TEXT: YEO3-01 
   
   
   
   
   
   
   
   
  Guard Dogs 
   
  A One-Round D&D LIVING GREYHAWK®  
  Yeomanry Regional Adventure 
  Version 1.0 
   
   
   
  by Bill Howell 
   
   
   
   
   
   
  Groups of refugees from the Hold of the Sea Princes are disappearing amidst the Tors.  The authorities 
  seem to care little about the deaths of helpless foreigners.  Can you be a good shepherd and escort your 
  flock to safety?  Or will the unseen wolves claim you as well as your charges?  An adventure for APLs 4-
  8. 
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of 
  the author.  To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This 
  scenario is intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network.  
   
  
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three 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 the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who 
  are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal and 
  event information, but does not rate the players 
  as a team or vote for players. This method is 
  used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This method 
  is used when the players want to know who 
  played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
  YEO3-01 Guard Dogs 
   
  Page 2 
  
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
  4. If you are running a table of six PCs, add 
  one to that average. 
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  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. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of 
  Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the 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. 
  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. 
   
  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 
  Time Units and Upkeep 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
  This is a standard one-round Regional adventure, 
  set in the Yeomanry.  Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per round.  Rich 
  Upkeep costs 50gp per round.  Luxury Upkeep 
  costs 100gp per round. 
   
  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 to the nearest whole 
  number. 
  YEO3-01 Guard Dogs 
   
  Page 3 
  
   
  IS THIS A DUSTDIGGER MODULE? 
  Is It a Full Moon?  
  As this adventure also involves artifacts and magic 
  of an unknown origin, students in the Academy of 
  Lore also may count this adventure towards the 12 
  TUs they must spend per year in study. 
  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). 
   
  “THE QUAKE” 
  Year 
  Two 
  of 
  Yeomanry 
  Living 
  Greyhawk 
  adventures (CY 592) centers around a large 
  earthquake that takes place at the beginning of the 
  year.  While the epicenter was almost directly 
  under the town of Hardwick, its effects could be 
  felt as far east as Longspear.  Soothsayers and 
  self-proclaimed 
  prophets 
  espouse 
  that 
  the 
  earthquake was an ill omen of things to come in 
  the Yeomanry.  While the damage was great and 
  hundreds of lives were lost due to the tremor and 
  its aftershocks, other activities in and around the 
  Yeomanry have been far more alarming.  In the 
  weeks following the quake, heavy humanoid, ogre, 
  and giant activity has been detected throughout 
  the mountains.  Reports of strange sounds, 
  disappearing townsfolk, and screams in the night 
  have been heard in Dark Gate, causing people to 
  fear something has emerged from Slerotin’s 
  Tunnel.  There is a feeling of dread that is slowly 
  spreading throughout the land.  People are afraid 
  the soothsayers might speak the truth… 
   
  About the Yeomanry 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwestern corner of 
  the Sheldomar Valley.  This 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 
  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 TORS 
   
   
  The Tors are a mesa-like series of hills located at 
  the terminus of a spur of the Crystalmist range.  
  They mark the southernmost lands of the 
  Yeomanry, and the western Tors are home to the 
  independent walled city of Melkot.  Where the Tors 
  meet the Hool Marshes, they become quite 
  dangerous, being full of monsters and humanoid 
  tribes that frequently raid the Yeomanry.  As such, 
  these wild hills are a constant source of trouble for 
  the Yeoman. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of 
  majority who has carried the spear for the nation, 
  either now or in the past, is eligible to elect a 
  spokesman on his behalf from his community who 
  serves 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. 
   
  MILBORNE (pop 160) 
   
  Milborne is a small town on Westburn Road that 
  rests on both banks of a small, narrow tributary of 
  the River Burn. Virtually everyone in town earns a 
  living either from farming or from lead and copper 
  mining in the Tors.  A handful of outside 
  merchants visit periodically, but the powerful 
  Carman family handles almost all ore sales, and 
  newcomers to the trading business are given short 
  shrift.  The people of Milborne are fairly friendly 
  but insular, quite happy that their town is a 
  backwater.   
  IS THIS A MILITIA MODULE? 
  No, as militia characters are working undercover.  
  However, Hounds and Falcons of Trithereon are 
  considered activated for this module.  Therefore 
  they may count this adventure towards the four or 
  six TUs they must serve per year for that meta-
  organization. 
   
  YEO3-01 Guard Dogs 
   
  Page 4 
  
  LASKER (pop 350) 
  Lasker is a small farming community on the far 
  reaches of the Tors. Some revenue is collected via 
  mineral extraction from the hills as well. The 
  Church of Seven Faiths priest in Lasker is a 
  young, headstrong priestess named Alyssa (NG 
  human female Clr4). One large and well-kept 
  tavern, the Diamond Tavern, sits on the outskirts 
  of town. In recent months rumors of a snake cult 
  have been spreading around town, and a recent 
  disappearance of a local family has only 
  reinforced the paranoia spreading about town. 
   
  THURMASTER (pop 100) 
  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 
  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.  Arthur, a 
  renowned and skilled woodcarver, peddles his 
  wares in a shop in central Thurmaster. 
   
   
  Adventure Summary and 
  Background  
  Milborne is a Yeoman town on the northern edge 
  of the Tors, located at a busy crossroads.  As 
  such, it sees considerable traffic, particularly by 
  adventurers.  Some of the characters have merely 
  chosen to break their journey here, while others 
  may be engaged in covert tasks for the Church of 
  Seven Faiths, the Faithful of Trithereon, or the 
  Yeoman Militia.  Whatever their reasons, they are 
  all staying at the Baron of Mutton Inn, a favorite 
  haunt of adventurers heading or returning from the 
  south and east. 
   
  Encounter 1 takes place at this inn, when Arvin 
  Quincannon, a cleric of Trithereon, approaches 
  the characters.  Quincannon is investigating the 
  disappearance of two groups of refugees from the 
  Hold of the Sea Princes.  Followers of Trithereon 
  were escorting these refugees through The Tors 
  to the town of Thurmaster via the village of Lasker. 
   Both groups vanished without a trace before 
  reaching Lasker, and Quincannon is trying to 
  prevent the same from happening to the next 
  group. Unknown to him, the groups were wiped 
  out by a tribe of bullywugs, lead by a bullywug 
  savant, after they had reached Lasker.  This was 
  possible because a Scarlet Brotherhood agent, 
  who set up both groups for massacre, has 
  replaced the Trithereonite contact in Lasker. 
   
   
  Unfortunately, Quincannon’s task is made more 
  difficult by two factors.  First, while refugees 
  entering and passing through the Yeomanry is not 
  actually 
  illegal, 
  they 
  are 
  supposed 
  to 
  be 
  supervised and escorted by Yeoman authorities, 
  not self-appointed do-gooders like Quincannon.  
  Therefore, when trouble arises, he cannot go to 
  the 
  authorities 
  for 
  help. 
   
  Second, 
  while 
  investigating in Lasker, he ran into trouble with a 
  fanatical priestess of the Church of the Seven 
  Faiths, named Alyssa.  She has sworn out a false 
  complaint against him, and he expects to be 
  arrested at any moment. For this reason, he 
  desperately wants the characters to agree to 
  ensure the safety of the next refugee group.  
  Quincannon tells several “white lies” to ensure the 
  party will agree to help.  Yeoman characters who 
  are Hounds are Falcons of Trithereon have been 
  secretly directed to come to Quincannon’s aid, 
  while any that are members of the Church of 
  Seven Faiths will be gathering information on the 
  refugee route with any eye to embarrassing or 
  disrupting it.  Yeoman militia who belong to neither 
  organization have been ordered to conduct a 
  covert 
  investigation 
  to 
  learn 
  what 
  the 
  Trithereonites are up to. 
   
   
  After Quincannon recruits the characters (either 
  through appeals to their common decency or 
  greed), a group of soldiers arrives to arrest him.  
  The characters may intervene to negotiate a 
  peaceful surrender or else witness a large brawl 
  as Quincannon resists arrest.  Characters may 
  also Gather Information about the Tors and the 
  surrounding towns. 
   
   
  After the characters accept the mission and head 
  south to rendezvous with the refugees, Encounter 
  2 occurs on the second day or night of their 
  journey.  Beginning at noon on the second day, 
  they are stalked by a barghest that has taken up 
  residence in the area.  Unless the characters 
  realize they are being stalked and turn the tables 
  on the barghest, the creature attacks that evening 
  and attempts to slaughter the entire party to feed 
  its ravenous hunger. 
   
   
  YEO3-01 Guard Dogs 
   
  Page 5 
  
  Encounter 3 takes place when the characters 
  reach the predetermined rendezvous point to meet 
  the incoming refugees.  Here they find 15 
  bedraggled men, women, and children, escorted 
  by two Trithereonites, Jarnin Rovard and Corgan.  
  Using Diplomacy or other skills, they must gain the 
  refugees’ trust.  This is important, as the degree to 
  which the characters are successful will influence 
  the 
  refugees’ 
  behavior 
  during 
  upcoming 
  encounters.  The characters can also learn from 
  the escorts about the trail ahead and their 
  contacts in Lasker and Thurmaster. 
   
   
  Encounter 4 takes place on the second night of 
  escorting the refugees through the Tors.  An hour 
  after dark, the characters and their charges are 
  attacked by a pack of tyrgs (krenshar).  Depending 
  on how the battle goes, the refugees may panic 
  and flee into the night, requiring the characters to 
  find them.  The tyrgs also attack the refugees 
  directly if possible, and the characters may be 
  hard pressed to protect all of them. 
   
   
  Encounter 5 occurs after the characters and 
  surviving refugees travel one more day and arrive 
  on the outskirts of Lasker.  Their information leads 
  them to an outlying farm, owned by one Marvel 
  Turpin, who is a follower of Trithereon and willing 
  to let them all rest the night in his barn out of sight 
  of militia patrols.  Unfortunately, the real Turpin is 
  a prisoner in the basement of his farmhouse and 
  has been replaced for the last month by Kesh 
  Urvail, a monk of the Scarlet Brotherhood who is 
  using a hat of disguise to impersonate him.  He 
  arranged for Quincannon to be run out of town to 
  prevent his discovering what has been happening. 
    
   
   
  The barn he takes the party to has been the site of 
  two massacres, and a careful search may reveal 
  suspicious traces.  Urvail has an arrangement with 
  a tribe of bullywugs, lead by a bullywug savant 
  sorcerer, to massacre the refugee groups in 
  exchange for their bodies as food.  He is careful to 
  provide himself with an alibi in town on the nights 
  the attacks take place.  Unless the players have 
  reason to be suspicious or are very alert, the 
  attack by the bullywugs could come as a complete 
  surprise and cause many casualties among the 
  refugees. 
   
   
  At this point, the players face many options, some 
  of 
  which 
  may 
  lead 
  to 
  Encounter 
  6C, 
  a 
  confrontation with Kesh Urvail, while others may 
  not.  If the players realize Urvail’s complicity in the 
  attack, they may search his nearby farmhouse, 
  find the real Marvel Turpin and confront Urvail on 
  his return.  Alternately, they may choose to flee 
  with the refugees, in which case Urvail simply 
  disappears, after burning the entire property to the 
  ground and leaving evidence to implicate the 
  Trithereonites in the arson.  Players may go to the 
  authorities, but this requires turning in all the 
  refugees and admitting their complicity in avoiding 
  Yeomanry rules.  If they completely fail to discover 
  Urvail’s role in the attacks, he informs on them to 
  the authorities, leading to their arrest while on their 
  way to Thurmaster. 
   
   
  Regardless 
  of 
  how 
  the 
  characters 
  resolve 
  Encounter 6, as long as they are not all arrested, 
  they should be able to deliver the refugees to their 
  contact in Thurmaster, Boris Grudgetaker, owner 
  of the Woodsman’s Axe Inn.  He takes 
  responsibility for moving the refugees along the 
  next leg of their long journey to their new homes.  
  Members of the Church of Seven Faiths and militia 
  spies now face the decision of whether or not to 
  report to Priestess Alyssa Boris Grudgetaker’s 
  identity and the details of the Trail of Trithereon, 
  which would result in its being shutdown. 
   
   
  If the characters have kept the refugees safe and 
  maintained the secret of the Trail of Trithereon, 
  they 
  gain 
  influence 
  with 
  his 
  worshippers.  
  Conversely, if the characters revealed anything 
  concerning the Trail to the authorities or reported 
  anything to Alyssa, they are now infamous among 
  the followers of The Summoner.  It is possible that 
  the characters may also be found guilty of 
  attempting to evade Yeomanry law, and forced to 
  pay a fine and/or serve a jail sentence.  
   
  Prior to Play 
  Before beginning play, the DM must determine if 
  any of the PCs are on covert assignment during 
  the module.  This is only possible for natives of the 
  Yeomanry region and active members of the Gran 
  March military.  If none of the characters qualify, 
  skip this section and proceed to the Introduction. 
   
   
  If some of the characters are Yeoman, the DM 
  should obtain the following information from each: 
  alignment and membership in meta-organizations. 
   If any of the following statements apply to any of 
  the Yeoman players at the table, all Yeoman 
  players should be taken aside individually by the 
  DM and briefed as appropriate.  This is to prevent 
  one player from being singled out for suspicion.  
  For characters that do not fit any of the categories 
  YEO3-01 Guard Dogs 
   
  Page 6 
  
  below, the DM should simply remind the player not 
  to discuss this pre-brief. 
   
   
  If a character is a Hound or Falcon of Trithereon, 
  read the player the following: 
   
  You have received instructions via the Faithful 
  of Trithereon to journey to the Baron of Mutton 
  Inn in Milborne, where Arvin Quincannon, 
  Falcon and Priest of The Summoner, will 
  contact you.  He is in need of assistance for a 
  mission of the greatest importance to the 
  Faith.  Reveal to no one your advance 
  knowledge 
  of 
  this 
  task 
  and 
  may 
  The 
  Summoner smile upon your efforts.  This 
  mission will count toward your required yearly 
  service to the Faith. 
   
  If the character is a Member, Patron, or Cleric of 
  the Church of Seven Faiths, read the player the 
  following: 
   
  You have received instructions from the 
  priestess Alyssa of the Church of Seven Faiths 
  in Lasker to journey to the Baron of Mutton Inn 
  in Milborne.  Upon arrival, you are to behave as 
  a typical adventurer, in hopes that one Arvin 
  Quincannon, a rabble-rousing priest of the 
  false-god Trithereon, will recruit you for a 
  mission.  The wicked Trithereonites have been 
  engaged in illegally moving criminals from the 
  Hold of the Sea Princes into the Yeomanry, no 
  doubt believing that they will help in the 
  spread of their mongrel faith!  Alyssa wishes 
  you to learn all the details you can of this 
  illegal activity, most especially the names of 
  the Trithereonite contacts in the towns of 
  Lasker and Thurmaster.  She will then use your 
  information to embarrass and discredit the 
  thrice-cursed Trithereonites.  Should you 
  succeed, Alyssa and the Church will be most 
  grateful.  Report your information to her in the 
  village of Lasker. 
   
  Read the following individually to any characters 
  who are members of the militia but who are neither 
  members of the Church of Seven Faiths nor 
  Hounds of Trithereon (Note: This also includes 
  Gran 
  March 
  military 
  under 
  the 
  exchange 
  program):  
   
  The local militia commander in Newick has 
  covertly activated you at the request of 
  Grosspokeswoman Merlinda Windomere.  You 
  instructions are to journey to the Baron of 
  Mutton Inn in Milborne.  Upon arrival, you are 
  to behave as a typical adventurer, in hopes 
  that one Arvin Quincannon, a priest of 
  Trithereon, will recruit you for a mission.  
  Reports 
  have 
  reached 
  Grosspokeswoman 
  Windomere that the Trithereonites are engaged 
  in some sort of clandestine activity, which 
  could represent a significant security risk for 
  our nation.  Learn all the details you can of this 
  activity and make a full report of your 
  information to the Grosspokeswoman in the 
  village of Newick. 
   
