TEXT:  
  Keoland Introductory Module 1 
   
   
   
   
   
   
   
  Precious Cargo 
   
  A One-Round D&D LIVING GREYHAWK®  
  Keoland Introductory Module 
  Version 1.0 
  Round One 
   
   
  by Shawn Merwin 
   
   
   
   
   
   
  A representative of King Kimbertos Skotti of Keoland needs you to provide an armed escort for a 
  carriage traveling from Niole Dra to Redlee Manor in the Shelspring Barony.  Certainly there can’t be 
  much danger in that.  A Keoland introductory module for first-level characters only. 
   
   
   
   
   
   
   
   
   
   
   
   
  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. Scenario detail copyright 2003 by Wizards of the Coast, Inc. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced 
  without approval of the RPGA Network.  
  
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  [Round One] 
  Page 2 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after 
  the game. The following guidelines are here to 
  help you with both the preparation and voting 
  segment of the game. Read this page carefully so 
  that you know and can communicate to your 
  players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once 
  before you run your game. Be sure to familiarize 
  yourself with any special rules, spells, or 
  equipment presented in the adventure. It may help 
  to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one 
  d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense 
  of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple 
  as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  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 rule books during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM score the game. The RPGA 
  has three ways to score its games. Consult your 
  convention 
  coordinator 
  to 
  determine 
  which 
  method to use for this scenario: 
  1. No-vote scoring: The players write their 
  names and RPGA numbers on the scoring 
  packet grid. You fill in the top of the grid. That 
  is all. No one is rated. This method is used for 
  people who are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal 
  and event information, but does not rate the 
  players as a team or vote for players. This 
  method is used when there is no competition, 
  but the event coordinator wants information 
  on how the game masters are performing, or 
  the game master wants feedback on his or her 
  own performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10 minutes for voting. This 
  method is used when the players want to know 
  who played the “best” amongst the group, or 
  when the adventure is run in tournament 
  format with winners and prizes.  
   
  When using voting, rank the players in order of 
  your voting choice while they are completing their 
  forms, so that you are not influenced by their 
  comments on your abilities. It’s a good idea to 
  have the players vote while you determine 
  treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
  
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  [Round One] 
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  This is a LIVING GREYHAWK Adventure. As a 
  Living™ adventure, it is expected that players will 
  bring their own characters with them. If players do 
  not have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, a character 
  sheet, and a LIVING GREYHAWK log sheet from your 
  convention coordinator or the RPGA Web site, 
  and then have any players without a character 
  create one. Once all players have a LIVING 
  GREYHAWK character, play can begin.  
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer.  
   
  LIVING GREYHAWK LEVELS OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challengers are proportioned to the average 
  character level of the character participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1) Determine the character level for each 
  character participating in the adventure. 
  2) If the characters bring animals that have 
  been trained for combat (usually war 
  horses and riding dogs), other than those 
  brought by virtue of a class ability (such 
  as 
  animal 
  companions, 
  familiars, 
  a 
  paladin’s mounts, and so forth) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add 
  each character’s animal separately. A 
  single character may bring only four or 
  fewer animals of this type, and animals 
  with different CRs are added separately. 
   
   
  CR  
  1 
  2 
  3 
  4 
   
  ¼ and 1/6 
  0 
  0 
  0 
  1 
   
  1/3 and ½  
  0 
  0 
  1 
  1 
   
  1 
   
  1 
  1 
  2 
  3 
   
  2 
   
  2 
  3 
  4 
  5 
   
  3 
   
  3 
  4 
  5 
  6 
   
  4 
   
  4 
  5 
  6 
  7 
   
  3) Sum the result of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure-round up. 
  4) If you are running a table of six 
  characters, add one to the average. 
   
