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. 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, PLAYER’S HANDBOOK, DUNGEON 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  RTK8−05 
   
   
   
   
   
  The Mark of Keenan 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in Ratik 
  Version 1.0 
   
   
  by Jon Naughton 
  Circle Reviewer: Colleen Simpson 
  Reviewers: James Dempsey 
  Playtesters: Steven Colling, Bruce Legge, Wes Nicholson, Suzanne Powell 
   
   
  A letter from a condemned prisoner offers you a chance to right the wrongs of the past. But with hours remaining 
  before the execution is to take place, you may already be too late. This adventure is a DIRECT sequel to the adventure 
  RTK7-07 Lost at Sea, and for best enjoyment Lost at Sea should be played before this adventure is played. A one-round 
  regional adventure set in Ratik for characters level 3-13 (APLs 4-10). 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Libris Mortis 
  [Andy Collins and Bruce R. Cordell] and Magic Item Compendium [Andy Collins, Mike Mearls and Stephen Schubert].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  RTK8-05 The Mark of Keenan 
   
  Page 1 
  
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
   
  ROUNDS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Ratik. Characters from Ratik pay one 12 gp for 
  Adventurer’s Standard Upkeep per round, while all other 
  characters pay 24 gp for Standard Upkeep per round. 
   
  Rich and Luxury Upkeep costs 75 gp per round for 
  characters from Ratik and 150 gp for all others. 
  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 adventure. 
   
  A character that 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 DC 20 
  Survival check, 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 
  Sixty years ago, Damek Maninot was an ambitious and 
  aspiring merchant, possessing an ambition seemingly 
  only matched by his extreme bad luck. Everything he 
  turned his hand to soured, no matter how positive the 
  expected 
  outcome. 
  Damek's 
  family 
  estate, 
  once 
  grandiose, had become rundown and falling apart. 
  Despite his financial problems, Damek had a very happy 
  family life. He had a loyal wife who had borne him three 
  sons - Avel (the oldest and their favourite, although 
  neither parent would admit it to the other two children), 
  Keenan and Seth. 
   
  For Ava, family was all important and the financial 
  difficulties they sometime faced never bothered her. 
  Damek however, resented the fact that he was not a 
  success in his business ventures. He swore that he would 
  do whatever it took to become successful. 
   
  During one business negotiation, he was approached 
  by a merchant who presented Damek with a very unusual 
  offer. Damek had recently entered into a deal that would 
  guarantee his family’s financial ruin. The merchant 
  promised, that, in exchange for some future, unspecified 
  favour from Damek, the merchant would arrange for the 
  deal to be cancelled. In addition, he promised Damek 
  that, within five years, he would be prosperous beyond 
  his wildest imagination. Desperate, Damek agreed – not 
  considering what price he would have to pay for such a 
  deal. The bad deal was reversed, and so, it appeared, did 
  Damek’s fortunes. Slowly, Damek’s hard work and 
  dedication started to pay off. 
   
  It was six months later that Damek learnt the price 
  he was expected to pay for his reversal of fortune. Damek, 
  the merchant explained, was to kill his eldest son before 
  he turned thirteen. The boy’s thirteenth birthday was still 
  a few years away, the merchant said, so as to allow him 
  time to enjoy his last remaining time with the boy. 
  Damek laughed at him and told him to leave 
  immediately. The merchant said that the deal had been 
  made, and Avel would die regardless of Damek’s actions. 
  Damek launched himself at the merchant, killing him. 
   
  Weeks later, Damek, Keenan and Seth found Avel’s 
  naked, mutilated body nailed to a tree. Damek realised 
  that it had been his fault and that he had made an unholy 
  deal that was still in effect. Resolving to protect his wife 
  and remaining sons, Damek made plans to relocate his 
  operations to Marner.  
   
  Before the move, however, Ava committed suicide, 
  leaving Damek to raise the two boys himself – something 
  that only served to throw the distraught widower further 
  into his work (resulting in his business being even more 
  successful than it might otherwise have been). 
   
  What Damek didn’t know, was that the murder of 
  Avel had been committed by his second son, Keenan. In 
  exchange for immortality, Keenan had agreed to murder 
  Avel. His unknown benefactor had given Keenan a 
  magical gem and told the boy that, while it remained 
  intact, he could never die – in effect, a life for eternal life. 
  Keenan had all too quickly agreed and Avel’s fate was 
  sealed. 
   
  As time went on, the sibling rivalry between the two 
  surviving sons, Keenan and Seth, grew unchecked and 
  unnoticed. Damek was too busy building an empire to 
  realise that his boys needed him. As time went on, the 
  two became bitter and intense opponents and grew to 
  hate each other. When Damek died, his empire was 
  destroyed by the two sons, who used its resources as 
  weapons in their fight. Eventually, both brothers decided 
  to split what remained and go their separate ways. Seth 
  tried to restore his father’s empire (without much 
  success), while Keenan left Marner to parts unknown to 
  try his luck at piracy. 
   
  The events in RTK7-07 Lost at Sea concerned the return of 
  a chest containing a letter. 
   
  This letter was a deed to the Damek’s estate located 
  east of Cormik. Although run down, it was a large estate 
  that, properly managed, could partly rekindle the 
  Maninot fortune. Seth was determined to get the deed to 
  protect his daughter’s future inheritance. 
   
  When he discovered such a title deed existed, 
  Keenan too was equally determined to take possession of 
  it, but only because he felt it might reveal too much of 
  the past to his brother. Keenan realised that his 
  immortality was only guaranteed as long as his secret was 
  protected, and the estate might still somewhere contain 
  some evidence of Keenan’s past wrongs. 
   
  With the help of a small but determined group of 
  adventurers, Seth (despite being unaware of most of his 
  RTK8-05 The Mark of Keenan 
   
  Page 2 
  
  brother’s plans or history) managed to retrieve the letter 
  thwarting, at least for a time, Keenan’s plans. 
   
  It is now mid Coldeven 598CY, almost six months since 
  the events of RTK7-07 Lost at Sea.  
   
  Keenan has been keeping tabs on Seth and his 
  family through a Seth’s personal valet, Uldar. For years 
  Uldar has been providing Keenan with information 
  regarding all Seth’s private and business affairs. This 
  includes the PCs’ comings and goings.  
   
  ADVENTURE SUMMARY 
  The PCs are in Marner for reasons of their own when 
  they receive a letter asking them to visit the local prison. 
  The letter has taken its time to reach them and its author, 
  Philippe the Barrel, is due to be executed on the same day 
  the PCs receive it. 
   
  ENCOUNTER ONE: Assuming the PCs accept 
  Philippe’s request for a meeting, the prisoner explains to 
  them that he served with Keenan for several years. One 
  evening, after a successful plunder, he overheard Keenan 
  talking and arguing with himself in his sleep. The pirate 
  captain, Philippe explains, spoke about his childhood and 
  unwittingly revealed he’d killed his brother in exchange 
  for a fortune. During Keenan’s somniloquy, he also hints 
  at 
  being 
  immortal 
  – 
  an 
  extremely 
  unnatural 
  phenomenon and one that is likely to pique the curiosity 
  of even the most veteran adventurer. 
   
  ENCOUNTER TWO: Once Philippe has told the 
  PCs what he knows, they have the choice of either 
  directly following it up, or to visit Seth and Lydia (who 
  were introduced in Lost At Sea). Seth gives them more 
  information concerning a third brother who was 
  murdered and all but confirms their suspicion of 
  Keenan’s childhood crime. Seth also asks the PCs to 
  investigate and return Keenan to Marner to face trial for 
  his crime. 
   
  ENCOUNTER THREE: The PCs travel south 
  toward Tinker’s Cove, the rumored base of Keenan’s 
  operations. During their travels, it begins to snow 
  heavily. The PCs spot a light on at a nearby farmhouse 
  owned by a young couple and take shelter there. 
   
  During the evening, the PCs notice that the wife 
  shows signs of being attacked and beaten. There are claw 
  marks all over her arms and face (showing a defensive 
  pose). She explains that she was returning home from the 
  woods the night before and was attacked by an animal. 
  Her husband heard her screams and drove the animal 
  away. 
   
  Later that night the PCs are attacked by a 
  lycanthrope and discover that both husband and wife 
  have been afflicted with lycanthropy. Their young son is 
  the only one who remains (as yet) free of the disease. The 
  wife, using the last of her humanity to force herself to 
  hybrid form, asks the PCs to take her son away and 
  protect him. 
   
  ENCOUNTER FOUR/FIVE: The PCs then travel 
  onward to Tinker’s Cove, where they search for Keenan’s 
  lair. They encounter some troll protectors, but otherwise 
  find the hideout deserted. Asking around, they find that 
  Keenan has returned to Marner to deal with some 
  unfinished business. 
   
  ENCOUNTER SIX: Retuning to Marner, the PCs 
  find 
  Keenan 
  holding 
  Seth 
  hostage 
  and 
  Lydia 
  unconscious. In his final act of revenge, Keenan coup-de-
  graces Seth and surrenders to the PCs. 
   
  ENCOUNTER SEVEN: After being arrested, 
  Keenan escapes and the PCs are tasked to bring him back 
  – dead or alive. Catching up with him, Keenan attacks the 
  PCs, revealing his Achilles’ heel – a gem he wears around 
  his neck. Breaking the gem kills Keenan instantly, 
  revealing he was being controlled by a demon. The PCs, 
  now knowing the full story, are then able to reveal to 
  Lydia more of her family history. 
   
  PREPARATION FOR PLAY 
  Firstly, it should be stressed that this adventure is a 
  DIRECT sequel to the adventure RTK7-07 Lost at Sea and 
  the assumption has been made that at least one PC 
  playing this adventure has experienced the events in Lost 
  at Sea. If there are no PCs present who have played Lost at 
  Sea, the GM will need to adapt this adventure to suit. 
   
  The adventure has a lot of scope for the PCs to affect 
  the flow of the game. GMs should be prepared to adapt 
  the adventure as necessary to ensure that the game flows 
  as smoothly as possible. 
   
  This module has a number of NPCs in it that the GM 
  should pay particular attention to when portraying. 
   
  Seth Maninot believes, for the most part, that 
  adventurers are little more than scum and doesn’t like 
  associating with them unless absolutely necessary. 
   
  His daughter, Lydia, however, has a lot of time for 
  adventurers and believes they are the answers to her 
  family’s problems. In the previous adventure, the PCs 
  reinforced Lydia’s belief and have gone a little way to 
  redeeming their kind in the eyes of Seth. 
   
  This adventure also introduces Keenan Maninot. In 
  the previous adventure, he was a name in the back 
  ground and his personality and goals alluded to. For the 
  most part, Keenan is cruel, ruthless and quite psychotic, 
  although he is wary about the PCs as he believes they 
  might be his downfall. Until the final encounter when 
  the PCs force his hand, Keenan goes out of his way to 
  avoid direct confrontation with the PCs.  
   
  When 
  portraying 
  Keenan, 
  the 
  Sheriff 
  of 
  Nottingham in the recent BBC TV version of Robin 
  Hood makes for a good muse.  
   
  INTRODUCTION 
  The letter simply read "If you are interested in 
  righting wrongs of the past, it is urgent that I 
  contact you in Marner Prison within the next seven 
  days. Bring friends." The script is in a firm, but 
  shaky hand and is signed with the name 'Philippe 
  the Barrel'. 
   
  It is dated six days ago. 
  RTK8-05 The Mark of Keenan 
   
  Page 3 
  
   
  Developments: As previously mentioned, it is possible 
  that some or none of the PCs have played the previous 
  adventure. If there is at least one of the PCs in the party 
  who played Lost at Sea, then it is assumed that other PCs 
  were around the PC or PCs who did receive the letter. If 
  none of the PCs played the previous adventure in this 
  series, the GM will have to adapt the introduction and 
  first two encounters so that the adventure and associated  
    
  If the PCs choose to ignore the letter, then the adventure 
  ends here. They hear that Philippe the Barrel is hanged, 
  but the information he was to impart to them dies with 
  him. 
   
