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 
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  www.wizards.com/d20. 
   
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at 
  beldred@midsouth.rr.com.  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO6-05 
   
   
   
   
  The Menagerie 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 1.0 
   
  by Pete Traylor and Tad Savell 
  Reviewer: Yeomanry Triad 
   
  Circle Reviewer: Steven Conforti 
  Playtesters: Matt Gullet, Alvin Taylor, Gary Hopkins, Bobby Howell, and Garret Moon 
   
   
   
  The lure of possible wonders drew a Dustdigger expedition to seek the rumored underground Menagerie 
  of an ancient mage. No one has heard from them since the Landstraad four years ago. Now adventurers 
  are needed to discover the lost expedition’s fate and retrieve what it found---if there’s a ghost of a chance! 
  However, dead men tell no tales; or do they? A Yeomanry regional adventure for APLs 2-8. 
   
  Note: This adventure will be of particular interest to members of the Academy of Lore. 
   
  
  YEO6-05 The Menagerie 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com. 
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. 
  You’ll 
  also 
  find 
  a 
  LIVING 
  GREYHAWK 
  Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. 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.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  
  YEO6-05 The Menagerie 
   
  Page 2 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives.  
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  TIME UNITS AND UPKEEP 
  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 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time 
  Unit.  Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  Hool Marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess. Any citizen of 
  majority, who has carried the spear for the nation, 
  either now or in the past, is eligible to elect a 
  spokesman on his behalf from his community who 
  # 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 
  
  YEO6-05 The Menagerie 
   
  Page 3 
  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. Many Yeomen 
  have served in the Militia and are stout defenders 
  of their homes. 
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.org. 
  REGION/CITY/LOCATION 
  The Escarpment: 
   
  The Escarpment is a natural fault in the otherwise 
  flat land of the Yeoman interior that manifests itself 
  as a sheer cliff ranging from 80 to 150 feet high. It 
  runs for several leagues in a fairly north-south 
  direction. The land to the east is lower, and at the 
  bottom of the cliff lay several patches of thick 
  marsh 
  and 
  swampland. 
  Until 
  recently, 
  the 
  Escarpment was impassible to caravans traveling 
  between Loftwick and Longspear, and merchants 
  had to add two to three days extra travel to their 
  journey to go around it. However, in 583 CY, a 
  long, sturdy ramp (named Farrier's Ramp, after its 
  designer) was built to allow merchants to save 
  time. In order to fund the project, the Council of 
  Grosspokesmen agreed to levy a small toll to 
  those utilizing the ramp. 
   
  In 592 CY, a devastating earthquake, referred to 
  as the Landstraad, shook the center of the 
  Yeomanry and was felt as far away as Longspear. 
  The town of Hardwick stood at the epicenter and 
  was decimated by the Landstraad’s effects. While 
  the damage was great, and hundreds of lives were 
  lost, its effects were greatest physically on the 
  Escarpment. Its length increased by some 75 
  miles on either side of its previous dimensions. All 
  bridges (including Farrier’s Ramp) crossing the 
  Escarpment were destroyed, and are currently in 
  the process of being rebuilt. 
   
  Despite the recent construction, the region 
  surrounding 
  the 
  Escarpment 
  is 
  relatively 
  unpopulated, and various monsters and bandits 
  roam about in hopes of an easy meal or ambush. 
  Furthermore, the face of the Escarpment is dotted 
  with countless caves. Most of them are so small 
  that only birds can lair therein, but others are 
  much 
  larger 
  and 
  potentially 
  could 
  house 
  something much more dangerous. Some of the 
  caves are rumored to spread for miles under the 
  fertile Yeoman plain, and the Landstraad almost 
  certainly has created new ones to be explored. 
   
  BACKGROUND 
  The Distant Past 
  Early Suel in the area of the Yeomanry after the 
  Great Migration included many interested in the 
  pursuit of gathering and sharing knowledge. 
  Archmage Delar’Kar, known as the Keeper, had 
  an insatiable taste for collecting rare and powerful 
  objects and creatures. His journeys throughout 
  what is today the Sheldomar Valley presented him 
  with the opportunity to amass an astounding 
  collection. Using the massive natural caverns 
  under his tower, Delar’Kar created an impressive 
  underground lair to display and observe his 
  collection of monsters and artifacts. It was his 
  desire to develop a carefully controlled lab for the 
  study of monsters. 
   
  During the construction it was discovered that the 
  caverns actually connected to the vast tunnels 
  under Oerth. After numerous encounters with the 
  many denizens, portals were emplaced to prevent 
  his 
  collection 
  from 
  escaping 
  and 
  exclude 
  unwanted visitors. Delar’Kar led many expeditions 
  into the tunnels below Oerth and encountered 
  Derro, Drow, and Illithid civilizations. 
   
  Eventually Delar’Kar disappeared, and his tower 
  and collection fell into disrepair as the Suel 
  inhabitants moved on. His magically maintained 
  ecosystem continued to thrive and now has a wide 
  variety of inhabitants. 
   
  The Recent Past 
  Elijah Jacobsen, a Dustdigger of high repute, 
  organized an expedition in search of the Keeper’s 
  Menagerie, rumored to be somewhere in the 
  Yeomanry. 
  His 
  investigations 
  indicated 
  that 
  possibly it existed in the area around the marshes 
  of the Escarpment. In late CY591, the Jacobsen 
  Expedition departed Loftwick. 
   
  After several months of searching the Escarpment 
  marshes, 
  the 
  ruins 
  of 
  the 
  Suel 
  Keeper’s 
  Menagerie 
  were 
  discovered 
  and 
  excavation 
  began. There was little left above ground, but with 
  a little of Elijah’s typical luck, a subterranean 
  passage was discovered. This passage led into a 
  vast dungeon with its own thriving ecosystem. As 
  Elijah and his team neared the completion of the 
  excavation, the Landstraad rocked the Yeomanry. 
  
  YEO6-05 The Menagerie 
   
  Page 4 
  Several members of his party were lost, and the 
  passage to the surface collapsed. 
   
  Trapped in the dungeon and facing certain doom, 
  Elijah became obsessed with the exploration. As 
  his men died around him, he lost his grip on 
  reality. Eventually, Elijah also succumbed, and his 
  obsession trapped his spirit in the dungeon, where 
  he rose as a ghost. His obsessed spirit continues 
  to lead his now undead expedition, exploring new 
  passages, 
  battling 
  fantastic 
  monsters, 
  and 
  collecting ancient artifacts. 
   
  The Present 
  With no word from the Jacobsen for the last few 
  years, his expedition is now officially recorded by 
  the Academy of Lore as lost. Edward Guillory, a 
  professor in the Academy of Lore and friend of 
  Jacobsen, decided to continue the work of his 
  missing friend. After months of study and research 
  of Jacobsen’s papers on the Keeper’s Menagerie, 
  Edward has decided to fund and recruit another 
  expedition. He hopes that a party of seasoned 
  adventurers will be able to locate the Keeper’s 
  Menagerie and discover to the fate of the lost 
  Jacobsen Expedition. Well-known adventurers are 
  being sought with the hope that they would 
  undertake the task of locating the lost expedition 
  and return any artifacts to the Academy of Lore. 
  ADVENTURE SUMMARY 
  The adventurers are summoned to the Academy 
  of Lore at the request of Professor Edward 
  Guillory. He requests that they assist in locating 
  the Keeper’s Menagerie and determining the fate 
  of a missing Dustdigger expedition. 
  Edward Guillory makes available all of the 
  information he has. The party is allowed to review 
  Jacobsen’s research on the Keeper’s Menagerie 
  and receives a copy of one of Jacobsen’s maps. 
  The party departs Loftwick heading for the 
  Escarpment and has no difficulties until they near 
  the area of the previous expedition. While the 
  party is searching the Escarpment Marsh, they are 
  attacked by ettercaps. The players may discover a 
  message from the previous expedition describing 
  their fate, in the ettercaps lair. 
  The party discovers the excavation site and the 
  entrance to the dungeon. Unfortunately, the tower 
  and main access point have collapsed. Searching 
  will reveal a hidden passage that bypasses the 
  collapsed area. 
  The party continues to explore the underground 
  lair. Maneuvering through the vast complex, the 
  party avoids several large monsters and realizes 
  this is a very hostile environment. The indications 
  of flora and fauna are that this was designed to be 
  an artificial, self-sustaining ecosystem. Blocked 
  passages and attempts to avoid monsters lead the 
  group to a room with a collapsed ceiling where 
  someone seems to be working. A group of human 
  workers are spotted, and when approached, they 
  are actually undead members of the previous 
  expedition, continuing their previous work. The 
  undead will attack when they realize the party is 
  there. Finally, the party discovers the room with 
  Jacobsen’s body. There are artifacts that appear 
  to have been gathered and Jacobsen’s decaying 
  journal. Reading the journal, it is clear that 
  Jacobsen is obsessed with his discovery. Even 
  after the Landstraad and their entrapment, he and 
  his workers continued their work. His obsession 
  caused his restless spirit to become a ghost. 
  Jacobsen is initially friendly towards the party, 
  although, by their actions they may have to fight 
  him. Jacobsen’s ghost can be released if the 
  players agree to take his journal to the Academy 
  of Lore and present his findings. 
  Inquisitive players may discover a portal that might 
  lead into the Underdark. 
  The party returns to the Academy of Lore with the 
  artifacts and Jacobsen’s journal, and delivers them 
  to Edward Guillory. Players are rewarded for their 
  success. 
     
