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. 
   
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  visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  KEOI4-02 
   
   
   
   
   
  Hool Goes There? 
   
  A One-Round D&D LIVING GREYHAWK®  
  Keoland Introductory Module 
  Version 1.0 
  by Jay Stypinski 
   
   
  A madman with unspeakable knowledge is missing from the village of Waycombe. Can you stop the would-be 
  plunderers before they unwittingly uncover an ancient horror?  A Keoland introductory module for first level 
  characters and the prelude to the Sakatha Returns! story arc. 
  
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. 
  The rest of the time is spent in preparation before game 
  play, and scoring after the game. The following 
  guidelines are here to help you with both the 
  preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate 
  to your players the special aspects of playing an RPGA 
  scenario.  
  Preparation 
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room 
  along the inside margin to bind the adventure, if you 
  desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any 
  special rules, spells, or equipment presented in the 
  adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the 
  Player’s Handbook, the Dungeon Master’s Guide, and the 
  Monster Manual. We also assume that you have a set of 
  dice (at least one d4, d6, d8, d10, d12, and d20), some 
  scrap paper, a pencil, an RPGA scoring packet, and 
  your sense of fun. It is also a good idea to have a way to 
  track movement during combat. This can be as simple 
  as a pad of graph paper and a pencil, as handy as a vinyl 
  grid map and chits, or as elaborate as resin dungeon 
  walls and miniatures. 
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending 
  on the requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have 
  more than six players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The 
  tag should have the player’s name at the bottom, and 
  the character’s name, race, and gender at the top. This 
  makes it easier for the players (and the DM) to keep 
  track of who is playing which character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of 
  even core rulebooks during certain times of play. For 
  example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a trap 
  or hazard, or the Monster Manual when confronted 
  with a monster.  
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  gray boxes. It’s strongly recommended that you 
  paraphrase the player text instead of reading it aloud. 
  Some of this text is general and must be adapted to the 
  specific situation or to actions of the player characters. 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character sheet 
  from your convention coordinator or the RPGA Web 
  site, ant then have any players without a character 
  create on. Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  As an introductory adventure, no characters above 1st 
  level are permitted to play. Players who have 
  characters above this level limit should choose 
  another PC or create a new one with which to play 
  this adventure. 
  Time Units and Upkeep 
   
   
   
  This 
  is 
  an 
  introductory 
  one-round 
  Regional 
  adventure, set in Keoland.  Characters native to 
  Keoland pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep 
  costs 50gp per Time Unit.  Luxury Upkeep costs 
  100gp per Time Unit. 
  Hool Goes There? 
   
