will +10; Str 10, 
  Dex 
  16, 
  Con 
  12, 
  Int 
  6, 
  Wis 
  12, 
  Cha 
  18. 
   
  Skills and Feats: Bluff +7, Concentration +9, Intimidate +8, 
  Listen +8, Perform (oratory) +6, Spot +4; Dodge, Flyby Attack, 
  Persuasive, Weapon Focus (ray). 
   
  Spells Known (6/7/4; base DC = 14 + spell level): 0—daze, 
  detect magic, flare, ghost sound, mage hand, ray of frost; 1st—
  burning hands, mage armor, ray of enfeeblement; 2nd—ghoul 
  touch. 
   
  Possessions: club, scroll of color spray, scroll of mirror image, 
  spell component pouch. 
   
  �Hukyrl: Male Minotaur Bbn4; CR 8; Large Monstrous 
  Humanoid; HD 6d8+4d12+30; hp 93; Init +2; Spd 40 ft.; AC 
  20 (-1 size, +2 Dex, +4 armor, +5 natural); Base Attack/Grapple 
  +10/+19; Attack +1 large greataxe +16 melee (3d6+8/x3) or gore 
  +15 melee (1d8+5); Full Attack +1 large greataxe +16/+11 melee 
  (3d6+8/x3) and gore +11 melee (1d8+5); Space/Reach 10 
  ft./10 ft.; SA Powerful Charge 4d6+6; SQ Darkvision 60 ft., 
  Fast Movement, Rage (2x/day), Natural Cunning, Scent, Trap 
  Sense +1, Uncanny Dodge; SV Fort +10, Ref +8, Will +7; Str 
  20, Dex 14, Con 16, Int 7, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +2, Jump +6, Listen +11, Search 
  +6, Spot +11; Cleave; Great Fortitude, Power Attack, Track. 
   
  Possessions: +1 large greataxe; masterwork chain shirt; 
  potion of aid. 
   
  APL 10 (EL 12) 
  �Rillra: Female Harpy Sor6; CR 10; Medium Monstrous 
  Humanoid; HD 7d8+6d4+13; hp 65; Init +3 (Dex); Spd 20 ft., 
  fly 80 ft. (average); AC 14 (+3 Dex, +1 natural); Base 
  Attack/Grapple +10/+10; Attack Club +10 melee (1d6) or ray 
  +14 ranged (per spell); Full Attack Club +10/+5 melee (1d6) 
  and 2 claws +5 melee (1d3); SA Captivating song, spells; SQ 
  Darkvision 60 ft.; AL CE; SV Fort +4, Ref +9, Will +11; Str 10, 
  Dex 
  17, 
  Con 
  12, 
  Int 
  6, 
  Wis 
  12, 
  Cha 
  18. 
   
  Skills and Feats: Bluff +8, Concentration +11, Intimidate 
  +8, Listen +8, Perform (oratory) +6, Spot +4; Dodge, Flyby 
  Attack, Persuasive, Spell Focus: Necromancy, Weapon Focus 
  (ray). 
   
  Spells Known: (6/7/6/4; base DC = 14 + spell level; 
  Necromancy spells DC = 15 + spell level): 0—daze, detect 
  magic, flare, ghost sound, mage hand, ray of frost, resistance; 1st—
  burning hands, mage armor, ray of enfeeblement, shield; 2nd—
  ghoul touch, melf’s acid arrow; 3rd—vampiric touch. 
   
  Possessions: club, scroll of color spray, scroll of displacement, 
  scroll of mirror image, wand of ice storm (5 charges), spell 
  component pouch. 
   
   
  �Hukyrl: Male Minotaur Bbn6; CR 10; Large Monstrous 
  Humanoid; HD 6d8+6d12+36; hp 117; Init +2; Spd 40 ft.; AC 
  21 (-1 size, +2 Dex, +5 armor, +5 natural); Base Attack/Grapple 
  +12/+21; Attack +1 large greataxe +18 melee (3d6+8/x3) or gore 
  +17 melee (1d8+5); Full Attack +1 large greataxe +18/+13/+8 
  melee (3d6+8/x3) and gore +12 melee (1d8+5); Space/Reach 
  10 ft./10 ft.; SA Powerful Charge 4d6+6; SQ Darkvision 60 ft., 
  Fast Movement, Rage (2x/day), Natural Cunning, Scent, Trap 
  Sense +2, Improved Uncanny Dodge; SV Fort +11, Ref +9, 
  Will +8; Str 20, Dex 14, Con 17, Int 7, Wis 10, Cha 8. 
   
  Skills and Feats: Intimidate +2, Jump +6, Listen +13, Search 
  +6, Spot +13; Cleave; Great Cleave, Great Fortitude, Power 
  Attack, Track. 
   
