TEXT: YEO3-I1 
   
   
   
   
   
  Masking the Truth  
   
  A One-Round D&D LIVING GREYHAWK  
  Introductory Yeomanry Regional Adventure 
   
   
  by Kevin Freeman 
   
   
   
   
  Evidence has been uncovered of an ancient tomb in the outer reaches of the Hool Marshes.  A Yeoman 
  Dustdigger has asked you to assist her in entering the swamp, discovering the tomb, and bringing back a 
  magical mask.  An Introductory Yeomanry module for first-level characters.  Cannot be played by 
  players who have already played the Year One Yeomanry regional of the same name. 
   
   
   
   
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, LIVING GREYHAWK, and RPGA are registered 
  trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of 
  the Coast, Inc. Scenario detail copyright 2003 by Wizards of the Coast, Inc. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be 
  reproduced without approval of the RPGA Network.  
  
   
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game.  A four-hour time 
  block has been allocated for each round of this 
  scenario, but actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after 
  the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game.  Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario. 
   
  PREPARATION 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well.  There is 
  enough room along the inside margin to bind the 
  adventure, if you desire. 
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure.  It may help to 
  highlight particularly important passages. 
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual.  We 
  also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap 
  paper, a pencil, an RPGA scoring packet, and 
  your sense of fun.  It is also a good idea to have a 
  way to track movement during combat.  This can 
  be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or 
  as elaborate as resin dungeon walls and 
  miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of 
  the scenario as described in the introduction. 
   
  Keep in mind that you must have at least three 
  players (not counting the DM), for a game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
   
  Once you are ready to play, it is handy to instruct 
  each player to place a name tag in front of him or 
  her. The tag should have the player's name at the 
  bottom, and the character's name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn about equipment and weapons their 
  characters are carrying.  That said, you as the DM 
  can bar the use of even core rule books during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster. 
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the 
  players will be in bold italics. It is strongly 
  recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the 
  text is general and must be adapted to the specific 
  situation or to actions of the player characters.  
   
  This is a LIVING GREYHAWK Adventure. As a 
  Living™ adventure, it is expected that players will 
  bring their own characters with them.  If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, a 
  character sheet, and a LIVING GREYHAWK log 
  sheet from the convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
   
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  DETERMINING AVERAGE PARTY 
  LEVEL (APL) 
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those 
  brought by virtue of a class ability (i.e. animal 
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  companions, familiars paladin’s mounts, etc) 
  use the following chart to determine the 
  number of levels you add to the sum above. 
  Add each character’s animals separately. A 
  single PC may only bring four or fewer 
  animals of this type, and animals with 
  different CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure 
  – round up. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs 
  will face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: most LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help 
  even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  3. A group of APL 1 adventurers who desire an 
  extra hand can “enlist an iconic.”  The stats for 
  1st-level versions of Tordek, Mialee, Lidda and 
  Jozan are given at the end of each adventure.  
  The group may pick one of these characters 
  to join them on the adventure.  The DM 
  controls that NPC. 
   
  However, this adventure, as it is an introductory 
  adventure, is meant to be played and enjoyed by 
  a group of first-level characters. 
   
  IS IT A FULL MOON? 
   
  Since the hazards of lycanthropy are a current 
  part of the LIVING GREYHAWK campaign, it may 
  be necessary to determine if this adventure takes 
  place during a full moon.  For game purposes, the 
  full moon lasts three days of each month. For a 
  given scenario that does not state the phase of 
  the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night 
  of the full moon (roll 1d3 to determine where in the 
  sequence of three nights it falls). 
   
  TIME UNITS AND UPKEEP 
   
  This is a standard one-round regional adventure 
  set in the Yeomanry.  All in-region characters pay 
  1 Time Unit (TU) to participate in this adventure.  
  Adventures’ Standard Upkeep therefore costs 
  12gp, Rich upkeep costs 50gp, and Luxury 
  upkeep costs 100gp.  Out-of-region characters 
  must pay 2 TUs and double the upkeep. 
   
  About the Yeomanry 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley.  The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor.  Its 
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  border continues south to where the great river 
  enters the Hool marshes and the lands of the Sea 
  Princes.  The climate is hot nearly year-round in 
  the central valley, though the temperature 
  moderates as one approaches the foothills, 
  particularly in late fall and winter.   The Yeomanry 
  is a land populated primarily by freemen Farmers, 
  who are mostly a Suel-Flan mix. 
   
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of 
  majority who has carried a spear for the nation, 
  either now or in the past, is eligible to elect 
  spokesmen on his behalf from his community 
  which in turn elect Grosspokesmen that serve in 
  the Council of Common Grosspokesmen in 
  Loftwick.   
   
  The people of the Yeomanry are rural, cloistered 
  folk with little exposure to either foreigners or 
  magic.  They are religious and superstitious, yet 
  reservedly friendly to travelers.  Many Yeomen 
  have served in the Militia and are stout defenders 
  of their homes. 
   
  You can learn more about the Yeomanry at its 
  official 
  website: 
  http://yeomanry.living-
  greyhawk.com. 
   
  Is this a ‘Military Module?’ 
  As the defense of the homeland is imperative, at 
  least to some extent, in this module, members of 
  the Yeoman military may count this adventure 
  towards any annual TU requirement for their 
  branch of the military. 
   
  Is this adventure “promotion worthy?” 
  Heroic deeds in the name of the Yeomanry are 
  possible in this module, and as such, the 
  possibility for promotion exists.  In order for a PC 
  to be considered for promotion at the end of this 
  adventure, the PC must do the following: 
   
  1. 
  The GM and all Yeomanry militia members 
  present at the table must unanimously agree 
  that the PC has performed an action and 
  behaved in a manner that would make them a 
  good leader of men in their unit. There must 
  be at least two other military PCs playing the 
  scenario besides the PC up for advancement.  
  Only 
  one 
  PC 
  can 
  be 
  nominated 
  for 
  advancement per scenario. 
   
  2. 
  The player so nominated must then gather the 
  names and email addresses of all Yeomanry 
  militia players AND THE DM at the table. 
   
  3. 
  The player must then submit a small summary 
  of what happened in the adventure and why 
  he 
  or 
  she 
  should 
  be 
  considered 
  for 
  promotion.  
  Emailing 
  this 
  information 
  to 
  yeomanry-triad@yahoogroups.com. 
   
