TEXT: KEOI5-03 
   
   
   
   
   
  Clearing Out the 
  Chapterhouse 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Introductory Adventure 
  Version 1.2 
   
  by Jay Stypinski with Christian Alipounarian 
  Playtesters: John Lynch, Jon Machnicz, Fritz Platke, and David Yale. 
  Reviewers: Keoland Triad 
  You received an urgent summons from the Headmaster of the Seaton Chapterhouse of the National 
  Academy of Wizardry. But what task can novice adventurers complete that Keoland's most accomplished 
  wizards cannot?  A Keoland Introductory module that answers the nagging question about just what 
  happened to all those abandoned toad familiars. For 1st level characters only. 
  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 
  Wizards of the Coast and the author. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc., in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. and the author. This product is a 
  work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, 
  Inc. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For rules questions specific to this document and the LIVING GREYHAWK campaign email rpgahq@wizards.com. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  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 judge) 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 judge 
  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 italics. 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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet. The judge should complete the top of the 
  form and list his name and RPGA number. The 
  players should each list their name and RPGA 
  number. After the form is filled out it should be 
  given to the Event Coordinator. 
  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 one. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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. 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 1 
  
  LIVING GREYHAWK Levels of Play  
   
   
  This is an introductory adventure and as such 
  is playable only by 1st level PCs. 
  Time Units and Upkeep  
   
   
  This is an introductory one-round Regional 
  adventure, set in Keoland. Characters native to 
  Keoland pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit. Rich Upkeep costs 50gp per Time Unit. 
  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  Trei Vor, a half-elf sorcerer, was expelled from the 
  National Academy of Wizardry (“NAW”) for 
  juvenile pranks. He decided to get revenge by 
  ruining the reopening of the NAW’s Seaton 
  chapterhouse. With the assistance of a lost quasit, 
  Trei tricked and kidnapped another apprentice and 
  taken his place using hat of disguise. The Seaton 
  chapterhouse was closed during the Scarlet 
  Brotherhood's invasion of the southlands and the 
  subsequent plague (see KEO1-07 Deathmarch). 
  The grand reopening is an event of some 
  significance for the Viscounty of Salinmoor. The 
  party is summoned by Treggish Mull, assistant to 
  Dareena Secunforth (the chapterhouse’s local 
  head), to take care of a dirty job. Trei used a rare 
  wondrous item known as pipes of the marshlands 
  to call a plague of toads to the chapterhouse’s 
  lecture hall. 
  The NAW wizards are frantic. They are preparing 
  for the arrival of their headmaster, the notoriously-
  grouchy Archmage of Keoland, Lashton. As such, 
  they do not have the time to get rid of the toads 
  amidst their other responsibilities. Trei’s quasit 
  companion used its commune power to find out 
  that Lashton is arriving in Seaton and has timed 
  his "prank" to occur a mere three hours before 
  Lashton's visit, hopefully leaving the place a wreck 
  by the time the Archmage arrives. It is up to the 
  PCs to clean up the chapterhouse and save the 
  local NAW wizards from embarrassment before 
  the archmage, as his distaste of toads is well-
  known. 
  Adventure Summary 
  The PCs hear that the local NAW chapterhouse is 
  urgently seeking adventurers. PCs will be directed 
  to meet with Treggish Mull at a local tavern. 
  Should any of the PCs be NAW apprentices, he 
  simply orders them to assist. If the PCs agree to 
  keep matters confidential, Mull will explain the 
  situation at the chapterhouse and ask the PCs to 
  clean things up. Mull will explain what areas are 
  off-limits to non-members and empathize that the 
  PCs are NOT to damage anything. 
  PCs may begin surveying the situation and start 
  cleaning up toads. The PCs must accomplish this 
  non-violently. The PCs can keep their weapons, 
  but are warned not to damage anything.  
  Trei's quasit uses the pipes of the marshlands to 
  summon a dire toad to attack the PCs while they 
  clean up. 
  The PCs, warned by Mull to stay out of the library, 
  see “Novgood” (Trei Vor in disguise) attacked by 
  another toad. He tries to trick the group into setting 
  off a glyph of warding. He will "thank" the PCs for 
  "saving" him afterwards, but the PCs will be 
  berated by Mull if they set off the glyph. Injured 
  PCs can go to a local temple for healing, but may 
  miss the final encounter! 
  If PCs look like they are succeeding, Trei and the 
  quasit become desperate enough to attack them. 
  Mull will arrive within ten rounds, and quickly 
  subdues Trei if the fight lasts that long. If the PCs 
  think of it, they may locate a kidnapped apprentice 
  trussed up in a room at “The Toad in the Hole”. 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 2 
  