  By 
  following 
  these 
  four 
  steps, 
  you 
  have 
  determined the modified APL. Throughout this 
  adventure, APLs categorize the level of challenge 
  that the characters 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 an adventure. If your 
  character is three levels or more either higher or 
  lower than the APL that the adventure is played at 
  playing at, that character will receive only half of 
  the experience points awarded for the adventure. 
  This simulated the fact 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. 
  1) Attempt to create a table of six 1st level 
  characters, or try to enlist higher-level 
  characters to play at the table. 
  2) Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. Characters who want their dog to 
  attack must succeed at a Handle Animal 
  or Charisma check (DC 10). Failure 
  indicates that the animal will not attack 
  that round. If an animal loses half or more 
  hp in a single round it flees, unless 
  another check is successful. 
  3)  A group of APL 1 adventurers who desire 
  an extra hand can “enlist an iconic.” The 
  stats for the 1st level versions of Tordek, 
  Mialee, Lidda and Jozan are given at the 
  end of each adventure. The group may 
  pick one of these characters to join them 
  on this adventure. The DM controls that 
  NPC. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round module set in 
  Keoland. All in region character pay 1 Time Units 
  to participate in the adventure. Adventurer’s 
  Standard Upkeep costs 12 gp. Rich Upkeep costs 
  50 gp, and Luxury Upkeep costs 100 gp. Out-of-
  region characters pay double the Time Units and 
  double the Upkeep to play in this adventure. 
  
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  [Round One] 
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  ADVENTURE BACKGROUND 
   
  Someone within the House Lahzel closely 
  connected to King Kimbertos Skotti of Keoland 
  has sired an illegitimate half-elven child, Jozehli 
  Lahzel.  This child has been raised in Niole Dra 
  under an enormous amount of secrecy.  She is 
  now 11 years old and is tired of being sheltered 
  away from the world.  The powers behind the 
  throne have decided to let her have her wish: she 
  is to be turned over to a newly formed bardic 
  school in the backwater province of the Shelspring 
  Barony.  There she will be placed under the 
  tutelage of several musically inclined clerics of the 
  goddess Lydia.  Realizing the attention she might 
  draw if she was given a contingent of royal 
  guards, her keepers have decided to hire ordinary 
  mercenaries and adventurers to protect her on her 
  journey to the Shelspring Barony’s capital, Redlee 
  Manor. 
   
  ADVENTURE SUMMARY 
   
  The players begin in Niole Dra, where work is 
  scarce because of the influx of refugees from Ulek 
  and Geoff.  They finally get an offer to escort a 
  carriage from Niole Dra to Redlee Manor in the 
  Shelspring Barony.  Along the way, the PCs are 
  attacked by kobolds.  Later in the trip, the girl runs 
  away and is treed by a pack of wolves.  Finally 
  arriving at the Bardic School in Redlee Manor, the 
  PCs drop off their charge.  Kobold skeletons, 
  however, attack the school while the PCs are 
  getting a tour from none other than the Baroness 
  of Shelspring herself.  They are rewarded for 
  delivering the girl and saving the Baroness. 
   
  PLAYER INTRODUCTION 
   
  Niole Dra!  The seat of the Lion Throne rests in 
  this small city, and now you are here.  
  Certainly good fortune awaits you on such a 
  beautiful winter morning.  Many seasoned 
  adventurers began their careers by performing 
  simple guard duties for local merchants or 
  royal societies in Niole Dra.  The two best 
  locations to find work, you have heard, are 
  outside the Royal Merchant’s guildhall and at 
  the gate of the Royal Exchequer.  The first is in 
  the opulent Merchant’s Quarter, and the later 
  is adjacent to the palace itself. 
   
  Refer to Living Greyhawk Journal 1 regarding the 
  general atmosphere of Niole Dra.  In general, it is 
  a laconic and peaceful community, where people 
  go about their business and leave conflict for the 
  Royal guards to handle. 
   
  ENCOUNTER 1 
   
  At the Royal Merchant’s guildhall, no bills are 
  posted on the board.  A sullen halfling (Malro) 
  stands before the board and grumbles that the 
  merchants are all hiring refugees from Geoff and 
  Ulek for guard duties.  He adds that since these 
  people will work for mere silver, and since they 
  are battle-tested in the wars of their homeland, 
  they are often more attractive as mercenaries 
  than most of the Keoish natives who have known 
  peace and prosperity. 
   