  4. 
  The Triad will then discuss your promotion 
  and determine whether promotion is granted.  
  You will be notified via email, and a promotion 
  certificate will be sent to you via snail mail. 
   
  In order to be considered for promotion, the 
  Yeomanry militia member must have spent a 
  minimum of one year of REAL time as the rank 
  below that being applied for.  So in order to be 
  considered for Serjeant, the player must have 
  spent one full year as a Yeoman, and one full year 
  below that as an unranked militiaman.   
   
  Is this a “Dustdigger Module?” 
  As 
  this 
  adventure 
  significantly 
  involve 
  sarcheological matters, students in the Academy 
  of Lore may not count this adventure towards their 
  Academy TU requirement. 
   
  The Academy of Lore 
  Members of the Academy of Lore (or Dustdigger 
  College, as it is more commonly referred) are 
  scientists, archaeologists, and treasure hunters 
  who serve the Yeomanry League in an official 
  capacity.  Members are charged with exploring, 
  mapping, and bringing back artifacts from the 
  extensive number of Suel (and other) ruins that 
  dot the Yeoman countryside.  As a secondary 
  task, they are expected to protect these same 
  sites from those who would exploit those 
  treasures 
  for 
  personal 
  gain 
  and 
  without 
  permission of the Academy or the Yeoman 
  government. 
   
  Bogspur 
  Bogspur is an old, dying village on the outskirts of 
  the Hool Marshes.  It sits on the bank of a large, 
  swampy lake.  The villagers of Bogspur make 
  their living through fishing, frogging, and alligator 
  hunting.  Most of them are very poor, and their 
  contact with the rest of the Yeomanry is sparse, at 
  best.  As such they are wary of visitors.  It is home 
  to one old, leaky tavern, the Frog Bog.   
   
  Thurmaster 
  Thurmaster is a small walled town a short ride 
  from the horrors of the Hool Marshes.  The 
  outskirts of town contains a fair number of 
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  4
  
   
  abandoned buildings, now falling in ruin.  The 
  walls were built 40 years past as a defense 
  against the then-marauding lizardfolk of the Hool, 
  led by a ferocious lizard king.  The lizardfolk were 
  eventually turned back, but at great cost.  Fishing, 
  agriculture, harvesting of marsh reeds and hay, 
  and light forestry are the main sources of income 
  here.  There is one tavern of note in town—the 
  Hound and Tails, run by Weismar.  
   
  Adventure Summary and 
  Background 
   
  Two months ago, explorers from the illustrious 
  Academy of Lore in Loftwick stumbled upon an 
  important archaeological find—an old, mold-
  covered journal written by an unknown adventurer 
  that describes in great detail the remains of an 
  ancient lizardfolk city resting in the outskirts of the 
  Hool Marshes, near the Yeoman frontier. 
   
  Of particular interest in the journal was a 
  description of a tiered ziggurat that held the 
  remains of Tchelopotok, a powerful priest of some 
  sort who ruled that village with an iron fist.  The 
  journal also tells of a vas fortune that was buried 
  with the priest, including an allegedly magical 
  treasure—the Mask of Ktopek. 
   
  According o the journal, the Mask of Ktopek 
  possesses 
  mysterious 
  powers 
  beyond 
  the 
  comprehension of men.  A priest (perhaps 
  Tchelopotok himself) supposedly wore the Mask 
  of Ktopek during sacrificial ceremonies.  It sooted 
  and calmed the victim so that death was 
  embraced by the sacrifice—not fear.  A cryptic 
  passage in the journal gives the location of the 
  Mask of Ktopec, but Cyndiria is uncertain of its 
  exact whereabouts. 
   
  Excited about the find, members of the Academy 
  of Lore reported the discovery of the journal to 
  their superiors in hopes that its contents would be 
  further investigated.  The Academy’s inner council 
  agreed, and selected Cyndiria Longshadow, a 
  recent graduate of the Academy of Lore, to serve 
  as its first tool to delving deeper into the 
  mysterious city.   
   
  She was given a copy of a portion of the journal, 
  instructed to find the tomb, and dispatched to 
  Thurmaster, where she arrived a few days ago.  
  Thurmaster is a small farming and fishing 
  community that serves as the last real bastion of 
  civilization before the dangerous bogs of the Hool 
  Marshes begin.  Here, Cyndiria began her final 
  preparations to enter the swamp.  Unfortunately, 
  heavy rain has caused flash floods in the area, 
  which has delayed her entrance into the Hool 
  Marshes.  This delay has irritated the Academy 
  somewhat, and they have decided to postpone 
  the mission and reassign Cyndiria to Newick for  
  another mission. 
   
  However, Cyndiria has other ideas.  Not wanting 
  her first mission to be a failure, she hopes to 
  convince a group of trustworthy adventurers to 
  complete her mission for her by discovering both 
  the tomb of Tchelopotok and the mysterious Mask 
  of Ktopec.  While she has no money to offer, she 
  intends to appeal to adventurers with rumors of 
  gold and gems located within the temple and 
  other ruins that are said to litter the Hool…. 
   
  Unbeknownst to Cyndiria, however, is that a 
  fanatical Wastrian priest and his bullywug minions 
  recently have discovered the ruined tomb of 
  Tchelopotok themselves and have declared it a 
  favorable omen of the Hopping Prophet.  As such, 
  the priest has declared the ziggurat sacred and 
  off-limits to all not associated with Wastri.  They 
  have set up camp nearby and currently use the 
  pyramid as a backdrop for their bizarre religious 
  ceremonies.  They certainly would not take kindly 
  to adventures plundering their sacred grounds! 
   
  Below is a rough summary of how the adventure 
  should transpire: 
   
  Chapter 1: The PCs encounter Cyndiria in the 
  sleepy village of Thurmaster.  There they are 
  given details about her mission and asked to 
  complete it for her.  They are given portions of the 
  journal and are told to begin their mission in 
  Bogspur, a village a day’s walk to the southeast. 
   