  Preparation for Play 
  Determine if any characters are members of the 
  National Academy of Wizardry or Sea Mages as 
  membership may affect their introduction to this 
  scenario. 
  Find out if any sorcerer or wizard PC possesses a 
  toad familiar. If they do, when they approach the 
  chapterhouse (Encounter One), they will get an 
  empathic sense from their companion of a 
  compulsion to make all haste into the Lecture Area 
  (see DM Aid One). This is because of the 
  influence of the pipes of the marshlands. Being a 
  magical beast, however, the toad can resist the 
  urge (but feels it nonetheless). 
  Introduction 
  The pungent, swampy stench of Seaton greets 
  your nostrils as you enter the walled city that 
  serves as the trade center for the Viscounty of 
  Salinmoor. Seaton seems to be recovering 
  from the awful plague that claimed many of its 
  residents back in the year 591 CY. But many of 
  the homes and buildings remain boarded up, 
  and you recall passing many graveyards 
  outside the town’s limits. 
  Seaton itself is a gloomy place, its streets 
  shrouded in warm fog and the light rain that 
  has gradually drenched you and your traveling 
  companions. Ahead, you can see the dim 
  outline of what must be Oceanspray Palace, 
  home of Viscount Cronin Secunforth. A 
  forlorn-looking inn called “The Toad In The 
  Hole” offers a haven from the rain and the 
  chance of a warm fire to dry your clothes. 
  Give the PCs a few moments to introduce 
  themselves (as they would likely have met on the 
  road to Seaton if they haven’t met previously) 
  before proceeding to Encounter One. 
  Encounter One: Support 
  Your Local Wizards 
  As you weigh your options, a hooded man 
  pushes past you and heads towards the 
  tavern, muttering under his breath. He stops 
  and stares at your group. Under the hooded 
  cloak, you see hawk-like Oerdian features 
  regard you appraisingly. “Hmmpf. You lot may 
  do, if you have the sense to get out of the rain. 
  Come.”  Without another word, the man 
  beckons you to follow him inside the tavern. 
  If the PCs decide not to follow, the module ends. If 
  the PCs choose to follow the man inside: 
  The interior of the Toad In The Hole is 
  definitely more cheery than the damp streets 
  outside. The man you followed motions your 
  group towards the rear of the tavern towards a 
  large comfortable table. He sits after shaking 
  out his cloak. You have an opportunity to 
  observe the man who led you here so abruptly. 
  Narrow, suspicious eyes stare at you from 
  underneath heavy black eyebrows. He is bald, 
  and 
  his 
  beak-like 
  nose 
  sniffs 
  the 
  air 
  disparagingly. “Sit down, please. Standing 
  sword-slingers make me nervous. My name is 
  Treggish Mul. I have been sent by Dareena 
  Secunforth, daughter to the Viscount of 
  Salinmoor. I have a proposition for you – one 
  that will allow you to perform a service for the 
  most prestigious wizard’s organization in the 
  Sheldomar Valley – perhaps in all of the 
  Flanaess. I am speaking, of course, of the 
  National Academy of Wizardry. Before I say 
  more, I must have your assurances that 
  anything that occurs in the course of your 
  employment will be kept silent, for both the 
  Academy and Headmistress Secunforth have 
  many petty rivals within the Kingdom and 
  without. We can pay you a hundred gold lions 
  for the completion of a simple task within the 
  confines of the new Seaton Chapterhouse. Will 
  you accept employment under these terms?” 
  Mul will refuse to answer any additional questions 
  until the PCs have accepted these terms, only 
  stating that hear that the local NAW chapterhouse 
  is seeking adventurers for this assignment, and 
  they had best make up their minds quickly. PCs 
  who are members of the NAW or who have any 
  ranks in Knowledge: local (Sheldomar Valley) 
  finds it odd that this meeting is taking place 
  outside the confines of the Chapterhouse. In fact, 
  if Mul observes that any PCs are wearing NAW 
  badges, he will order them to report back to the 
  Seaton chapterhouse with him. If the PCs agree to 
  keep matters confidential, Mul will explain the 
  situation at the chapterhouse and ask the PCs to 
  clean things up: 
  “An unfortunate situation has developed at the 
  new Academy chapterhouse here in Seaton. A 
  situation made desperate because we are 
  about to have a very important visitor to 
  dedicate the new Chapter – none other than 
  Lashton, the Archmage of Keoland himself!”  
  Mull is obviously deeply excited at the 
  prospect of this visitor. “The Archmage, as 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 3 
  
  you should know, is the head of the Academy 
  and is also the chief advisor to the Lion 
  Throne. Headmaster Lashton is due to arrive 
  today, but his visit will prove less than 
  satisfactory unless a certain … mess is cleared 
  up. 
  “You see, the new chapterhouse is … infested. 
  With … well, with toads. An influx of these 
  creatures occurred this morning, and they 
  continue to arrive in greater numbers each 
  hour! Of course, with all the preparations that 
  need to be made to prepare for the Archmage’s 
  arrival, we cannot even spare apprentices to 
  remove these creatures. And they cannot be 
  here when the Archmage arrives!”  A note of 
  panic creeps into Mull’s voice. “You see, 
  Lashton despises toads, and having them 
  hopping all about the first floor and belching 
  on his arrival – well, there’s no telling what he 
  will do! He might even close the chapter 
  down!” 
  “Your services are needed to remove these 
  creatures from the premises before the 
  Archmage’s arrival at four o’clock today. And I 
  said remove, not butcher! The last thing we 
  need are toad gizzards littering the first floor. 
  We’d best be off to the Chapterhouse.”    
  Mull will pause if the PCs have any questions, 
  answering them in an impatient manner but to the 
  best of his ability. Some potential questions and 
  Mull’s answers are included below: 
  Where did the toads come from? “I have no idea. 
  From 
  the 
  damned 
  swamp, 
  probably. 
  I’m 
  concerned with removing them not their origins!” 
  Are they dangerous? [With obvious contempt]. 
  “They are toads. Normal toads are no more 
  dangerous than a salamander or garden-variety 
  purplish worm.” 
  Could they have been put there purposely? “Well, 
  they weren’t offered membership in the Academy! 
  It’s possible that someone is seeking to embarrass 
  the Academy, but I cannot speculate on why 
  someone would seek to do so.”  [Mull will then eye 
  any admitted members of rival organizations 
  suspiciously].  
  Has anyone tried to remove the toads? “As I said 
  before, our apprentices are busy polishing the 
  cauldrons and cleaning the upper level rooms 
  where the Archmage will be staying during his 
  visit. We can’t spare anyone to clean up the lower 
  levels.” 
  Are you the head of the Seaton chapter? “Of 
  course not! My mistress, Dareena Secunforth, is 
  far too busy with preparations and his own 
  research to bother with this paltry matter.” 
  Has 
  anything 
  unusual 
  occurred 
  at 
  the 
  Chapterhouse recently? “Not at all.”  [A successful 
  Sense Motive check opposed by Mull’s Bluff check 
  (his total modifier is +7) will reveal that Mull is 
  holding something back. If pressed, he will admit 
  that there have been some minor disturbances at 
  the chapterhouse, but only state that “the matter 
  has been dealt with administratively.”  Any PC who 
  is a member of the NAW will know that this means 
  that an initiate was expelled.] 
  If the PCs refuse the assignment, the module is 
  over. Otherwise they should proceed to the 
  Chapterhouse (and you should go to Encounter 
  Two.) 
  Encounter Two: Meeting the 
  Toads… 
  Refer to DM Aid #1. 
  The Seaton Chapterhouse of the National 
  Academy of Wizardry is a large, square-
  shaped, 
  whitewashed 
  stone 
  building. 
  A 
  circular tower is built into the main building on 
  the east side. Treggish Mull leads you up the 
  steps as passers-by eye you curiously. Mull 
  ignores their stares and heads towards an 
  iron-bound wood door. He mutters a word 
  under his breath and the door opens into a 
  foyer. 
  Passages lead to your right and left. Directly 
  ahead sits an immobile reptilian beast about 
  the size of a black bear, with an enlarged head 
  of savage looking teeth set in a massive jaw. It 
  lacks any obvious eyes, yet has an array of 
  nostrils and large membranes near the top of 
  its skull. Mull seems to take no note of the 
  creature. 
  The creature in the foyer is the "Grigaur 
  Taxidermy Specimen" recovered in SHE4-05 
  Fundamentals of Dweomercraft and given to the 
  NAW by adventurers. A successful DC 18 
  Knowledge (history or nature) check will identify 
  the creature as a dangerous carnivore believed to 
  be extinct on Oerth. 
  “The problem lies this way.”  Mull gestures to 
  the left-hand passage, which takes you in the 
  direction of the tower. 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 4 
  