  Page 2 
   
  
  Adventure Background 
  Southern Keoland is plagued by a drought. There has 
  been no rainfall for nearly three months in the 
  Viscounty of Nume Eor. The myriad problems caused 
  by the local drought include ruined crops and 
  invasions from the hungry denizens of the Hool 
  Marsh, driven to the uplands to seek prey. The local 
  militia currently has their hands full dealing with 
  these threats, especially since the Dreadwalkers have 
  left the area. 
  Two members of the Seekers, an organization 
  devoted to hunting for old sources of magic, decided 
  to take advantage of the militia’s preoccupation with 
  the incursion of Hool monsters. Years ago, a group of 
  intrepid adventurers braved the terrors of the Hool 
  Marsh to defeat the vampiric lizard-king, Sakatha. 
  Sakatha’s Tomb was swallowed by the marsh. 
  Reasoning that the recent drought might uncover the 
  tomb, the novice Seekers decided to try and find the 
  tomb and unearth its secrets, knowing there was 
  potential to discover powerful magic items since 
  Sakatha was a great sorcerer. 
  The Seekers’ research uncovered only one person 
  who still knows where the tomb sank, a local 
  madman named Stephen DeManis. Stephen was once 
  an unwilling servant of the lizard-king and was driven 
  to complete insanity after being attacked by Sakatha’s 
  minions. The Seekers kidnapped DeManis and have 
  convinced the lunatic to show them where the tomb 
  once lay. 
  Unfortunately for the Seekers, Sakatha has, through 
  means unknown at this time, reconstituted himself 
  and has risen to plague the Kingdom of Keoland once 
  more. Sakatha killed the Seekers, then chased 
  Stephen DeManis down and charged him with 
  bringing word of his return. (This scene was the 
  Epilogue of KEO4-01 Hope, Entwined). Sakatha 
  animated the Seekers as zombies. As a further 
  safeguard against those that would enter his tomb, he 
  has placed guards against intruders. These guards a re 
  a trio of pseudonatural lizardfolk (see Appendix A) 
  that came from the Dreadwood to worship at the 
  Hool Beacon (as chronicled in the Death in the Hool 
  series of modules) but were swayed by Sakatha to 
  serve him instead. 
   Adventure Summary  
  Encounter 1: In Waycombe, a walled town at the 
  edge of the Hool Marsh, the PCs hear of Viscount 
  Jorgos’ recession of the bounty on lizardfolk hides at 
  the local inn and farmers lamenting the drought. The 
  PCs should also hear news that a local, Stephen 
  DeManis is missing. 
  Encounter 2: The PCs journey to DeManis’ 
  homestead at the edge of the swamp. At the site, the 
  PCs are attacked by marsh predators driven to the 
  uplands due to the drought and discover signs of a 
  struggle and clues pointing them to the tomb in the 
  marshlands. 
  Encounter 3: Midway to their destination, the PCs 
  are attacked by another Hool denizen. 
  Encounter 4: The PCs discover the remains of the 
  Seekers and meet the madman, DeManis. 
  Encounter 5: Arriving at the temple, the PCs are 
  ambushed by mutated lizardfolk left behind to hide 
  evidence that the tomb has been uncovered. 
  Encounter 6: On the way back to Waycombe, the 
  PCs are waylaid by a member of the Marsh Grove 
  Tribe of lizardfolk and questioned about their 
  activities in the swamp.  
  Introduction 
  The news that Viscount Richart Jorgos rescinded 
  the bounties on lizardfolk hides has reached your 
  ears. Unfortunately, that news reached your ears 
  too late to prevent your journey to the southern 
  County of Nume Eor in search of adventure, 
  treasure, fame and knowledge. Now, a number of 
  disappointed adventurers remain in the distant 
  outpost of Waycombe, hoping to hear of some 
  rumor worthy of interest to their chosen profession. 
  Waycombe is no longer within the current borders 
  of Nume Eor. Following the Yeomanry’s withdrawl 
  from Nume Eor and the Greyhawk Wars, the 
  Dreadwalkers claimed and fortified the town with 
  the aid of the Keoish Army. The walls of the town 
  command a good view of the Hool directly to the 
  south and the Dreadwood some distance to the 
  north. Aside from the obvious military presence that 
  recently fended off an assault from abominations 
  from the Dreadwood, the only place of any interest 
  is the small inn where locals discuss the difficulties 
  caused by the recent severe drought.  
  Hool Goes There? 
   