  When the PCs, individually or as a group, go 
  to the Royal Exchequer, read the following: 
   
  You arrive at the gate to the Royal Exchequer 
  just as a short but well-built young man with 
  long red hair begins applying resin to the back 
  of a piece of parchment.  (If the PCs are not 
  together, they can all come upon this scene at 
  the same time.)  He stops when he sees the lot 
  of you.  “Seek you employment?”  His accent 
  is certainly of the upper class. 
   
  If anyone answers in the affirmative, continue: 
   
  “Celestian himself must guide you today, 
  friends.  I have just had a request to seek 
  guards.  If you are interested in traveling as 
  escorts for a carriage traveling through Dorlin 
  to the Shelspring Barony, you could save me 
  the trouble of posting this bill.  Would you 
  speak to my master?” 
   
  The young man is Lockli Lahzel, page of the 
  Royal Court.  Lockli is, for the most part, a 
  pompous ass.  He has no idea what the mission 
  entails other than what he has already told the 
  PCs, although he will talk as if future of the entire 
  Sheldomar Valley is at stake.  He will talk in 
  vague generalities, using phrases like “the will of 
  the Lion Throne” and “for the good of all Keoland.” 
   He will insinuate that none other than the Royal 
  Archmage Lashton ordered the mission to escort 
  the carriage to Shelspring. 
   
  He leads the PCs onto the palace grounds, 
  but takes them to the rear of the grounds where 
  the stables are located.  He tells the PCs to wait in 
  a room off the rear of the stables, and he leaves 
  to get his master, but not before talking to the 
  stablemen.  A successful Read Lips (DC 10) or 
  
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  [Round One] 
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  active Listen check (DC 20) will tell the PCs that 
  he has asked the stablemen to keep an eye on the 
  PCs and make sure they don’t leave the room.  
   
  The PCs can see, from windows out of the 
  room, some of the most beautiful warhorses and 
  riding horses they have ever seen being trained.  
  The stablemen will not say much, but if they are 
  asked about the horses, they will go on and on 
  about how the Oeridian-ruled lands in the middle 
  portions of Keoland are famous for breeding 
  mounts, and a Keobred mount is prized all over 
  the Flanaess. 
   
  Lockli Lahzel returns after about 15 minutes 
  have passed, leading an elderly gentleman.  The 
  old man introduces himself as Loracil, the 
  Chamberlain of the Palace.  He is very old but still 
  keen of mind.  His croaking voice takes a few 
  minutes for you to understand.  He coughs so hard 
  that his eyes water. 
   
  Loracil 
  gives 
  the 
  PCs 
  the 
  following 
  information: 
   
  • 
  In the morning, a carriage will be leaving Niole 
  Dra and heading to Redlee Manor in the 
  Shelspring Barony.  Two riders will be within the 
  closed carriage, and one man will be driving. 
  • 
  The riders are connected to the King’s family, 
  House Lahzel. 
  • 
  The PCs are needed to provide an escort to 
  the carriage in case any trouble befalls it. 
  • 
  Under no circumstances should the PCs 
  attempt to look at or talk to the two people in the 
  carriage.  Doing so would be expressly disobeying 
  a direct order from the King himself, and as so 
  would be punishable by death if so enforced.  If 
  messages need to be given to the riders in the 
  carriage, they should be conveyed through the 
  carriage driver, Javin.  
  • 
  Javin knows the route, so the PCs just need to 
  follow.  The trip should take 11 days of steady 
  riding with rests at night.  Javin will provide the 
  party with water and basic rations; the PCs will be 
  expected to hunt or capture dinners if they want 
  anything more. 
  • 
  Upon the safe arrival at Redlee Manor, the 
  PCs will each be rewarded with 50 GPs. 
   
  Loracil will instruct the PCs to be at the palace 
  gate at sunrise the following morning.  If they do 
  not have mounts of their own, riding mounts 
  (horses, mules, or dogs but no war mounts) will be 
  provided for them that they can use on the trip but 
  not keep.  Anything damage to the mounts will be 
  taken out of their pay.  They are not to talk to 
  anyone else about this mission.  Their complete 
  discretion in the matter is expected. 
   
  ENCOUNTER 1A (OPTIONAL) 
   
  (Note: This encounter can be played if the judge 
  feels the PCs would like a role-playing encounter. 
   It can be used to give the PCs further information 
  about Keoland if they are brand new to LG and/or 
  Keoland.) 
   