  The hall slopes slightly downwards, ending in 
  what appears to be a large reception area. A 
  dais and podium stand at the head of the room 
  with several velvet cushioned chairs arranged 
  behind it. On the main floor are hard-backed 
  chairs, neatly arranged. Two exits lead from 
  the hall into what appears to be the lower 
  tower level and into what is obviously the 
  kitchen. Through the closed windows, you can 
  see the marshlands in the distance to the west. 
  However, what catches your eyes is the riot of 
  toads in the great hall. Big toads and small 
  toads. Toads climbing on chairs, the drapery, 
  the dais, and even the podium itself. The great 
  hall is blanketed in toads.  
  “Herein is our problem.”  Mull says in a 
  deliberate understatement. “Here is where the 
  Archmage will speak and officially open the 
  Seaton chapter. Of course, when he arrives, if 
  these vermin are still here, he is just as likely 
  to encase the whole place in a bubble like he 
  did in Sterich.”  Mull shudders involuntary at 
  the remembrance of Lashton’s display in the 
  war against the giants. 
  “We managed to clear the toads from the 
  kitchen, and a ward prevents their entry into 
  the tower library. The library is off-limits. Don’t 
  enter,” Mull warns. “You are not to damage 
  anything. I’ll be sending in some apprentices 
  in a few moments that will get you whatever 
  reasonable equipment you might need to 
  remove the amphibians. You are NOT to 
  damage anything, or just slaughter the toads 
  and create a mess. Do you understand? I 
  suggest you get to work.” 
  Mull exits into the kitchens, calling out to 
  those inside.  
  Mull will pause if the PCs wish to ask questions; 
  refer to Encounter One for his answers. 
  APL 1 (EL 5) 
  Toads (approximately 500): hp 1 each; see 
  Monster Manual, p. 282. 
  The PCs can survey the situation and start 
  cleaning up toads. If they start attacking the 
  creatures, they cannot fight back and will soon 
  make a mess. The toads will not swarm. 
  The toads were called here by the magic of the 
  pipes of the marshlands. The toads arrived here in 
  droves, and began leaping through the windows. 
  The apprentices didn’t notice the problem until 
  several hundred had already made it inside the 
  room. The lecture hall happens to be the room 
  which faces, and is closet to, the Hool Marsh to 
  the west. Thus, this room became the marshalling 
  point for all of the amphibians arriving as a result 
  of the pipes’ magic. (The magical compulsion to 
  come to this chapterhouse was filled when the 
  toads hopped through the windows; now they’re 
  just mulling about since they can no longer escape 
  and wouldn’t know how to get back if they could.) 
  Description of the Chapterhouse’s Lecture 
  Wing 
  Dining Hall: The apprentices are spending their 
  time getting this room prepared. It seats about 
  sixty people, and will be used to host a post-
  lecture reception for Lashton (the apprentice’s 
  dining hall is the largest of those in the 
  chapterhouse, since there are more apprentices 
  than 
  higher-level 
  wizards). 
  The 
  tables 
  are 
  rectangular, and could be useful to create a “toad 
  corral,” but the apprentices won’t allow it without a 
  DC 18 Diplomacy check. 
  Kitchen: There is a marble-topped island in the 
  center of this room, which is tiled in white on the 
  floors and on the walls up to a height of four feet. 
  The area is kept quite clean. The room’s 
  centerpiece is an iron-topped block of stone three 
  feet on a side. Anyone with a NAW badge can 
  touch the stone side of the block and command 
  the iron countertop to heat (to a specific 
  temperature, or to a general one such as “boiling,” 
  “hot enough to sear meat,” etc.) The block 
  radiates moderate Evocation magic. 
  Library: This room is well-stocked with books that 
  deal principally with non-magical topics – it is more 
  of a reference hall of academia than a place to 
  study magic. The room is a bit stuffy and contains 
  a number of old chairs and tables. 
  Pantry: This room is neat and clean, and is 
  organized and well-supplied. The room is cool and 
  dry and contains mainly casks of water, wine, and 
  a few sides of heavily smoked and cured beef that 
  would be difficult for the apprentices to haul into 
  the cellar. 
  Reception / Lecture Area: This room is well-lit, with 
  a podium on one end. Heavy curtains hang on 
  either side of the double windows, which push 
  outward from the bottom to allow in air (and toads, 
  if left open), held apart by gold cords. The floor is 
  an alternating pattern of blue and silver tile. 
  Padded wooden pews form two aisles through the 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 5 
  