  If the PCs have not yet introduced themselves to 
  each other, this is a good point to allow them to do so. 
   
  Assuming the PCs visit the Prison, proceed to 
  Encounter One. 
   
  ENCOUNTER 1: A GOOD 
  HANGING 
  There is an air of excitement surrounding the area 
  of the Prison Quarter. In the center of the square, 
  gallows have been erected and a temporary market 
  square has been setup nearby. Hawkers and traders 
  jostle for prime position as tavern keepers put out 
  “full” signs. You make your way through the 
  crowded streets ignoring the objections of the mob 
  that seem to think you’re merely attempting to get a 
  better view of proceedings. 
   
  As you pass by one of the local taverns, you hear 
  a voice cry out “10 crowns for an upstairs view with 
  seat...only 10 crowns for a clear view of the killing”. 
  It would appear that this is clearly a bargain as 
  several young nobles make their way toward the 
  merchant. 
   
  Finding out what is happening is fairly easy. Asking any 
  one of the crowd will reveal that there is to be a multiple 
  hanging today. For the edification of the gathered 
  masses, two pirates, one murderer and one rapist are to be 
  hanged with the hour. Philippe the Barrel is one of them 
  – a “foul and most villainous creature who deserves all he 
  gets”. A detailed questioning of the assembled crowd will 
  reveal that the majority of them have not heard of 
  Philippe the Barrel before today and are simply here for 
  the sheer entertainment factor. 
   
  You make your way toward the entrance to the 
  prison, disregarding the protestation of the 
  assembled throng and are met by six burly soldiers. 
  Blocking your path, one of them says to you “Show’s 
  over there. This area is off limits to people not on 
  official business”. 
   
  If one of the PCs show their letter or says they’re here to 
  visit Philippe the Barrel, then read (or paraphrase 
  appropriately) the following. 
   
  The guard takes your letter and gives it a brief 
  examination before addressing you. “Alright – you’re 
  free to enter.” He steps back and gives a chuckle. 
  “Better be quick about it though – I don’t think 
  you’ve got long to talk.” He indicates a wooden bin 
  behind him and says “Leave your weapons and any 
  extra dimensional spaces you might have here. 
  They’ll be safe enough”. 
   
  PCs need to leave any obvious weaponry and extra 
  dimensional spaces in the bin before being allowed to 
  enter the prison. 
   
  You follow a corridor into the building which 
  travels barely 30 feet before ending abruptly. In 
  front of a brick wall sits a gnome. He glances up at 
  you and asks “Any of you carrying stuff you 
  shouldn’t be?” 
   
  Allow the PCs to answer.  
   
  Developments: The cell they are about to enter is in 
  effect a “temporary holding cell” for the prisoners while 
  they’re erecting the scaffolds. The rest of the prison 
  complex is off limits to the PCs. The area they’re entering 
  is a version of Mordenkainen’s magnificent mansion. The 
  gnome has no problems telling them why he’s asking. 
  Like most PCs, he doesn’t particularly want to see what 
  happens when extra-dimensional spaces meet either. If 
  the PCs do insist on being deliberately wilful and lie to 
  the gnome once he explains why, then feel free to deal 
  with the PC/s as you feel necessary.   
   
  Assuming they answer no to the guard’s question, (and 
  don’t actually have any forbidden items), continue with: 
   
  “Well then – step through here then. One at a time.” 
  He indicates to a portal. 
   
  Stepping through, you find yourself standing in 
  a similar passageway, although it appears to lead 
  downward. Following the corridor leads you to a 
  small room which seems to be some kind of office. A 
  few of its denizens look up at you and one asks “who 
  you here to see?” 
   
  Assuming the PCs tell the jailor who they’re here to see, 
  he calls a guard over and asks him to escort the PC to the 
  prisoner’s cell. 
   
  “Well then, Barak will take you to see him.” A heavy 
  set guard beckons you to follow him to the cells. You 
  are taken to one of the cells, and the guard opens the 
  door. “In here,” he says gruffly. “You got five 
  minutes.” You enter and the door is closed and 
  locked behind you. 
   
  Inside, being measured up by an undertaker is a 
  tall human, dressed in the garb of a pirate – 
  presumably Philippe the Barrel. “Thank you for 
  RTK8-05 The Mark of Keenan 
   
  Page 4 
  
  coming,” he says. “My name is Philippe…Philippe 
  the Barrel. I am – or rather was – an associate of 
  Keenan Maninot’s – Keenan the Undying One as we 
  sometimes call him. I believe some or all of you have 
  had dealings with him in the past.” 
   
  Philippe pauses to allow the PCs to introduce themselves. 
  Once introductions have been done, he will continue. 
   
  “I know that you have no reason to trust me,” 
  Philippe says. “Nor should I expect you to take me 
  on my word. After all, I’m a pirate and a condemned 
  criminal. But, I ask you to hear me out and at the 
  end of my tale, do whatever you feel is right.” He 
  reaches under his bunk and pulls out a purse. He 
  tosses it toward you. “For your troubles,” he says. 
   
  “As I said – I was an associate of Keenan 
  Maninot. I worked down in Tinker’s Cove as one of 
  his ‘representatives’.” He pauses, chuckles and 
  corrects himself. “Nah – maybe I’m looking at 
  overestimating myself. I was just another one of his 
  gang. I wasn’t nobody special. I’d been skimming 
  him for years. With the amount of money he was 
  taking in, I figured he wouldn’t miss a couple of 
  gold here, a few gems there. I was wrong.” 
   
  The value of the coins in the purse is 1 x APL gold pieces 
  per PC. 
   
  The following is a list of possible questions that might 
  come up in conversation. While the information can 
  simply be read to the players, it is better if the 
  information is given to them in a conversation-like style. 
  Either way, the PCs should be made aware of the majority 
  of the information, especially regarding Keenan’s 
  unusual longevity. 
   
  “What exactly do you want us to do?” 
   
  “Listen to my story. Decide what you want to do with the 
  information once you hear what I have to say.” 
   
   “So what is so important you asked us to come? / 
  Why do you call him the ‘Undying One’ / What’s 
  your story?” 
   
  “About a year ago, we’d just taken a particularly rich ship. 
  King’s ransom it was. We were back celebrating but 
  Archana, Sirisha and me were on watch. Well, Keenan 
  started talking in his sleep. Never happened before as 
  much as I know – hasn’t done it since. He went on about 
  how his brother had discovered the fortune and he’d 
  killed him for it. Far as I know, he only ever said he had 
  the one brother. He kept arguing with himself in his 
  sleep. Kept saying that he was the Undying One – carried 
  the Mark, whatever that is. He’d had a lot to drink that 
  night. 
   
  “Next morning, Archana was having a laugh with 
  some of the others. She said how she’d heard Keenan 
  talkin’ in his sleep and that he was giving himself uppity 
  names. She said that perhaps it was time that we found 
  ourselves a new captain – one who wasn’t frightened of 
  little boys. Keenan went off his head. He had this strange 
  look on his face. Sure, he was angry as hell, but he was 
  also scared too – really scared. He said that Archana was 
  guilty of inciting mutiny and that disloyalty meant death. 
  Knifed her in the throat and cut out her tongue. 
   
  “Then Keenan asked Sirisha and me if we knew 
  anything about what Archana was talking about. The way 
  he asked it, I think it was meant to sound like ‘were we 
  doing our job or just slacking about’, but he really wanted 
  to know what we’d heard. 
   
  “We thought it was better to play dumb, so we said 
  we had no idea what she was talking about. Just said we 
  didn’t hear nothing and said we figured that Archana 
  must have just made it up to big note herself. We kinda 
  inferred that the two of us weren’t actually on watch at 
  the time…if you get my drift. 
   
  “Keenan didn’t say anything, but he watched the two 
  of us for weeks afterward. We just decided to forget what 
  we heard. Kinda safer that way” 
   
  “Was this Damek’s (his father’s) fortune?” 
   
  “Don’t think so.” 
   
  “So how did you come to end up here?” 
   
  “I think he’d done a deal with the local authorities. Let 
  ‘em catch some pirates, they get to make ‘emselves more 
  important with their bosses. Keenan gets a free pass.” 
   
  “Why didn’t he just kill you?” 
   
  “He probably would if he knew I had something on him. 
  His problem is that I heard something I really shouldn’t 
  and he didn’t know. 
   
  ”What do you want for this?” 
   
  “Nothing. Money means nothing to a dead man, and I’ve 
  accepted my fate. Look, Sirisha and I were always going 
  to leave Keenan. That’s why I’d been stealing from him. I 
  got no loyalty to him. Don’t think any of us do really. We 
  either stay with him because we’re too scared to leave, or 
  we love the money he brings more than we hate him.” 
   
  “Why are people scared of him?” 
   
  “Because a lot of us – including me – believe he can’t be 
  killed. At least not in the way you or I can. There was a 
  story going around the crew saying that one of his 
  previous crew tried to coup de grace him in his sleep. 
  Keenan woke up and killed him on the spot. Sounds like 
  garbage to me, but with him, you just never know. I 
  wasn’t gonna take the chance on him being immortal. 
   
  “What happened to Sirisha?” 
   
  RTK8-05 The Mark of Keenan 
   
  Page 5 
  
  “There was a storm about a month ago. She got swept 
  over the side of the ship, but she managed to grab hold of 
  a rope. At least this is what I got from Kasis, anyway – 
  Kasis was one of the crew. As he tells it, he was making 
  his way toward her but Keenan got there first. He started 
  pulling her up, but as she got to the top, he just looked at 
  her and let the rope go slack. She just couldn’t hold on. 
  He might as well just cut the damned rope. Kasis was 
  scared for his life. Just hid below deck, until the storm 
  was over. Lucky for him, Keenan hadn’t seen him. 
   
  “And you didn’t say anything?” 
   
  “What could I say? That Keenan had killed her? It would 
  have just marked me to be next on his list. Better to bide 
  my time and hope that I could bring him down 
  somehow. 
   
  “Look, I don’t know if what Keenan was saying was 
  true. After what happened to Archana – and Sirisha – I 
  wasn’t going to ask around if Keenan had a third brother 
  or if he’d killed him.” 
   
  “What does Keenan look like?” 
   
  Brown hair, violet eyes. Late forties. I dunno. Pretty non-
  descript, I guess. 
   
  “What’s the name of his ship?” 
   
  “Lillian’s Scourge” 
   
  “Where is he based?” 
   
  “All over the place. I worked out of Tinker’s Cove, 
  although he has support all over Ratik” 
   
  “Why are you helping us to bring down Keenan?” 
   
  “Revenge. Justice. Call it what you like. It’s all the same to 
  me now. Keenan killed two people I cared about simply 
  because he could. One of them I loved. He also sent me 
  here to die. Isn’t that reason enough?” 
   
  “Why us? How did you know to contact us?” 
   
  “Keenan mentioned your names in association with his 
  brother and niece. Something about a ship rescue. We 
  were there when Alain told Keenan you’d turned down 
  his offer for some box. Whatever you did pissed Keenan 
  off really bad. I figure if anyone’s got the balls to go 
  against him, they’re the sort of people to pass this on to. 
  Information’s no use to me once I’m dead.” 
   
  “Why should we believe you? What do you want us 
  to do exactly?” 
   
  “You don’t have to. End of the day, it makes little 
  difference to where I’m going. Believe what you want to 
  believe. Do what you want to do. Only reason I tell you is 
  ‘cause Keenan says you’re dangerous. And if he thinks 
  you’re dangerous, then maybe you can do something 
  about him.” 
   
  “Where can we find more information?” 
   
  “I’ve told you all I know. Perhaps Keenan’s brother or 
  niece might know something.” 
   