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
  PCs in the militia or army are not considered 
  activated for this adventure. 
  Is This a Dustdigger Adventure? 
  As this adventure does significantly involve 
  archaeological matters, students in the Academy 
  of Lore may count this adventure toward any TUs 
  they must spend per year in study. See individual 
  certificates for more details. 
  INTRODUCTION: A 
  CORPULENT ENCOUNTER 
  Your journeys have brought you to the city of 
  Loftwick, capitol of the Yeomanry. It is the 
  largest city in the Yeomanry, but its population 
  
  YEO6-05 The Menagerie 
   
  Page 5 
  does not even reach 10,000. Though small in 
  size, it is home to a renowned institution of 
  knowledge, the University at Loftwick. The 
  University not only houses regular classes for 
  knowledge seekers, but also the Academy of 
  Lore and the College of High Magic. With no 
  pressing 
  engagements, 
  you 
  have 
  the 
  opportunity to rest, recuperate, research, and 
  reequip. 
  If there are PCs who are current members of the 
  Academy of Lore, please read them the following: 
  You are in one of the many libraries of the 
  Academy 
  of 
  Lore 
  researching 
  various 
  forgotten dust-covered tomes when a student 
  approaches you. “Excuse me, but are you 
  <player’s name>?” 
  “Professor Guillory has sent me to find you. 
  He requests that you meet him in his office 
  within the hour. I don’t know what it is about, 
  but he seems very distracted.” The student 
  then hands you a summons to the office of 
  Professor Edward Guillory. 
  When you arrive at the office, the door is 
  slightly ajar. Peering through the opening you 
  see an obese man with a round face and 
  balding head. He is eating a chicken leg while 
  studying various maps and scrolls, which are 
  cluttering a table that looks small before his 
  girth. 
  While you stare into the room his gaze rises to 
  meet yours. He points the chicken leg at you, 
  as if he is pointing his finger, and says, 
  “Welcome, welcome! I am glad you came so 
  quickly. I have heard many good things about 
  you. I am Professor Guillory; I have asked you 
  here today to undertake an expedition for the 
  Academy of Lore.” He holds the chicken leg in 
  his left hand and reaches for your hand with 
  his right. “But where are my manners?” His 
  lips sputter in your face, and his pungent 
  breath assaults your nostrils. He realizes his 
  hand is greasy and wipes it on the front of his 
  tunic. 
  “Please take a seat,” as he shoves the chicken 
  leg in his mouth and cleans the last of the 
  meat from the bone. He then tosses the bone 
  into the wastebasket in the corner, licks the 
  last bit from his pudgy fingers, and begins. 
  “During the Great Migration, Delar’Kar, a Suel 
  Archmage known as The Keeper, established 
  an underground lair to display and observe his 
  collection of monsters and artifacts. It was his 
  desire to develop a carefully controlled lab for 
  the study and display of his collection.” 
  “My close friend, Elijah Jacobsen, organized 
  an expedition in search of the Keeper’s 
  Menagerie, on behalf of the Academy. His 
  research placed it in the area around the 
  marshes of the Escarpment. In late CY591, his 
  expedition departed Loftwick and has not been 
  heard from since.” 
  “I have been studying Elijah’s research, and I 
  believe I know where he was heading. I want 
  you to lead another expedition to discover the 
  fate of the first and, if possible, return any 
  artifacts at the site to the Academy of Lore.” 
  If there are non-Academy of Lore PCs at the table, 
  he adds the following: 
  “Of course, you may wish to gather a few more 
  comrades to help you out. It could be 
  dangerous.  I’ll leave that part up to you.” 
  Then, skip ahead to the question and answer 
  section. If there are NO PCs who belong to the 
  Academy of Lore, please read the following: 
  While replenishing your supplies at a well-
  known provisioner, you encounter a portly 
  balding man, wearing out-of-date robes and 
  carrying a picnic basket. He eyes you up and 
  down as if he is evaluating the fare at a local 
  tavern. “Excuse me; you look to be the 
  adventuring type. My name is Professor 
  Guillory, and you are?” His lips sputter in your 
  face, and his pungent breath assaults your 
  nostrils as he greets you. 
  Allow players to make introductions. 
  “If you are looking for work then I have an offer 
  to make you.” He sets the picnic basket on a 
  nearby counter, opens the lid, and digs around 
  a bit. He then pulls a chicken leg from the 
  basket and places it in his mouth. Digging 
  around in the basket further, he pulls out a 
  map and several scrolls. He tears a chunk from 
  the chicken leg and throws it back into the 
  basket, licking the last bit from his pudgy 
  fingers before he begins. 
  “During the Great Migration, a Suel mage, 
  known 
  as 
  The 
  Keeper, 
  established 
  an 
  underground lair to display and observe his 
  collection of monsters and artifacts. It was his 
  desire to develop a carefully controlled lab for 
  the study of monsters.” 
  The rotund man then struggles to kneel as he 
  spreads his maps and scrolls on the floor. “My 
  