  That night the PCs can find lodging at the 
  Brogan’s Tavern, located in one of the poorer 
  sections of the city.  The tavern is busy but not 
  overly so.  In the corner of the tavern is a sand-
  filled pit.  It is not in use right now, but 
  occasionally boxing and wrestling matches are 
  held there. 
   
  Almost all of the tables are taken, but the PCs 
  can find room at a larger bench seating a great 
  number of people.  After they get their drinks 
  (covered by the Lifestyle costs), a very tall female 
  human approaches.  She has bright red hair and 
  freckles.  She introduces herself as Soppa and 
  sits next to one of the PCs and attempts to strike 
  up a conversation about various hot topics of 
  Keoland: the marriage of the King’s daughter to 
  the leader of Geoff, the “diplomatic troubles” with 
  the Yeomanry, the plague that ripped through 
  Salinmoor 
  and 
  southeastern 
  Keoland, 
  the 
  continuing trouble in the Dreadwood, a rumored 
  village in the Hool comprised of frog-people, etc.  
  (Use plot lines from Year 1 Keoland modules as 
  topics of conversation.) 
   
  Soppa is really an agent in the employ of 
  Loracil.  She is making sure that the PCs aren’t 
  talking about their mission, and also she is 
  checking to see if the PCs are honest, upstanding 
  citizens.  Nothing to importance will happen the 
  rest of the evening.  If the PCs do talk about their 
  mission, she will report this back to Loracil.  The 
  next morning he will reprimand them severely, 
  then tell them they will not be hired for the 
  mission.  The PCs can try to use role-playing to 
  get back his trust.  If they make any attempt at all, 
  allow them to continue. 
   
   
   
   
   
  ENCOUNTER 2  
   
  The next morning, a carriage pulled by two horses 
  is parked outside of the palace gates.  Sitting in 
  
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  the carriage’s driver’s seat is Javin, a short, 
  muscular Oeridian human with close-cropped, 
  dark hair.  He will nod at the PCs when they 
  approach but say nothing to them.  The carriage is 
  large enough to fit four people comfortably.  Red 
  curtains are drawn across the windows of the 
  carriage. 
   
  As the PCs approach, the carriage door opens 
  and Loracil steps out.  If any of the PCs state they 
  are looking past him into the carriage, give them a 
  Spot check (DC 18).  A successful check allows 
  them to see two figures, one human sized and the 
  other smaller: possibly a halfling or a human child.
   
   Loracil will again tell the PCs of their duties 
  and their restrictions.  He will note which PCs take 
  riding horses from the royal stables.  He then 
  moves to talk to Javin.  (Anyone who makes a 
  Read Lips check [DC 17] will know that he is 
  simply telling Javin to be careful and report back 
  as soon as they arrive in Redlee Manor.)  He 
  waves to the PCs and the entourage takes off. 
   
  At this point the judge should ask the PCs to 
  decide in what formation they will travel and how 
  they are going to set up guard duty at night. 
   
  Role-play the trip as much as you think the 
  group would like.  Javin (War3, hp 25) is a middle-
  aged Oeridian who spent many years fighting in 
  the Greyhawk Wars in the north.  He wears a 
  chain shirt underneath his clothes and keeps his 
  longsword and crossbow next to him on the 
  carriage.  He will seem standoffish at first, but if 
  the PCs treat him with respect, he will warm up. 
   
  In the carriage is Austina Verinas (Brd4, hp 
  18), a Suel human High Herald of Keoland.  She 
  has been charged with the task of delivering the 
  girl safely to the bard school at Redlee Manor. 
   
  Her charge is Jozehli Lahzel, a half-elven 
  child (Ari2, hp 12). 
   
  Statistics and personalities for all three of 
  these NPCs can be found in Appendix 1. 
   
  ENCOUNTER 3 
   
  The trip through the Duchy of Dorlin is quite 
  uneventful.  Javin is careful to avoid towns as 
  much as possible.  When the road reaches the 
  edge of the Rushmoors and turns south toward the 
  Shelspring Barony, things change quickly. 
   