  room’s center; there is seating for over sixty 
  observers. The room is choked with toads. 
  Root Cellar: This area is cool, dry, and unusually 
  well-stocked. In constructing the chapterhouse, 
  the academy wished to be able to remain 
  quarantined for three months should the dreadful 
  plague return to Salinmoor. PCs may find some 
  tracks here (see the “Using Investigative Spells 
  and Strategies” section in Encounter Three. 
  Encounter Three: … and the 
  Apprentices 
  As Mull indicated, three NAW apprentices 
  arrive shortly to see to your needs. They enter 
  from the kitchens, as Mull passes by them 
  haughtily without another word and enters the 
  library. You can see him ascend the spiral stair 
  into the upper levels of the tower. The three 
  apprentices, clad in lower order robes and 
  wearing NAW badges, stand before you. The 
  first is a plain-looking Suloise woman with 
  wavy, reddish-blond hair and a cold demeanor. 
  The second is a chubby bearded young man of 
  Keoish descent. The final apprentice is a 
  gnome with a bluish beard and wearing a 
  pointed red cap. The woman speaks to you 
  first. “Master Mull requested we assist you by 
  bringing any mundane items you might need 
  to clean this mess. What do you require?” 
  The three apprentices arrive after a few minutes. 
  In addition to bringing the PCs any mundane gear 
  they may request from the kitchens or cellar, they 
  will answer questions as noted in their individual 
  descriptions should the PCs think to ask. The PCs 
  may obtain any reasonable equipment (valued at 
  50 gp or less) from Table 7-8 in the Player’s 
  Handbook. Note that the apprentices will not 
  volunteer information but will answer direct 
  questions as noted in their descriptions.  
  APL 1 (EL 4) 
  Lausanne Narthistle, female human Ari 1 / Wiz 
  3: hp 10; see Appendix One. 
  Description: A plain young Suloise woman with 
  reddish-gold hair and blue eyes. Lausanne wears 
  the drab robes worn by all NAW apprentices but 
  no ornaments save a signet ring and jade 
  chopsticks around which her long locks are curled. 
  A successful Knowledge (nobility) check DC 15 
  will recognize her ring as identifying her as a noble 
  of House Narthistle of Keoland. Lausanne is a 
  distant cousin of the now disgraced Narthistle 
  family and does not like this fact advertised. A DC 
  15 
  Diplomacy 
  check 
  will 
  get 
  Lausanne’s 
  cooperation if they do not identify her with her 
  family; this check increases to DC 20 if they 
  address her as “Lady Narthistle”. If the PCs fail 
  either check she will act cold and haughty and 
  refuse to answer any questions, claiming that she 
  must attend to her duties upstairs. 
  What she knows: 
  Lausanne knows that a half-elf sorcerer was 
  expelled from the Academy for unruly behavior, 
  but she doesn’t recall his name. Novgood has 
  been acting peculiarly today; he is not normally in 
  such a good humor. She attributes this change in 
  behavior to the imminent arrival of Lashton and 
  official opening and recognition of the Seaton 
  chapterhouse. 
  Were there any unusual occurrences at the 
  chapterhouse lately? “There have been a number 
  of pranks about the school lately which have not 
  been at all humorous - potion ingredients 
  switched, cauldrons fouled, etc.” 
  She 
  believes 
  the 
  person 
  responsible 
  was 
  disciplined, and she will not elaborate on that 
  subject.  
  Who do you think is responsible for the toads? “I 
  have no idea, I’m sure.” 
  Where did the toads come from? “Who knows?  
  This is Seaton, after all. The city is right near the 
  Hool Marsh Protectorate; they probably had a nest 
  or something that was disturbed in construction.” 
  (Note that a DC 10 Knowledge (architecture & 
  engineering) check will alert a PC that this is 
  unlikely since the foundation of the chapterhouse 
  appears to have been laid properly.) 
  “Novgood,” male human (actually a disguised 
  Trei Vor, male half-elf Sor 1 / Wiz 1 / War 1): hp 
  14; see Appendix One). 
  Description: “Novgood” is a very overweight, jolly 
  human of Oerdian-Suel heritage with brown eyes 
  and light brown hair and beard. Unseen beneath 
  his locks, he wears a thin black metal headband. 
  (This is in reality a hat of disguise; see below.) 
  This cannot be spotted visually unless his hair is 
  deliberately parted and inspected. 
  If the PCs specify that they are studying him, a 
  successful DC 29 Spot check (courtesy of his 
  disguise kit and hat of disguise; this should place 
  him well out of the ability of a group of 1st level 
  PCs to detect) will reveal that he is in some sort of 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 6 
  