  Page 3 
   
  
  Encounter One 
  The Robin’s Breast  
  Waycombe’s sole inn is located on the far side of 
  the village. The streets are nearly deserted. There 
  are no shops to speak of, and no children or pets 
  roam about the streets. 
  The small establishment, known as the Robin’s 
  Breast Inn, is nearly as deserted as the streets. The 
  few customers appear to be local farmers. Behind 
  the bar, a portly older human appears busy 
  cleaning mugs and listening to his customers’ 
  complaints about the drought. In fact, the 
  conversation is dominated by lamenting of poor net 
  fishing in the Ardo River and the poorer crops. As 
  you enter, the innkeeper brightens visibly and calls 
  to you, “Greetings, good travelers!  What can I get 
  you?” 
  The innkeeper is William Brightboy. He is happy to 
  have anyone spending coin in the Robin’s Breast, as 
  the locals have very little to spend due to the 
  drought. He is very loquacious, and will tell anyone 
  who responds to his efforts to make conversation of 
  the history of the inn as well as the strange goings-on 
  lately. 
  Brightboy purchased the inn from a fellow named 
  Busby several years ago, after the original Robin’s 
  Breast 
  Inn 
  was 
  burned down by hobgoblin 
  mercenaries employed by the Scarlet Brotherhood 
  during the occupation of southern Keoland. He 
  renamed his acquisition after his original property and 
  the inn appears to enjoy moderate success.  
  William will also express concern that a certain 
  customer has not been by for several days. If asked, 
  William will tell the PCs that “Old Stephen”, a crazy 
  hermit who lives outside of town, usually comes in for 
  a bottle of dwarf spirits every other day, but he hasn’t 
  been by in several days. The other locals will just roll 
  their eyes and mutter into their cups, and Brightboy, 
  abashed, will try to change the subject. 
  A successful Gather Information will be needed to get 
  more information out of Brightboy or any of the 
  locals. 
  DC 5: “Old Stephen” is Stephen DeManis, a crazy 
  old man who lives in a hut at the edge of the Hool 
  Marsh. The road leads from Waycombe south to his 
  homestead. 
  DC 10: There is speculation that one of the Hool 
  monsters probably ate him. Since the waters began 
  drying up locally, several creatures have ventured 
  into the uplands looking for prey. Several herd 
  animals have also gone missing, and one farmer found 
  his prize hog completely drained of blood! 
  DC 15: The local militia is mostly out patrolling the 
  edge of the marsh. They are the only ones defending 
  Waycombe since the Dreadwalkers left. Hopefully 
  they can deal with these creatures. 
  DC 18: The Viscount rescinded the bounty on 
  lizardfolk for fear that the good ones might be 
  accidentally killed by overzealous bounty hunters. 
  Like they aren't all evil, man-eating savages! 
  DC 20: Stephen DeManis is a crazy, dangerous 
  lunatic. He had evil dealings with strange sorts before 
  the invasion, and Waycombe will be better off if he’s 
  not found.  
  The obvious hook is for the PCs to investigate 
  DeManis’ whereabouts. Should they report what they 
  find at his home to William Brightboy, he will express 
  concern and ask whether the PCs will search for him 
  in the Hool. 
  Creature: 
  William 
  Brightboy 
  and six local 
  farmers/fishermen, Human (Os), Commoners1 (hp 
  5 each). 
  Troubleshooting: if the players seem reluctant to 
  pursue DeManis, the innkeeper will (when out of 
  earshot of the patrons) offer the PCs each 5 gp and a 
  free room the next time they find themselves in 
  Waycombe. “DeManis is a good customer,” he 
  explains, “and worth the money if you save him from 
  any trouble and get him back into my inn. And if he’s 
  dead… well, let me know, so I can stop stocking this 
  rotgut dwarven ale that only DeManis drinks.” 
  Encounter Two  
  What’s Missing Here? 
  The road south of Waycombe leads to the edge of 
  the Hool Marsh and the home of Stephen DeManis. 
  As you travel down the road, you note that the 
  grasslands are yellowed, and the reeds are brittle, a 
  clear indication of the effects of the recent drought. 
  Approaching the tiny hut by the edge of the dried up 
  marshlands, you quickly determine that all is not 
  well. The wooden door hangs on its peg hinges and 
  the hut itself is dark with no sign of “Old Stephen” 
  in sight. 
  See the Judge’s Map of the DeManis home, located 
  at the end of this module. A Listen check (DC 15) 
  Hool Goes There? 
   