  Possessions: +1 large greataxe; +1 chain shirt; potion of aid 
   
  APL 12 (EL 14) 
  �Rillra: Female Harpy Sor 8; CR 12; Medium Monstrous 
  Humanoid; HD 7d8+8d4+15; hp 71; Init +3 (Dex); Spd 20 ft., 
  fly 80 ft. (average); AC 14 (+3 Dex, +1 natural); Base 
  Attack/Grapple +11/+11; Attack Club +11 melee (1d6) or ray 
  +15 ranged (per spell); Full Attack Club +11/+6 melee (1d6) 
  and 2 claws +6 melee (1d3); SA Captivating song, spells; SQ 
  Darkvision 60 ft.; AL CE; SV Fort +4, Ref +9, Will +12; Str 10, 
  Dex 
  17, 
  Con 
  12, 
  Int 
  6, 
  Wis 
  12, 
  Cha 
  18. 
   
  Skills and Feats: Bluff +9, Concentration +12, Intimidate 
  +8, Listen +8, Perform (oratory) +6, Spot +4; Dodge, Greater 
  
  Shedding Scales 
   
  Page 23 
  Spell Focus: Necromancy, Flyby Attack, Persuasive, Spell 
  Focus: Necromancy, Weapon Focus (ray). 
   
  Spells Known (6/7/7/6/4; base DC = 14 + spell level; 
  Necromancy spells DC = 16 + spell level): 0—dancing lights, 
  daze, detect magic, flare, ghost sound, mage hand, ray of frost, 
  resistance; 1st—burning hands, grease, mage armor, ray of 
  enfeeblement, shield; 2nd—ghoul touch, melf’s acid arrow, mirror 
  image; 3rd—ray of exhaustion, vampiric touch; 4th—fear. 
   
  Possessions: club, scroll of color spray, scroll of cat’s grace, scroll of 
  displacement, scroll of lesser globe of invulnerability, wand of ice 
  storm (5 charges), spell component pouch. 
   
  �Hukyrl: Male Minotaur Bbn 8; CR 12; Large Monstrous 
  Humanoid; HD 6d8+8d12+42; hp 138; Init +2; Spd 40 ft.; AC 
  21 (-1 size, +2 Dex, +5 armor, +5 natural); Base Attack/Grapple 
  +14/+23; Attack +2 large greataxe +21 melee (3d6+9/x3) or gore 
  +19 melee (1d8+5); Full Attack +2 large greataxe +21/+16/+11 
  melee (3d6+9/x3) and gore +14 melee (1d8+5); Space/Reach 
  10 ft./10 ft.; SA Powerful Charge 4d6+6; SQ Damage 
  Reduction 1/-, Darkvision 60 ft., Fast Movement, Rage 
  (3x/day), Natural Cunning, Scent, Trap Sense +2, Improved 
  Uncanny Dodge; SV Fort +12, Ref +9, Will +8; Str 20, Dex 14, 
  Con 
  17, 
  Int 
  7, 
  Wis 
  10, 
  Cha 
  8. 
   
  Skills and Feats: Intimidate +2, Jump +6, Listen +15, Search 
  +6, Spot +15; Cleave; Great Cleave, Great Fortitude, Power 
  Attack, Track. 
   
  Possessions: +2 large greataxe; +1 chain shirt of light 
  fortification; potion of aid, potion of bull’s strength, potion of shield of 
  faith +4 
   
  
  Shedding Scales 
   
  Page 24 
  APPENDIX 2: DM NOTES 
   
  DM Notes 1 – The Darkwatch and the Shelspring 
  Barony 
  The Knights of the Malagari, known to the population 
  of 
  Keoland’s 
  northwestern 
  provinces 
  as 
  “the 
  Darkwatch,” is an organization whose plans and goals 
  are as mysterious as their methods are ruthless. 
  However, the evil they battle may justify the secrecy 
  and ruthlessness. 
   
  The organization’s earliest roots were with the 
  Knights of the Watch, when those Watchers who 
  fought the evil remnants of Vecna’s power in the 
  Rushmoors and adjacent areas banded together as 
  brothers in a fight against an overwhelming and 
  corrupting power. As the power of this evil threatened 
  to overwhelm the knights and those who the knights 
  were charged to protect, the protectors turned to 
  unorthodox and sometimes questionable tactics to 
  stem the tide. 
   