  Chapter 2: In Bogspur, the PCs attempt to find 
  someone to guide them into the swamp.  The 
  villagers eye the PCs suspiciously, which should 
  make the PCs uncomfortable.  Eventually, a 
  grizzled fisherman named Turnipseed, who recalls 
  something similar to the passage the PCs have in 
  their possession.  He agrees to serve as the PCs’ 
  guide into the swamp.  This should provide good 
  role-playing opportunities for the PCs. 
   
  Chapter 3: Using the directions provided by the 
  journal passage, the PCs set out into the Hool 
  Marshes.  After a few hours, they discover what 
  Turnipseed had seen years before—a broken 
  black monolith buried in the muck.  As they try to 
  Masking the Truth 
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  pry parts of it from the muddy earth, they are set 
  upon by a hungry crocodile.  When the pieces of 
  the monolith are put together, directions towards 
  the ancient city become much more clear. 
   
  Chapter 4: After more miserable travel in the 
  swamp, the PCs come across a swampy island 
  where a crumbling, ancient, three-tiered ziggurat 
  rests.  The PCs find the entrance after some 
  exploration and proceed inside. 
   
  Chapter 5: The PCs must overcome various traps 
  and other encounters as they navigate the inner 
  corridors of the tomb of Tchelopotok.  They 
  discover two masks—one bejeweled (a fake 
  mask) and one not (the real mask)—neither of 
  which is magical.  In the burial chamber itself, the 
  body of Tchelopotok is discovered—and proven to 
  be a Yuan-ti of some sort. 
   
  Chapter 6: Loot in hand, the PCs exit the tomb, 
  only to find Brother Cornelius, a servant of Wastri, 
  and his bullywug bodyguards awaiting.  A final 
  combat ensues, and should the PCs prove 
  victorious, they are free to return to Bogspur and 
  the civilization of the Yeomanry.    
   
   
  Chapter 1:  The Mission Begins 
   
  The last few days have been incredibly boring.  
  Instead of enjoying the glory of adventure, you 
  sit in a damp, drafty tavern in the small 
  Yeoman village of Thurmaster, hoping that the 
  dreadful weather will end soon.  The rain has 
  continued for days.  Fortunately, the rain and 
  boredom 
  have 
  allowed 
  you 
  to 
  become 
  acquainted with one another, and you have 
  discovered that each of you is an aspiring 
  adventurer. 
   
  Allow the players to introduce themselves to each 
  other at this time. 
   
  Besides you, the Hound and Tails is virtually 
  deserted, with only the halfling bartender, Pip 
  Purpleberry, 
  and 
  his 
  staff 
  keeping 
  you 
  company.  The townsfolk apparently have 
  found more solace in the comforts of their 
  own homes. 
   
  Shortly, the tavern door opens, and in steps a 
  thin, hooded figure, soaking wet and covered 
  in mud from the waist down.  As the person 
  reaches to pull back its hood, you see a pretty, 
  dark-skinned woman standing before you.  
  She looks at you, smiles warmly, and 
  approaches your group, eventually sitting in 
  an empty chair nearby. 
   
  “Hail, friends.  My name is Cyndiria, and I am a 
  dustdigger from Loftwick.  Might I join you?”  
  She motions to the chubby Halfling behind the 
  bar for ale. 
   
  “The only thing to do in such weather is to 
  drink and think of sunnier days, eh, friends?”  
  She laughs and drinks deeply from the mug 
  just set beside her. 
   
  At this point, Cyndiria makes small talk and asks 
  the PCs a few questions about themselves.  She 
  is attempting to ascertain whether or not the PCs 
  are trustworthy.  Should any PC attempt to be 
  deceitful, allow them a Bluff check versus 
  Cyndiria’s Sense Motive.  When Cyndiria (and the 
  DM) is satisfied with the PCs, she continues on to 
  more interesting tales. 
   
  “Would you care to hear a tale to pass the 
  time?” 
   
  Without waiting for you to respond, she 
  begins to speak. 
   
  “A thousand years ago, the lands to the south 
  and east of here were populated by a great 
  civilization—but not a civilization of men.  
  They were an ancient tribe of lizardfolk—more 
  advanced and cultured than the brutes we 
  often encounter today.   
   
  Strong and fierce, they built great cities and 
  temples to their gods.  Over time they grew 
  wealthy 
  and 
  powerful, 
  yet 
  they 
  were 
  bloodthirsty and ruled the swamps with a 
  cruel, iron fist.  They also made a ritual of 
  sacrifice, and it is said that hundreds, perhaps 
  thousands, of innocent lives were lost at the 
  hands of greedy priests with curved daggers.   
   
  They took great interest in the movement of 
  the sun and the stars, and they built great 
  temples solely dedicated to that purpose.  
  Strangely, the civilization disappeared virtually 
  overnight, and their cities were quickly 
  reclaimed by the swamp.” 
   
  (The DM may further embellish this story as she 
  sees fit) 
   
  Masking the Truth 
  6
  
   
  “As you undoubtedly have surmised by now, I 
  am quite interested in this civilization.  The 
  Dustdiggers 
  have 
  found 
  little 
  previous 
  evidence of this tribe of lizardfolk, and thus we 
  know little about how they lived, how they 
  died, or why they ultimately disappeared.  The 
  prospect 
  of 
  learning 
  more 
  about 
  them 
  tantalizes both myself and the Academy.“ 
   
  She pauses for a moment and takes another 
  drink. 
   
  “To the point, then.  I have been sent to this 
  region by the Academy of Lore because others 
  have uncovered potential evidence of a 
  lizardfolk city in the Hool Marshes not far from 
  here.  Among the pottery shards and various 
  other trinkets was found a moldy, rotting  
  book—a journal, in fact, written by an 
  adventurer named Hictor who had apparently 
  explored those parts three centuries ago.” 
   
  In the journal was a reference to a tomb, 
  witnessed by Hictor, of a lizardfolk priest of 
  some influence.  He is known as Tchelopotok.  
  Hictor makes few references to the tomb, 
  other than that he was told by his guide that 
  Tchelopotok possessed a jeweled magical 
  mask, the Mask of Ktopec.  The priest 
  apparently used this mask to charm followers 
  into becoming willing sacrifices for his 
  malevolent gods. 
   
  Legend has it that he was buried with this 
  mask, and if this journal is accurate, it may 
  still lie undisturbed in the tomb.  If the tomb 
  does still stand, the information—not to 
  mention the treasures—that could be inside 
  would be quite valuable to both the Academy 
  of Lore and the Yeoman League! 
   