  Page 4 
   
  
  will reveal a twittering inside the hut. Anyone 
  entering the 20’ x 20’ cabin will be attacked by four 
  stirges nesting in the rafters. These creatures have left 
  the marsh seeking prey. The stirges cannot be spotted 
  by peering in through the windows. 
  Treasure: 100 gp and three potions of cure light 
  wounds. 
  Encounter Three 
  Welcome to the OHCE* 
  APL 2 (EL 2) 
  *OHCE= Obligatory Hool Crocodile Encounter 
  Creatures: Stirges (4) (hp 4 each); see MM, p. 236. 
  Following the trail of humanoid footprints in the 
  dried mud, you hear the incessant buzzing of gnats 
  in your ears and the whine of mosquitoes nearby. 
  Stagnant pools of water do little to feed what must 
  have been a thriving wetlands complex before the 
  drought. The rushes are cracked and dry and the 
  fallen fronds break beneath your tread as you 
  journey deeper into the wilds of the Hool Marsh. 
  After the stirges have been dealt with, the PCs may 
  search the hut. A DC 5 Search will reveal signs of a 
  struggle – the bed has been overturned, a broken 
  liquor bottle and broken fishing rods litter the place. 
  A DC 10 Track check of the muddy floor will show 
  that a barefoot human was attacked by three booted 
  humanoids. A DC 15 Search will reveal a loose 
  floorboard. 
  Allow the PCs to make Spot checks. Anyone making 
  a DC 24 Spot check will see two eyes and a snout 
  sticking out of the stagnant pond twenty feet from the 
  trail and will not be surprised when the twelve-foot 
  crocodile attacks. 
  Under the floorboard is a small chest. However, 
  anyone reaching for the chest will trigger a scything 
  blade trap hidden under the floor. 
  APL 2 (EL 1) 
  With surprising speed, a large reptile charges from 
  the ponded water and barrels towards you and your 
  companions! 
  Scything Blade Trap: CR 1; mechanical, location 
  trigger; automatic reset; Atk +8 melee (1d8/x3); 
  Search DC 21; Disable Device DC 20. 
  The crocodile is starved from the dearth of prey in 
  the swamp caused by the drought and will attack on 
  sight. Treat its initial attitude as Unfriendly but apply 
  a –1 circumstance penalty to any Wild Empathy 
  checks to change its reaction due to the animal’s 
  hunger. Should the PC throw the crocodile any 
  foodstuffs, adjust the modifier to a +1 circumstance 
  bonus. 
  The chest itself is unlocked, but is also trapped. The 
  chest may be safely opened by lifting the lid just 
  enough to reach one’s hand inside. Once this is done, 
  pressing a stud on the interior of the chest disarms 
  the trap. Otherwise, a spring-loaded crossbow bolt 
  will fire at the PCs opening the chest. 
  APL 2 (EL 1) 
  APL 2 (EL 2) 
  Basic arrow trap: CR 1; mechanical; proximity 
  trigger; manual reset; Atk +10 ranged (1d6/x3, 
  arrow); Search DC 20, Disable Device DC 20. 
  Creature: Crocodile (1) (hp 17); see MM, p. 271. 
  Note that the creature has less than normal hit 
  points, and suffers a –1 circumstance penalty to hit 
  and damage due to  starvation. 
  The chest contains a hundred Keoish lions (gold 
  pieces), three potion bottles (potions of cure light 
  wounds) and a map detailing the route to an island 
  some fifteen miles into the Hool. (Player Handout 
  #1). 
  Treasure: Lodged in the crocodile’s stomach are six 
  garnets worth 100 gp each and an amulet of natural 
  armor +1. 
  Should the PCs search outside, a DC 10 Search will 
  reveal that a humanoid was dragged towards the 
  marsh and then lead three booted humanoids along 
  the dry mud flats to the south. A DC 5 Track check 
  will enable the PCs to follow these tracks towards the 
  location shown on the concealed map (Player’s 
  Handout #1). Note the PCs will need to make three 
  DC 5 Track checks to follow the trail the entire 15 
  miles to the old temple. 
  Encounter Four 
  All the Pretty Buggies… 
  After dealing with the crocodile, you follow the trail 
  through the dry marsh beds. Suddenly, the quiet 
  hum of insects is broken by a cracked voice, which 
  breaks out in song. 
  “They all thinks I’m crazy, so they say, 
  Hool Goes There? 
   