  Note: The DM should also remind any of the 
  players who have completed Rogue Rescue 
  (YEO1-04) that they met Melinda Windomere 
  during that adventure. 
   
  The DM should remind each player that this is a 
  confidential assignment, not to be revealed or 
  discussed to the other players, unless his 
  character is forced to reveal it for some reason.  
  Even characters who are in the same category, 
  e.g. militia, do not know it and should not reveal to 
  each other that they are on a covert assignment 
  without a compelling in-game reason. 
   
   
  Introduction 
  Your travels in search of adventure and profit 
  have brought each of you to the small town of 
  Milborne on the northern edge of the Tors.  A 
  busy crossroads, Milborne boasts a number of 
  inns and roadside taverns. You have decided 
  to enjoy your evening meal in The Baron of 
  Mutton Inn beside the Westburn Road.  The inn 
  is busy without being crowded, and the 
  atmosphere within is convivial and welcoming. 
   Two tables of local farmers are enjoying 
  evening ales, and two individual travelers are 
  having their supper. 
   
  Once this introduction is read, tell the players that 
  they have met along the road coming into town 
  and have had a chance to get to know each other. 
   
  Allow some time for characters to roleplay their 
  introductions, order food and drinks, flirt with Fiona 
  the barmaid or speak with Cardenon the 
  innkeeper behind the bar, etc.  The two individual 
  travelers are Morgan, an arms merchant from 
  Longspear, and Arvin Quincannon. 
   
  Once 
  the 
  players 
  seem 
  comfortable 
  with 
  continuing, proceed with the following: 
  YEO3-01 Guard Dogs 
   
  Page 7 
  
   
  The food you have ordered arrives, and you 
  fall to with gusto, sating appetites whetted by a 
  long day on the road.  The meal is excellent, 
  and when you are finished and Fiona removes 
  the platters, you feel that all is right with your 
  world.  Now a final drink and perhaps a nice 
  pipe will make your evening complete. 
   
  This is the point at which Arvin Quincannon, cleric 
  of Trithereon, decides to approach the PCs.  He 
  has listened to their dinner conversation and 
  decided that they may be able to help him.  If any 
  of the characters are worshippers of Trithereon, 
  he has identified them as such and directs his 
  appeal to them specifically. 
   
  As you are settling back, one of the lone 
  travelers rises and approaches your table.  He 
  is a big man, wearing a chain shirt and clothes 
  dusty from the road.  He approaches your table 
  and speaks: 
   
  “Greetings, travelers.  My name is Arvin 
  Quincannon.  May I join you?  I have 
  something I would ask of all of you.”  
   
  Assuming the characters assent, Quincannon 
  pulls up another chair, positioning it so he can 
  watch the door, and begins his pitch: 
   
  “Thank you.  I apologize for disturbing your 
  evening this way, but I find myself in desperate 
  need of aid, and weak and helpless folk will 
  suffer if I don’t get it.  I must ask that you keep 
  what I’m about to tell you confidential, even if 
  you don’t agree to help.  Do each of you 
  promise?” 
   
  When all the characters agree he continues: 
   
  “We, meaning myself and some other folk of 
  good will, have been working to help refugees 
  escape the horror that is the Hold of the Sea 
  Princes in these troubled times.  Escaped 
  slave families, fleeing from the wrath of the 
  Scarlet Brotherhood and their pet jungle 
  savages, need all the help they can get.  Not 
  surprisingly, the government of the Yeomanry 
  League wishes to supervise and control the 
  movement of refugees across its borders. This 
  is 
  understandable, 
  given 
  their 
  fear 
  of 
  infiltrators from The Scarlet Brotherhood and 
  all.  However, with all the problems generated 
  by The Landstraad, the current shortage of 
  personnel and resources has allowed certain 
  unscrupulous local officials to take advantage 
  of the situation to demand bribes from these 
  wretched folk before they will screen them!  I 
  have reason to believe this corruption reaches 
  to the very highest levels of the local 
  government; 
  rumors 
  indicate 
  that 
  Grosspokeswoman 
  Melinda 
  Windomere 
  herself may be involved!  I have heard she has 
  a new advisor, who is said to be herself a 
  refugee from the Hold, a mysterious woman 
  named 
  Della. 
   
  Regardless 
  of 
  who 
  is 
  responsible, the poor refugees find themselves 
  on the horns of a dilemma, as they are mostly 
  too poor to meet the price demanded by these 
  parasites for a proper screening and no one is 
  willing to help them enter this land without that 
  screening.  That’s where we come in.” 
   
   
  “My friends and I have established a series of 
  routes with safe stopping places.  Some of us 
  take turns escorting groups of refugees along 
  these routes through the Yeomanry and on to 
  Keoland.  By aiding the refugees to bypass 
  these greedy bureaucrats, we are hurting no 
  one and helping the helpless.  Still, when we 
  have a problem, we cannot go to the corrupt 
  authorities for help.  Most of them resent what 
  they see as our “meddling” in their “official 
  duties” and say that we should mind our own 
  business.  I know of some who would like 
  nothing better than to discredit our efforts to 
  help these pathetic refugees as a way of 
  distracting the public’s attention from their 
  own wicked actions.  They hate us because we 
  cost them bribe money and would love to stop 
  us, which means we have to solve any 
  problems 
  we 
  encounter 
  without 
  official 
  assistance.” 
   
  Most of the above statement is a clever piece of 
  fiction on Quincannon’s part, calculated to win 
  over good-hearted characters to his cause.  There 
  is actually no corruption amongst the local 
  Yeoman officials, though there is a severe 
  manpower shortage due to The Landstraad.  This 
  shortage has caused a temporary hiatus in 
  refugee screening.  Also, while some of the 
  refugees will be resettled in Keoland, most will be 
  resettled in the Yeomanry, after being moved 
  upriver to Longspear.  However, Quincannon 
  sincerely believes that the Trail of Trithereon does 
  help the escapees and gives hope to those who 
  remain behind. 
    
  YEO3-01 Guard Dogs 
   
  Page 8 
  
  “The last two parties of refugees and their 
  escorts vanished while passing through the 
  Tors on their way to a safe stopping place in 
  Lasker.  I have found no trace of them or their 
  fate.  Our contact in Lasker says he has seen 
  no sign of them.  If this continues, the entire 
  operation will fall apart; refugees will no longer 
  trust us to keep them safe and will strike out 
  on their own.  Many will die.  This is why we 
  need your help.” 
   
  “I had planned to escort the next group myself, 
  but a personal matter has come up which I 
  believe may prevent me.  Besides, I’m 
  beginning to believe that this may require the 
  services of a group such as yours.  One 
  person can act as a guide, but I cannot protect 
  a dozen or more men, women, and children by 
  myself.  Will you meet the next group of 
  refugees on the southern edge of the Tors and 
  see them safely to the town of Thurmaster?  It 
  should only take a week or so and would be a 
  very noble deed!” 
   
  A 
  successful 
  Sense 
  Motive 
  (DC 
  20) 
  on 
  Quincannon 
  reveals 
  that 
  he 
  is 
  not 
  being 
  completely truthful.  However, it should also 
  indicate that he is truly quite worried about the 
  refugees and sincerely wishes the characters to 
  succeed.  The impression should be that he might 
  be stretching the truth here and there, but that his 
  plea and the refugees’ plight are genuine. 
   
  If any of the characters baulk at helping the 
  refugees 
  avoid 
  the 
  required 
  screening, 
  Quincannon does his best to persuade them that 
  in this case the end of aiding helpless refugees 
  justifies the means.  He also points out that the 
  avowed purpose of the screening is to determine 
  the refugees’ suitability to settle in the Yeomanry.  
  He claims that since these refugees are merely 
  passing through, this regulation should not be 
  applicable to them.  This is another lie.  He will 
  also play up the injustice of allowing the poor 
  refugees to suffer because corrupt officials are 
  utilizing this law to line their pockets.  If a player 
  adamantly refuses, Quincannon thanks him for his 
  time and the adventure is over for that character.  
  Any character that is secretly working for the 
  Church of Seven Faiths should also readily accept 
  the task.      
   
  If the some characters demand compensation for 
  their help, Quincannon tries to convince them that 
  the nobility of their actions should be its own 
  reward.  If any of the characters are adamant that 
  they are paid, he reluctantly offers those 
  individuals 100 gp each to perform the task, while 
  drawing an unflattering comparison between them 
  and “certain local officials”. 
   
  Assuming the characters agree to accept the 
  mission 
  out 
  of 
  religious 
  devotion, 
  good-
  heartedness, greed, or some combination thereof, 
  Quincannon continues: 
   
  “Excellent!  I’d hoped I could count on you.  To 
  rendezvous with the refugee party, you must 
  be on the south side of the southernmost 
  mesa of the Tors at sunset three days from 
  now.  It’s about 50 miles SSE of here.  You 
  can’t miss it.  Once you meet the party, you’ll 
  relieve their current escorts, Jarnin Rovard 
  and Corgan, and then take the party to the NE 
  through the Tors to Lasker.  They will tell you 
  how to find your contacts in Lasker and 
  Thurmaster.  You should try to avoid contact 
  with the local militia along the way.  They 
  aren’t all corrupt, by any means, but if you fall 
  in with the wrong sort, you’ll end up with a fine 
  or on a work gang, while the poor refugees will 
  be sent back to their fates.  Any questions?” 
   
  Quincannon knows Jarnin and Corgan very well 
  and can describe them exactly.  They do not use 
  code words or anything so sophisticated.  If the 
  characters ask, Quincannon tells them to just 
  identify themselves as escorts for the refugees.  If 
  the 
  characters 
  should 
  ask 
  him 
  directly, 
  Quincannon confirms that he is a cleric of 
  Trithereon, but denies that followers of The 
  Summoner run the refugee operation. 
   
  Once all the characters’ questions have been 
  answered, Quincannon concludes: 
   
  “Nothing further?  Excellent.  Remember, 
  these folk have been through a terrible time.  
  They’re weak as kittens and as frightened as 
  sheep.  Your job is to get them all to 
  Thurmaster safe and sound.”  Looking up 
  toward 
  the 
  door, 
  he 
  says, 
  “And 
  now 
  gentlemen, I have a feeling that I’ll have to be 
  leaving your good company.” 
   
  Proceed to Encounter One. 
   
   
  Encounter One: Arrested! 
  In this encounter the characters witness the arrest 
  of Arvin Quincannon by the local authorities.  The 
  YEO3-01 Guard Dogs 
   
  Page 9 
  
  characters have the opportunity to intervene to 
  prevent Arvin from resisting arrest.  Failure to do 
  so results in a brawl breaking out before he is 
  subdued. 
   
  Entering the inn are five men in militia 
  uniforms.  The leader is a large man, wearing 
  the badge of the captain of the town guard.  
  The men are all wearing leather armor and 
  carrying truncheons, with the exception of the 
  leader, who wears a longsword and carries a 
  set of manacles. 
   
  The leader looks around the room, seems to 
  spot Arvin, and then moves toward him.  His 
  troopers spread out on either flank to prevent 
  Arvin’s escape. 
   
  Arvin has been expecting this, as he knows the 
  priestess of the Church of Seven Faiths in Lasker, 
  Alyssa, has sworn out a warrant against him, 
  accusing him of vandalizing her shrine by painting 
  runes of pursuit all over it.  He is innocent, of 
  course; Kesh Urvail convinced Alyssa to swear out 
  the false charge to ensure Quincannon was forced 
  to leave Lasker before he could discover what was 
  really going on.  Alyssa believes Urvail, in his 
  guise as Marvel Turpin, to be a Seven Faiths 
  fanatic like herself.  Arvin knew it was only a 
  matter of time before he was arrested, hence his 
  recruitment of the players. He is not inclined to 
  tamely submit, however. 
   
  The captain speaks: “Are you the Arvin 
  Quincannon, who calls himself a Falcon of 
  Trithereon?”  Arvin stands up before replying, 
  “I am he.” 
   
   
  “I am William Cressel, Captain of the Milborne 
  Town Guard, and I have a warrant for your 
  arrest on the authority of Grosspokeswoman 
  Windomere.” 
   
   
  “On what charge?” 
   
   
  “On the charge of vandalizing a shrine of the 
  Church of Seven Faiths in Lasker by painting 
  your Trithereonite symbols all over it! Do you 
  want to put these on peacefully, or would you 
  prefer to resist arrest?”  With that he tosses 
  the manacles on to the table in front of Arvin. 
   
   
  Arvin’s eyes flash and his tone is angry: “I’d 
  prefer not to be accused of crimes I did not 
  commit.  And may The Summoner damn me if I 
  every peacefully wear the chains of a slave!”  
  With that he balls his fists and prepares to 
  make a fight of it, as the militiamen move in 
  with their truncheons.  You realize that you are 
  moments away from a fight! 
   
  � Arvin Quincannon: Male human Clr4/Ftr2. 
   
  � William Cressel: Male human Ftr6. 
   
  � Militiamen (4): Male human War1. 
   
  This is the point at which the PCs may intervene to 
  try to defuse the situation.  A successful 
  Diplomacy check (DC 20) convinces the Captain 
  not to require the manacles.  Do not forget to add 
  assist bonuses if more than one character speaks 
  up on Arvin’s behalf and to add militia bonuses for 
  militia characters.  The DM should also add a 
  circumstance modifier if a player’s appeal is 
  sufficiently eloquent.  For his part, Arvin is willing 
  to accompany the guards to jail, so long as he is 
  not chained.  He is confident that his innocence 
  will free him as soon as he has a fair hearing. 
   
  If the characters prevent the fight, read the 
  following: 
   
   
  The militiamen move to form a box around 
  Arvin Quincannon and escort him from the inn. 
   Arvin seems cheerful and gives you all a good 
  luck sign as he heads off.  Captain Cressel 
  smiles wryly, then turns to you all: 
   
   
  “Thank you for your timely intervention, 
  friends.  I’m afraid I was letting my temper get 
  the better of me, which is not proper for an 
  officer of the law.  No point in broken heads 
  and broken bones, if they can be avoided.  
  Who knows, perhaps he really is as innocent 
  as he claims.” 
   
  If the characters choose not to intervene of if they 
  are unsuccessful, a fight breaks out between Arvin 
  and the guards attempting to subdue him.  In that 
  case, read the following: 
   
  Suddenly, Arvin throws a punch at the nearest 
  militiaman, knocking him across the room.  
  The other militiamen move in, truncheons 
  flailing.  Captain Cressel steps back, his hand 
  on his sword hilt, and observes the brawl with 
  a disgusted look on his face. He looks toward 
  you all and says: “Stay out of this or face the 
  YEO3-01 Guard Dogs 
   
  Page 10 
  
  full penalty of law!”  Eventually Arvin is beaten 
  senseless, manacled and dragged away. 
   
  If the players try to intervene after the brawl has 
  started to help Arvin, remind them that Cressel is a 
  duly appointed law officer and that assaulting him 
  or his men is a major crime.  If the players insist in 
  fighting with the town guard, the adventure is 
  essentially over, so the DM must discourage this 
  foolish course of action. 
   
  Tactics: Both Arvin and the militiamen strike to 
  subdue, he using his fists and they using their 
  truncheons as saps.  Cressel only observes, 
  unless the characters attempt to intervene.  If they 
  do not heed his verbal warning, he draws his 
  sword and calls all the locals to his aid.  The two 
  tables of farmers and the innkeeper then move to 
  assist, while the waitress runs to fetch additional 
  aid from the jail.  Unless the characters plan to 
  fight the entire town and be declared outlaws in 
  the Yeomanry, they would be wise to cease and 
  desist.  
   
