TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form 
  without permission of the author.  To learn more about the Open Gaming License and the d20 system license, please 
  visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, 
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario 
  is intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  KEO3-08 
   
   
   
   
   
  A Little War: Prelude 
   
  A One-Round D&D LIVING GREYHAWK®  
  Keoland Regional Adventure 
  Version 1.0 
   
  by Kevin Lawson 
   
   
  Forces are mustering in the shadows of the Jotens under the command of a mysterious Suel mage. Towns in the 
  county of Cryllor have been threatened; the village of Kilm has been razed. Now, savages raid the farmlands of the 
  Good Hills Union. Questions must be answered. Who is this mysterious leader? What is the source of the raiders? 
  And just how much is Pemlo’s stock actually worth? An adventure for APL 2 – 12. This module is the second in the 
  Good Hills Gone Bad series that began with KEO2-08 Pemlo’s Lambic. 
  
  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.  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons 
  & Dragons® game. A four-hour time block has been 
  allocated for each round of this scenario, but the actual 
  playing time will be closer to three and a half hours. The 
  rest of the time is spent in preparation before game play, 
  and scoring after the game. The following guidelines are 
  here to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
  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. 
   
   
  Preparation  
   
   
   
   
  Scoring 
   
   
   
   
   
  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.  
  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: 
  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.  
  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. 
  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. 
  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. 
  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.  
  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.  
  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. 
  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 
  KEO3-08 A Little War: Prelude 
   
  Page 2 
  
  you determine treasure and experience awards for the 
  scenario.  
  # 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 
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is 
  three 
  character 
  levels 
  or 
  more 
  either higher or 
  lower 
  than 
  the 
  APL 
  this 
  adventure is being 
  played 
  at, 
  that 
  character 
  will 
  receive only half 
  of the experience 
  points 
  awarded 
  for the adventure. 
  This simulates the 
  face that either 
  your 
  character 
  was 
  not 
  as 
  challenged 
  as 
  normal, or relied 
  on help by higher-
  level characters to 
  reach the objectives. 
  After voting, give the Scoring Packet to your event 
  coordinator.  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, ant then 
  have any players without a character create on.  Once 
  all players have a LIVING GREYHAWK character, 
  play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the 
  Average Party Level (APL): 
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Three or four, or sometimes even 
  five 1st-level characters may find difficulty with the 
  challenges in a LIVING GREYHAWK adventure. If 
  your group is APL 1 there are three things that you can 
  do to help even the score. 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  1. Attempt to create a table of six 1st-level characters, 
  or try to enlist higher-level characters to play at 
  that table. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a 
  class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the sum 
  above. Add each character’s animals separately. A 
  single PC may only bring four or fewer animals of 
  this type, and animals with different CRs are added 
  separately. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that round. 
  This is a free action (spoken command) that may 
  be attempted each round. If an animal loses half or 
  more hp in a single round it flees, unless another 
  check is successful. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
  Time Units and Upkeep 
   
   
   
  This is a standard 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. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like to 
  play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent APL. 
  KEO3-08 A Little War: Prelude 
   
  Page 3 
  
  Adventure Background 
  Since the conclusion of the Greyhawk Wars, marauders 
  from the Jotens have beset the Western counties of 
  Keoland. Savage tribes of orcs have extended their 
  range, plaguing mining and farming communities in 
  Cryllor, 
  Flen 
  and 
  the 
  Good 
  Hills. 
  Military 
  reconnaissance has brought word that giants and giant 
  kin have led certain well-organized war bands. 
  In CY589, one such war band razed the halfling village 
  of Kilm.  In response, Countess Allita Elgarin of Flen 
  charged her son, the Lord Elgarin, with the task of 
  discovering the source of the raiders. Lord Elgarin and 
  his men never returned and the raiders’ base has not 
  been discovered. 
  In CY591, bands of orcs beset caravans on the western 
  trade routes of Cryllor. With the aid of a group of 
  adventurers and the Crylloran military, the stronghold 
  of the orcs was discovered and its power broken (as 
  described in KEO 1-02 A Little Reconnaissance). This 
  victory was not enough to stem the tide of savages. 
  Conflict continues to rage in the foothills of the Jotens, 
  and the Lady Regent of Cryllor has commissioned a 
  new force, dubbed the “Mountain Lions,” to fortify 
  Cryllor’s western defenses. 
  Despite these efforts, humanoids and still less savory 
  creatures have been able to elude the Keoish forces, 
  sacking settlements, taking prisoners and burning 
  croplands. Some have ventured as far as Crookhollow 
  in the Good Hills (as described in KEO 2-08 Pemlo’s 
  Lambic). 
  There have been hints that a Suel mage is guiding these 
  attacks and aiding the brutish orcs and giant kin to 
  elude Keoish forces. This has not been verified. His 
  identity remains a mystery.  
  In Crookhollow, a group of self-appointed “Guardians 
  of the Highlands” have gathered. They worry the 
  Kingdom has been slow to act; they wish to know the 
  true nature of the threat from the west; and they want 
  retribution for the massacre at Kilm. Their goals mirror 
  those of the Countess of Flen. All they need now are 
  some reliable adventurers willing to undertake a deadly 
  mission on their behalf.  
  Adventure Summary  
  Terrible forces have gathered in the shadow of the 
  Jotens under the leadership of a Suel mage named 
  Gwier Dreng. They are poised to attack the western 
  counties of Keoland. In the past, the denizens of the 
  mountains rarely rallied together: conflict between 
  tribes kept them apart and individual, poorly organized 
  bands of raiders proved little challenge for Keoland’s 
  military. Things have changed. Gwier Dreng has united 
  the humanoid tribes and giant kin using fear to bind 
  them to his will. The Suel mage and the Lords to whom 
  he swears fealty are mighty and terrible. Gwier Dreng 
  plans to use this force to rectify crimes against his 
  family and to reclaim his ancestral lands. 
  Pemlo Penchant, the venerable halfling brewmaster of 
  Crookhollow and erstwhile adventurer, was one of the 
  first to recognize the threat. In frequent travels through 
  his beloved highlands he spied strange and deadly 
  creatures roaming far from their mountain haunts. 
  When prudent (and often when not) Pemlo challenged 
  the interlopers, sending some fleeing and some to their 
  graves. His efforts to rouse the local authorities to arms, 
  however, have not met with success. The elders of 
  Crookhollow believe the troubles stem from a brief and 
  transient period of unrest brought by the wars against 
  the giants in Sterich and Geoff.  
  Close calls in recent encounters led Pemlo to realize 
  that he’s no longer in his prime, so he turned to others 
  for aid. Last year, Pemlo manipulated a group of 
  adventurers into rooting out some of the creatures that 
  had taken up residence near Crookhollow (see KEO 2-
  08 Pemlo’s Lambic). Since then, he has gathered 
  stalwarts of the Good Hills together as “Guardians of 
  the Highlands.” This group’s purpose is to discover 
  whoever or whatever is driving the monsters into the 
  highlands. To achieve this, the Guardians once again 
  turn to adventurers visiting Crookhollow for aid. 
  Encounter 1: The scenario begins at the Roc’s Feather. 
  Despite the troubles, Pemlo’s brewery, “A Penchant for 
  Drink,” has had a banner year. The brewmaster invited 
  all shareholders in the business to attend. Word of the 
  meeting spread, prompting many speculators and party 
  crashers to attend, including a few adventurers with full 
  purses. Pemlo offers to repurchase outstanding shares 
  and attendees may purchase shares at the going rate. 
  Encounter 2: After the meeting, Pemlo invites the PCs 
  out for a nightcap. He tells tales about Crookhollow 
  and recent adventures along the way. PCs are 
  encouraged to do likewise - the grander the tale the 
  better.   
  Encounter 3: Along the (rather circuitous) way, Pemlo 
  leads the party to an old ruin. The “ruin” is actually a 
  shrine to Brandobaris, the halfling god of thieves and 
  adventure. This night, it is being used as a meeting 
  place for the Guardians of the Highlands.  If Pemlo is 
  convinced that the PCs can help the Guardians, he 
  solicits their aid.  
  Attempts to divine the identity or identities of those 
  behind the raids have met with failure, but the 
  KEO3-08 A Little War: Prelude 
   
  Page 4 
  
  Guardians have not exhausted their resources.  Padder 
  Slipstone, a priest of Brandobaris and one of the 
  Guardians, wishes to invoke a “Trial of Brandobaris.” 
  This ritual will set Brandobaris’ chosen (halflings, 
  adventurers) on a quest in the service of the halfling 
  people and adventure.  This Trial is a test of an 
  adventurer’s mettle. It may be undertaken once in a 
  person’s life and never leaves those that undergo the 
  trial unscathed. Pemlo’s hope is that, if the PCs truly 
  embrace the mission of the Guardians and undergo the 
  trial, they will bring back a means to defeat the enemies 
  of the Good Hills. 
  Encounter 7: The PCs encounter a ghostly librarian 
  within the Archives called a Copy Wight – a creature 
  with which no adventurer has yet crossed swords. 
  Encounter 8: On their journey back to Crookhollow, 
  the PCs encounter a strange pair on the road: an ettin 
  and a Suel man dressed in green. Strewth lost his mate 
  to adventurers one year ago. He now seeks revenge for 
  her murder. The man in green is an emissary from 
  Gwier Dreng, the Green Warlock. Gwier “had a sense” 
  that the PCs carried something of value to him. The 
  PCs and the Emissary may bargain over the 
  Chronicle.In the course of this encounter, Strewth 
  attacks the PCs and the Emissary is knocked 
  unconscious. They PCs may find that the Emissary also 
  carries information about the Green Warlock’s battle 
  plans that could prove very useful to the Guardians of 
  the Highlands. 
  Encounter 3: The PCs undergo the ritual and are 
  transported into a dark sewer. The magic of the trial 
  places the PCs in Baelefract Keep where Gwier Dreng 
  was born. After the death of the former Count of 
  Cryllor, wizards in the employ of Ignaz Manz 
  interdicted the keep. Now, the only access into the 
  Keep is through the drainage system, a tight squeeze 
  for creatures larger than tiny size. The magic of the 
  Trial also shrinks the party, but this should not be 
  obvious to them. In order to penetrate into Count 
  Dreng’s sanctum and achieve their objective, the PCs 
  must negotiate the perils of the drain, including 
  flooding and (giant) rats.  
  Conclusion: Between the Chronicle and the emissary’s 
  messages, the nature of the menace from the Jotens 
  becomes clear. Armed with this news, the Guardians 
  must now find a way to foil the errant Suel Lord’s 
  plans. Pemlo happily rewards the PCs with more shares 
  in the brewery. 
  It is also possible that the PCs were captured or 
  surrendered after attempting to gain the Chronicle by 
  force of arms. If this is the case, they are interrogated, 
  and depending upon their actions under questioning 
  and favor with the powers of Cryllor they may be 
  released or imprisoned for a time. If the PCs are 
  particularly imprudent in their confrontation with the 
  agents of Cryllor, they may be executed. 
  Encounter 4: Within the sanctum, the PCs encounter 
  the Ghost of Count Haight Dreng. In order to resolve 
  the trial, the ghost must be defeated or convinced that 
  the PCs are not his enemies and have the power to lay 
  Lord Dreng to an eternal rest, reunited with his bride. 
  The Ghost leaves behind a crumpled ledger page. This 
  may lead the PCs to the County of Cryllor. Once the 
  PCs retrieve the page they are transported back to the 
  Guardians. 
  Preparation 
  In order to run all encounters smoothly and eliminate 
  the need to ask to examine character records during 
  play, it is suggested that certain information is 
  requested of the players before the scenario begins. 
  Collecting STR, DEX, AC, encumbrance (including 
  what gear is typically carried), ranks in Swim and 
  Balance and any adjustments due to armor and 
  equipment will be helpful in running Encounter 3. In 
  addition, the DM should ask each player to list her PCs 
  favors; pay particular attention for PCs with the Favor 
  of either the Lady Regent of Cryllor, her secretary, or 
  Constable Merla Henning. (The first two favors could 
  be obtained in KEO1-02 A Little Reconnaissance; the 
  latter in KEO1-05 All That Glitters and/or KEO3-06 
  Chain Reaction). These favors will become important 
  in the final encounter of the adventure. 
  Encounter 5: The Guardians of the Highlands identify 
  the ledger page. It was taken from the Chronicle of 
  Cryllor, a record kept by the rulers of Cryllor. The 
  Chronicles are preserved in the Archives of Cryllor. 
  The Guardians believe this volume holds the 
  information they require. Why else would Brandobaris 
  have sent them to the keep? They ask the PCs to 
  retrieve the Chronicle by any means.  
  Encounter 6: The PCs travel to the city of Cryllor and 
  attempt to gain access to the archives. By diplomatic 
  means, this is an almost impossible task. The Archivist 
  is aware that the Chronicle records the final days of the 
  Dreng family, the former royal family of Cryllor, and 
  that access to these tomes is only granted to members 
  of the Manz family or the Secretary of the Lady 
  Regent. Barring tremendous favor with the Lady 
  Regent, conventional access is impossible, but the PCs 
  may obtain the Chronicle by utilizing the forgotten 
  entrance provided by the Guardians.  
  KEO3-08 A Little War: Prelude 
   
  Page 5 
  
  Introduction 
  The nobles of Keoland trace their ancestry back 
  thousands of years to the Suel and Oeridian diaspora. 
  They pride their pioneering ancestors on civilizing 
  Keoland, the oldest of the New Kingdoms and forget 
  the ancient peoples who worked the rich land of the 
  Good Hills long before the founding of the original 
  Suel Empire. Gnome, dwarf, halfling and even the 
  human Flan delved deep, worked the land and lived in 
  harmony long before the Great Migration. Those 
  strange folk of the Hills are there still. Their civilization 
  is unbroken.  City folk and valley dwellers consider the 
  Good Hills a queer place. 
  The people of the Good Hills are more familiar with 
  arcane magic and more trusting of it, unlike in other 
  provinces of Keoland. Strangers are more apt to find 
  welcome than in the bustling cities. Even during 
  troubling times, there is respect among the races -- 
  though certainly gnomes, dwarves, Halflings and men 
  have their differences – most live in discrete 
  communities. 
  And this is where you find yourselves. Your travels of 
  late have brought you by winding highroad and by-road 
  from the earnest dwarf town of Curget in the south 
  through the glittering gnome village of Plim’s Delve 
  and finally to the halfling enclaves of the north-west.  
  Travelers on the road warn you to be on your guard. 
  Trouble’s afoot in the prosperous highlands of the 
  halflings. Things haven’t been right since the savages 
  sacked Kilm, they say. But since you’re here now, you 
  might want to stay. Pemlo’s sent out notice on the four 
  winds of some kind of party down at the Roc’s Feather 
  in Crookhollow. The halfling brewmaster might be a 
  worse sot than Bucknard and older than “Old Squinty” 
  himself 1, but he’s lively and the drink’s sure to be fine.  
  Shareholders of “A Penchant for Drink” will receive a 
  notice of the upcoming meeting carried by a messenger 
  along the High Road (see Player Handout One). 
  Encounter One: Shareholder’s 
  Meeting 
  The 
  Roc’s 
  Feather, 
  smack 
  in 
  the 
  center 
  of 
  Crookhollow, has a capacity crowd tonight. It is 
  crammed so full that the little folk are pouring out of 
  the windows. Inside, the halfling crowd is sprinkled 
  with gnomes and a few dwarves for good measure. This 
  event was held for shareholders of Pemlo’s brewery, 
  but it seems anyone craving a good ale muscled their 
  way in – unless all of them are shareholders. If that is 
  the case, the stock being traded at the bar is probably 
  worthless. Two nervous gnomes are desperately trying 
  to sell shares as they watch their equity in the brewery 
  sucked dry by the crowd of thirsty halflings.  
  The crowd here is seeking good food, drink and cheer: 
  solace from recent troubles in the Hills. This is an 
  opportunity for the PCs to meet and introduce 
  themselves. It is also an opportunity for any gifted 
  performers to shine. The crowd loves music. In fact, the 
  atmosphere gives a performer a +2 circumstance 
  modifier to her Perform check. Any performer 
  choosing to make a perform check and exceeding a DC 
  of 14 + (2 x APL) will be approached by Arl 
  Buttermead (the proprietor) and given a bottle of Ole 
  ’68, a treasured brew of Lambic that’s held up over the 
  years. When drunk, the brew grants a PC a morale 
  bonus equivalent in effect to the (1st level) bardic 
  Inspire Courage ability but lasts for 10 minutes. 
  If PCs have not met Pemlo before, he will make an 
  effort to come over and introduce himself. Pemlo was 
  once an adventurer, but he claims to have retired from 
  that profession long ago to pursue the true love of his 
  life: fine ale. He spins grand (and unbelievable) tales of 
  his youthful exploits that are spiced with imagination to 
  a degree that anything he says could be considered a 
  lie. The brewmaster appears to be a halfling of 
  advanced age, but fit. PCs that have met him before 
  will note that his hair is a bit thinner and his movement 
  less agile. His purpose tonight is to disclose profits for 
  the past year and buy back shares from current 
  shareholders. If PCs have met Pemlo before, he will 
  acknowledge them with a wink and a wave from across 
  the room, promising to talk to them after the meeting.  
  At the bar, shares in the brewery are trading hands. 
  Two gnome investors in the company [Trimble and 
  Gimble], concerned that Pemlo is running the company 
  into the ground, are selling. They are asking 75 gp per 
  share, but they’ll go as low as 45 gp in response to 
  exceptional haggling. Pemlo has not informed the 
  gnomes of his intent to repurchase shares at 75 gp (see 
  below). 
                                                   