  Page 5 
   
  
  But they long gone and I’m on my way! 
  They’ll go to join me master in his tomb, 
  And me, I’m safe as a babe in the womb!” 
  A tattered figure runs toward you, weaving 
  drunkenly through the high reeds and laughing 
  hysterically.  He is clad in green and brown rags, 
  and his shock white hair is matted with wet leaves. 
  He waves spasmodically and scampers forward. 
  “Here you are!  More friends who aren’t ugly 
  bugs!” 
  The man is Stephen DeManis. Years ago, Stephen 
  was dominated by Sakatha and served the Lizard 
  King as a spy in Waycombe. Never mentally stable, 
  Stephen led the party of adventurers that managed to 
  slay the Lizard King in his tomb. He fled when 
  Sakatha’s minions fired crossbows at him, driven 
  even crazier by the apparent betrayal. Since 
  Sakatha’s death, Stephen’s mind has deteriorated 
  further and he now believes the Seekers are his new 
  friends. 
  The Seekers managed to persuade Stephen to take 
  them to see Sakatha’s tomb. However, the party was 
  attacked by lizardfolk when they reached the old 
  temple. The Seekers were killed and re-animated as 
  zombies by a lizardfolk shaman. Only Stephen 
  escaped and has been leading the slow-moving 
  zombies on a merry chase through the Hool. 
  Stephen will stop and talk to the adventurers, 
  referring to the unruly snakes in his hair and spouting 
  other nonsense.  
  If treated kindly (DC 10 Diplomacy check), Stephen 
  will invite the adventurers to meet his “other friends” 
  and volunteer to take them to Sakatha’s temple. He 
  will identify Sakatha as the “Great Lizard King who 
  promised his faithful believers that he would 
  someday return!”  A few moments later, the party 
  will see the following: 
  As DeManis’ inane ramblings continue, he is 
  interrupted by the sound of booted feet crashing 
  through the dried rushes. A pair of sluggish human 
  forms move towards you, their pallid skin and 
  vacant eyes causing you alarm. “There they are!”  
  Stephen shouts joyfully, pointing at the shambling 
  figures. “My new friends are here!” 
  The three zombies appear out of the high reeds 
  twenty feet from the trail. They attack until turned or 
  destroyed. 
  Although the corpses were stripped of their 
  equipment, one has a waterproofed roll of parchment 
  concealed in his bloodied shirt that can be found with 
  a DC 10 Search check. The parchment contains a 
  copy of “The Ballad of Sakatha”. (See Player 
  Handout #2). 
  If the zombies are destroyed, Stephen will be 
  momentarily saddened, but will again renew his offer 
  to take the PCs to see his Master’s temple. Whether 
  or not Stephen accompanies the party, they can 
  follow the trail or the map to the old temple. 
  APL 2 (EL 1) 
  Stephen DeManis: Human Commoner 3; CR 2; 
  Medium Humanoid; HD 3d4+3; hp 10; Init +1; Spd 
  30 feet; AC 11, touch 11, flat-footed 10; Base Atk 
  +1; Grp +1; Atk +1 melee (1d4, dagger); SA -; SQ 
  -; AL CN; SV Fort +2, Ref +2, Will –1; Str 10, Dex 
  12, Con 12, Int 12, Wis 6, Cha 8. 
  Skills and Feats: Profession (Fisher) +4, Survival +3, 
  Swim 
  +6; 
  Self-sufficient, 
  Simple 
  Weapons 
  Proficiency, Track. 
  Human Commoner Zombies (2) (hp 16 each); see 
  MM, p. 266. 
  Encounter Five 
  Tomb of the Lizard King 
  Continuing through the dried-out swampland, you 
  can see a large stone platform resting in a sunken, 
  bowl-like depression. A few marble columns reach 
  towards the overcast sky, and three great stone steps 
  lead up towards the stone dais. This must be your 
  destination! 
  If Stephen DeManis is with the party, he will loudly 
  announce, “That’s where my good friend Sakatha 
  lives!  I wonder if he’s still sleeping?!” 
  The adventurers may also make Listen checks, DC 
  15. Anyone succeeding will hear the sounds of 
  digging as they approach the depression, which will 
  abruptly stop if Stephen calls out. If Stephen is not 
  with the party, or does not have an opportunity to 
  shout, the lizardfolk will not have a chance to hide in 
  the pools. If Stephen does call out, anyone succeeding 
  at the initial Listen check can make a second Listen 
  check, DC 10. A success indicates that they heard 
  splashing. 
  Carefully making your way into the shallow 
  depression, you are able to pass through the knee-
  deep mud before ascending the stone steps. Upon 
  reaching the top of the platform, you see it spans 
  roughly sixty feet wide and a hundred feet long. 
  Broken marble columns lie on either side, some 
  Hool Goes There? 
   