  Unfortunately for me, this weather has delayed 
  my mission, and I have been forced to 
  temporarily abandon it at this point.  I consider 
  your presence here to be a blessing, for you 
  might complete it in my stead.  I am looking 
  for a group of trustworthy adventurers to 
  journey into the Hool Marshes, locate the tomb 
  of Tchelopotok, should it exist, and recover 
  the Mask of Ktopec for me.   
   
  I can offer you no immediate payment, but I 
  have 
  little 
  doubt 
  that, 
  should 
  you 
  be 
  successful, that the Academy of Lore will take 
  kindly—financially speaking, of course—to all 
  of you.  What say you, friends?  Are you 
  interested?” 
   
  Cyndiria is more than willing to answer questions 
  that the PCs have about her, the journal, the 
  Dustdiggers, or whatever else the PCs may 
  wonder about, to the best of her knowledge.  You 
  may reveal items discussed in the Adventure 
  Background at your own discretion.  Cyndiria 
  knows little about the area itself, however.  Her 
  only directions to the tomb come from a cryptic 
  passage written by Hictor in his journal.   
   
  If the PCs agree to help her, she offers them 
  Handout #1, a copy of the journal page referring 
  to the location of the tomb.  She can add that her 
  first step would have been to head east, towards 
  the tiny hamlet of Bogspur, where she would have 
  hired a boat to take her further into the Hool 
  Marshes. 
   
  After the PCs have finished questioning Cyndiria, 
  she tells them to meet her back at the Hound and 
  Tails in one week’s time.  If they do not show up 
  at the agreed time, she assumes they failed or 
  abandoned the mission and does not wait for 
  them.  
   
   
  Chapter 2: Bogspur 
   
  The first few hours of your journey have been 
  rather unpleasant.  While the rain has let up 
  somewhat, you are still soaked from a 
  constantly-falling light mist.  The ground, 
  damp already from the weather, becomes 
  increasingly soft as you make your way 
  eastward.  The smell or rotting vegetation 
  permeates the air, filling your nostrils with the 
  awful reek of decay. 
   
  Finally, you see the first signs of civilization—
  a small village, its structures faded by time 
  and weather, appears around a swampy bend.  
  Beyond the extent of the town, only a hundred 
  yards or so away, the marshy land gives way 
  to open water.  To continue beyond this 
  village, you undoubtedly are going to have to 
  commandeer a boat of some sort. 
   
  Bogspur is a small thorp of about 80 hardy sols.  
  They make their living by fishing, hunting frogs, 
  and 
  catching 
  and 
  skinning 
  the 
  occasional 
  crocodile or alligator.  There is one tiny, leaky 
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  7
  
   
  tavern, the Frog Bog, a small, poorly stocked 
  mercantile, and little else.   
   
  In Bogspur, the primary goal of the PCs is to find 
  a suitable boat.  PCs also may decide that 
  venturing into the swamp without a suitable guide 
  may be dangerous, and securing the services of 
  an experienced guide might be a good idea.  With 
  a little luck, they can find both at the same time. 
   
  This is meant to be a strong, albeit a bit silly, 
  roleplaying encounter.  Bogspur is backwater to 
  say the least, and the town’s inhabitants are 
  intended to be both colorful and eccentric.  DMs 
  should use images of the rural American south, 
  particularly the bayou country of Louisiana as 
  inspiration. 
   
  PCs asking around town for the use or purchase 
  of a boat are led to Turnipseed, an old, weather-
  beaten fisherman who lives on the outskirts of 
  town. 
   
  His 
  property 
  is 
  littered 
  with 
  odd 
  paraphernalia, including crocodile skins hanging 
  out to dry, strange totems and talismans, rotting 
  wagons (without wheels, of course) and boats, 
  and similar items.    
   
  Turnipseed has spent a considerable portion of 
  his life catching frogs in the swamp, and knows 
  his way around it better than anyone in town.  He 
  also builds rafts, canoes, and small rowboats to 
  supplement his income.  When the PCs approach 
  him, he is curious about why the PCs would want 
  to enter the swamp.  Should a PC mention the 
  monolith mentioned in the journal entry, he raises 
  his eyebrows and speaks.  
   
  “Monolith you say, eh?  Well, I seen somethin’ 
  like that a few years back.  It kind of gave me 
  the creeps—it didn’t feel right.  Tricky to find, 
  though, it is, although I reckon I could find it 
  again, if I tried….” 
   
  Turnipseed pauses to wait for the PCs response.  
  He will agree to take the PCs to the monolith for 
  5gp, which includes the use of enough boats to 
  carry him, the PCs, and their gear.  Of course, he 
  tries to get much more from the PCs initially, 
  although he goes no lower than 5gp.  If the PCs 
  bargain down to this minimum fee, Turnipseed 
  complains the entire trip about being “swindled.” 
   
  PCs with horses or other mounts must leave them 
  in town.   
   
  DMs are encouraged to roleplay Turnipseed as 
  “country” as possible.  He has a nasty habit of 
  chewing tobacco and spitting it wherever he 
  wants.  He constantly complains, regardless of 
  how things are going. 
   
  Turnipseed, male human Com2 (fisherman): CR 
  1; medium-sized humanoid (6 ft. tall); HD 2d6; hp 
  9; Init +1 (Dex); Spd 30’; AC 11 (+1 Dex); Atks +1 
  melee (1d4, 19-20x2, dagger); AL N: SV Fort 0, 
  Ref +1, Will 0. 
  Str 10 Dex 12 Con 11 Int 13 Wis 10 Cha 7 
  Skills and Feats: Survival +4, Alertness, 
  Endurance. 
  Equipment: 
  fishing 
  pole, 
  dagger, 
  bait, 
  rowboat, oar, insect repellent. 
   
  Turnipseed is the only person in town who has 
  ever seen the monolith.  PCs heading into the 
  swam without assistance of some sort face the 
  chance of getting lost unless they take measures 
  to avoid such problems.  Furthermore, the chance 
  that the PCs actually stumble upon the monolith is 
  quite small unless Turnipseed is with them.  As 
  this is an introductory adventure, the DM should 
  use her own discretion when faced with this 
  situation, but shouldn’t attempt to talk the PCs out 
  of it.  If they want to venture into the swamps by 
  themselves, so be it! 
   