  disguise. He is quite friendly, but will appear 
  genuinely busy and therefore reluctant to speak to 
  the PCs. 
  “Novgood” is actually the half-elf Trei Vor in 
  disguise using both his disguise kit and hat of 
  disguise. If the PCs pierce his disguise, Trei will 
  first attempt to bluff it out to carry on with his plan; 
  otherwise he and his quasit will attack as detailed 
  in Encounter Five. 
  What he knows: 
  Were there any unusual occurrences at the 
  chapterhouse lately? “There have been a number 
  of pranks about the school lately. Pretty funny 
  stuff, mostly. I don’t think we should be discussing 
  the details though. I think they expelled the poor 
  apprentice responsible. I think it was really 
  because he was a half-human.” (True) 
  Who do you think is responsible for the toads? I 
  have no idea.” (False; if the PCs question his 
  veracity, have them make opposed Sense Motive 
  checks against his Bluff, whose total modifier is 
  +8). 
  Where did the toads come from? “I don’t know. 
  Probably from the swamp, but I have no idea how 
  they got here.” (False, Bluff +8) 
  Waz Winklebottom, male gnome Com 1 / Wiz 1: 
  hp 10; see Appendix One. 
  Description: A skinny gnome with a bluish beard 
  and bright reddish eyes, Waz wears a pointy red 
  cap to cover his bald head. 
  What he knows: 
  Waz is glad that Novgood is in a cheery mood; the 
  man is usually quite dull. He remembers that a 
  half-elf named Trei was responsible for the 
  pranks, but he’s not around today. Waz does not 
  know that Trei was expelled.  
  Were there any unusual occurrences at the 
  chapterhouse lately? “There were a number of 
  hysterical pranks about the school lately! This 
  apprentice 
  switched 
  Lausanne’s 
  potion 
  ingredients, and when Mull tried her concoction, 
  he turned lavender. Everyone thought it was 
  absolute comedy, except Lausanne and Novgood. 
  And Mull of course. No sense of humor amongst 
  humans… I think they kicked the poor guy out. I 
  haven’t seen him around much.” 
  “Also, I thought I heard strange music coming from 
  the basement this morning. But when we went 
  down to the cellar to get tubers and potatoes, 
  there was nothing.” 
  Who do you think is responsible for the toads? “I 
  have no idea. But for my money, it’s hysterical! I’d 
  shake his hand, if it hadn’t caused so much 
  trouble for you folks.” 
  Where did the toads come from? “I’d guess the 
  basement must have a link to the swamp. But 
  there aren’t any toads down there. For some 
  reason they are all congregated in the reception 
  hall. (Note that a DC 10 Knowledge (architecture & 
  engineering) check will alert a PC that this is 
  unlikely since the foundation of the chapterhouse 
  appears to have been laid properly.) 
  Using Investigative Spells and Strategies: 
  It’s likely that the PCs will use one or more 
  divination spells in the course of the module, 
  and/or try to Track. Some guidelines are 
  discussed below. 
  Detect good/evil/law/chaos: These spells will all 
  work normally. Note that the quasit Sneblok stays 
  outside of the walls of the school, flying inside only 
  briefly in Encounter Four, and standing by his ally 
  Trei Vor in Encounter Six. 
  Detect magic: 
  • 
  All of the apprentices’ NAW badges have 
  arcane mark cast upon them (weak Universal 
  magic). 
  • 
  Lausanne carries a magic comb which attends 
  to her hair for a total of 30 minutes per day, 
  combing her long locks with unseen hands. 
  The object is essentially a one-function 
  unseen servant spell (weak Conjuration 
  magic). She typically wears the comb in her 
  hair. 
  • 
  Waz carries a potion of fox’s cunning (weak 
  Transmutation magic). If he is asked about the 
  contents of the potion he will blanch, pull the 
  PCs aside and away from any other NAW 
  members, and explain in a hushed tone, 
  “Keep it down! It’s a potion I am saving for 
  final exams. It makes me smarter. You’ll get 
  me expelled!” 
  • 
  Trei Vor’s hat of disguise (in its current form 
  as a circlet; see “Novgood’s” writeup, above) 
  radiates weak Illusion magic, and is tricky for 
  him to hide from the PCs. If “Novgood” is 
  confronted about the magic headband, his 
  story will vary depending on what the PCs 
  accuse. If they just ask him what the item he 
  wears is, he’ll claim it is a headband of 
  intellect (Bluff +7). If the PCs specifically 
  accuse him of wearing a hat of disguse, he 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 7 
  
  states that the circlet was given to him by his 
  deceased mother (this is actually true; Trei’s 
  parents were both half-elves, and his mother 
  used it to travel through Keoland without 
  arousing the suspicion and ire of the 
  populace). If the PCs threaten to forcibly 
  search him and/or remove the circlet, all of the 
  apprentices will warn the PCs that laying a 
  hand on any of them would earn them the 
  wrath of the Academy. At that juncture, 
  Novgood will attack the PCs when they turn 
  their backs to him, attempt to search him, or 
  attack him (go to Encounter Six). 
  • 
  Sneblok the quasit possesses the pipes of the 
  marshlands 
  (moderate 
  Conjuration 
  and 
  Enchantment 
  magic). 
  Note 
  that 
  the 
  summoning of the dire toad in Encounter Four 
  permanently expends the last of the pipes’ 
  magic, and as such the item will no longer 
  radiate magic of any sort afterwards. Sneblok 
  radiates weak illusion magic when he is 
  invisible, but as noted above he remains 
  entirely outside of the chapterhouse except for 
  Encounters Four and Six. 
  • 
  The area behind the door of the library 
  radiates weak Evocation magic (from the 
  glyph of warding). 
  • 
  The kitchen’s iron-topped stone block radiates 
  moderate Evocation magic. 
  Speak with animals: Any toad communicated with 
  will indicate that it had a sudden strong desire to 
  proceed to this area with all due haste. Any toad 
  which made it into the hall will indicate its 
  confusion as to why it came here, and whether or 
  not it should remain or try and find its way home. 
  Note that toads are not amongst the creatures that 
  gnomes may communicate with via their racial 
  ability. 
  Tracking: The floors of the area are stone and well 
  traveled, so little meaningful tracking can be done 
  there. However, the root cellar has a dirt floor. A 
  successful DC 15 Track check can pick out a 
  single set of booted footprints which appear to 
  have come into the cellar, headed for a corner, 
  then turned back around and left. Because the hat 
  of disguise is an illusion, Trei Vor is leaving behind 
  his actual footprints, and did so when he came 
  down here when he winded the pipes to summon 
  the toads to the chapterhouse. Because Trei Vor 
  is a half-elf, and his build is lighter than a human’s, 
  a tracker might determine the boot print to be that 
  of a medium-sized creature of light build (which 
  would 
  apparently 
  rule 
  out 
  “Novgood” 
  and 
  incriminate Lausanne, which suits Trei Vor just 
  fine). 
  Development: 
  When the PCs have finished questioning the 
  apprentices, they will head into the library and 
  upstairs into the tower to attend to other duties. 
  Allow the PCs some time to formulate a plan to 
  clean up the toads. Permit any reasonable plan to 
  make considerable progress (using brooms to 
  sweep the toads into buckets, etc.)  If the PCs 
  resort to individually catching toads let them spend 
  a few minutes making touch attacks and opposed 
  grapple checks against the legions of toads before 
  informing them that this plan will likely not remove 
  them all before the Archmage’s arrival this 
  evening.  
  Encounter Four: Ribbit! 
  Seeing the PCs progress, Trei’s quasit companion 
  decides to incorporate another part of their plan. 
  He turns invisible, enters the chapterhouse 
  through an open window, and winds the pipes of 
  the marshlands. In doing so, the last magic of the 
  pipes is expended, and he summons a dire toad. 
  Allow PCs a Listen check (DC varies based on 
  their position; see the Player’s Handbook) to hear 
  the sound of strange piping music before the 
  attack. 
  As you make some headway in cleaning up the 
  toads, an enormous slimy toad hops into the 
  room, tongue darting in and out of its maw in 
  your direction! 
  The effect of the pipes is equivalent to a 3rd-level 
  druid spell; thus, the dire toad remains for 5 
  rounds before disappearing (or disappears as 
  normal for a summoned creature should it be 
  slain). A swallowed creature will be left behind 
  when the toad vanishes. 
  DM Note: The PCs might express a concern 
  about slaying the dire toad when they were told 
  not to make a mess. The apprentices (who won’t 
  enter combat but rather who scream from the 
  sidelines) will yell to the PCs that they will clean 
  the mess if need be – “JUST KILL IT!” 
  APL 1 (EL 3) 
  Dire Toad: hp 30; see Appendix One. Note that 
  this dire toad is not venomous. 
  Tactics:  The toad attempts to swallow small-
  sized PCs first before tackling larger foes. 
  KEOI5-03 Cleaning out the Chapterhouse 
   
