TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be 
  reproduced in any form without permission of the author.  To learn more about the Open 
  Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks 
  of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the 
  Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended for tournament use 
  only and may not be reproduced without approval of the RPGA Network. 
   
   
   
   
  URD-INT-01 
   
  No Holds Bard 
   
  A One Round D&D Living Greyhawk  
  Introductory Regional Adventure  
  for the Duchy of Urnst 
   
   
  by Warren Banks 
  Editor/Triad Review: Matt Lovell 
   
  Version 1.0 
   
   
   
  A young bard and his pseudodragon friend need your help.  Their friend, the 
  adventuresome explorer Trillian Jacobson has gotten himself into hot water again.  Only 
  this time it’s serious!  You must head into the Cairn Hills and brave the dangers therein to 
  bring Trillian back.  Will you accept the job?  An introductory adventure only for first 
  level characters. 
   
   
  
  No Holds Bard 
  2
  Introduction 
  This is an RPGA® Network scenario for 
  the Dungeons & Dragons® game. A 
  four-hour time block has been allocated 
  for each round of this scenario, but the 
  actual playing time will be closer to three 
  and a half hours. The rest of the time is 
  spent in preparation before game play, 
  and 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: 
  
  No Holds Bard 
  3
   
  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. 
   
  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. 
   
  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.  
  After voting, give the Scoring Packet to 
  your event coordinator.  
  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. 
  Along with the other materials that you 
  are assumed to have in order to run a 
  D&D game, it is also recommended that 
  you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels 
  of Play 
  Because players bring their own 
  characters to LIVING GREYHAWK 
  games, this adventure’s challenges are 
  proportioned to the average character 
  level of the PCs participating in the 
  adventure. To determine the Average 
  Party Level (APL): 
  1. Determine the character level for each 
  of 
  the 
  PCs 
  participating 
  in 
  the 
  adventure. 
   
  If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts, etc) use the sidebar chart to 
  determine the number of levels you add to 
  the sum above. Add each character’s 
  animals separately. A single PC may only 
  bring four or fewer animals of this type, and 
  animals with different CRs are added 
  separately. 
   
  Sum the results of 1 and 2, and divide 
  by the number of characters playing in the 
  adventure.  Round to the nearest whole 
  number. 
   
  If you are running a table of six PCs, 
  add one to that average. 
   
  
  No Holds Bard 
  4
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will 
  have determined the APL. Throughout 
  this adventure, APLs categorize the level 
  of challenge the PCs will face. APLS are 
  given in even-numbered increments. If 
  the APL of your group falls on an odd 
  number, ask them before the adventure 
  begins whether they would like to play a 
  harder or easier adventure. Based on 
  their choice, use either the higher or the 
  lower adjacent APL. 
  APL also affects the amount of 
  experience you may gain at the end of 
  the adventure. If your character is three 
  character levels or more either higher or 
  lower than the APL this adventure is 
  being played at, that character will 
  receive only half of the experience 
  points awarded for the adventure. This 
  simulates the face that either your 
  character was not as challenged as 
  normal, or relied on help by higher-level 
  characters to reach the objectives. 
  Note: 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. 
  2. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
   
  Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to attack. 
  PCs who want their dogs to attack must 
  succeed at a Handle Animal or Charisma 
  check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a 
  free action (spoken command) that may be 
  attempted each round. If an animal loses 
  half or more hp in a single round it flees, 
  unless another check is successful. 
  Time Units and Upkeep 
  This is a standard 1-round Regional 
  adventure, set in the Duchy of Urnst.  
  Characters native to Duchy of Urnst pay one 
  Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich 
  Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep 
  costs 
  100gp 
  per 
  Time 
  Unit.
  
  No Holds Bard 
  5
   
   
  Adventure Background 
   
  This scenario is an introductory adventure 
  designed to be run for 4 to 6 level one 
  characters.  Please keep this in mind when 
  running the adventure. 
   
  The bard Trillian Jacobson is an explorer of 
  some renown and a teller of epic tales.  He 
  has traveled the Duchy of Urnst in search of 
  adventure 
  and 
  previously 
  undiscovered 
  treasures.  Trillian had recently given a talk 
  of his exploits in the nearby Cairn Hills to the 
  Royal Explorers Society.  The members of 
  the society were so impressed that they 
  encouraged him to join their ranks.  Trillian 
  accepted the invitation. 
   
  Three days ago, Trillian left Seltaren to head 
  back into the Cairn Hills for further 
  exploration.  Trillian had discovered a set of 
  ruins on his last journey in the Cairn Hills 
  and decided to map and explore them as 
  part of his initiation into the Royal Explorers 
  Society.  Unfortunately for Trillian, the ruins 
  were already inhabited by a pack of kobolds. 
   
  The Lightning Scale tribe warband lead by 
  their fearless leader Wreepo had been 
  exploring a system of tunnels in the nearby 
  area when they discovered a safe and 
  convenient hideout in the ruin’s lower levels.  
  Wreepo and his fellow kobolds discovered 
  treasure here and claimed the ruins as their 
  own.  Once Wreepo had made sure the 
  ruins were completely safe, he relocated the 
  rest of the tribe to their new home.  By the 
  time Trillian arrived to explore the ruins, the 
  kobolds were firmly entrenched. 
   
  Trillian discovered the entrance to the 
  underground cistern tripping the alarm set 
  up by the kobolds.  By the time he reached 
  the chamber, the kobolds were waiting for 
  him, quickly overwhelmed him and brought 
  him before Wreepo.  Amongst Trillian’s 
  possessions is a spent wand of magic 
  missiles.  Wreepo covets magic and was 
  very interested in discovering that Trillian 
  has several items of interest on his person 
  including the now spent wand.  Wreepo 
  does not have the ability to detect magic and 
  does not know the wand is spent.  He 
  demands that Trillian show him how to work 
  the wand or he will be killed.  Trillian knows 
  he will likely be killed anyway, so he’s been 
  stalling Wreepo in hopes that he will be 
  rescued before Wreepo discovers that the 
  wand is useless.  Trillian only has three days 
  from when Helge and Ralos meet the PC’s 
  before Wreepo’s patience wears thin and he 
  serves Trillian as the main course for dinner. 
   
  Trillian is hoping he’ll  be rescued soon.  His 
  pseudodragon familiar Ralos was off flirting 
  with a female pseudodragon when the 
  attack took place.  Ralos tried to make it to 
  Trillian in time but could not.  Trillian urged 
  Ralos to find help.  Ralos set off to do so.  
  Ralos went directly to Helge, one of Trillian’s 
  closest friends.  Helge knew immediately 
  that Trillian was in trouble and knowing he 
  isn’t much of an adventurer, is attempting to 
  find some adventuring types to help him 
  save Trillian. 
   
   
  Adventure Summary 
  The adventure starts with the players 
  wandering through lower Seltaren.  The 
  players have either just arrived or have been 
  here for some time.  Helge is attempting to 
  persuade the town guard to help him find his 
  friend Trillian.  The town guard, who are 
  pure Suel, will have nothing to do with the 
  Flan bard and send him tumbling into the 
  street to the feet of the players.  It is at this 
  point that Helge will apologize to the players 
  and notice that they look to be able to 
  handle themselves quite well.  If the players 
  do not offer to help Helge, he will ask them 
  for their assistance, even promising to pay a 
  handsome reward for their aid.  Should the 
  agree to help, they will have an hour to 
  equip before having to meet Helge by the 
  west gate.  If they do not accept, the 
  adventure is over. 
   
  The players will spend an entire day 
  travelling before making camp for the 
  evening.  During this time, the players will 
  experience various encounters.  The nature 
  of the encounters are varied and are 
  designed to provide flavour to the trip to the 
  ruins.  The DM is encouraged to use any or 
  
  No Holds Bard 
  6
  all of the encounters listed under Encounter 
  2: The Great Outdoors. 
   
  By noon the following day, the players 
  should have been lead to Trillian’s campsite 
  by Ralos.  The campsite has been tossed by 
  the kobolds looking for loot.  Players may be 
  able to discover kobold tracks in the dirt and 
  may even be able to track the kobolds to the 
  entrance of the underground cistern.  Helge 
  will begin cleaning up when everyone will 
  hear a familiar hissing noise from the brush. 
   
  Ralos 
  has 
  flown 
  off 
  to 
  see 
  if 
  his 
  pseudodragon girlfriend is ok only to find 
  that 6 kobolds are attempting to climb up 
  into her nest and steal her eggs.  Ralos’ 
  warning hiss, will most likely attract the 
  players who will probably engage the 
  kobolds in combat.  The kobolds will try for 
  the eggs for one round, if possible, and then 
  make a break for it when they see they do 
  not have superior numbers.  They will flee 
  back to the kobold warrens and warn the 
  rest of the tribe, who will be waiting for the 
  players.   
   
  Once the party is here at Trillian’s campsite, 
  they have one and half days to enter the 
  kobold warrens and free Trillian or he will be 
  eaten.  The warrens are alarmed and 
  trapped.  Players must be careful when 
  entering the kobold’s home or they too will 
  find themselves captured or killed.   
   
  Introduction 
  The players have the option of being in 
  Seltaren for as long as they like.  They have 
  either just arrived or have spent some time 
  here.  For whatever reason, the players 
  have been drawn together most likely to 
  better their chances of finding employment.  
  The players are out checking out the town 
  and trying to drum up work when the 
  adventure begins.  If you wish to roleplay the 
  players meeting at the tavern and travelling 
  about town that is fine.  If you wish to skip 
  that portion of the roleplaying at least have 
  the players introduce themselves to one 
  another. 
   
  Encounters One 
  Helping Helge 
   
  You 
  stroll 
  through 
  the 
  crowded 
  marketplace in lower Seltaren, holding 
  your 
  purses 
  tightly 
  and 
  brusquely 
  dismissing those who try to sell you 
  unwanted wares or beg for money.  You 
  stop by a fruit stand bearing the placard 
  “Fresh Picks” for some respite from the 
  unruly crowd only to have a smelly, 
  unwashed man cut in front of you.  The 
  man appears to be quite unhappy with 
  the price of the apples and has begun 
  threatening the chubby shopkeeper with 
  violence if his prices do not come down.  
  In search of a guard, you push your way 
  back through the crowd towards the 
  nearest guard post, only to be greeted 
  with more signs of unpleasantness.  Only 
  this time, it is the guards who are the 
  perpetrators! 
   