  YEO6-05 The Menagerie 
   
  Page 6 
  close friend, Elijah Jacobsen, organized an 
  expedition 
  in 
  search 
  of 
  the 
  Keeper’s 
  Menagerie, on behalf of the Academy. His 
  research placed it in the area around the 
  marshes of the Escarpment. In late CY591, his 
  expedition departed Loftwick and has not been 
  heard from since.” 
  “I have been studying Elijah’s research, and I 
  believe I know where he was heading. I need 
  someone to try a new expedition, discover the 
  fate of the first, and if possible, return any 
  artifacts at the site to the Academy of Lore. I 
  believe 
  that 
  this 
  expedition 
  could 
  be 
  dangerous, which is why I seek adventuring 
  types such as you, rather than the more 
  scholarly types at the Academy.” 
  Characters who decline the offer to go on the 
  expedition are finished with this module. 
  Answers to questions the PCs may ask: 
  Questions about a REWARD: 
  You will receive a standard Academy of Lore 
  expedition payment of 200gp. If you determine 
  the fate of the previous expedition and return 
  any artifacts that are discovered, your reward 
  will be increased. 
  Questions about keeping magic items: 
  This is an archeological expedition. Any 
  artifacts are to be brought back to the 
  Academy for study. I am sure there will be 
  some mundane items you will be allowed to 
  keep, but we are on a quest for knowledge. 
  Questions 
  about 
  the 
  appearance 
  of 
  Elijah 
  Jacobsen: 
  He is a man of small stature, with close-set 
  brown eyes and curly dark hair. 
  Questions about equipping the expedition: 
  I do not have the resources to outfit your 
  expedition, but I will assist you in locating 
  items 
  you 
  need. 
  Provisioning 
  is 
  your 
  responsibility. 
  Questions about where to go: 
  You may take this map, on which I’ve indicated 
  where I believe Elijah was heading. You can 
  also take a look at these scrolls, which are all 
  we have of Elijah’s research that he made 
  before he left on the expedition. 
  Examing the scrolls Elijah left behind will confirm 
  for the PCs what they have been told by the 
  Professor.  They will easily see the dedication and 
  heart and soul he must have put into this research. 
   It clearly was quite important to him. 
  ENCOUNTER 1: THE 
  ESCARPMENT MARSH 
  It takes three days to journey from Loftwick 
  into the Escarpment Marsh. The marsh teems 
  with wildlife, and you have been lucky so far to 
  avoid the more aggressive inhabitants. The 
  cacophony 
  of 
  sounds 
  produced 
  by 
  the 
  swamp’s denizens has left you on edge, and 
  the dense vegetation has lessened your 
  visibility. 
  Spot Check DC19 to not be surprised by the 
  attacking ettercaps. The ettercaps begin in a tree 
  approximately 40 feet away from a randomly 
  determined PC. 
  The ettercaps have had some time to prepare their 
  area and have set webs in the canopy of trees. 
  Any flying PC requires a Spot DC20 to avoid 
  becoming entangled in the ettercap web (see the 
  description of the web ability in the ettercap 
  description in the Monster Manual.). 
  APL 2 (EL 3) 
  Ettercap (1): hp 34 each; see MM p. 106. 
  APL 4 (EL 5) 
  Ettercap (2): hp 34 each; see MM p. 106. 
  APL 6 (EL 7) 
  Advanced Ettercap (2): hp 81 each; see 
  appendix 3. 
  APL 8 (EL 9) 
  Advanced Ettercap (2): hp 81 each; see 
  appendix 4. 
  Monstrous Spider, Huge (2): hp 60 each; 
  see MM, p.289. 
  At the end of combat, if the characters search the 
  trees, they will find several cocooned animals, all 
  quite dead, as well as some human remains and 
  other inedible objects. 
  Upon examining the nest above, you discover 
  a pile of inedible items that have been shoved 
  to one corner of the webbing. Among the items 
  are a scroll tube, molded clothing, decayed 
  leather armor, a few other unusual items, and a 
  few coins and gems. In the tube you find two 
  messages addressed to the Academy of Lore. 
  
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  Page 7 
  Give players Player Handouts #1 and #2. The 
  unusual items are as follows: At APL 2 and up, a 
  Balance Pole; at APL 4 and up, a Mancatcher; at 
  APL 6 and up, MW Longspoon and Thieves Tools; 
  at APL 8, Bracers of Armor +2. 
   
  ENCOUNTER 2: THE 
  EXCAVATION SITE 
  You travel several days into the marsh. Ahead, 
  a hill rises out the muck and is covered by 
  dense underbrush. The last rays of the setting 
  sun strain to penetrate the obscuring canopy 
  of moss-covered trees. Looking deeper into 
  the foliage, you see the tumbled remains of a 
  once large stone structure. As you struggle to 
  move further, the vines and bushes seem to 
  claw at you, attempting to halt your progress. 
  Finally, a clearing containing the decaying 
  remains of a campsite reveals itself. 
  The only remnants of the previous inhabitants 
  are the aged bones of what must have been a 
  horse, a cooking kettle, and several rotted 
  canvas tents. As you pick through the remains, 
  you find a hole, eroded by the environment, 
  stretching into the damp darkness of the earth. 
  A worn knotted rope slips into the hole like an 
  invitation to one’s own grave. 
  Characters must decide if they will enter the hole 
  and what precautions to take. Those investigating 
  the rope will find that it is not actually secured to 
  anything. If they do not want to use the rope, there 
  is ample debris to secure another rope. (The rope 
  is actually a rope of climbing. While its appearance 
  is old and worn, it is still reliable.) 
  The hole is about five feet in diameter at its mouth 
  and descends almost ten feet. The walls have 
  eroded, and the opening at the bottom of the hole 
  is only about 3 feet across. The hole opens on the 
  landing of a mud-covered spiral staircase. 
  As you climb into the hole, the walls are soft 
  clinging mud. Your feet sink into a morass of 
  wet earth that rises to mid-shin. This slows 
  your progress down the uneven slope. As the 
  darkness begins to close around you, you feel 
  under your feet what seems to be a staircase. 
  Spiraling downward, the surface becomes less 
  muddy until you reach the bottom of the spiral 
  staircase, which opens into a large room. Mud 
  spills from the entrance and thins to a dried 
  and cracked surface that covers the entire 
  floor of the room. The only feature in the room 
  is a stone arch of black marble that frames 
  what would be a doorway if not for the solid 
  obsidian 
  wall 
  that 
  continues 
  where 
  the 
  opening should be. The stone arch is covered 
  in gold spidery script that crawls over its 
  surface. Next to the portal is a small plaque 
  with ancient writing that is arranged around a 
  slot cut into the wall. As you look at the 
  plaque, the text morphs into your native 
  language. 
  The plaque reads: “The path ahead is seldom 
  clear. Pay the price with gold held dear. Enter 
  in the amount of eleven; if you are short then 
  only seven.” 
  Each character must pay 11g into the slot to enter. 
  Dwarves, gnomes, halflings, and children may 
  enter for only 7g. Once the price is paid the portal 
  becomes clear. Only one person may enter at a 
  time. If two or more attempt to enter at the same 
  time, the path closes and ejects all but the first 
  character trying to enter. 
  Read the following after the proper amount is 
  deposited. The voice is telepathic and heard in the 
  adventurer’s native language. 
   As your final coin disappears, the surface of 
  the obsidian wall transforms into a shimmering 
  black liquid, and a voice tells you to enter. 
  ENCOUNTER 3: THE 
  MENAGERIE 
  AREA 1 
  As you pass through the portal you appear in 
  the middle of a large white marble room that is 
  well lit with floating, radiant spheres. There are 
  benches placed around the sides of the room. 
  There is no way for the characters to return to 
  where they came. Looking behind them, they see 
  only a solid wall. 
  There is only one exit from the room into a 
  corridor. After 20 feet, a cave-in blocks the 
  corridor. 
  There is no way for the player to return back to 
  where they came from. Looking behind them, they 
  see only a solid wall. 
  The cave-in is the result of the Landstraad. There 
  is no way to progress farther through the corridor. 
  