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  Development: If the call for assistance, Mull will 
  respond ten rounds (one minute) later. He is 
  shaken at the size of the creatures. 
  Encounter Five: Zap! 
  After recovering from the fight with the 
  enlarged toads, you are directed by Treggish 
  Mull to continue with the removal of their 
  smaller cousins. Mull exits once more into the 
  library. 
  Allow the PCs to continue their clean-up efforts 
  and heal as necessary. After a few minutes, they 
  hear a scream from the library. 
  Inside the library, you see a horrific sight. One 
  of the apprentices that helped you earlier, 
  Novgood, is backing away from another giant 
  toad. He looks to you and screams, “Help me!” 
  APL 1 (EL 3) 
  Glyph of warding: CR 3; magical trap; manual 
  reset; Damage 2d6 electricity; Ref save DC 13 for 
  half damage; Search DC 20; Disable Device DC 
  25. 
  Development:  Novgood is actually the disguised 
  Trei, who tries to trick the group into setting off the 
  glyph of warding. The “dire toad” is a minor image 
  cast from a scroll (DC 13 Will save to disbelieve if 
  interacted with), and disappears once it is struck in 
  combat. Note that the glyph will not affect anyone 
  wearing a NAW badge. He will "thank" the PCs for 
  "saving" him afterwards, but the PCs will be 
  berated by Mull if they set off the glyph. Injured 
  PCs can go to a local temple for healing, but may 
  miss the final encounter! If the PCs do not attempt 
  to rescue him, Trei will abandon this plan and 
  attack as detailed in Encounter Six. If “Novgood” is 
  questioned about the illusion after being rescued, 
  he will profess ignorance, blaming it on the 
  continuing pranks of unknown origin going on in 
  the chapterhouse (Bluff +8). If disbelieved and 
  confronted, he will realize the game is up and 
  attack. Proceed to Encounter Six. 
  Encounter Six: Fight! 
  With the latest distraction overcome, you 
  begin again to make headway clearing out the 
  chapterhouse, but mocking laughter sounds in 
  your ears, from the direction of the library. 
  Assuming that the PCs head there read the 
  following. If they don’t, Trei Vor will use the time to 
  cast shield before confronting the PCs himself. 
  (He has already cast mage armor at this point; this 
  bonus to his AC has been reflected in his statistics 
  in Appendix One.) 
  You find Novgood – who changes form with a 
  shimmering magical gleam and popping noise, 
  and standing in his place is a thin, smirking 
  half-elf in dirty NAW robes. In his hands he 
  holds a strange instrument resembling pan 
  pipes. “How dare you lot try to spoil my little 
  joke on Headmistress Dareena and Mull-the-
  lackwit?!” 
  the 
  half-elf 
  shrieks. 
  “I 
  had 
  everything I needed to ruin this chapter, to 
  make sure it never got off the ground for 
  expelling me just because I am neither fully 
  human or elven! Now you will pay so that the 
  Academy is embarrassed!”  He begins to 
  gesture and utter words of magic in a high-
  pitched voice… 
  Modify the boxed test accordingly if the PCs 
  confront Trei after the events of Encounter Five. 
  APL 1 (EL 4) 
  Trei Vor, half-elf Sor 1 / Wiz 1 / War 1: hp 14; 
  see Appendix One; 
  Sneblok the Quasit: hp 18; see Monster Manual 
  p. 46. 
  Tactics: Desperate since PCs look like they are 
  succeeding, Trei and the quasit attack. Trei will 
  cast shield first if possible, followed by rays of 
  enfeeblement against fighters and magic missiles 
  at obvious clerics or wizards. The quasit will 
  attack, having flown into the room after entering 
  through an open window within the chapterhouse. 
  It focuses on any spellcasters hoping to poison 
  them with its claws. The quasit will cause fear as a 
  last resort before attempting to flee, which it will do 
  if Trei Vor is killed, incapacitated, or charmed.  
  Development: Mull will arrive within ten rounds in 
  any case and quickly subdue Trei if he lasts that 
  long. The NPC rescue is intended to prevent PC 
  death should things with the quasit go terribly awry 
  through bad luck or poor tactics.  
  If captured and questioned what he did with the 
  real Novgood, Trei will reveal that the other 
  apprentice is bound and gagged in a room at the 
  Toad in the Hole. He will admit that he wanted to 
  disgrace the Seaton Chapterhouse by summoning 
  the toads with his pipes of the marshlands and 
  enraging 
  Lashton, 
  whose 
  feelings 
  about 
  amphibians are well-documented. 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 9 
  