  “Please!  My friend is in terrible trouble!  
  You must help me” begs a thin Flan man. 
   
  “Push off Flan!  Your kind is barely 
  tolerated.  Be thankful, we don’t run you 
  in for disturbing the peace!” replies the 
  Suel guard.    
   
  And with that, the pair of Suel guards 
  grab the Flan man and send him 
  tumbling out into the crowd where he 
  comes to an abrupt halt at your feet.   
   
  With a laugh, the guards head inside 
  their guard post. 
   
  The players can either help Helge up or he 
  will gracefully stand on his own.  He will 
  introduce himself to the players and then 
  notice he’s covered in filth.  He will cast 
  Prestidigitation to clean his clothes and the 
  resume his discussion with the players.  
  Players making a Spot check (DC 10) will 
  notice a tiny dragon head poking out of 
  Helge’s robes.    
   
  Helge will discourage the players from 
  confronting the guards, citing that there are 
  far too many of them to make the fight fair 
  not to mention they are the town guard and 
  they could have the players thrown in jail.  If 
  
  No Holds Bard 
  7
  the players continue to confront the guards, 
  the Suel guards will all mock the player.  If 
  the players are anything but Suel, the 
  guards will tell the players they have no say 
  as they are not Suel.  If the players are Suel, 
  the guards will question the sanity of any 
  Suel that would associate with unpure blood 
  and direct the player to the nearest temple.  
  Either way, the guard will tell the player to 
  be off as he has no time for them.  If the 
  players continue to try and start a fight, more 
  town guard will quickly arrive, subdue the 
  players and throw them in jail.  Helge will 
  bail them out and will take the bail out of 
  their payment. 
   
  Helge will assume that the players are of 
  “hearty adventuring stock” and will ask them 
  for their assistance.  He is willing to pay for 
  their services (100 gp total).  He will refuse 
  to pay them up front.  He will only pay them 
  upon completion of the job.  He wishes for 
  the players to accompany him and Ralos to 
  the Cairn Hills to help rescue Trillian.  He is 
  quite eager to leave as soon as possible. 
   
  Once the players seem to be friendly with 
  Helge (or at least not hostile), Ralos the 
  pseudodragon will emerge from Helge’s 
  cloak and buzz around the characters, sizing 
  them up and vocally assessing them. 
   
  Helge has the following information to give 
  to the players should they ask: 
   
  • 
  His friend Trillian Jacobson set out 
  three days ago to the Cairn Hills to 
  explore a set of ruins he had 
  recently discovered 
  • 
  Trillian’s exploration of the ruins 
  was part of his bid to join the Royal 
  Explorers Society 
  • 
  This morning, Ralos arrived at 
  Helge’s house. Trillian and Ralos 
  are inseparable. The fact that 
  Ralos is here on his own leads 
  Helge to believe that Trillian is in 
  some sort of trouble.   
  • 
  Helge has secured a pack mule 
  and is prepared to leave as soon 
  as possible.   
   
  Ralos fled to get help as soon as he could.  
  He doesn’t know much now but can add the 
  following information: 
  • 
  He’s not sure where Trillian was 
  taken but knows that it is dark where 
  ever he is.   
  • 
  He knows that Trillian was attacked 
  by many unseen assailants 
   
  Once the players and Helge have come to 
  an agreement and the players are finished 
  asking him questions, read the following: 
   
  Now that we have a deal, I must go 
  prepare.  Meet by the northwest gate.  
  This gate is near where the Corundum 
  River enters the city.  It is also the road 
  that leads to Goldplains.  I shall meet you 
  in a few hours.  Don’t be late. 
    
  Encounter Two 
  The Great Outdoors 
   
  The players will arrive at the gate before 
  Helge and will be force to wait for Helge.  
  Just as the players are beginning to grow 
  restless, Helge arrives.   
   
  Just when you thought your employer 
  might not show, a comical sight greets 
  your eyes:  Helge  wrestling with his pack 
  mule.  The mule is clearly overburdened 
  by the mountains of gear strapped to her 
  back and has sat down in the middle of 
  the street refusing to get up.   
   
  “Come on you stubborn mule!  This is 
  not the time nor place to rest.  If you 
  don’t get up this instance, I shall sell you 
  to a local wizard as spell components!” 
  Helge shouts angrily!   
   
  Helge looks your way and shouts “A little 
  help here people would be appreciated.” 
   
  The players should take this opportunity to 
  help the hapless Helge.  Helge has not been 
  out of Seltaren in his entire life and will admit 
  this should the players chide him about his 
  wilderness skills.  He is a talented musician 
  after all.  Why waste his skills where no one 
  can hear them?   
   
  Helge has brought too much gear.  He has 
  pots, pans, tents, blankets, a spyglass, 
  books to read and write in, several 
  instruments, etc.  If the players throw away 
  
  No Holds Bard 
  8
  half the gear and make a Handle Animal 
  check (DC 10), they can convince the mule 
  to get going again.  The players also have 
  the option of buying a second mule to help 
  carry Helge’s equipment.  Helge is out of 
  money at the moment having spent it all on 
  hiring adventurers and buying provisions.  If 
  the players can not find a way to help Helge 
  with his equipment problems, Helge will be 
  forced to carry his belonging on his back.  
  Helge does not like this idea and will try and 
  convince the players to carry some, if not all, 
  of his gear for him.   
   
  Eventually the players will set off along the 
  road towards Goldplains.  They will follow 
  the road north until they reach the fork in the 
  river and the road.  At this point, they will 
  head west towards Kruknik continuing along 
  the Corundum River.  There they will be 
  forced to make camp for the night.  All the 
  while Helge will complain. 
   
  The following are a list of possible 
  complaints that Helge might use: 
  • 
  There’s a rock in my boot 
  • 
  I have to go to the washroom 
  • 
  I’m tired 
  • 
  There is some ferocious animal 
  stalking us.  Quite possibly a (insert 
  animal name here) 
  • 
  I’m thirsty/hungry, lets stop for a 
  drink/bite to eat.   
  • 
  The straps of my pack are cutting off 
  the circulation to my arms.  I must 
  get this pack off. 
  • 
  I have a blister on my hand.  Could 
  we stop and tend to it?  It is on my 
  strumming hand after all. 
   
  Random Encounters 
  A list of six possible encounters has been 
  provided for the DM to use at his or her 
  leisure.  These encounters can be used at 
  any time during the course of the adventure 
  but it is suggested that the DM try and run at 
  least one encounter on the trip to the Cairn 
  Hills.  Not every encounter needs to be used 
  so pick and choose the encounters to suit 
  the group of players and the skills they 
  possess.  Use Map 1: Camp Chaos as a 
  map for possible campsite encounters or 
  make up your own. 
   
   
  1 – Swept Downstream 
  2 – Poison Ivy 
  3 – Adam Oakheart  
  4 – Masked Bandits  
  5 – Hungry As A Bear 
  6 – Beaver Fever 
   
  Random Encounter 1:  
  Swept Downstream 
   
  Helge wades into the river to soak his feat, 
  clean a pot, etc.  He is swept off his feat by 
  the current and is swept down stream.  He is 
  clinging to a rock and refuses to let go.  The 
  rock is about 20 feet out from shore on 
  either side.  If the players have a rope, they 
  can attempt to lasso him.  They can also 
  swim out and tie a rope to him and have the 
  rest 
  of 
  the 
  party 
  drag 
  him 
  ashore.  
  Altarnatively, the players could swim out to 
  Helge and swim back with him.  The water 
  isn’t very rough.  A Swimming check of 5 is 
  required to get out to Helge and a Swimming 
  check (DC 15) is required to swim back with 
  Helge due to the weight.  If Helge is given 
  any reason to panic, the Swimming check 
  becomes DC 20 as Helge starts thrashing 
  around. 
   
  Random Encounter 2: Poison Ivy 
   
  Helge will set up the campsite while the 
  players gather firewood, build the fire, cook 
  the food, etc.  Helge will lay out the bedrolls 
  and blankets he brought for the players to 
  sleep on.  He will tell the players he found a 
  nice comfy spot for them to sleep.  He 
  decided to use some plants as cushioning 
  and that they should all get a good nights 
  rest as a result.  Helge put the bedding on 
  poison ivy.  If a player makes a Spot check 
  (DC 15) they will notice that the bedding is 
  on a bedding of plants.  Anyone making a 
  Survival check, Knowledge (Nature) or 
  Knowledge (Herbalism) at DC 15 will identify 
  the plants.  If the plants are not identified 
  and the players sleep on ivy, they will 
  develop an itchy rash that will give them a –
  2 modifier on ability and skill checks for 
  1d4+2 days.  It will also make wearing armor 
  very uncomfortable.  Anyone with the 
  Herbalism skill, can make a Heal check (DC 
  15) to produce a salve that will cure the 
  rash.  Adam Oakheart has a salve to cure 
  the rash and will help anyone sporting a 
  rash from Poison Ivy. 
  
  No Holds Bard 
  9
   
  Random 
  Encounter 
  3: 
  Adam 
  Oakheart 
   
  This encounter can take place at anytime 
  during the module, possibly taking place 
  more than once, but most likely in the party’s 
  camp.  Adam can provide healing and 
  assistance as the players need it.   
   
  An unkempt man wearing animal skins 
  and carrying a quarterstaff appears 
  silently from the surrounding bush, his 
  movements 
  disturbing 
  none 
  of 
  the 
  surrounding 
  vegetation. 
  He 
  smells 
  slightly of fish. 
   
  “Hello.  Have any of you seen a big black 
  bear?  His name is Fisher on account of 
  the fact that he likes to roll around in 
  dead fish.  Fisher took off last night and I 
  can’t find him. He likes to chase 
  squirrels.  He saw one of those little guys 
  and took off running.  I have been 
  looking for him for a few days now.”   
   
  The druid’s name is Adam Oakheart.  The 
  bear is his animal companion and answers 
  to the name Fisher.  Adam will make himself 
  perfectly at home in the players camp as the 
  entire surrounding area he considers his 
  home.  He’ll ask for food and water, possibly 
  helping himself as he most likely shows up 
  as the players are eating some kind of meal. 
   