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  Page 8 
  There is a concealed passage 10 feet into the 
  corridor on one side. The concealed door leads 
  into the maintenance passageways. (Search DC 
  20 [typical] at APLs 2, 4, and 6; Search DC 30 
  [well-hidden] at APL 8 to locate the concealed 
  doors) Players can take 20 when searching the 
  room and corridor. The doors are locked (Simple 
  lock at APL 2: DC 20 to open; Average lock at 
  APLs 4 and 6: DC 25 to open; Good Lock at APL 
  8: DC 30 to open.) 
  Stone Doors: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28. 
  Trap: Fairie Fire Trap. CR1 magical device, 
  Touch Trigger, Automatic reset, Spell effect 
  (fairie fire, 1st-level Druid Spell, characters 
  within 5 feet are outlined in blue for 1 minute) 
  DC 26 to spot. DC 26 to Disable. 
  Beyond the door, you enter a passage, dimly lit 
  by parallel lines of phosphorescent stone 
  running the length of the ceiling. The corridor 
  is 10 foot wide and 10 foot high. Not a trace of 
  dust lies on the floor. 
  The corridor goes straight for 60 feet, and then 
  turns 90 degrees. The phosphorescent glow 
  disappears into the distance. 
  AREA 2 
  After about 120 feet, you come to a door. There 
  is a plaque to the right of the door, with an 
  inscription in glyphs you have seen before. As 
  you look at the plaque, the glyphs morph into 
  your native language, and read, “Red Dragon 
  Habitat.” 
  Stone Doors: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28. The door is locked 
  (Simple lock at APL 2: DC 20 to open; 
  Average lock at APLs 4 and 6: DC 25 to open; 
  Good Lock at APL 8: DC 30 to open.). 
  Read when the door is first opened. 
  The door opens, and a hot breeze escapes into 
  the corridor. Your lungs are assailed by the 
  suffocating smell of brimstone. Wisps of 
  smoke and steam obscure the floor, but you 
  glimpse the occasional glint of precious metal 
  coins. 
  Read as the players enter the darkened room. 
  Peering into the darkness, you see what 
  appears to be the shining scales and tail of a 
  red dragon. 
  Then you see the dragon begin to move from 
  atop his horde of treasure. 
  This is an animated “taxidermy” red dragon. A 
  skinned dragon hide of the appropriate size has 
  been fitted over a framework, which has been 
  animated and glamoured to appear real. Let the 
  PCs react to what is actually an animated stuffed 
  dragon. The floor is covered in coins, so 
  movement is considered difficult terrain. 
  APL 2 (EL 3) 
  Animated Object (wooden Young Red 
  Dragon) (1): hp 53; Hardness 5; see appendix 
  1. 
  APL 4 (EL 5) 
  Animated 
  Object 
  (wooden 
  Adult 
  Red 
  Dragon) (1): hp 90; Hardness 5; see appendix 
  2. 
  APL 6 (EL 7) 
  Animated Object (wooden Ancient Red 
  Dragon) (1): hp 165; Hardness 5; see 
  appendix 3. 
  APL 8 (EL 9) 
  Animated Object (wooden Ancient Red 
  Dragon) (2): hp 165; Hardness 5; see 
  appendix 4. 
  Treasure: Characters will notice that the pile they 
  mistook for gold is actually painted wooden chips. 
  The only item of value in the room is the hide of 
  the animated dragon, which is an actual red 
  dragon hide (see the Special Items section at the 
  end of the module for more details on the value of 
  the hide). 
  AREA 3 
  Further down the corridor is another doorway. 
  The plaque on the door reads, “Girallon 
  Habitat.” 
  Stone Doors: 4 in. thick; hardness 8; hp 60; 
  AC 5; Break DC 28. The door is locked 
  (Simple lock at APL 2: DC 20 to open; 
  Average lock at APLs 4 and 6: DC 25 to open; 
  Good Lock at APL 8: DC 30 to open.). 
  Upon entering this room you smell a dusty dry 
  smell of aged decay. The far wall seems to be 
  debris from the cave-in. Searching the room, 
  you find the desiccated remains of a small 
  group of girallon and their failed ecosystem.  
  
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  Page 9 
  AREA 4 
  The corridor continues straight, and a side 
  passage turns off to the right. 
  In the center of the intersection is an old trap door, 
  which used to allow maintenance to access the 
  lower levels. Characters who do not detect the 
  trap door will fall into a pit trap. 
  ALL APLs (EL2) 
  Pit Trap: CR 2; mechanical; location trigger; 
  manual reset; DC 20 Reflex avoids; 40ft deep 
  (4d6, fall) Search DC 20; Disable Device DC 
  20. 
  Read the following for anyone who falls into the 
  trap. 
  Upon hitting the bottom, you realize there are 
  two corridors at the bottom of the pit trap. One 
  passage leads briefly away into a wall of debris 
  about 10 feet into a tunnel. Facing opposite 
  this passage, another corridor leads into a 
  darkness that seems to have no end. Glancing 
  back up, you see the remains of an old rotted 
  wooden ladder, barely enough left of it to be 
  recognizable. That thing certainly won’t be any 
  help to anyone going up or down. 
  Climbing the wall requires a DC20 Climb check. 
  Both corridors are terminated by debris from the 
  cave in. Once whomever fell in the pit trap is 
  rescued, the PCs can continue down the  
  ENCOUNTER 4: THE LOST 
  EXPEDITION 
  At the end of the corridor, you enter a large 
  room. One wall of the room is a pile of rubble, 
  and the floor is covered with debris. At the 
  center of the wall of rubble, there appear to be 
  several people working with their backs to you. 
  Could they possibly be members of the 
  missing Dustdigger expedition still working? 
  Spot Check DC10 to identify that these are 
  actually undead. Any PC who fails the spot is 
  surprised. These are the remaining members of 
  the lost Dustdigger expedition. When the party 
  enters the room, the undead will turn and attack. 
  APL 2 (EL 4) 
  Zombies (6): hp 18 each; see appendix 1. 
  APL 4 (EL 6) 
  Zombies, Fast (6): hp 18 each; see appendix 
  2. 
  APL 6 (EL 8) 
  Ghost (6): hp 18 each; see appendix 3. 
  APL 8 (EL 10) 
  Ghost (6): hp 36 each; see appendix 4. 
  ENCOUNTER 5: THE GHOST 
  OF ELIJAH JACOBSEN 
  As the last remains of the former Dustdiggers 
  are destroyed, a figure moves into the room 
  from the wall of rubble. His face is one of 
  shock and disbelief.  He moves towards you. 
  If the players ask if this figure matches the 
  description of Elijah Jacobsen given to them by 
  Professor Guillory, tell them that it does. 
  The characters now have several options available 
  to them: Talk, Fight, or Run. 
  1. The characters attempt to talk to the figure. 
  “Greetings, friends, and who are you? No, 
  wait! I see my messenger to the University 
  finally arrived. I had all but given up. Alas, you 
  have arrived too late to save my men, but we 
  can salvage this expedition yet. I need your 
  help. While we were exploring this fabulous 
  site, we unearthed two more portals. One leads 
  to the surface and the other opens into a vast 
  cavern of the Underdark. The portals lay on the 
  other side of the collapse. 
  The Underdark portal appears to be a two-way 
  passage 
  as 
  long 
  as 
  it 
  is 
  activated. 
  Unfortunately, just as my men were entering it, 
  a large earthquake began and managed to 
  collapse a lot of this structure. A few men were 
  trapped on the other side, and the rest of us 
  were trapped here. We have been trying to dig 
  our way out to the portals so I can report my 
  findings to the university. My journals and the 
  only way out are on the other side of the 
  collapse. Will you help me? 
  If the characters decide to help Jacobsen, go to 
  “The characters help Jacobsen”. 
  
  YEO6-05 The Menagerie 
   
  Page 10 
  2. The characters refuse to help or attack him. 
  Elijah’s appearance begins to morph. His face 
  distorts, and it appears that his anger will 
  explode from his form. “How dare you! The 
  most fabulous discovery of our day, and you 
  dare… 
  Meet your fate!” 
   
  ALL APLs (EL 10) 
  Elijah 
  Jacobsen, 
  Male 
  Human, 
  Ghost 
  Rog2/Exp7: hp 81; see Appendix 5. 
   