   
  Taking advantage of a momentary lull in the chaos, 
  Pemlo bashes his tankard on the bar and clears his 
  voice to address the crowd. “AHEM! Welcome friends, 
  Crookhollowe’ens and, most importantly, shareholders 
  in the brewery. How could it be that there are so many 
  1 This is a slang term for Vecna. Keoland is a very 
  superstitious land, and mentioning the (real) name of 
  the Whispered One in public is ill advised! 
  KEO3-08 A Little War: Prelude 
   
  Page 6 
  
  shareholders here tonight? I must be gettin’ senile. I 
  only remember sendin’ out 10 invites.” 
  At that remark, the two gnome speculators at the bar 
  blanch and break off their haggling. Pemlo continues, 
  “I haven’t seen so many creatures crammed in such a 
  small place since I met that pilgrimage of Wastriggi 
  outside the public outhouse in Gradsul. Anyway, I 
  suppose you’re wondering how business has been. 
  With apologies to my gnome friends Trimble and 
  Gimble over yonder, I must tell ye it’s been a great 
  year. Good King Kimbertos has a full cellar and that 
  last lot of Lambic may have been the best since ’68. 
  I’m willing to buy any outstanding shares for 75 gp a 
  share. M’boy Pasty will show you the books if you 
  need to see them. That’s all. So, let’s set this business 
  behind us and put this bar to its proper uses. Now Arl, 
  open the taps.” 
  If PCs wish, they may purchase shares above the rate 
  that Pemlo offers from other shareholders. No more 
  than 30 shares will be available and those will go to the 
  highest bidder among the PCs. 
  Development: Pemlo will invite capable PCs for a 
  nightcap at his home during the festivities, leading to 
  Encounter 2. Note that Pemlo is looking for 
  adventurers suited to undergoing the Trial of 
  Brandobaris (see Encounter 3). He knows that this will 
  place PCs in mortal danger, so it is not necessary that 
  he like them, but he should respect their abilities. If, for 
  some reason, a PC directly offends him or convinces 
  him that they are unworthy of his trust (this does not 
  necessarily exclude a thief or a rogue – he is a follower 
  of Brandobaris, after all), Pemlo will not extend an 
  invitation to that PC. The PC may tag along without an 
  invitation or her comrades may make a Diplomacy 
  check (DC 15 with appropriate circumstance modifiers 
  at the judge’s discretion) to encourage Pemlo to invite 
  her, however.  
  Encounter Two: Nightcap 
  After an evening of celebration, there can be little 
  doubt that Pemlo’s reputation as a brewmaster without 
  peer is well deserved. As the last of the resident wee 
  folk slip into a drunken slumber, and the last of the 
  speculators have left, old Pemlo approaches. “The 
  taps’ve run dry. What d’ye say, time to retire? Join me 
  for a nightcap back home?” 
  Pemlo leads interested PCs out of the Feather and into 
  the cool night air. Fog is rolling into the valley. All the 
  stores and shops are closed, but PCs may wish to 
  Gather Information from the small number of souls out 
  and about. They may also note the reaction of the 
  townfolk to Pemlo. A Sense Motive check (DC 14) 
  reveals that they feel uncomfortable or disdainful 
  around Pemlo. This will not prevent them from taking 
  his companions’ money, however, it might be tougher 
  for the PCs to haggle with them.  
  As they walk, Pemlo asks the PCs if they have had any 
  excitement recently. PCs are encouraged to offer a tale 
  of their adventures - the grander the tale the better. 
  Take this as far as time and the party’s inclination to 
  roleplay permits. Pemlo loves to hear and to share 
  shaggy-dog tales. He’ll try to top any that are 
  presented. If the party engages in these shenanigans, 
  Pemlo is positively inclined toward them. 
  Development: Pemlo leads the PCs toward the shrine 
  of Brandobaris. PCs will notice that the group is 
  nowhere near the brewery or Pemlo’s home. Give the 
  PCs a chance to question Pemlo. He blunts questions 
  with “Follow me. You’re interested in a little 
  adventure, aren’t ye?” If they refuse to follow or, 
  Yondalla forbid, misconstrue his evasiveness and attack 
  him, resolve the encounter and end the module. 
  If Pemlo is attacked near the shrine of Brandobaris, the 
  action is an affront to sanity and the halfling deity: 
  Guardians of the Highlands subdue the party (don’t 
  bother or entertain running the combat; simply address 
  it “off-screen” as the Guardians later release them, sans 
  any gold carried, in the Moors). 
  Along the way, Pemlo will talk about the creatures he 
  has seen in the area (“heavily armed orcs, great big 
  wolves, giant ogres with three arms and three heads”) 
  and, if the PCs played Pemlo’s Lambic, what they 
  encountered 
  in 
  that 
  scenario 
  and 
  comment, 
  “Unfortunately, it’s gotten worse.” 
  Pemlo leads you down a winding path. The night is 
  cool and damp. A mist rising from Sliver Creek has 
  begun to blanket the valley. Finally, Pemlo stops. 
  Before you, crumbling ruins of halfling earthworks are 
  limned in fog suffused with moonlight. The dirt road 
  gives way to worn paving stones that lead through an 
  arch barely tall enough for a human. Pemlo turns to the 
  party and gestures for you to step through the archway. 
  Do what you can to make the PCs apprehensive about 
  passing through the archway. Pemlo waits for the party 
  to enter. If asked where this leads, he responds simply, 
  “Adventure.” This is a shrine to Brandobaris, halfling 
  god of thieves and adventurers. The archway radiates 
  abjuration and transformation magic. It does not detect 
  as good or evil. If the PCs delay in passing through the 
  arch, he will say under his breath, “If walking through 
  an arch gives ‘em pause, perhaps they’re not the men I 
  thought they were.” Should they delay a half-minute or 
  KEO3-08 A Little War: Prelude 
   
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  more, Pemlo will tell them, “I think now that this path 
  is not for you. Let’s get that drink I promised.” After 
  that, it requires a Diplomacy check (DC 12 + APL) to 
  convince him that they are indeed the PCs he is looking 
  for. Any PC may aid the roll and the judge may grant 
  circumstance bonuses based on convincing role-
  playing. If they do not proceed through the archway, 
  the PCs eventually return to an inn – at which point, the 
  adventure is over for them. 
  The hooded halfling is Padder Slipstone. He is a priest 
  of Brandobaris. The Whisper in the Night is, of course, 
  another name for Brandobaris. A worshipper of the god 
  will know this, and a Knowledge: Religion check (DC 
  15) will reveal this. Pemlo walks over to the other 
  shadowy Guardians while Padder Slipstone continues 
  addressing the PCs. 
  The PCs will likely have questions. Padder Slipstone 
  will answer them. He will give truthful answers to 
  questions about the purpose of the Guardians and the 
  attacks that made them aware of the threat.  Other 
  questions he will answer playfully or with a question of 
  his own.  He is evasive about the identities of his fellow 
  Guardians. Specific questions likely to be addressed 
  follow: 
  Once the PCs issue though the archway, those that have 
  been keen to watch Pemlo should be given Spot and 
  Listen checks. Spot checks of (DC 12 + APL) or better 
  will notice him reach into a pouch and throw a pinch of 
  powder on the ground as he crosses the threshold. This 
  is silver dust, an offering to his god. Those that make a 
  Listen check (at the same DC) hear him say, “May the 
  leading edge strike my foe” in the halfling tongue. A 
  worshiper of Brandobaris, or a Knowledge: Religion 
  check (DC 18) will identify the phrase as a common 
  invocation to Brandobaris. 
  Who is the Whisper in the Night? “He is my guide. 
  He hides behind the moon. He is the shunned protector 
  of my people and patron of people like you. He is the 
  double-edged knife blade.” [He is Brandobaris, and, 
  after this description, a Knowledge: Religion check 
  (DC 13) reveals this and the fact that Brandobaris is the 
  halfling god of thieves and adventurers. He has a shady 
  reputation, even among halflings.]. 
  The path leads through mounds of earth to a circular 
  clearing covered with mist. A low wall encloses the 
  space. This, perhaps, was once a courtyard fallen into 
  disrepair. An orchard has grown close to the ruin and 
  overshadows a section of the wall. You notice another 
  path at the opposite end of the courtyard and, in the 
  distance, another archway. 
  Who are you? “I am Padder Slipstone, a follower of 
  the Whisper.” 
  What exactly are you trying to accomplish? 
  “Attempts to divine what is behind the raids have met 
  with failure. Pemlo’s hope is that, if the PCs truly 
  embrace the mission of the Guardians and undergo the 
  Trial, they will return with information or a tool that 
  will help the people of the western counties defeat their 
  foes from the Jotens.” 
  Once everyone is in the courtyard, Pemlo reveals why 
  he brought the PCs here. 
  Pemlo clears his voice. “I don’t mean to be 
  melodramatic, young folk, but something bad is coming 
  to the Good Hills. That’s why I brought you here 
  tonight. This is an ancient shrine to The Whisper in the 
  Night. With your help, the magic of this place may help 
  us find out who or what is sending monsters into the 
  Hills.” 
  How do you know that there is “something bad 
  coming?” “There have been many bad omens. Since 
  marauders from the Jotens razed Kilm, attacks have 
  continued with less severity but greater frequency. 
  They are organized and we believe many prisoners 
  have been taken, possibly as slaves, possibly as food. 
  We don’t know.” 
  As Pemlo says this, cloaked figures of various heights 
  and builds step from the shadows of the orchard. The 
  first of the figures draws back his hood. He is a middle-
  aged halfling man. He speaks in a gravelly voice. As he 
  comes closer, you notice a scar corded around his neck. 
  “We call ourselves the Guardians of the Highlands. The 
  magic of this place has been used to test followers of 
  the Whisper. Once in a man’s life, those of His ilk may 
  undergo a Trial. Should he succeed, he is granted an 
  answer, a clue to point the way, a gift, a means to 
  realize his dreams. Should he fail, the consequences 
  may be dire, for the Trial is a mortal one. You are 
  followers on the Whisper’s path. Will you undergo the 
  Trial?” 
  What is this trial? “The Trial is a test of an 
  adventurer’s mettle appropriate to a particular place and 
  time. It may be undertaken once in a person’s life and 
  never leaves those that undergo the trial unscathed. 
  This ritual will set one of Brandobaris’ chosen 
  (halflings, adventurers) on a path to achieve their 
  desires.” 
  What happens to those that succeed? “They are 
  rewarded. The trial changes them.” 
  What happens to those that fail? “Some die, many 
  are changed by the experience and wish they had died. 
  KEO3-08 A Little War: Prelude 
   
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  Their dream is ever out of reach, until they are 
  redeemed.” 
  What is that scar around your neck? “This? This is a 
  mark of stupidity. The wise man knows whom to trust. 
  I was not wise, and nearly hanged for it. Fortunately, 
  the favor of my master was with me. Luck is a blessing 
  of the Whisper.” [The scar is a strangulation wound 
  from the hangman’s noose.] 
  If the PCs detect magic, this courtyard and the archway, 
  several items and two small figures (there are six in all, 
  including Pemlo and Padder) can be identified as 
  magical. If they detect evil, none of the Guardians 
  registers as such. If they detect good, two figures, 
  including Pemlo, and a tree overhanging the wall detect 
  as good. 
  Development: At this point, Padder asks the PCs once 
  and for all if they will undergo the Trial. It is possible 
  that they refuse. Certain characters (lawful, suspicious 
  of magic, mistrustful of demi-humans, opposed to 
  Brandobaris and his followers, etc.) may be disinclined 
  to aid the Guardians. If so, Pemlo will explain that their 
  help could mean the difference between peace and war 
  in the Good Hills, and that they could save many lives. 
  If a PC continues to balk, Pemlo accepts that PCs 
  decision and moves on to other members of the group. 
  He won’t beg a PC to go, nor will he think ill of a PC 
  that initially decides against going and subsequently 
  changes her mind. The adventure is over for any PC 
  that decides against continuing. (At the DMs option, a 
  PC could aid in the second part of the module, when 
  the PCs head for Cryllor; the PC gets XP only for the 
  portions of the module in which they were physically 
  present and contributing to the success of the party). 
  If a PC is unredeemably boorish and insulting to Pemlo 
  and company and the other PCs choose to undergo the 
  Trial of Brandobaris, there is little recourse for that PC 
  but to wait until the others return. Padder Slipstone will 
  not perform the ritual for such a character. 
  The exact stats for the Guardians are not relevant or 
  needed by the DM; if a fight ensues, all of them will 
  blend seamlessly into the shadows and leave the PCs. 
  The adventure is over for this party of ham-handed 
  PCs! 
  Encounter Three: Baelfract 
  Keep 
  Padder Slipstone asks the PCs to gather around him in a 
  circle. He opens a leather pouch strung to his belt and 
  pulls out a small jar and paintbrush, then asks each of 
  the PCs to step forward in turn. In the halfling tongue 
  he chants a prayer to Brandobaris to guide the way and 
  paints a silver dagger (the symbol of Brandobaris) on 
  their skin in a place exposed to the moonlight. The 
  paint burns like acid and the wound issues a few drops 
  of blood before clotting. Padder comments, “He IS the 
  double-edged knife. This is a reminder.” 
  As the priest conducts the ritual, the fog thickens in the 
  courtyard, diffusing the light of a waxing Luna and 
  crescent Celene. The soft white light sets the shadowy 
  archway at the other end of the courtyard in stark 
  contrast. Padder addresses you again in his gravelly 
  voice. “You must pass through that arch, then your trial 
  will begin. Keep your goal in mind as you go through. 
  Discover who or what is behind the attacks.” 
  As you move toward the archway, Pemlo shouts, “Wait 
  a moment!” and runs over to you. “I promised ye a 
  nightcap.” He pulls out a flask and passes it among 
  you. “I took the same path a lifetime ago and I’d do it 
  again if I could. Here’s what I learned about the 
  Whisper during my trial: He’s a trickster, but in the end 
  he sets ye on the right path. When the Trial’s done, 
  he’ll bring ye back.” After a sip from Pemlo’s flask, a 
  warm and tingly feeling spreads from your belly all the 
  way to your fingers and toes. It fills you with 
  confidence to face the challenge ahead. 
  The archway is four feet wide by six feet high. PCs 
  must pass through it to undergo the Trial. Ask each PC 
  what their goal is as they pass through. If it does not 
  match, to great extent, the consequences are described 
  in the Development section of Area Two. 
  The PCs are transported into a dark sewer. The trial has 
  placed them in Baelefract Keep where Gwier Dreng, 
  leader of the enemy forces was born. After the death of 
  the former Count of Cryllor, Gwier’s father, the keep 
  was interdicted by wizards in the employ of Count 
  Manz, the new ruler of Cryllor. The Keep also 
  possessed wards of its own, for in his advancing years 
  Count Dreng was possessed with deep paranoia. Now, 
  access can only be had through the drainage system, a 
  tight squeeze for creatures larger than Tiny size. The 
  magic of the Trial also has shrunk the party, but this 
  should not be obvious to them. 
  As you continue through the archway, the stonework 
  changes. Worn gray paving stones give way to almost 
  seamless, slick, dun-colored masonry. Luna winks out, 
  leaving you in darkness. 
  The PCs are in a drain with no light source. This should 
  not be obvious to them. Medium sized characters have 
  been shrunk to Diminutive size. Small characters have 
  been shrunk to Fine size. The effects of the shrinkage 
  are (from a game mechanic standpoint) minimal. 
  KEO3-08 A Little War: Prelude 
   