  If this encounter occurs before the players 
  have run into the bear, it will provide them 
  with information to help deal with the bear in 
  Random Encounter 5: Hungry As a Bear.  
  If it happens after the players have 
  encountered the bear, have Oakheart 
  wander into the player’s camp in the 
  morning and offer to heal anyone who is hurt 
  by providing 8 goodberries.  If the players 
  treat Adam well, he will also provide 
  information about travelling outdoors.  He 
  will check their water supplies to see if the 
  stuff is good and warn them about Beaver 
  Feaver (See Random Encounter 6).  He 
  will warn them to keep their food up in trees 
  and to make sure all packs are closed tight.  
  He will also provide a burlap sack for players 
  to carry items in.   
   
  If asked about the Cairn Hills or Trillian, he 
  will mention that he met a man matching 
  that description headed in that direction a 
  few days ago.  He hasn’t seen him since.  If 
  asked about what kind of dangers, the 
  players might encounter in the Cairn Hills, 
  he mentions that he has seen orcs in the 
  area as well as an owlbear.  He has seen 
  kobolds in the area that Trillian was headed 
  but everyone knows kobolds are no real 
  danger.    
   
  Adam Oakheart: 24 hp; see Appendix 1 
   
  Random Encounter 4:  
  Masked Bandits 
   
  During the night, 2 raccoons (use the stats 
  for a badger without Rage, page 268 of the 
  Monster Manual) will enter the camp and will 
  begin rooting through the players packs, 
  beginning with Helge’s gear.  If the players 
  do not make Listen or Spot checks versus 
  the raccoons Hide and Move Silently, the 
  raccoons will make off with 1d4+1 random 
  possession from the players, provide they 
  can carry the items in question.  The 
  raccoons will take anything that is size small 
  or tinier.  If there are no items to grab, they 
  will take food if possible. 
   
  Raccoon (2): hp 2 (each); see Badger on 
  page 268 in Monster Manual. Raccoons 
  cannot rage like a badger can.   
   
  Random Encounter 5: Hungry As A 
  Bear 
   
  A hungry black bear wanders into the camp 
  looking for something to eat.  It is Fisher, the 
  animal companion of Oakheart the druid that 
  has wandered off.  It smells food and 
  nothing will stop it from eating!  Players will 
  not be surprised by Fisher because he has 
  recently found some dead fish down by the 
  stream and rolled in them.  His smell gives 
  away his presence in the dark.  Unless the 
  players took the precaution of making a food 
  cache (tying their food up in a tree), the bear 
  will wander into camp and begin tearing 
  apart backpacks to get at the food.  Unless 
  Helge is made to tie his pack up and put in a 
  cache, he most likely will have his food 
  where Fisher can reach it.  An Animal 
  Empathy check (DC 15) will change the bear 
  attitude from Indifferent to Friendly and allow 
  the player making the check to get the bear 
  
  No Holds Bard 
  10
  to leave.  Add +5 to the check if the players 
  know the bear’s name.  If the check is 
  successful, Fisher will cozy up with the 
  player who tamed him.  He will playfight a bit 
  with the player then go to sleep, using the 
  player as warmth.   
   
  If the players have angered the bear by 
  attacking, 
  the 
  bear’s 
  attitude 
  will 
  be 
  Unfriendly or even Hostile depending on if 
  the players did damage or not.  See NPC 
  Attitudes on page 128 of the Dungeon 
  Masters Guide for more information.   
   
  The players can move away from the bear 
  and allow him to eat all the food. The bear 
  will not attack the players unless it is 
  attacked first.  As soon as the bear is done 
  eating it will cozy up with the players and go 
  to sleep if the players did nothing to anger it.  
  Otherwise he will wander off into the night.  
  Player 
  backpacks 
  will 
  be 
  completely 
  destroyed however which leaves the players 
  trying to figure out how to carry all their gear.   
   
  If the mule was coaxed into coming and the 
  food was left on the mule, the mule has 
  broken loose dumping its gear on the 
  ground.  The players will be forced to track 
  the mule in the morning if they wish to get it 
  back.  A Survival check (DC 10) will allow 
  the players to find the mule.  A quick 
  thinking player could lure the bear away with 
  the remaining food.  The bear will grapple 
  any player with food for subdual damage, 
  thinking it is playing.  It is an animal 
  companion so it doesn’t aim to kill.  It just 
  wants food.  If the player lets go of the food, 
  the bear releases the player and goes after 
  the food. 
   
  In the morning Adam Oakheart will be by to 
  collect Fisher if the bear sleeps in the camp.  
  He will thank the players for looking after 
  Fisher.  If the players killed Fisher, he will 
  wander off upset and offer no help to the 
  players.  
   
  Black Bear (1): hp 19; see page 269 in 
  Monster Manual.   
   
  Random Encounter 6: Beaver Fever 
   
  At some point during the journey, Helge will 
  have run out of water and will wander off to 
  fill up his waterskin.  He will tell players he’s 
  wandering off and will offer to fill the player’s 
  waterskins too.  Unfortunately, Helge opts to 
  fill the skins from a small rivulet that has 
  been damned by beavers.   
   
  The water has grown a bit stagnant and 
  carries the disease ‘Beaver Fever’.  Beaver 
  Fever is identical to Filth Fever (see 
  diseases on page 292 of the Dungeon 
  Master Guide) except that due to the 
  concentration of Beaver Fever in the water, 
  the onset time is one day.  Should the 
  players drink any of the unpure water, they 
  will wake the next morning feeling the 
  effects of Beaver Fever provided they fail 
  their Fortitude save (DC 12).  The symptoms 
  include diarrhea, vomiting, aching joints and 
  high fever.   
   
  If any player goes with Helge to collect the 
  water, they can make a Survival check (DC 
  10) to realize that the water is probably not 
  fit to drink.  Casting Purify Food and Drink 
  will remove the disease from the water.   
   
  If the players ask where Helge got the water 
  from, he’ll tell them he stopped at a cute little 
  area where a bunch of beavers were 
  building a dam.  He stopped to watch the 
  beavers and took water from the little lake 
  that had formed from the dam.  Savvy 
  players may clue in right away to this 
  information but a kind GM could give a 
  player a Survival or Intelligence check (DC 
  15) to realize that the water may be tainted. 
   
  Encounter Three 
  Camp Chaos 
   
  After at least a day and a half of travelling, 
  the players will be very close to Trillian’s 
  campsite.  At this point, Ralos will lead the 
  players the rest of the way and then fly off to 
  check on his pseudodragon girlfriend.   
   
  The campsite has been tossed.  After the 
  kobolds captured Trillian, Wreepo sent some 
  of his men out to search Trillian’s campsite 
  for more magical items.  The kobolds took 
  anything that looked valuable for Wreepo as 
  well as a few trinkets for themselves.  There 
  is little of value left in the campsite.  Most of 
  the items have been pulled apart or torn up 
  by the greedy kobolds.  There are a few 
  
  No Holds Bard 
  11
  mundane items still salvageable if the 
  players are concerned with recovering the 
  items.  The players can recover a torn 
  bedroll, a ripped backpack, two broken  
  scroll cases, a broken 10 foot pole, a sack 
  and 2 torches. 
   
  If the players give the campsite the once 
  over and make a Search check (DC 10), 
  they will discover the remains of a journal.  
  The book has most of the pages torn out 
  and scatter around the area.  If players take 
  the 
  time 
  to 
  collect 
  the 
  pages 
  and 
  reassemble them by date the will discover 
  that Trillian had discovered that a well in the 
  ruins of the temple at the top of the hill 
  actually led to a holy cistern room beneath 
  the hill.  Trillian was going to set out next 
  morning to find the entrance to the area 
  beneath the temple.  He was quite excited 
  discovering this new area and felt that the 
  entrance was somewhere in or near the 
  temple. 
   
  If the players make a Search check (DC 20) 
  or simply say they are thoroughly searching 
  or feeling around in the backpack, they will 
  find that it has a secret pouch sewn inside it.  
  The pouch contains a Potion of Cure Light 
  Wounds.  Trillian keeps a potion hidden just 
  in case of emergencies.   
   
  If any of the players have the Track feat and 
  make a Survival check (DC 15), the player 
  making the check will be able to tell that a 
  large number of small reptilian creatures 
  were recently in the camp ransacking it.  If 
  any player has kobolds as a favoured 
  enemy, that player will instantly know the 
  reptilian tracks are kobolds.  There is no 
  apparent sign of struggle or blood in the 
  campsite.  Judging from the tracks, Trillian 
  was not captured while he was in camp.  
  There are human tracks but they are older 
  than the reptilian tracks.  If the player has 
  the Track feat and makes another Survival  
  check (DC 15), the most recent human track 
  as well as the kobold tracks will lead the 
  player to the entrance to the underground 
  ruins beneath the temple.  See Encounter 
  5: When Kobolds Attack!  A set of older 
  prints leads to the trail up to the temple 
  ruins. 
   
  When the players reach campsite, Ralos will 
  get the granted abilities of a familiar again.  
  However, Trillian is currently unconscious at 
  the 
  moment 
  and 
  Ralos 
  can 
  not 
  communicate with him the Empathic Link 
  ability.   
   
  Give the players some time to go over the 
  campsite for clues, etc before reading the 
  following text. 
   
  As you survey the wreckage of the 
  campsite, 
  you 
  notice 
  Helge 
  sitting 
  wearily on a rock wrestling with his boot.   
   
  “All this walking is giving me blisters on 
  my feet.  I wish I could fly like that little 
  dragon.  Speaking of which, does anyone 
  know where he went?  I haven’t seen him 
  in some time.” 
   
  At that very moment, the familiar hiss of 
  an angry  pseudodragon echoes from a 
  grove of trees to the north followed by 
  what sounds like a pack of dogs yipping.   
   
  Ralos is currently in a grove about 100 feet 
  northwest from Trillian’s campsite.  Unless 
  the players stated they were going to look 
  for Ralos they will be considered to be 
  running from Trillian’s campsite.  If the 
  players make a Listen check (DC 10) to 
  determine the direction of the noise.  As long 
  as one player makes the check, the rest can 
  follow the successful player to the grove.  
  Keep in mind this may affect initiative order. 
   