  Tactics: 
  Round 
  1: 
  Elijah 
  attacks 
  with 
  his 
  horrific 
  appearance. 
  Round 2 and subsequent: Draining touch on the 
  character that turned him down or attacked him 
  first. 
  Once Elijah is at or below 25% hp: He will use 
  his malevolence attack, and jump into the body of 
  the person he deems to be the greatest threat. If 
  the characters defeat Jacobsen, go to “The 
  players defeat Jacobsen”. 
  3. Characters choose to run. 
  If the PCs choose to run, they will have to flee 
  back down the corridor to the entrance. 
  Remember, if the pit trap was not disabled, it still 
  poses a threat to the PCs. Fleeing PCs may have 
  forgotten about it. 
  If the PCs make it all the way back to Area 1: 
  Fleeing from the angry ghost, you return to the 
  entry room. Upon entering the room, you 
  realize that there is no escape. 
  Unless the players have another means of escape 
  the only way out is through the room with Elijah 
  Jacobsen.   
  If all of the players flee the room, Jacobsen will 
  pursue them into the corridor. Upon entering the 
  corridor Jacobsen will vanish. If the players 
  reenter the room, the ghost will consider them a 
  different group and begin the encounter again. 
  The characters help Jacobsen: 
  You begin to clear a path through the cave-in. 
  You and your party do the work as Jacobsen 
  stands back and supervises. After several 
  backbreaking hours, the far side of the 
  collapse is revealed. Climbing through the 
  opening, you enter a small dimly lit chamber. 
  Skeletal remains litter the floor. One skeleton, 
  wearing familiar clothing, is sprawled face 
  down on the floor with a large stone crushing 
  its back. A leather satchel, embossed with the 
  insignia of the University at Loftwick, is 
  gripped in its hand. 
  As the ghost of Jacobsen enters, he does not 
  notice the skeletal form. He rushes to the far 
  wall and to a portal very similar to the first you 
  encountered. “This is the way out. If you paid 
  to get in, you can just walk through. Everyone 
  else is trapped here.” 
  “There’s a portal hidden in that wall (pointing 
  at the other wall) that leads to the Underdark I 
  believe. Come, let’s get out of here.” 
  Jacobsen turns to leave, then stops. 
  “Wait. I must have my journal.” He turns and 
  heads towards the satchel. Bending down he 
  pauses and seems to notice the skeletal 
  remains for the first time. He stares at it for a 
  few long moments and then looks at you with 
  an expression of sorrow on his face. “This… 
  This is me. Isn’t it?” 
  When the characters confirm this, he will nod 
  sadly and then say the following: 
  “May the Seven forgive me for allowing my 
  obsession to turn me into an accursed being. 
  Please, you must help me to move on, as is 
  proper. Will you return my journal to the 
  Academy? It is my legacy now.” 
  As you give your word to do so, he begins to 
  fade from your sight, and you hear his hollow 
  voice one last time... “Return my journal.” 
   
  The players defeat Jacobsen: 
  You see no other way to leave this place, so 
  you begin to clear a path through the cave-in. 
  After several backbreaking hours, the far side 
  of the collapse is revealed. Climbing through 
  the opening, you enter a small, dimly lit 
  chamber. Skeletal remains litter the floor. One 
  skeleton, wearing familiar clothing, is sprawled 
  face down on the floor with a large stone 
  crushing its back. A leather satchel, embossed 
  with the insignia of the University at Loftwick, 
  is gripped in its hand. 
  There is one portal visible in this room. The 
  second portal is covered by an illusion. 
  
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  Page 11 
  The visible portal will take the PCs back to the 
  surface by simply walking into the portal. 
   
  Searching Jacobsen’s body reveals a Vest of 
  Escape, Goggles of Minute Seeing, Heward’s 
  Handy Haversack, and a Potion of Gaseous Form.  
  CONCLUSION 
  Having successfully exited the Menagerie, 
  your journey towards Loftwick is uneventful. 
  Upon your return to the College of Lore, 
  Professor Guillory meets you. He receives 
  your report and is grieved to hear of the 
  demise of his close friend. His sorrow is 
  countered by the fantastic tale you tell. 
  You spend the next day relating your tale to a 
  classroom of fascinated instructors, students, 
  and Dustdiggers, even representatives from 
  the College of High Magic. Your efforts have 
  brought 
  the 
  doomed 
  expedition 
  to 
  a 
  successful 
  conclusion. 
  Professor 
  Guillory 
  proudly proclaims the greatness of your deeds 
  while ensuring everyone knows it was he who 
  hired you. At the conclusion of the class, 
  discussion has already begun of a desire to 
  return to the Menagerie with a better-equipped 
  expedition and the possible exploration of the 
  second portal. 
  The End 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award. Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 1 
  Defeat the Ettercaps. 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp. 
   
  APL 6: 210 xp. 
   
  APL 8: 270 xp. 
   
   
  Encounter 3 
  Area 2 
  Defeat the Animated Dragon(s). 
   
  APL 2: 90 xp. 
   
  APL 4: 150 xp 
   
  APL 6: 210 xp 
   
  APL 8: 270 xp. 
   
   
  Encounter 3 
  Area 4 
  Overcome the trap. 
   
  APL 2: 60 xp. 
   
  APL 4: 60 xp 
   
  APL 6: 60 xp 
   
  APL 8: 60 xp. 
   
   
  Encounter 4 
  Defeat undead. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  Story Award 
  Negotiate peacefully with Elijah’s Ghost 
   
  APL 2: 50xp. 
   
  APL 4: 75 xp. 
   
  APL 6: 100 xp. 
   
  APL 8: 125 xp. 
  Discretionary Role-playing Award 
   
  APL 2: 40 xp. 
   
  APL 4: 60 xp. 
   
  APL 6: 80 xp. 
   
  APL 8: 100 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  
  YEO6-05 The Menagerie 
   
  Page 12 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A 
  normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure. 
  Write the total in the GP Gained field of the 
  adventure certificate. Because this is a Regional 
  adventure, 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. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Introduction: 
  APL 2: L: 0 gp, C: 33 gp, M: item (0 gp). 
  APL 4: L: 0 gp, C: 33 gp, M: item (0 gp). 
  APL 6: L: 0 gp, C: 33 gp, M: item (0 gp). 
  APL 8: L: 0 gp, C: 33 gp, M: item (0 gp). 
  Encounter 1: 
  APL 2: L: 1 gp, C: 8 gp, M: (0 gp). 
  APL 4: L: 6 gp, C: 8 gp, M: (0 gp). 
  APL 6: L: 19 gp, C: 8 gp, M: (0 gp). 
  APL 8: L: 19 gp, C: 8 gp, M: bracers of armor 
  +2 (333gp). 
  Encounter 2: 
  APL 2: M: Rope of Climbing (250 gp each). 
  APL 4: M: Rope of Climbing (250 gp each). 
  APL 6: M: Rope of Climbing (250 gp each). 
  APL 8: M: Rope of Climbing (250 gp each). 
  Encounter 3: Area 2 
  APL 2: L: 0 gp, C: 0 gp, M: (0 gp). 
  APL 4: L: 0 gp, C: 0 gp, M: (0 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: (0 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: (0 gp). 
  Encounter 4: 
  APL 2: L: 0 gp, C: 0 gp, M: item (0 gp). 
  APL 4: L: 0 gp, C: 0 gp, M: item (0 gp). 
  APL 6: L: 0 gp, C: 0 gp, M: item (0 gp). 
  APL 8: L: 0 gp, C: 0 gp, M: item (0 gp). 
  Encounter 5: 
  APL 2: 0 gp, C: 0 gp, M: Vest of Escape (433 
  gp) Goggles of Minute Seeing (104 gp) 
  Heward’s Handy Haversack (167 gp) Potion of 
  Gaseous Form (63 gp). 
   APL 4: 0 gp, C: 0 gp, M: Vest of Escape (433 
  gp) Goggles of Minute Seeing (104 gp) 
  Heward’s Handy Haversack (167 gp) Potion of 
  Gaseous Form (63 gp). 
   APL 6: 0 gp, C: 0 gp, M: Vest of Escape (433 
  gp) Goggles of Minute Seeing (104 gp) 
  Heward’s Handy Haversack (167 gp) Potion of 
  Gaseous Form (63 gp). 
   APL 8: 0 gp, C: 0 gp, M: Vest of Escape (433 
  gp) Goggles of Minute Seeing (104 gp) 
  Heward’s Handy Haversack (167 gp) Potion of 
  Gaseous Form (63 gp). 
   
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 1 gp, C: 41 gp, M: 1017 gp – Total: 
  1059 gp each (450 gp). 
  APL 4: L: 6 gp, C: 42 gp, M: 1017 gp – Total: 
  1065 gp (650 gp). 
  