  Once the PCs have most of the pertinent information, 
  read the following: 
   
  The guard returns to your cell and announces 
  “Visiting time’s over. Show’s about to start,” he says 
  giving Philippe an evil, almost lecherous, grin. It 
  would appear that the crowd outside aren’t the only 
  ones interested in the macabre. 
   
  Leaving the prison, you see the crowd outside has 
  settled in for the show. Already one of the doomed 
  foursome has been dragged on to the stage, kicking 
  and screaming hysterically. “I didn’t do it. I was 
  setup. I’m innocent…” she screams to the crowd 
  before dropping to her knees, sobbing. The 
  executioner gives her a brief, almost fleeting, 
  sympathetic look before returning to his stalwart 
  pose. The crowd merely laugh and cheer at the 
  spectacle before them. 
   
  Development: It should be made obvious to even the 
  dimmest half-orc in the party that any interference in the 
  hanging would probably get them killed (and a large 
  enough mob will take down even a high level PC). If PCs 
  are stubborn and insist on getting involved, then the GM 
  should remind them that each of the prisoners has been 
  given a fair trial and all found guilty. The behavior of the 
  crowd, while distasteful, isn’t actually illegal. If, after 
  being warned, PCs continue to do so, be creative. 
   
  At this point, it is likely that the PCs will want to 
  head to the Maninot family home. If no PC played Lost at 
  Sea, either a DC 15 Gather Information check or DC 20 
  Knowledge (Local) check will allow them to find the 
  address. 
   
  PCs may also try and find out more about Keenan 
  Maninot. Either a Gather Information or Knowledge 
  (Local) check will reveal the following: 
   
  DC 0: (false rumour) “Keenan Maninot? Sure. He’s a 
  merchant here in Marner. He seems to be doing rather 
  well these days. Heard a bunch of adventurers managed 
  to help him up the social ladder a little. I’d like to hire 
  those guys.” 
   
  DC 10: “Never heard of him, sorry.” 
   
  DC 15: “Isn’t he related to Seth Maninot? Yeah, he’s one 
  of Damek’s kids. I know that he and his brother aren’t 
  really close. Last I heard, he moved out of Marner.” 
  RTK8-05 The Mark of Keenan 
   
  Page 6 
  
   
  DC 18: “Nasty piece of work, that one. I heard he moved 
  south to become a pirate.” 
   
  DC 20: “Yeah, I was coming up through Tinker’s Cove. 
  Heard the name mentioned, but didn’t think anything of 
  it.” 
   
  DC 22: “Place I was staying was called ‘The Nest’. It’s a 
  little outside the town proper. It’s about an hour’s ride 
  north of Tinker’s Cove.” 
   
  DC 25: “If you’re looking for Keenan, then ‘The Nest’ is 
  definitely the place to look. I wouldn’t be surprised if one 
  or more of the locals knew where to find him.” 
   
  ENCOUNTER 2: OLD FRIENDS 
  Making your way to the Maninot household, you 
  find it a hive of activity. You see wagons full of 
  furniture lined up outside the house. Could it be 
  they’re moving up in the world or simply being 
  evicted? 
   
  Ask the PCs what, if anything, they’re doing. No-one here 
  seems to bother them or ask them what they’re doing. 
  There are about a dozen hands busily unloading the 
  wagons of all sorts of household paraphernalia. When the 
  PCs go inside, read or paraphrase the following 
   
  Inside, Lydia is overseeing a group of people who are 
  busy 
  unwrapping 
  and 
  unpacking 
  household 
  chattels. Her father sits in his favourite chair 
  seemingly oblivious to the domestic chaos around 
  him. He sees your group and scowls.  
   
  “Girl!” he calls. “Your fair weather friends have 
  shown their faces again. No doubt they’ve 
  squandered the wealth I gave them and are back for 
  more.” 
   
  Lydia turns towards you and beams. “Hello 
  there. It’s been a quite a while since I last saw you.” 
  She turns to her father and adds “And Father, if you 
  recall, it was they who helped us. Whatever little 
  reward we provided was nowhere close the benefit 
  they gave us. We owe them our wealth.” 
   
  “Oh pish taw!” Seth’s frustration appears to be 
  directed at his daughter as much as it’s directed 
  toward 
  you. 
  “They 
  are 
  nothing 
  more 
  than 
  mercenaries; mere sell-swords for hire. Do you think 
  they would have returned the chest to us had we not 
  paid them such generous compensation? I find your 
  fascination with their ilk unfathomable. You are 
  becoming more and more like your mother every 
  day.” 
   
  It is obvious to even the most imperceptive of 
  you that Seth’s comments have caused Lydia some 
  pain. Seth also appears to have realised the hurt his 
  words caused, although he says nothing to rectify 
  his mistake. 
   
  “I am sorry Father,” Lydia says meekly. “Forgive 
  my ebullience. I was simply happy to see the people 
  who helped us in our time of need.” She looks at you 
  and asks in a more subdued tone, “What brings you 
  to my house this day?” 
   
  The PCs can choose to either speak to Lydia in private or 
  in front of her father. Also, in the interest of openness 
  with the players, remind them that they’re not alone 
  (other people are moving about the room removing 
  furniture) as some PCs might prefer this conversation to 
  be held privately. Simply intersperse the occasional 
  “excuse me, passing through” or similar in the 
  conversation. 
   
  Also keep in mind that the PCs might prefer 
  themselves making the justifications as to why they 
  should get the job rather than letting Lydia do it. The 
  below boxed text makes assumptions as to how much the 
  PCs are telling the family is merely a guide to how GMs 
  should run the NPCs. 
   
  When the PCs have explained why they have come, 
  read, paraphrase or use as a guide the following text: 
   
  “Keenan! Don’t mention that blackguard’s name in 
  this house!” splutters Seth. “He is a disgrace to the 
  Maninot name, and if you’re here in my house, in 
  his name, then you shall feel my wraith.” 
   
  “Father!” instructs Lydia. “These people are NOT 
  working for Uncle Keenan. If they were, would they 
  have helped us before?” 
   
  “These people, as you say, came to us because we 
  offered them work. These people brought us the 
  chest because we paid them a handsome sum of 
  money to do so.” retorts Seth. 
   
  “These people, Father, COULD have given the 
  chest to Uncle Keenan for a far greater reward. 
  Consider that,” says Lydia. 
   
  Lydia’s father frowns, but seems to acquiesce to 
  his daughter’s argument. “Very well,” he says. “I 
  suppose these adventurers may not be the 
  charlatans they appear to be. But,” he adds, “They 
  may still prove to be untrustworthy.” 
   
  Lydia simply shakes her head at the old man. 
  “Please, continue your story,” she says. 
   
  When the PCs make mention of a third brother, Lydia 
  will tell the PCs that they’re mistaken and that Seth and 
  Keenan were Damek’s only two sons. Seth, however, will 
  interrupt her. 
   
  Lydia looks at her father before turning back to you. 
  “I don’t understand,” she says. “Father and Uncle 
  Keenan were the only two children Grandfather and 
  Grandmother had. I think whoever you’ve been 
  speaking to was mistaken.” 
   
  Her father gives a heavy sigh. “Daughter,” he 
  says. “There are some things that you don’t know – 
  family secrets that I have chosen, for your sake, to 
  keep from you. It appears that your friends have 
  stumbled upon a truth that I would have preferred 
  RTK8-05 The Mark of Keenan 
   
  Page 7 
  
  be buried with me and my brother. Or rather, I 
  should say,” he pauses, “my brothers.” 
   
  Lydia is clearly confused and bewildered. “Your 
  brothers?” she asks. 
   
  “Please, girl” Lydia’s father commands in a stern, 
  but unusually placid and gentle voice. “Let me finish 
  my story.” He beckons one of the servants to stop 
  moving furniture and refill his port glass before 
  continuing. 
   
  “Before we came to Marner, some fifty odd years 
  ago, there were five of us – Mother, Father, Keenan, 
  me…and our older brother, Avel.” The old man 
  pauses looking at Lydia – his eyes suddenly full of 
  pain. “I’m sorry Lydia. I should have told you 
  before.” 
   
  Seth is silent for a moment. “I think of Avel 
  every day, and every day I wish it had been me that 
  died instead of him. It was the mid-winter of 547 
  when he was killed. I was supposed to go to chop 
  wood, but I was sick – or at least that was what I told 
  my father. The truth is I just didn’t want to do it. It 
  was cold and I’d already done my share of chores 
  that day. I was just being idle. So, Avel went in my 
  stead and got killed. By nightfall, he hadn't come 
  home. Father, Keenan and I went out looking and 
  we found him. Nailed to a tree. Naked. Covered in 
  blood.” The old man stops. "I can't remember what I 
  did last week; hell, I can’t even remember what I had 
  for breakfast sometimes, but I remember everything 
  I did that day. Everything I saw. It's burnt into my 
  brain like an oversized brand on a tiny bit of wood.” 
   
  "That day, more than just Avel was killed. Our 
  whole family was. My mother killed herself a few 
  weeks later and my father threw himself into his 
  work as if nothing else mattered. Truth be told, I 
  don't think anything else did." 
   
  "Keenan and I never were really the closest of 
  brothers, but that night it was pretty clear that we'd 
  never be family – ever." Seth takes a large swig of 
  port. "You know what Keenan said to me the night 
  we found Avel? He said: 'It should have been you 
  little brother. It should have been you on that tree.'” 
   
  He turns again to Lydia. “I can only repeat what 
  I told you before. I am truly sorry Lydia. This pain I 
  borne for years has suddenly become yours, and I 
  have inflicted it upon you in the worst possible 
  way.” 
   
  Should PCs offer their assistance, use the following as a 
  guide. 
   
  “What does Keenan look like?” 
   
  “Last I saw of that coxcomb was 40 years ago. I imagine 
  he’d look very similar to me in appearance.” 
   
  “What do you want us to do?” 
   
  “If you can, find Keenan and bring him back - alive. I 
  need to know the truth. I need to know if Keenan is 
  responsible for my brother’s death and my Mother’s 
  suicide. And, if it is so, I need to know what else he has 
  wrought upon my family. If you are willing to do this for 
  me, then I will be in your debt forever.” 
   
  “What will you do to Keenan when we bring him 
  back?” 
   
  “I don’t know. Likely I will want to slay him where he 
  stands, but I would rather he spend his remaining years 
  rotting in a squalid, rat infested dungeon where I can 
  think of him every day.” 
   
  ”What about the story Philippe told us? Is Keenan 
  immortal?” 
   
  “Do you really think that such men exist? It is no more 
  than a story told by pirates to keep their quarry afraid. As 
  for my ‘brother’,” the word is said with some venom, 
  “being immortal, well I say this – we are all immortal 
  until we take our last breath.” 
   
  “What is the Mark?” 
   
  “A mark? I certainly know of no mark or deformity upon 
  his body. Perhaps it is his conscience feeling some need 
  to justify his fratricide.” 
   
  Should PCs not have had a chance to Gather Information 
  regarding 
  Keenan’s 
  whereabouts, 
  they 
  have 
  an 
  opportunity to do so now. If they have already done so, 
  proceed to Encounter 3. 
   
  ENCOUNTER 3: THE 
  SHORTEST ROUTE IS NOT 
  NECESSARILY THE SAFEST 
  The road south is fairly easy going, although there is 
  still some snow on the roads. South of Fadric 
  however, your luck promises to change. It is 
  approaching dusk when the weather starts to close 
  around you. The wind has picked up, and what 
  began as a light snowfall is threatening to turn into 
  a blizzard. 
   
  You crest the next hill to notice off to your right 
  a farmhouse with lights in the windows. The 
  promise of a warm hearth is appealing to all but the 
  most hardened adventurer. 
   
  Allow the PCs to determine what, if anything, they wish 
  to do. Should they ignore the farmhouse, then the GM 
  can have the lycanthrope attack them on the road. 
   