  When the players arrive at the grove, they 
  see Ralos hovering at a nearby tree 
  attempting to sting a small reptilian, dog like 
  creature who is standing on the shoulders of 
  another small reptilian, dog like creature.  
  The kobold that Ralos is fighting is 
  attempting to grab some eggs from a nest 
  that Ralos is trying to block off.  Surrounding 
  the two acrobatic kobolds are four more 
  kobolds, cheering their companions on and 
  firing light crossbow bolts at the dragon in an 
  attempt to kill it for dinner.  The female 
  pseudodragon has already been hit and has 
  fallen in a bush near the tree.  She is 
  wounded and unable to fly. 
   
  Unless the players make an attempt at 
  sneaking up, the kobolds will not be 
  surprised by the players.  The kobolds are 
  part of the group that raided Trillian’s 
  campsite. 
  They 
  decided 
  to 
  take 
  the 
  
  No Holds Bard 
  12
  opportunity of being away from Wreepo to 
  have a little fun.  The kobolds will combat 
  the players until half of their numbers go 
  down, then they will attempt to escape.  Any 
  kobolds that escape will not make any 
  attempt to lose the players.  They will run 
  straight for the entrance to the underground 
  ruins and the kobold warrens where they 
  alert Wreepo and the rest of the tribe of the 
  impending threat. If all the kobolds die 
  before being able to flee, the Survival Check 
  is DC 10 to follow their trail back to the ruins. 
   
  The kobolds will shoot their light crossbows 
  and attempt to seek cover in the surrounding 
  bushes.  The kobolds will single out the 
  toughest looking fighter and attempt to take 
  him down first should melee combat ensue.  
  Otherwise they randomly fire crossbow bolts 
  at the party.  Keep in mind that kobolds are 
  light sensitive when running this encounter.  
  Players will most likely be fighting the 
  kobolds during the day.   
   
  Helge will spend a round putting his boot 
  back on before joining the players in 
  combat.  Helge has not been out of the city 
  before so he has not seen kobolds and may 
  or may not find them absolutely repulsive 
  little creatures.  If the players are having 
  trouble with the kobolds, Helge will sing 
  (See Bardic Music: Inspire Courage, Players 
  Handbook p.29), then produce a light 
  crossbow and join in ranged combat.  He will 
  only 
  engage 
  in 
  melee 
  if 
  necessary.  
  Otherwise, Helge assumes a less active roll 
  in combat.  For example, Helge may have to 
  run back and get his crossbow giving the 
  players a few rounds on their own to fight. 
   
  APL 2 (EL 1) 
  Kobolds (6): hp 2,2,3,3,3,4; see page 161 of 
  Monster Manual 
   
  Treasure: 6 light crossbows, 6x10 light 
  crossbow bolts, 6 halfspears 
   
  NOTE:  After Encounter Three: Camp 
  Chaos, the characters may need to rest 
  after fighting the Kobolds.  From this point, 
  they should have a day and a half to rescue 
  Trillian.  On the second day, Ralos will be 
  more concerned with his pseudodragon 
  girlfriend and taking care of her.  He will 
  assume that these adventurers will be busy 
  saving 
  Trillian 
  and 
  won’t 
  pester 
  the 
  characters during day two.  This gives the 
  players the option of a days rest before 
  Encounter Five: When Kobolds Attack!  If 
  by the morning of day three, the players 
  have not rescued Trillian, Ralos will be panic 
  stricken.  He will wake the players early in 
  the morning (but not before they have a 
  chance to regain spells) and tell them to 
  hurry. 
  Ralos 
  has 
  been 
  speaking 
  telepathically with Trillian and told him that 
  the characters would be there soon.  Trillian 
  told Ralos that he has managed to stall the 
  Kobolds by promising the Kobold leader to 
  teach him new magics.  Trillian is doing all 
  he can to prevent the Kobolds from eating 
  him but his time is almost up.  If the players 
  don’t hurry, Trillian is done for.   
   
  Encounter Four 
  The Ruins 
   
  Cresting the hilltop is what looks to be a 
  stone building of some sort.  One of the 
  many tombs that litter the Cairn Hills 
  perhaps?  If you are brave enough to 
  push through the darkest of the hillside 
  thickets, perhaps you’ll find out! 
   
  About 20 feet west of the camp is a freshly 
  beaten path to the ruins which sit atop the 
  nearby hill.  The path is the easiest way to 
  reach the temple ruins.  It is not necessary 
  to take the path to reach the top of the hill 
  however.  The hill is not so steep that 
  players could not walk up any side of the hill 
  to reach the temple ruins.   
   
  Dotted around the outside of the temple are 
  small shrines to three other Suel gods 
  (Phaulkon, Phyton and Fortubo) as well as 
  several statues in various states of disrepair 
  depicting Jascar in all his holiness.  A 
  Knowledge (Religion) check (DC 15) is 
  required to determine the object of worship 
  for each shrine. Here are some descriptions 
  of these gods. Consult the Living Greyhawk 
  Gazetteer for more information. 
   
  Jascar: god of hills and mountains. Often 
  seen as a man with a dark beard and 
  shining silver breastplate abreast a great 
  horse or Pegasus. His symbol is a snow-
  capped mountain peak. 
  
  No Holds Bard 
  13
   Phaulkon: god of air, wind, clouds, birds, 
  archery. A powerful, clean shaven bare-
  chested man. His holy symbol is a winged  
  human statuette. 
  Phyton: god of nature, beauty, and farming. 
  A tall slender youthful-looking Suel who can 
  take the form of any forest creature. His 
  symbol is a scimitar. 
  Fortubo: god of stone, metals, mountains, 
  and guardianship. His holy symbol is a 
  glowing headed hammer and his personal 
  weapon is a great hammer. A small bearded 
  Suel who resembles a dwarf. 
   
  The temple is dedicated to Jascar.  Any 
  player making a Knowledge (Religion) check 
  (DC 15) will be able to discern the symbols 
  etched into the temple stonework as 
  connected to Jascar.  The etching in the 
  temple is written in Ancient Suel.  If any of 
  the players know Ancient Suel they will be 
  able to translate it.  A Comprehend 
  Languages spell or a Decipher Script check 
  (DC 25) will also translate the writings.  The 
  writings are basic prayers to Jascar, asking 
  for his blessing to be brought down on these 
  hills and the many Suel travelling through.  A 
  Knowledge (Architecture) check (DC 10) will 
  indicate that his temple is quite old and was 
  possibly constructed not long after the Suel 
  began migrating west into this region after 
  fleeing their devastated homeland.  See the 
  Living 
  Greyhawk 
  Gazetteer 
  for 
  more 
  information on the Suel migration.  The 
  inside of the temple is a 20 foot wide by 40 
  foot long room with a ruined altar at one 
  end.  Near the altar is a large stone bowl 
  that was once used to create and store holy 
  water.  It is now cracked and useless.  
  Besides the bowl is a well where water could 
  be drawn up from the hillside.  If the bowl is 
  repaired, a high level cleric of Jascar can 
  cast the Bless Water spell on water in this 
  bowl 
  without 
  the 
  need 
  of 
  material 
  components.  The bowl weighs over 100 lbs 
  and is about 5 ft. in diameter so transporting 
  it is a difficult prospect at best.  It radiates 
  faint magic. 
   
  The well reaches down into the earth about 
  60 feet.  The diameter to the well is not big 
  enough to allow a medium or larger person 
  through without them making an Escape 
  Artist check (DC 30).  Small creatures can 
  make it through the hole but it is a tight fit.  
  They will be helpless until the reach the 
  underground cistern room (see Encounter 
  5: When Kobolds Attack!).  There is no 
  rope down, so players must provide one if 
  they wish to climb down.  Lowering a light 
  down will reveal water to the players able to 
  see down the well far enough in low light.  
  The well is too narrow to show any detail of 
  the room below so players would not be able 
  to tell that the room below is actually a room 
  and not just a cave full of water.    
   
  A Search check (DC 10) of the altar will 
  uncover a book that speaks of the holy rites 
  of Jascar and this temple.  The book was on 
  top of the altar but was knocked off by the 
  kobolds while searching the temple for 
  treasure and the altar was knocked on top of 
  it.  Some of it sticks out from the toppled 
  altar.  The book, like the etchings on the 
  temple, is written in Ancient Sueloise.  
  Unless the players can translate the 
  language by reading Ancient Sueloise, 
  casting Comprehend Languages or making 
  a Decipher Script check (DC 25) they have 
  no idea what the book says.  If the 
  characters can translate the book, the 
  players will be told about a blessing 
  chamber beneath the temple within the hill 
  where new followers of Jascar are taken to 
  be initiated via baptism.  It also outlines the 
  ritual used by the priests.  A cleric of Jascar 
  must perform the ritual.  A priest of Jascar 
  can make a Wisdom check (DC 10) to 
  decipher the drawings that accompany the 
  description of the baptism ritual to learn how 
  to properly perform it as it is very similar to 
  the rituals used by the church presently.  
  Those baptised by the cleric will be under 
  the effects of Bless as cast by a 17th level 
  cleric.   
   
  The rest of the temple is unremarkable in 
  any way.  There are no pews left, just a few 
  candleholders 
  that 
  currently 
  have 
  no 
  candles in them lie strewn about the temple 
  floor as well as the remnants of a campfire 
  built here some time ago.  The most recent 
  tracks here are a set of human tracks 
  (Trillian’s).  No Track check is necessary to 
  see them amongst the dirt on the floor. 
   
  Encounter Five 
  When Kobolds Attack! 
   
  
  No Holds Bard 
  14
  Eventually, the players should find the 
  entrance to the underground cistern beneath 
  the temple.  The entrance was concealed by 
  the kobolds with branches and shrubs and is 
  found on the back of the hillside (see Map 3 
  Ruins Area Overview).  A Search check (DC 
  15) 
  will 
  reveal 
  the 
  hastily 
  concealed 
  doorway.  If the players are following kobold 
  tracks, the tracks will lead within 10 feet of 
  the concealed door and stop.  The kobolds 
  have made a shoddy attempt to conceal 
  their tracks.  A player with the Track feat can 
  make a Survival check (DC 20) to see that 
  the trail leads into a set of bushes against 
  the hillside.  If there are any Elves in the 
  party they get an automatic Search check to 
  find the doorway if they pass within 5 feet.  
  The doorway leads to a set of stairs that will 
  bring the players down below the hill into 
  Room A: Cistern Room. 
   