  After a few hours of traveling south, twilight 
  approaches.  Javin says that he wants to push on 
  for another hour, to a place where the road is not 
  quite so close to the swamp.  In this time, 
  however, the entourage rides into an ambush. 
   
  APL 2 (EL 2):  
  12 kobolds, hp 2, Monster Manual pg. 123. 
   
  Monsters:  These young kobolds belong to a very 
  powerful union of clans that have taken up 
  residence in the Rushmoors.  Before they are 
  allowed to join the ranks of the warriors of their 
  respective clans, they must bring back the heads 
  and weapons of three human or humanoid 
  warriors.  This ambush is their first attempt.  While 
  they are a far cry from the best and brightest of 
  their clans, they are serious about completing the 
  task. 
   
  Tactics:  Two of the kobolds will stand in the 
  middle of the road to engage the PCs or any PC 
  who is scouting ahead.  The road is 15’ wide.  
  Twenty feet off the road, five kobolds are lying in 
  small holes covered in wet sod on each side.  A 
  Spot check of 18 is required to see the hiding 
  kobolds peeking out.  The two kobolds will 
  demand that the PC or PCs throw down weapons 
  and surrender.  The PCs can parley with the 
  kobolds, who will keep demanding the PCs 
  through down weapons or face the wrath of “the 
  Mighty Serpentskin Clan.”  When the kobolds 
  have had enough, the two on the road will order 
  the others to attack.  It is a move-equivalent 
  action for the kobolds to stand and throw off their 
  cover, so they can throw their javelins in the same 
  round. 
   
  Developments:  The kobolds will not attack the 
  carriage, and the two occupants will not emerge.  
  Javin will stay on the carriage and will not be 
  attacked, but he will fire his crossbow at the 
  kobolds to assist.  If more than half of the PCs fall, 
  Javin will spur the horses onward, crushing any 
  kobolds in the way.  If the PCs think of it, they can 
  just try to outrun the kobolds, especially if the PCs 
  are all mounted. 
   
  ENCOUNTER 4 
   
  On the next-to-last night before reaching Redlee 
  Manor, Javin halts early because one of the 
  horses takes ill.  Javin tends to horses, telling the 
  PCs to setup camp.  While the PCs are doing this, 
  the carriage door opens and Austina moves up to 
  speak with Javin, to find out what is the matter.  
  While this is happening, Jozehli drinks her potion 
  of invisibility and slips out of the carriage, deciding 
  to go exploring on her own.  (The potion was 
  given to her for an emergency.) 
   
  Austina doesn’t realize this when she gets 
  back into the carriage.  Jozehli has piled some 
  clothes under a blanket so that her guardian thinks 
  
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  the girl is sleeping.  Austina then falls asleep and 
  doesn’t realize until two hours later that the girl is 
  missing. 
   
  In the meantime, the PCs hear the howling of 
  wolves in the late afternoon air.  Give them the 
  time to prepare defenses (for they will probably 
  assume that the wolves are going to attack).  
  Then Austina will burst out of the tent, shouting 
  that Jozehli is missing.  She and Javin head west 
  looking for her, and the PCs are asked to look 
  east. 
   
  After less than an hour of following the sounds 
  of howling, the PCs crest a small rise to see a 
  terrible scene: Jozehli is up in a tree surrounded 
  by 4 wolves.  The beasts are leaping at her, and 
  the branch on which she sits seems to be creaking 
  precariously.   
   
  APL 2 (EL 4) including pit trap:  
  4 wolves, hp 9, see Appendix 2 
   
  Traps:   
  Pit Trap (20 ft. deep) CR 1; 2d6 damage; Reflex 
  save (DC 15) avoids; Search (DC varies); Disable 
  Device (DC 20). 
   
  Tactics:  The PCs begin the encounter 120 feet 
  from the tree.  Four 5x5 pit traps are dug at 60 
  feet away from the tree.  Resting carefully atop 
  these traps are carcasses of deer.  (Some local 
  farmers set up these traps in an attempt to kill the 
  wolves.)  Characters running must make a Spot 
  check of DC 22 to see the carcasses.  Characters 
  moving slower than a full run can see the 
  caracasses with a DC 10 Spot check.  Of course, 
  they still might step on the square, ignoring the 
  clue.  If so, they must make a DC 15 Reflex save 
  or fall into the pit. 
   