  After Arvin is arrested, players may wish to learn 
  additional information.  There are basically two 
  options available:  Talking with Captain Cressel 
  and Gathering Information in the other inns and 
  taverns of town. 
   
  Option 1: Talking with Captain Cressel 
  Cressel can be found at the town jail, which is 
  large and well kept.  If the characters were helpful 
  during the arrest, he is willing to tell them 
  everything he knows, which is not much.  He 
  received the warrant for Quincannon’s arrest this 
  afternoon and executed it as soon as he located 
  the cleric.  The use of the Grosspokeswoman’s 
  name is a formality, as she is the senior official for 
  the area.  She is not personally involved.  Alyssa, 
  priestess of the Church of Seven Faiths in Lasker, 
  swore out a charge of religious vandalism.  He will 
  show the characters the actual document if asked. 
   On the document itself, one Marvel Turpin is 
  listed as the only witness to the crime.  Cressel 
  knows nothing about the Trail of Trithereon and 
  doesn’t care, since it doesn’t go through his 
  jurisdiction. 
   
  He 
  confirms 
  Quincannon’s 
  statements about the wording and purpose of the 
  Yeomanry’s laws regarding immigration.  Current 
  regulations require a two-week quarantine period 
  and screening by a Yeoman official, “to ensure the 
  individual’s suitability for residence within the 
  bounds of the Yeomanry.”  He has also heard that 
  all 
  such 
  screening 
  has 
  been 
  temporarily 
  suspended, due to The Landstraad.  He reacts 
  angrily to any suggestion of corruption by local 
  officials and will have nothing further to do with the 
  characters if they mention this.  He does not allow 
  the characters to speak further with Quincannon, 
  telling them that he will have his day in court in 
  Lasker. 
   
  Option 2: Gather Information Around Milborne 
    
  Characters may use the evening trying to learn 
  more about these events via Gather Information 
  checks.  Here are a few subjects about which they 
  might inquire, broken down by DC.  Generally, a 
  check that makes a higher DC includes all the 
  information listed at the lower DC. 
   
  Quincannon 
  DC 15 
  He has been seen passing through on 
  several occasions in the past six 
  months.  Never caused any trouble 
  before. 
  DC 20 
  No, that’s not right.  Two months ago, 
  he got into a heated debate with a 
  Pholtan priest.  They exchanged 
  words; the Pholtan spit on Quincannon, 
  and Quincannon broke his nose. 
  DC 25 
  Quincannon once carried a sick little 
  girl all the way to Melkot and paid to 
  have her healed. 
   
  The Tors 
  DC 15 
  The Tors are dangerous!  Especially 
  right now.  Farmers around here have 
  been losing lots of livestock to 
  something out there. 
  DC 20 
  Something’s been stirring up in the 
  Hool.  Folks have been reporting lots 
  more creatures than usual coming 
  north into the Tors.  Lizardmen, 
  bullywugs, tyrgs, you name it!  I say it’s 
  that Scarlet Brotherhood.  They’re up to 
  no good, I’ll wager! 
  DC 25 
  A ranger from Melkot was in here last 
  week, claiming something was stalking 
  him about 25 miles south of town.  Said 
  it looked like a wolf, but bigger than any 
  wolf he’d ever seen.  And it didn’t leave 
  any tracks! 
   
  Refugees/Grosspokeswoman 
  DC 15 
  Been some very strange things going 
  on with Melinda Windomere lately.  
  They say she’s got a new advisor, a 
  Holder woman named Della.  This 
  Della never goes out in public, though. 
    
  YEO3-01 Guard Dogs 
   
  Page 11 
  
  DC 20 
  Haven’t been many Holder refugees 
  through lately.  I heard they’re ain’t 
  been anybody to screen ‘em at the 
  border, so nobody’s getting through.   
  DC 25 
  I’ve heard tell of something called the 
  Trail of Trithereon.  They say it’s a way 
  for folks to get out of the Hold and 
  away to the north.  I also heard those 
  Scarlet Brotherhood types are mighty 
  angry about it.  Guess knowing that 
  there’s a way out of their grasp is 
  making all the rest of their slaves 
  uppity! 
   
  Once the characters have exhausted their sources 
  for information, proceed to Encounter Two. 
   
   
  Encounter Two: Hunter or 
  Prey? 
  You head out the next morning in the direction 
  Arvin Quincannon specified, SSE into the Tors. 
   The stark mesas making up those hills cast 
  long dark shadows toward you as the morning 
  sun rises behind them.  You can only hope that 
  the shadows you are riding into do not foretell 
  what is to come. 
   
   
  As the sun climbs higher, the shadows 
  dwindle, but the traveling becomes more 
  difficult.  You follow dry streambeds between 
  the hills, searching out former watercourses 
  that take you in the direction you wish to 
  travel.  Occasionally they dead-end, requiring 
  you to retrace your steps.  Still at the end of a 
  long day’s travel, you feel you have made good 
  progress.  If you can maintain this pace, you 
  should reach the rendezvous point by noon 
  two days hence.  With the sun sinking, it’s time 
  to make camp. 
   
  Have the players describe how they will set up 
  camp and what watches they will set.  The first 
  night passes without incident, other than some 
  distant howling.  Have them roll Spot and Listen 
  Checks each watch, just to keep them nervous.  
  Then read on: 
   
  Then next day dawns clear and fine, though 
  you are not as rested as you might have 
  wished.  As you travel through the morning, 
  the country becomes even rougher and wilder, 
  and your pace slows somewhat.  Still, by your 
  noon break, you feel that your progress 
  continues to be good enough to make your 
  rendezvous.  
   
  At this time, the party has been spotted by a 
  barghest, prowling along the tops of the mesas.  
  With its innate levitate ability; it can go over the 
  mesas quicker than around them, so it prowls their 
  tops looking out for prey.  It has been feeding on 
  cattle and the occasional unwary traveler, but now 
  it feels it is ready to take on a whole group of 
  humans, slay them all and feast. 
   
  As the afternoon progresses, the wilderness 
  savvy among you can’t help feeling as though 
  you’re being watched. 
     
  The barghest stalks the party through the 
  afternoon, trying to discern their strengths and 
  weaknesses.  This gives the party an opportunity 
  to detect its presence.  Any characters with either 
  ranks in the Wilderness Lore skill or the Alertness 
  feat may roll three Spot checks over the course of 
  the afternoon.  Success against a DC 25 indicates 
  they spotted “something moving” up in the rocks of 
  the mesa.  Making a DC 30 indicates the 
  character could tell it was a wolf-like creature.  If 
  the spotter is airborne, the DCs drop to 20 and 25, 
  respectively. 
   
  Spotting the barghest before it attacks gives the 
  party two advantages.  First, they could choose to 
  attempt to confront it; the barghest does not avoid 
  such an encounter, though it tries to make it on 
  terrain favorable to it.  Even if they do not choose 
  to confront the barghest, the players know it is in 
  the area and are more alert that night. 
   
  If the characters fail to spot the creature, read the 
  following: 
   
  You make camp this evening with a sense of 
  foreboding.  
   
  Creatures:  
  APL 4 (EL 4) 
  � Barghest: hp 33; see Monster Manual, p. 22. 
   
  APL 6 (EL 5) 
  � Greater Barghest: hp 58; see Monster Manual, 
  p. 22. 
   
  APL 8 (EL 6) 
  � Advanced Greater Barghest: hp 84; see 
  Appendix I. 
  YEO3-01 Guard Dogs 
   
  Page 12 
  
   
  Family 1: Husband Rolf, wife Winifred, son Rolf. 
  Family 2: Brothers Narden and Quentin, sister 
  Ilena. 
  Tactics:  Attacking the camp at night, the 
  barghest’s tactics are first to weaken, then to 
  distract, then to attack and feed.  It begins about 
  two hours after dark by casting emotion (despair) 
  upon the entire camp from a distance.  Next, it 
  uses project image to create a duplicate of itself, 
  which noisily approaches the camp from one 
  direction, while the barghest stealthily approaches 
  from another.  Then it attacks from behind, trying 
  to slay spellcasters first.  If it manages to kill a 
  character and no other character threatens it 
  before its next round (no character adjacent, no 
  character attacks it with a missile weapon or 
  offensive spell), it feeds upon the fallen character. 
   If reduced to 25% or less hit points, it attempts to 
  flee, using its dimension door ability to escape the 
  characters’ immediate vicinity and then pass 
  without trace and misdirection to prevent their 
  following. 
  Family 3: Husband Korvin, wife Alanis, son Darvin, 
  daughters Helene and Jocilyn 
  Family 4: Husband Ferdiad and wife Alwyn 
  Family 5: Husband Turgan and wife Berutha. 
   
  Refugees (15): Com1, AC 10, hp 6 each. 
   
  Two Hounds of Trithereon, Jarnin Rovard and 
  Corgan are guiding them. 
   
  Jarnin Rovard: male human Rgr5. 
   
  Corgan: male half-orc Bbn4/Ftr2. 
   
  Jarnin and Corgan are expecting to meet 
  Quincannon and are initially suspicious of the 
  party.  Assuming the party approaches in an open 
  and friendly manner, read the following: 
   
  If characters choose to camp next to a mesa to 
  limit the directions from which they can be 
  attacked, the barghest levitates right down into 
  their camp from above, after they are focused on 
  his projected image. 
   
  As you approach the camp, two figures come 
  out to meet you.  The first is a human, holding 
  a longbow and an arrow in his hands.  The 
  second is a very large half-orc, carrying a 
  greataxe.  Both appear ready for trouble.  The 
  human speaks to you when you are about 
  thirty feet away: “That’s far enough, strangers. 
   State your business and be quick!” 
   
  After the characters kill or drive off the barghest, 
  proceed to Encounter Three. 
   
   
   
  Encounter Three: Refugee 
  Rendezvous 
  After the party identifies themselves and proves 
  that Quincannon sent them, which they can do 
  simply by knowing the guides’ names, Jarnin and 
  Corgan become much more friendly.  Corgan and 
  Jarnin recognize that all the characters are not 
  followers of Trithereon, so they realize that 
  Quincannon may not have been completely 
  honest with them.  Since they do not know exactly 
  what Quincannon told they characters, they try to 
  avoid inadvertently contradicting him.  If the 
  characters say enough for them to grasp the gist 
  of Quincannon’s tale, they both agree that corrupt 
  officials are putting the squeeze on the refugees.  
  The refugees themselves don’t know anything 
  about this, one way or the other. 
  The next day also dawns bright and clear.  You 
  break camp and continue on your way towards 
  the rendezvous.  The country begins to open 
  out somewhat; your travel is easier, as all the 
  dried streambeds seem to be heading in the 
  right direction.  You are able to quicken your 
  pace. 
   
   
  An hour or so before sunset, you reach what 
  must be your destination: the last of the Tors, 
  a lone sentinel, well separated from its fellows. 
   Moving around toward its southern face, you 
  see that a camp has been pitched there, under 
  a rocky overhang.  Perhaps a dozen or more 
  people can be seen moving around the 
  campsite. 
   
   
  “Well then, we’re very glad to meet you.  I’m 
  Jarnin Rovard and this big fella is my friend, 
  Corgan.  We’ve been here since noon, waiting 
  to meet Quincannon and turn over our 
  responsibility for these folk.  Then we head 
  back into the Hold to gather up another load.” 
   
  This is the refugees’ campsite.  There are fifteen 
  refugees, 6 men, 5 women, and 4 children.  They 
  consist of five family groups: 
   
   
  “Your contact in Lasker is a man named 
  Marvel Turpin.  He’s a big fellow, with a black 
   
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  mustache and a long ponytail.  His farm is the 
  easternmost farm near Lasker, right next to a 
  small creek.  You can’t miss it.  Marvel will put 
  you all up for the night in his barn.” 
   
   
  “Once you get to Thurmaster, one of you must 
  go to the Woodsman’s Axe Inn, while the rest 
  stay with the refugees outside of town.  At the 
  Inn, ask if they have any wines from Nyrond.  
  When they say they don’t, say “That’s too bad. 
   I grew fond of them at The Green Dragon in 
  Greyhawk.”  Then go outside and wait to be 
  contacted.  Is that clear?” 
   
  Once Jarnin is sure the players understand how to 
  find their contacts, he continues:  
   
  “These folk have been through some really 
  hard times.  You’ll see the whip and burn scars 
  on many of ‘em.  Not to mention the kids!  It 
  breaks my heart to see what the Scarlet 
  Bastards have done to ‘em.  Anyway, you’ll 
  find they’re a might skittish, leastwise until 
  they get to know you.  Come along, we’ll 
  introduce you to them.  If there’s anything you 
  can do to sorta break the ice with them, it’d be 
  a real help.  Once they feel comfortable around 
  you, they’ll mind what you say better.  If 
  something was to happen, you’ll want them to 
  be trusting you and do what you tell ‘em.  They 
  were real scared of us, until I played ‘em a few 
  tunes on my flute and Corgan told a few old 
  stories he knows.” 
   
  This is a chance for the players to engage in some 
  roleplaying.  Introduce each family group in turn. 
  Feel free to add embellishments on how sad and 
  forlorn they look.  Describe the children as looking 
  frightened and unsmiling; the adults will have whip 
  scars and brand marks.  Their clothes are little 
  more than rags and they are all malnourished and 
  some are suffering from mild illnesses.  All in all, 
  they are a pitiful group, totally worthy of the 
  characters’ assistance. 
   
   
  The children range from ages 6 to 10.  Ilena is 
  seventeen and could possibly be attractive if she 
  was cleaned up and well fed for a couple of 
  months.  Given her experiences during her last 
  eight years in the Hold, she is terrified of any male 
  character showing any interest in her.  Her two 
  older brothers are very protective as well.  Getting 
  her to trust and open up to a male party member 
  requires either a spectacular Diplomacy check 
  (DC 30) or magic, such as a charm person spell.  
  Otherwise she avoids all male party members if 
  possible and cowers in fear if approached. 
   
   
  Allow the characters to use their skills to gain the 
  refugees’ confidence.  Each of players must 
  succeed against DC 20 to be accepted and 
  trusted by the refugees.  Some possibilities for skill 
  use would include Perform, Heal, Diplomacy or 
  any other skill the player can make a reasonable 
  argument for. Players may take 10 on their rolls.  
  Spellcasters may also cast prestidigitate to amuse 
  and entertain; each casting give a cumulative +2 
  circumstance bonus to a Perform attempt.  If the 
  character has absolutely no applicable skills, 
  make a Charisma check. 
   
   
  Keep track of which players succeed in gaining 
  the refugees’ confidence.  During later encounters, 
  the refugees follow directions given by those 
  characters much more readily.  If all or most of the 
  characters succeed, the refugees are much less 
  likely to panic during later encounters. 
     
  The players may also wish to question Jarnin and 
  Corgan about the road ahead.  They know very 
  little, as they have never escorted any groups 
  beyond this point.  This is the fourth group they 
  have brought here within the last three months.  
  The first group made it through with no problems, 
  but the last two have vanished without a trace.  
  The current route was only established three 
  months ago, when Marvel Turpin moved to Lasker 
  and bought the farm being used as a stopover.    
  Both Corgan and Jarnin are worried, as rumors 
  are starting to circulate among the slaves back in 
  the Hold that the Trithereonites can no longer get 
  escapees to safety. 
   
  Once you have allowed sufficient time for 
  roleplaying and all the players have completed 
  their checks, read the following: 
   
  Eventually conversations peter out and the 
  tired refugees fall into slumber.  Jarnin and 
  Corgan help you keep watch this night, before 
  bidding you all farewell and good luck in the 
  morning.  They set off to the SE, back towards 
  the Hold, while you and your charges begin the 
  long walk to Lasker. 
   