  Helge will not accompany the players into 
  the subterranean ruins if there are six 
  players in the group.  Helge will prefer to 
  stay behind at Trillian’s ruined campsite and 
  wait for the players.  If there are only four or 
  five players he will agree to tag along but 
  only after some cajoling on the part of the 
  players. 
   
  Room A: Cistern Room 
   
  This room is where the Suel priests of 
  Jascar would perform many of their holy 
  rites and rituals.  The pool that makes up 
  most of the room was used to baptize new 
  converts to Jascar.  The water from this 
  cistern room was also used to make holy 
  water.  The walls of this room are covered 
  with illustrations depicting the many glories 
  of Jascar.  The pool is 5 feet deep.  There 
  are stairs leading from the northern portion 
  of the walkway down into the pool.  The 
  water is cold and clear and perfectly safe to 
  drink.  This is also a holy place and any 
  good character can sense the rooms holy 
  aura.  A Detect Good spell would radiate 
  overwhelmingly here. 
   
  In the ceiling of this room about 15 feet up, 
  is a small hole that leads to the temple 
  above.  The hole is over the center of the 
  pool and can not be accessed by reaching 
  directly overhead unless the person is 
  standing in the pool.   
   
  Around over half the perimeter of the room 
  is a cobblestone walk way.  The walk way is 
  about two feet wide, slightly slanted towards 
  the pool due to erosion and rather slippery.  
  Anyone moving faster than half speed must 
  make a Balance check (DC 12) to avoid 
  slipping and falling into the pool.  The pool is 
  5 ft deep and could prove problematic to any 
  short armor wearing characters who fall in. 
   
  In the northwest corner of the room just 
  above the surface of the pool is a small altar 
  to Jascar that was used in the blessing 
  ceremonies.  If a high level priest of Jascar 
  were to perform the proper ritual here, all 
  players standing in the pool would receive a 
  Bless spell cast at 17th-level.  A priest of 
  Jascar could review the illustrations on the 
  walls and make a Knowledge (Religion) 
  check (DC 15) to realize the significance of 
  the drawings and the ritual but could not 
  perform the ritual exactly.  The priest would 
  need the book from the altar ruins in the 
  temple to do that.  See Encounter Four: 
  The Ruins 
   
  On the north wall is a doorway that is 
  reachable by the narrow path that skirts the 
  edge of the room.  The doorway leads to 
  Room B: Storage Room.   
   
  On the west wall, a large opening has been 
  rent in the stone.  This opening leads down 
  a tunnel to Room C: Entrance.  The 
  opening to this tunnel is trapped.  It is rigged 
  with a light crossbow to fire at anyone who 
  hits the tripwire.  It must be reset by the 
  kobolds to be used again.   
   
  Crossbow trap: CR 1; mechanical; location 
  trigger; manual reset; Atk +10 ranged (1d8 
  19-20/x2 bolt); Search (DC 20), Disable 
  Device (DC 20). 
   
  Room B: Storage Room  
   
  At one point this room held important 
  religious articles used in the various 
  ceremonies held in the holy cistern.  The 
  room has long since been emptied of its 
  contents and now only contains empty stone 
  shelves.   
   
  Room C: Entrance 
   
  
  No Holds Bard 
  15
  Other than Wreepo, there are 12 male, 10 
  female and 7 baby kobolds in the lair.  If any 
  kobolds escaped from Encounter 3: Camp 
  Chaos make sure to add them to the total 
  number of male kobolds.  The women won’t 
  fight unless threatened with violence or their 
  children are taken.  The children won’t fight 
  but will put up a struggle if separated from 
  their mothers.  You will want to keep track of 
  how 
  many 
  kobolds 
  remain 
  to 
  make 
  appropriate 
  adjustments 
  to 
  certain 
  encounters.  For example, if the players 
  have killed 14 kobolds there won’t be 6 
  kobolds to fight the players in the Sleeping 
  Area counter attack. 
   
  This natural cavern is about 20 feet high 
  from floor to ceiling.  The room itself is 15 
  feet wide, 20 feet long and exits via a forked 
  path.  The room still has yet to be cleared of  
  some of the larger rocks.  Anyone wishing to 
  take cover behind the rocks would receive ¼ 
  cover bonus from anyone shooting at them 
  from down the forked in the tunnel. 
   
  Just before the fork in the path is a covered 
  pit trap.  The kobolds dug the pit there to 
  slow the advance of attacking creatures that 
  would 
  invade 
  from 
  the 
  temple 
  ruins.  
  Clearing the 10 feet wide by 5 feet long pit 
  will require a Jump check or players could 
  make a Balance check (DC 15) to skirt 
  around the outside edge.   
   
  Camouflaged Pit Trap (20 feet deep): CR 1; 
  mechanical; location trigger; manual reset; 
  Reflex save (DC 20) avoids; 10 ft. deep 
  (1d6, fall); Search (DC 24), Disable Device 
  (DC 20). 
   
  On both sides of the room about 10 feet up, 
  are two shelves carved out of the stone.  
  The kobolds use these areas as hidden 
  guard posts from which to ambush intruders 
  who have entered their lair.  Players can 
  detect the kobolds with a  Spot check (DC 
  20) to act during the Surprise round. 
   
   
  Tactical Notes: 
   
  The shelves are 5 feet wide and 15 feet 
  long.  The shelf is 4 feet high making it 
  impossible for Medium creatures to stand up 
  there and effectively fight.  Any medium 
  sized player climbing up to fight kobolds on 
  the shelf can only use weapons of size 
  small.  Small players have no penalty 
  fighting here. 
   
  The kobolds have 1/4 cover from any 
  attempt to attack them with missile fire.  
  Melee attacks can not reach the shelf from 
  the cavern floor.   
   
  Characters must climb up to attack the 
  kobolds with melee weapons.  If characters 
  don’t want to climb, they can jump up to 
  grab the ledge as a standard action and as a 
  move-equivalent action, pull themselves up. 
  Smaller characters may need to make a 
  Jump check (DC 12) to reach the shelf.   
   
  A character with a reach weapon could 
  stand on one of the rocks near the shelf and 
  make attacks but the kobolds get ¼ cover. 
   
  Unless the kobolds are on alert, there are 
  only two kobolds, one on each side, 
  standing guard.  They will attempt to shoot 
  invaders 
  with 
  their 
  crossbows 
  while 
  sounding the alarm.  Once the alarm is 
  sound, four more kobolds will arrive to 
  engage in combat two rounds later.  Two will 
  appear on the shelves (one on each side) 
  and two will appear from each fork in the 
  tunnel.  If the alarm has already been set off, 
  the kobolds will already be in place. 
   
  Number of Kobolds: 
  No Alarm 
  Kobolds (2): hp 3,3; see page 161 of 
  Monster Manual 
   
  Alarm  
  Kobolds (6): hp 2,3,3,3,4,4; see page 161 of 
  Monster Manual 
   
  Room D: Spider’s Lair  
   
  The fork leading north from Room C: 
  Entrance curves past the lair of a medium 
  size monstrous spider.  The spider is a pet 
  of the Lightning Scale tribe kobolds and is 
  trained not to attack kobolds.  The tunnels 
  are 6 feet high here 
   
  The spider’s lair is 10 feet high but a large 
  portion of the room is filled with spider webs 
  which would easily catch fire if flame were 
  
  No Holds Bard 
  16
  put to it.  However, this would produce a 
  large amount of smoke in the area and 
  would alert the kobolds to player presence if 
  currently undetected.  In the back of the 
  room, players making a Spot check (DC 15) 
  will notice the cocooned remains of a small 
  humanoid (a gnome).  The gnome was 
  prowling around the lair and accidentally 
  alerted the spider who immediately trapped 
  and dragged the gnome into the cave.  The 
  corpse has a masterwork shortsword, a gold 
  ring with an emerald inset and a gold 
  pendant on which is inscribed “Good Luck 
  Erky”.   
   
  The spider will be lured out of the lair by the 
  kobolds and will be used to attack players as 
  part of a back up plan attack plan in Room 
  E: Sleeping Area should the players make 
  it past Room C: Entrance and the alarm is 
  triggered.. 
   
   
  Number of Kobolds: 
  No Alarm 
  Monstrous Spider, Medium-Size Medium-
  Sized Vermin: hp 11; see page 210 of 
  Monster Manual 
   
  Alarm  
  nothing 
   
   
  Treasure: Masterwork shortsword 310gp; 
  Gold ring with emerald 150gp; Gold pendant 
  500gp; 
   
  Room E: Sleeping Area 
   
  This large area has now been made a 
  common sleeping area for the tribe.  The 
  female kobolds stay here most of the time 
  tending to children, mending armor and 
  weapons 
  and 
  performing 
  other 
  minor 
  chores.  The ceiling is over 15 feet high here 
  and the roof is covered with stalactites.  The 
  floor is covered with furs, mosses and other 
  soft substances for the tribe to sleep on.   
   
  If the alarm is sounded, the women and 
  children will be herded into Wreepo’s room 
  (Room F) until the trouble dies down.  The 
  women will not attack unless the players 
  threaten their children.  The children will 
  take cover with their mothers and will only 
  put up a fight if the players try to separate 
  them from the other kobolds. 
   
  The male kobolds, led by Wreepo, will make 
  their stand in this room.  Any kobolds that 
  escaped Encounter Three: Camp Chaos will 
  be in this room when the players enter the 
  caves along with four other kobolds that are 
  resting here.  If the alarm sounds, the two 
  kobolds in Room G: Armory assemble here 
  as well.  Those two kobolds from Room G 
  will have two alchemist vials each to throw 
  at players.  Wreepo will use the Shield scroll 
  when he hears the players coming in the 
  room and then targets the biggest fighters 
  with Cause Fear.  He will use his Grease 
  spell if the party is grouped up or there are 
  spellcasters hanging in the back and 
  causing trouble. 
   