  When the wolves become aware of the party 
  (only after they are attacked), only two disengage 
  and attack.  The other two continue to leap at 
  Jozehli.  After 8 rounds of battle (starting when the 
  PCs are 120 feet away), the branch breaks and 
  Jozehli falls.  The next round the wolves attacked 
  her.  She will be at full defensive during those 
  attacks.  (It is important to keep track of any 
  damage she takes for figuring XPs.) 
   
   
  ENCOUNTER 5 
   
  Since the PCs have seen the girl now, the rest of 
  the trip is less secretive.  The PCs will be allowed 
  to talk to both Austina and Jozehli, although they 
  learn nothing about Jozehli’s background.  If any 
  PC or PCs acted with particular valiance in saving 
  Jozehli from the wolves, she gravitates toward 
  them, calling the PC or PCs the “Valiant Defender 
  of Jozehli.”  Write this on the AR if it happens, but 
  it must be a very brave act, such as taking an 
  attack of opportunity to offer her cover.  She will 
  confide in her protector some of her background 
  without revealing her parents’ identity. 
   
  Finally, the entourage arrives in the town of 
  Redlee Manor.  The town is still being built, 
  although the large fortress at its center—Redlee 
  Manor itself—is mostly complete.  The manor is 
  large enough that it could hold and protect all of 
  the town’s inhabitants in the event of an attack. 
   
  Javin drives the carriage through the town and 
  directly into the Manor, stopping only briefly for 
  Austina to speak to the guards.  The guards wave 
  everyone through. 
   
  The carriage pulls up to the front of the main 
  building.  Javin gets down from the carriage and 
  opens the door for the two riders.  A middle-aged 
  woman in robes, who also wears a holy symbol, 
  meets them as they step out.  A DC 15 
  Knowledge: Religion check will tell a PC that the 
  holy symbol is of Lydia (the symbol is a hand 
  grasping a spray of rainbow colors). 
   
  The PCs are asked to wait outside for a 
  servant who will bring them into the keep, get 
  them a meal, and prepare lodging for the evening. 
   The rest of the entourage, including Javin, enters 
  the keep.  Stable hands take away the horses.  As 
  the PCs wait, a crazed human bursts around the 
  corner of the keep (75 feet away) and runs at the 
  PCs, screaming “Behold!  I am your doom, the 
  eater of your souls!” 
   
  APL 2 (EL 2):  
  Crazy Kryzzelin, hp 17, see Appendix 2. 
   
  Tactics:  The man is a ranger who is a member of 
  the Darkwatch.  He lost his mind while fighting an 
  evil denizen of the Rushmoors, and he has been 
  undergoing care at the hands of the Lydian 
  priests.  He has escaped, grabbed two daggers, 
  and is intent on killing everyone he sees.  He will 
  fight with insane abandon, attacking with two 
  weapons and screaming about carrying the souls 
  of the PCs to the lowest plane of the Abyss. 
   
  Developments:  A priestess of Lydia is the only 
  other person nearby when the attack begins.  On 
  her first initiative, she will shout, “Please don’t kill 
  him.”  She will not enter combat, but she will use 
  her spells (4 Cure Minor Wounds and 3 Cure Light 
  Wounds) to assist anyone seriously injured in the 
  combat. 
  
  Interactive - Lost 
  [Round One] 
  Page 8 
   
  It the PCs manage to subdue or incapacitate 
  Kryzzelin, the priestess will try to stabilize him.  
  Darkwatch warriors will show up soon after that to 
  return him to the infirmary.  The priestess will 
  explain that he is a member of the Darkwatch, a 
  group dedicated to fighting the remnants of an 
  ancient evil that resided in the Sheldomar Valley.  
  This particular man has seen something that has 
  driven him insane, and he must have escaped 
  from the place where he was being treated for this 
  malady. 
   