  Proceed to Encounter Four. 
   
   
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  Encounter Four: Howling at 
  the Moon 
   
  You continue your march through the day with 
  a thirty-minute break for a cold lunch.  An hour 
  before sunset, you call your tired families to a 
  halt. 
  At the start of the next day, have the characters 
  establish a marching order, showing how they 
  plan to escort the refugees and keep them safe 
  during the three day trip through the Tors to 
  Lasker.  Once the party has arranged themselves 
  and their charges, read the following: 
   
  Have the players describe how they are setting up 
  camp, what defenses, if any, they are setting up, 
  what instructions they are giving the refugees in 
  case of attack, etc.  If they ask about a defensible 
  campsite, tell them that the best they can do is to 
  camp next to a sheer mesa to block one side of 
  the camp.  Have them explain what their watch 
  sequence will be and where each sentry will 
  stand. Once all their camping preparations are 
  complete, read the following: 
   
  You start on you journey not long after 
  sunrise.  Very soon it becomes obvious to you 
  that the weakened and malnourished Holders 
  will not be able to sustain the pace that 
  hardened adventurers such as yourselves 
  routinely maintain.  With all the will in the 
  world, they must stop every hour for 5 or 10 
  minutes rest and even when they are moving, 
  their progress is much slower than you might 
  wish.  The younger children are having an 
  especially hard time keeping pace. 
   
  After the camp is pitched and the food is 
  distributed, the refugees eat in the quiet 
  brought on by exhaustion.  As soon as the 
  meal is finished, most of them collapse 
  immediately into a deep slumber.  You can tell 
  that this journey has been very draining for 
  them, both physically and mentally.  Luna and 
  Celene soon rise, bathing the Tors in their 
  ghostly white light.  You can’t help wondering 
  to what fate you are leading these desperate 
  folk. 
   
  At this point characters might want to attempt to 
  ease the refugees’ lot, perhaps by putting the 
  children onto their mounts or even carrying them.  
  It has no game effect, but if the players do make 
  efforts to ease the Holders’ lot, read the following: 
   
   
  Thanks to your efforts, the refugees seem 
  much happier.  Their pace picks up and the 
  rest breaks are shorter. 
   
  Regardless of whether the characters help or not, 
  next read the following: 
   
  You take the seemingly most direct course 
  possible through the Tors toward Lasker.   
  Again the mesas tower above you, as they did 
  on you journey south from Milborne.  Again 
  you 
  find 
  yourselves 
  seeking 
  dried 
  watercourses 
  to 
  follow 
  toward 
  your 
  destination.  Occasionally you have an open 
  vista to the south, toward the festering marsh 
  known as the Hool.  Whenever the breeze 
  veers a little, you catch a whiff of its stinking 
  corruption on the wind. 
  The night passes quietly, though about an 
  hour before dawn you see a great winged 
  shape flying high up and silhouetted against 
  Luna.  It seems much too far away to notice 
  your small party and continues on its unknown 
  errand.  Seeing its huge size, you are glad that 
  you are beneath its notice! 
   
  This is a little local color to make the characters 
  nervous. 
   
  The next morning all of your charges seem 
  well rested and more cheerful in the light of 
  day.  After a quick breakfast, you again set out 
  towards Lasker. 
   
  The second day’s journey should be pretty much a 
  repeat of the first.  Again, have the party describe 
  its marching order and what mounts are used to 
  carry refugees instead of characters.  Another 
  successful Tracking check (DC 20) picks up more 
  occasional traces of the previous party, though no 
  clues as to its fate.  There is certainly no evidence 
  that it was attacked. 
   
  Have any characters with the Tracking feat make 
  a Wilderness Lore check (DC 20).  Success gains 
  them the information that a party of at least 15 
  humans on foot passed this way about ten days 
  ago.  This was the last party of refugees.  It is not 
  possible to track them for any significant distance 
  due to the passage of time, but it appears they 
  were heading in approximately the same direction. 
   
  YEO3-01 Guard Dogs 
   
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  When sunset again approaches, the refugees 
  are quite ready to stop for the night.  Everyone 
  helps to pitch camp and enjoy his or her 
  supper. 
   
  Have the players again describe their camp, its 
  defenses, and their watch plans.  These are 
  tested, as at about an hour before midnight, the 
  camp is attacked by a pack of tyrgs (krenshar).  
  Any characters awake and on watch make Spot 
  and Listen checks (DC 18) to notice the pack 
  attempting to sneak up on the camp.  If a 
  character making a successful Spot check 
  possesses darkvision, he spots the tyrgs at a 
  distance of 60’ from his position.  Those with low 
  light vision spot the enemy at 40’ from their 
  position.  Characters with normal vision and those 
  who succeed only at Listen checks detect the 
  tyrgs at 20’.  Characters who fail both checks are 
  surprised when the tyrgs attack. 
   
  Once you have determined if and at what distance 
  the sentries detect the tyrgs, read the following: 
   
  The night passes slowly.  Again the two moons 
  spread their ghostly light over the Tors as you 
  strain to pick up any sign of threat coming out 
  of the night toward your camp. 
   
  Shortly 
  before 
  midnight, 
  you 
  think 
  that 
  perhaps you see something moving amongst 
  the moon-cast shadows.  What’s that rustling 
  sound you hear?  As you ready your weapon, 
  suddenly the night air is rent be the sound of 
  unearthly howling!  A pack of horrible 
  creatures is upon you! 
   
  Creatures: 
  APL 4 (EL 6) 
  � Tyrgs (Krenshar) (6): hp 11 each; see Monster 
  Manual, p. 125. 
   
  APL 6 (EL 8) 
  � Advanced Tyrgs (Krenshar) (6): hp 22 each; 
  see Appendix I.  
   
  APL 8 (EL 10) 
  � Advanced Tyrgs (Krenshar) (6): hp 60 each; 
  see Appendix I. 
   
  Tactics: The tyrgs attempt to approach the camp 
  stealthily and to surprise any characters on watch. 
   When detected, or when 20’ away, they charge, 
  with one tyrg attacking each sentry and any 
  remaining tyrgs attacking the closest sleepers.  On 
  the round following their charge attack, one begins 
  to screech.  On each subsequent round, another 
  screeches until each has done so.  If they can 
  attack the camp from more than one direction, 
  they do so to increase the confusion.  If a tyrgs 
  successfully reduces a character or one of the 
  refugees to unconsciousness, it abandons the 
  attack and attempts to drag the body off to eat 
  later.  A tyrg can carry a body weighing 100 lbs or 
  less and move at normal speed, while dragging a 
  body of 100-200 lbs reduces its speed to half.  A 
  body weighing more than 200 lbs can only be 
  moved 5’ per round by a single tyrg, and the tyrg 
  will abandon it after three rounds (at APL 8, the 
  larger (advanced) tyrg can carry a body weighing 
  300 lbs or less and still move at normal speed).  
  Women and children refugees weigh < 100 lbs, 
  while male refugees weigh < 200 lbs.  The tyrgs 
  continue to attack in this manner until at least four 
  of them are slain or have dragged off bodies and 
  all the remaining tyrgs have less than 50% hit 
  points remaining, at which point the survivors flee. 
    
  The behavior of the refugees during the attack is a 
  key variable.  They should always go last in 
  initiative.  If any character that has earned their 
  trust in Encounter Three gives them directions, 
  e.g. “Don’t panic” or  “Get behind me”, they obey 
  to the best of their abilities.  They do not fight, but 
  try to evade any attacks.  At the end of the second 
  round of combat, make a single check for them as 
  a group (DC 12).  To the roll add 1 for every 
  character who has gained their trust and subtract 
  1 for each refugee who has suffered any damage 
  from the howlers.  If the check is successful, the 
  refugees continue to follow directions for another 
  round.  Continue to make a check at the end of 
  each round until the refugees fail their roll or all the 
  tyrgs have screeched.  If the refugees fail their roll, 
  they panic and flee.  Treat them as panicked for 
  1d4 rounds. 
   
  If the refugees panic and attempt to flee, the tyrgs 
  sense this and concentrate their attacks on them, 
  if feasible, rather than the characters.  The 
  characters may also find themselves pursuing 
  tyrgs that have carried off unconscious party 
  members.  The DM should remember that it is 
  dark and that the tyrgs will be running if their load 
  permits. 
   
  Once the tyrg pack has been slain or driven off 
  and the refugees gathered together again if they 
  panicked, read one of the following: 
   
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  If no refugees were killed: 
  Encounter 5A: Meet Marvel Turpin 
   
  On the morning following the battle with the 
  pack, you make a later than usual start.  The 
  newly injured among the refugees find it hard 
  to keep up, even at a slow pace.  Still, your 
  progress is aided by the fact that the terrain 
  appears to be improving.  Indeed by noon you 
  have reached the edge of the Tors, and from 
  the last prominent rise you can see a small 
  town perhaps an hour’s journey ahead. Around 
  the outskirts of the village appear several 
  isolated farms.  Lasker at last! 
  After the combat, all of the escaped slaves, 
  even the shy Ilena, come up to each of you and 
  give you their most profuse thanks.  Korvin, 
  the eldest of the refugees, tells you all:  “Thank 
  all the gods that you were here to defend us!  
  Were we by ourselves those beasts would 
  surely have wiped us out!  I guess we know 
  what happened to the other groups, poor 
  devils.”  
   
  If some refugees were killed but less than 3: 
   
   
  At this point the characters should want to locate 
  the farm of Marvel Turpin, who they have been 
  told is their contact in Lasker.  If they ask, from 
  their current vantage point, they can see the 
  easternmost farm, which matches the description 
  they have been given of Turpin’s place. 
  After the combat, the escaped slaves are 
  quietly weeping among themselves.  Newly 
  orphaned children mourn the death of their 
  parents.  Korvin, the eldest of the refugees, 
  speaks to you all: “I thank you for you efforts; 
  we know that you did your best to protect us 
  all.  Would that the gods had been more kind. I 
  guess we know what happened to the other 
  groups, poor devils.” 
   
   
  Alternately, they may wish to split up, with some 
  staying to guard the refugees while others go into 
  town to scout around.  If they follow this course, 
  they are able to easily get directions to Turpin’s 
  place.  There is little else to learn in the town, 
  though the DM should feel free to roleplay any of 
  the information provided on Lasker in the 
  Introduction of this module (see p. 4).  If any 
  characters attempt to contact Alyssa at this point, 
  they learn she is away on business, but expected 
  back tomorrow afternoon. 
   
  If 3 or more refugees were killed: 
   
  After the combat, the escaped slaves who still 
  survive are weeping and wailing loudly.  Newly 
  orphaned children cling to the bodies of their 
  dead parents, while Ilena sobs loudly with her 
  dead brother in her arms.  Korvin, the eldest of 
  the surviving refugees, speaks to you all in an 
  angry tone:  “For this we fled captivity?  At 
  least there we were still alive! Had we all 
  wished to commit suicide we could have done 
  so back in the Hold and in a manner much less 
  painful than being devoured by wild beasts!  Is 
  this all that your promises to protect us and 
  our children mean!  I see now what happened 
  to the groups who went before us.  No doubt 
  they had “protectors” such as you!”  With that 
  he stalks away to see to the burial of his wife. 
   
   
  However the players manage to locate the Turpin 
  farm, they are able to surreptitiously reach it with 
  the group of refugees by swinging wide to the east 
  and avoiding any other properties.  Once they are 
  on their way to the farm, read the following: 
   
  Moving carefully, you lead the Holders on a 
  wide swing to the east, avoiding lines of sight 
  with any of the farmsteads between you and 
  the Turpin farm.  You approach the farm from 
  due east, following the course of a creek, 
  which is full of briskly running waters, between 
  five-foot high banks, on their way to feed the 
  massive Hool Marsh.  You can see that the 
  marsh begins a mere league or two away from 
  the farm.  You can understand why no one 
  would want to live any closer than this to that 
  stinking swamp. 
   
  Proceed to Encounter Five. 
   
   
  Encounter Five: Safehouse 
   
   
   
  Coming up slowly into the farm proper with the 
  creek on your right, you see a large barn on 
  your left and a rather humble farm cottage 
  YEO3-01 Guard Dogs 
   
  Page 17 
  
  perhaps a hundred feet further on.  There is a 
  chicken coop on the other side of the barn and 
  several hens and a rooster roam the barnyard. 
   
   
  When you are even with the barn, a figure 
  steps from the cottage and waves in your 
  direction.  Obviously, you have been expected. 
  A heavy-set man with a thick black mustache 
  and long black hair clasped behind him in a 
  ponytail comes out to greet you all.   
   
  “Welcome, 
  welcome 
  friends, 
  in 
  The 
  Summoner’s name!  I am very glad to see all of 
  you.  I feared those hills had claimed even 
  more victims.  I am Marvel Turpin, and you will 
  be able to rest safely here tonight.” 
   
  Tactics: This is Kesh Urvail, a monk of the Scarlet 
  Brotherhood, who is impersonating Marvel Turpin, 
  using a hat of disguise (which appears to be the 
  clasp on his ponytail) and his natural acting skills.  
  Since no one in the party has ever seen the real 
  Marvel, they have no chance to penetrate Urvail’s 
  disguise.  He certainly matches any description 
  they have obtained from Corgan and Jarnin or 
  Quincannon.  He has been watching for the 
  group’s 
  arrival, 
  having 
  been 
  alerted 
  by 
  Quincannon, during the cleric’s earlier visit.  Urvail 
  is also responsible (via the Priestess Alyssa) for 
  the Church of Seven Faiths being aware of the 
  Trail of Trithereon.  He has played on her 
  fanaticism and convinced her to falsely accuse 
  Quincannon of religious vandalism to keep him out 
  of the picture.  Alyssa believes him to be a 
  fanatical believer in the Church, like herself. 
   
   
  Urvail is clever and a consummate liar, plus he 
  has been interrogating the real Marvel for a month, 
  using torture as required.  He is almost impossible 
  to unmask at this stage.  The only clues that may 
  put players on their guard are that he is evil (and 
  detect evil will reveals this) and that he was listed 
  on the warrant for Quincannon’s arrest as a 
  witness.  If the characters know this and inquire 
  about it, he is surprised that that the characters 
  have learned of his attempt to frame Quincannon. 
   He will deny knowing anything about this warrant 
  and claim that he will go into town and “get this 
  corrected at once.”   If the characters attempt to 
  use Sense Motive on this statement, the DM 
  should actually roll for Urvail’s Bluff attempt.  
  Otherwise, he is able to “take 10” on all his Bluff 
  checks, as he has had plenty of time to plan and 
  polish up his lies, resulting in a DC 16/17/18 (at 
  APLs 4/6/8) for characters’ Sense Motive checks.  
  If asked about the “corrupt officials”, he pleads 
  ignorance, saying he is “just trying to do a good 
  deed and help out my friend Quincannon”. 
   
  Urvail wishes to arrange the massacre of this 
  party just as he arranged the demise of the two 
  previous ones.  However, he is worried by the size 
  and strength of the characters and is smart 
  enough to realize that something may go awry 
  with his plans, particularly since he has no way of 
  communicating quickly with his bullywug allies and 
  cannot warn them about the party.  Therefore, he 
  is prepared to cut his losses and try to escape at 
  the first sign of failure.  The characters need to be 
  very 
  clever 
  or 
  very 
  lucky 
  to 
  successfully 
  apprehend him.  Unless the party outright accuses 
  him during this first meeting, he goes through with 
  his plan and hopes his allies can handle the 
  players. 
   