  Number of Kobolds: 
  No Alarm 
  Kobolds, male (4 + any kobalds left from 
  Encounter Three: Camp Chaos): hp 
  2,3,3,4; see page 161 of Monster Manual 
   
  Kobolds, female (10): hp 2; see page 161 of 
  Monster Manual 
   
  Kobolds, children (7): hp 1; see page 161 of 
  Monster Manual 
   
  Alarm  
  Kobolds (6 + any kobalds left from 
  Encounter Three: Camp Chaos): hp 
  2,3,3,3,4,4; see page 161 of Monster 
  Manual 
   
  Monstrous Spider, Medium-Size Medium-
  Sized Vermin: hp 11; see page 210 of 
  Monster Manual 
   
  Wreepo: hp 12; see Appendix 1 
   
  Room F: Wreepo’s Pad 
   
  This small cave is where Wreepo, leader of 
  the Lightning Scale tribe lives.  His bedroom 
  is nicer than the kobold sleeping area but is 
  still rather grimy by human standards.  
  Wreepo can be found in here going through 
  Trillian’s items if the alarm has not sounded.  
  Otherwise, Wreepo will be in Room E: 
  Sleeping Area to mount a counter attack 
  against the players.   
   
  
  No Holds Bard 
  17
  The entrances to Wreepo’s room are small 
  (3 feet in height) and covered with animal 
  pelts to give him some measure of privacy.  
  Wreepo’s floor is also lined with furs.  
  Behind one of the furs where the wall and 
  floor meet is a small hole in the cavern wall 
  where Wreepo hides his treasure.  A small 
  chest in inside the hole. (Search DC 15 to 
  find it). It is locked.  An Open Lock check 
  (DC 20) is required to open it.  The chest is 
  wooden, has a hardness of five and five 
  hitpoints.  Within the chest is 50gp worth of 
  gold coin, a bracelet worth 100gp, an ornate 
  dagger worth 60gp and 5 rubies worth 15gp 
  each. 
   
  If the alarm sounds, Wreepo will have the 
  women and children brought to his room for 
  safety.  He will drink the Potion of Eagle’s 
  Splendor (boosting his Cha to 21), read the 
  scroll of Mage Armor and will begin readying 
  the rest of the tribe to perform the counter 
  attack. 
   
  Number of Kobolds: 
  No Alarm 
  Wreepo: hp 12; see Appendix 1 
   
  Alarm 
  Kobolds, female (10): hp 2; see page 161 of 
  Monster Manual 
   
  Kobolds, children (7): hp 1; see page 161 of 
  Monster Manual 
   
  Treasure: 50gp; Bracelet 100gp; Ornate 
  Dagger 60gp; 5 rubies 15gp each; 
   
  Room G: Armory 
   
  This room is 7 feet from floor to ceiling and 
  is where the kobolds keep their extra 
  crossbow bolts and other weapons including 
  4 vials of Alchemist’s Fire.  It also passes as 
  a make shift storage room.  Some of 
  Trillian’s common equipment and belongings 
  can be found here as well as some other 
  common items the kobolds have found and 
  brought back.   
   
  To the southwest is a 2 foot diameter hole 
  that the kobolds crawl down to get to the 
  northern  shelf in Room C: Entrance.  Small 
  characters can walk down the tunnel albeit 
  crouched over.  Medium characters will have 
  to crawl and have to make an Escape Artist 
  check (DC 10) to keep from getting stuck.  
  Armor check penalties apply.  Crawling 
  characters move at half speed. 
   
  To the east is a passage that leads to Room 
  H: Jail.  There are two guards standing 
  watch here unless the alarm sounds at 
  which point they will join the others in Room 
  E: Sleeping Area for the counter attack.   
   
  To the north is a 3 foot high doorway 
  covered with animal skins.  This is an 
  entrance to Room F: Wreepo’s Pad. 
   
  The GM should feel free to allow players to 
  find up to 6 items worth 5gp or less on the 
  Adventuring Gear list on page 108 of the 
  Players Handbook in this room.   
   
  Number of Kobolds: 
  No Alarm 
  Kobolds (2): hp 3,4; see page 161 of 
  Monster Manual 
   
  Alarm 
  nothing 
   
  Treasure: 4 Alchemist Fire Vials 20gp each; 
   
  Room H: Jail 
   
  This room is 7 feet from floor to ceiling.  It is 
  where Trillian is being kept prisoner.  Trillian 
  is hog tied to a post against the far wall from 
  the entrance as well as blindfolded and 
  gagged.  Two kobolds keep watch over 
  Trillian and prevent him from sleeping or 
  gaining any significant rest.  Wreepo knows 
  that Trillian can use magic and doesn’t want 
  to take any chances.  Every minute or two, 
  one of the kobolds jabs Trillian with a sharp 
  stick to wake him up.  Trillian is wounded 
  and exhausted.  Trillian has managed to 
  convince Wreepo that eating a bard is a bad 
  idea and that has promised to reveal all his 
  magic knowledge if released.  So far 
  Wreepo hasn’t agreed to release him but 
  hasn’t killed him yet because he wants to 
  learn the command word to Trillian’s spent 
  Wand of Magic Missiles as well as any other 
  magical secrets he may contain. 
   
  Any players that are rendered unconscious 
  or captured are brought here and are bound, 
  gagged and blindfolded.  Unless they have 
  concealed weapons, all gear is taken from 
  
  No Holds Bard 
  18
  them.  There are rocks that they can use to 
  defend themselves against the kobolds 
  should they escape their bonds.  They can 
  free themselves with an Escape Artist check 
  (DC 23).   
   
  Number of Kobolds: 
  No Alarm 
  Kobolds (1): hp 3; see page 161 of Monster 
  Manual 
   
  Alarm 
  Kobolds (1): hp 3; see page 161 of Monster 
  Manual 
   
  Trillian: hp 10 (wounded); see Appendix 1 
   
  Room I: Reela’s Kitchen 
   
  This is where the Lightning Scale tribes 
  resident cook resides.  Reela, another 
  kobold, was once a slave of a Duergar 
  where she worked as a servant.  She 
  escaped and ran into Wreepo’s warband 
  while they were out on patrol and has been 
  part of the tribe ever since.  In return, she 
  has taken it upon herself to prepare the 
  meals for the tribe.  She fancies herself a 
  cook and since none of the other kobolds 
  have any experience with cooked food, no 
  one argues with her despite her obvious lack 
  of skill.  She is currently preparing to cook 
  the myconid being held prisoner in Room J: 
  Larder.  If the players do not set off the 
  alarm, Reela and two other kobolds will 
  eventually head into the larder, drag out the 
  myconid and chop him up good for 
  mushroom stew.   
   
  The room is 8 feet from floor to ceiling.  
  Along the south wall is a pile of dirty rags 
  that Reela uses as a bed as well as to clean 
  up around the place.  Along the west wall, is 
  a small table where two other kobolds 
  prepare ingredients for the stew.  Reela 
  barks at them every so often to keep them in 
  line and slaps their hands with a wooden 
  spoon if the kobolds try sneaking a taste of 
  any of the food.  Reela currently has a pot of 
  stew cooking over a pit of coals in the center 
  of the room.  
   
  Amongst her dirty rag bed is a beautifully 
  crafted platinum serving spoon that Reela 
  took from the Duergar home when she 
  made her escape.   
   
  If the alarm is sounded, both of the male 
  kobolds leave to help out in the ambush in 
  Room C: Entrance.  The other guards 
  Reela, who can do no better than to cower 
  and wave her cooking spoon at would be 
  assailants.  She usually aims for the 
  knuckles. 
   
  Number of Kobolds: 
  No Alarm 
  Kobold (2): hp 2,3,3; see page 161 of 
  Monster Manual 
   
  Kobold (Reela): hp 3; see page 161 of 
  Monster Manual 
   
  Alarm 
  Kobold (Reela): hp 3; see page 161 of 
  Monster Manual 
   
  Treasure: Platinum Serving Spoon 180gp; 
   
  Room J: Larder 
   
  This is where Reela keeps the stores of food 
  that the tribe brings back.  There are dead 
  animals hanging from the roof (rabbits, 
  birds, etc).  There are also shelves dug out 
  of the wall where old urns taken from Room 
  B: Storage hold various mosses and molds 
  used in Reela’s dishes.  In the back corner, 
  tied up with rope and covered with a damp 
  piece of cloth, is a myconid worker that was 
  captured by the kobolds and brought here 
  for dinner.  The myconid does not have 
  communication 
  spores 
  and 
  is 
  very 
  frightened.  If the players free it, it heads 
  towards the treasure room to the tunnel 
  leading back down into the Underdark.  If 
  the players don’t free the myconid, he 
  eventually shrivels up and dies.  If the 
  players attack, it does the best it can to 
  defend itself while trying to flee back to the 
  Underdark. 
   
  Myconid Average Worker: hp 11; see 
  Appendix 1 
   
  Room K: Treasure Room 
   
  Just outside this room behind a rock, is a 2 
  foot diameter tunnel.  This tunnel leads to 
  the southern shelf in Room C: Entrance.  
  When the alarm sounds one more kobold 
  from Room I: Reela’s Kitchen will crawl up 
  
  No Holds Bard 
  19
  this tunnel to help repel intruders.  Small 
  characters can walk down the tunnel albeit 
  crouched over.  Medium characters will have 
  to crawl and have to make an Escape Artist 
  check (DC 10) to keep from getting stuck.  
  Armor check penalties apply.  Crawling 
  characters move at half speed. 
   
  A lone kobold guards this room making sure 
  no intruders from the Underdark sneak up 
  on the kobolds.  This guard will not leave his 
  position unless ordered to by Wreepo. 
   
  At the back of this long cavern room is a 
  tunnel that brought the kobolds to these 
  caves from the Underdark.  Players should 
  be discouraged from heading down this 
  tunnel as it is beyond the scope of this 
  adventure.  Perhaps some writing on the 
  wall in Draconic left by the kobolds stating 
  Underdark with an arrow pointing down the 
  tunnel. If they try wandering down, have 
  them find a cave in which would take a long 
  time to get through.   
   