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  Creatures in Encounter Three are scaled to account for 
  the size difference, and the small areas in which the 
  PCs find themselves are proportionally indicated in the 
  maps. There are a few things about which the DM must 
  be aware, however: 
  Keep careful track of the amount of time the PCs take 
  to climb, and remember that each time a PC “takes 
  twenty” on a skill check, two minutes (twenty rounds) 
  or more has passed! 
  Two minutes after the first PC reaches the top of the 
  shaft, the sound of distant thunder is heard. One minute 
  (ten rounds) later, a rumbling in the tunnel in heard. 
  The passage is about to be flooded with rainwater. PCs 
  have four rounds to act before encountering the torrent. 
  The flood continues for ten rounds. (If PCs have made 
  it to Area Two at this point, they will be safe) 
  • 
  This magic comes from Brandobaris and cannot be 
  dispelled by any means available to the PCs at this 
  time. 
  • 
  A dwarf may make a search check on this 
  stonework assisted by Stonecunning. A DC 16 
  check will reveal the grain in the stonework to be 
  unnaturally large. Alternatively, a Search check 
  made against the stonework allows a separate Int 
  check (DC 16) to notice the same thing. 
  PCs at the top of the shaft in the passageway that have 
  not made specific (and possible) efforts to secure 
  themselves must make a pair of Balance checks (DC 10 
  + APL of the adventure). Success on both rolls 
  indicates the PC has found a good point from which to 
  hold steady, and no further checks are required. Failing 
  one check indicates that the PC has been swept off her 
  feet – her Balance check’s DC in the following round is 
  increased by +2. If a PC fails both checks in a single 
  round, they are blown off their feet and swept over the 
  edge. If the PCs have anchored ropes, immovable rods, 
  or something else that the PCs might be able to grab for 
  as they fall, allow a Reflex save (DC 15 + APL) to 
  arrest their plummet. 
  • 
  Note that spells (and other visible spell effects that 
  are fixed in size), from the PCs perspective, seem 
  to be enlarged here. Do not bring this to the PCs 
  attention. Simply indicate what they can see when 
  asked. 
  Remember, 
  the 
  relationship 
  between 
  something’s real size and its perceived size to the 
  PCs perception is 5:1. 
  The will of Brandobaris will not allow the PCs to pass 
  out of the Keep once this threshold is crossed. This is a 
  Trial, and the PCs have chosen to take it. Thus, they 
  cannot leave except through failure or the completion 
  of their goals. If the PCs look behind them, they will 
  not see the arch or the courtyard in Crookhollow. 
  Rather, they stand immediately before a precipitous 
  drop down a narrow metal shaft. (This is a downspout!) 
  PCs in the shaft must make Climb checks (DC 13 + 
  APL) to retain their footing or grip and keep from 
  being swept down the shaft. (Remember that some PCs 
  may be safe because they are flying, levitating or 
  whatnot) PCs that are knocked loose fall for 1d6 
  subdual damage and will find that they have been swept 
  to the downspout (see below). 
  Area 1. Blame it on the Rain 
  The PCs come to a shaft up. The shaft appears to end 
  60’ above before continuing horizontally. 
  PCs swept or falling into the downspout will find that 
  while the narrow shaft is not wide enough for them to 
  be forced through by the rain, their occlusion of the 
  shaft causes the area to flood. All PCs present must 
  make a Swim check (DC 20) or suffer the effects of 
  such a failed check as described in the Player’s 
  Handbook. (Note that the churning water should be 
  considered “Stormy Water” with a DC 20 check, and as 
  such does not allow PCs to “take ten” on a check.) 
  Each round a PC in the downspout fails a swim check, 
  the pipe is considered occluded. For each round the 
  pipe is occluded, add one round to the duration of the 
  flood. Remember, without occlusions, the flood should 
  last ten rounds. 
  The difficulty of the climb increases by APL. At higher 
  APLs, the stone is covered with slime. Have the PCs 
  make five Climb checks (DC 20 + APL free-climb; 
  otherwise set DC as noted in the skill’s description in 
  the Player’s Handbook) if they do not bypass the climb 
  using other means. Only use the first roll in the set. If 
  they fall, roll 1d6 of subdual damage for falling. If they 
  question why only one die of damage was rolled, 
  indicate they fell during the initial part of the climb. 
  DM Note: Despite the size change, falling damage is 
  not reduced in the game; this is the reason behind the 
  smaller amount of damage (since the PCs are actually 
  only falling one fifth of the height they perceive). Don’t 
  let PCs falling damage work to allow them to discern 
  that they have been reduced in size – if need be, assume 
  they make the rest of their climb checks regardless of 
  the roll. 
  DM Note: Because of the threat of drowning, this 
  encounter is treated as a hazard with an EL equal to the 
  APL of the adventure. 
  Development: Add urgency to the situation with the 
  sound of thunder and the threat of rain and flooding. 
  KEO3-08 A Little War: Prelude 
   
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  PC’s should be encouraged to proceed quickly to Area 
  3. 
  Area 2. Rats! 
  There are two levels to this room. On the lower level, 
  several drainage pipes converge. The higher level 
  provides passage to Count Dreng’s sanctum and 
  contains (from the PC’s perspective) titanic rats. There 
  is a fifteen-foot climb (PC perspective) from the lower 
  level to the higher. 
  When the PC’s ascend to the higher level, read the 
  following: 
  Rats of immense proportion occupy this chamber. They 
  are several times your size, their eyes are filled with 
  fire and cruel tusks jut from their lower jaw. They 
  advance, salivating, starving, and eager for a snack. 
  From where you stand, you feel the heat and stench of 
  their breath. 
  APL 2 (EL 2) 
  Dire Rats (3): See Monster Manual page 64. 
  APL 4 (EL 4) 
  Dire Rats (Advanced, 2HD) (3): See Appendix One. 
  APL 6 (EL 6) 
  Dire Rats (Advanced, 3 HD) (4): See Appendix One. 
  APL 8 (EL 8) 
  Dire Rats (Advanced, 6 HD) (3): See Appendix One. 
  APL 10 (EL 10) 
  Dire Rats (Advanced, 6 HD) (5): See Appendix One. 
  APL 12 (EL 12) 
  Dire Rats (Advanced, 6 HD) (8): See Appendix One. 
  Note that at APL 8 and above, these rats transmit 
  deadlier disease than their lesser fellows, and do so by 
  touch. (See the Dungeon Master’s Guide for rules on 
  diseases) 
  APL 8: Slimy Doom - Fort save DC 14; APL 10 - Fort 
  save Blinding Sickness: DC 16; APL 12: Demon Fever 
  - Fort save DC 18. 
  Tactics: Two rats will advance, while the others delay 
  until all PC’s have acted. The rats will attempt to bull’s 
  rush any PCs they can from the upper level to the lower 
  level, whereupon the rat will attack others remaining in 
  the upper portion of the chamber. Only if/when all PCs 
  have been knocked down below will the rats attack 
  them there. 
  Use of powerful area of effect spells will ensure the 
  Count is not flatfooted when encountered. Remember, 
  area of effect is unchanged by the reduction effect. 
  When the PC targets a vertex, the effect springs forth 
  from that spot, apparently five times larger than normal. 
  Development: PC’s may proceed out of the rat holes in 
  the crumbling wall and into the anteroom detailed in 
  Encounter Four. If powerful spells were cast that 
  exceed the dimensions of the drainage system, the 
  vibrations have alerted Count Dreng. From this point 
  on, treat him as though he is in combat. He will not be 
  flatfooted and will have circumstance modifiers 
  affecting PC Diplomacy checks. PC’s that did not have 
  the Guardians’ interests at heart when they pass 
  through the arch fall into a comatose sleep until their 
  comrades return and have a dagger branded on their 
  skin where Padder Slipstone painted the symbol of 
  Brandobaris. Consequences are listed on the AR. 
  Resume play with this PC in Encounter Five. 
  Encounter Four: Meeting the 
  Count 
  The rats have dug holes through the crumbling wall that 
  lead to the anteroom (Area 3). Each minute a PC is out 
  of the confines of the drain, she increases one size 
  category. Within three minutes, the character increases 
  to full size. Until that time, for simplicity, treat the 
  character as if they were under the influence of a 
  Reduce Person spell. 
  Consult DM Aid Two: Map of the Sanctum of Lord 
  Dreng. 
  Area 3: The Anteroom. 
  You emerge from the tunnels into a massive hall. 
  Double doors on either side must be 50’ tall. It would 
  take a storm giant to reach the doorknobs. Lightning 
  strikes illuminate colossal moldering furniture. You 
  feel dizzy for a moment, but it passes -- perhaps vertigo 
  brought on by the bizarre proportions of the room. A 
  second flash glints off of a gargantuan statue wearing 
  half-plate and armed with a glaive towering far 
  overhead. 
  The dizzy spell is actually a sign that the reduction 
  effect is wearing off. PCs may explore this well-
  appointed sitting room. There is little of interest to 
  adventurers save the armor suit and glaive, though a 
  relevant Craft or Knowledge: Local (Metaregion One) 
  KEO3-08 A Little War: Prelude 
   
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  check (DC 13) can identify the furniture is of Crylloran 
  make and once of fine quality. 
  If a PC moves quickly, she can make it under the door 
  into Count Dreng’s sanctum. Otherwise, the PC’s must 
  figure out a way to open the door, bypass it or wait 
  until they have grown at least to small size. The doors 
  are locked. The other door opens to a bare wall devoid 
  of a secret door – Brandobaris wants the PCs to finish 
  their task, after all, and not explore the keep. 
  Wooden Doors: 2 in. thick; hardness 5; hp 20; AC 5; 
  Break DC 22. Open lock DC 15. 
  Development: If the PCs rest here, the Ghost of Count 
  Dreng will manifest in this room on a random watch 
  and attack. Allow the PCs on guard a Spot check to 
  avoid surprise. 
  Area 4: The Sanctum of Count Dreng 
  Count Haight Dreng ruled Cryllor before Ignaz Manz, 
  the current ruler, became Count [Manz has been 
  incapacitated by a mysterious illness and the Lady 
  Regent, Lady Lora Manz rules in his stead]. Tragedy 
  after tragedy befell the Count, taking each of his 
  daughters and his young wife. Finally, Gwier, his son 
  and named heir, left the County called to a life of 
  adventure, never to return. Months after his departure 
  word came to Haight Dreng of Gwier’s death in the 
  Jotens. Count Dreng, inconsolable, died soon after, 
  reputedly of a broken heart. 
  The motto above the double doors within the sanctum 
  [“We will remain” – in Ancient Suel] suggests the 
  party’s present location and related information to a PC 
  with a Bardic Knowledge or relevant skill check 
  (Knowledge: Nobility & Royalty of DC 13, or 
  Knowledge: Local [Metaregion One] at DC 18 will do). 
  A successful check will provide additional information, 
  as follows: 
  This is likely Baelefract Keep on the Dreng ancestral 
  lands, near the borders of the Good Hills and the 
  County of Flen. It was magically sealed off after Count 
  Haight Dreng’s death. Word spread that the former 
  Count was a practitioner of dark magicks, which 
  eventually turned on those he loved and on himself last 
  of all. The Keep has been abandoned since. 
  The spirit of the Count has not abandoned it, however. 
  He was convinced there was a conspiracy against him 
  until the day he died and will not rest until the crimes 
  against the Dreng family are brought to light. Count 
  Dreng clutches in his dead hand a clue to the crime and 
  to the identity of the leader of the forces from the 
  Jotens, his son Gwier (whose death was greatly 
  exaggerated). It is a page from the Chronicle of Cryllor, 
  the official record kept by each ruler of the County. 
  The ghost knows and at the same time does not know 
  he is dead. It assumes all that trespass here are traitors 
  that have come to kill him and seize power.  
  In order to resolve the Trial of Brandobaris, the ghost 
  must be defeated (the likely path to victory) or 
  convinced that the PCs are not his enemies and that 
  they have the power to bring his enemies to justice and 
  lay him to his eternal rest, reunited with his bride (an 
  unlikely, but possible path to victory). 
  If PCs have the presence of mind to attempt Diplomacy 
  with the ghost of Count Dreng, he must first be 
  convinced he is dead (DC 12 + APL) and second, 
  convinced that the PCs are not “out to get him” and 
  capable of bringing to light the conspiracy against his 
  family  (DC 20 + APL). Modify rolls appropriately due 
  to the circumstances. Obvious or apparent agents of 
  Cryllor or the Good Hills will receive a –2 modifier. If 
  any of the PCs have taken the armor or glaive from 
  Area 3, assess and additional –2 penalty. Obvious or 
  apparent worshippers of Kelanen will receive +2. Suel 
  nobles (or those appearing like they could be, with Suel 
  features) receive +2. Clerics of Kelanen get +4.  
  Lightning from the passing storm illuminates this 
  chamber through narrow twenty-foot tall windows 
  spaced evenly about the perimeter. The crest of 
  Keoland on the opposite side of the room marks it as 
  the sanctum of a lord of Keoland. The vaulted ceiling 
  reaches forty feet into the air. Above the doorway 
  through which you entered the crest of Cryllor is 
  emblazoned. Below it, words are inscribed in Ancient 
  Suel. A large table and ornate chairs dominate the 
  center of the sanctum. Bookshelves ring the room. The 
  very air here seems to reek of hatred and fear. A single 
  skeleton, clad in moldering, once-fine robes, sits on a 
  grimy throne. A yellowed piece of parchment remains 
  clutched in its bony right hand. 
  The creature in this room will manifest when at least 
  one PC has advanced more than thirty feet into the 
  room. 
  The mouldering bones crackle and spark and a 
  luminous form rises, wailing, from the decay. “Thieves 
  and assassins! You sneak into my sanctum for your 
  bounty and my life. I assure you death is all that awaits 
  you!” 
  All APLs (EL Varies) 
  The Ghost of Lord Dreng: hp varies; see Appendix 
  One. 
  KEO3-08 A Little War: Prelude 
   
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  Description: The Ghost wears the spectral clothes of a 
  high-ranking Keoish noble. About his neck is a 
  medallion of office (Cryllor). It appears his face is 
  blackened and swollen (a DC 15 Heal check will 
  identify this as the effect of poison). The Ghost 
  emanates a spectral light and exudes waves of hate and 
  fear. He wears the rich jewelry of a noble befitting his 
  station. 
  Tactics: This can, and should, be a difficult combat at 
  all APLs. 
  APL 2: The ghost will manifest and move close to a 
  PC that resembled him in life (in order of preference: 
  male, human, Suel, mage) then use the malevolence 
  ability to try to possess him. If successful, he will use 
  the inhabited body to attack until it falls, then move on 
  to possess the next. An attempt to parley, while all PCs 
  obviously hold all attacks, accompanied by a DC 15 
  Diplomacy check will momentarily stay his attack. 
  APL 4: Same as above, but he will first cast mage 
  armor and attempt to hit enemy fighters with ray of 
  enfeeblement. If applicable, make an arcane spell 
  failure check casting spells once he possesses a body. 
  APL 6: The ghost will first cast blindness on two foes 
  (starting with fighters) then continue with spells against 
  foes with sight, preferring magic missile and blindness 
  to ray of enfeeblement. An attempt to parley, while all 
  PCs obviously hold all attacks, accompanied by a DC 
  21 Diplomacy check will momentarily stay his attack. 
  APL 8: The ghost passes through the floor and casts 
  mage armor, Longstrider and resistance upon itself 
  before engaging. It follows this by casting web on PCs 
  standing between anchor points, and then follows with 
  blindness, malevolence and vampiric touch. An attempt 
  to parley, while all PCs obviously hold all attacks, 
  accompanied by a DC 24 Diplomacy check will 
  momentarily stay his attack. 
  APL 10: It will sink and cast personal enhancement 
  spells, as noted above. The ghost will then rise from the 
  floor and issue a frightful moan. It will note spell 
  effects on characters that remain and cast dispel magic 
  (targeted or area as seems reasonable).  It will then cast 
  bestow curse (using the curse option of a 50% of victim 
  inaction), followed by the tactics used above. 
  APL 12: Same as above, but it will also cast see 
  invisibility and improved invisibility on itself when it 
  buffs. It will not use blindness unless the invisibility is 
  dispelled. When in the sanctum, it will always hover 
  out of standard combat range. It will attempt to 
  feeblemind spellcasters, then open up with area of 
  effect damage spells. While invisible, the ghost will 
  make certain to move immediately after casting, so as 
  not to allow the origin of its spells to betray its location. 
  Treasure: Unless PCs are looting the room when 
  fighting or talking with the Ghost, the only treasure 
  they are able to retrieve is the medallion of office. If 
  they do loot, they can retrieve several valuable books 
  (50 gp x APL). At APL 12, the items possessed by the 
  ghost can be retrieved (see Appendix One). 
  Development: If slain (again), the Ghost sobs: 
  “Murderers … I knew your master Ignaz would send 
  you. Now I die and this once proud realm falls into 
  darkness.” Once Lord Dreng’s spirit dissipates, it 
  leaves behind a crumpled ledger page, documenting the 
  last days of his life. 
  If his assistance is won with Diplomacy PCs find his 
  memories are mainly of Count Manz, who he hates. He 
  remembers that when he died, he seized a vital piece of 
  paper from an equally important book of equal 
  importance. He motions to his remains and tells the PCs 
  to take the page, and passes along his medallion of 
  office. He asks them to leave it on the grave of his son. 
  With that, he disappears. 
  Once the PCs retrieve the page they are transported 
  back to the shrine of Brandobaris.  
  Encounter Five: Return to the 
  Guardians 
  Once the page is retrieved from the Ghost, the magic of 
  the Trial returns the party to the courtyard. Those that 
  were found wanting (drowned, trapped in Area 2, or 
  slain by the creatures of Baelefract Keep) return 
  changed. They are under the effect of a permanent 
  reduce person spell and the painted silver dagger has 
  been etched upon their skin (refer to the AR) – 
  reminders of their failure. The deceased have a raise 
  dead bestowed upon them, though they suffer loss of 
  XP and 950 GP as normal (over the course of the next 
  few days, PCs will discover it is missing – taken by 
  Brandaboris himself! If a PC does not have sufficient 
  funds, the PC will find as close to the total in coin [not 
  items] has been taken). 
  This is an opportunity for the Guardians and the party 
  to compare notes. If given the opportunity to examine 
  the document they retrieved, Padder Slipstone is able to 
  identify it as a page from the Chronicle of Crylor, a 
  record kept by the rulers of Cryllor that documents 
  Crylloran policy, meetings with dignitaries, treaties, 
  etc. These records are preserved in the Archives of 
  Cryllor. The document has a mark that identifies the 
  volume and is presented in Player Handout Three. 
  KEO3-08 A Little War: Prelude 
   