  Once initial introductions are complete, read the 
  following: 
   
  After Marvel Turpin has greeted each of you, 
  he say: “Now, let’s get these folks safely out of 
  sight.  The local militia patrol this area pretty 
  well, what with the Hool being so close and all, 
  and I’d hate to have to explain to them what 
  such a large group was doing, standing in my 
  farmyard!  I think you’ll find my barn is fairly 
  comfortable and very discreet.  I’ve put down 
  fresh straw and laid in some supplies, so you 
  folks can eat.  I’ll have to ask you not to start 
  any fires or even light any lanterns after dark.  
  Lights in a barn would be sure to attract the 
  militia patrol.”  With this he leads you into the 
  large barn. 
   
   
  The barn itself is about thirty feet wide and 
  sixty feet long, with a loft extending for half its 
  length.  The stalls have been removed, as well 
  as the doors on the front, leaving a ten-foot 
  wide opening.  The large double doors at the 
  rear remain and are barred from within.   
   
  � Barred Simple Wooden Doors: 1 in. thick; 
  hardness 5; hp 10; AC 5; Break DC 15. 
   
  The loft is reached by a single steep ladder 
  and has a window opening onto the front of 
  the barn as well.  As Marvel said, the floor is 
  strewn with fresh straw, and there are bundles 
  of what look to be rations and a large water 
  barrel.  Marvel states: “I think this should meet 
  your needs, eh?  Anything else I can get for 
  you all now?  Otherwise, I must depart for 
  YEO3-01 Guard Dogs 
   
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  A ladder descends into the cellar where a man is 
  chained to the far wall.  When the players 
  approach, they see an unconscious human that 
  bears a striking resemblance to Marvel Turpin, 
  though he is obviously not the same man the 
  characters recently spoke to.  A successful Heal 
  check (DC 10) reveals that he has been 
  systematically abused and tortured for at least a 
  month.  Due to his extensive abuse, even magical 
  healing does not bring him around immediately.  
  Another Heal check (DC 15), reveals that a decent 
  night’s rest (not hanging from chains), coupled 
  with a cure light wounds or better should allow him 
  to regain consciousness.  In the meantime in his 
  delirium 
  he 
  mutters 
  fragments, 
  the 
  most 
  meaningful of which are “Damn you, Urvail!” and 
  “Bullywugs killed them all”.  
  town to take care of some personal business, 
  but I will return later this evening.  I’m anxious 
  to hear the tale of your adventures getting 
  here!” 
   
  If the characters make any reasonable requests, 
  Urvail tries to honor them.  If they ask for 
  something he does not have, which is basically 
  anything besides food and water, he tells them 
  that he will try to get it for them while he is in town. 
   This is a lie, as his intention is to spend the entire 
  evening at the Diamond Tavern in Lasker, 
  establishing an alibi, just in case, while his 
  bullywug allies do their dirty work.  After Urvail 
  departs on foot toward Lasker, the characters 
  have several possible courses of action. 
   
   
  Follow “Marvel Turpin”: 
  Spend the Night in the Barn: 
  This is easily done, and the trailing characters 
  spend an hour following him into town, where he 
  enters the Diamond Tavern.  If the characters 
  choose to enter the tavern, they see him sitting 
  alone, nursing a drink and reading from a book.  If 
  he spots the characters, he pretends not to notice 
  them, assumes that he has been discovered and 
  flees at the earliest opportunity, abandoning his 
  entire mission.  If he does not see the characters, 
  he remains until the tavern closes at midnight, 
  then walks slowly home.  Any characters 
  shadowing him for this entire time are not present 
  when the bullywugs attack the barn in Encounter 
  5B. 
  If the characters either are not suspicious of 
  “Turpin” or else do not choose to pursue either of 
  the other previous options, they probably spend 
  the night in the barn.  Even if they do pursue one 
  of the other options, the barn still offers the only 
  reasonably safe place to house the refugee party 
  in the neighborhood.  Unless the characters 
  choose to cut and run before midnight, they are in 
  the barn when the bullywugs attack.  If the 
  characters and the refugees flee before midnight, 
  skip Encounter 5B and proceed directly to 
  Encounter 6B. 
   
   
  If the characters make a successful Search of the 
  barn (DC 20), they find evidence of the two 
  previous massacres (bloodstains under the fresh 
  straw, etc.).  A character with the Tracking feat 
  who makes a successful Wilderness Lore check 
  (DC 25) can also determine that a large group of 
  human-sized creatures were killed here, probably 
  in their sleep.  A DC 30 success determines that 
  both animals and some sort of two-legged 
  amphibian were responsible for the attacks. 
   
  Search Turpin’s Cottage: 
  Suspicious characters may choose to investigate 
  Turpin’s cottage in his absence.  The stone 
  cottage is 10 feet by 20 feet, one story, with two 
  windows, a chimney, and a stout door.  The 
  window shutters are securely barred from the 
  inside and the door is locked. 
   
  � Strong Wooden Door with Simple Lock: 2 in. 
  thick; hardness 5; hp 20; Break DC 25; simple lock 
  (hardness 15; hp 30; Open Locks DC 20). 
   
  So long as any of the characters or the refugees is 
  in or near the barn at midnight, proceed to 
  Encounter 5B. 
   
  � Barred Strong Wooden Shutters: 2 in. thick; 
  hardness 5; hp 20; Break DC 25.  
   
  ENCOUNTER 5B: BULLYWUGS! 
   
  If the characters gain entry, they find a typical 
  small cottage, with a single unmade bed, a table, 
  two chairs, a small amount of food, etc.  A 
  successful Search check (DC 10) discovers a 
  trapdoor under a rug, leading down into a cellar.  
  As soon as the trapdoor is opened, a low moaning 
  can be heard coming from the darkness. 
  If the characters and the refugees have remained 
  near the barn, it is likely they have posted a watch 
  and are expecting trouble.  Refer to DM Aid #1 for 
  a drawing of the layout of the Turpin farmyard. 
   
   
  The attacking force of bullywugs uses the creek as 
  their route from the Hool to the farm, since the 
   
   
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  relatively high banks provide good concealment.  
  They are very familiar with the farm’s layout, 
  having been here twice before.  The savant 
  carries a message (Player Handout #1) he 
  received from Urvail, alerting them to the expected 
  arrival of the refugees, though not to the 
  characters’ presence as escorts.  They are 
  expecting another easy massacre, followed by 
  floating the corpses down the creek and back to 
  their lair in the Hool for a feast.  They emerge from 
  the creek at the spot marked “A” on DM Aid #1. 
  APL 4 (EL 6) 
  � Bullywugs (5): hp 7 each; see Appendix I. 
  � Bullywug Savant Sor2: hp 26; see Appendix I. 
   
  APL 6 (EL 8) 
  � Bullywugs Rog1 (5): hp 14 each; see 
  Appendix I. 
  � Bullywug Savant Sor4: hp 37; see Appendix I. 
   
  APL 8 (EL 10) 
   
   
  � Bullywugs Rog3 (5): hp 27 each; see 
  Appendix I. 
  Have the players describe what watches they set 
  and where the characters and refugees are 
  bedding down.  There is room in the loft for 
  everyone, though it will be crowded.  Therefore, 
  unless the characters specifically direct all the 
  refugees to sleep up there, half of them choose to 
  sleep on the ground.  The loft can also be 
  accessed through the large open window above 
  the main ground floor door.  Remember that the 
  double doors on the side of the barn facing the 
  creek have been removed.  Urvail saw to this to 
  ensure his allies would be able to attack without 
  hindrance.  Once the players have determined the 
  sleeping arrangements, read the following: 
  � Bullywug Savant Sor6: hp 48; see Appendix I. 
   
  Tactics: 
  APL 4: The leader of this group, the bullywug 
  savant sorcerer, has the total and fanatical 
  obedience of the other bullywugs.  After they 
  emerge from the creek, the savant casts two sleep 
  spells, the first centered in the front half of the 
  barn, while the second is centered in the back 
  half.  These spells effectively blanket the interior of 
  the structure.  Next, he casts summon monster I, 
  summoning an abyssal dire rat (see Monster 
  Manual, p. 212), which materializes 10 feet in front 
  of the barn’s open door.  Four of the bullywugs will 
  move up to be even with the rat’s position, so that 
  they can all attack on the same round with it.  The 
  fifth bullywug will remain at the savant’s side as a 
  bodyguard.  On the next round, the savant will 
  summon another abyssal dire rat.  On the past two 
  occasions, the bullywugs and rats were able to 
  easily slaughter the sleeping parties of refugees 
  and their lone escort. If the battle appears to be 
  going against his forces, the savant uses his last 
  1st-lvl spell to summon another rat, then casts rays 
  of frost as targets appear.  If it appears that his 
  own safety is directly threatened, the savant flees 
  back into the creek and tries to escape to the 
  Hool, leaving his bodyguard to cover his retreat.  
  He uses a poison sack on any character that 
  manages to move adjacent to him. 
   
  The night seems more tranquil here within the 
  bounds of civilization than it did amidst the 
  wild Tors.  Marvel Turpin’s farmstead is 
  serene, with only the sound of the water 
  flowing over stones in the creek bed and an 
  occasion gust of wind through the trees to 
  disturb the profound silence.  Tonight Luna 
  rises full, casting its relatively bright, if 
  somewhat 
  ghostly, 
  radiance 
  over 
  the 
  landscape.  Only one more day’s travel and 
  you will have fulfilled your mission and 
  brought the Holders safely to Thurmaster. 
   
  The bullywugs emerge from the creek around 
  midnight.  Characters on watch at the front of the 
  barn who possess dark or low light vision have a 
  chance to spot them from the barn; a successful 
  Spot (DC 16 + the APL) means they see six 
  bullywugs come up the bank of the creek some 40 
  feet away.  If the on-watch characters’ Spot 
  checks are not successful, they may also make 
  Listen checks (DC 16 + the APL) to hear chanting 
  from the bullywug savant when he begins his spell 
  casting.  If the characters do not detect the 
  bullywugs, they are surprised when the bullywugs 
  and their summoned monsters attack. 
   
  APL 6: The savant uses essentially the same 
  tactics, with these exceptions:  He casts shield 
  upon himself before casting the two sleep spells.  
  As the battle progresses, he casts blindness on 
  any target which presents itself, before reverting to 
  rays of frost.  The four advancing bullywugs will 
  attempt to flank to gain sneak attack bonuses. 
   
   
  APL 8: The savant first casts shield, then mirror 
  image, then the two sleep spells.  As the 
  bullywugs move up, he casts summon monster III, 
   
  Creatures: 
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  Encounter Six: End of the 
  Trail 
  calling a fiendish giant lizard (see Appendix I).  On 
  the next round he summons a fiendish boar (see 
  Appendix I) and then a fiendish leopard (see 
  Appendix I).  On subsequent rounds, he will use 
  blindness and magic missile on targets that 
  present themselves. 
   
  ENCOUNTER 6A: KESH WHO? 
  This assumes the characters have defeated the 
  bullywugs but allowed the savant to escape and 
  still have no idea that Marvel Turpin is actually 
  Kesh Urvail, agent of the Scarlet Brotherhood. 
   
  Important Note:  Remember, for each and every 
  of these summoning spells there is a 50% chance 
  it will produce two of the summoned monsters! 
   
   
  Perhaps an hour after the last of the bullywugs 
  fled, you see another form approaching 
  through the moonlight, but this one is clearly 
  human.  It soon becomes apparent that it is 
  Marvel Turpin returning from his business in 
  town.  Seeing the evidence of your battle, he 
  appears startled. 
  All APLs: The summoned monsters and the four 
  bullywugs charge into the barn and attack.  They 
  focus on any awake and standing enemies and 
  then begin slaughtering any sleepers.  Unless 
  attacked from the loft, they try to kill everyone on 
  the ground before climbing the ladder. 
   
   
   
  Treasure: The only treasure consists of gems 
  carried by the bullywug savant and the gear of the 
  bullywugs.  At APL 8, the bullywug savant also 
  wields the shortspear of the frog. 
  “What happened here?  May the Summoner 
  preserve us!  Bullywugs.  There haven’t been 
  any of those seen around here for months.  It 
  must have been a raiding party from the Hool.  
  Is everyone all right?”  Turpin seems very 
  upset. 
   
  APL 4: L: 7 gp; C: 25 gp; M: none. 
  APL 6: L: 7 gp; C: 200 gp; M: none. 
  APL 8: L: 7 gp; C: 300 gp; M: shortspear of the 
  frog (0 gp). 
   
  Urvail is indeed upset!  The loss of his allies 
  means his tenure here in Lasker is over.  He is 
  also worried that the characters may have 
  discovered something and is ready to bolt at a 
  moment’s notice.  However, he initially tries to 
  brazen it out.  If the characters do not say anything 
  to indicate they suspect him of involvement, he 
  asks them to dispose of the bullywug bodies (he 
  suggests throwing them in the creek) and tells 
  them he will report seeing bullywugs in the area to 
  the militia tomorrow.  He suggests the party try 
  and get some sleep, while he does likewise.  
  Actually, he spends the night sitting up and 
  watching from his cottage window for any 
  indication that the characters are coming to get 
  him.  If the characters continue to trust him, in the 
  morning he sends them on their way, then rushes 
  to Lasker. Since his dupe Alyssa is still away, he 
  goes to the local militia commander and claims 
  that he saw a large group of a suspicious nature 
  sneaking across his land, possibly a raiding party 
  from the Hool.  In that case, read the following: 
   
  Development:  The savant is also carrying a note 
  from Urvail that implicates him.  If the party kills or 
  captures the savant, give them Player Handout #1. 
   If the party has not already done so, this should 
  lead them to investigate the farmhouse and likely 
  discover the real Marvel Turpin (see Encounter 
  5A, Search Marvel’s Cottage). 
   
   
  Having 
  survived 
  the 
  bullywug 
  attack, 
  the 
  characters now have three possible courses of 
  action.  If they still have not discovered the truth 
  about Kesh Urvail and remain in the barn until 
  morning, proceed to Encounter 6A. 
   
   
  If they have discovered the truth about Kesh 
  Urvail, but decide to flee with the refugees rather 
  than wait to confront him, proceed to Encounter 
  6B. 
   
  If the characters know about Kesh Urvail and 
  decide to confront him before taking the refugees 
  to Thurmaster, proceed to Encounter 6C. 
   
  You begin moving the refugees to the NE 
  toward Thurmaster.  It is only twelve miles, so 
  you expect to make it easily by nightfall.  After 
  about three hours on the march, you notice a 
  cloud of dust behind you.  You realize that a 
  large 
  group 
  of 
  men 
  on 
  horseback 
  is 
  approaching! 
   
   
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  This is the local militia/Hool Marshes border patrol. 
   They have set out to locate and apprehend the 
  party based on Urvail’s report. 
   
  As the horsemen close the distance, you 
  realize that any attempt at flight is futile.  The 
  refugees 
  could 
  never 
  escape 
  men 
  on 
  horseback.  You also realize you are heavily 
  outnumbered and that some of the horsemen 
  wear militia uniforms and others wear those of 
  the Border Guards.  Glumly you realize that 
  your mission to guide these people safely to 
  Thurmaster without attracting attention has 
  been compromised.  You may as well 
  surrender now and hope for leniency for 
  yourselves and the refugees. 
   
  By failing to unmask Kesh Urvail, the party has 
  essentially ended the adventure.  Some of the 
  party members may want to fight with the 
  approaching forces.  The DM should do everything 
  he can to discourage this by pointing out how 
  totally overmatched they are in numbers and 
  strength.  Describe a force of at least two-dozen 
  heavily armed cavalrymen riding in pursuit.  The 
  refugees also weigh in, begging the characters not 
  to get them into any more trouble.  Korvin also 
  points out that right now the characters are only 
  guilty of the relatively minor crime of “Failure to 
  Observe Refugee Quarantine Requirements”.  
  Violently resisting arrest is a major crime and likely 
  to get them outlawed or executed.  If the 
  characters absolutely insist on fighting, the DM 
  should show them no mercy, as they are 
  essentially committing suicide, not to mention 
  fighting the duly appointed authorities for this area. 
   