  Once Trei is defeated and no longer troubling the 
  PCs, the toads are easy to dispose of before 
  Lashton’s arrival. 
  Conclusion A: Good 
  Riddance! 
  Read this conclusion if the PCs successfully 
  cleaned out the chapterhouse of toads (of all 
  sizes), quasits, and vengeful half-elves: 
  With your trials completed, and the mischief of 
  the chapterhouse ended, you are thanked and 
  paid quickly by Mull. He confiscates the magic 
  pipes and hat carried by Trei Vor, as these are 
  the property of the Academy. 
  As Mull is hurrying you out the door, you all 
  almost literally collide with an elderly man 
  dressed in fine academy robes. His silver hair 
  is short, and the spectacles perched on his 
  nose go clattering to the floor. A copious sheaf 
  of notes and papers follow behind him, carried 
  as if by some invisible servitor. 
  “Whoof!” grunts the old man, who manages 
  not to fall on his rump. “What’s your hurry? 
  Haste, in our profession, is dangerous. It leads 
  to missed details… it’s all in my biography, 
  you know.” He finally manages to recover his 
  spectacles. After donning them, he looks at all 
  of you with a frown. “Hmmph. Mull, are these 
  the lot that cleaned out the chapterhouse?” 
  “Y-yes, Headmaster Lashton,” stammers Mull. 
  His eyes are like pie plates. 
  “Stop staring at me like a dead fish, you 
  lackwit. Of course I knew about the toads. I’m 
  not in the habit of going to places that I don’t 
  magically scry beforehand. When I saw all 
  those wretched amphibians, I nearly blew my 
  corn chowder all over my best robes.” 
  Mull tries to formulate a response even as 
  Lashton makes a dismissive gesture with his 
  hand. “You lot are welcome to stay for my 
  lecture 
  if 
  you 
  wish. 
  It’s 
  about 
  the 
  transdimensional dynamism of the secondary 
  elements of dweomercraft… do try not to drool 
  when I’m speaking, eh?” 
  The archmage presses forward without waiting 
  for a response. 
  Any PCs with an interest may stay for the lecture; 
  it’s expected that any NAW members should stay 
  (and would wish to; Lashton’s pomposity aside, he 
  is one of the pre-eminent wizards of the world). 
  PCs that stay for the lecture will find it especially 
  complex. A PC with less than a total bonus of +6 
  in Knowledge: arcana will find the lecture simply 
  too esoteric to fathom. PCs with a +6 or higher 
  bonus will find the lecture remarkably insightful, 
  and will find any notes that they took to be helpful 
  in the future; such PCs gain the Insight of the 
  Archmage AR item. 
  Mull will award the PCs 100 gp apiece as 
  promised; if they successfully dealt with Trei, he 
  adds another 25 gp as a bonus. 
   
  The End 
  Conclusion B: Don’t Let the 
  Door Hit You on the Way Out 
  Any PCs that fail to deal with the toads in a timely 
  manner will find that Lashton never arrives, and 
  both Mull and ap-Owen know the reason. The PCs 
  are dismissed without fanfare, and politely told not 
  to darken the door of the NAW chapterhouse 
  again. 
  NAW apprentices who get this conclusion gain the 
  A Mark on your Permanent Record AR item. 
  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 Four 
  Defeat the dire toad: 90 xp 
  Encounter Five 
  Avoid, bypass, or set off the glyph of warding: 90 
  xp 
  Encounter Six 
  Defeat Trei and Sneblok the quasit: 120 xp 
  Story Award 
  Clean the chapterhouse of toads before Lashton 
  arrives: 90 xp 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 10 
  
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Total possible experience 
  APL 1: 450 xp. 
  Conclusion: 
  Treasure Summary 
  L: 0 gp, C: 125 gp, M: none 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  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. 
  L: 0 gp, C: 125 gp, M: none 
  Items for the Adventure 
  Record 
   
  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. 
  Special 
  A Mark on your Permanent Record: As a NAW 
  apprentice, you failed in your task to clean the 
  Seaton chapterhouse of toads. Now you find that 
  black mark on your record makes progressing 
  within the Academy something that requires more 
  than simple skill. Whenever you are due a 
  promotion (Outer Circle to Inner Circle, for 
  instance), you must expend one TU. This 
  represents you having to expend an especially 
  large amount of time pleading your case before 
  the review board. 
   
  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. 
  Favorable Notice of the National Academy of 
  Wizardry:  You have performed a valuable service 
  for the National Academy of Wizardry’s Seaton 
  chapter, and you have made the (fleeting) 
  acquaintance of the headmaster, Archmage 
  Lashton of Keoland. In any dealings with members 
  of the National Academy of Wizardry, should you 
  mention your efforts on the Seaton chapterhouse’s 
  behalf, you gain a +3 circumstance bonus on a 
  Diplomacy check. Alternatively, you may contact a 
  NAW wizard in any chapterhouse (there is one in 
  every major Keoish city) to make any one 
  Knowledge check on your behalf; this takes 30 
  minutes. The wizard is assumed to have a +8 total 
  skill check to any such roll. After either such use, 
  this AR item is considered expended. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  Insight of the Archmage: You have attended, 
  and actually comprehended, a lecture by Lashton, 
  Archmage of Keoland, entitled “Transdimensional 
  Dynamism 
  of 
  the 
  Secondary 
  Elements 
  of 
  Dweomercraft.” You’ve retained the notes that you 
  took, and have found them to be useful in 
  academic endeavors dealing with magic. In any 
  situation in which you can refer to your notes for 
  30 minutes prior to making a Knowledge (arcana) 
  check, you may take a +2 circumstance bonus on 
  the roll. 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 11 
  
  Appendix One – APL 1
  Encounter Two 
   
   
   
   
  Lausanne Narthistle, female human Ari 1 / 
  Wiz 1: medium humanoid (human); CR 1; HD 
  1d4+1d8+2; hp 10; Init +5; Spd 30 ft (6 
  squares); AC 11 (+1 Dex), touch 11, flat-footed 
  10; BAB/Grp +0/+0; Full Atk dagger +0 melee 
  (1d4;19-20/x2); AL LG; SV Fort +1, Ref +1, Will 
  +5; Str 10, Dex 12, Con 12, Int 16, Wis 12, Cha 
  12. 
   