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  Though the document and the encounter may lead PCs 
  to suspect foul play in Count Dreng’s death, it is not in 
  itself the information the Guardians sought. Padder 
  Slipstone believes more information might be gleaned 
  from the rest of the volume, which can only obtained 
  from the County Archives in Cryllor. 
  When the Guardians mention Cryllor and Count Manz, 
  they do so with obvious distaste. Relations between the 
  Good Hills Union and the County of Cryllor have been 
  strained for many years, and the Count has threatened 
  to take control of their kinfolk’s land in the Little Hills. 
  Development: It is again decision time for the PCs. 
  The Guardians will ask the PCs to journey to Cryllor to 
  retrieve the Chronicle, urging them that the information 
  contained there might bring an end to the threats 
  against the Good Hills. Pemlo will urge that “the 
  Trickster set ye on a path, and ye’d best be off to see it 
  through.” The adventure ends here for PCs that won’t 
  continue; the DM should calculate GP and XP for their 
  participation up to this point. 
  Encounter Six: The Library 
  If the PCs accept the mission, they must travel to the 
  city of Cryllor and attempt to gain access to the 
  archives. The trip will take a few days along a well-
  used road, during which nothing will trouble the PCs.  
  Acquiring the Tome via Influence: 
  By diplomatic means, this is an almost impossible task. 
  Allow a PC to make a Knowledge: Nobility and 
  Royalty check (DC 15). Explain to any PCs that 
  successfully make the check of the procedure involved 
  below; they may find that they are unable to do or 
  provide what is required of them, and could save them 
  the needless expenditure of influence points on an 
  unachievable goal. 
  First, PCs must gain an audience with the Lady Regent. 
  The PCs can expend a single point of influence with the 
  Lady Regen’s secretary, Delana (gained in KEO1-03 A 
  Little Reconnaissance) to do so. Alternatively, 
  Constable Merla Henning could be asked to write a 
  letter of introduction for the heroes; this would require 
  spending two influence points with her (gained in 
  KEO1-05 All that Glitters and KEO3-06 Chain 
  Reaction). 
  Once the PCs have gained an audience, the Lady 
  Regent must be swayed. A total of number of influence 
  points with the Lady Regent of Cryllor equal to the 
  number of PCs in the adventure may allow access the 
  archive. (Note: It doesn’t matter whether one, some or 
  all of the PCs are asking for access to the tome – this 
  number is set) Alternatively, each PC can make either a 
  Bluff or Diplomacy (not both) check (DC 20 + APL of 
  the adventure), with each success reducing the amount 
  of influence points needed to gain access by one per 
  successful check. The DM is encouraged not to make 
  this a strictly mechanical process – instead, roleplay the 
  PCs attempting to gain audience. 
  If successful, the PCs will bypass Encounters Seven 
  and Eight, but the PCs should still be awarded 
  experience as if they overcame these encounters. 
  (Indeed, by eliminating the need to go through them, 
  they have, and it would be grossly unfair to penalize 
  players for coming up with a solution that did not 
  involve acquisition of the book by force or theft!) 
  Proceed to Encounter Eight. 
  If the PCs cannot muster the necessary influence, they 
  are politely – but firmly – rebuffed. 
  Acquiring the tome via force: 
  Disastrous. Consult Appendix One for details on the 
  guard contingents around the library. An assault on the 
  library will bring guard contingents to battle intruders. 
  The initial guards will attempt to subdue the PCs; if any 
  of their number are slain or magically disabled, they 
  stop and begin trying to kill the PCs. One squad of 
  guards (as listed below) will show up every minute 
  until the PCs are stopped. Merla Hennig, constable of 
  Cryllor, will join the third squad of guards. Check the 
  AR for the ramifications of this decision. Also note that 
  this does not exclude these ham-handed PCs from 
  having to deal with the encounters inside the library! 
  All APL’s (EL 8) 
  Crylloran Guardsmen, War2 (8): hp 18; see 
  Appendix One. 
  Constable Merla Henning, Rog4/Wiz2: hp 24; see 
  Appendix One. 
  Acquiring the tome via guile or intimidation: 
  The Archivist (see Area 2) controls access to the 
  Restricted Archives. He holds the keys. It is possible to 
  Bluff or Intimidate him into providing access to the 
  Restricted Archives. Under no circumstances can he be 
  convinced to grant access to the Special Archives by 
  such means. DCs for success are 16 +APL. 
  PCs may also attempt to charm the Archivist to gain his 
  assistance. 
  If the PCs employ these means and they fail, he will 
  call for help. This will result in the same consequences 
  as if they attempted to acquire the tome via force. 
  Acquiring access using Gather Information: 
  KEO3-08 A Little War: Prelude 
   
  Page 14 
  
  There is an alternate route into the Restricted Archive. 
  It was dug during a renovation of the Archives by an 
  unfortunate contractor by the name of Owent Lugs. 
  Lugs was “convinced” to make the modification by an 
  underworld figure who needed access to records kept 
  by Cryllor’s Constabulary. After concluding the 
  renovations, Lugs dropped off the face of Oerth.  
  PCs can discover this information with a skill check 
  DC 14 + APL. Membership in a Keoland thieves’ guild 
  or the Alleyway Defenders gain this information 
  automatically (provided that they ask of course). 
  In this tunnel, there is a bricked up alcove. If PCs 
  investigate, they find the decomposed body of Master 
  Lugs. The tunnel leads to the secret door in the 
  Restricted Archive indicated on DM Aid 3: Map of the 
  Archives. 
  Area 1: The Archives 
  City residents and officials can easily point the way to 
  the Archives. The Archives were built centuries ago 
  and expanded under Count Manz’ rule. 
  The County Archives were built in the classical style 
  centuries ago. It is more in character with the 
  architecture of Niole Dra, constructed of white marble 
  shot with gray, stout pillars supporting the inverted V 
  of the roof and the imperial lion of Keoland ever 
  present in elements of design. Two great maned marble 
  beasts guard the main entrance. More ominously, a 
  detachment of Crylloran militia is also stationed 
  outside. 
  Within, the Archives contain a rare trove of 
  information, serving as library, clerical hall and 
  repository of public record. Access to the books of the 
  archives is a wonder to modest citizens of Cryllor 
  (though the literati of Gradsul and Greyhawk would 
  find it a dry and quite limited collection). 
  If the PCs ask, any librarian can point them to the 
  Restricted Archives, where the volumes of the 
  Chronicle are kept, though they advise, “You will need 
  the permission of the Archivist to be admitted. Lucky 
  for you, his office is right outside.” A short distance 
  away down a corridor just off the main entrance the 
  PCs find the office of the Archivist. Across from open 
  doorway (there is no door) is the gate leading to the 
  Restricted Archives. 
  Area 2: Office of the Archivist 
  Among the public officials of Cryllor, the Archivist is 
  perhaps the most anti-social. Play him as a disgruntled 
  and unhelpful civil servant. He does not wish to be 
  bothered with requests for common documents. Those 
  requiring special care and oversight are to be declined 
  at all costs, unless they come from the highest-ranking 
  officials of the County. He has been instructed by 
  Darvis Albrect, a special functionary of the Secretary of 
  the Lady Regent that no one under any circumstances, 
  save the Secretary, the Lady Regent or Count Manz 
  himself, are to be permitted access to the Chronicle. He 
  is aware that the Chronicle, specifically the volume the 
  PCs are interested in, records the final days of Dreng 
  family rule in Cryllor. The Dreng Family ruled Cryllor 
  for centuries before Count Manz came to power. He is 
  unaware that the Chronicle might contain information 
  indicating a plot against the deceased Count Dreng.  
  PCs are unlikely to gain conventional access to the 
  restricted archives, though it is possible (see above). 
  Once within the Restricted and Special Archives, the 
  PCs must find and retrieve the Chronicle. 
  A guard contingent (see above) checks in with the 
  Archivist every ten minutes. 
  Area 3: The Restricted Archives 
  The PCs must overcome two additional obstacles once 
  they get past the Archivist. 
  The Gate and Grill 
  A gate screened by grillwork protects the Restricted 
  and Special Archives. The Gate is made of steel and is 
  locked. Sound will carry through the grillwork quite 
  easily. PCs must be sensitive about the noise they make 
  lest guards and patrons be alerted. 
  APL 2 – 4: Lock: 1 in. thick; hardness 10; hp 10; AC 
  5; Break DC 26; Open Locks DC (16 + APL). Gate 
  and Grillwork: same as above (cannot Open Lock). 
  APL 6 – 8: Lock: 2 in. thick; hardness 10; hp 20; AC 
  5; Break DC 32. Open Locks DC (20 + APL). Gate 
  and Grillwork: same as above (cannot Open Lock). 
  APL 10 – 12: Lock: 3 in. thick; hardness 20; hp 30; 
  AC 5; Break DC 38. Open Locks DC (24 + APL). Gate 
  and Grillwork: same as above (cannot Open Lock). 
  The Portal 
  Pangle Stoone of the NAW was retained by Count 
  Manz to set this ward. The gnomish arcane trickster 
  had some fun in completing his contract, much to the 
  chagrin of the Archivist. He crafted a classical 
  doorway, with fluted pillars of marble framing the sides 
  and classical relief work bearing a frieze and human 
  bust at the top. Stoone found the Archivist a trifling 
  bore and chose to immortalize this librarian’s profound 
  superfluity in the marble bust. It resembles the 
  Archivist and wears a foolish look on its face. When 
  first encountered, the bust looks down upon trespassers 
  seemingly poised to speak. The door itself is secured 
  KEO3-08 A Little War: Prelude 
   
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  with a non-magical lock (Open Lock DC as for the gate 
  above) and an arcane lock (with a caster level equal to 
  APL + 3). The portal radiates abjuration, conjuration, 
  enchantment, illusion and transformation magic. If it 
  has not already occurred to an individual examining the 
  door, a successful search check will indicate that the 
  door operates on some common command. Once 
  commanded to "speak," the bust animates. Note that the 
  bust responds to verbal commands and cannot read lips, 
  so a silence spell will prevent the bust from responding. 
  The magical portal has a sense of humor -- feel free to 
  ham this part up. For instance, if the PC speaking to the 
  bust is whispering commands in the hopes of activating 
  it, the bust will animate and say in an uncomfortably 
  loud voice, "MY PLEASURE. WHY ARE YOU 
  WHISPERING?" The voice is that of the Archivist, the 
  tone that of a simpleton. The bust will respond to four 
  commands: Speak; Silence, which mutes the sound, 
  though the lips can be read if a PC has the required 
  skills; Quiet, which forces the bust to speak in a 
  whisper; and Shhh, which functions the same as Quiet.  
  Once activated, the bust will converse inanely with the 
  PCs until asked to be let through the door, whereupon it 
  says, "Oh, you want to hear the riddle for the day? [it 
  looks closely at each of the PCs] Answer and pass:” 
  “You can find us in darkness but never in light.  
  We are there in daytime but absent in night.  
  In the deepest of shadows, we hide in plain sight.  
  What am I?” 
  The answer is "the letter D" or just "D". Give the 
  players Player Handout Four. After asking the riddle, 
  the bust will start making clock noises or humming the 
  theme to Jeopardy. Give the PCs one minute to come 
  up with the answer. There is no penalty for answering 
  incorrectly; the statue will just continue humming or 
  ticking. If they remain in the restricted archives and 
  have not given the correct answer after one minute, the 
  following occurs: 
  • 
  An area of effect dispel magic is triggered 
  throughout the restricted stacks [Caster level equal 
  to APL +3]. 
  • 
  All creatures in the restricted stacks must save 
  against a hold monster spell [DC 16]. The spell 
  lasts a number of rounds equal to the APL of the 
  adventure. 
  • 
  The bust begins to sing, loudly. This will alert the 
  guards at the entrance to the archives (sonically), 
  the Archivist and other Crylloran authorities 
  (telepathically). 
  The 
  Archivist 
  (if 
  not 
  incapacitated) and one detachment of militia (two 
  if the PCs are followed after trying to speak with 
  the Secretary) will report in two minutes.  If the 
  PCs do not surrender or flee, this will continue as 
  if the PCs tried to acquire the Tome via force. 
  The portal may also be opened with successful disable 
  device and open lock checks, or simply broken. 
  APL 2 – 4: Portal: 4” thick masonry; hardness 8; hp 
  60; AC 5; Break DC 30; Disable Device DC (20 + 
  APL); Open Locks DC (20 + APL).  
  APL 6 – 8: Portal: 1’ thick hewn stone; hardness 8; hp 
  180; AC 5; Break DC 40; Disable Device DC (24  + 
  APL); Open Locks DC (20 + APL). 
  APL 10 – 12: Portal: 3’ thick hewn stone; hardness 8; 
  hp 540; AC 5; Break DC 50; Disable Device DC (28 + 
  APL); Open Locks DC (20 + APL). 
  If the disable/open checks fail or if the door is attacked 
  (or walls, ceiling or floor of the private archive), the 
  effects above will be triggered immediately. Spells that 
  affect (disintegrate, passwall), pass through (magically 
  or physically; such as clairaudience or prying eyes) or 
  otherwise allow scrying or passage through the portal 
  must overcome the portal’s SR of (15 + APL). 
  Exception: Ethereal creatures may pass freely into and 
  out of the private archive. 
  Development: Depending upon play to this point, if 
  any alarm has been triggered, guard detachments will 
  respond. 
  Encounter Seven: The Copy 
  Wights 
  The PCs encounter a guardian that has been bound to 
  service within the Archives, an ethereal spirit called a 
  Copy Wight (see Appendix Three). The spirit has been 
  charged to aid servants of the ruling house of Cryllor 
  and to ward the archives from unauthorized individuals. 
  Beyond the portal, you find a large hall of black marble 
  filled with row upon row of tall bookcases of iron and 
  mahogany standing upon feet of delicate iron 
  scrollwork. The cases are inscribed with a strange code, 
  apparently indicating the types or categories of books 
  they hold. As the hall is very dimly lit, it is difficult to 
  tell the size of the restricted archive. One thing is 
  certain: finding the Chronicle could take awhile. 
  The light in this room is magical. It is linked to pressure 
  on the floor and will illuminate a 20’ radius appropriate 
  for reading around individuals standing on the floor. 
  Fitzhugh (see below) [and his cohort, Crickneck. 
  Depending on APL] is alerted to the presence of the 
  party by the library lights and/or a commotion. He will 
  KEO3-08 A Little War: Prelude 
   
  Page 16 
  
  APL 2: 
  allow them to find the tome they pursue and perhaps 
  aid them in locating it (judge’s discretion), querying 
  them along the way about their identity and purposes. 
  However, if the party is particularly intimidating, he 
  will choose to hide in the stacks. He’s a bit timid. If the 
  party is approachable he will ask if he can be of service 
  and may talk about how dreary and backward this 
  Archive is. It is all tax rolls, political ledgers and 
  official correspondence. He would much prefer fiction. 
  Fitzhugh wanted to be a pirate, but his master told him 
  to forget about that nonsense. After all, who ever heard 
  of a Copy Wight pirate? Fitzhugh wishes one day to 
  take a position in Greyhawk where they care about the 
  Arts.  
  Fitzhugh: Copy Wight Apprentice: 10 hp; see 
  Appendix 3. 
  Tactics:  He will ensorcell the restricted archives with 
  Labyrinthine Confusion to delay the party, cast sleep on 
  the fighters and try to disable spellcasters with touch of 
  idiocy. At this level he will not employ hit and run 
  tactics (such as using incorporealness to escape into 
  solid objects). 
  APL 4: 
  Fitzhugh and Crickneck, Copy Wight Apprentices: 
  10 hp; see Appendix 3. 
  Before the party retrieves the Chronicle, Fitzhugh will 
  abide by the terms of his service and attempt to prevent 
  the PCs from taking it (unless they convince him they 
  are agents of the Manz family – a Bluff of [DC 20 + 
  APL]) or at least delay them until reinforcements 
  arrive. 
  Tactics: same as APL 2. 
  APL 6: 
  Fitzhugh, Copy Wright Scrivner: 30 hp; see 
  Appendix 3. 
  If the party kills Fitzhugh, he strives for drama and 
  humor in his final words. He’ll do a ridiculously 
  drawn-out “death scene” (“Goodbye, cruel world!”). 
  The DM is encouraged to act out the scene for comedy. 
  Tactics: He will cast mage armor on himself before 
  addressing any PCs. He may lead with deeper slumber 
  before using touch attacks and use etherealness to his 
  advantage, moving in and out of the stacks. 
  Histrionics concluded, the spirit thanks them for 
  relieving him of this dreary duty in godforsaken 
  Cryllor, his life measured away in teaspoons. Feel free 
  to embellish the pathos. Finally, he mentions that he 
  heard a good position was opening in Greyhawk soon 
  and he wanted to submit his resume. As an outsider, 
  Fitzhugh cannot be killed on this plane, and may indeed 
  return to meet the PCs in a week’s time. 
  APL 8: 
  Fitzhugh and Crickneck, Copy Wight Scrivners: 30 
  hp; see Appendix 3. 
  Tactics:  Same as APL 6. 
  APL 10: 
  Creatures: 
  Fitzhugh, Copy Wight Master: 50 hp; see Appendix 
  3. 
  Fitzhugh 
  [and 
  Crickneck, 
  depending 
  on 
  APL] 
  resembles a thin old man wearing spectacles, a charcoal 
  vest and knickers. He has wispy silver-blue hair that 
  floats about his head like a halo. In fact, his whole body 
  is slightly luminescent. He moves nimbly, generally 
  appearing to walk on the ground, though the lights of 
  the room do not follow him and, at times, he may pass 
  through the bookcases, walls, etc. Fitzhugh can fly, but 
  rarely does so. His demeanor is that of a nervous scribe, 
  but his inner child wishes he were a pirate. PCs with a 
  nautical background – especially Dread Pirates – will 
  see him fawning over them. Crickneck is the naysayer 
  and pessimist, who makes it a point to always knock 
  down whatever aspirations Fitzhugh has (accusing him 
  of “putting on airs for the guests!”) 
  Tactics: At this APL, Fitzhugh is more sly. He may ask 
  the PCs if he can be of help, then move to retrieve the 
  Chronicle by moving through the stacks (ethereally). If 
  he believes he is unseen he will scribe a symbol of sleep 
  (APL10) or a symbol of stunning (APL12) on the 
  Chronicle before calling them to its location. The first 
  PC touching it will activate the symbol, unless she is 
  taking precautions. In combat, Fitzhugh will use mass 
  suggestion, stating that the PCs might want to find a 
  good book to read while they are here. If all else fails, a 
  Master Copy Wight can order a greater unseen servant 
  (present at all times) to topple bookcases on the PCs. 
  To do so, the servant must make a DC 15 strength 
  check. It is considered to have a Strength of 6. 
  Depending on the location, one toppled bookcase may 
  drop others like dominos. PCs must make a DC 15 
  reflex save or take 3d6 damage and be pinned. It 
  KEO3-08 A Little War: Prelude 
   