  This room is a natural cave and the ceiling is 
  15 feet up.  At the far end of the room is a 
  pile of bones, old broken weapons, useless 
  pieces of armor, etc.  Everything in the pile 
  is beyond repair and worthless.  On top of 
  that pile is a glowing holy symbol of Jascar.  
  The symbol is made of solid gold and 
  blessed with a slight magic aura that causes 
  it to glow with a low blue light.  Anyone 
  standing at the entrance of the room, will 
  see the glowing item but won’t be discern 
  what it is.  The players will have to move up 
  to the pile to see what the item actually is.  
  When the players move up to the item, the 
  darkmantle hanging above attacks.  Unless 
  players are looking, the darkmantles should 
  get a surprise round.  A Spot check (DC 25) 
  will detect the darkmantle and allow the 
  player the opportunity to act during the 
  surprise round if not detected until it is too 
  late.  The darkmantle will use its darkness 
  ability during the surprise round then attempt 
  to attack anyone still within the darkness on 
  its turn.  Remember characters move at half 
  movement in the darkness.  Wreepo placed 
  the holy symbol here to lure any intelligent 
  creature into a trap.  Reela throws small 
  animals to the darkmantle to feed it when 
  prey is scarce. 
   
  Number of Kobolds: 
  No Alarm 
  Kobold (1): hp 3; see page 161 of Monster 
  Manual 
   
  Darkmantle (1): hp 7; see page 38 of 
  Monster Manual 
   
  Alarm 
  Kobold (1): hp 3; see page 161 of Monster 
  Manual 
   
  Darkmantle (1): hp 7; see page 38 of 
  Monster Manual 
   
  Treasure: Golden Holy Symbol of Jascar 
  400gp; 
   
  Conclusion 
  There are four probable outcomes from this 
  adventure.  
   
  If the players rescue Trillian on their own  or 
  are captured but manage to escape without 
  the aid of Trillian or Ralos, read the 
  following… 
   
  As you emerge to the outside world, you 
  all find yourself arching your back 
  working the kinks out you received 
  stooping in the confined spaces of the 
  kobald’s lair.  
   
  “Well!  It is good to see the surface world 
  again I must admit!  Thank you all for 
  your bravery and tenacity.  You would all 
  make fine explorers that is for sure!  
  Helge tells me he promised to pay you 
  100gp for your services.  One can not put 
  to high a price on life.  I would like to 
  triple that offer and give you 300gp.  You 
  shall all come back to Seltaren and stay 
  as my guests and I won’t take no for an 
  answer!” Trillian warmly states as he 
  rubs Ralos’ head with affection. 
   
  “At least you didn’t have to battle the 
  twenty fiendish firebreathing kobolds 
  that attacked me in the ruins.  Lucky for 
  you lot I managed to vanquish those little 
  devils before you arrived! It was a truly 
  amazing fight.  It all started…” Trillian 
  says assuredly as he strides east 
  towards Seltaren, Helge and Ralos in 
  tow. 
   
  
  No Holds Bard 
  20
  Trillian is suitably impressed with the players 
  rescuing him and triples the payment offered 
  by Helge to 300gp.  He accompanies the 
  players back to Seltaren and has them stay 
  at his house as his guests for a week.  He 
  brings the players to the Royal Explorers 
  Society and introduces them around telling 
  everyone about how these brave men and 
  women helped fend off these ferocious 
  reptile men and saved his life.  Trillian will 
  then discuss with the players about his next 
  conquest, a set of ruins near the bright 
  desert that have yet to be explored.  Helge 
  will simply be glad to be home and will hole 
  up in an expensive room at an inn being 
  pampered until he has fully recovered from 
  his adventure.  Ralos will be glad to have his 
  master safe and sound.  As the players bid 
  Trillian 
  a 
  fond 
  farewell 
  on 
  his 
  next 
  adventure, they notice he has a whole 
  gaggle of pseudodragons following behind 
  him. 
   
  If the players were captured by the kobolds 
  but managed to escape with the aid of 
  Trillian and Ralos, read the following… 
   
  As you emerge to the outside world, you 
  all find yourself arcing your back working 
  the kinks out your received stooping in 
  the confined spaces of the kobald’s lair. 
   
  “Thank goodness for Ralos!  If it wasn’t 
  for this brave little dragon, we’d surely all 
  be passing on to a glorious afterlife! Of 
  course 
  none 
  of 
  this 
  would 
  have 
  happened if I had known that the ruins 
  were crawling with a unique tribe of 
  fiendish firebreathing kobolds who very 
  flesh 
  can 
  withstand 
  the 
  even 
  my 
  mightiest blow!” elaborates Trillian as he 
  gathers a few of his belongings.  Ralos 
  flaps around Trillian shooting daggers 
  from his eyes. 
   
  “Lucky for you lot I managed to vanquish 
  those devils before you arrived!” Trillian 
  says assuredly as he strides east 
  towards Seltaren, Helge and Ralos in 
  tow. 
   
  The players fail to rescue Trillian.  There is a 
  chance that the kobolds will overcome the 
  players.  They will stabilize those players 
  that they can and throw the entire lot in the 
  jail with Trillian.  The night before Trillian is 
  about to be cooked for dinner, Ralos flies in 
  and gnaws Trillian’s bonds apart.  Trillian 
  and the players are now left to make a 
  daring escape.  Trillian, weak and wounded 
  will attempt to make haste out of the caves 
  as quickly as possible.  Any player 
  conscious and able, can assist in the 
  escape.  Any players left behind will be 
  cooked and eaten in place of Trillian and will 
  not be recoverable.  It might be a good idea 
  to impress upon players leaving the caves 
  without your allies could be very bad.  If this 
  is the case, Trillian brings them back to 
  Seltaren and puts them up at his house and 
  introduces them around the Royal Explorers 
  Society.  The players do not get the bonus 
  payment.   
   
  If the players completely fail to rescue 
  Trillian but survive, read the following… 
   
  You’ve been back in Seltaren for a few 
  days when you are contacted by Helge.  
  He wishes to pay you the rest of your fee 
  as agreed and share a drink to the 
  memory of his good friend Trillian 
  Jacobson.  
   
  Helge stands, tankard in hand and toasts 
  “To a good friend.  May he find as much 
  adventure in the afterlife as he found 
  here in the Duchy!” 
   
  “Indeed!” sounds a familiar voice from 
  the door way of the inn.  Standing there 
  in dirty, bloody rags that were once fine 
  explorer garments is Trillian Jacobson.  
  “Now, how about youbuy me a drink and 
  I’ll regale you with the time I single-
  handedly escaped the lair of a pack of 
  ferocious kobald warriors!” 
   
  “Bartender!  A drink for my friend!” Helge 
  cries out with a huge smile on his face.   
  “Come join us Trillian.  Tell us another 
  one of your tall tales!” 
   
  “Tall tales indeed!  You were all there.  
  Surely 
  you 
  encountered 
  the 
  fire-
  breathing devils yourselves!” Trillian 
  replies.  A crowd begins to gather as 
  Trillian begins to weave his tale of peril.   
   
  Trillian escapes on his own and word 
  reaches the players that Trillian made it out 
  alive.  Trillian meets with the players and 
  
  No Holds Bard 
  21
  thanks them for their efforts and then 
  departs off on his next adventure. 
   
  Experience Point 
  Summary 
   
  Encounter Three: Camp Chaos 
  Defeat or drive off the kobolds  
  50 xp 
   
  Encounter 
  Five: 
  When 
  Kobolds 
  Attack! 
  Defeat spider 
  50 xp 
   
  Defeat Wreepo  
  50 xp 
   
  Defeat Lightning Scale tribe 
  150 xp 
   
  Defeat Darkmantle 
  50 xp 
   
  Find and disarm crossbow trap 
  50 xp 
   
  Discretionary roleplaying award 
  0 - 50 xp 
   
  Total possible experience 
  450xp 
   
  Treasure Summary 
  Loot (price divided in half for sell 
  value): 
   
  Each Light Crossbow (total of 18) 
  17 gp  
  Each Halfspear (total of 18) 
  5 sp 
   
  Room D: Spider’s Lair 
  Masterwork shortsword  
  155gp  
   
  Room G: Armory 
  Alchemist’s Fire (x4) 
  40gp 
   
  Treasure (found during adventure): 
   
  Room D: Spider’s Lair 
  Gold ring with emerald 150gp; Gold pendant 
  500gp; (Total 650gp) 
   
  Room F: Wreepo’s Pad 
  Coin 50gp; Bracelet 100gp; Ornate Dagger 
  60gp; 5 rubies 15gp each; (Total 285gp) 
   
  Room I: Reela’s Kitchen 
  Platinum Serving Spoon 180gp; (Total 
  180gp) 
   
  Room K: Treasure Room 
  Golden Holy Symbol of Jascar 400gp; (Total 
  400gp) 
   
   
  Magic Items (sell value): 
  None 
   
  Maximum possible gold for treasure 
  and loot 
  2025 gp (338 gp each player) 
   
  Maximum 
  possible 
  payment 
  for 
  rescuing Trillian 
  300 gp (50 gp each player) 
  OR 
  100 gp for not rescuing Trillian (17 gp each) 
   
  Maximum total gold possible for this 
  adventure 
  388 gp each player 
   
  Treasure cap 
  400 gp 
   
  
  No Holds Bard 
  22
  Appendix One: NPC stats 
   
  Encounter One: Helping Helge 
   
  Helge Atkinson: Male Human Brd1; CR 1; 
  Medium-sized 
  Humanoid 
  (Human); 
  HD 
  1d6+1; hp 7; Init +5; Spd 30; AC 11 (Touch 
  11, Flat-Footed 10); Atk +0 melee (1d6, 
  Rapier, 18-20); SA Spellcasting; SQ Bardic 
  Music, Bardic Knowledge; AL CG; SV Fort 
  +1, Ref +3, Will +3; Str 10, Dex 12, Con 12, 
  Int 12, Wis 12, Cha 16 
  Skills and Feats: Diplomacy +7, Gather 
  Information +7, Hide +5, Perform +10, 
  Sense Motive +5; Improved Initiative, Skill 
  Focus (Perform) 
  Languages: Common, Draconic, Dwarven, 
  Elven, Gnome, Orc 
  Spells Known (4; base DC=13 + spell level):  
  0 – Mending, Prestidigitation, Ghost Sounds, 
  Dancing Lights 
  Possessions: 
  lute, 
  rapier, 
  backpack, 
  waterskin, bedroll, pots, pans, writing paper, 
  ink 
   