  After a few minutes of waiting, the woman 
  who originally greeted the entourage will return. 
  She is a rather plain Suel woman with kind eyes 
  who introduces herself as Baroness Lobana Pross 
  Redlee, wife of the Baron.  She thanks the PCs for 
  performing his duty and for dealing with the 
  crazed man.  She pays them the 50 gps each for 
  their escort duty, then calls on a servant to give 
  the PCs a tour of the manor before escorting them 
  to the guest quarters. 
   
  ENCOUNTER 6 
   
  The servant (Trinii) leads the PCs throughout the 
  keep, showing them relatively uninteresting rooms 
  within the keep.  Finally, she leads them past a set 
  of large double doors.  She points at the doors 
  and tells the PCs that the church of Lydia uses the 
  room to teach the children of the surrounding 
  region.  Right now the room is not in use. 
   
  Suddenly there is a loud crash.  She opens 
  the door and is charged by skeletons.  The room 
  is 40 feet by 60 feet, the hallway is 10 feet wide 
  and quite long, and the doors are 10 feet long. 
   
  APL 2 (EL 4):  
  10 small skeletons, hp 3, see Appendix 2. 
   
  CONCLUSION 
   
  PCs can stay at the keep for 2 days.  Javin, Austina, 
  and Jozehli thank them before the PCs must leave to 
  seek further adventure. 
   
  --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 to each 
  character. 
   
  Encounter Three: Defeat (or avoid) kobolds  
   
  APL 2 
  60 xp 
   
   
  Encounter Four: Defeat wolves and pit trap 
   
  APL 2 
  120 xp 
   
   
  Encounter Five: Deliver Jozehli safely and 
  unharmed 
   
  APL 2 
  45 xp 
   
   
  Encounter Six: Subdue Kryzzelin (not kill) 
   
  APL 2 
  60 xp 
   
  Encounter Seven: Defeat skeletons  
   
  APL 2 
  120 xp 
   
   
  Conclusion: Bonus for saving Trinii 
   
  APL 2 
  45 xp 
   
   
  Total possible experience: 
   
  APL 2 
  450 xp 
   
   
   
  Treasure Summary 
  L = Looted gear from the enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter Three 
  Defeat kobolds and retrieve their equipment 
   
  APL 2: L: 43 gp; C: 20 gp 
   
  Encounter Five 
  Receive payment for escort duty 
   
  APL 2: C: 50 gp 
   
  Encounter Six 
  Gems possessed by skeletons 
   
  APL 2: L: 100 gp 
   
  Total Possible Treasure 
   
  APL 2: C: 213 gp 
  
  Interactive - Lost 
  [Round One] 
  Page 9 
  Appendix 1 - NPCs 
   
  Jozehli Lahzel: Female Half-Elf Ari2; Medium Humanoid; HD 2d8 (Aristocrat); hp 12; Init +2; Spd 
  30; AC 12; Atk +0 base melee, +3 base ranged; SQ: Immunity: Sleep (Ex), Low-light vision (Ex); 
  AL CG; SV Fort +0, Ref +2, Will +2; STR 9, DEX 14, CON 11, INT 14, WIS 9, CHA 16. 
  Potion: Invisibility (3); Potion: Cure Light Wounds (1). 
  Skills: Bluff+8, Diplomacy+8, Gather Information+5, Knowledge (Nobility)+7, Listen+0, Move 
  Silently+4, Perform+8, Search+3, Spot+0.  
  Feats: Run 
   
  Javin: Male Human War3; Medium Humanoid; HD 3d8+3 (Warrior); hp 25; Init +2; Spd 30; AC 16; 
  Atk +6 base melee, +5 base ranged; +6 (1d10, MW Heavy Crossbow); +10 (1d8+3, MW 
  Longsword); AL NG; SV Fort +4, Ref +3, Will +1; STR 16, DEX 15, CON 12, INT 8, WIS 11, CHA 10. 
  Weapons: MW Longsword; MW Heavy Crossbow; 50 Bolts; 5 Silvered Bolts. 
  Armor: MW Chain Shirt 
  Skills: Climb+9, Handle Animal+6, Intimidate+6, Jump+9, Listen+2, Ride+8, Spot+2.  
  Feats: Alertness, Power Attack, Toughness. 
   