  As their superiors questioned their tactics in 
  fighting the evil and turned a deaf ear to the concerns 
  of these knights that their enemy was like nothing 
  ever seen, the Duke of Dorlin, the highest ranking 
  member of Keoland’s Neheli family, stepped forward. 
  He offered these beleaguered knights assistance, funds, 
  respect, weapons, and most importantly political clout. 
  These knights, who had fought under the moniker 
  Knights of the Malgari, finally pledged allegiance to 
  the Duke of Dorlin and changed their name to Knights 
  of the Malagari as a show of separation from the 
  Knights of the Watch. While the knights of these two 
  organizations respect each other and cooperate to the 
  best of their abilities in fighting evil, they make no 
  mistake where their political allegiances lie. 
   
  The Darkwatch, in its current incarnation, is an 
  entity both loved and feared equally. The common folk 
  of the Neheli lands have seen just enough disturbing 
  occurrences with necromantic magicks that they 
  rejoice to have the Darkwatch protecting them. 
  However, the tactics of the Darkwatch are infamous for 
  being heavy-handed at best and sinister at worst. 
  Seeing on numerous occasions how just a small bit of 
  evil magic can corrupt a person, the Darkwatch do not 
  tolerate necromancy or magic that threatens the peace 
  and prosperity of the land. People who cross the 
  Darkwatch’s path sometimes are never heard from 
  again. Sometimes they disappear for years, only to turn 
  up in the place where they disappeared, unable to 
  remember where they were. 
   
  The main focus of the Darkwatch, the force that 
  they must be forever vigilant against, is the corruption 
  of nature and magic that was Vecna. Saying Vecna in 
  the presence of a Darkwatch member will get one 
  jailed for life if you are lucky, killed on the spot if you 
  aren’t. Even having knowledge of Vecna is a sure sign 
  to Darkwatchers that you are probably heading on a 
  path toward evil. 
   
  The Shelspring Barony  
  Shelspring is a minor barony comprising the 
  northwest corner of the Duchy of Dorlin. The barony 
  shares a border with the March of Mareman and the 
  Barony of Dilwych, and is bordered by the Rushmoors 
  to the north. The Baron of Shelspring and its occupants 
  pledge fealty to the Duke of Dorlin. The land is 
  occupied almost exclusively by humans, although a 
  few races, especially elves, have a small presence in 
  some of the hamlets and small towns. Most of the 
  occupants are farmers, working the land in the name of 
  the Baron in return for food, shelter, and protection. A 
  few master craftsmen and business owners have taken 
  up residence in more densely populated areas. The 
  northern area is predominantly damp marshlands, 
  although farmers are successfully draining some of the 
  soil to create usable farmland. The Sheldomar River 
  here provides some limited water transportation for 
  teamsters and merchants. There is better farming and 
  grazing in the southern portion of the Shelspring 
  Barony. 
   
  Before the current Baron was given rule in this 
  area, it was the demesne of Count Orloc. Orloc was the 
  main rival for control of the House Neheli with 
  Cedrian, the Duke of Dorlin. The Count disappeared 
  under mysterious circumstances, and rumors abound. 
  Since the incursion of evil from the Rushmoors 
  worsened after he began his reign, many believed that 
  he was in league with that evil and was seeking Vecna’s 
  power himself. Others claim that Duke Cedrian had 
  Orloc assassinated by the Darkwatch. No one will 
  deny, however, that the new Baron, Jharmok Redlee 
  Neheli, is a ruler who shows much more generosity, 
  compassion, and valor than Orloc ever did. 
   
  Baron Jharmok Redlee Neheli is a fierce warrior 
  and high-ranking member of the Darkwatch, having 
  led many campaigns against the evil creatures that 
  regularly crawl from the Rushmoors. His success 
  brought great honor to him and his family, so much so 
  that Jharmok was named Baron and placed in charge of 
  the Shelspring. This “honor” was something the 
  warrior neither desired nor accepted with grace. He 
  knows that his cousin, the Duke of Dorlin, expects him 
  to be little more than a buffer between the rest of 
  Dorlin and the evil-infested Rushmoors. While Baron 
  Jharmok is now forced to spend a part of his time in 
  administrative and governing duties, he sometimes 
  gets the chance to patrol the Rushmoors border with 
  his fellow Knights of the Malagari, leaving his brother 
  in charge of the Barony’s administration. The Redlee 
  branches of House Neheli are close cousins to the 
  current Duke of Dorlin. 
   
  Jharmok’s brother, Chancellor Stoakdor Redlee 
  Neheli, has joined his brother in the governance of the 
  barony. While Jharmok is the fighting type, Stoakdor’s 
  actions involve patience, wit, and divination magic. 
  Some of the around Keoland delight in spreading 
  
  Shedding Scales 
   
  Page 25 
  rumors that Stoakdor is plotting to usurp his brother’s 
  power through evil magicks. Stoakdor is an ambitious 
  man, and he wants to see the Redlee family gain more 
  power and influence than this one small barony on the 
  edge of a swamp, but he does not intend to step outside 
  the boundaries of the law. If anything suspicious ever 
  did happen to Jharmok or his family, Stoakdor would 
  be suspected of foul play because he does practice 
  magic. Stoakdor is in an odd position, since he is 
  outside (and above) the purview of the Darkwatch on 
  one hand, yet he is still not above their justice if he 
  steps over any lines. He is quick to warn and support 
  anyone who crosses the Darkwatch do the extent of his 
  abilities, but anyone foolish enough to draw the full 
  wrath of the Darkwatch will not find Stoakdor’s 
  support. 
   