  At the beginning of the journey, Turnipseed 
  passes out a jar or black, oily, smelly liquid.  This 
  is a homemade insect repellent that is intended 
  to be smeared over exposed skin.  PCs who use 
  the liquid are not bothered by mosquitoes.  
  Those who refuse to use the repellent are 
  constantly 
  harassed 
  and 
  bitten 
  by 
  large 
  mosquitoes.  On the first day, they must make a 
  Fortitude save (DC 12) or suffer a –1 penalty on 
  all ‘to hit’ rolls and to armor class until the end or 
  the adventure or otherwise cured.  Success 
  meant that the PC is not bothered for the rest of 
  the adventure as well. 
   
  After this brief interlude, proceed to Chapter 3.   
   
   
  Chapter 3: The Monolith 
   
  Travel on Turnipseed’s boat is slow and 
  uncomfortable.  Clouds of gnats swarm 
  around your face and the occasional stinging 
  insect has heft your exposed flesh covered 
  with itchy welts.  You are paddling trough a 
  murky marsh, surrounded by large moss-
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  8
  
   
  covered trees that jut out of the water.  
  Occasional grassy islands dot the swamp as 
  well. 
   
  Your guide continues to bombard you with 
  stories and tales about he swamp, frog 
  hunting, and other boring topics.  However, 
  he assures you that he is heading in the right 
  direction and the thing you are looking for is 
  “not far now.” 
   
  A few hours into your journey, Turnipseed 
  tells you that your goal lies just ahead.  You 
  paddle around a small island and there, 
  before you, stands the jagged end of a large, 
  black pillar, covered in muck.  It rises some 2 
  feet above the surface of the water.  It 
  appears that at some point in the past the top 
  of the pillar has been broken off. 
   
  Turnipseed confirms this suspicion.  “This is 
  the thingamajig y’all were asking about, 
  although it’s a little shorter than I ‘member 
  it!” 
   
  Further inspection of the pillar indeed toes 
  confirm that hit has been broken.  Scratching off 
  the moss and dirt reveals that the pillar is 
  covered with strange glyphs and runes, none of 
  which can be deciphered by the PCs. 
   
  The top of the pillar is located at the bottom of 
  the bog, some three feet under the murky water.   
  It cannot be seen from the surface--PCs must dig 
  through the mud to find it if they are to continue 
  their journey.  Should the PCs enter the water to 
  search for the pillar, they are attacked by a 
  hungry crocodile. 
   
  Crocodile (1): hp 22.  See Monster Manual, 
  page 270. 
   
  PCs who fight from the boat have considerable 
  difficulty hitting the crocodiles.  Any PC attacking 
  from the boat, whether using a melee or missile 
  weapon, must make a Balance check (DC 10).  
  Failure results in the PC falling into the water.  
  Similarly, small-sized PCs, including dwarves, 
  lose all Dexterity bonuses to their AC and make 
  all attacks at –3 “to hit” if they are in the water. 
   
  Once the crocodile is defeated, the PCs can 
  continue their search.  Assuming he is not killed, 
  Turnipseed expresses an interest in acquiring the 
  crocodile skin, even waiving his guide fee if 
  necessary. 
   
  The top of the obelisk is heavy and requires a 
  combined Strength of 25 to be pulled out of the 
  water and placed atop the broken end that is 
  already exposed.   When put into place, it fits 
  quite nicely, and the runes split by the break 
  come together to form complete pictures.  The 
  runes on the top are equally unreadable 
  (Decipher Script DC 40).  However, one of the 
  sides of the obelisk has a row of lizard-head 
  carvings, all of which are staring in the same 
  direction.  These are the lizards mentioned in the 
  journal passage.  Assuming that the top of the 
  obelisk has been properly placed, the PCs reach 
  their destination if they head in the direction in 
  which the lizards are staring.  
   
   
  Chapter 4: The Tomb 
   
  A few more hours into their journey, right at 
  sunset, the PCs come across the remains of the 
  Tomb of Tchelopotok. 
   
  Before you the water parts to give gay to a 
  large, grassy island.  Dominating the island is 
  a crumbling three-tiered pyramid with a grand 
  staircase that leads towards the top.  At the 
  top of the staircase is the bottom half of a 
  large, broken statue of some sort.  A thick fog 
  surrounds the base of the ziggurat, and 
  heavy vegetation and foliage make it difficult 
  to discern any further details without a closer 
  inspection.  Surely this is the tomb of which 
  Cyndiria spoke! 
   
  Each of the tiers of the ziggurat is approximately 
  twelve feet in height.  Upon closer inspection, the 
  entire pyramid is made of stone common to the 
  region, and it is covered with pictures and glyphs 
  similar to the ones seen on the ancient obelisk 
  encountered earlier.  The stairway, although in 
  disrepair, is sturdy enough to climb without 
  incident.  It the statue atop the pyramid is 
  examined, it appears to depict a reptilian 
  creature of some sort, but it is so damaged the 
  exact details of it cannot be made out.  The 
  entrance to the pyramid, a stone trap door, is 
  located under the base of the stature, which still 
  remains in place (Search DC 12).  It drops ten 
  feet into Room 1. 
   
  Room descriptions assume that the PCs have 
  access to a light source of some sort.  All doors 
  Masking the Truth 
  9
  
   
  are unlocked and easy to open unless otherwise 
  indicated. 
   
  1. Entry Chamber 
  You drop down from the trap door into a 
  large, square room that smells of dust and 
  rotten vegetation.  The dust on the floor has 
  been stirred about, although no discernible 
  trail can be identified.  The walls are of 
  smooth stone, but otherwise unadorned.  A 
  large, round stone cylinder, covered with 
  strange runes, glyphs and carvings depicting 
  lizard-like creatures, stretches from ceiling to 
  floor at one end of the room.  A spattering of 
  what looks like dried blood covers the floor in 
  front of the pillar. 
   
  The room contains two traps, one of which 
  already has been triggered.  The pillar hides a 
  secret door (Search DC 15) that reveals a shaft 
  that leads down to the next tier of the ziggurat.  
  Opening the door would have triggered a dart 
  trap from inside of the pillar, but it had been 
  triggered by one of Brother Cornelius’s bullywugs 
  earlier (thus the blood spatter).  Opening the 
  door creates an audible “click” but nothing else. 
   