  Skills & Feats: Bluff +5, Concentration +3, 
  Diplomacy +5, Gather Information +5, Intimidate 
  +5, Knowledge (arcana) +5, Knowledge (history) 
  +7, Knowledge (nobilty) +7, Listen +3, Ride +3, 
  Sense Motive +3, Spellcraft +5, Spot +3. 
  Eschew Materials, Improved Initiative, Scribe 
  ScrollB. 
   
  Wizard Spells Prepared (3/2 per day; DC 13 
  + spell level): 0 – detect magic, prestidigitation, 
  read magic; 1st – expeditious retreat, mage 
  armor. 
   
  Possessions: Dagger, robes, NAW emblem, 
  magic comb. 
  Waz Winklebottom, male gnome Com1 / Wiz 
  1: small humanoid (gnome); CR 2; HD 2d4+6; 
  hp 10; Init +2; Spd 20 ft. (4 squares); AC 13 (+2 
  Dex, +1 size), touch 13, flat-footed 11; BAB/Grp 
  +0/-6; Full Atk dagger -1 melee (1d3-2;19-20/x2, 
  Dagger); SQ gnome racial traits; AL NG; SV Fort 
  +3, Ref +2, Will +2; Str 6, Dex 14, Con 16, Int 
  16, Wis 10, Cha 12. 
   
  Skills & Feats: Concentration +8, Knowledge 
  (arcana) +5, Knowledge (the planes) +5, Listen 
  +6, Spellcraft +7, Spot +4. Magical Aptitude, 
  Scribe ScrollB. 
   
  Wizard Spells Prepared (3/2 per day; DC 13 
  + spell level): 0 – detect magic, prestidigitation, 
  read magic; 1st – expeditious retreat, mage 
  armor. 
   
  Possessions: Dagger, robes, NAW emblem, 
  spell component pouches, ridiculous red pointy 
  hat, potion of fox’s cunning. 
  Encounter Three  
   
   
   
  Dire Toad (non-poisonous): Medium animal; 
  CR 3; HD 4d8+8; hp 30; Init +2; Spd 30 ft. (6 
  squares); AC 15 (+2 Dex, +3 natural), touch 12, 
  flat-footed 13; BAB/Grp +3/+3; Full Atk bite +5 
  melee (1d4) or tongue +5 ranged (--); SA 
  improved grab, swallow whole; SQ low-light 
  vision; AL N; SV Fort +6, Ref +6, Will +6; Str 6, 
  Dex 14, Con 14, Int 2, Wis 14, Cha 7. 
   
  Skills & Feats: Hide +8, Jump +10, Listen 
  +7, Spot +8;  Alertness, Weapon FinesseB. 
   
  Improved Grab (Ex): If a dire toad hits an 
  opponent that is at least one size category 
  smaller than itself with a bite attack or a tongue 
  attack, it deals normal damage and attempts to 
  start a grapple as a free action without 
  provoking an attack of opportunity (grapple 
  bonus +3). If it gets a hold, it can try to swallow 
  an opponent. Alternatively, the dire toad has the 
  option to conduct the grapple normally, or simply 
  use its jaws to hold the opponent (-20 penalty on 
  grapple checks, but the dire toad is not 
  considered grappled). In either case, each 
  successful grapple check it makes during 
  successive rounds automatically deals bite 
  damage. 
   
  Swallow Whole (Ex): A dire toad can 
  swallow a grabbed opponent that is at least one 
  size category smaller than itself by making a 
  successful grapple check (grapple bonus +3). 
  Once inside the dire toad, the opponent takes 
  1d6 points of bludgeoning damage plus 1d4 
  points of acid damage per round from the dire 
  toad’s stomach. A successful grapple check 
  allows the swallowed creature to climb out of the 
  stomach and return to the toad’s mouth, where 
  another successful grapple check is needed to 
  get free. Alternatively, a swallowed creature can 
  try to cut its way out with either claws or a light 
  piercing or slashing weapon. Dealing at least 10 
  points of damage to the gizzard (AC 13) in this 
  way creates an opening large enough to permit 
  escape. Once a single swallowed creature exits, 
  muscular action closes the hole; thus, another 
  swallowed opponent must cut its own way out. A 
  Medium-size dire toad’s stomach can hold 2 
  Small or 8 Tiny or smaller opponents. 
   
  Skills: A dire toad receives a +4 racial bonus 
  on Hide, Listen, and Spot checks, and a +8 
  racial bonus on Jump checks. 
  Encounter Five 
   
   
   
   
  Trei Vor, male half-elf Sor 1 / Wiz 1 / War 1: 
  Medium Humanoid; CR 2; HD 1d8+2d4+3; hp 
  14; Init +5; Spd 30 ft;  AC 15 (+4 armor, +1 
  KEOI5-03 Cleaning out the Chapterhouse 
   
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  Dex), touch 11, flat-footed 14; Base Atk/Grapple 
  +1/+0; Full Atk dagger +0 melee  (1d4-1;19-
  20/x2); SQ elven blood, immune to sleep, low-
  light vision; AL CN; SV Fort +3, Ref +1, Will +4; 
  Str 8, Dex 12, Con 12, Int 13, Wis 10, Cha 16.  
   
  Sorcerer Spells Known (5/4; DC 13 + spell 
  level): 0—dancing lights, daze, ghost sound, ray 
  of frost; 1st—magic missile, ray of enfeeblement.  
   
  Wizard Spells Prepared (3/2; DC 11 + spell 
  level): 
  0—arcane 
  mark, 
  mage 
  hand, 
  prestidigitation; 1st — mage armor, shield.  
   
  Skills & Feats: Bluff +8, Concentration +6 
  (+10 casting defensively), Disguise +5 (+19 
  when using disguise kit and hat of disguise), 
  Intimidate +4, Knowledge (arcana) +6, Spellcraft 
  +4; Combat Casting, Improved Initiative, Scribe 
  ScrollB. 
   
  Possessions: hat of disguise, pipes of the 
  marshlands, dagger, disguise kit. 
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 13 
  
  DM Aid #1 
   
  KEOI5-03 Cleaning out the Chapterhouse 
   
  Page 14 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Keoland/KEO5-A03 - Cleaning out the Chapterhouse.pdf