  Page 6 
   
  
  fifteen feet from the edge of the platform. An altar 
  juts out from the stone surface approximately ninety 
  feet from the steps. From your viewpoint, you can 
  also see three pools of algae-covered water in a 
  triangular formation in front of the altar. 
  Whether or not the PCs can see the mutated 
  lizardfolk depends o n their and Stephen’s actions. If 
  the lizardfolk were not alerted by Stephen’s shouting, 
  they will be standing behind the altar and charge to 
  attack immediately upon seeing anyone ascend the 
  steps. However, if Stephen announced the group’s 
  presence, each lizardfolk mutate will be hiding in a 
  pool, preparing to attack if anyone should approach 
  the altar. In that case, the lizardfolk will attempt to 
  initiate a grapple to try and pull hapless PCs into the 
  water and drown them. 
  The lizardfolk are misshapen monsters, mutated by 
  the powers of the nearby Dreadwood. The judge is 
  welcome to be creative and describe their horrific 
  appearances (useless third arm, second mouth, etc.) 
  but the mutations will have no in-game effects. 
  Once the lizardfolk are defeated, the party can 
  explore the grounds of the ancient temple. Behind 
  the altar lies a large stone sarcophagus. The lizardfolk 
  were attempting to bury it beneath some broken 
  flagstones. The sarcophagus is covered with ornate 
  designs carved into the stone. These etchings depict a 
  large lizardfolk wearing a crown and wielding a 
  trident vanquishing various foes, including humans, 
  giants and elves, either with the weapon or with fire 
  or lightning shooting from his clawed hands. The only 
  object within the sarcophagus itself is a wooden stake.  
  APL 2 (EL 5) 
  Creatures: Pseudonatural Lizardfolk (3) (hp 11 
  each); see Appendix A. 
  IMPORTANT COMBAT NOTE: The true strike 
  ability granted by the pseudonatural template is 
  applicable to one ATTACK, not one set of attacks, 
  and is usable only once per day. 
  Treasure: One of the lizardfolk wears a jeweled 
  medallion worth 850 gp. 
  Encounter Six 
  Faced with the knowledge you have gained, you 
  hurry to make your way out of the Hool and back 
  towards Waycombe. The journey is not difficult, 
  and the silence that pervades the mud flats has 
  returned. The sky remains overcast, but then a 
  patter of rain begins. Lightning crashes overhead 
  and the rain begins to fall harder. Another 
  lightning flash reveals a figure standing in your 
  path - a tall, reptilian humanoid holding a staff 
  decorated with feathers and bone fetishes. 
  He steps forward, his hand outstretched. 
  Assuming the PCs do not immediately attack, the 
  lizardfolk druid will begin speaking in heavily 
  accented Common. If he is attacked, he will wild-
  shape into a blue heron and fly off into the rain. 
  “Issss it true?  Hasss Sssakatha returned?” 
  Should the adventurers speak the truth, the lizardfolk 
  druid will introduce himself as Rassshssk of the 
  Marsh Grove Tribe of lizardfolk. (Note: Rassshssk 
  first appeared in KEO2-05 Royal Rescue).  
  Rassshssk will explain that his tribe was once allied 
  with the Kingdom of Keoland against the vile 
  sahuagin nearly twenty seasons ago. The revived 
  worship of the demon Sssen’ek among the lizardfolk 
  forced his tribe to flee south. Now, he fears that so 
  many of his people have turned to darkness it will be 
  easy for Sakatha to regain control of what was once 
  his mighty empire. He urges the adventurers to report 
  what they have discovered to the Keoish authorities 
  right away. Rassshssk also advises the adventurers to 
  leave the swamp before the waters rise again.  
  Rassshssk will also offer a token of the Marshgrove 
  Tribe to any PCs wishing to accept it. This stone-
  carved medallion depicts a lizard with a forked 
  tongue extended. Any member of the Marshgrove 
  Tribe will recognize the bearer as an ally. 
  Conclusion 
  Making your way back from the Hool towards 
  Waycombe, you are startled to see what appears to 
  be a contingent of armed men near the abode of 
  Stephen DeManis. You are hailed as six of them, on 
  barded mounts, head in your direction. The riders 
  halt about fifty feet from the PCs and shout, “Put 
  away your arms and approach, by order of Viscount 
  Richart Jorgos!” 
  A successful Knowledge, Nobility/Royalty check, 
  DC 10, reveals that these men are dressed in the 
  livery of the Viscount. Assuming that the PCs do not 
  attempt to flee or attack, the riders will bring them to 
  the Viscount.  
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  The Viscount is a gregarious and friendly man with 
  an affable demeanor. He is very close to his subjects 
  and often travels among them and works alongside 
  them. He is no stranger to hard work; he has large 
  hands and broad shoulders. Jorgos is very unlike 
  
  many of the scheming and conniving nobles in the 
  Kingdom of Keoland. He is also a cautious man and 
  has his advisors detecting evil, alignment and magic. 
  Total possible experience:  
   