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  Page 13 
  APL 6: L: 19 gp, C: 42 gp, M: 1017 gp – Total: 
  1078gp (900 gp). 
  APL 8: L: 19 gp, C: 42 gp, M: 1350 gp – Total: 
  1411 gp (1300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Favor of Professor Edward Guillory: You have 
  uncovered the fate of the lost Dustdigger 
  Expedition and rediscovered the location of the 
  Keeper’s Menagerie. As a reward he has arranged 
  for you to have Adventure access to the following: 
  bag of holding (type I or II), chime of opening, ring 
  of feather falling, and rod of metal and mineral 
  detection. Students or graduates of the Academy 
  of Lore get Regional access to the items. 
  Influence with the Academy of Lore: For 
  returning Jacobsen’s journal to the Academy, you 
  gain one Dustdigger Influence Point. 
  Underdark Portal: You have discovered an 
  Underdark Portal. The benefit of this may be 
  revealed at a later date. 
  Dragon skin: You managed to pull the skin off the 
  fake dragon and discovered it is actual red dragon 
  hide. You may choose to sell the skin for 300gp 
  OR you can find a skilled Yeoman tanner to make 
  a set of masterwork dragonhide banded mail for 
  you from the dragon skin. Getting the armor made 
  will cost you 1 TU and 400gp for the labor. Small 
  or medium sized armor only. Cross out this favor 
  when used. 
  Item Access 
  APL 2: 
  • 
  Rope of Climbing (Adventure; DMG) 
  • 
  Vest of Escape 5200gp (Adventure; DMG) 
  • 
  Goggles of Minute Seeing 1250gp (Adventure; 
  DMG) 
  • 
  Heward’s 
  Handy 
  Haversack 
  2000gp 
  (Adventure; DMG) 
  • 
  Potion of Gaseous Form 750gp (Adventure; 
  DMG) 
  • 
  Balance Pole (Adventure; CV) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Mancatcher (Adventure; CW) 
   
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Thieves’ Tools, Longspoon MW (Adventure; 
  CV) 
   
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Bracers of Armor +2 (Adventure; DMG) 
   
  
  YEO6-05 The Menagerie 
   
  Page 14 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 3 
   
   
   
   
  AREA 2 
  Young Red Dragon, Animated Object (Large 
  Construct): CR 3; HD 4d10+30; hp 53; Init +0; 
  Spd 40 ft.; AC 14, touch 9, flat-footed 14 (-1 size, 
  +5 natural); Base Atk/Grp: +3/+10; Atk +5 melee 
  (1d8+4, slam); Full Atk +5 melee (1d8+4, slam); 
  SQ Improved Speed, hardness 5, Construct traits, 
  darkvision 60 ft., low-light vision; AL N; SV Fort +1, 
  Ref +1, Will -4; Str 16, Dex 10, Con —, Int —, Wis 
  1, Cha 1. 
   
  Skills & Feats: None 
   
  Hardness (Ex): Wooden (Hardness 5) 
   
  Improved Speed (Ex): Multiple legs +20 ft 
  speed. 
   
  Description: The dragon has horns extending 
  back over the neck, frilled ears, and smaller horns 
  at the cheeks and chin, with rows of horns above 
  the brows. The nose is beak-like and sports a 
  small horn. A frill begins behind the head and runs 
  to the tip of the tail. The dragon reeks of smoke 
  and sulfur, and its scales shine with shades of 
  crimson and scarlet. 
  ENCOUNTER 4 
   
   
   
   
  Zombie, Medium Undead: CR .5; HD 2d12; hp 
  18; Init +1; Spd 30 ft.; AC 13, touch 11, flat-footed 
  12 (+1 Dex, +2 natural); Base Atk/Grp: +1/+3; Atk 
  +3 melee (1d6+2, slam); Full Atk +3 melee 
  (1d6+2, slam); SQ Darkvision 60 ft., undead traits, 
  DR 5/slashing, single actions only; AL NE; SV Fort 
  +0, Ref +1, Will +3; Str 14, Dex 12, Con —, Int --, 
  Wis 10, Cha 1. 
   
  Skills & Feats: Toughness.   
   
  
  YEO6-05 The Menagerie 
   
  Page 15 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 3 
   
   
   
   
  AREA 2 
  Adult Red Dragon, Animated Object (Huge 
  Construct): CR 5; HD 8d10+40; hp 90; Init -1; 
  Spd 40 ft.; AC 13, touch 7, flat-footed 13 (-2 Size, -
  1 Dex, +6 natural); Base Atk/Grp: +6/+19; Atk +9 
  melee (2d6+7, slam); Full Atk +9 melee (2d6+7, 
  slam); SQ Improved Speed, hardness 5, Construct 
  traits, darkvision 60 ft., low-light vision; AL N; SV 
  Fort +2, Ref +1, Will -3; Str 20, Dex 8, Con —, Int 
  —, Wis 1, Cha 1. 
   
  Skills & Feats: None 
   
  Hardness (Ex): Wooden (Hardness 5) 
   
  Improved Speed (Ex): Multiple legs +20 ft 
  speed. 
   
  Description: The dragon has horns extending 
  back over the neck, frilled ears, and smaller horns 
  at the cheeks and chin, with rows of horns above 
  the brows. The nose is beak-like and sports a 
  small horn. A frill begins behind the head and runs 
  to the tip of the tail. The dragon reeks of smoke 
  and sulfur, and its scales shine with shades of 
  crimson and scarlet. 
   
  ENCOUNTER 4 
   
   
   
   
  Zombie, Fast, Medium Undead: CR 1; HD 2d12; 
  hp 18; Init +1; Spd 60 ft.; AC 15, touch 11, flat-
  footed 14 (+1 Dex, +2 natural, +2 dodge); Base 
  Atk/Grp: +1/+3; Atk +3 melee (1d6+2, slam); Full 
  Atk +3 melee (1d6+2, slam); SQ Darkvision 60 ft., 
  undead traits, DR 5/slashing; AL NE; SV Fort +0, 
  Ref +1, Will +3; Str 14, Dex 12, Con —, Int --, Wis 
  10, Cha 1.  Libris Mortis, page 173. 
   
  Skills & Feats: Toughness.  
   
  Special Quality: The fast zombie is not 
  restricted to taking single actions only. However it 
  still cannot attack more than once per round. 
   
  
  YEO6-05 The Menagerie 
   
  Page 16 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 2 
   
   
   
   
  Advanced Ettercap Large Aberration: CR 5; HD 
  9d8+36; hp 81; Init +6; Spd 30ft, climb 30ft ft.; AC 
  14, touch 11, flat-footed 12 (+2 Dex, +3 Natural, -1 
  size); Base Atk/Grp: +6/+16; Atk +11 melee 
  (2d6+6 plus poison, bite); Full Atk +11 melee 
  (2d6+6 plus poison) and +9/+9 melee (1d4+5, 2 
  claws); Space/Reach 10 ft/10 ft; SA Poison, Web; 
  SQ low-light vision; AL NE; SV Fort +9, Ref +5, 
  Will +8; Str 22, Dex 15, Con 18, Int 6, Wis 15, Cha 
  8. 
   
  Skills 
  & 
  Feats: 
  Climb 
  +14, 
  Craft 
  (trapmaking)+4, Hide +9, Listen +4, Spot +11; 
  Great Fortitude, Multiattack, Improved Initiative, 
  Combat Reflexes. 
   
  Poison (Ex): Injury, Fortitude DC17, initial 
  damage 1d6 Dex, secondary damage 2d6 Dex. 
  The save is constitution based and includes +2 
  racial bonus. 
   
  Web (Ex) An ettercap can throw a web eight 
  times per day. This is similar to an attack with a 
  net, but has a maximum range of 50 feet, with a 
  range increment of 10 feet, and is effective against 
  targets of up to medium size. The web anchors the 
  target in place allowing no movement. 
   
  An entangled creature can escape with a DC 
  15 Escape Artist check or burst the web with a DC 
  19 
  strength 
  check. 
  The 
  check 
  DCs 
  are 
  Constitution-based, 
  and 
  Strength 
  check 
  DC 
  includes a +4 racial bonus. The web has 6 hit 
  points, hardness 0, and takes double damage 
  from fire. 
   
  Ettercaps can also create sheets of sticky 
  webbing from 5 to 60 feet square. They usually 
  position these to snare flying prey but can also try 
  to trap prey on the ground.  Approaching creatures 
  must succeed on a DC 20 Spot check to notice a 
  web, or they stumble into it and become trapped 
  as though by a successful web attack. Attempts to 
  escape or burst the webbing receive a +5 bonus if 
  the trapped creature has something to walk on or 
  grab while pulling free. Each 5-foot square section 
  has 6 hit points, 0 hardness, and takes double 
  damage from fire.  
   