  The inside of the pillar contains the other trap.  
  The shaft is narrow enough so that PCs can 
  brace themselves along its sides and shimmy 
  down.  PCs using the shaft to scuttle down (there 
  are no roles or ladders) trigger a pressure plate 
  that opens a trap door above them.  Any PC that 
  is in the shaft is pelted by rocks that do 1d4 
  points of damage.  Furthermore, said PCs must 
  succeed a Reflex save (DC 14) or lose grip and 
  fall to the floor below for an additional 1d6 points 
  of damage. 
   
  There is nothing else of interest in the room. 
   
  Shaft Trap: CR 1; mechanical; touch trigger; 
  repair reset; falling rocks (1d4) plus 10’ fall (1d6).  
  Reflex save to avoid falling (DC 14); Search (DC 
  18); Disable Device (DC 15). 
   
  2. Statue Room 
  This room is identical in size to the one you 
  just exited.  However, dominating the center 
  of the room is a water-stained stone statue 
  depicting a large snake with human arms.  
  One arm clutches a huge trident, while the 
  other points as if giving a command.  The 
  pedestal upon which the statue rests is 
  carved with strange runes.  One wood-and-
  metal door, swollen with humidity, sits at the 
  center of the south wall. 
   
  Unlike the other glyphs found within the pyramid, 
  a successful Decipher Script check (DC 15) 
  allows the PCs to read the runes on the 
  pedestal—they read “Tchelopotok.”   
   
  This room also contains a rather dangerous trap.  
  The door at the south end of the room is false.  
  Any attempt to open it, be it via force or magic, 
  fails.  The actual exit from this room is a secret 
  door on the west wall (Search DC 15), in the 
  exact direction that the statue is pointing.  Upon 
  examining the statue, PCs notice that it rests on 
  a swivel and can be turned rather easily.  Clever 
  PCs may decide that turning the statue so that it 
  points to the door will allow it to be opened.  To 
  further enhance the trap, if the statue is turned to 
  point towards the south door, an audible click 
  can be heard from it.  However, instead of 
  unlocking the door, the PCs have armed the trap 
  themselves! 
   
  The south door opens easily once the statue 
  points towards it, but as this happens a 15’ cone 
  of flame shoots from the outstretched finger of 
  the statue.  A successful Reflex save halves this 
  damage.  Behind the door is a blank, stone wall. 
   
  The secret door on the west wall opens only if 
  the statue is pointing at it.  If the statue has been 
  turned at all, in any direction, opening the secret 
  door without disabling the trap sets it off once 
  again with similar effects.   
   
  The only way to escape this room without 
  triggering the trap (besides exiting the pyramid) 
  is to open the secret door without turning the 
  statue at all. 
   
  Besides the statue and doors, nothing else of 
  interest is in the room. 
   
  Statue Trap: CR 2; mechanical; turning trigger; 
  repair reset; fire(2d6) in 15’ cone; Reflex save 
  (DC 14) halves;  Search (DC 20); Disable Device 
  (DC 20). 
   
  2a. Pit Trap 
  At the junction of this intersection is a 5’ square 
  pit that is triggered when 50 or more pounds of 
  pressure are placed upon it.  Those who fall into 
  the put suffer damage.  However, triggering the 
  pit also triggers a trap door in the ceiling directly 
  Masking the Truth 
  10
  
   
  above the pit.  From this trap door pour hundreds 
  of stones onto those in the pit. 
   
  Pit Trap: CR 1; mechanical; touch trigger; repair 
  reset; falling rocks (1d4) plus 10’ fall (1d6).  
  Reflex save halves rock damage (DC 14); 
  Search (DC 18); Disable Device (DC 15).  Both 
  parts of this trap are detected and or disabled 
  with one successful Search or Disable Device 
  check. 
   
  3. Slaves’ Burial Room 
  This small chamber is covered with bones.  
  From the look of it, there could be dozens of 
  skeletons, both complete and broken, strewn 
  throughout the room.  The walls of this room 
  are unadorned. 
   
  This room serves as the final resting place for 
  various slaves and servants that Tchelopotok 
  possessed in life.  Their bones cover the floor so 
  thickly that it is impossible to walk through 
  without stepping on bones.  The skeletons are 
  not undead—they are merely bones.  Searching 
  through the rubble reveals a small aquamarine, 
  worth 100gp (Search, DC 15). 
   
  4. Storage Room 
  The walls of this small room are lines with 
  scores of tall, thin pottery jars. 
   
  The jars are approximately four feet tall each.  
  Most of them contain sand, crushed shells, or are 
  empty (they once contained wine, beer, oil, or 
  water).  None of them hold anything of interest to 
  the PCs. 
   
  5. Preparation Room 
  A number of tables of various sizes line the 
  walls of this room.  A particularly large table 
  dominates the center of the chamber.  The 
  tables along the walls hold a number of jars, 
  vials, casks, and boxes, most of which 
  appear to be broken, while the center table is 
  unadorned.  The air smells slightly of 
  cinnamon. 
   
  This room was used by priests to prepare 
  Tchelopotok for his journey into the afterlife.  The 
  jars and vials are filled with various spices and 
  oils used in embalming; however, they are 
  spoiled and now useless.  The boxes contain 
  rotting, worthless linens.  However, under one of 
  the linens is a terra cotta container with a light 
  blue liquid with metallic flecks therein.  It serves 
  as a two-dose potion of cure light wounds, curing 
  1d8+1 points of damage per dose. 
   
  6. False Tomb 
  The room appears to be a tomb of some sort.  
  The walls of the chamber are painted to 
  depict a snake-creature leading an army of 
  lizards into battle against humans of some 
  sort.  A large, carved sarcophagus rests in 
  the center of the room.  It is covered with the 
  same runes, glyphs, and pictures that you 
  have encountered throughout the pyramid. 
   
  The door to this chamber is locked (DC 12 to 
  open).  This room is made to look like a tomb, 
  but it is actually a ruse to fool looters.  The room 
  contains a number of tricks and traps.  Removing 
  the lid of the sarcophagus (requiring a combined 
  strength of 30) springs a gas trap that fills the 
  entire chamber.  PCs must make a Fortitude 
  save (DC 15) to avoid the effects of the gas.  
  Failure results in the PC suffering the effects of a 
  cause fear spell.  The effect lasts for one minute. 
   