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  requires a DC 20 strength check to free oneself from a 
  toppled bookcase. 
  APL 12: 
  Fitzhugh and Crickneck, Copy Wight Masters: 50 
  hp; see Appendix 3. 
  Tactics: same as APL 10. 
  Development 1: If the party was considered 
  approachable and talked with Fitzhugh, this may not be 
  the last they see of him (even if they killed him) 
  because for Fitzhugh, death is just the beginning of the 
  next chapter. When the PCs open the chronicle, a note 
  falls out. It is written in a fine hand: 
  It took your hand to get me sacked; 
  You might think I’d not wish you well. 
  Adventure this position lacked: 
  Alas, it was a job from Hell. 
  Now freed, what can I offer you? 
  No gold have I, nor sword to fight. 
  But need a scribe? Call “P. Fitzhugh” 
  When you require a Copy Wight. 
  -P. Fitzhugh, Forger Extraordinaire 
  He may be of help to the party in Encounter Eight, 
  making a duplicate of the Chronicle for the emissary. 
  If PCs retrieve the Chronicle and wish to read it, doing 
  so requires 5 minutes. When they read it, give them 
  Player Handout Five. 
  Development 2: Depending upon the duration of this 
  encounter and their method of escape, they may be 
  beset by the guards of Cryllor.  If burglary of the 
  Archives is discovered, the Crylloran authorities 
  respond by setting guards to deal with the criminals. As 
  in Encounter 6, Merla Hennig, constable of Cryllor, 
  will join the third squad of guards. The response is 
  driven by the Secretary to the Lady Regent and her 
  special assistant, Darvis Albrect, a wizard of some 
  ability. Determine xp and consequences for this 
  encounter using the guidelines below: 
  Clean Escape: If the PCs obtained the Chronicle and 
  escaped without detection, note this and award full XP 
  for the encounter. 
  Escaped but Identified: PCs that can be identified 
  have a warrant issued for their arrest. See the 
  Adventure Record; the PCs gain the Wanted status 
  (see the Adventure Record). Award half XP for this 
  encounter for such PCs. 
  Surrender: Merla Hennig interrogates the PC about 
  her actions. If the PC uses influence with Crylloran 
  authorities and is cooperative, she is imprisoned for 2 
  TU, fined half of the GP cap for the APL and released 
  with a warning. If the PC uses no influence, double the 
  TU penalty, and the PC is Banished (see the Adventure 
  Record). In all cases, if the PC cannot afford the fine, 
  add 6 TU to the sentence. However, award full XP – 
  the PCs’ cooler heads prevailed, and they did not resort 
  to violence. 
  Captured after Resistance: If the PC resisted, double 
  all penalties and TU costs listed above. Award ½ XP 
  for the “Escaping cleanly from the Agents of Cryllor” 
  item in the Experience Point Summary. In either case, 
  the PCs will be Banished (see the Adventure Record). 
  Killed a Citizen of Cryllor: If the PC kills (not just 
  injures or incapacitates) any of the Crylloran citizens 
  (excluding the Copy Wights) and escapes, a warrant is 
  issued against her for apprehension and execution. This 
  applies ONLY to the PC that dealt the killing blow. The 
  PC gains the Wanted status (see the Adventure 
  Record). If the PC is captured, has no influence or 
  favors to mitigate their capital crime (one of Power 
  Rank: Noble or better; contact the Keoland Triad for 
  details), and is not a noble of Keoland, she is 
  summarily executed. Other PCs that were accomplices 
  in the crime are Banished (see the Adventure Record). 
  If the PC condemned to death (or any other PCs in her 
  party) uses influence points of at least Power Rank: 
  Noble, she receives a stay of execution. Spending one 
  point yields a life sentence; two points a 104 TU 
  sentence. Each point of influence spent thereafter on 
  the PCs behalf by any PC at the table reduces the 
  sentence by 13 TU. Award no XP for encounters 7 and 
  8, or the “Escaping cleanly from the Agents of Cryllor” 
  item in the Experience Point Summary. The PC is fined 
  as if she was captured and resisted. 
  Note: If other PCs escape to Crookhollow, Pemlo may 
  use his influence with the King to have the sentence 
  reduced. The King’s influence will reduce the sentence 
  from death to 104 TU’s; subsequent influence point 
  expenditures may be made by the PC or his 
  companions as noted above. 
  Depending on the consequences of their actions, the PC 
  may or may not participate in Encounter Eight. 
  Encounter Eight: The Odd 
  Couple 
  While the adventurers travel from Cryllor to 
  Crookhollow, they encounter a strange pair: an ettin 
  and a suel man in green robes. The two are talking, 
  looking for something or someone. The man is the 
  KEO3-08 A Little War: Prelude 
   
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  Emissary of the Green Warlock. He is a dead ringer for 
  descriptions of Gwier Dreng (but don’t all Suel mages 
  look alike?). The ettin is named Strewth, he is the mate 
  of an ettin named Ysl, slain by adventures in 
  Tumbledown Delve last year (see KEO2-08, Pemlo’s 
  Lambic). To facilitate his traveling on Keoish roads, the 
  Emisarry (an illusionist) has rendered Strewth invisible. 
  Gwier Dreng was told by a very reliable source that a 
  party of adventurers carrying information close to his 
  heart could be found in this area. Gwier dispatched his 
  Emissary along with Strewth as a bodyguard to 
  negotiate with the adventurers and obtain this 
  information. When Strewth heard they were going to 
  meet “adventurers” alarm bells went off in his heads. 
  This simple-minded creature thinks any adventurers 
  might be the ones that slew his “darlin,” and he is hard-
  pressed to contain his rage. 
  The Emissary is not aware of the exact nature of the 
  information the adventurers carry. He does know the 
  following issues motivate Lord Dreng, and may be 
  connected with the “information”: Gwier Dreng is 
  motivated by perceived injustices against his family, he 
  believes himself the rightful ruler of the western 
  counties of Keoland and that he believes his father was 
  murdered by Ignaz Manz. If asked how the Emissary 
  found the PCs, he tells them “a wise seer informed 
  Lord Dreng that you might be here.” 
  Have the PCs and the agents of the Green Warlock 
  make Spot and Listen checks and give them the 
  opportunity to respond appropriately. If the PCs “get 
  the drop on the pair” and succeed at Listen checks, they 
  will hear: 
  Emissary:  
  “No. We are just here to talk to them. 
  They carry information close to Lord 
  Dreng’s heart.” 
  Strewth (Unseen voice, unless the PCs can detect 
  invisibility): “I tink dey’re da ones dat 
  killed ‘er. Oh my poor darlin! When I find 
  ‘em, I’ll kill ‘em.” 
  Emissary:  
  “Calm down, Strewth. It is extremely 
  unlikely that they are the ones. We will 
  just talk to them …” 
  The Emissary and Strewth will not attack the PCs at a 
  distance. If the two groups close and parley, read the 
  following: 
  On the road, fifty yards from you, a man can be seen. 
  He is dressed in fine green robed trimmed in scarlet. 
  His complexion is fair, hair blond, eyes blue. His 
  manner is haughty, yet refined. The man addresses you, 
  “Hail, travellers! I come as an Emissary from Gwier 
  Dreng. Lord Dreng has informed me that you hold 
  information that he seeks.”  
  A short distance away, PCs can spot the Emissary’s 
  horse (DC 10).  
  APL 2 (EL 3): 
  Strewth, two headed ogre: 29 hp; see Monster Manual 
  p. 199. (Identical to a standard ogre in all respects 
  except appearance) 
  APL 4 (EL 6): 
  Strewth the Ettin: 65 hp; see Monster Manual p.107. 
  APL 6 (EL 9): 
  Strewth the Ettin, Bbn2/Ftr1: 112 hp; see Appendix 
  One. 
  APL 8 (EL 11):  
  Strewth the Ettin, Bbn2/Ftr1/Rog2: 126 hp; see 
  Appendix One. 
  APL 10 (EL 13): 
  Strewth the Ettin, Bbn2/Ftr2/Rog3: 159 hp; see 
  Appendix One. 
  APL 12 (EL 15): 
  Strewth the Ettin, Bbn2/Ftr2/Rog5: 175 hp; see 
  Appendix One. 
  Give the PCs three rounds to interact with the emissary, 
  and then read the following. Alternatively, the ettin will 
  attack if a PC reveals the knowledge of his presence. 
  Appearing out of nowhere is a two-headed giant, its 
  horrible faces contorted with ill-suppressed rage. “Dere 
  dem I tell ya!” The Emissary tries to calm the giant, but 
  its rage is unquenchable. “Murderers!” it’s heads 
  bellow in four tongues. “Ya killed my lil’ darlin!” The 
  giant swats aside the Emissary as he charges you. 
  Tactics: The Emissary is unconscious lying on the 
  ground. He will not wake for 10 minutes unless Strewth 
  or the PCs wake him. Strewth will rage (if able) and 
  rush into combat. The ettin will be adjacent to wherever 
  the emissary fell. Depending on how quickly (or even 
  if) the PCs closed the gap with the emissary, Strewth 
  may have the adventurers within arm’s reach, or he 
  may have to charge to engage them. 
  Development: 
  Gwier Dreng sent out his Emissary not only to obtain 
  information 
  from 
  these 
  adventurers, 
  but 
  to 
  communicate with the agents preparing the way for his 
  KEO3-08 A Little War: Prelude 
   
  Page 19 
  
  army. On his horse can be found a saddlebag 
  containing letters to his lieutenants (two examples can 
  be found in Player Handout 6) and a saddlebag 
  containing gold (payment for the adventurers in 
  exchange for the information). The letters contain a 
  great deal of information about the Green Warlock’s 
  army and orders for commanders. This could be 
  precisely what the Guardians of the Highlands need to 
  prevail. 
  He gives no information to the party. Award no 
  experience. He carries some coin (25 gp x APL per PC) 
  on his horse. 
  The PCs give the information contained in the 
  Chronicle or a facsimile thereof: 
  He concludes the abovementioned deal. Each PC 
  involved receives the favor of Gwier Dreng. 
  The PCs give the emissary Count Dreng’s medallion 
  of office: 
  If the PCs can duplicate the documents or copy the 
  information without disturbing the seals, the forces of 
  the Good Hills gain great advantage against the 
  encroaching army of the Green Warlock. This can 
  easily be done if the PCs summon Fitzhugh by calling 
  his name (see Special Encounter: Copy Wight, 
  below). 
  The emissary concludes the deal as above, but, when a 
  messenger delivers the second payment, he also carries 
  a set of rosewood boxes for the PCs. They are laden 
  with gems and jewels – an amount equal to (125 x 
  APL) gp. BE SURE TO DEDUCT THIS REWARD 
  FROM THE ADVENTURE RECORD IF THE 
  REWARD WENT UNEARNED BY THE PCS.  To 
  calculate how many gp an individual player loses for 
  this missed opportunity, divide the above amount by six 
  and subtract that from the listed maximum gp earned 
  for the adventure. 
  If the documents are noticably tampered with and/or the 
  Emissary is detained, Gwier Dreng is alerted and no 
  advantage is gained. These consequences will affect the 
  Interactive: Crookhollow Blues at UNY-CON 2003. 
  When the Emissary awakes, he surveys the battlefield 
  and comments to the PCs, “Alas, poor Strewth. I should 
  have seen it coming. Anger management always seems 
  to be a problem with the barbarians. [looks at the PCs] 
  Dear, dear. He really had it is for you. I hope Strewth’s 
  uncle doesn’t find out about this. His uncle is the 
  REALLY nasty one.” 
  Special: Calling on Fitzhugh 
  This encounter is triggered if the PCs summon 
  Fitzhugh by calling his name. 
  For a moment it is quiet, then a figure materializes out 
  of the air. It is the spirit librarian from the archives. He 
  seems to stand taller now and appear somewhat less 
  nervous. It seems he couldn’t be happier about the loss 
  of his position in Cryllor. “Thank you for releasing me 
  from that dreary Archive. Nothing there but fodder for 
  accountants. Anyway, I’m off to Greyhawk. Positions 
  are opening all the time, they say. Wait a moment! You 
  didn’t call for conversation, did you? Do you have need 
  of my skills?” 
  By this time, the PCs should have figured out that 
  reports of Gwier Dreng’s death were greatly 
  exaggerated and that Gwier Dreng and the Green 
  Warlock are one and the same. They may, however, 
  conclude that the Emissary IS the Green Warlock. 
  Whatever they do, the Emissary will not attack. Play 
  the Emissary as suspicious if PCs act strange or guilty. 
  He is loathe to disclose more information than 
  necessary about his master and will deny that he is this 
  Green Warlock (he denies even knowing the name, but 
  he’s lying) and that there is a warrant out for his arrest. 
  He is a simple messenger. If pressed, the emissary casts 
  Lord Dreng’s actions to this point in the most positive 
  light and insinuates that the Crylloran authorities have 
  forced his hand. 
  Fitzhugh will speak with the PCs as long as they wish. 
  They may ask him what he knows of the Chronicle, to 
  which he answers, “It is a record, sometimes a personal 
  record, of the ruler of Cryllor. It’s probably the juiciest 
  material in the Archives. For the most part, the 
  Chronicles document diplomatic meetings, trade 
  agreements and tax levies, but here and there you find 
  journal entries, family arguments and intrigues. Quite 
  interesting. Some entries in the latest volume were, how 
  do you say it? Steamy!”  
  He will proceed to negotiate with willing PCs over their 
  information. In exchange for the information he will 
  offer each PC involved a reward (25 gp x APL now and 
  a like amount will delivered to them within a week). If 
  the PCs use call of Fitzhugh, one copy of the Chronicle 
  can still be delivered to the Guardians of the Highlands. 
  There are several possible outcomes of this encounter: 
  He is able to reproduce any documents the PCs present 
  down to fine detail, forging even wax seals. When no 
  longer needed he thanks the PCs again and vanishes. 
  The PCs apprehend the Emissary: 
  KEO3-08 A Little War: Prelude 
   
  Page 20 
  
  Fitzhugh cannot be summoned once the PCs have 
  completed the module. He’s employed in the Library of 
  Greyhawk at that point. 
  APL2 90 xp; APL4 150 xp; APL6 180 xp; APL8 240 
  xp; APL10 270 xp; APL12 330 xp. 
  Escaping cleanly from the Agents of Cryllor*: 
   