  In the case the PCs do visit the farmhouse, then read 
  or paraphrase the following 
   
  As you trudge through the snow toward the 
  farmhouse, you see that the building is nestled in a 
  hidden valley. In the dim light, you see that in 
  RTK8-05 The Mark of Keenan 
   
  Page 8 
  
  addition to the main farmhouse, there is a large 
  barn and several smaller out buildings. A young boy 
  drawing water from a well notices your approach. 
  He drops his bucket and hurries indoors. 
   
  Moments later, the door re-opens and a heavy 
  set man carrying an axe looks toward you. “Greeting 
  strangers,” he says cautiously. “It’s a bit early in the 
  season to be travelling these roads.” 
   
  The PCs can introduce themselves and the woodsman 
  invites them in. 
   
  “Well, if it’s shelter from the storm you need, then 
  we’ve got lodgings enough in the stables. But first, 
  come in and warm your bones against the fire and 
  allow me to introduce the kinfolk.” 
   
  The man bids you indoors. Inside, by the fire, is 
  a young woman brushing the boy’s hair. The woman 
  is in her early twenties and the child probably no 
  more than 5 years old. 
   
  “Allow me to introduce my family. This is 
  Ridanthe my wife, and my son Jarrad. I’m Kiereth.” 
   
  The young woman begins to stand, but her 
  husband indicates she remain seated. “Ridanthe, 
  you stay by the fire and keep yourself warm. I will 
  attend to our guests.” He pulls a gourd from a shelf 
  and a number of goblets. “Here,” he says, 
  unstoppering the gourd. “This will take the cold 
  night chill from your bones.” 
   
  Kiereth will make small talk with the PCs, asking them 
  about what life is like in the wider world. He is an affable 
  person who is genuinely interested in the PCs and what 
  they do. He and his wife have lived relatively sheltered 
  lives and he is extremely interested in the stories the PCs 
  might have. 
   
  Have the PCs make a DC 25 Spot check. If any of the 
  PCs are actively looking at, or talking to, Ridanthe then 
  reduce the DC of this check to 15. Read the following to 
  any PC who made a successful check. 
   
  At first, Ridanthe simply looked tired – not 
  uncommon for a young woman raising a child; 
  however you notice that as she plays with the boy, 
  she appears to have cuts and scratches on her upper 
  arms. Her face too, on closer inspection, appears to 
  be bruised. 
   
  A successful DC 15 Heal check will reveal that the cuts 
  are relatively fresh (within a day or so), although 
  Ridanthe is not willing to have strangers look at her 
  closer. Thus a more detailed diagnosis is not possible. 
   
  If the PCs ask about the cuts, then read the 
  following. 
   
  Ridanthe looks at Kiereth for a moment before 
  addressing you. “It happened two nights ago,” she 
  explains timidly. “I was outside getting in some 
  wood when I was attacked by an animal. Kiereth 
  heard my screams and came to fight it off.” 
   
  A DC 20 Sense Motive check will show that she’s not 
  lying, but is definitely being elusive in the way she is 
  speaking. If the PCs press the issue, Kiereth will step in 
  and suggest the PCs allow him and his wife to retire for 
  the night as she needs to recuperate from the attack. 
   
  The PCs are shown to the barn for the night. PCs 
  who decide to search around the farm actually find 
  animal tracks leading up to the door of the farmhouse. 
  Close inspection of the farm door also reveals deep claw 
  marks in the wooden door. A DC 15 Survival check 
  reveals that the animal attacking the door was desperate 
  to get inside. 
   
  Night falls and the light of the full moon streams 
  through the holes in the barn roof. The still air 
  carries little sound and all around, the world is 
  quiet. A mouse scurries out of the safety of its nest 
  and runs across the floor of the barn, looking for any 
  loose grain it can carry back to its abode. 
   
  You are settling down for the night, those of you 
  not on watch preparing to turn in for the evening, 
  when the still of the night is broken by a scream 
  coming from the direction of the farmhouse. 
   
  Investigating the door shows that it is still locked and 
  barred from the inside. A DC 15 Strength check is 
  needed to break it down. 
   
  Inside you see a bizarre sight. There appear to be two 
  partially-clothed wild beasts ferociously attacking 
  each other. The toddler, Jarrad cowers in terror 
  behind the smaller beast, tears streaming from his 
  eyes. His face is red from screaming. 
   
  The larger of the beasts notices you and turns to 
  attack. The smaller of the two stays back, seemingly 
  protecting the child. 
   
  Creatures: 
   
  APL 4 (EL 6) 
   
  �Kiereth: Medium werewolf Ranger 4; hp xx; 
  Appendix 1 
   
  APL 6 (EL 8) 
   
  �Kiereth: Medium werewolf Ranger 6; hp xx; 
  Appendix 1 
   
  APL 8 (EL 10) 
   
  �Kiereth: Medium werewolf Ranger 8; hp xx; 
  Appendix 1 
   
  APL 10 (EL 12) 
   
  �Kiereth: Medium werewolf Ranger 10; hp xx; 
  Appendix 1 
   
  Tactics: The smaller lycanthrope is Ridanthe. It should 
  be extremely obvious to the PCs that once Ridanthe has 
  RTK8-05 The Mark of Keenan 
   
  Page 9 
  
  an action that she is not a threat to them. She ONLY 
  attacks the PCs if she is deliberately attacked or the boy is 
  threatened.  
   
  DM Notes: Both of them are aware they have an 
  affliction. Kiereth was infected during the second last 
  cycle of the full moon. When he returned to normal, they 
  thought it might be over (not realising the "way" 
  lycanthropy works). They now realise (or at least suspect) 
  it has something to do with the moon and that it's 
  permanent. 
   
  On day one of the previous full moon, Kiereth 
  changed (failed his will save) and attacked Ridanthe. She 
  drove him off.  
   
  Skip forward to the current cycle of the full moon. 
  Last night, Kiereth didn't change (made his will save this 
  night) but Ridanthe changed (no will save first time) and 
  tried to kill the son. This time Kiereth (human) drove 
  Ridanthe (werewolf) off. 
   
  Until now, the family has managed to control the 
  changes, however tonight, they both changed (Kiereth 
  has just accepted his fate as being unavoidable and 
  "embraced" the evil); Ridanthe hasn’t (and is protecting 
  her son first and foremost). Now, without Kiereth there, 
  she is worried she won't have anyone stopping her when 
  she does eventually lose control. 
   
  Developments: Assuming the PCs have not attacked 
  Ridanthe, read or paraphrase the following. If the PCs 
  have attacked Ridanthe, then use the base stats for 
  Kiereth (Ridanthe is unstated as only particularly 
  stubborn PCs are likely to attack her). 
   
  As the monstrous beast falls at your feet, the smaller 
  animal scrutinizes you carefully, determining 
  whether or not it should attack you. It sniffs the air, 
  but appears to be waiting to see what you do. 
   
  Ask the PCs what they’ve done with their weapons (this 
  determines what Ridanthe does later on). Allow the PCs 
  to try and talk her down. A DC 15 Diplomacy check is all 
  that is needed to have Ridanthe back down if none of the 
  PCs have made hostile intentions toward her or the child. 
  If the PCs are successful, then read the following. 
   
  After a few minutes, your soothing words appear to 
  calm 
  the 
  creature. 
  A 
  look 
  of 
  determined 
  concentration comes across the beast’s face and it 
  slowly begins to change. In its place stands an 
  amalgam of the creature you previously saw and the 
  woman, Ridanthe. 
   
  If they wish, the PCs can exchange a few sentences with 
  Ridanthe or themselves, but it should be clear to them 
  that the young woman is fighting an inner battle. 
   
  “Please, I don’t think I have much longer,” the 
  creature says, tears welling in its eyes. “Take my 
  child away from here and keep him safe. He has so 
  far not been bitten, but I don’t think I can trust 
  myself any longer. I have been fighting the urge 
  since I was bitten three nights ago, but the savage in 
  me grows stronger.” She wipes away the tears from 
  her face and extends a claw-like hand to toward the 
  child. Touching the child tenderly, Ridanthe says 
  “Your father and I love you Jarred. Never forget that 
  you are, and always will be, loved”. 
   
  If the PCs have swords out, she lunges toward the PCs, 
  impaling herself on the nearest sword. If all of the PCs 
  have previously said they have put their weapons away, 
  she, instead, throws herself into the fireplace. Unless the 
  PCs do try and stop her, she attempts to kill herself as 
  soon as possible. 
   
  GM NOTES: It isn’t beyond the PCs’ power to save the 
  woman’s life. It certainly won’t be easy, but give the PCs 
  every chance to save her should they wish to try. Given 
  her condition, she has made the decision to sacrifice her 
  life to save her child’s. Ridanthe has not considered the 
  fact that lycanthropy can be cured, and if a PC does save 
  her life, then it is possible she will be cured – especially 
  with high level magic. While the author does consider 
  this a strong possibility, the events surrounding her 
  rescue and redemption are not in the scope of this 
  adventure and are left to the individual GM to adjudicate. 
   
  ENCOUNTER 4: THE NEST 
  The roads are covered with last night’s snow and 
  overland travel proves to be tough going for all but 
  the most rugged and resourceful of you. A lone wolf 
  looks at you with hungry eyes, but determines that 
  attacking you would not be the wisest of moves. 
  Slinking away, he leaves your way unhindered. 
   
  After a number of hours trudging through the 
  now melting snow, it is with some relief that you 
  spot an inn ahead of you. The thought of spending a 
  night exposed to the elements is not one that 
  appeals to most people. Already the smell of hot 
  stew and wood smoke pervade the air and 
  overwhelm your olfactory senses. 
   
  You enter the inn, aptly called ‘The Nest’, and 
  almost immediately the warmth of the fire begins to 
  take effect. It would seem that you are not the only 
  people who have taken refuge from the weather. 
  Inside there are about 30 people, many of whom you 
  would presume are local to the area. They 
  acknowledge your presence with a friendly nod as 
  you enter and then return to their conversations. 
   
  There are 32 people in the inn, 25 locals and 7 travellers. 
  The travellers consist of a wine merchant, his wife and 
  their daughter, an artist (painter), a furrier and two 
  “adventurers” (both 2nd level warriors). They are each 
  travelling to Marner for their own reasons and have 
  decided to journey as a group for safety reasons. They 
  have taken one table near the door. 
  RTK8-05 The Mark of Keenan 
   
  Page 10 
  
   
  The other 25 sit in groups of between 2 and 4 people 
  and represent the citizens of the nearby community. 
  There are farmers, blacksmiths, coopers, etc. 
   
  A DC 20 Gather Information check will indicate that 
  there is a cave network nearby that has been used in the 
  past by smugglers. 
   
  Read or paraphrase the following to the PCs when they 
  ask around, remembering to adapt the text as necessary to 
  reflect the questions the PCs ask (for example, they may 
  or may not mention Keenan’s name). 
   
  Late in the evening as you’re ready to retire, you are 
  approached by a middle aged man who looks like 
  he’s seen his fair share of adventure. “Are you the 
  folk looking for smuggler’s booty?” he asks. “Aye if 
  you believe the tales, this area’s been used for 
  smuggling for hundreds of years. This place is 
  littered with caves. Most of them probably deserted, 
  but there are some of them are still used.” 
   
  “This man you’re looking for. Keenan. Heard of 
  him; seen him in the tavern. He’s a nasty one, he is. I 
  wouldn’t go messing with him, but if you want to, 
  it’s your funeral. That being said – I am in a position 
  to perhaps help you. For a price.” 
   
  If the PCs ask him his price, Reynold (the man, who will 
  happily give his name if asked) will respond. 
   
  “I’m looking for two things. Firstly, I want Keenan 
  dead. Not negotiable. If I’m going to tell you what I 
  tell you, then I want him dead. My life is a lot safer 
  that way. Secondly, my price: a thousand now and a 
  quarter of whatever you find down in those caves.” 
   