  Gas Trap: CR 1; mechanical; touch trigger; 
  repair reset; effects as cause fear spell; Fortitude 
  save (DC 15) negates; Search (DC 16); Disable 
  Device (DC 20). 
   
  Inside the sarcophagus is the skeleton of a 
  lizardfolk warrior.  He clutches a bronze short 
  sword and wears a necklace adorned with glass 
  “jewels” (and thus worthless).  He also wears a 
  beautiful, elaborate mask that is similarly 
  worthless, but adorned enough that PCs may 
  think it is the Mask of Ktopec. 
   
  At the skeleton’s feet is a small, stone chest.  
  The chest is locked (DC 15 to open) and trapped 
  (DC 15 to detect and remove) with a poison 
  needle trap.  However, the poison has long 
  evaporated and has no effect.  Inside the chest is 
  1000 lead pieces painted to look like silver.  A 
  successful Appraise check (DC 16) uncovers the 
  ruse of the mask, the necklace, and the coins, 
  although checks should be made separately for 
  each.  
   
  Chest Trap: CR 1; mechanical; turning trigger; 
  repair reset; needle (+ 8 melee, 1 damage); 
  Search (DC 15); Disable Device (DC 15).    
   
  Under the sarcophagus is a secret trap door.  In 
  order for it to be detected, the sarcophagus must 
  be moved, requiring a combined strength of 40.  
  Opening the door requires the insertion or a long, 
  Masking the Truth 
  11
  
   
  flat object (like a sword or crowbar) to wedge the 
  slab upwards.  The hole in the floor descends 
  into the real tomb. 
   
  7. Burial Chamber 
  You squeeze through the narrow opening and 
  drop down into a small, square chamber.  
  This room is much less ornate than the room 
  above.  No carvings adorn the walls.  A 
  square, 
  featureless 
  sarcophagus 
  rests 
  adjacent to one of the walls.  The only signs 
  of 
  opulence 
  here 
  are 
  four 
  tall, 
  bone 
  candelabras, one in each corner of the room.  
  All of them contain unlit candles. 
   
  This is the actual tomb of Tchelopotok, a yuan-ti 
  shaman who lives in this region about 900 years 
  ago.  Each of the bone candelabras is finely 
  decorated, and would fetch 40gp each from an 
  interested buyer.  They are rather large and 
  cumbersome, however. 
   
  Opening the sarcophagus reveals the skeletal 
  remains of a large snake with human arms.  It 
  clutches a silver trident (value 180gp) at its chest 
  and 
  wears 
  an 
  elaborate 
  breastplate 
  (masterwork).  It also wears a number of 
  ornamental rings and amulets with a total value 
  of approximately 150gp. 
   
  The skeleton also wears the Mask of Ktopec over 
  its face.  It is made of beaten copper and 
  adorned with shells and mother-of-pearl, but is 
  otherwise unimpressive.  It is not magical, and 
  perhaps could fetch 10gp on the open market.  
  Based on the rumors given to the PCs by 
  Cyndiria, they may have trouble believing that 
  this is the true Mask of Ktopec. 
   
   
  Chapter 5: The Ambush 
   
  The PCs should have little trouble making their 
  way back through the tomb and exiting the trap 
  door at the top.  However, once all of the PCs 
  have exited, Brother Cornelius and his bullywug 
  minions spring upon them! 
   
  As the last one of you ascends through the 
  trap door and into the daylight, a nearby 
  voice breaks through the normal swamp 
  sounds. 
   
  “Defilers!  Pathetic defilers!  How dare you 
  intrude upon our sanctuary!” 
   
  A short, squat man, almost toad-like in 
  appearance, steps out of the shadows.  He 
  wears a chainmail shirt covered by a tunic, 
  which is emblazoned with the likeness of 
  some sort of frog.  He wields a long, spiked 
  chain 
  in 
  a 
  threatening 
  manner.  
  Simultaneously, a number of small frog-like 
  humanoids leap from the trees to the 
  human’s side.  They point javelins at you and 
  croak loudly. 
   
  “I suggest that you surrender any sacred 
  items you may have stolen from the temple,” 
  spits the human.  “In fact, why not lay down 
  your weapons altogether.  If you do so, I will 
  let 
  you 
  go. 
   
  Otherwise 
  death 
  awaits!  
  Choose!” 
   
  Brother Cornelius has no intention of letting the 
  PCs escape.   If the PCs surrender their 
  weapons, Cornelius lets them go just long 
  enough for them to see the javelin-riddled body 
  of Turnipseed lying near the boats.  He then sets 
  the bullywugs upon them and they attack 
  furiously.  Should the PCs resist, a battle 
  immediately ensues. 
   
  Brother Cornelius, male human Clr 2 (Wastri): 
  CR 1; Medium humanoid (5 ft. 4 in. tall); HD 
  1d8+2; hp 10; Init +2 (Dex); Spd. 30’; AC 16 (+4 
  chain shirt, +2 Dex), touch 12, flat footed 14; 
  Atks +4 melee (2d4 X2, masterwork spiked 
  chain); SA spells; SQ Animal and War domains; 
  AL LE; SV Fort +4, Ref +2, Will +5. 
  Str 11 Dex 14 Con 13 Int 10 Wis 16 Cha 8 
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Spellcraft +2, Jump +2, Swim +2, Weapon 
  Finesse, Exotic Weapon Proficiency. 
  Equipment: potion of bull’s strength, chain 
  shirt, spiked chain, 15gp, 20sp, holy symbol. 
  Spells 
  (3/2+1): 
  0: 
  detect 
  magic, 
  light, 
  resistance; 
  1st: 
  bless, 
  magic 
  weapon*. 
  protection from good (* indicates a domain 
  spell which cannot be altered) 
   
  Bullywugs (4): CR 1; Medium humanoid 
  (Aquatic); HD 1d8+3; hp 7 each; Init +0; Spd. 20’, 
  Swim 30’; AC 15 (+2 leather, +3 natural), touch 
  10, flat footed 10; Atk +1 melee (1d6, javelin) or 
  +3 ranged (1d6, javelin); SQ marsh moves; AL 
  CE; SV Fort +5, Ref 0, Will +2. 
  Str 10 Dex 10 Con 16 Int 7 Wis 7 Cha 7 
  Skills and Feats: Hide +0 (+6 in marsh), 
  Listen –2, Spot –2, Endurance. 
  Equipment: 3 javelins, leather armor 
  Masking the Truth 
  12
  
   
  Marsh Move (Ex):  Bullywugs suffer no 
  movement penalties for moving in marshes or 
  mud.   
   