  Conclusion: Return to 
  Crookhollow 
  APL2 90 xp; APL4 180 xp; APL6 240 xp; APL8 270 
  xp; APL10 360 xp; APL12 420 xp. 
  Note 
  modifications 
  to 
  the 
  xp 
  award 
  in 
  the 
  Developments section of Encounter 8. 
  Pemlo and Padder Slipstone celebrate the PCs return 
  with or without the Chronicle, but they are particularly 
  interested in any information regarding the Green 
  Warlock’s army. Pemlo recognizes Gwier Dreng’s 
  name and indicates that he remembers the man, but 
  says no more at this time. As the heroes recount their 
  tales laughter can be heard outside the door of the 
  Roc’s Feather. The voice is rich and vaguely familiar. 
  When a character opens the door she finds no one 
  there, only a single clear halfling footprint in the dirt. 
  Encounter Eight 
  Defeating Strewth: 
  APL 2 90 xp; APL 4 210 xp; APL 6 270 xp; APL 8 
  330 xp; APL 10 390 xp; APL 12 450 xp. 
  Story Award 
  Copying the Emisarry’s missives without alerting him: 
  APL2 45 xp; APL4 65 xp; APL6 90 xp; APL8 110 xp; 
  APL10 135 xp; APL12 155 xp. 
  Regardless of their success, Pemlo grants 5 shares of 
  stock to each of the adventurers. If a PC hadn’t 
  purchased it in KEO2-08, Pemlo offers the PCs his 
  skiprock. If they returned with information from the 
  Emissary, Pemlo uses influence with the King to reduce 
  the penalties incurred by PCs in Cryllor. During future 
  adventures in the Good Hills, PCs are considered safe 
  from the Crylloran authorities. 
  Total possible experience:  
   
  APL2 450 xp; APL4 675 xp; APL6 900 xp; APL8 
  1,125 xp; APL10 1,350 xp; APL12 1,575 xp. 
  Treasure Summary 
  The Guardians make a number of items available to the 
  PCs (the Longtooth, Halfling’s Exit and Quick-Escape 
  Armor) as well as offer their goodwill. 
  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 End 
  Experience Point Summary 
  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. 
  Encounter Three 
  Surviving the flooding passage: 
  APL2 60 xp; APL4 120 xp; APL6 180 xp; APL8 240 
  xp; APL10 300 xp; APL12 360 xp. 
  Defeating the rats: 
   
  APL2 30 xp; APL4 30 xp; APL6 30 xp; APL8 90 xp; 
  APL10 90 xp; APL12 90 xp. 
  Encounter Four 
  Defeating/laying to rest the ghost and gaining the page 
  of the Chronicle:  
  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. 
  APL2 120 xp; APL4 180 xp; APL6 240 xp; APL8 300 
  xp; APL10 360 xp; APL12 420 xp. 
  Encounter Seven 
  Defeating the Copy Wight(s): 
   
  Next, the magic items are listed.  Magic item treasure is 
  the hardest to adjudicate, because they are varied and 
  KEO3-08 A Little War: Prelude 
   
  Page 21 
  
  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. 
  APL 8: L: 29 gp; C: 1000 gp; M: 318 gp  - Total: 
  1347 gp 
  APL 10: L: 29 gp; C: 1208 gp; M: 318 gp  - Total: 
  1555 gp 
  APL 12: L: 3 gp; C: 1250 gp; M: 678 gp  - Total: 
  1931 gp 
  Special 
  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. 
  Shares in A Penchant for Drink: The PC has 
  purchased and/or been gifted with shares in A Penchant 
  for Drink. The player may sell or hold these shares; the 
  price varies with time. These and any other shares may 
  be sold anytime during this adventure for 75 gp apiece. 
  Note the transaction on the lines below. Shares may 
  only be sold in Keoland scenarios in which such a sale 
  is specifically allowed. 
  _________ Prior held shares PLUS 
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  _________ Shares bought PLUS 
  L:  Looted gear from enemy 
  _________ Shares given to PC by Pemlo MINUS 
  C:  Coin, Gems, Jewelry, and other valuables 
  _________ Shares bought (at 75 gp each) EQUALS 
  M:  Magic Items (sell value)  
  _________ Final shares remaining 
  Encounter Four 
  Banished: You have been banished from the County of 
  Cryllor.  This PC may not take part in any adventure 
  that takes place in the County of Cryllor. During 
  adventures that take place partially in Cryllor you may 
  not participate in the parts that occur in Cryllor. 
   
  APL 2: L: 0 gp; C: 333 gp; M: 125 gp 
   
  APL 4: L: 0 gp; C: 500 gp; M: 125 gp 
   
  APL 6: L: 0 gp; C: 667 gp; M: 125 gp 
  Wanted: You have evaded the authorities of Cryllor 
  for now. You are now considered Hunted in Keoland.  
  There is a reward for your capture – Dead or Alive. 
   
  APL 8: L: 0 gp; C: 833 gp; M: 125 gp 
   
  APL 10: L: 0 gp; C: 1000 gp; M: 125 gp 
   
  APL 12: L: 0 gp; C: 1000 gp; M: 292 gp 
   
  Longtooth: This weapon is highly prized by wee folk 
  (gnomes and halflings) that journey out in search of 
  adventure. As a free action, the wielder may command 
  the Longtooth to transform into a Small dagger, short 
  sword or longsword. In all forms, it retains a +1 bonus. 
  (Frequency: Regional) (Caster Level 5th; Prerequisites: 
  Craft Magical Arms and Armor, enlarge person, reduce 
  person; Market Price: 5,315 gp) 
  Encounter Eight:   
   
  APL 2: L: 4 gp; C: 42 gp; M: 0 gp 
   
  APL 4: L: 4 gp; C: 83 gp; M: 0 gp 
   
  APL 6: L: 4 gp; C: 125 gp; M: 193 gp 
   
  APL 8: L: 29 gp; C: 167 gp; M: 193 gp 
  Quick-Escape Armor: (from the Arms and Equipment 
  Guide) This armor uses special buckles, straps and 
  releases so it can be removed in mere moments. As a 
  standard action, the wearer pulls and twists on a special 
  lock, located on the shield-side hip, which causes the 
  armor to fall away. Each lock is unique in operation, 
  making it difficult for anyone other then the owner to 
  undo, especially in the middle of a battle. A Disable 
  Device check (DC 30) is required for someone other 
  than the wearer to release the armor in combat. If the 
  attempt is made while the wearer is not in combat, then 
  the DC is 15. The quick-escape extra must be included 
   
  APL 10: L: 29 gp; C: 208 gp; M: 193 gp 
  APL 12: L: 3 gp; C: 250 gp; M: 386 gp 
  Total Possible Treasure 
  APL 2: L: 4 gp; C: 375 gp; M: 125 gp  - Total: 504 
  gp 
  APL 4: L: 4 gp; C: 583 gp; M: 125 gp  - Total: 712 
  gp 
  APL 6: L: 4 gp; C: 792 gp; M: 318 gp  - Total: 
  1114 gp 
  KEO3-08 A Little War: Prelude 
   
  Page 22 
  
  during the creation of the armor, which must be of at 
  least masterwork quality. It takes twice as long as 
  normal to put on quick-escape armor. (Frequency: 
  Regional) (Market Price: as base armor +300 gp) 
  APL 4: 
   
  APL 2 Items 
   
  Brooch of Shielding  
  Pemlo’s Skiprock: This halfling skiprock (see Sword 
  and Fist) acts as a +1 returning weapon. Once per 
  week, the wielder of Pemlo’s skiprock can cast cat’s 
  grace (3rd level caster) on himself. This may only be 
  done within ten rounds of hitting and damaging an 
  opponent with the skiprock. A PC may only own one 
  Pemlo’s Skiprock; its appearance here represents 
  another offer by Pemlo to offer it for sale to a PC. 
  (Frequency: 
  Regional) 
  (Caster 
  Level: 
  7th; 
  Prerequisites: 
  Craft 
  Magic 
  Arms 
  and 
  Armor, 
  telekinesis, cat’s grace; Market Price: 8000 gp) 
  APL 6: 
   
  APL 2 & 4 Items 
   
  Large morningstar +1 
   
  Large heavy pick 
   
  Large hide armor 
  APL 8: 
   
  APL 2, 4, & 6 Items 
   
  Masterwork large heavy pick 
  Goodwill of the Guardians: Your recovery of the 
  Chronicle of Cryllor is deeply appreciated by the 
  Guardians. They offer to share with you some of their 
  “tricks of the trade.” A PC may expend this item (mark 
  an X through this item on the Adventure Record) to 
  gain one-time access to any single feat from the Song 
  and Silence book. 
  APL 10: 
   
  APL 2, 4, 6 & 8 Items 
  APL 12: 
   
  APL 2, 4, 6, 8 & 10 Items 
   
  Cloak of Charisma +2 
  Ole ’68:  
   
  Large heavy pick +1 
  This special brew of Pemlo’s Lambic grants a +1 
  morale bonus on saving throws against charm and fear 
  effects and a +1 morale bonus on attack and weapon 
  damage rolls. The effect lasts for 10 minutes. The bottle 
  has three draughts left. Place an X through each of the 
  circles as the draughts are consumed: O  O  O 
   
  Mark of Brandobaris:  
  The PC has a dagger-shaped silver-black tattoo 
  imprinted on their forearm (even chance for either 
  arm). This mark has two effects. First, this PC is under 
  the permanent effect of a Reduce Person spell. An 
  Atonement spell cast by a cleric of Brandobaris may 
  remove the effect. (NOTE: If a PC cleric does this for 
  this PC, the player of the PC cleric MUST contact the 
  Keoland Triad for confirmation). Otherwise a Limited 
  Wish, Wish or Miracle spell will remove the mark. 
  If/when the mark is removed, place an X through this 
  AR item. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
   