  A DC 15 Diplomacy check will reduce this cost to 500gp 
  and 10 percent of whatever they recover. A DC 22 Sense 
  Motive check will indicate to the PC that there is more to 
  the story than their newly acquired friend is willing to 
  tell them, but they are unable to get more information 
  from Reynold. 
   
  DEVELOPMENTS: If the PCs have the child Jarred, 
  they are able to convince the family going to Marner to 
  take him with them, providing they are given somewhere 
  to ‘drop him off’. The cost of this service, should it be 
  chosen by the PCs, is left to the GM’s discretion, but 
  should be no more than about 10 gp. 
   
  ENCOUNTER 5: EXIT STAGE 
  LEFT PURSUED BY A TROLL 
  Following the directions provided to you by the 
  local villager does not prove to be easy. One 
  landmark looks very similar to another and the only 
  thing distinguishing one bush from another is the 
  amount of snow covering it. After a good hour 
  searching though, you eventually find a small 
  opening in some rocks by the cliff face. Careful 
  investigation reveals that although blocked, it’s not 
  from natural causes and is likely to be more 
  designed to be simple camouflage concealing the 
  entrance from casual observation. 
   
  A DC 20 Search check reveals tracks leading to and from 
  the entrance. A DC 25 Survival check reveals the tracks 
  were made within the last day – probably sometime just 
  before dawn. 
   
  The tracks lead onto the path and they are easily lost 
  on the hard rock of the path. In fact the maker of the 
  tracks turned back shortly after hitting the rocky, 
  difficult to track part of the path. 
   
  The opening is about 3 feet wide and leads down 
  into the cliff. The path weaves and winds dropping 
  about 20 feet over a distance of around 100 ft. The 
  path is no wider than 7 feet in any one place, and 
  drops to a scant 2 or 3 feet wide in some places.  
   
  After 100 feet of steep descent, the path widens 
  out to an opening 20 feet long by around 15 feet 
  wide. At the far end of the cavern is a solid wooden 
  door. 
   
  A DC 15 Spot check reveals that there is moss growing 
  on the handle. It is clear to any PC who makes a DC 15 
  Survival check, that the door has not been used in some 
  time. It also reveals that the tracks do not come down this 
  far. 
   
  A DC 20 Listen check reveals some faint movement 
  coming from behind the door. A DC 30 Spot check 
  indicates that there is the smell of rotting food from the 
  other side. 
   
  The door is unlocked and can be easily opened, 
  although a DC 15 Strength check is sufficient to break 
  the door should PCs prefer the blunt force approach. 
   
  Looking into the room, you see a troll sitting on the 
  ground eating what could best be described as pig 
  scraps. It looks at you, throws away the scraps and 
  stands up to face you. 
   
  Creatures: 
   
  APL 4 (EL 6) 
   
  �Smasher: Troll Ranger 1; hp 80; See Appendix 1 
   
  APL 6 (EL 7) 
   
  �Smasher: Troll Ranger 2; hp 91; See Appendix 1 
   
  APL 8 (EL 9) 
   
  �Smasher: Troll Ranger 4; hp 113; See Appendix 1 
   
  APL 10 (EL 11) 
   
  �Smasher: Troll Ranger 6; hp 147; See Appendix 1 
    
  Note: If the PCs retreat, the troll is not able to follow past 
  the really narrow parts of the trail, not even while 
  RTK8-05 The Mark of Keenan 
   
  Page 11 
  
  squeezing. If the PCs are having troubles, feel free to 
  remind them of this (maybe via Spot or Int checks). 
   
  Developments: Once the troll is defeated, the PCs can 
  break through the other door and explore the caverns. 
  The troll is in effect a trap left to delay anyone searching 
  for the caves and the treasure they contain (while the 
  villagers’ empty said caves). The PCs have a simple choice 
  as they leave – either left or right. Following the left hand 
  route leads to the caves where the villagers are currently 
  gathering whatever remains from Keenan’s gang. They 
  intend to distribute whatever remains in the cave 
  throughout the village as they believe that the PCs are 
  working with Ratik law enforcement. The right hand 
  path leads to a cellar under “the Nest” tavern. 
   
  FOLLOWING THE LEFT PASSAGE: 
  As you follow the tunnel - a combination of worked 
  passage and natural channel through the rocky 
  terrain - the light gets a little brighter and the air 
  moister and colder. You pass several side tunnels, 
  although these prove to be too narrow for you to 
  pass through, or simply lead nowhere. 
   
  The main tunnel comes to an end around 200 ft 
  from the side tunnel you originally entered and 
  opens up into a large cavern. 
   
  To one side of the cavern, you can see an 
  opening to the ocean. Nearby, several longboats have 
  been pulled up onto surrounding ledges, keeping 
  them protected and dry. To your right familiar faces 
  work quickly, unpacking crates and moving them 
  onto makeshift trolleys. It would appear that almost 
  everyone you met in the tavern last night, including 
  the man who gave you the directions to the caves, is 
  here working industriously. 
   
  One of the people spots your group and swears. 
  The others turn to face you muttering expletives. 
  Some attempt to flee, before realising that you and 
  your party block the only feasible exit to the cavern. 
   
  At this point, the villagers surrender to the PCs. Reynolds 
  also hands back the money he took from the PCs, 
  apologising for his deception. While they’re in league 
  with the pirates, they realise that they cannot win any 
  fight with the PCs and try to negotiate with them in 
  exchange for not being reported to the authorities. 
   
  Treasure: 
   
  �APL 4: Loot: 500 gp; Coin: 0 gp; Magic: elixir of 
  adamantine blood (42 gp), rope of stone (67 gp), eternal wand 
  of comprehend languages (68 gp), adamantine longsword 
  (251 gp), wand of cure light wounds (10 charges) (12 gp) 
   
   
  �APL 6: Loot: 500 gp; Coin: 0 gp; Magic: elixir of 
  adamantine blood (42 gp), rope of stone (67 gp), eternal wand 
  of comprehend languages (68 gp), adamantine longsword 
  (251 gp), wand of cure light wounds (10 charges) (12 gp), +1 
  mithril chain shirt (91 gp), armbands of might (341 gp), scroll 
  of close wounds (12 gp), wand of cure moderate wounds (10 
  charges) (75 gp) 
   
   
  �APL 8: Loot: 500 gp; Coin: 0 gp; Magic: elixir of 
  adamantine blood (42 gp), rope of stone (67 gp), eternal wand 
  of comprehend languages (68 gp), adamantine longsword 
  (251 gp), wand of cure light wounds (10 charges) (12 gp), +1 
  mithril chain shirt (91 gp), armbands of might (341 gp), scroll 
  of close wounds (12 gp), wand of cure moderate wounds (10 
  charges) (75 gp), lyre of the restful soul (250 gp), ring of 
  lockpicking (375 gp), wand of cure serious wounds (10 charges) 
  (187 gp) 
   
   
  �APL 10: Loot: 500 gp; Coin: 0 gp; Magic: elixir of 
  adamantine blood (42g p), rope of stone (67 gp), eternal wand 
  of comprehend languages (68 gp), adamantine longsword 
  (251 gp), wand of cure light wounds (10 charges) (12 gp), +1 
  mithril chain shirt (91gp), armbands of might (341 gp), scroll 
  of close wounds (12 gp), wand of cure moderate wounds (10 
  charges) (75 gp), lyre of the restful soul (250 gp), ring of 
  lockpicking (375 gp), wand of cure serious wounds (10 charges) 
  (187gp), domain draught (sun) (275 gp), globe of sunlight 
  (500 gp), nycoptic manuscripts (208 gp), wand of cure critical 
  wounds (10 charges) (187 gp) 
   
  GM Note: While most of the treasure has been stolen by 
  the pirates, there is no owner of record anymore. As such, 
  the PCs will be allowed to keep a portion of this, with the 
  majority going to the Ratik treasury. Any items thus 
  given up to the Ratik authorities will be allowed to be 
  purchased by the PCs at a later date. In particular there 
  are a lot of coins and saleable loot of various types in 
  addition to what is listed here. 
   
  Developments: Particularly lawful PCs may decide to 
  turn in the villagers as being guilty of association with 
  pirates. Good PCs may decide to convince the villagers to 
  turn the goods in to the authorities. Chaotic PCs may 
  decide to keep the lot and share it with the villagers. All 
  of these are options available to the GM as good role-
  playing opportunities. Regardless of the option chosen by 
  the PCs, they should still be granted access to the items 
  once discovered (either they are kept by, or sold to, the 
  PCs after the adventure). 
   
  FOLLOWING THE RIGHT PASSAGE: 
  You follow the winding passage as it twists and 
  winds following a natural path through the 
  limestone hills. It is clear that in some places the 
  tunnel has been worked to widen it, but the 
  passageway is, for the most part, a natural 
  phenomenon. After approximately 350 ft, the tunnel 
  comes to an end, seemingly in a cellar. The room 
  contains a number of crates, barrels and assorted 
  containers. On what you would guess is the eastern 
  wall, there is a set of stairs leading up to a trap door. 
  Above you, you can hear conversational speech and 
  smell food cooking. 
   
  RTK8-05 The Mark of Keenan 
   
  Page 12 
  
  The PCs are directly below the tavern they stayed in last 
  night. Ascending the stairs, they find that the trapdoor is 
  not locked. If the PCs venture into the room upstairs, 
  they discover that they are in the back room of “the 
  Nest”. 
   
  INTERROGATING THE VILLAGERS 
  When the PCs interrogate the villagers, they decide to 
  tell the PCs what they know. Below is a summary of what 
  the villagers know: 
   
  • 
  They are afraid of Keenan. He does provide them 
  protection, but it’s on his terms. 
  • 
  Keenan is a handsome man aged in his mid to late 
  40s, although they have heard differing stories from 
  other members of his crew. 
  • 
  A number of his men also appear to be afraid of him. 
  To some extent, this fear is what binds the group 
  (although the lure of easy wealth has its own appeal). 
  • 
  They have heard stories regarding his prowess at 
  battle. A number of them have heard that he 
  deliberately taunts his enemies and has been 
  rumoured to sometimes give a foe a “free attack” 
  before killing them. 
  • 
  None have heard of any special powers that Keenan 
  might possess. They just regard him as a lucky, but 
  skilled, madman. 
  • 
  Keenan keeps the troll as a pet. They were instructed 
  long ago that should any Ratik officials (tax 
  inspectors, military, etc) ask around, that they should 
  be directed to the ‘special entrance’ so that the troll 
  would finish them off. While the troll was doing 
  what it should do, the villagers should move what 
  they could out of the tunnels and hide it as best they 
  could. 
  • 
  Keenan went north a day or so ago to deal with some 
  trouble that came up. The villagers aren’t aware of 
  the details, but those who saw him noticed he was 
  furious (and decided NOT to ask any more 
  questions). One of the villagers heard Keenan say he 
  needed to deal with a ‘family problem’ once and for 
  all. 
   
  ENCOUNTER 6: BACK AT THE 
  RANCH 
  GM Note: during Keenan’s monologue, Lydia is lying 
  dying. She should NOT die before he finishes his speech 
  (some players don’t like to interrupt boxed text, but 
  others will). She will be somewhere between -2 and -8 hit 
  points depending on when (or if) the players interrupt 
  him. Keenan’s plan is to coup de grace Seth and then 
  surrender to the PCs. The PCs should be given EVERY 
  chance to save Lydia’s life and be the heroes of the day. 
   
  Before the PCs arrived on back, Keenan arrived and 
  managed to convince Seth that Lydia’s mother had 
  cheated on her husband and Lydia was born as a result of 
  an affair with Keenan. Seth, enraged, threw his drink at 
  Lydia catching her in the throat. Keenan then convinced 
  Seth to take his own life by taking poison (which, rather 
  than killing him, paralysed him). 
   