  450 xp 
  If Stephen DeManis is with the party, the Viscount 
  will order him taken into custody, but that he is 
  “treated gently.” 
  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. 
  Jorgos will politely question the PCs about what they 
  discovered. He will reveal only that he heard of 
  DeManis’ disappearance and grew concerned, as the 
  old man is one of several people that the Kingdom 
  keeps an eye on in these troubled times. He will 
  thank the PCs for their information, study each of 
  them in turn, as if memorizing their faces, and ride 
  away with his entourage. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that characters 
  can go back to loot the bodies, and those bodies are 
  there (i.e., not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  PCs that try to flee or attack the guards will be dealt 
  with expeditiously and without quarter as suspected 
  Seekers or worse. PCs that cooperate with the 
  Viscount will receive the Favorable Notice of 
  Viscount Jorgos. 
  The End 
  Experience Point Summary 
  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. 
  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 role-playing) to each character. 
  Encounter Two 
  Defeat the stirges: 60 xp 
  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. 
  Defeat or endure the scything blade trap: 30 xp 
  Defeat or endure the arrow trap: 30 xp 
  Encounter Three 
  Defeat the crocodile: 60 xp 
  Encounter Four 
  Defeat the zombies: 30 xp 
  Encounter Five 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. 
  Because this is a Regional scenario, characters may 
  spend additional Time Units to practice professions or 
  create items immediately after the adventure so this 
  total may be modified by other circumstances. 
  Defeat the pseudonatural lizardfolk: 150 xp 
  Story Award 
  Inform Rassshssk about the Tomb: 30 xp 
  Inform Viscount Jorgos about the Tomb: 30 xp 
  Discretionary role-playing award 
  Up to 30 xp 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
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  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Two 
  C: 100 gp; M 75 gp 
  Encounter Three 
  C: 600 gp; M: 1,000 gp 
  Encounter Five 
  C: 850 gp 
  Total Possible Treasure 
  Total: 438 gp per PC 
  Special 
  Token of the Marshgrove Tribe: For revealing the 
  information you discovered about Sakatha’s Tomb to 
  Rassshssk, the druid provided you with a stone 
  token. When dealing with the Marshgrove lizardfolk 
  tribe, the PC may exchange this token for a +1 
  circumstance bonus to any Charisma based skill 
  check (except Intimidate checks).  
  Favorable Notice of Viscount Richart Jorgos: The 
  PC has come to the favorable attention of the 
  Viscount of the County of Nume Eor. How this will 
  affect the PC in the future remains to be seen. 
  Items for the Adventure 
  Record 
  No item access is granted in this Introductory 
  Module.  
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  Appendix One: Monsters and NPCs 
   
  Pseudonatural Lizardfolk: CR 2, Medium Humanoid (Reptilian); HD 2d8+2 (11 hp); Init +0; Spd 30 ft. (6 
  squares); AC 15 (+5 natural) (flat-footed 15, touch 10); Base Atk/Grap +1/+2; Atk Claw +2 melee (1d4+2); Full 
  Atk 2 claws +2 melee (1d4+2) and bite +0 melee (1d4); SA true strike; SQ Acid and electricity resistance 5, 
  alternate form, hold breath; AL N; SV Fort +1, Ref +3, Will +0; Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +6, Jump +7, Swim +6. Multiattack. 
   
  Alternate Form (Su): At will, as a standard action, a pseudonatural creature can take the form of a grotesque, 
  tentacled mass (or other appropriately gruesome form as determined by the DM). All of its abilities remain 
  unchanged despite its alien appearance. Other creatures receive a –1 morale penalty to their attack rolls against 
  pseudonatural creatures in this alternate form. 
   
  Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score 
  before it risks drowning (see page 304 of the Dungeon Master’s Guide). 
   
  True Strike (Su): Once per day, the creature can make a normal attack with a +20 insight modifier on a single 
  attack roll, as the spell true strike. 
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  Players’ Handout #1 
   
   
   
   
   
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  Players’ Handout #2 
  Players’ Handout #2 
   
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  Judge’s Map of the Temple Area 
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  Judge’s Map of Stephen DeManis’ Home 
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/594/Intro mods/KEOi4-02 - Hool Goes There/KEOi4-02 - Hool Goes There.pdf