  Longtooth 
   
  Quick-Escape Armor 
   
  Pemlo’s Skiprock 
  KEO3-08 A Little War: Prelude 
   
  Page 23 
  
  DM Aid One: Map of Baelfract Keep Drainage System 
   
  A Little War 
   
  Page 24 
   
  
  DM Aid Two: Count Dreng’s Inner Sanctum 
   
   
  A Little War 
   
  Page 25 
   
  
  DM Aid Three: The Archives 
   
  A Little War 
   
  Page 26 
   
  
  Appendix One: Stat Blocks by APL 
  All APLs 
  Encounter 6 & 8: 
  Crylloran Guardsman, Male Human War 2: Medium Humanoid; HD 2d8+4; hp 18; Init +1; Spd 30’ (6 squares); 
  AC 17 (Flatfooted 16, Touch 11); Atk +4 melee (1d8+2, longsword) or +3 missile (1d8, light crossbow); AL LN; 
  SV Fort + 5, Ref + 1, Will + 0; STR 14, DEX 12, CON 14, INT 10, WIS 10, CHA 10. 
  Skills & Feats: Gather Information +1, Intimidate +4, Listen +2, Ride +6, Spot +4. Alertness, Combat Reflexes. 
  Possessions:  Light crossbow, 20 bolts, longsword, chain shirt, heavy steel shield. 
  Merla Hennig: Female Human Rog4/Wiz2: Medium Humanoid; HD 4d6+2d4; hp 24; Init + 7; Spd 30’ (6 squares); 
  AC 18 (Flatfooted 15, Touch 14); Atk +6 melee (1d6+1, rapier) and +3 melee (1d4, dagger) or +7 missile (1d8, 
  longbow); SA Sneak Attack +2d6; SQ Evasion, Trapfinding, Uncanny Dodge; AL LN; SV Fort + 1, Ref + 7, Will + 
  5; STR 10, DEX 16, CON 10, INT 15, WIS 12, CHA 12. 
  Skills & Feats: Concentration +4, Decipher Script +4, Diplomacy +3, Disable Device +5, Disguise +3, Escape Artist 
  +4, Gather Information +5, Hide +9, Jump +2, Knowledge: local (Metaregion One) +9; Listen +6, Move Silently 
  +9, Open Lock +7, Ride +4, Search +5, Sense Motive +3, Spot +5, Tumble +12, Use Magic Device +5, Wilderness 
  Lore + 2. Ambidexterity, Expertise, Improved Initiative, Two-Weapon Fighting, Weapon Finesse. 
  Spells Prepared (4/3; DC 12 + spell level): 0 - Detect Magic, Detect Poison, Light, Read Magic, Resistance; 1st - 
  Change Self, Longstrider, Shield, True Strike. 
  Possessions: +1 Keen rapier, masterwork dagger, longbow, mithral shirt, masterwork thieves’ tools, Ring of 
  Protection +1; Scroll of Whispering Wind, Scroll of Web, Scroll of Resist Elements, Scroll of Locate Object, Scroll 
  of Mirror Image, Scroll of Knock, Scroll of Invisibility. 
  APL 2: 
  Encounter 4: 
  Count Dreng’s Ghost, Male Ghost Ari3: CR 4; Medium Undead; HD 3d12; hp 29; Init +5; Spd fly 30 (6 squares; 
  perfect); AC 16 (Flatfooted 15, Touch 16); Atk +3 melee (1d3, touch, only against ethereal foes); SA: Malevolence 
  (Will, DC 20), Manifestation; SQ: Rejuvenation; +4 Turn Resistance; AL N; SV Fort +1, Ref +2, Will +4; STR 10, 
  DEX 12, CON -, INT 13, WIS 12, CHA 20. 
  Skills & Feats: Bluff +5, Hide +8, Diplomacy +5, Knowledge: arcana +3, Knowledge: history +3, Knowledge: local 
  (Metaregion One) +3, Knowledge: nobility +3, Knowledge: religion +3, Listen +15, Perform +5, Ride +3, Search 
  +8, Sense Motive +3, Spot +15, Swim +2. Improved Initiative, Toughness, Weapon Focus: touch. 
  Languages: Common, Ancient Sueloise, Keoish, Draconic. 
  Possessions: Assorted jewelry (2000 gp) 
  APL 4: 
  Encounter 3: 
  Dire Rats (Advanced, 2HD): Small Animal; HD 2d8+2; hp 11; Init +3; Spd 40 ft (8 squares), climb 20 ft (4 
  squares); AC 15 (Flatfooted 12, Touch 14); Atk bite +5 melee (1d4 + disease [filth fever]); SA Disease; SQ Low-
  light vision, scent; AL N; SV Fort +4, Ref +6, Will +4; STR 10, DEX 17, CON 12, INT 1, WIS 12, CHA 4. 
  Skills & Feats: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +5, Swim +11. Alertness, Weapon Finesse. 
  Encounter 4: 
  Count Dreng’s Ghost, Male Ghost Ari3/Sor2: CR 6; Medium Undead; HD 5d12; hp 41; Init +5; Spd: fly 30’ (6 
  squares; perfect); AC 20* (Flatfooted 15, Touch 16); Atk +4 melee touch (1d6); SA: Corrupting Touch, 
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  Malevolence (Will DC 20), Manifestation; SQ: Rejuvenation; +4 Turn Resistance; AL N; SV Fort +1, Ref +2, Will 
  +7; STR 10, DEX 12, CON -, INT 13, WIS 12, CHA 21. 
  Skills & Feats: Bluff +5, Hide +8, Concentration +4, Diplomacy +5, Knowledge: arcana +3, Knowledge: history 
  +3, Knowledge: local (Metaregion One)+3, Knowledge: nobility +3, Knowledge: religion +3, Listen +16, Perform 
  +5, Ride +3, Sense Motive +3, Spot +16, Swim +2. Improved Initiative, Toughness, Weapon Focus: touch. 
  Languages: Common, Ancient Sueloise, Keoish, Draconic. 
  Spells Known (Sor 6/5; DC 15 + spell level): 0 -- Dancing Lights, Detect Magic, Mage Hand, Ray of Frost, Read 
  Magic; 1st -- Mage Armor, Ray of Enfeeblement. 
  Possessions: Brooch of shielding (50 hp remaining), assorted jewelry (3000 gp). 
  * Included pre-cast mage armor spell. 
  APL 6: 
  Encounter 3: 
  Dire Rats (Advanced, 3HD): Small Animal; HD 3d8+3; hp 16; Init +3; Spd 40 ft (8 squares), climb 20 ft (4 
  squares); AC 15 (Flatfooted 12, Touch 14); Atk bite +6 melee (1d4 + disease [filth fever]); SA Disease; SQ Low-
  light vision, scent; AL N; SV Fort +4, Ref +6, Will +4; STR 10, DEX 17, CON 12, INT 1, WIS 12, CHA 4. 
  Skills & Feats: Climb +11, Hide +8, Listen +5, Move Silently +4, Spot +5, Swim +11. Alertness, Weapon Finesse. 
  Encounter 4: 
  Count Dreng’s Ghost, Male Ghost Ari3/Sor4: CR 8; Medium Undead; HD 7d12; hp 53; Init +5; Spd: fly 30’ (6 
  squares; perfect); AC 20* (Flatfooted 15, Touch 16); Atk +4 melee touch (1d6); SA: Corrupting Touch, 
  Malevolence (Will DC 20), Manifestation; SQ: Rejuvenation; +4 Turn Resistance; AL N; SV Fort +2, Ref +5, Will 
  +8; STR 10, DEX 12, CON -, INT 13, WIS 12, CHA 21. 
  Skills & Feats: Bluff +5, Concentration +8, Diplomacy +5, Hide +8, Knowledge: arcane +3, Knowledge: history 
  +3, Knowledge: local (Metaregion One) +3, Knowledge: nobility +3, Knowledge: religion +3, Listen +17, Perform 
  +5, Ride +3, Sense Motive +3, Spot +17, Swim +2. Improved Initiative, Lightning Reflexes, Toughness, Weapon 
  Focus: touch. 
  Languages: Common, Ancient Sueloise, Keoish, Draconic. 
  Spells Known (6/7/4; DC 15 + spell level): 0 -- Dancing Lights, Daze, Detect Magic, Mage Hand, Ray of Frost, 
  Read Magic; 1st -- Mage Armor, Magic Missile, Ray of Enfeeblement; 2nd -- Blindness/Deafness. 
  Possessions: Brooch of shielding (50 hp remaining), assorted jewelry (4000 gp). 
  * Included pre-cast mage armor spell. 
  Encounter 8: 
  Strewth the Ettin, Bbn2/Ftr1: Large Giant; HD 10d8+1d10+2d12+39; hp 112; Init +6; Spd 40 ft; AC 21 
  (Flatfooted 19, Touch 11); Atk +19/+14 melee (2d6+10, 19-20/x2, large morningstar +1) and +18/+13 melee 
  (1d8+9, large heavy pick); Face/Reach 10'/10'; SQ: Darkvision 90’ Rage*, Uncanny Dodge; SV Fort +15, Ref +5, 
  Will +5; AL NE; Str 28, Dex 14, Con 17, Int 8, Wis 10, Cha 8. 
  Skills & Feats: Listen +10, Search +2, Spot +8, Survival +4. Alertness, Combat Reflexes, Improved Critical 
  (morningstar), Improved Initiative, Iron Will, Power Attack. 
  Possessions: Large morningstar +1, large hide armor, dead rat. 
  * When raging, Strewth gains the following: Str +4 (and +2 to hit and damage), Con +4 (and +26 hp), and a +4 
  morale bonus to Will saving throws. 
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  APL 8: 
  Encounter 3: 
  Dire Rats (Advanced, 6HD): Medium Animal; HD 6d8+12; hp 39; Init +3; Spd 40 ft (8 squares), climb 20 ft (4 
  squares); AC 14 (Flatfooted 11, Touch 13); Atk bite +10 melee (1d4+2 and disease [slimy doom]); SA Disease; SQ 
  Low-light vision, scent; AL N; SV Fort +7, Ref +8, Will +5; STR 14, DEX 16, CON 14, INT 1, WIS 12, CHA 4. 
  Skills & Feats: Climb +13, Hide +7, Listen +5, Move Silently +4, Spot +5, Swim +13. Alertness, Weapon Finesse, 
  Weapon Focus (Bite). 
  Encounter 4: 
  Count Dreng’s Ghost, Male Ghost Ari3/Sor6: CR 10; Medium Undead; HD 9d12; hp 65; Init +5; Spd: fly 30’ (6 
  squares; perfect); AC 21* (Flatfooted 16, Touch 17); Atk +6 melee touch (1d6); SA Corrupting Touch, 
  Malevolence (Will DC 21), Manifestation; SQ: Rejuvenation; +4 Turn Resistance; AL N; SV Fort +3, Ref +6, Will 
  +9; STR 10, DEX 12, CON 8, INT 13, WIS 12, CHA 22. 
  Skills & Feats: Bluff +5, Concentration +11, Diplomacy +5, Hide +8, Knowledge (arcana) +3, Knowledge (History) 
  +3, Knowledge (Local) +3, Knowledge (Nobility) +3, Knowledge (Politics) +3, Listen +19, Perform +5, Ride +3, 
  Sense Motive +3, Speak Language +2, Spot +18, Swim +3. Improved Initiative, Lightning Reflexes, Silent Spell, 
  Toughness, Weapon Focus: touch. 
  Languages: Common, Ancient Sueloise, Keoish, Draconic. 
  Spells Known (6/7/6/4; DC 16 + spell level): 0 -- Dancing Lights, Daze, Detect Magic, Mage Hand, Ray of Frost, 
  Read Magic, Resistance; 1st -- Longstrider, Mage Armor, Magic Missile, Ray of Enfeeblement; 2nd -- 
  Blindness/Deafness, Web; 3rd -- Vampiric Touch. 
  Possessions: Brooch of shielding (50 hp remaining), assorted jewelry (5000 gp). 
  * Included pre-cast mage armor spell. 
  Encounter 8: 
  Strewth the Ettin, Bbn2/Ftr1/Rog2: Large Giant; HD 2d6+10d8+1d10+2d12+45; hp 126; Init +6; Spd 40 ft; AC 
  21 (Flatfooted 19, Touch 11); Atk +21/+16 melee (2d6+10, 19-20/×2, large morningstar +1) and +20/+15 melee 
  (1d8+9, large masterwork heavy pick); Face/Reach 10'/10'; SA: Sneak Attack (+1d6); SQ: Darkvision 90’, Evasion, 
  Rage*, Trapfinding, Uncanny Dodge; SV Fort +15, Ref +8, Will +5; AL NE; Str 28, Dex 14, Con 17, Int 8, Wis 10, 
  Cha 8. 
  Skills & Feats: Listen +13, Search +2, Spot +11, Survival +4, Tumble +7. Alertness, Combat Reflexes, Improved 
  Critical (Morningstar), Improved Initiative, Iron Will, Power Attack, Weapon Focus (morningstar). 
  Possessions: Large morningstar +1, large hide armor, large masterwork heavy pick, dead rat. 
  * When raging, Strewth gains the following: Str +4 (and +2 to hit and damage), Con +4 (and +30 hp), and a +4 
  morale bonus to Will saving throws. 
  APL 10: 
  Encounter 3: 
  Dire Rats (Advanced, 6HD): Medium Animal; HD 6d8+12; hp 39; Init +3; Spd 40 ft (8 squares), climb 20 ft (4 
  squares); AC 14 (Flatfooted 11, Touch 13); Atk bite +10 melee (1d4+2 and disease [blinding sickness]); SA 
  Disease; SQ Low-light vision, scent; AL N; SV Fort +7, Ref +8, Will +5; STR 14, DEX 16, CON 14, INT 1, WIS 
  12, CHA 4. 
  Skills & Feats: Climb +13, Hide +7, Listen +5, Move Silently +4, Spot +5, Swim +13. Alertness, Weapon Finesse, 
  Weapon Focus (Bite). 
  Encounter 4:  
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  Count Dreng’s Ghost, Male Ghost Ari3/Sor8: CR 12; Medium Undead; HD 11d12; hp 77; Init +5; Spd fly 30’ (6 
  squares; perfect); AC 21* (Flatfooted 16, Touch 17); Atk +7 melee touch (1d6); SA Corrupting Touch, Frightful 
  Moan (Will DC 21 or panicked 2d4 rounds), Malevolence (Will DC 21), Manifestation; SQ: Rejuvenation; +4 Turn 
  Resistance; AL N; SV Fort +3, Ref +6, Will +10; STR 10, DEX 12, CON 8, INT 13, WIS 12, CHA 22. 
  Skills & Feats: Bluff +6, Concentration +14, Diplomacy +6, Hide +8, Knowledge: arcane +3, Knowledge: history 
  +3, Knowledge: local (Metaregion One) +3, Knowledge: nobility +3, Knowledge: religion +3, Listen +20, Perform 
  +6, Ride +3, Search +8, Sense Motive +3, Spot +20, Swim +2. Improved Initiative, Lightning Reflexes, Silent 
  Spell, Toughness, Weapon Focus: touch. 
  Languages: Common, Ancient Sueloise, Keoish, Draconic. 
  Spells Known (6/7/7/6/4; DC 16 + spell level): 0 -- Dancing Lights, Daze, Detect Magic, Flare, Mage Hand, Ray of 
  Frost, Read Magic, Resistance; 1st -- Longstrider, Mage Armor, Magic Missile, Ray of Enfeeblement, True Strike; 
  2nd -- Blindness/Deafness, Invisibility, Web; 3rd -- Dispel Magic, Vampiric Touch; 4th -- Bestow Curse. 
  Possessions: Brooch of shielding (50 hp remaining), assorted jewelry (6000 gp). 
  * Included pre-cast mage armor spell. 
  Encounter 8: 
  Strewth 
  the 
  Ettin, 
  Bbn2/Ftr2/Rog3: 
  Large 
  Giant; 
  HD 
  3d6+10d8+2d10+2d12+68; 
  hp 
  159; 
  Init +6; Spd 40 ft; AC 21 (Flatfooted 19, Touch 11); Atk +23/+18/+13 melee (2d6+10, large morningstar +1) and 
  +22/+17/+12 melee (1d8+9, 19-20/×4, large masterwork heavy pick); Face/Reach 10'/10'; SA: Sneak Attack (2d6); 
  SQ: Darkvision 90’, Evasion, Rage, Trapfinding; Uncanny Dodge; SV Fort +18, Ref +8, Will +6; AL NE; Str 28, 
  Dex 14, Con 18, Int 8, Wis 10, Cha 8. 
  Skills & Feats: Intimidate +1, Listen +16, Search +2, Spot +11, Survival +4, Tumble +11. Alertness, Blind-Fight, 
  Combat Reflexes, Improved Critical (heavy pick), Improved Initiative, Iron Will, Power Attack, Weapon Focus 
  (morningstar). 
  Possessions: Large morningstar +1, large hide armor, large masterwork heavy pick, dead rat. 
  * When raging, Strewth gains the following: Str +4 (and +2 to hit and damage), Con +4 (and +34 hp), and a +4 
  morale bonus to Will saving throws. 
  APL 12: 
  Encounter 3: 
  Dire Rats (Advanced, 6HD): Medium Animal; HD 6d8+12; hp 39; Init +3; Spd 40 ft (8 squares), climb 20 ft (4 
  squares); AC 14 (Flatfooted 11, Touch 13); Atk bite +10 melee (1d4+2 and disease [demon fever]); SA Disease; SQ 
  Low-light vision, scent; AL N; SV Fort +7, Ref +8, Will +5; STR 14, DEX 16, CON 14, INT 1, WIS 12, CHA 4. 
  Skills & Feats: Climb +13, Hide +7, Listen +5, Move Silently +4, Spot +5, Swim +13. Alertness, Weapon Finesse, 
  Weapon Focus (Bite). 
  Encounter 4: 
  Count Dreng’s Ghost, Male Ghost Ari3/Sor8: CR 12; Medium Undead; HD 14d12; hp 95; Init + 5; Spd fly 30’ (6 
  squares; perfect); AC 23* (Flatfooted 18, Touch 19); Atk +7/+2 melee touch (1d6); SA Corrupting Touch, Frightful 
  Moan (Will DC 23 or panicked 2d4 rounds), Malevolence (Will DC 23), Manifestation; SQ: Rejuvenation; +4 Turn 
  Resistance; AL N; SV Fort + 6, Ref + 7, Will + 11; STR 10, DEX 12, CON 8, INT 13, WIS 12, CHA 25. 
  Skills & Feats: Bluff +7, Concentration +16, Diplomacy +7, Hide +9, Knowledge: arcana +3, Knowledge: history 
  +3, Knowledge: local (Metaregion One) +3, Knowledge: nobility +3, Knowledge: religion + 3, Listen +22, Perform 
  +7, Ride +3, Search +9, Sense Motive +3, Spot +22, Swim +2. Great Fortitude, Improved Initiative, Lightning 
  Reflexes, Silent Spell, Toughness, Weapon Focus: touch. 
  Spells Known (6/8/8/7/7/5; DC 17 + spell level): 0 -- Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, 
  Mage Hand, Ray of Frost, Read Magic, Resistance; 1st -- Longstrider, Mage Armor, Magic Missile, Ray of 
  Enfeeblement, True Strike; 2nd -- Blindness/Deafness, Glitterdust, Invisibility, See Invisibility, Web; 3rd -- Dispel 
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  Magic, Lightning Bolt, Slow, Vampiric Touch; 4th -- Bestow Curse, Improved Invisibility, Solid Fog; 5th -- Cone of 
  Cold, Feeblemind. 
  Possessions: Cloak of charisma +2, brooch of shielding, assorted jewelry (6000 gp). 
  * Included pre-cast mage armor spell. 
  Encounter 8: 
  Strewth, 
  Ettin, 
  Bbn2/Ftr2/Rog5; 
  Large 
  Giant; 
  HD 
  5d6+10d8+2d10+2d12+76; 
  hp 
  175; 
  Init +6; Spd 50 ft; AC 21 (Flatfooted 19, Touch 11); Atk +24/+19/+14 melee (2d6+10, 19-20/×2, large morningstar 
  +1) and +23/+18/+13 melee (1d8+10, 19-20/×4, large heavy pick +1); Face/Reach 10'/10'; SA: Sneak Attack (3d6); 
  SQ: Darkvision 90’, Evasion, Rage*, Trapfinding; Uncanny Dodge; SV Fort +18, Ref +9, Will +6; AL NE; Str 28, 
  Dex 14, Con 18, Int 8, Wis 10, Cha 8. 
  Skills & Feats: Intimidate +1, Listen +22, Search +2, Spot +14, Survival +4, Tumble +19. Alertness, Blind-Fight, 
  Combat Reflexes, Improved Critical (Heavy Pick, Morningstar), Improved Initiative, Iron Will, Power Attack, 
  Weapon Focus (morningstar). 
  Possessions: Large morningstar +1, large hide armor, large heavy pick +1, dead rat. 
  * When raging, Strewth gains the following: Str +4 (and +2 to hit and damage), Con +4 (and +38 hp), and a +4 
  morale bonus to Will saving throws. 
   
   
   
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  Appendix Two: Cryllor 
  Cryllor 
  County of Cryllor, Pop. Gnomes 2,639; Halflings 1,668; Dwarves 5,221; Half-orcs 982; Humans 76,988 
  Background: Cryllor is one of Keoland's wealthiest and most strategically powerful provinces. The county 
  stretches along the banks of the Javan, in a fluvial valley cut by the river between the Good Hills and the Little Hills 
  which border the lands of the Yeomanry League. The walled city of Cryllor (pop. 8,400), whose western district 
  opens onto the banks of the Javan, is the fourth largest in the kingdom, after only Gradsul, Flen, and Niole Dra.  
  House Bazrial, the ruling House of Cryllor, is one of the ancient Suelese houses of nobility. Since the founding of 
  Keoland some 900 years ago, Bazrial has always been one of the noble houses, although it is more prominent now 
  than it was in many times passed. Bazrial has been the ruling house of this region for 500 years. However, the Manz 
  family has not traditionally been the ruling family within the house. The house has undergone many internal 
  struggles and changes, as one family or another came to the fore as a previous line died out. The Manz family only 
  became the ruling family of House Bazrial 25 years ago, when the last of the Dreng family died and Ignas Manz, a 
  powerful and wealthy mercenary captain who headed a cadet branch of the house, spread around enough money in 
  the Council of Niole Dra to get his family recognized as the head of the house.  
  Recently, Count Ignas has suffered a very severe illness, confining him to bed and rendering him unable to attend to 
  the business of the County. At 69, he is not old enough for dangerous diseases to be expected, but he is certainly 
  less healthy than he used to be. The unusual ailment shows no signs of abating, and there are some who predict that 
  he will never recover. A few weeks into his illness, his eldest child, Lora, sought and received a declaration from 
  the Council of Niole Dra that she could act in his stead as Lady Regent until he either recovered or she inherited the 
  formal title of Countess. 
  Commerce: The city and its wealthy Suel lord benefit strongly from the river traffic and trade that passes just 
  outside his walls on the road connecting Niole Dra to Longspear. Additionally, riches are drawn from the lower 
  Good Hills, most of which find their way to the markets of Cryllor. 
  Politics: The counties of Flen and Cryllor have been rivals for centuries, but while the rulership of Flen has been 
  relatively stable over that time, the lordship of Cryllor has changed hands many times. Count Manz has long 
  harbored the desire to annex the rich lands in the Little Hills, but has garnered no support to do so. He has made it 
  clear that any alliance with Flen depends upon it. The western half of the province of Cryllor, referred to as the 
  trans-Javan, extends from the western bank of the river to the foothills of the Jotens and the Little Hills. This land 
  was recently acquired during the Greyhawk Wars, when forces of the count marched across the river, ostensibly to 
  secure his lands from invasion from the Jotens. In so doing he has provoked the Yeomanry by mining the foothills 
  of the Littles in abrogation of long-standing treaties. Many dwarves, gnomes and halflings suffer as second-class 
  citizens. There are several reasons for this. First, many of those that sought refuge in Cryllor were demi-humans. 
  The predominantly human populace does not distinguish between the natives and the refugees in the ghettos. 
  Second, Cryllorans are particularly provincial in their views on magic. Possibly only the folk of Shelspring Barony 
  enjoy a good witch-burning more. Many of the demi-humans are magical by nature and therefore not to be trusted. 
  As a result of Crylloran mistreatment of their guildsmen, and their kinfolk in Cryllor and the Little Hills, the people 
  of the Good Hills Union harbor great animosity toward Cryllor and its rulers. 
  Notable People: 
  Ignas Manz, Count of Cryllor 
  Lora Manz, Lady Regent of Cryllor 
  Lady Delana, Secretary to the Lady Regent 
  Darvis Albrect, Special Functionary for the Secretary to the Lady Regent 
  Merla Hennig, Constable of Cryllor responsible for investigations 
   
   
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  Gathering Information: 
  Information is frequently traded in the Inns of Cryllor. Some prominent businesses appear below: 
   
  The Unicorn’s Crown. Located in the Old City; a large wood and stone structure with a gold crown on a sign 
  with a green background, The Unicorn’s Crown is considered one of the best Inns of the city. A full menu of 
  items from breakfast, lunch and dinner are available. 
  Proprietor: Vincent Ramblev. 
  Other notables: Terrel Gantle, bartender. An excellent source for information on the local nobility. 
   