  An ettercap can move across its own sheet 
  web at its climb speed and can determine the 
  exact location of any creature touching the web. 
   
  Description: This revolting creature resembles 
  a cross between a gangly human and a bloated 
  spider. It has long, slender arms and legs 
  protruding from a rounded, fleshy body. It has a 
  spider’s head with a pair of bulbous black eyes. 
  ENCOUNTER 3 
   
   
   
   
  AREA 2 
  Ancient 
  Red 
  Dragon, 
  Animated 
  Object 
  (Gargantuan Construct): CR 7; HD 16d10+60; 
  hp 165; Init -2; Spd 30 ft.; AC 12, touch 4, flat-
  footed 12 (-4 size, -2 Dex, +8 natural); Base 
  Atk/Grp: +12/+31; Atk +15 melee (2d8+10, slam); 
  Full Atk +15 melee (2d8+10, slam); SQ Improved 
  Speed, hardness 5, Construct traits, darkvision 60 
  ft., low-light vision; AL N; SV Fort +5, Ref +3, Will 
  +0; Str 24, Dex 6, Con —, Int —, Wis 1, Cha 1. 
   
  Skills & Feats: None 
   
  Hardness (Ex): Wooden (Hardness 5) 
   
  Improved Speed (Ex): Multiple legs +20 ft 
  speed. 
   
  Description: The dragon has horns extending 
  back over the neck, frilled ears, and smaller horns 
  at the cheeks and chin, with rows of horns above 
  the brows. The nose is beak-like and sports a 
  small horn. A frill begins behind the head and runs 
  to the tip of the tail. The dragon reeks of smoke 
  and sulfur, and its scales shine with shades of 
  crimson and scarlet. 
  ENCOUNTER 4 
   
   
   
   
  Ghost 2nd level Human Expert, Medium Undead 
  (Incorporeal): CR 3; HD 2d12; hp 18; Init +2; Spd 
  30 ft., fly 30 ft.; AC 12, touch 12, flat-footed 10 (+2 
  Dex); Base Atk/Grp: +1/+2; Atk +3 melee (1d6, 
  incorporeal touch and 1d4 ability points, draining 
  touch); Full Atk +3 melee (1d6, incorporeal touch 
  and 1d4 ability points, draining touch); SA 
  manifestation, draining touch, corrupting touch, 
  telekinesis; SQ Darkvision 60 ft., undead traits, 
  incorporeal traits, rejuvenation, turn resistance +4; 
  AL N; SV Fort +0, Ref +2, Will +4; Str 12, Dex 14, 
  Con —, Int 15, Wis 13, Cha 12. 
   
  Skills & Feats: Knowledge (Dungeoneering) 
  +7, Appraise +9, Decipher Script +9, Gather 
  Information +8, Survival +3, Knowledge (History) 
  +7, Profession (Scribe) +2, Search +17, Spot +14, 
  Use Rope +4, Knowledge (Local – Sheldomar 
  Valley) +7; Diligent, Investigator. 
   
  Draining Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. On 
  each such successful attack, the ghost heals 5 
  points of damage to itself. Against ethereal 
  
  YEO6-05 The Menagerie 
   
  Page 17 
  opponents, it adds its Strength modifier to attack 
  rolls only. Against nonethereal opponents, it adds 
  its Dexterity modifier to attack rolls only. 
   
  Corrupting Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack deals 
  1d6 points of damage. 
   
  Telekinesis (Su): A ghost can use telekinesis 
  as a standard action (caster level 12th or equal to 
  the ghost’s HD, whichever is higher). When a 
  ghost uses this power, it must wait 1d4 rounds 
  before using it again. 
   
  Manifestation (Su): Ghosts dwell on the 
  Ethereal Plane and, as an ethereal creature, 
  cannot affect or be affected by anything in the 
  material world. When manifested, ghosts can be 
  harmed only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore 
  any damage from a corporeal source. 
   
   
  
  YEO6-05 The Menagerie 
   
  Page 18 
  APPENDIX 4 – APL 8 
  ENCOUNTER 2 
   
   
   
   
  Advanced Ettercap Large Aberration: CR 5; HD 
  9d8+36; hp 81; Init +6; Spd 30ft, climb 30ft ft.; AC 
  14, touch 11, flat-footed 12 (+2 Dex, +3 Natural, -1 
  size); Base Atk/Grp: +6/+16; Atk +11 melee 
  (2d6+6 plus poison, bite); Full Atk +11 melee 
  (2d6+6 plus poison) and +9/+9 melee (1d4+5, 2 
  claws); Space/Reach 10 ft/10 ft; SA Poison, Web; 
  SQ low-light vision; AL NE; SV Fort +9, Ref +5, 
  Will +8; Str 22, Dex 15, Con 18, Int 6, Wis 15, Cha 
  8. 
   
  Skills 
  & 
  Feats: 
  Climb 
  +14, 
  Craft 
  (trapmaking)+4, Hide +9, Listen +4, Spot +11; 
  Great Fortitude, Multiattack, Improved Initiative, 
  Combat Reflexes. 
   
  Poison (Ex): Injury, Fortitude DC17, initial 
  damage 1d6 Dex, secondary damage 2d6 Dex. 
  The save is constitution based and includes +2 
  racial bonus. 
   
  Web (Ex) An ettercap can throw a web eight 
  times per day. This is similar to an attack with a 
  net, but has a maximum range of 50 feet, with a 
  range increment of 10 feet, and is effective against 
  targets of up to medium size. The web anchors the 
  target in place allowing no movement. 
   
  An entangled creature can escape with a DC 
  15 Escape Artist check or burst the web with a DC 
  19 
  strength 
  check. 
  The 
  check 
  DCs 
  are 
  Constitution-based, 
  and 
  Strength 
  check 
  DC 
  includes a +4 racial bonus. The web has 6 hit 
  points, hardness 0, and takes double damage 
  from fire. 
   
  Ettercaps can also create sheets of sticky 
  webbing from 5 to 60 feet square. They usually 
  position these to snare flying prey but can also try 
  to trap prey on the ground.  Approaching creatures 
  must succeed on a DC 20 Spot check to notice a 
  web, or they stumble into it and become trapped 
  as though by a successful web attack. Attempts to 
  escape or burst the webbing receive a +5 bonus if 
  the trapped creature has something to walk on or 
  grab while pulling free. Each 5-foot square section 
  has 6 hit points, 0 hardness, and takes double 
  damage from fire.  
   
  An ettercap can move across its own sheet 
  web at its climb speed and can determine the 
  exact location of any creature touching the web. 
   
  Description: This revolting creature resembles 
  a cross between a gangly human and a bloated 
  spider. It has long, slender arms and legs 
  protruding from a rounded, fleshy body. It has a 
  spider’s head with a pair of bulbous black eyes. 
   
  ENCOUNTER 3 
   
   
   
   
  AREA 2 
  Ancient 
  Red 
  Dragon, 
  Animated 
  Object 
  (Gargantuan Construct): CR 7; HD 16d10+60; 
  hp 165; Init -2; Spd 30 ft.; AC 12, touch 4, flat-
  footed 12 (-4 size, -2 Dex, +8 natural); Base 
  Atk/Grp: +12/+31; Atk +15 melee (2d8+10, slam); 
  Full Atk +15 melee (2d8+10, slam); SQ Improved 
  Speed, hardness 5, Construct traits, darkvision 60 
  ft., low-light vision; AL N; SV Fort +5, Ref +3, Will 
  +0; Str 24, Dex 6, Con —, Int —, Wis 1, Cha 1. 
   
  Skills & Feats: None 
   
  Hardness (Ex): Wooden (Hardness 5) 
   
  Improved Speed (Ex): Multiple legs +20 ft 
  speed. 
   