  While paralysed, Keenan then explained he’d tricked 
  Seth into killing his own daughter. No affair had ever 
  taken place, but he (Keenan) had used magical methods 
  to convince Seth’s wife to run away with adventurers 20 
  odd years ago. 
   
  The PCs arrive to find Keenan waiting for Lydia to 
  die so he can then kill Seth. 
   
  Travelling back to Marner presents no difficulty. 
  The roads are clear of traffic and you make good 
  time. Arriving back to the Maninot household, you 
  find it seemingly deserted. No lights are visible 
  from the street and the door is ajar. 
   
  If the PCs enter the house, they notice that there is a 
  light on in one of the backrooms. When they investigate, 
  read or paraphrase the following: 
   
  Entering the room, you see Lydia lying on the floor, 
  unconscious and bleeding. Near the fire, Seth sits in 
  his familiar chair, seemingly in shock and oblivious 
  to his daughter’s predicament. Standing behind the 
  chair, looking toward you is a man aged in his late 
  thirties. He holds a dagger in his right hand; the tip 
  of its blade only inches away from Seth’s throat. 
   
  The resemblance between him and Seth is 
  uncanny. Were it not for the obvious age difference, 
  one would swear that you were looking at Keenan 
  himself, although from all reports, Keenan should 
  be more a man approaching his twilight years, not 
  someone aged in his late forties. 
   
  He turns to face you and with a sneer on his face 
  says “Oh dear… the intrepid heroes enter stage 
  right. Well, I suppose every great tragedy needs to 
  have its audience. Without an audience, who do the 
  players play for? Clichéd, I know – but try and kill 
  me or even attend to Lydia before I finish my speech 
  and I kill Seth.” 
   
  Allow the PCs a DC 15 Heal check. Lydia is dying, and 
  Seth appears to be drugged. He is very conscious, but 
  unable to move. 
   
  Let the players exchange comments should they 
  wish, but keep them to only one or two short sentences 
  before continuing. If the players do interrupt boxed text 
  at any time (such as to attend Lydia or rescue Seth), then 
  Keenan stops his speech and kills Seth. 
   
  Assuming he gets to deliver his whole speech, 
  Keenan’s monologue should take around a minute to 
  read, so assume that seven rounds pass during the course 
  of the conversation (during which time Lydia drops from 
  -6 hit points to -8, stabilises on -8 and resumes bleeding 
  just as Keenan finishes his monologue). 
   
  RTK8-05 The Mark of Keenan 
   
  Page 13 
  
  “Now where was I before I was so rudely 
  interrupted? Blah, blah, blah. Oh yes… ‘Do you 
  honestly think I would kill my own daughter?’ What 
  sort of man would do that? Only someone truly 
  twisted and evil would stoop as low as kill his own 
  flesh and blood….” From his tone, it is clear to all 
  present his words are designed to mock Seth. He 
  laughs at Seth, “oh wait…or a complete fool.” 
   
  He turns to address you. “I told Seth that Lydia 
  was mine,” he explains to you, “and he believed me. 
  It was so easy to convince him that Lydia’s mother 
  had been unfaithful. She was the sort of girl to run 
  off with adventurers, after all. Seth didn’t ever stop 
  and consider for a moment that someone might 
  have used magic to influence her to run off with 
  those boys.” He gives an evil chuckle. 
   
  “So eager to believe that Lydia wasn’t his; so easy 
  to manipulate. Poor Seth: he spent his whole life 
  hating himself, the last twenty years hating his wife 
  and now he goes to the grave knowing that he killed 
  his own daughter.” 
   
  He turns to Seth, his voice taking on a more 
  sinister and accusatorial tone. “You brought all of 
  this on yourself, you know. If you’d not been so 
  eager to steal away Lillian, none of this would have 
  happened. You’d have been rich and successful and 
  so would’ve I.” He pauses for a moment and 
  chuckles. “No. I can’t in all honesty say that. You 
  exist. That’s enough reason to hate you. I really 
  should’ve waited and killed you instead of Avel. At 
  least he would have been a worthy opponent rather 
  than the banality that sits before me” He glances 
  toward Lydia. The pool of blood around her throat 
  has stopped expanding. 
   
  “She’s dead now,” he says. “Now it’s your turn, 
  baby brother.” With a quick flick of the wrist, 
  Keenan plunges the dagger into Seth’s throat before 
  stepping back and raising his arms. “I surrender” he 
  says. 
   
  Tactics: Keenan’s first action is to coup de grace Seth 
  (full round action provoking attacks of opportunity). As a 
  free action he drops his sword and says “I surrender”. His 
  agents have studied the PCs and he believes that none of 
  them will try and kill him if he immediately surrenders. 
  He is protected by the gem and its magic, but he would 
  prefer not to alert the PCs as he believes they are 
  resourceful enough and clever enough to discover his 
  secret (assuming they have not already done so). 
   
  GM Note: It is possible that particularly resourceful PCs 
  might be able to save Seth’s life. If they come up with an 
  innovative way to do so, then they should be allowed to 
  do so. If the PCs do manage to do so, then the remainder 
  of the text of the adventure will need to be adapted as 
  necessary. 
   
  Developments: The PCs can either attempt to attack 
  Keenan or arrest him. If they arrest him, he goes 
  peaceably. He has contacts within the jail and expects to 
  be out before the next morning. 
   
  If they choose to attack him, Keenan lets them and 
  does not fight back – at least until it becomes obvious to 
  the PCs they’re not doing any damage. If this is the case, 
  adapt Encounter 7 as necessary. 
    
  If the PCs did not interrupt boxed text, Lydia has one 
  round left before she dies. If a PC fails to heal or stabilise 
  Lydia as their first action in the round, she will die at the 
  top of the second round. 
   
  If the PCs DID interrupt boxed text then the GM 
  should use their discretion to determine how many 
  round the PCs have before she dies based on how quickly 
  they interrupted it (most likely somewhere between two 
  and eight rounds). 
   
  If the PCs saved Lydia’s life, read the following. 
   
  After several minutes, Lydia comes around. “Father!” 
  she screams. She looks around and noticing you, she 
  asks “Where is Father? And Uncle Keenan?” She 
  hesitates 
  for 
  a 
  moment 
  before 
  adding 
  “Father…he…he tried to kill me.” Lydia collapses, 
  sobbing. 
   
  The PCs are able to calm her down with a DC 15 Heal 
  check. While she is still upset, she is able to let the PCs 
  know the basics of what happened before they arrived. 
   
  “About 20 minutes ago, Uncle Keenan knocked on 
  the door. We were just retiring for the night, and I 
  went to see who it was. I didn’t recognise him 
  immediately – he was just so…young. I guess he’s 
  either been blessed by the Gods or has some magic 
  of a kind protecting him.” Lydia pauses, wiping away 
  tears from her face. 
   
  “He came in and demanded to speak to Father. I 
  asked him who he was and he said to me ‘Don’t you 
  recognise your own kin?’ He pushed past me and 
  strode directly into the living area until he came 
  face to face with Father. The two of them looked at 
  each other for a couple of seconds and Father then 
  started shouting all sorts of obscenities at Uncle 
  Keenan. Uncle Keenan simply said nothing until 
  Father was finished, and said ‘Brother…you know 
  nothing.’ I begged the two of them to stop, and 
  Uncle Keenan told me to shut up. He called me 
  a…well; I’d prefer not to repeat what he said.” Lydia 
  begins to sob again. 
   
  When the PCs have calmed her down again (requiring 
  another DC 15 Heal check) continue with the following. 
   
  “Father objected to Uncle’s behaviour and Uncle 
  Keenan asked him who he – Father - thought he was 
  to be disciplining me. Uncle Keenan said that I was 
  never my Father’s – Seth’s – child and that my 
  Mother had cheated on Father with my Uncle.” 
  RTK8-05 The Mark of Keenan 
   
  Page 14 
  
  Lydia says. “He asked my Father why I would be so 
  eager to believe that I was his when he knew that 
  Mother had run away with adventurers. Father 
  looked at me, called me a ‘damned whore’. Said I was 
  just like my Mother. He threw a glass at me. It 
  caught be in the side of the face, and well…that’s all 
  I remember.” 
   
  At his point, the PCs can take Keenan to the 
  Marner authorities. He will be arrested and taken 
  away and the PCs thanked profusely for their 
  work. 
   
  ENCOUNTER 7: KEENAN’S 
  LAST STAND 
  Lydia, not wishing to be alone in her house that 
  evening, asked you to remain with her to keep her 
  company. While her physical wounds have healed 
  magically, you all sense that her mental injuries will 
  take far longer to mend. Her world collapsed, the 
  strong, independent woman you met months ago 
  has become quiet and withdrawn.  
   
  After dinner, she retires early, leaving you to 
  your devices. It is only an hour or so later, that there 
  is a knock on the Maninot door. 
   
  When the PCs answer the door, read the following. 
   
  On the doorstep stands a guard dressed in the 
  uniform of the Ratik prison. He looks at you, 
  immediately realising who you are. 
   
  “Maninot’s escaped,” he tells you. “We’ve sent a 
  group out after him, but I was told that you might 
  like to lend some assistance in bring him back.” The 
  guard pauses. “We don’t rightly care if he’s breathing 
  when you do it.” 
   
  If the PCs ask the guard how he managed to do it, he will 
  advise them that Keenan had someone in his employ 
  working in Marner prison. While Keenan escaped, his 
  accomplice didn’t. 
   
  Having delivered his message the guard leaves. 
   
  You are getting ready to leave, when you hear a 
  scream coming from Lydia’s room.  
   
  Rushing into the room, you see Keenan 
  standing at the end of Lydia’s bed. He turns to face 
  you, a look of concern – almost fear – flashing across 
  his face for a second before being replaced by 
  frustration and anger. 
   
  “Are you people stubborn, stupid, or a 
  combination of both?” he says between gritted teeth. 
  Leave, or be prepared to die like the curs you are.” 
   
  Keenan chooses the weakest PC in the party, and walks 
  right up to him or her (ignoring all attacks of 
  opportunity). He continues to attack that PC until he or 
  she is dead and then moves on to the next weakest PC. 
   
  When Keenan attacks the PC (regardless of a 
  successful hit or not), the PC (and that PC only) sees the 
  gemstone around his neck flare a bright red. If the PCs 
  are not already aware of Keenan's weakness, this should 
  be an obvious clue that while Keenan cannot be hurt, the 
  gemstone can be. 
   
  When a PC deliberately targets the gem with an attack of 
  any sort read the following. For AC purposes, regard the 
  gem as having AC 5 and 1 hit point (no hardness) when it 
  is the SPECIFIC target of an attack. NOTE that while the 
  gem will NOT be destroyed by an area effect – regardless 
  of damage inflicted – it will shatter when it is deliberately 
  targeted. 
   
  The gem shatters with an almost deafening roar. 
  Light spills out from the crystal shards as Keenan’s 
  falls to his knees, his body beginning to wither and 
  age. His face begins to crack, light spilling out from 
  inside him too. Desperately he tries to gather 
  together the shards, but it is too late. The light 
  intensifies until it almost blinds you then vanishes. 
   
  For a moment, all is silent and still. The shards 
  of crystal, discarded on the floor begin to melt and 
  coalesce, taking the form of blood. It runs along the 
  floor makes its way toward the nearest window sill. 
  As it flows out onto the Marner streets, the blood 
  begins to take a dark, demonic shape. 
   
  “Thank you my friends. You have freed me of 
  this mortal shell. I had hoped that this vessel would 
  have brought me more souls before it perished, but 
  it matters not. I am free, and I am hungry.” 
   