  Ralos, Male Pseudodragon Familiar: CR -; 
  Tiny dragon; HD 7; hp 15; Init +0; Spd 15 ft., 
  fly 60 ft. (good); AC 22 (Touch 12, Flat-
  Footed 22); Atk +3 melee (1d3-2 and 
  poison, 
  sting), 
  -2 
  melee 
  (1, 
  bite); 
  Face/Reach 2 ½ ft. by 2 ½ ft./0 ft.; SA 
  Poison; SQ Granted Abilities, Touch, Speak 
  with 
  Master, 
  Immunity 
  to 
  Sleep 
  and 
  Paralysis, See Invisibility, Telepathy; AL NG; 
  SV Fort +4, Ref +3, Will +6; Str 6, Dex 15, 
  Con 13, Int 10, Wis 12, Cha 10. 
  Skills and Feats: Hide +20/+28 in forest or 
  overgrown areas, Diplomacy +2, Listen +7, 
  Search +6, Sense Motive +7, Spot +7; 
  Survival +1 (+3 following tracks); Weapon 
  Finesse, Alertness. 
  Poison (Ex): Sting; Fort save (DC 14); Initial 
  damage sleep for 1 minute, secondary 
  damage sleep for 1d3 hours. 
  Blindsense (Ex): A pseudodragon can locate 
  creatures within 60 feet by nonvisual means 
  (mostly hearing and sscent, but also by 
  noticing vibration and other environmental 
  clues). Opponents the pseudodragon can’t 
  actually see still have total concealment 
  against the pseudodragon.  
  Telepathy (Su): Communicate telepathically 
  with creatures that speak Common or 
  Sylvan, within 60 feet. 
  Note: While in Seltaren and on the way to 
  the ruins, Ralos is over a mile from his 
  master and does not have the Granted 
  Abilities that a familiar normally receives.  
  Once the players reach the ruins, Ralos will 
  receive his Granted Abilities.  Losing his 
  familiar abilities does not affect his stats in 
  any way. 
   
  Encounter Two: The Great Outdoors 
   
  Adam Oakheart: Male Human Drd3; CR 3; 
  Medium-sized 
  Humanoid 
  (Human); 
  HD 
  3d8+6; hp 24; Init 0; Spd 30; AC 12 (Touch 
  10, Flat-Footed 12); Atk +2 Melee (1d6/1d6, 
  Quarterstaff); SA Spellcasting; SQ Nature 
  Sense, Animal Companion, Wild Empathy,  
  Woodland Stride, Trackless Step; AL N; SV 
  Fort 7, Ref 1, Will 5; Str 10, Dex 10, Con 14, 
  Int 10, Wis 16, Cha 14; 
  Skills and Feats: Animal Empathy +9, 
  Handle Animal +9, Heal +6, Intuit Direction 
  +8, Survival +8; Great Fortitude, Endurance 
  Spells Prepared (4/3/2; base DC=13 + spell 
  level):  0 – Cure Minor Wound, Detect 
  Poison, Mending, Purify Food and Drink; 1 – 
  Calm Animal, Detect Animals or Plants, 
  Goodberry; 2 – Speak With Animals, Tree 
  Shape 
  Possessions: leather armor, quarterstaff, 8 
  goodberries 
   
  Encounter Five: When Kobolds Attack! 
   
  Wreepo!, Male Kobald Sor2; CR 2; Small-
  sized Humanoid (Reptilian); HD 1/2d8+1 
  (kobold) + 2d4+2 (sorcerer); hp 12; Init +2; 
  Spd 30; AC 14 (Touch 13, Flat-Footed 12); 
  Atk 
  +0 
  (1d6, 
  Halfspear, 
   
  x3); 
  SA 
  Spellcasting; SQ Darkvision 60 ft., Light 
  Sensitivity, Familiar; AL LE; SV Fort +1, Ref 
  +2, Will +5; Str 6, Dex 14, Con 12, Int 10, 
  Wis 10,  Cha 17 
  Skills and Feats: Concentration +6, Craft 
  (trapmaking) +7, Hide +9, Listen +2,  Move 
  Silently +5, Search +2, Spot +2, ; Alertness,  
  Combat Casting 
  Spells Known (5/2; base DC=13 + spell 
  level):  0 – Daze, Flare, Ghost Sounds, 
  Mage Hand, Ray of Frost; 1 – Cause Fear, 
  Grease 
  Possessions: 
  light 
  crossbow, 
  10 
  light 
  crossbow bolts, Potion of Eagle’s Splendor, 
  Scroll of Colour Spray, Scroll of Mage 
  
  No Holds Bard 
  23
  Armor, Scroll of Shield, Wand of Magic 
  Missiles (empty) 
  Note: Wreepo’s Charisma will raise to 20 
  after he drinks the Potion of Eagle’s 
  Splendor.  This will raise the DC of all cast 
  spells to 15 + spell level. 
    
  Trillian 
  Jacobson: 
  Male 
  Human 
  Brd5/Wzd2; CR 7; Medium-sized Humanoid 
  (Human); HD 5d6 (bard) + 2d4 (wizard); hp 
  27; Init +2; Spd 30; AC 14 (Touch 12, Flat-
  Footed 12); Atk +6 (1d6, rapier, 18-20); SA 
  Spellcasting; SQ Bardic Music, Bardic 
  Knowledge, Familiar, Inspire Competence; 
  AL CG; SV Fort +1, Ref +6, Will +7; Str 10, 
  Dex 14, Con 12, Int 14, Wis 10, Cha 17 
  Skills and Feats: Bluff +10, Decipher Script 
  +7, Diplomacy +6, Gather Information +6, 
  Knowledge 
  (arcana) 
  +4, 
  Knowledge 
  (geography) +5, Knowledge (history) +5, 
  Knowledge (nobility) +4, Perform +11, 
  Profession (cartographer) +8, Spellcraft +7, 
  Scry +7,  Search +5, Spot +3, Survival +6; 
  Alertness, Endurance, Improved Familiar 
  (pseudodragon), Scribe Scroll, Weapon 
  Finesse (rapier) 
  Languages: Common, Draconic, Elven 
  Wizard Spells Prepared (4/3; base DC=12 + 
  spell level):  0 – Disrupt Undead x2, Ray of 
  Frost, Read Magic; 1 – Detect Secret Doors 
  x2, Spider Climb 
  Spellbook: 0 – all cantrips; 1st – Change 
  Self, 
  Comprehend 
  Languages, 
  Detect 
  Secret Doors, Mount, Reduce, Spider Climb, 
  Unseen Servant 
  Bard Spells Known (6/4/3; base DC = 13 + 
  spell level): 0 – Dancing Lights, Daze, 
  Detect 
  Magic, 
  Mending, 
  Open/Close, 
  Prestidigitation; 1 – Cure Light Wounds, 
  Expeditious Retreat, Hypnotism; 2 – Detect 
  Thoughts, Silence, Tongues 
  Possessions: nothing 
  Note: Trillian was captured by the kobolds 
  and has been injured.  He currently only has 
  10 hp.  He also has been kept wide awake 
  the entire span and has not been able to 
  rest adequately to regain bard spells.  At the 
  time of his rescue, Trillian is only able to 
  cast the following bard spells: one 1st level 
  spell and one 2nd level spell.  He has only 
  two 0 level wizards spells memorized.  His 
  spellbook is back in Seltaren. 
  
  No Holds Bard 
  24
   
   
  Appendix Two: Myconids 
  (from Monster Manual 2, page 154 – 157) 
  Myconid Average Worker 
  Small Plant 
  Hit Dice: 2d8+2 (11 hp) 
  Initiative: +2 
  Speed: 20 ft. 
  AC: 13 (+1 size, +2 Dex), touch 13, flat-footed 11 
  Attacks: 2 slams +2 melee 
  Damage: Slam 1d4 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: - 
  Special Qualities: Plant traits, spores 
  Saves: Fort +4, Ref +2, Will +1 
  Abilities: Str 11, Dex 14, Con 12, Int 10, Wis 13, Cha 13 
  Skills: Craft (any one) +4, Hide +10, Knowledge (nature) +4, Listen +6, Move Silently +5, Profession 
  (farmer) +5, Sense Motive +4, Spot +6, Survival +5 
  Feats: Alertness 
  Climate/Terrain: Underground 
  Organization: Solittary, pair, or gang (3-5) 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: usually Lawful Neutral 
  Advancement: - 
   
  These intelligent, mobile mushrooms are among the more unusual creatures that live deep below ground.  
  Myconids (also called fungus ones) are gentle, quiet, shy and thoughtful.  They always view outsiders 
  with distrust because they assume that all strangers are destructive and violent.  To ensure that they can 
  live in peace, they usually make their homes far from the more commonly traveled subterranean paths.   
  A myconid can be from 2 to 12 feet tall.  The primary physical characteristics that distinguish it from other 
  giant toadstools are its limbs – the lower half of its trunk is split in half to form two legs, and two arms 
  depends from just below its “cap.”  It also has two eyes in the cap, which are perfectly concealed when it 
  closes them.  Its hands seem to have random numbers of fingerrs and thumbs.  Occasionally, an 
  individual with more than two arms or legs pops up. 
  Amyconid has a life span of about twenty-four years.  When first spawned, an infant resembles a gian 
  toadstool.  At the age of four, it reaches adulthood and becomes mobile.  Thereafter, its appearance 
  changes very little as it ages. 
   
  Average Worker 
  These myconids are eight to twelve years old.  They are the backbone of the community, and they can 
  perform a wide variety of tasks. 
   
  Combat 
  Average workers are fairly proficient fighters.  If alerted to danger, they usually try to hide and then either 
  attack from ambush or wait until more capable myconids arrive on the scene.  If such reinforcements are 
  available, the average workers use the aid another action to assist their superiors in combat. 
   
  Spores (Ex): Average workers have access to both distress and reproduction spores 
   
  Distress spores: These spores alert all other myconids within the area that danger is near.  They are 
  released in a 120-foot spread. 
   
  Reproduction spores: These sporeseventually germinate into new infant myconids.  They are 
  released as a 120-foot spreatd and have no detrimental effects on nonmyconids. 
   
  Plant Traits (Ex): A myconids is immune to poison, sleep, paralysis, stunning, and polymorphing.  It 
  is not subject to critical hits or mind-affecting effects.  The creature also has low-light vision. 
  
  No Holds Bard 
  25
  Maps One and Two: Camp Chaos and Ruins Area Overview 
   
  
  No Holds Bard 
  26
   
   
   
  Map Three: Kobold Warrens 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/593/Intro mods/URDi3-01 - No Holds Bard/URDi3-01 - No Holds Bard.pdf