  Description: The dragon has horns extending 
  back over the neck, frilled ears, and smaller horns 
  at the cheeks and chin, with rows of horns above 
  the brows. The nose is beak-like and sports a 
  small horn. A frill begins behind the head and runs 
  to the tip of the tail. The dragon reeks of smoke 
  and sulfur, and its scales shine with shades of 
  crimson and scarlet. 
  ENCOUNTER 4 
   
   
   
   
  Ghost 4th level Human Expert, Medium Undead 
  (Incorporeal): CR 5; HD 4d12; hp 36; Init +2; Spd 
  30 ft., fly 30 ft.; AC 12, touch 12, flat-footed 10 (+2 
  Dex); Base Atk/Grp: +3/+4; Atk +5 melee (1d6, 
  incorporeal touch and 1d4 ability points, draining 
  touch); Full Atk +5 melee (1d6, incorporeal touch 
  and 1d4 ability points, draining touch); SA 
  manifestation, draining touch, corrupting touch, 
  telekinesis; SQ Darkvision 60 ft., undead traits, 
  incorporeal traits, rejuvenation, turn resistance +4; 
  AL N; SV Fort +1, Ref +5, Will +6; Str 12, Dex 14, 
  Con —, Int 15, Wis 13, Cha 12. 
   
  Skills & Feats: Knowledge (Dungeoneering) 
  +9, Appraise +11, Decipher Script +11, Gather 
  Information +10, Survival +5, Knowledge (History) 
  +9, Profession (Scribe) +3, Search +19, Spot +17, 
  Use Rope +5, Knowledge (Local – Sheldomar 
  Valley) 
  +9; 
  Diligent, 
  Investigator, 
  Lightning 
  Reflexes. 
   
  Draining Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack drains 
  1d4 points from any one ability score it selects. On 
  each such successful attack, the ghost heals 5 
  points of damage to itself. Against ethereal 
  opponents, it adds its Strength modifier to attack 
  
  YEO6-05 The Menagerie 
   
  Page 19 
  rolls only. Against nonethereal opponents, it adds 
  its Dexterity modifier to attack rolls only. 
   
  Corrupting Touch (Su): A ghost that hits a 
  living target with its incorporeal touch attack deals 
  1d6 points of damage. 
   
  Telekinesis (Su): A ghost can use telekinesis 
  as a standard action (caster level 12th or equal to 
  the ghost’s HD, whichever is higher). When a 
  ghost uses this power, it must wait 1d4 rounds 
  before using it again. 
   
  Manifestation (Su): Ghosts dwell on the 
  Ethereal Plane and, as an ethereal creature, 
  cannot affect or be affected by anything in the 
  material world. When manifested, ghosts can be 
  harmed only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore 
  any damage from a corporeal source. 
   
   
   
   
  
  YEO6-05 The Menagerie 
   
  Page 20 
  APPENDIX 5 – ALL APLS 
   
  ENCOUNTER 5 
   
   
   
   
  Elijah 
  Jacobsen, 
  Male 
  Human, 
  Ghost 
  Rog2/Exp7: Medium Undead (Incorporeal); CR 
  10; HD 9d12; hp 81; Init +2; Spd 30 ft. / Fly 30ft 
  (Perfect); AC 12, touch 12, flat-footed 10 (+2 Dex); 
  Base Atk/Grp: +6/+6; Atk +8 melee (1d6, 
  incorporeal touch); Full Atk +8/+3 melee (1d6, 
  incorporeal 
  touch); 
  SA 
  manifestation, 
  malevolence, 
  Corrupting 
  Touch, 
  Horrific 
  Appearance; SQ Rejuvenation, Turn Resistance; 
  AL NG; SV Fort +2, Ref +7, Will +7; Str 11, Dex 
  14, Con —, Int 15, Wis 14, Cha 16. 
   
  Skills & Feats: Balance +4, Climb +12, 
  Diplomacy +8, Disable Device +11, Hide +21, 
  Knowledge (Dungeoneering) +12, Knowledge 
  (History) +10, Knowledge (Local – Sheldomar 
  Valley) +13, Move Silently +12, Open Locks +13, 
  Search +24, 
  Spot +23; 
  Alertness, Diligent, 
  Investigator, Self-sufficient, Toughness.   
   
  Rejuvenation (Su): The 'destroyed' spirit will 
  often restore itself in 2d4 days. The spirit will 
  return to his old haunts with a successful level 
  check (1d20+5) against DC 16. 
   
  Turn Resistance (Ex): +4 turn resistance. 
   
  Manifestation (Su): Ghosts dwell on the 
  Ethereal Plane and, as an ethereal creature, 
  cannot affect or be affected by anything in the 
  material world. When manifested, ghosts can be 
  harmed only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore 
  any damage from a corporeal source. 
   
  Corrupting Touch (Su): When you hit a living 
  target with your incorporeal touch attack you deal 
  1d6 
  points 
  of 
  damage. 
  Against 
  ethereal 
  opponents, it adds your Strength modifier to attack 
  and damage rolls. Against nonethereal opponents, 
  it adds its Dexterity modifier to attack rolls only. 
   
  Horrific Appearance (Su): Any living creature 
  within 60 feet that views you must succeed on a 
  Fortitude save (DC15) or immediately take 1d4 
  points of Strength damage, 1d4 points of Dexterity 
  damage, and 1d4 points of Constitution damage. 
  A creature that successfully saves against this 
  effect cannot be affected by your 
  horrific 
  appearance for 24 hours. 
   
  Malevolence (Su): Once per round, while 
  ethereal, the ghost can merge its body with a 
  creature on the Material Plane. This ability is 
  similar to a magic jar spell (caster level 10th or the 
  ghost’s HD, whichever is higher), except that it 
  does not require a receptacle. To use this ability, 
  the ghost must be manifested, and it must try to 
  move into the target’s space; moving in this way 
  does not provoke attacks of opportunity. The 
  target can resist the attack with a successful Will 
  save (DC 18). A creature that successfully saves 
  is immune to that same ghost’s malevolence for 
  24 hours, and it cannot enter the target’s space. If 
  the save fails, then the ghost vanishes into the 
  target’s body. 
   
  Fly (Ex): You gain the ability to fly at 30 ft. 
  (perfect). 
   
  Languages: Common, Old Oeridian, Ancient 
  Suloise.
  
  YEO6-05 The Menagerie 
   
  Page 21 
   DM AID: MAP #1 – THE COMPLEX 
   
  Area 2 may have to be expanded for APL 8 
  
  YEO6-05 The Menagerie 
   
  Page 22 
   PLAYER HANDOUT #1 – LETTER FROM JACOBSEN 
   
   
  We have located the Delar’Kar ruins. I was most disappointed 
  to discover that the tower had collapsed. While disheartened, 
  we began to excavate the site. Miraculously, we discovered an 
  entrance to the subterranean portions of the ruins. They are as 
  wonderful as I ever imagined. 
  Apparently, others were allowed to view his collections. We 
  must be very careful because the magically maintained displays 
  still contain live creatures. We have discovered animals never 
  before seen in the Yeomanry, and been very fortunate that I 
  have not lost more men. 
  Our initial investigation of the first five levels has gone 
  exceptionally well, and the site is in pristine condition. There is 
  not even an accumulation of dust and dirt. 
  I will personally deliver to you my first report and inventory of 
  the creatures discovered so far. 
   
  Elijah Jacobsen 
  
  YEO6-05 The Menagerie 
   
  Page 23 
  PLAYER HANDOUT #2 – ANOTHER LETTER 
   
   
  To the leaders of the Academy of Lore, 
  It is urgent that you immediately send assistance to our dig site. We 
  have had a horrible accident. 
  Dustdigger Jacobsen managed to discover a portal into the deep 
  caverns surrounding our location. Unfortunately, just as we prepared to 
  explore it, a huge earthquake began. I witnessed part of the wall begin 
  to collapse, and then as I fled, I saw the ceiling begin to cave in. 
  I heard Elijah scream a horrible scream, but I could not get back to 
  him. I have dispatched two messengers with this message and a letter 
  from Dustdigger Jacobsen. I will remain and try to enter the ruins again 
  to discover what happened to the others. 
  Asking for the Luck of Norebo, 
  Lucky Ari 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/596/Normal Scenarios/YEO6-05 - The Menagerie (APL 2-8)/YEO6-05 - The Menagerie.pdf