  Creatures: 
   
  APL 4 (EL 6) 
   
  �Babau: medium outsider; hp 66; See monster 
  manual page 40 
   
  APL 6 (EL 9) 
   
  �Vrock: large outsider; hp 115; See monster 
  manual page 48 
   
  APL 8 (EL 11) 
   
  �Hezrou: large outsider; hp 138; See monster 
  manual page 44 
   
  APL 10 (EL 13) 
   
  �Glabrezu: huge outsider; hp 174; See monster 
  manual page 43 
   
  Tactics: The demon is simply interested in causing as 
  much death and destruction it can. If the demon wins 
  initiative, it strikes out at a random passerby, killing him 
  instantly and then move down the street in search of a 
  second victim. 
   
  RTK8-05 The Mark of Keenan 
   
  Page 15 
  
  If the PCs have attacked it, it turns its attention to them 
  PCs and attack without remorse until it is killed or 
  banished. NOTE that at APL 8, the Hezrou will NOT use 
  its blasphemy power. 
   
  CONCLUSION 
  Once the demon is defeated, read or paraphrase the 
  following go the PC. 
   
  The demon vanquished, life returns to normal – at 
  least for a while. The Marner authorities do request 
  that you remain in the city for a week or so while 
  they attempt to make sense of what happened. 
  Rumours vary widely as to what happened in the 
  Marner household depending on the source you 
  hear it from. More often than not, the fiction 
  doesn’t even go close to resembling the fact. But if 
  nothing else, it ensures you all a welcome spot at any 
  table in the Marner Public Houses during the week. 
   
  After five days, the PCs are summoned to meet with the 
  authorities. They explain that their inquiry has officially 
  concluded that Keenan was being possessed by a demon 
  – a likely result of one of his illicit exploits. His actions in 
  the Maninot household that night have been declared a 
  direct result of that possession and there is no evidence 
  to suggest that demonic influences remain in Marner. 
   
  The PCs are commended for their bravery in 
  stopping the demon and minimising the casualties. The 
  authorities realise that if it weren’t for the direct 
  intervention by the PCs, casualties would have been far 
  worse. Their investigation also revealed that while 
  Keenan didn't base his operations in Marner, he still had 
  a very strong network in the city, most of which have 
  now been identified and arrested. One particular 
  individual of interest was the late Seth Maninot's 
  personal valet, Uldar. It seems that for years Uldar had 
  been providing Keenan with information regarding all 
  Seth’s private and business affairs, including the PCs’ 
  comings and goings. He had never been at any of the 
  meeting, but it appears that any information they’d 
  shared with Seth had found its way directly to Keenan.  
   
  Lydia, while still obviously grieving for her father, 
  begins to show signs of recovering from the trauma of 
  being held hostage. While the experience has obviously 
  changed her, the support offered and shown by the PCs, 
  as well as the explanations of what happened, go a long 
  way toward healing her psychological wounds. In 
  addition (assuming the PCs brought Jarred with them), 
  Lydia has taken a shine to the boy and is planning on 
  raising him herself. 
  RTK8-05 The Mark of Keenan 
   
  Page 16 
  
  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 3 
  Defeat Kiereth 
  APL 4 
  180 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
  APL 10  
  360 XP 
   
  Encounter 5 
  Defeat Smasher 
  APL 4  
  180 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
   
  Encounter 7 
  Defeat Keenan’s Inner Demons 
  APL 4  
  180 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
  APL 10  
  390 XP 
   
  Discretionary roleplaying award 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
   
  Total possible experience: 
  APL 4  
    675 XP 
  APL 6  
    900 XP 
  APL 8  
  1125 XP 
  APL 10  
  1350 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold.  If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot.  If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a 
  round or so.  If for some reason, they pass up this 
  treasure, the coin total is subtracted from the encounter 
  totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure.  Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it.  Other times 
  they may attempt to use the item blindly.  If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) and 
  the item is used before the end of the adventure, its total 
  is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in 
  the GP Gained field of the adventure certificate.   
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 1:  A Good Hanging 
   
  APL 4: Loot: 0 gp; Coin: 4 gp; Magic: 0 gp 
   
  APL 6: Loot: 0 gp; Coin: 6 gp; Magic: 0 gp 
   
  APL 8: Loot: 0 gp; Coin: 8 gp; Magic: 0 gp  
   
  APL 10: Loot: 0 gp; Coin: 10 gp; Magic: 0 gp  
   
  Encounter 5:  Exit Stage Left Pursued by a 
  Troll 
   
  APL 4: Loot: 500 gp; Coin: 0 gp; Magic: elixir of 
  adamantine blood (42 gp), rope of stone (67 gp), eternal wand 
  of comprehend languages (68 gp), adamantine longsword 
  (251 gp), wand of cure light wounds (10 charges) (12 gp) 
   
  APL 6: Loot: 500 gp; Coin: 0 gp; Magic: elixir of 
  adamantine blood (42 gp), rope of stone (67 gp), eternal wand 
  of comprehend languages (68 gp), adamantine longsword 
  (251 gp), wand of cure light wounds (10 charges) (12 gp), +1 
  mithril chain shirt (91 gp), armbands of might (341 gp), 
  scroll of close wounds (12 gp), wand of cure moderate wounds 
  (10 charges) (75 gp) 
   
  APL 8: Loot: 500gp; Coin: 0 gp; Magic: elixir of 
  adamantine blood (42 gp), rope of stone (67 gp), eternal wand 
  of comprehend languages (68 gp), adamantine longsword 
  (251 gp), wand of cure light wounds (10 charges) (12 gp), +1 
  mithril chain shirt (91 gp), armbands of might (341 gp), scroll 
  of close wounds (12 gp), wand of cure moderate wounds (10 
  charges) (75 gp), lyre of the restful soul (250 gp), ring of 
  lockpicking (375 gp), wand of cure serious wounds (10 charges) 
  (187 gp) 
   
  APL 10: Loot: 500 gp; Coin: 0gp; Magic: elixir of 
  adamantine blood (42 gp), rope of stone (67 gp), eternal wand 
  RTK8-05 The Mark of Keenan 
   
  Page 17 
  
  RTK8-05 The Mark of Keenan 
   
  Page 18 
  of comprehend languages (68 gp), adamantine longsword 
  (251 gp), wand of cure light wounds (10 charges) (12 gp), +1 
  mithril chain shirt (91 gp), armbands of might (341 gp), scroll 
  of close wounds (12 gp), wand of cure moderate wounds (10 
  charges) (75 gp), lyre of the restful soul (250 gp), ring of 
  lockpicking (375 gp), wand of cure serious wounds (10 charges) 
  (187gp), domain draught (sun) (275 gp), globe of sunlight 
  (500 gp), nycoptic manuscripts (208 gp), wand of cure critical 
  wounds (10 charges) (187 gp) 
   
   
   
  Total Possible Treasure 
   
  APL 4: Loot: 500 gp; Coin: 0 gp; Magic: 440 gp; Total 
  940 max 650 gp 
   
  APL 6: Loot: 500 gp; Coin: 0 gp; Magic: 969 gp; Total 
  1469 max 900 gp 
   
  APL 8: Loot: 500 gp; Coin: 0 gp; Magic: 1781 gp; 
  Total 2281 max 1300 gp 
   
  APL 10: Loot: 500 gp; Coin: 0 gp; Magic: 2951 gp; 
  Total 3451 max 2300 gp 
   
  Special 
  �A little bit of Sheldavris: When releasing Keenan 
  from Sheldavris' influence, you gained a little of the 
  demon's power. As a standard action that provokes an 
  attack of opportunity, you may call on this power by 
  uttering the words "I call on the power of the demon". 
  Calling on the power of Sheldavris grants you the use of 
  the spell-like ability Iron Body. The favour can only be 
  used once and the favour operates exactly like the wizard 
  spell, iron body, which can be found on (PHB). This effect 
  lasts for 15 minutes and cannot be dismissed. If the PC 
  cannot speak, or is under the effects of silence or some 
  other spell that prevents such magic from happening, 
  then this favor may not be possible. Such results are left 
  to the DM to adjudicate. 
   
  �Favour of Lydia: For saving her life, Lydia uses her 
  influence with the merchants of Marner to arrange access 
  to a single weapon or armour crafted from one of the 
  following material at a 25% discount to normal cost: 
  adamantine, mithral, darkwood, cold iron, or silver. You 
  must have access to the item to be made from the special 
  material. All enhancements must be done at the time of 
  the item's creation to receive the 10% discount. 
   
  �Returned Goods: For returning the goods to the 
  Marner authorities, the PC gains regional access to all of 
  the items found during the adventure. 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
   
  APL 4: 
  • 
  elixir of adamantine blood (Adventure; MIC; 500 
  gp) 
  • 
  rope of stone (Adventure; MIC; 800 gp) 
  • 
  eternal wand of comprehend languages (Adventure; 
  MIC; 820 gp) 
  • 
  adamantine longsword (Adventure, DMG) 
  • 
  wand of cure light wounds (10 charges) (Adventure; 
  DMG; 150gp) 
   
  APL 6: 
  • 
  +1 mithril chain shirt (Adventure; DMG) 
  • 
  armbands of might (Adventure, CV; 4,100 gp) 
  • 
  scroll of close wounds (Adventure; SpC; 150 gp) 
  • 
  wand of cure moderate wounds (10 charges) 
  (Adventure; DMG; 900 gp) 
   
  APL 8: 
  • 
  lyre of the restful soul (Adventure; LM; 3000 gp) 
  • 
  ring of lockpicking (Adventure; CV, 4,500 gp) 
  • 
  wand of cure serious wounds (10 charges) 
  (Adventure; DMG; 2,250 gp) 
   
  APL 10: 
  • 
  domain draught (sun) (Adventure; MIC; 3,300 gp) 
  • 
  globe of sunlight (Adventure; MIC; 6,000 gp) 
  • 
  nycoptic manuscripts (Adventure, LM; 2,500 gp) 
  • 
  wand of cure critical wounds (10 charges) 
  (Adventure; DMG; 4,200 gp) 
   
  
  APPENDIX 1: APL 4
  3: THE ROAD LESS TRAVELLED 
  KIERETH (HYBRID FORM) 
  CR 6 
  male werewolf human ranger 4 
  CE medium humanoid (human,shapechanger) 
  Init +9; Senses Low-light, Listen +7, Spot +7 
  Languages Common, Elven  
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +4 natural) 
  hp 49 (6 HD); DR/5 Silver  
  Fort +11, Ref +12, Will +3 
  Weakness Silver 
  Speed 30 ft. (6 squares); 
  Melee bite +7  (1d6+1) and 2 claws +2/+2  (1d4+2) or 
  dagger +7  (1d4+2/19-20x2)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7  
  Atk Options Combat Reflexes 
  Special Actions 
  Combat Gear none 
  Abilities Str 15, Dex 20, Con 18, Int 12, Wis 10, Cha 
  10 
  SQ Alternate Form (Su), Animal Companion (Ex), 
  Curse of Lycanthropy (Su), Favored Enemy 
  humanoid (human) +2, Wild Empathy 
  Feats Combat Reflexes, Endurance, Diehard, 
  Improved Initiative, Iron Will, Stealthy, Track  
  Skills Control Shape +2, Hide +16, Knowledge 
  (Geography) +8, Knowledge (Nature) +10, Listen 
  +7, Move Silently +14, Search +8, Spot +7 
  Possessions none 
  Alternate Form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a werewolf's bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
  Trip (Ex): A werewolf in animal form that hits with a 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the werewolf. 
  Wolf Empathy (Ex): Communicate with wolves and 
  dire wolves, and +4 racial bonus on Charisma-
  based checks against wolves and dire wolves. 
  Skills: *A werewolf in hybrid or wolf form gains a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
   
  5: EXIT STAGE LEFT PURSUED BY A 
  TROLL 
   
  SMASHER 
  CR 6 
  Male giant ranger 1 
  CE large giant (troll) 
  Init +2; Senses Darkvision 90ft., low-light vision, 
  scent, Listen +6, Spot +7 
  Languages Common, Giant  
  AC 20, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +4 armor, +5 natural) 
  hp 80 (7 HD); regeneration 5  
  Fort +13, Ref +6, Will +1 
  Speed 30 ft. in chain (6 squares); 
  Melee 2 claws +10/+10 (1d6+6) and bite +5 (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +5; Grp +15  
  Atk Options  
  Special Actions Rend 2d6+9 
  Combat Gear None 
  Abilities Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 
  SQ wild empathy, favored enemy elves (+2) 
  Feats Alertness, Power Attack, Cleave, Track  
  Skills Listen +6, Move Silently +1, Spot +7, Survival 
  +0 
  Possessions combat gear plus chain shirt 
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent's body and tears the 
  flesh. This attack automatically deals an additional 
  2d6+9 points of damage. 
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or body part, 
  the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member 
  instantly by holding it to the stump. 
   