   
  Assuming the characters surrender, they and the 
  refugees are taken into custody and escorted back 
  to Lasker.  The characters can tell their story to 
  the magistrate or they can choose to remain silent. 
   Revealing to the questioning officials anything 
  about the Trail of Trithereon earns a character 
  infamy with that group and does not change the 
  result.  “Marvel Turpin” will have disappeared, 
  being presumed dead in a fire that destroyed his 
  cottage.  Some of the locals believe that 
  Trithereonites murdered him, as Urvail left a 
  makeshift Rune of Pursuit near the burning 
  cottage.  
   
   
  The results of the hearing are as follows: 
   
  The refugees are immediately expelled from the 
  Yeomanry, via the closest border.  In this case that 
  happens to be to Keoland, so there is some hope 
  they could again be contacted by the Hounds and 
  helped on their way.  Alternately, they may reapply 
  to enter the Yeomanry “observing proper protocol 
  and 
  obeying 
  regulations 
  this 
  time.” 
   
  The 
  characters are convicted of aiding in the 
  avoidance of quarantine requirements.  Citizens or 
  permanent residents of the Yeomanry are given 
  the choice of paying a 100 gp fine or serving one 
  week’s hard labor (1 TU cost).  Foreigners receive 
  a 250 gp fine and two weeks’ hard labor (2 TU 
  cost).  Characters who possess influence with 
  either the militia or a grosspokesman may use it to 
  reduce their sentences.  For a citizen or resident, 
  1 IP expended gets the character a suspended 
  sentence “in view of his or her previous noble 
  deeds.”  For foreigners, 1 IP used suspends half 
  the sentence (either the fine or the hard labor, 
  player’s choice).  Expending 2 IPs suspends the 
  entire sentence. 
   
  Any characters engaged in covert missions for the 
  Church of Seven Faiths or the militia will be 
  treated like any other character in court.  Attempts 
  to enlist the aid of the Priestess Alyssa or 
  Grosspokeswoman Windomere in open court or 
  claims of official militia sanction will be rebuffed.  If 
  the character remains silent through the trial, but 
  attempts to contact their superiors (either Alyssa 
  or Windomere) afterwards, they are received 
  privately and thanked for their efforts, but any 
  information they have gathered is useless, due to 
  the publicity surrounding the arrest.  (Boris 
  Grudgetaker and the other Hounds know the Trail 
  has been compromised and won’t respond to the 
  contact phrase.)  With Urvail’s disappearance, 
  Quincannon is released due to a lack of evidence, 
  a result that Alyssa complains about, bitterly and 
  publicly. 
   
  ENCOUNTER 6B: RUN LIKE HELL! 
  This encounter assumes the players decide to flee 
  without confronting Kesh Urvail, either before or 
  after the bullywugs’ attack.  If they make this 
  choice prior to the attack, the characters miss out 
  on a great deal of combat and treasure, but they 
  are given an small XP bonus, since they are taking 
  extra care to keep the refugees safe. 
   
  You move the tired refugees out through the 
  darkness, trying to keep them as quiet as 
  possible.  You keep alert through the night for 
  militia patrols or any other threat.  Fortune 
  appears to favor you.  You all slip through the 
  moonlight like so many ghosts and no one is 
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  there to mark your passing.  The long night 
  passes slowly, but eventually it does pass.  
  You and your nigh exhausted charges find 
  yourself just outside of Thurmaster. 
  ENCOUNTER 6C: VIGILANTE JUSTICE 
  This encounter assumes the party has defeated 
  the bullywugs and somehow learned that it is Kesh 
  Urvail who has betrayed them.  It also assumes 
  they have delayed their departure from the farm to 
  await his return.  If they proceeded to Thurmaster 
  and then return, Kesh Urvail is not there.  
  Basically, the party gets one good shot at killing or 
  capturing him.  If they miss it for any reason, Urvail 
  flees and disappears. 
   
  By this time Kesh Urvail has returned to the farm 
  and realized that the party has fled.  He comes to 
  the conclusion that his cover is blown, sets the 
  farm alight to cover his escape and leaves a 
  Trithereonite symbol in an attempt to further 
  discredit that sect.  Urvail flees, eventually making 
  his way back to the Hold.  If the characters return 
  to Lasker looking for him, he is long gone. If the 
  party has rescued the real Marvel Turpin, he 
  eventually regains consciousness and explains 
  exactly what Urvail has been up to. Without Urvail 
  to accuse him, the case against Quincannon 
  collapses and he is also freed, much to Alyssa’s 
  disgust. 
   
  Perhaps an hour after the last of the bullywugs 
  fell, 
  you 
  see 
  another 
  form 
  approaching 
  through the moonlight, but this one is clearly 
  human.  Soon he is close enough to be 
  recognized.  It is the man you knew as “Marvel 
  Turpin”, but whom you now know is Kesh 
  Urvail, a murderer of the helpless and an agent 
  of the Scarlet Brotherhood! 
   
  When one of the characters uses the contact 
  phrase at the Woodsman’s Axe and then waits 
  outside, he is contacted Boris Grudgetaker, owner 
  of the Woodsman’s Axe Inn.  He has been 
  expecting them and has made arrangements to 
  hide the refugees before moving them upriver to 
  Longspear.  He attempts to keep a very low profile 
  and does not give the character his name or any 
  details about himself.  He gives the character a 
  key that opens a warehouse in the town, where 
  the party is to leave the refugees.   He tells the 
  character that it would be best if the entire party 
  left town immediately afterwards to keep from 
  attracting unwanted attention.  He also thanks 
  them for a job well done. 
   
  The players may have set up some sort of ambush 
  to await Urvail’s return.  Their surest bet would 
  probably be to allow him to enter the cottage and 
  then cut off his escape.  Kesh Urvail is very wary 
  as he returns to the farm; if the characters give 
  him any indication that they have discovered his 
  secret, he immediately flees into the night and is 
  very hard to catch.  If the characters try to Bluff 
  him, he uses his excellent Sense Motive skill. 
   
  Creatures: 
  APL 4 (EL 4) 
  � Kesh Urvail, male human (Suel) Mnk4: hp 25; 
  see Appendix I. 
   
  Development: If there are no covert militia/Church 
  of Seven Faiths agents in the group, the final 
  meeting with Boris Grudgetaker is much less 
  significant, and the DM should feel free to 
  compress it.  However, if there are one or more of 
  such agents, they must each strive to be the party 
  member chosen to make the contact, so as to be 
  able 
  to identify Grudgetaker.  Hounds of 
  Trithereon should strive to make the contact to 
  help preserve his secret.  The DM should 
  remember that Grudgetaker does not use his 
  name, meets with the contact only once, and is 
  never present at the warehouse.  Only the 
  individual making the initial contact will be able to 
  identify Grudgetaker later.  Even if a player can 
  identify Grudgetaker, they may hesitate to do so 
  as this would result in the arrest of the refugees.  
  The DM may wish to consider alignment shifts for 
  Lawful players who choose not to make a full 
  report! 
   
  APL 6 (EL 6) 
  � Kesh Urvail, male human (Suel) Mnk6: hp 36; 
  see Appendix I. 
   
  APL 8 (EL 8) 
  � Kesh Urvail, male human (Suel) Mnk8: hp 47; 
  see Appendix I. 
   
  Tactics: Kesh Urvail is a fairly intelligent individual 
  and uses his monkish abilities to maximum effect. 
   His goal is to escape the characters, if possible, 
  and otherwise to sell his life as dearly as he can.  
  He will use his improved trip feat and stunning 
  blow attacks on any character between him and 
  an escape route.  His mobility feat should give him 
  a good chance to disengage unless he is 
  cornered.  His extra speed will make him very 
  difficult to catch. 
  YEO3-01 Guard Dogs 
   
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  If he has broken free of the characters, Urvail will 
  attempt to full run (200’ per round) to escape 
  them.  If any character is able to match this speed, 
  Urvail turns and attacks that individual, using a 
  flurry of blows and a stunning blow, hoping to 
  disable his swiftest pursuer and thus escape. 
   
   
  If somehow cornered or prevented from fleeing, 
  Urvail will try to kill as many of his enemies as 
  possible.  He will concentrate on those that appear 
  weakest, such as spellcasters, and try to 
  overwhelm them with a flurry of blows.  He 
  expects no mercy from followers of Trithereon and 
  fights to the death against such.  If the characters 
  have given him reason to believe there are few 
  followers of Trithereon among them, Kesh Urvail 
  surrenders if escape seems impossible and death 
  imminent. 
   
  Treasure: The only treasure consists of Kesh 
  Urvail’s gear. 
   
  APL 4 or 6: L: 0 gp; C: 0 gp; M: hat of disguise 
  (200 gp), bracers of armor +1 (100 gp), 2 potions 
  of cure moderate wounds (30 gp each), badge of 
  Kesh Urvail (100 gp). 
  APL 8: L: 0 gp; C: 0 gp; M: hat of disguise (200 
  gp), bracers of armor +2 (400 gp), 2 potions of 
  cure moderate wounds (30 gp each), badge of 
  Kesh Urvail (100 gp). 
   
  Development: If the characters somehow take 
  Kesh Urvail alive, they face a dilemma.  They 
  cannot very well turn him in to the authorities 
  without implicating themselves in aiding the 
  refugees’ avoidance of immigration regulations 
  (see Encounter 6A above) and wrecking their 
  chances to complete their covert mission.  Any 
  followers of Trithereon present among the 
  characters 
  should 
  realize 
  that 
  this 
  is 
  an 
  opportunity for the vigilante justice their deity 
  regards so highly.  If Urvail is still alive when the 
  real Marvel Turpin regains consciousness, Marvel 
  demands his immediate execution in retribution for 
  his torture and the deaths of the two previous 
  groups of refugees.  Choosing to turn Urvail in to 
  the authorities compromises the efforts of the 
  Hounds of Trithereon in this area and earns the 
  characters infamy with that group.  It also wrecks 
  any chance for any covert agents amongst the 
  characters to identify Boris Grudgetaker in 
  Thurmaster or learn anything more about the Trail. 
   If the players decide to turn Urvail in, proceed to 
  the last part of Encounter 6A, but assume that in 
  light of their good deed in capturing the Scarlet 
  Brotherhood agent, all characters automatically 
  receive suspended sentences. 
   
  Additionally, the body of Kesh Urvail bears a 
  valuable prize in the form of an ivory badge that 
  grants its wearer a limited amount of protection 
  and reveals him as a Brotherhood sympathizer to 
  other followers of the Scarlet Sign.  Characters 
  who have already played As He Lay Dying (COR 
  02-01) may be familiar with this type of badge.  
  See the Treasure Summary for more details. 
   
  Cleaning up and Getting Out 
  After the characters have resolved their conflict 
  with Urvail, either by his escape or his defeat, they 
  are free to proceed to Thurmaster without further 
  trouble. If the party has rescued the real Marvel 
  Turpin, he eventually regains consciousness and 
  explains exactly what Urvail has been up to.   
  Without Urvail to testify against him, the case 
  against Quincannon collapses and he goes free. 
    
  When one of the characters uses the contact 
  phrase at the Woodsman’s Axe and then waits 
  outside, 
  Boris 
  Grudgetaker, 
  owner 
  of 
  the 
  Woodsman’s Axe Inn, contacts him.  He has been 
  expecting them and has made arrangements to 
  hide the refugees before moving them upriver to 
  Longspear.  He attempts to keep a very low profile 
  and does not give the character his name or any 
  details about himself.  He gives the character a 
  key that opens a warehouse in the town, where 
  the party is to leave the refugees.  He tells the 
  character that it would be best if the entire party 
  left town immediately afterwards to keep from 
  attracting unwanted attention.  He also thanks 
  them for a job well done. 
   
  Development: If there are no covert militia/Church 
  of Seven Faiths agents in the group, the final 
  meeting with Boris Grudgetaker is much less 
  significant, and the DM should feel free to 
  compress it.  However, if there are one or more of 
  such agents, they must each strive to be the party 
  member chosen to make the contact, so as to be 
  able 
  to identify Grudgetaker.  Hounds of 
  Trithereon should strive to make the contact to 
  help preserve his secret.  The DM should 
  remember that Grudgetaker does not use his 
  name, meets with the contact only once, and is 
  never present at the warehouse.  Only the 
  individual making the initial contact will be able to 
  identify Grudgetaker later.  Even if a player can 
  identify Grudgetaker, they may hesitate to do so 
  as this would result in the arrest of the refugees.  
  The DM may wish to consider alignment shifts for 
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  Lawful players who choose not to make a full 
  report! 
  Encounter Four: Howling at the Moon 
  Defeat the tyrg pack 
   
   
  APL 4 – 120 xp; 
   
   
  APL 6 – 150 xp; 
  Conclusion 
   
  APL 8 – 180 xp. 
   
  Depending how well the characters have handled 
  their interactions with the treacherous Kesh Urvail, 
  they may conclude this adventure as heroes, 
  basking in the gratitude of both the refugees and 
  the worshippers of Trithereon, or as criminals, 
  convicted of breaking the laws of the Yeomanry 
  and serving out their sentences at hard labor on a 
  work gang.  If any of the players are Members of 
  the Church of Seven Faiths, they may do their 
  duty to their faith by betraying the trust the 
  refugees have placed in them and reporting Boris 
  Grudgetaker to Alyssa, earning themselves the 
  favor of their Church and the hatred of the Hounds 
  and Falcons of Trithereon.  Militia members on 
  covert assignment may chose to make a full report 
  to Grosspokeswoman Windomere, or to break 
  faith with their superiors to keep the refugee route 
  a secret.  If individual in the militia betrays the 
  Trithereonites, their involvement will eventually 
  leak out, earning them infamy.  Completing their 
  assignment earn them now additional rewards, as 
  the Grosspokeswoman feels “they were only doing 
  their duty.” 
  Encounter Five: Safehouse 
  Defeat the bullywugs 
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
   
  APL 8 – 300 xp. 
  -OR- 
  Avoid the bullywug attack 
   
  All APLs – 100 xp. 
   
  Encounter Six: End of the Trail 
  Kill or capture Kesh Urvail 
   
  APL 4 – 120 xp; 
   
  APL 6 – 180 xp; 
   
  APL 8 – 240 xp. 
   
  Conclusion 
  Bonus xp per refugee who survived 
   
  APL 4 – 5 xp per refugee – 75 xp; 
   
  APL 6 – 8 xp per refugee – 120 xp; 
   
  APL 8 – 11 xp per refugee – 165 xp. 
   
  Total possible experience:   
   
  APL 4 – 665 xp; 
   
   
  APL 6 – 890 xp; 
  The End 
   
  APL 8 – 1115 xp. 
   
   
   
   
  Experience Point Summary 
  Treasure 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. 
  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. 
   
  Encounter One: Arrested! 
   
  Prevent the bar brawl 
   
  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. 
   
  All APLs – 25 xp. 
   
  Encounter Two: Hunter or Prey? 
  Defeat the barghest 
   
  APL 4 – 120 xp; 
   
  APL 6 – 150 xp; 
   
  APL 8 – 180 xp. 
   
  Encounter Three: Refugee Rendezvous 
  Gain the refugees’ trust  
   
  All APLs – 25 xp. 
   
  YEO3-01 Guard Dogs 
   
  Page 25 
  
   
   
  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. 
   
  Special 
  These items appear on the adventure record.  
  They should be crossed out if the PC did not 
  encounter or earn them in the adventure. 
   