  Austina Verinas, Female Human Brd4: Medium Humanoid; HD 4d6; hp 18; Init +2; Spd 30; AC 16 
  (+2 Dex, +4 Mage Armor); Atk +3 base melee (1d4, dagger), +6 ranged (1d8, masterwork 
  composite longbow); AL N (NG); SA: Bardic Music, Bardic Knowledge; SV Fort +1, Ref +6, Will 
  +5; STR 10, DEX 14, CON 10, INT 14, WIS 12, CHA 17. 
  Possessions: Dagger 
  Skills: Balance +4, Bluff +8, Diplomacy +13, Gather Information +7, Knowledge (Arcana) +3, 
  Knowledge (Engineering) +3, Knowledge (Geography) +3, Knowledge (History) +3, Knowledge 
  (Local) +3, Knowledge (Nature) +3, Knowledge (Nobility) +3, Knowledge (Religion) +3, Perform 
  +12, Sense Motive +6, Speak Language +9, Tumble +5, Use Magic Device +4. 
  Feats: Point Blank Shot, Precise Shot, Spell Focus: Enchantment. 
  Languages:  Common, Ancient Suel, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, 
  Keolandish, Orc, Sylvan. 
  Spells Known (Brd 3/3/1): 0 -- Daze, Detect Magic, Ghost Sound, Mage Hand, Mending, 
  Prestidigitation; 1st -- Charm Person, Cure Light Wounds, Mage Armor; 2nd -- Glitterdust, 
  Suggestion.
  
  Interactive - Lost 
  [Round One] 
  Page 10 
  Appendix 2 – Monster Stats 
   
  12 Kobolds CR 1/6; Small Humanoid (Reptilian); HD 1/2d8 (Humanoid); hp 2; Init +1; Spd 30; 
  AC 15; Atk –1 (1d6-2, halfspear) or +2 (1d8, light crossbow); SQ: Darkvision (Ex), Light 
  sensitivity (Ex); AL LE; SV Fort +0, Ref +1, Will +2; STR 6, DEX 13, CON 10, INT 10, WIS 10, 
  CHA 10.  Skills: Craft (Trapmaking)+0, Hide+5, Profession (Miner)+2, Search+2. 
   
  4 Wolves CR 1; Medium Animal; HD 2d8+4 (Animal); hp 13; Init +2; Spd 50; AC 14; Atk +3 
  (1d6+1, Bite); SA: Trip (Ex); SQ: Scent (Ex); AL N; SV Fort +5, Ref +5, Will +1; STR 13, DEX 
  15, CON 14, INT 2, WIS 12, CHA 6. 
  Skills: Hide +3, Listen +6, Move Silently +4, Spot +4, Wilderness Lore +1 
  Feats: Weapon Finesse (bite). 
   
  Kryzzelin: Male Human Rgr2; Medium Humanoid; HD 2d10+2 (Ranger); hp 18; Init +6; Spd 30; 
  AC 12; Atk +0/+0 (1d4+2, Dagger, 1d4+1, Dagger); AL N; SV Fort +4, Ref +2, Will +0; STR 14, 
  DEX 15, CON 13, INT 12, WIS 10, CHA 12. 
  Possessions: Dagger, Dagger. 
  Skills: Heal+4, Hide+7, Move Silently+7, Spot+4, Swim+7, Wilderness Lore+4.  
  Feats:  Ambidexterity, Track, Two-Weapon Fighting, Improved Initiative, Combat Reflexes. 
   
  10 Small Skeletons CR 1/4; Small Undead; HD 1/2d12 (Undead); hp 3; Init +5; Spd 30; AC 13; 
  Atk +0 (1d3-1, 2 Claws); SQ: Undead, Immunity: Cold (Ex), Half damage from piercing and 
  slashing (Ex); AL NE; SV Fort +0, Ref +1, Will +2; STR 8, DEX 12, CON --, INT --, WIS 10, 
  CHA 11.  Feats: Improved Initiative  
  Possessions: Bag of Diamonds (500 gps) 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/593/Intro mods/KEOi3-01 - Precious Cargo/KEOi3-01 - Precious Cargo.pdf