  When Jharmok was named Baron and given 
  Shelspring as his demesne, he was required by the 
  Duke of Dorlin to marry a child of the wealthy mine 
  owner Radison Pross. The Duke knew that by joining 
  the families of Redlee and Pross, he would have both 
  great money and military prowess at his disposal. He 
  also knew that the popular Redlee line of the Neheli 
  family would never challenge his own power after 
  being mixed with the non-Neheli Pross bloodline. 
  Lobana was chosen to betroth Baron Jharmok because, 
  while not the most beautiful of the Pross females, she 
  was the most intelligent and capable of looking out for 
  Pross interests in this marriage/business arrangement. 
  Jharmok trusts her opinion of matters regarding the 
  barony, and she has proven to be a valuable asset. Even 
  more intriguing is her convictions as a priestess of 
  Lydia. While it might seem that the Darkwatch and the 
  teachings of Lydia might be at odds, Jharmok and 
  Lobana have welded a strange alliance between the 
  two. Jharmok has softened the Darkwatch’s hard line a 
  bit, believing that educating the population to 
  recognize evil might be a better solution than keeping 
  them in the dark. Lobana’s Lydian cult understands 
  that in fighting the evil, knowledge must not simply be 
  dispersed, it must be controlled. The most powerful 
  light is the light that is focused.  
   
  DM Notes 2 – Running “Shedding Scales” for 
  Gran March players 
  As this is a Core adventure, I have tried to make it 
  applicable to as many characters as possible with a 
  variety of plot hooks. Since the Rushmoors are within 
  the geopolitical boundary of the Gran March, however, 
  some special considerations might need to be made for 
  characters from Gran March, particularly members of 
  the Gran March military. 
   
  The first plot hook—the escorting of the children 
  to the bardic school, should work for Gran March 
  characters. The second hook—the hiring to find 
  artifacts in the Rushmoors—might not work. Since the 
  motivation to enter the Rushmoors through Keoland 
  for characters using this hook is “to avoid Gran March 
  patrols,” players from the Gran March who might 
  actually be members of those patrols need another 
  hook. 
   
  For players who are members of the Gran March 
  military (who are beholden to the Gran March military 
  in some way), I offer the following hook: 
  Rumors have reached the Gran March that Keoland 
  troops, particularly the Darkwatch, have been entering 
  the Rushmoors and setting up bases. The launching 
  point for these expeditions into Gran March territory 
  is Redlee Manor in the Shelspring Barony. The Gran 
  March leaders need someone to travel to Keoland 
  posing as adventurers and ascertain if these rumors are 
  true, and if they are, learn to what extent the 
  expeditions have been made. 
   
  Using this hook, the Gran March PCs will travel to 
  Redlee Manor and encounter the children on their way 
  to the bardic school, be there for Encounter 1, and then 
  they will be in the action of the adventure, but with 
  another purpose as well. The rumors above, it should 
  be said, are false. 
  
  Shedding Scales 
   
  Page 26 
  APPENDIX 3: CRATER MAP 
   
  
  Shedding Scales 
   
  Page 27 
  PLAYER’S HANDOUT 1 
  Stoakdor’s Map 
   
   
   
   
  
  Shedding Scales 
   
  Page 28 
  Critical Event Questions: 
  Please fill out these questions upon completion of this event and turn into the Senior Judge (or HQ) for this event. 
  Thanks. 
   
  Did the PCs escort the children to Redlee Manor? 
   
  Did the PCs get hired by Bylareith to find the slab? 
   
  Were any children taken and not recovered in Encounter 1?   
   
  Who? 
   
  Did the PCs rescue Tajlo? 
   
  Did the PCs end the adventure with Tajlo still a friend? 
   
  Is Tajlo still alive? 
   
  Did the PCs attack the kobold village? 
   
  Did the PCs get kicked out of the kobold village? 
   
  Did the PCs heal Wubik? 
   
  Did the PCs free the bugbear slaves? 
   
  Did the PCs recover the slab? 
   
  Who is currently in possession of the slab? 
   
  Did the PC take an oath to protect and help the children? 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/COR (Core)/COR4-01 Shedding Scales (3E).pdf