   
  � Shortspear of the Frog: This elegant weapon, 
  taken from a bullywug savant, has a finely carved 
  shaft depicting frogs and toads, and a point forged 
  from the finest metal.  It acts as a +1 shortspear.  
  When used to attack, it also grants the possessor 
  the Spring Attack feat.  If this weapon is not being 
  wielded in combat or if the wielder is using another 
  weapon in combat as well, the wielder does NOT 
  benefit from this feat. 
  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. 
   
  Caster Level: 8th; Prerequisites: Craft Magic 
  Arms and Armor, Spring Attack, jump; Market 
  Price: 18,302 gp; Weight: 5 lbs. 
   
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  � Badge of Kesh Urvail: Taken from the body of 
  Kesh Urvail, a spy of the Scarlet Brotherhood 
  operating in the Yeomanry town of Lasker, this 
  ivory badge (about the size of a fist) confers a +1 
  resistance bonus to all saves made by the wearer. 
   Additionally, 
  it 
  identifies 
  the 
  wearer 
  as 
  sympathetic 
  to 
  the 
  goals 
  of 
  the 
  Scarlet 
  Brotherhood to other members of the order, who 
  recognize its significance immediately upon sight. 
   
  Caster 
  Level: 
  5th; 
  Prerequisites: 
  Craft 
  Wondrous Item, resistance, item must be created 
  in the secret city of Hesuel Ilshar, located 
  somewhere on the Tilvanot Peninsula; Market 
  Price: 1,000 gp; Weight: ½ lb. 
   
  L: Looted gear from enemy (sell value) 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
   
   
  Introduction 
  � Influence with Followers of Trithereon: You 
  have gained the respect of the Hounds and 
  Falcons of Trithereon for your deeds.  They will 
  remember your actions and will be willing to assist 
  you in the future. 
   
  All APLs: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  Encounter Five: Safehouse 
   
  APL 4: L: 7 gp; C: 25 gp; M: 0 gp; 
   
  This influence point should only be awarded if 
  the character did not require payment in the 
  Introduction and escorted the refugees safely to 
  Thurmaster and no party member betrayed Boris 
  Grudgetaker to the Priestess Alyssa or the 
  Grosspokeswoman Windomere. 
   
  APL 6: L: 7 gp; C: 200 gp; M: 0 gp; 
  APL 8: L: 7 gp; C: 300 gp; M: 0 gp. 
   
  Encounter Six: End of the Trail 
   
  APL 4: L: 0 gp; C: 0 gp; M: 460 gp; 
   
  APL 6: L: 0 gp; C: 0 gp; M: 460 gp; 
   
  APL 8: L: 0 gp; C: 0 gp; M: 760 gp. 
  � Infamy with Followers of Trithereon: Due to 
  your actions, you have become known to the 
  Followers of Trithereon in a manner you’d 
  probably rather not.  You must show this certificate 
  in any event or encounter in which you deal with a 
  Hound or Falcon of Trithereon, or any cleric of that 
  deity.  To determine if they recognize you, he or 
  she must make an Intelligence check (DC 15) with 
  a +2 circumstance bonus if inside the Yeomanry 
   
  Total Possible Treasure 
  APL 4: L: 7 gp; C: 125 gp; M: 460 gp; 
  Total: 592 gp; 
  APL 6: L: 7 gp; C: 300 gp; M: 460 gp; 
  Total: 767 gp; 
  APL 8: L: 7 gp; C: 400 gp; M: 760 gp; 
  Total: 1,167 gp. 
  YEO3-01 Guard Dogs 
   
  Page 26 
  
  and with a +2 synergy bonus if the individual in 
  question possesses 5 or more ranks in Knowledge 
  (religion).  If the individual recognizes you, you 
  suffer a –2 circumstance penalty to all Charisma-
  based checks with that individual (and any other 
  worshipper of Trithereon he or she might inform).  
  The following NPCs AUTOMATICALLY make this 
  check: Arvin Quincannon, Marvel Turpin, Jarnin 
  Rovard, and Corgan.  In no case will an NPC 
  worshipper of Trithereon who recognizes you aid 
  you.  
   
  This Infamy should be awarded to any 
  character that discusses the Trail of Trithereon 
  with any Yeomanry official or anyone who betrays 
  Boris Grudgetaker to the Priestess Alyssa or 
  Grosspokeswoman Windomere. 
   
  � Influence with the Church of Seven Faiths: You 
  have gained the respect of the Church of Seven 
  Faiths for your deeds.  They will remember your 
  actions and will be willing to assist you in the 
  future. 
   
  This Influence Point should only be awarded if 
  the character was working undercover for the 
  Church 
  and 
  reported 
  the 
  identity 
  of 
  the 
  Trithereonite 
  contact 
  in 
  Thurmaster 
  to 
  the 
  Priestess Alyssa. 
   
  YEO3-01 Guard Dogs 
   
  Page 27 
  
  Appendix I: NPCs 
   
  Encounter Two: Hunter or Prey? 
  APL 8 
  Greater Barghest, Advanced: CR 6; Large 
  Outsider (Evil, Lawful); HD 13d8+26; hp 84; Init +6 
  (+2 Dex, +4 Improved Initiative); Spd 30 ft. (goblin 
  form) or 60 ft. (wolf form); AC 20 (touch 11, flat-
  footed 18) [-1 size, +2 Dex, +9 natural]; Atk +16 
  melee (1d8+4, bite) and +11 melee (1d6+2, 2 
  claws); Face/Reach 5 ft. by 5 ft./10 ft. (goblin form) 
  or 5 ft. by 10 ft./5 ft. (wolf form); SA spell-like 
  abilities, feed; SQ damage reduction 15/+1, scent, 
  alternate form, pass without trace; AL LE; SV Fort 
  +10, Ref +10, Will +12; Str 19, Dex 15, Con 15, Int 
  18, Wis 18, Cha 18. 
   
  Skills and Feats: Bluff +20, Concentration +18, 
  Hide +14 (goblin form) or +18 (wolf form), 
  Intimidate +22, Jump +20, Listen +20, Move 
  Silently +18, Sense Motive +20, Spot +20, Swim 
  +8; Combat Casting, Combat Reflexes, Improved 
  Initiative, Run. 
   
  Spell-like Abilities (Sp): At will–levitate, 
  misdirection, and project image; 1/day–charm 
  monster, charm person, dimension door, and 
  emotion.  These abilities are as the spells cast by 
  a sorcerer whose level equals the barghest’s HD 
  (save DC 14 + spell level). 
   
  Feed (Su): When a barghest slays a 
  humanoid opponent, it can feed on the corpse, 
  devouring both flesh and life force, as a full-round 
  action.  For every 8 HD or levels a barghest 
  consumes, it gains 1 Hit Die.  Feeding destroys 
  the victim’s body and prevents any form of raising 
  or resurrection that requires part of the corpse.  A 
  wish, miracle, or true resurrection spell can restore 
  a devoured victim to life, but there is a 50% 
  chance that even such powerful magic will fail. 
   
  Alternate Form (Su): A barghest can assume 
  the form of a goblin or a large wolf as a standard 
  action.  This ability is similar to a polymorph self 
  spell, except that it allows only goblin and wolf 
  forms. 
   
  Pass Without Trace (Ex): A barghest in wolf 
  form can pass without trace (as the spell) as a free 
  action. 
   
  Encounter Four: Howling at the Moon 
  APL 6 
  Advanced Tyrg (Krenshar): CR 3; Medium 
  Magical Beast; HD 4d10; hp 22; Init +2 (Dex); Spd 
  40 ft.; AC 15 (touch 12, flat-footed 13) [+2 Dex, +3 
  natural]; Atk +4 melee (1d6, bite) or +2 melee 
  (1d4, 2 claws); SA scare; SQ scent; AL N; SV Fort 
  +4, Ref +6, Will +2; Str 11, Dex 14, Con 11, Int 6, 
  Wis 12, Cha 13. 
   
  Skills and Feats: Hide +6, Jump +4, Listen +4, 
  Move Silently +6; Multiattack. 
   
  Scare (Ex or Su): As a standard action, a tyrg 
  can pull the skin back from its head, revealing the 
  musculature and bony structures of its skull.  This 
  alone is usually sufficient to scare away foes (treat 
  as a Bluff check with a +3 bonus).  Combining this 
  scare ability with a loud screech produces an 
  unsettling effect that works like scare cast by a 3rd-
  level sorcerer (save DC 12).  If the save is 
  successful, that opponent cannot be affected 
  again by that tyrg’s scare ability for one day.  The 
  shriek does not affect other tyrgs. 
   
  APL 8 
  Advanced Tyrg (Krenshar): CR 5; Large Magical 
  Beast; HD 8d10+16; hp 60; Init +1 (Dex); Spd 40 
  ft.; AC 15 (touch 11, flat-footed 14) [-1 size, +1 
  Dex, +5 natural]; Atk +11 melee (1d8+4, bite) or 
  +9 melee (1d6+2, 2 claws); SA scare; SQ scent; 
  AL N; SV Fort +8, Ref +7, Will +3; Str 19, Dex 12, 
  Con 15, Int 6, Wis 12, Cha 13. 
   
  Skills and Feats: Hide +6, Jump +9, Listen +5, 
  Move Silently +6; Combat Reflexes, Multiattack. 
   
  Scare (Ex or Su): As a standard action, a tyrg 
  can pull the skin back from its head, revealing the 
  musculature and bony structures of its skull.  This 
  alone is usually sufficient to scare away foes (treat 
  as a Bluff check with a +3 bonus).  Combining this 
  scare ability with a loud screech produces an 
  unsettling effect that works like scare cast by a 3rd-
  level sorcerer (save DC 12).  If the save is 
  successful, that opponent cannot be affected 
  again by that tyrg’s scare ability for one day.  The 
  shriek does not affect other tyrgs. 
   
  Encounter Five: Safehouse 
  APL 4 
  Bullywug: CR 1; Medium Humanoid (Aquatic); 
  HD 1d8+3; hp 7; Init +0; Spd 20 ft., Swim 30 ft.; 
  AC 15 (touch 10, flat-footed 15) [+2 leather, +3 
  natural]; Atk +1 melee (1d6/x3, halfspear) or +1 
  ranged (1d6/x3, halfspear); SQ marsh move, 
  summoning; 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 marshes), 
  Listen –2, Spot –2; Endurance. 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or 
  mud. 
  YEO3-01 Guard Dogs 
   
  Page 28 
  
   
  Summoning 
  (Sp): 
  Bullywug 
  clerics 
  are 
  notorious for their powerful but unpredictable 
  summoning abilities.  When a bullywug cleric uses 
  a summon monster spell, there is a 50% chance 
  that one more monster than the spell would 
  ordinary summon will appear.  In such cases, 
  there is a 25% chance that the summoned 
  monsters will not be in the bullywug’s control, 
  rampaging and attacking at random.  It is not 
  uncommon for bullywugs that have summoned 
  monsters and failed to control them to spend all 
  their 
  efforts 
  fighting 
  their 
  own 
  summoned 
  creatures instead of attacking their original foe. 
   
  Possessions: leather armor, halfspear. 
   
  Bullywug Savant Sor2: CR 3; Medium Monstrous 
  Humanoid; HD 2d8+2d4+12; hp 26; Init +1 (Dex); 
  Spd 30 ft., Swim 20 ft.; AC 16 (touch 11, flat-
  footed 15) [+1 Dex, +2 leather, +3 natural]; Atk +2 
  melee (1d6/x3, halfspear) or +3 ranged (1d6/x3, 
  halfspear); SA poison, spells; SQ darkvision 60 ft., 
  marsh move, summoning; AL NE; SV Fort +6, Ref 
  +4, Will +3; Str 10, Dex 12, Con 16, Int 11, Wis 11, 
  Cha 13. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +3, 
  Climb 
  +2, 
  Concentration +8, Hide +3 (+9 in marshes), 
  Intimidate +3, Jump +2, Listen +2, Spellcraft +5, 
  Spot +4, Tumble +3; Combat Casting, Spell Focus 
  (enchantment). 
   
  Poison (Ex): The fluid sacs on a savant’s 
  head contain a contact poison (contact DC 16, 1 
  Dex/2d4 Dex).  As a standard action the savant 
  can cause one of its sacs to erupt, coating an 
  adjacent target on a successful touch attack.  
  Savants, bullywugs, kuo-toas, skum, and aboleths 
  are immune to this poison.  It takes seven days for 
  a ruptured sac to heal and restore its poison.  The 
  largest two poison sacs are only used if the savant 
  is in great peril, for each of them deals 1d2 points 
  of Intelligence damage to the savant if used. 
   
  Marsh Move (Ex): Bullywug savants suffer no 
  movement penalties for moving in marshes or 
  mud. 
   
  Summoning (Sp): Like the clerics who guide 
  common bullywugs, bullywug savant sorcerers are 
  notorious for their powerful but unpredictable 
  summoning abilities.  When a bullywug savant 
  uses a summon monster spell, there is a 50% 
  chance that one more monster than the spell 
  would ordinary summon will appear.  Unlike 
  common bullywug clerics, savant summoning 
  spells do not have a chance of accidentally 
  summoning creatures hostile to them. 
   
  Spells Known  (6/5; base DC = 11 + spell 
  level, 13 + spell level for enchantment spells): 0—
  [daze, detect magic, mage hand, ray of frost, read 
  magic]; 1st—[sleep, summon monster I]. 
   
  Possessions: leather armor, halfspear. 
   
  Description: Bullywug savants look like upright 
  bullywugs 
  with 
  smoother 
  skin 
  and 
  darker 
  coloration. 
   
  Their 
  heads 
  have 
  six 
  fleshy 
  transparent fluid sacs; two on the chin, two by the 
  earholes, and two on the top of the head.  The 
  upper sacs appear to contain additional brain 
  tissue. 
   
  APL 6 
  Bullywug Rog1: CR 2; Medium Humanoid 
  (Aquatic); HD 1d8+1d6+6; hp 14; Init +0; Spd 20 
  ft., Swim 30 ft.; AC 15 (touch 10, flat-footed 15) 
  [+2 leather, +3 natural]; Atk +2 melee (1d6/x3, 
  halfspear) or +2 ranged (1d6/x3, halfspear); SA 
  sneak attack +1d6; SQ marsh move, summoning; 
  AL CE; SV Fort +5, Ref +2, Will -2; Str 10, Dex 10, 
  Con 16, Int 7, Wis 7, Cha 7. 
   
  Skills and Feats: Hide +4 (+10 in marshes), 
  Jump +4, Move Silently +4, Listen +2, Spot +2, 
  Tumble +4; Weapon Focus (halfspear). 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or 
  mud. 
   
  Summoning 
  (Sp): 
  Bullywug 
  clerics 
  are 
  notorious for their powerful but unpredictable 
  summoning abilities.  When a bullywug cleric uses 
  a summon monster spell, there is a 50% chance 
  that one more monster than the spell would 
  ordinary summon will appear.  In such cases, 
  there is a 25% chance that the summoned 
  monsters will not be in the bullywug’s control, 
  rampaging and attacking at random.  It is not 
  uncommon for bullywugs that have summoned 
  monsters and failed to control them to spend all 
  their 
  efforts 
  fighting 
  their 
  own 
  summoned 
  creatures instead of attacking their original foe. 
   
  Possessions: leather armor, halfspear. 
   