  Assuming the PCs defeat Brother Cornelius 
  and his minions, they are free to return to 
  Thurmaster.  With Turnipseed dead, the 
  return trip is nonetheless uneventful, as the 
  guide clearly marked the way back to 
  Bogspur.  The PCs may also have to explain 
  the death of Turnipseed top the townsfolk of 
  Bogspur. 
   
  Fortunately, 
  the 
  townsfolk 
  understand the risks involved and see to his 
  burial. 
   
   
  Concluding the Adventure 
   
  The PCs return to Thurmaster and meet 
  Cyndiria at the predetermined time.  There, 
  she requests that the PCs give her a detailed 
  description of the tomb, and asks for the 
  mask.   When the PCs give it to her, she looks 
  at it with considerable skepticism.  She 
  anticipated that it would be much more 
  elaborate (and magical) than what she has 
  been presented with.  If the PCs convince her 
  that it is, in fact, legitimate, she jokes that 
  every legend isn’t necessarily true and she 
  proceeds to buy a round of drinks for 
  everyone. 
   
  She promised to tell the Academy of Lore 
  about the assistance that the PCs gave her, 
  and perhaps they may be able to return the 
  favor at some point.  Furthermore, she 
  provides each PC with a 150gp reward.  With 
  Mask in hand, she bids the PCs farewell and 
  returns to Loftwick with her find. 
   
  The End 
   
   
  Experience Point Summary 
   
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the discretionary role-playing experience 
  award. The role-playing award should be given for 
  consistent character portrayal and contribution to 
  the fun of the game. You can award different role-
  playing amounts to different characters. 
   
   
  Award the total value (objectives plus role-playing) 
  to each character. 
   
  Chapter 2 
  Successfully recruiting Turnipseed 
         30xp 
   
  Chapter 3 
  Defeating the crocodile 
   
         60xp 
  Solving the monolith puzzle   
         30xp 
   
  Chapter 4 
   Overcoming the shaft trap  
   
         30xp 
   Overcoming the statue trap  
   
         60xp 
   Overcoming the pit trap 
   
         30xp 
   Overcoming the gas trap  
   
         30xp 
   Overcoming the chest trap  
   
         30xp 
   Discovering the true Mask of Ktopec           30xp 
   
  Chapter 5 
  Defeating Cornelius and the bullywugs      120xp 
   
  Total Possible Experience: 
   
       450xp 
   
   
  Treasure Summary 
   
  Player characters may keep items from the 
  scenario that are listed on the treasure list below 
  or which meet the following conditions:  
   
  The item must be non-magical and specifically 
  listed in the text of the adventure (e.g. armor on 
  foes). If it is not listed in the text, the characters 
  cannot keep it. Items of this nature can be sold for 
  50% of book value, or recorded on a log sheet.  
   
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the 
  treasure summary lists the being specifically. It is 
  okay 
  for 
  the 
  player 
  characters 
  to 
  form 
  relationships with NPCs, but these will not be 
  certed and cannot bring material benefit to the 
  character. Contacts (sources of extra information) 
  must be specifically certed. 
   
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth 
  more than [insert campaign value] that are of 
  personal significance to the owner (including 
  family heirlooms), and all magical items, will be 
  discovered in the possession of the character by 
  one means or another. The character must return 
  the item and pay a fine equal to three times the 
  value of the item stolen. In addition, the PC 
  caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  Masking the Truth 
  13
  
   
  stolen items which meet the criteria in #1 above, 
  use your judgment and the circumstances within 
  the game to determine whether a PC thief gets 
  away with the theft or not.  
   
  Any item retained according to these rules, which 
  does not have a certificate, will not ever have a 
  certificate issued for it.  
   
   
  The campaign staff reserves the right to take 
  away any item or gold acquired for things that are 
  later found unreasonable but which were allowed 
  at the time. 
   
  Chapter 4 Room 3 
  Aquamarine 
   
   
           18c, 0g, 0m 
   
  Chapter 4 Room 5 
  2 potions of healing 
   
           0c, 0g, 15m 
   
  Chapter 4 Room 7 
  Various mundane treasure 
         83c, 30g, 0m  
   
  Chapter 5 
  Various gear  
   
   
         3c, 51g, 25m 
   
  Conclusion 
  Monetary reward 
   
         150c, 0g, 0m 
   
  Total Treasure  
   
   
       375gp 
   
   
  The following should be made available on the 
  AR: 
   
    
   
  Influence Point with the Academy of Lore 
   
  By assisting the Yeoman Dustdigger Cyndiria 
  and recovering the Mask of Ktopec, you have 
  earned an Influence Point with the Academy of 
  Lore.  Use this favor in a future adventure for a 
  benefit as determined by your DM.   
  Masking the Truth 
  14
  
   
  Player Handout 1: Hictor’s Journal Exerpt 
   
   
  At the point where the land turned into water, we headed 
  at first light, sun at our backs, into the murky wasteland 
  before us.  Our slow, prodding skiff took us past ominous 
  trees that seemed to reach towards us with their prickly 
  branches.  Just as the light of day disappeared beneath 
  the canopy we saw it—a jagged, black finger that pointed 
  towards the sky.  It was covered with both filth and life, 
  but scraping the debris away we found that it was carved 
  with strange glyphs, the likes of which I had never seen.  
  Fortunately for our small band, Jervis could decipher 
  traces of the ancient script, and we followed the staring 
  lizards to our final destination. 
  Masking the Truth 
  15
  
   
  Map: The Tomb of Tchelopotok 
   
   
  1 square = 5 feet 
   
   
   
  Masking the Truth 
  16
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/593/Intro mods/YEO3-IS1 - Masking the Truth/YEO3-IS1 - Masking the Truth.pdf