   
  RTK8-05 The Mark of Keenan 
   
  Page 19 
  
  APPENDIX 1: APL 6
  3: THE ROAD LESS TRAVELLED 
  KIERETH (HYBRID FORM) 
  CR 8 
  male werewolf human ranger 6 
  CE medium humanoid (human,shapechanger) 
  Init +9; Senses Low-light, Listen +9, Spot +9 
  Languages Common, Elven  
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +4 natural) 
  hp 63 (8 HD); DR/5 Silver  
  Fort +12, Ref +13, Will +4 
  Weakness Silver 
  Speed 30 ft. (6 squares); 
  Melee bite +9  (1d6+1) and 2 claws +4/+4  (1d4+2) or 
  dagger +9/+4  (1d4+2/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7/+2; Grp +9  
  Atk Options Combat Reflexes 
  Special Actions 
  Combat Gear none 
  Abilities Str 15, Dex 20, Con 19, Int 12, Wis 10, Cha 
  10 
  SQ Alternate Form (Su), Animal Companion (Ex), 
  Curse of Lycanthropy (Su), Favored Enemy 
  humanoid (human) +4, Favored Enemy humanoid 
  (gnoll) +2, Wild Empathy 
  Feats Combat Reflexes, Endurance, Diehard, 
  Improved Initiative, Iron Will, Stealthy, Track  
  Skills Control Shape +2, Hide +18, Knowledge 
  (Geography) +10, Knowledge (Nature) +12, Listen 
  +9, Move Silently +16, Search +10, Spot +9 
  Possessions none 
  Alternate Form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a werewolf's bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
  Trip (Ex): A werewolf in animal form that hits with a 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the werewolf. 
  Wolf Empathy (Ex): Communicate with wolves and 
  dire wolves, and +4 racial bonus on Charisma-
  based checks against wolves and dire wolves. 
  Skills: *A werewolf in hybrid or wolf form gains a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
   
  5: EXIT STAGE LEFT PURSUED BY A 
  TROLL 
   
  SMASHER 
  CR 7 
  male giant ranger 2 
  CE large giant (troll) 
  Init +2; Senses Darkvision 90ft., low-light vision, 
  scent, Listen +7, Spot +8 
  Languages Common, Giant  
  AC 20, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +4 armor, +5 natural) 
  hp 91 (8 HD); regeneration 5  
  Fort +14, Ref +7, Will +1 
  Speed 30 ft. in chain (6 squares); 
  Melee 2 claws +12/+12 (1d6+7) and bite +7 (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +6; Grp +17  
  Atk Options  
  Special Actions Rend 2d6+9 
  Combat Gear None 
  Abilities Str 24, Dex 14, Con 23, Int 6, Wis 9, Cha 6 
  SQ wild empathy, favored enemy elves (+2) 
  Feats Alertness, Power Attack, Cleave, Track  
  Skills Listen +7, Move Silently +2, Spot +8, Survival 
  +1 
  Possessions combat gear plus chain shirt 
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent's body and tears the 
  flesh. This attack automatically deals an additional 
  2d6+9 points of damage. 
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or body part, 
  the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member 
  instantly by holding it to the stump. 
  RTK8-05 The Mark of Keenan 
   
  Page 20 
  
  APPENDIX 1: APL 8
  3: THE ROAD LESS TRAVELLED 
  KIERETH (HYBRID FORM) 
  CR 10 
  male werewolf human ranger 8 
  CE medium humanoid (human,shapechanger) 
  Init +9; Senses Low-light, Listen +11, Spot +11 
  Languages Common, Elven  
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +4 natural) 
  hp 77 (10 HD); DR/5 Silver  
  Immune 
  Resist 
  Fort +13, Ref +14, Will +4 
  Weakness Silver 
  Speed 30 ft. in none (6 squares); 
  Melee bite +11  (1d6+1) and 2 claws +6/+6  (1d4+2) 
  or 
  dagger +11/+6  (1d4+2/19-20x2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9/+4; Grp +11  
  Atk Options Combat Reflexes, Dodge 
  Special Actions 
  Combat Gear none 
  Abilities Str 15, Dex 20, Con 19, Int 12, Wis 10, Cha 
  10 
  SQ Alternate Form (Su), Animal Companion (Ex), 
  Curse of Lycanthropy (Su), Favored Enemy 
  humanoid (human) +4, Favored Enemy humanoid 
  (gnoll) +2, Wild Empathy 
  Feats Combat Reflexes, Endurance, Diehard, Dodge, 
  Improved Initiative, Iron Will, Stealthy, Track  
  Skills Control Shape +2, Hide +20, Knowledge 
  (Geography) +12, Knowledge (Nature) +14, Listen 
  +11, Move Silently +18, Search +12, Spot +11 
  Possessions none 
  Alternate Form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a werewolf's bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
  Trip (Ex): A werewolf in animal form that hits with a 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the werewolf. 
  Wolf Empathy (Ex): Communicate with wolves and 
  dire wolves, and +4 racial bonus on Charisma-
  based checks against wolves and dire wolves. 
  Skills: *A werewolf in hybrid or wolf form gains a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
   
  5: EXIT STAGE LEFT PURSUED BY A 
  TROLL 
   
  SMASHER 
  CR 9 
  male giant ranger 4 
  CE large giant (troll) 
  Init +2; Senses Darkvision 90ft., low-light vision, 
  scent, Listen +9, Spot +10 
  Languages Common, Giant  
  AC 21, touch 11, flat-footed 19 
   (-1 size, +2 Dex, +4 armor, +6 natural) 
  hp 113 (10 HD); regeneration 5  
  Fort +15, Ref +8, Will +2 
  Speed 30 ft. in chain (6 squares); 
  Melee 2 claws +14/+14 (1d6+7) and 
  bite +9 (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +8; Grp +19  
  Atk Options  
  Special Actions Rend 2d6+9 
  Combat Gear None 
  Abilities Str 24, Dex 14, Con 23, Int 6, Wis 9, Cha 6 
  SQ wild empathy, favored enemy elves (+2), animal 
  companion 
  Feats Alertness, Endurance, Power Attack, Cleave, 
  Improved Natural Armor, Track  
  Skills Listen +9, Move Silently +4, Spot +10, Survival 
  +3 
  Possessions combat gear plus chain shirt 
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent's body and tears the 
  flesh. This attack automatically deals an additional 
  2d6+9 points of damage. 
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or body part, 
  the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member 
  instantly by holding it to the stump.  
  RTK8-05 The Mark of Keenan 
   
  Page 21 
  
  APPENDIX 1: APL 10
  3: THE ROAD LESS TRAVELLED 
  KIERETH (HYBRID FORM) 
  CR 10 
  male werewolf human ranger 10 
  CE medium humanoid (human,shapechanger) 
  Init +9; Senses Low-light, Listen +13, Spot +13 
  Languages Common, Elven  
  AC 19, touch 15, flat-footed 14 
   (+5 Dex, +4 natural) 
  hp 103 (12 HD); DR/5 Silver  
  Immune 
  Resist 
  Fort +15, Ref +15, Will +5 
  Weakness Silver 
  Speed 30 ft. (6 squares); 
  Melee bite +13  (1d6+1) and 2 claws +8/+8  (1d4+2) 
  or 
  dagger +13/+8  (1d4+2/19-20x2) or 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11/+6; Grp +13  
  Atk Options Combat Reflexes, Dodge, Mobility, 
  Evasion 
  Special Actions 
  Combat Gear none 
  Abilities Str 15, Dex 20, Con 20, Int 12, Wis 10, Cha 
  10 
  SQ Alternate Form (Su), Animal Companion (Ex), 
  Curse of Lycanthropy (Su), Favored Enemy 
  humanoid (human) +4, Favored Enemy humanoid 
  (gnoll) +2, Wild Empathy 
  Feats Combat Reflexes, Endurance, Diehard, Dodge, 
  Mobility, Evasion, Improved Initiative, Iron Will, 
  Stealthy, Track  
  Skills Control Shape +2, Hide +22, Knowledge 
  (Geography) +14, Knowledge (Nature) +16, Listen 
  +13, Move Silently +20, Search +14, Spot +13 
  Possessions none 
  Alternate Form (Su): A werewolf can assume a 
  bipedal hybrid form or the form of a wolf. 
  Curse of Lycanthropy (Su): Any humanoid or giant 
  hit by a werewolf's bite attack in animal or hybrid 
  form must succeed on a DC 15 Fortitude save or 
  contract lycanthropy. 
  Trip (Ex): A werewolf in animal form that hits with a 
  bite attack can attempt to trip the opponent (+2 
  check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity. 
  If the attempt fails, the opponent cannot react to 
  trip the werewolf. 
  Wolf Empathy (Ex): Communicate with wolves and 
  dire wolves, and +4 racial bonus on Charisma-
  based checks against wolves and dire wolves. 
  Skills: *A werewolf in hybrid or wolf form gains a +4 
  racial bonus on Survival checks when tracking by 
  scent. 
   
  5: EXIT STAGE LEFT PURSUED BY A 
  TROLL 
   
  SMASHER 
  CR 11 
  male giant ranger 6 
  CE large giant (troll) 
  Init +2; Senses Darkvision 90ft., low-light vision, 
  scent, Listen +11, Spot +12 
  Languages Common, Giant  
  AC 21, touch 11, flat-footed 18 
   (-1 size, +2 Dex, +4 armor, +6 natural) 
  hp 147 (12 HD); regeneration 5  
  Fort +17, Ref +9, Will +3 
  Speed 30 ft. in chain (6 squares); 
  Melee 2 claws +16/+16 (1d6+7) and 
  bite +11 (1d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Base Atk +10; Grp +21  
  Atk Options  
  Special Actions Rend 2d6+9 
  Combat Gear None 
  Abilities Str 24, Dex 14, Con 24, Int 6, Wis 9, Cha 6 
  SQ wild empathy, favored enemy elves (+2) 
  Feats Alertness, Endurance, Diehard, Power Attack, 
  Cleave, Improved Natural Armor, Track  
  Skills Listen +11, Move Silently +6, Spot +12, 
  Survival +5 
  Possessions combat gear plus chain shirt 
  Rend (Ex): If a troll hits with both claw attacks, it 
  latches onto the opponent's body and tears the 
  flesh. This attack automatically deals an additional 
  2d6+9 points of damage. 
  Regeneration (Ex): Fire and acid deal normal 
  damage to a troll. If a troll loses a limb or body part, 
  the lost portion regrows in 3d6 minutes. The 
  creature can reattach the severed member 
  instantly by holding it to the stump. 
    
  RTK8-05 The Mark of Keenan 
   
  Page 22 
  
  APPENDIX 2: PLAYER HANDOUT 
   
   
   
   
  If you are interested in righting wrongs of the past, it 
  is urgent that I contact you in Marner Prison within the 
  next seven days. 
   
  Bring friends. 
   
   
  Philippe the Barrel 
  RTK8-05 The Mark of Keenan 
   
  Page 23 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/598/Normal Scenarios/RTK8-05 - The Mark of Keenan (APL 4-10)/RTK8-05 - The Mark of Keenan.pdf