  Bullywug Savant Sor4: CR 5; Medium Monstrous 
  Humanoid; HD 2d8+4d4+18; hp 37; Init +1 (Dex); 
  Spd 30 ft., Swim 20 ft.; AC 16 (touch 11, flat-
  footed 15) [+1 Dex, +2 leather, +3 natural]; Atk +3 
  melee (1d6/x3, halfspear) or +4 ranged (1d6/x3, 
  halfspear); SA poison, spells; SQ darkvision 60 ft., 
  marsh move, summoning; AL NE; SV Fort +7, Ref 
  +5, Will +4; Str 10, Dex 12, Con 16, Int 11, Wis 11, 
  Cha 14. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +4, 
  Climb 
  +2, 
  Concentration +10, Hide +3 (+9 in marshes), 
  Intimidate +4, Jump +2, Listen +2, Spellcraft +7, 
  Spot +4, Tumble +3; Combat Casting, Spell Focus 
  (enchantment). 
  YEO3-01 Guard Dogs 
   
  Page 29 
  
   
  Poison (Ex): The fluid sacs on a savant’s 
  head contain a contact poison (contact DC 16, 1 
  Dex/2d4 Dex).  As a standard action the savant 
  can cause one of its sacs to erupt, coating an 
  adjacent target on a successful touch attack.  
  Savants, bullywugs, kuo-toas, skum, and aboleths 
  are immune to this poison.  It takes seven days for 
  a ruptured sac to heal and restore its poison.  The 
  largest two poison sacs are only used if the savant 
  is in great peril, for each of them deals 1d2 points 
  of Intelligence damage to the savant if used. 
   
  Summoning 
  (Sp): 
  Bullywug 
  clerics 
  are 
  notorious for their powerful but unpredictable 
  summoning abilities.  When a bullywug cleric uses 
  a summon monster spell, there is a 50% chance 
  that one more monster than the spell would 
  ordinary summon will appear.  In such cases, 
  there is a 25% chance that the summoned 
  monsters will not be in the bullywug’s control, 
  rampaging and attacking at random.  It is not 
  uncommon for bullywugs that have summoned 
  monsters and failed to control them to spend all 
  their 
  efforts 
  fighting 
  their 
  own 
  summoned 
  creatures instead of attacking their original foe. 
   
  Marsh Move (Ex): Bullywug savants suffer no 
  movement penalties for moving in marshes or 
  mud. 
   
  Possessions: leather armor, halfspear. 
   
   
  Summoning (Sp): Like the clerics who guide 
  common bullywugs, bullywug savant sorcerers are 
  notorious for their powerful but unpredictable 
  summoning abilities.  When a bullywug savant 
  uses a summon monster spell, there is a 50% 
  chance that one more monster than the spell 
  would ordinary summon will appear.  Unlike 
  common bullywug clerics, savant summoning 
  spells do not have a chance of accidentally 
  summoning creatures hostile to them. 
  Bullywug Savant Sor6: CR 7; Medium Monstrous 
  Humanoid; HD 2d8+6d4+24; hp 48; Init +1 (Dex); 
  Spd 30 ft., Swim 20 ft.; AC 16 (touch 11, flat-
  footed 15) [+1 Dex, +2 leather, +3 natural]; Atk +5 
  melee (1d8+1/x3, shortspear of the frog) or +6 
  ranged (1d8+1/x3, shortspear of the frog); SA 
  poison, spells; SQ darkvision 60 ft., marsh move, 
  summoning; AL NE; SV Fort +8, Ref +6, Will +5; 
  Str 10, Dex 12, Con 16, Int 11, Wis 11, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +4, 
  Climb 
  +2, 
  Concentration +12, Hide +3 (+9 in marshes), 
  Intimidate +4, Jump +2, Listen +2, Spellcraft +9, 
  Spot +4, Tumble +3; Combat Casting, Spell Focus 
  (enchantment, transmutation), Spring Attack (from 
  shortspear of the frog). 
   
  Spells Known  (6/7/4; base DC = 12 + spell 
  level, 14 + spell level for enchantment spells): 0—
  [daze, detect magic, mage hand, ray of frost, read 
  magic, resistance]; 1st—[shield, sleep, summon 
  monster I]; 2nd—[blindness/deafness]. 
   
  Possessions: leather armor, halfspear. 
   
  Poison (Ex): The fluid sacs on a savant’s 
  head contain a contact poison (contact DC 16, 1 
  Dex/2d4 Dex).  As a standard action the savant 
  can cause one of its sacs to erupt, coating an 
  adjacent target on a successful touch attack.  
  Savants, bullywugs, kuo-toas, skum, and aboleths 
  are immune to this poison.  It takes seven days for 
  a ruptured sac to heal and restore its poison.  The 
  largest two poison sacs are only used if the savant 
  is in great peril, for each of them deals 1d2 points 
  of Intelligence damage to the savant if used. 
   
  Description: Bullywug savants look like upright 
  bullywugs 
  with 
  smoother 
  skin 
  and 
  darker 
  coloration. 
   
  Their 
  heads 
  have 
  six 
  fleshy 
  transparent fluid sacs; two on the chin, two by the 
  earholes, and two on the top of the head.  The 
  upper sacs appear to contain additional brain 
  tissue. 
   
  APL 8 
  Bullywug Rog3: CR 4; Medium Humanoid 
  (Aquatic); HD 1d8+3d6+12; hp 27; Init +0; Spd 20 
  ft., Swim 30 ft.; AC 15 (touch 10, flat-footed 15) 
  [+2 leather, +3 natural]; Atk +4 melee (1d6/x3, 
  halfspear) or +4 ranged (1d6/x3, halfspear); SA 
  sneak attack +2d6; SQ marsh move, summoning, 
  evasion, uncanny dodge (Dex bonus to AC); AL 
  CE; SV Fort +6, Ref +5, Will -1; Str 10, Dex 11, 
  Con 16, Int 7, Wis 7, Cha 7. 
   
  Marsh Move (Ex): Bullywug savants suffer no 
  movement penalties for moving in marshes or 
  mud. 
   
  Summoning (Sp): Like the clerics who guide 
  common bullywugs, bullywug savant sorcerers are 
  notorious for their powerful but unpredictable 
  summoning abilities.  When a bullywug savant 
  uses a summon monster spell, there is a 50% 
  chance that one more monster than the spell 
  would ordinary summon will appear.  Unlike 
  common bullywug clerics, savant summoning 
  spells do not have a chance of accidentally 
  summoning creatures hostile to them. 
   
  Skills and Feats: Hide +6 (+12 in marshes), 
  Jump +6, Move Silently +6, Listen +4, Spot +4, 
  Tumble +6; Lightning Reflexes, Weapon Focus 
  (halfspear). 
   
  Marsh Move (Ex): Bullywugs suffer no 
  movement penalties for moving in marshes or 
  mud. 
   
  Spells Known  (6/7/6/3; base DC = 12 + spell 
  level, 14 + spell level for enchantment and 
  YEO3-01 Guard Dogs 
   
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  transmutation spells): 0—[daze, detect magic, 
  flare, mage hand, ray of frost, read magic, 
  resistance]; 1st—[magic missile, shield, sleep, 
  summon monster I]; 2nd—[blindness/deafness, 
  mirror image]; 3rd—[summon monster III]. 
   
  Possessions: leather armor, shortspear of the 
  frog. 
   
  Description: Bullywug savants look like upright 
  bullywugs 
  with 
  smoother 
  skin 
  and 
  darker 
  coloration. 
   
  Their 
  heads 
  have 
  six 
  fleshy 
  transparent fluid sacs; two on the chin, two by the 
  earholes, and two on the top of the head.  The 
  upper sacs appear to contain additional brain 
  tissue. 
   
  Fiendish Boar: CR 2; Medium Magical Beast; HD 
  3d8+9; hp 22; Init +0; Spd 40 ft.; AC 16 (touch 10, 
  flat-footed 16) [+6 natural]; Atk +4 melee (1d8+3, 
  gore); SA ferocity, smite good; SQ scent, 
  darkvision 60 ft., cold and fire resistance 5; SR 6; 
  AL NE; SV Fort +6, Ref +3, Will +2; Str 15, Dex 
  10, Con 17, Int 3, Wis 13, Cha 4. 
   
  Skills and Feats: Listen +7, Spot +5. 
   
  Ferocity (Ex): A fiendish boar is such a 
  tenacious combatant that it continues to fight 
  without penalty even while disabled or dying. 
   
  Smite Good (Su): Once per day, the creature 
  can make a normal attack to deal additional 
  damage equal to its HD total against a good foe. 
   
  Fiendish Giant Lizard: CR 2; Medium Magical 
  Beast; HD 3d8+9; hp 22; Init +2 (Dex); Spd 30 ft., 
  Swim 30 ft.; AC 15 (touch 12, flat-footed 13) [+2 
  Dex, +3 natural]; Atk +5 melee (1d8+4, bite); SA 
  smite good; SQ darkvision 60 ft., cold and fire 
  resistance 5; SR 6; AL NE; SV Fort +6, Ref +5, 
  Will +2; Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 
  2. 
   
  Skills and Feats: Climb +9, Hide +7 (+11 in 
  forested/overgrown areas), Listen +4, Move 
  Silently +6, Spot +4. 
   
  Smite Good (Su): Once per day, the creature 
  can make a normal attack to deal additional 
  damage equal to its HD total against a good foe. 
   
  Fiendish Leopard: CR 2; Medium Magical Beast; 
  HD 3d8+6; hp 19; Init +4 (Dex); Spd 40 ft., Climb 
  20 ft.; AC 15 (touch 14, flat-footed 11) [+4 Dex, +1 
  natural]; Atk +6 melee (1d6+3, bite) and +1 melee 
  (1d3+1, 2 claws); SA pounce, improved grab, rake 
  1d3+1, smite good; SQ scent, darkvision 60 ft., 
  cold and fire resistance 5; SR 6; AL CE; SV Fort 
  +5, Ref +7, Will +2; Str 16, Dex 19, Con 15, Int 3, 
  Wis 12, Cha 6. 
   
  Skills and Feats: Balance +12, Climb +11, 
  Hide +9 (+13 in tall grass/heavy undergrowth 
  areas), Listen +6, Move Silently +9, Spot +6; 
  Weapon Finesse (bite, claw). 
   
  Pounce (Ex): If a fiendish leopard leaps upon 
  a foe during the first round of combat, it can make 
  a full attack even if it has already taken a move 
  action. 
   
  Improved Grab (Ex): To use this ability, the 
  fiendish leopard must hit with its bite attack.  If it 
  gets a hold, it can rake. 
   
  Rake (Ex): A fiendish leopard that gets a hold 
  can make two rake attacks (+6 melee) with its hind 
  legs for 1d3+1 damage each.   If the fiendish 
  leopard pounces on an opponent, it can also rake. 
   
  Smite Good (Su): Once per day, the creature 
  can make a normal attack to deal additional 
  damage equal to its HD total against a good foe. 
   
  Encounter Six: End of the Trail 
  APL 4 
  Kesh Urvail: Male Human (Suel) Mnk4; CR 4; 
  Medium Humanoid (Human); HD 4d8+4; hp 25; 
  Init +5 (+1 Dex, +4 Improved Initiative); Spd 40 ft.; 
  AC 15 (touch 14, flat-footed 14) [+3 Wis, +1 Dex, 
  +1 bracers]; Atk +5 melee (1d8+2, unarmed strike) 
  or +4 ranged (1d4, sling); SA flurry of blows, 
  unarmed strike, stunning attack 4/day (Fort save 
  DC 15); SQ evasion, deflect arrows, still mind, 
  slow fall 20 ft.; AL LE; SV Fort +6, Ref +6, Will +8; 
  Str 14, Dex 13, Con 12, Int 10, Wis 16, Cha 16. 
   
  Skills and Feats: Bluff +6, Diplomacy +10, 
  Disguise +6 (+16 with hat), Sense Motive +6, 
  Tumble +8; Dodge, Improved Initiative, Mobility. 
   
  Possessions: sling w/ 10 bullets, hat of 
  disguise, bracers of armor +1, 2 potions of cure 
  moderate wounds, badge of Kesh Urvail. 
   
  APL 6 
  Kesh Urvail: Male Human (Suel) Mnk6; CR 6; 
  Medium Humanoid (Human); HD 6d8+6; hp 36; 
  Init +5 (+1 Dex, +4 Improved Initiative); Spd 50 ft.; 
  AC 16 (touch 15, flat-footed 15) [+3 Wis, +1 Dex, 
  +1 monk, +1 bracers]; Atk +6/+3 melee (1d8+2, 
  unarmed strike) or +5 ranged (1d4, sling); SA 
  flurry of blows, unarmed strike, stunning attack 
  4/day (Fort save DC 15), improved trip; SQ 
  evasion, deflect arrows, still mind, slow fall 30 ft., 
  purity of body; AL LE; SV Fort +7, Ref +7, Will +9; 
  Str 14, Dex 13, Con 12, Int 10, Wis 16, Cha 16. 
   
  Skills and Feats: Bluff +7, Diplomacy +12, 
  Disguise +7 (+17 with hat), Sense Motive +7, 
  Tumble +10; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility. 
   
  Possessions: sling w/ 10 bullets, hat of 
  disguise, bracers of armor +1, 2 potions of cure 
  moderate wounds, badge of Kesh Urvail. 
  YEO3-01 Guard Dogs 
   
  Page 31 
  
   
  APL 8 
  Kesh Urvail: Male Human (Suel) Mnk8; CR 8; 
  Medium Humanoid (Human); HD 8d8+8; hp 47; 
  Init +6 (+2 Dex, +4 Improved Initiative); Spd 50 ft.; 
  AC 18 (touch 16, flat-footed 16) [+3 Wis, +2 Dex, 
  +1 monk, +2 bracers]; Atk +8/+5 melee (1d10+2, 
  unarmed strike) or +8/+3 ranged (1d4, sling); SA 
  flurry of blows, unarmed strike, stunning attack 
  4/day (Fort save DC 15), improved trip; SQ 
  evasion, deflect arrows, still mind, slow fall 50 ft., 
  purity of body, wholeness of body, leap of the 
  clouds; AL LE; SV Fort +8, Ref +9, Will +10; Str 
  14, Dex 14, Con 12, Int 10, Wis 16, Cha 16. 
   
  Skills and Feats: Bluff +8, Diplomacy +18, 
  Disguise +10 (+20 with hat), Sense Motive +8, 
  Tumble +13; Combat Reflexes, Dodge, Improved 
  Initiative, Mobility. 
   
  Possessions: sling w/ 10 bullets, hat of 
  disguise, bracers of armor +2, 2 potions of cure 
  moderate wounds, badge of Kesh Urvail. 
   
  YEO3-01 Guard Dogs 
   
  Page 32 
  
   
   
  DM Aid #1: Marvel Turpin’s Farm
   
   
  YEO3-01 Guard Dogs 
   
  Page 33 
  
  Player Handout #1: Bullywug Savant’s Letter 
   
  My Dearest Ally, 
   
  Once again fortune favors us both.  The Trithereonite fools are bringing 
  another herd of escaped slaves our way.  I expect them tomorrow 
  afternoon, so you and your minions should prepare yourselves for another 
  feast!  I would only ask you to remember two things: 
   
  First, if any of the slaves bear anything distinctive, such as a signet ring 
  or even a uniquely worked leather belt, please leave it for me.  I don’t 
  expect you to forego anything of real value, obviously; still, I will send 
  any such items back to my superiors in the Hold.  They will use them to 
  further discredit the dogs of Trithereon. 
   
  Second, please tell your minions not to make such a mess in my barn!  I 
  know they greatly enjoy the thrill of spurting blood, but afterward I 
  have to clean it up to avoid alerting the next group.  So please do what 
  you can. 
   
  I will meet with you in our usual spot in a week’s time to discuss future 
  plans. 
   
   
     
   
   
   
   
   
  In the Brotherhood’s name, 
   
     
   
   
   
   
           Kesh Urvail 
  <Title> 
  [Round #] 
  Page 34 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO3-01 - Guard Dogs (3E).pdf