  The Falling Star. Located in the Merchant’s Quarter, the Falling Star is the largest Inn within the city. A sign 
  with a gold star surrounded by 8 other smaller stars is displayed prominently in front of the mammoth wood 
  building. This inn is reknowned for catering to adventurers and high end mercenaries.  
  Proprietor: Sir Amos Laishneigh. 
  Other notables: Lauren Laishneigh, Sir Amos’ daughter. A valueable contact for adventurers and available 
  mercenaries.  
   
  The Dead Dog Tavern 
  Located in the Refugee Quarter, this sturdy wooden building is distinguished among the other ramshackle huts 
  that surround it. A mostly intact sign of an inverted black dog gives little indication of the purpose of the 
  dwelling. 
  Proprietor: Gerret, a man of questionable background with connections to professionals that do not hang a 
  shingle outside their door. 
  Other notables: Meat, human bouncer. Rona Overhelm, waitress.  
   
   
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  Appendix Three: Copy Wight (New Monster) 
  Copy Wight Apprentice 
  Small Outsider (Extraplanar) 
  Hit Dice: 2d8 (10 hp) 
  Initiative: +4 
  Speed: (20 ft. manifested or on home plane/30 ft. fly (perfect) incorporeal) 
  Armor Class: 16 (+4 Dex, +2 deflection), touch 16, flat-footed 12 
  Attack: + 6 unarmed melee (1d2-2) or +6 touch (see SA below) 
  Full Attack: same as above 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Spells, Touch of Idiocy/Touch of Enlightenment (3/day) 
  Special Qualities: Incorporeal, Copy Tome, Labyrinthine Confusion, Summon Tome 
  Saves: Fort + 3, Ref + 9, Will +5 
  Abilities: Str 6, Con 10, Dex 19, Int 16, Wis 14, Cha 14 
  Skills: +4, Craft (Bookbinder) +8, Decipher Script +12, Forgery +13, Hide +6, Listen +7, Move Silently +6, Search 
  +8, and Spot +7.  
  Feats: Scribe scroll, Spell Focus: Enchantment, Weapon Finesse: Unarmed. 
  Environment: Libraries 
  Organization: Individual or Scriptorum (2-6) 
  Challenge Rating: 3 
  Treasure: Books 
  Alignment: Neutral 
   
  Description: Copy Wights are extraplanar spirits whose purpose in life is to preserve and protect knowledge. They 
  are phantasmal creatures resembling adult humans, though small (3’ tall) and thin with wispy white or light blue 
  hair. They generally shrink from human contact, preferring the company of books and aspire to service in ever-
  greater storehouses of knowledge. Copy Wights may be summoned and bound into service by great wizards and 
  bards who treasure their assistance in research. 
   
  Combat: Copy Wights are guardians of the libraries they inhabit. As such, they shun combat unless the library and 
  its contents are threatened or creatures attempt to plunder the library’s resources without permission. Weak 
  combatants, they attempt to preserve the integrity of the library using subtlety. Once aware of intruders, they will 
  create a zone of Labyrinthine Confusion, then attempt to disable opponents by silencing spellcasters and sleeping 
  warriors, using incorporealness to the best of their ability. Their intent is to subdue their opponents until 
  reinforcements arrive and minimize damage.  
   
  Copy Tome (1/day): Once per day, an apprentice may copy any non-magical document. The copy resembles the 
  original and should be treated as a forged document made with a Forgery skill check of 20. Copy wights are not 
  able to apply this ability to spell books, Boccob’s Blessed Books and the like. Use of this ability requires 10 minutes 
  after which the creature must rest for 1 hour. 
   
  Labyrinthine Confusion (1/day): In an area of up to 600 sq. ft., the Copy Wight may cast a zone of confusion. 
  Where there are choices of direction, such as at corridor intersections or selecting the proper aisle in a library, a 
  minor confusion-type effect functions, making it 50% probable that creatures other than the Copy Wight believe 
  with conviction that they are going in the opposite direction than the one they actually chose. This is an 
  enchantment, mind-affecting effect. Casting time: standard action. Duration: 3 hours or until discontinued by caster. 
  Saving Throw: Will (DC 18). Spell Resistance: Yes. 
   
  Summon Tome (3/day): The Copy Wight may draw upon the resources of the library it inhabits. This ability 
  functions like the Bardic Knowledge ability. Using a standard action, the creature may cause a book containing 
  information relevant to a particular topic or question to appear in its hand. It may then make a Knowledge check 
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  with a + 9 bonus and consult the Bardic Knowledge table (PHB p. 28) to determine the information gleaned. 
  Actually consulting the summoned tome requires 1 minute. 
   
  Touch of Idiocy/Touch of Enlightenment (3/day): As a touch attack, a Copy Wight may use Touch of Idiocy as a 
  standard action. Conversely, the spirit may aid another creature in its studies with a burst of enlightenment, granting 
  a 1d6 bonus to the target’s Int, Wis and Cha for a period of 30 minutes. 
   
  Spells: The following spells are usable 3 times/day as a 3rd level caster. Arcane Lock, Comprehend Languages, 
  Dancing Lights, Light, Mending, Open/Close, Sleep, Silence, Unseen Servant. 
   
  Skills: A Copy Wight has a + 4 racial bonus to Decipher Script, Forgery, Listen, Search, and Spot. 
   
  Copy Wight Scrivner 
  Small Outsider (Extraplanar) 
  Hit Dice: 6d8 (30 hp) 
  Initiative: +5 
  Speed: (20 ft. manifested or on home plane/30 ft. fly (perfect) incorporeal) 
  Armor Class: 17 (+5 Dex, +2 deflection), touch 17, flat-footed 12 
  Attack: +10 unarmed melee (1d2-2) or +10 touch (see SA below) 
  Full Attack: +10/+5 unarmed melee (1d2-2) or +10 touch (see SA below) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Spells, Touch of Idiocy/Touch of Enlightenment (6/day) 
  Special Qualities: Incorporeal, Copy Tome, Labyrinthine Confusion, Summon Tome 
  Saves: Fort + 6, Ref + 15, Will +11 
  Abilities: Str 6, Con 10, Dex 20, Int 16, Wis 14, Cha 14 
  Skills: Concentration +8, Craft (Bookbinder) +12, Decipher Script +14, Forgery +15, Hide +11, Knowledge 
  (Literature) +7, Knowledge (History) +7, Knowledge (Planes) +7, Listen +9, Move Silently +11, Search +12, and 
  Spot +9.  
  Feats: Scribe scroll, Spell Focus: Enchantment, Weapon Finesse: Unarmed +1 feat 
  Environment: Libraries 
  Organization: Individual or Scriptorum (2-6) 
  Challenge Rating: 6 
  Treasure: Books 
  Alignment: Neutral 
   
  Description: As above. 
   
  Combat: As above  
   
  Copy Tome (2/day): Once per day, an apprentice may copy any non-magical document. The copy resembles the 
  original and should be treated as a forged document made with a Forgery skill check of 20. Copy wights are not 
  able to apply this ability to spell books, Boccob’s Blessed Books and the like. Use of this ability requires 10 minutes 
  after which the creature must rest for 1 hour. 
   
  Greater Unseen Servant (6/day): As Unseen Servant, but capable of moving 40 lbs. Duration 1 hour/use. 
   
  Labyrinthine Confusion (2/day): In an area of up to 900 sq. ft., the Copy Wight may cast a zone of confusion. 
  Where there are choices of direction, such as at corridor intersections or selecting the proper aisle in a library, a 
  minor confusion-type effect functions, making it 50% probable that creatures other than the Copy Wight believe 
  with conviction that they are going in the opposite direction than the one they actually chose. This is an 
  enchantment, mind-affecting effect. Casting time: standard action. Duration: 3 hours or until discontinued by caster. 
  Saving Throw: Will (DC 19). Spell Resistance: Yes. 
   
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  Summon Tome (6/day): The Copy Wight may draw upon the resources of the library it inhabits. This ability 
  functions like the Bardic Knowledge ability. Using a standard action, the creature may cause a book containing 
  information relevant to a particular topic or question to appear in its hand. It may then make a Knowledge check 
  with a + 9 bonus and consult the Bardic Knowledge table (PHB p. 28) to determine the information gleaned. 
  Actually consulting the summoned tome requires 1 minute. 
   
  Touch of Idiocy/Touch of Enlightenment (6/day): As a touch attack, a Copy Wight may use Touch of Idiocy as a 
  standard action. Conversely, the spirit may aid another creature in its studies with a burst of enlightenment, granting 
  a 1d6 bonus to the target’s Int, Wis and Cha for a period of 60 minutes.  This ability may be used once per round. 
   
  Spells: At will as a 7th level caster: Dancing Lights, Light, Mending, Open/Close. 6 times/day as a 7th level caster:  
  Comprehend Languages, Mage Armor, Silence.  3 times/day as a 7th level caster: Arcane Lock, Deeper Slumber, 
  Sleep, Tongues. 
   
  Skills: A Copy Wight has a + 4 racial bonus to Decipher Script, Forgery, Listen, Search, and Spot. 
   
  Copy Wight Master 
  Small Outsider (Extraplanar) 
  Hit Dice: 10d8 (50 hp) 
  Initiative: +5 
  Speed: (20 ft. manifested or on home plane/30 ft. fly (perfect) incorporeal) 
  Armor Class: 18 (+5 Dex, +3 deflection), touch 18, flat-footed 13 
  Attack: +14 unarmed melee (1d2-2) or +14 touch (see SA below) 
  Full Attack: +14/+9 unarmed melee (1d2-2) or +14 touch (see SA below) 
  Space/Reach: 5 ft./5 ft. 
  Special Attacks: Spells, Touch of Idiocy/Touch of Enlightenment (9/day) 
  Special Qualities: Incorporeal, Copy Tome, Labyrinthine Confusion, Summon Tome 
  Saves: Fort + 9, Ref +20, Will +16 
  Abilities: Str 6, Con 10, Dex 20, Int 16, Wis 14, Cha 16 
  Skills: Concentration +12, Craft (Bookbinder) +14, Decipher Script +16, Forgery +17, Hide +15, Knowledge 
  (Literature) +7, Knowledge (History) +7, Knowledge (Planes) +7, Knowledge (Politics) +7, Knowledge (Nobility) 
  +7, Knowledge (Arcana) +7, Listen +12, Move Silently +15, Search +15, and Spot +12.  
  Feats: Scribe scroll, Spell Focus: Enchantment, Weapon Finesse: Unarmed. +2 feats 
  Environment: Libraries 
  Organization: Individual 
  Challenge Rating: 10 
  Treasure: Books 
  Alignment: Neutral 
   
  Description: As above 
   
  Combat: As above.  
   
  Copy Tome (3/day): Once per day, an apprentice may copy any non-magical document. The copy resembles the 
  original and should be treated as a forged document made with a Forgery skill check of 20. Copy wights are not 
  able to apply this ability to spell books, Boccob’s Blessed Books and the like. Use of this ability requires 10 minutes 
  after which the creature must rest for 1 hour. 
   
  Greater Unseen Servant (6/day): As Unseen Servant, but capable of moving 60 lbs. Duration 1.5 hour/use. 
   
  Labyrinthine Confusion (3/day): In an area of up to 1350 sq. ft., the Copy Wight may cast a zone of confusion. 
  Where there are choices of direction, such as at corridor intersections or selecting the proper aisle in a library, a 
  minor confusion-type effect functions, making it 50% probable that creatures other than the Copy Wight believe 
  A Little War 
   
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  with conviction that they are going in the opposite direction than the one they actually chose. This is an 
  enchantment, mind-affecting effect. Casting time: standard action. Duration: 9 hours or until discontinued by caster. 
  Saving Throw: Will (DC 21). Spell Resistance: Yes. 
   
  Summon Tome (9/day): The Copy Wight may draw upon the resources of the library it inhabits. This ability 
  functions like the Bardic Knowledge ability. Using a standard action, the creature may cause a book containing 
  information relevant to a particular topic or question to appear in its hand. It may then make a Knowledge check 
  with a + 9 bonus and consult the Bardic Knowledge table (PHB p. 28) to determine the information gleaned. 
  Actually consulting the summoned tome requires 1 minute. 
   
  Touch of Idiocy/Touch of Enlightenment (9/day): As a touch attack, a Copy Wight may use Touch of Idiocy as a 
  standard action. Conversely, the spirit may aid another creature in its studies with a burst of enlightenment, granting 
  a 1d6 bonus to the target’s Int, Wis and Cha for a period of 30 minutes. 
   
  Spells: At will as an 11th level caster: Dancing Lights, Light, Mending, Open/Close. 9 times/day as an 11th level 
  caster:  Comprehend Languages, Mage Armor, Silence.  6 times/day as an 11th level caster: Arcane Lock, Deeper 
  Slumber, Sleep, Tongues. Once/day as an 11th level caster: Symbol of Sleep, Mass Suggestion, Symbol of Stunning. 
   
  Skills: A Copy Wight has a + 4 racial bonus to Decipher Script, Forgery, Listen, Search, and Spot. 
  A Little War 
   
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  Player Handout #1 
   
  Notice to Shareholders in 
  A PENCHANT FOR DRINK 
   
  A meeting will be held on Moonday, 17th Ready'reat at the Roc’s Feather in Buckshold to 
  conclude business of the past year and prospects for the year to come. Food and drink will be 
  provided exclusively to Shareholders. Financial advisors M. Trimble and J. Gimble of 
  Pindangoogly Investments have informed the proprietors of Penchant Co. that free Lambic 
  will seriously impact the brewery’s profits. This letter entitles the bearer to one tankard 
  full of Lambic on the 17th. 
   
  P. Penchant 
   
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  Player Handout #2: Wanted Posters 
   
   
  A Little War 
   
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  Player Handout #3: A Tattered Page 
   
   
  A Little War 
   
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  Player Handout #4: The Portal in the Archives 
   
  The Riddle of the Portal: 
   
  You can find us in darkness but never in light. 
   
  We are there in daytime but absent in night. 
   
  In the deepest of shadows, we hide in plain sight. 
   
  What am I? 
   
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  Player Handout #5: The Chronicle of Cryllor 
  Excepts appear below: 
  541CY 
  Ah, I remember when I first saw her on that hunting trip near Baelefract. She was young and beautiful 
  and I was old and fallen ill with fever after 3 days in the damp highlands. I do not what Gwaeddan saw in 
  me, but I am thankful it was not the infirm old man I appeared. That woman has changed my wife, 
  Kelannen willing, will give me a worthy heir.  Gillick still thinks me a doddering fool for trusting her… 
  What a glorious day! Only a handful of the lords were in attendance.  Manz, Wilfrick, Thale, the King’s 
  man. Many in the Council still question my sanity publicly when the matter is really purity of blood. 
  Purity! It will tear us apart. They could not be allowed to spoil Gwaeddan’s wedding day. 
  Perhaps a holiday is what we need. Gwaeddan is growing large with child. In her delicate condition she does 
  not need to hear the catcalls from the rabble or the invective at court. In more settled times I would have 
  Kelson quartered for his comments about “the maid” ruling the court. Baelefract is beautiful this time of 
  year and we have not been there since Gwaeddan first caught my eye. It will calm my nerves. 
  Trusted Manz visited today. I am glad to have him attending court on my behalf. He is so unlike the 
  prancing slanderers that pass for lords or Cryllor.He brought news of a loss to the Crylloran Court. Lord 
  Kelson suffered a tragic accident while riding. Send lilies.  
  Since taking my father’s seat, the Dreng prophesy has haunted me. Today a shadow has been lifted from my 
  mind. Gwier is born. A beautiful boy of clear eye and powerful lung. How he raged! Never content out of 
  his mother’s arms. 
  My heart is light. The Dreng name, the County and the Empire have a bright future.  
   
  A quick scan of this heavy volume reveals it to be a formal record of state. Deeper in the tome, you find marginalia 
  with greater and greater frequency: mad scribblings of Count Dreng, last ruler in his line, as he sank deeper into the 
  embrace of paranoia. Over a span of sixteen years, many tragedies befell the Count, starting with the death of the 
  Countess, his wife of many years. There are moments of hope and happiness documented too: finding love late in 
  life in Gwaeddan, a Flan country girl; and the birth of his first son, Gwier. These moments are lost in a flood of 
  misfortune: the deaths of his daughter; political unrest in Cryllor; the death of his wife, and finally the death of his 
  son, Gwier, in the Jotens. The news of his death apparently broke the Count’s sanity once and for all. His entries 
  end with the torn page whose match you hold. The rest of the volume is filled with paranoid ravings. The Volume is 
  closed with the twin seals of Valdin Thule, Special Consul to the King and Ignaz Manz, Count-elect of Cryllor. 
   
  Nothing more can be gleaned without a great deal of scrutiny. 
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  Player Handout #6: Missives from the Emisarry 
   
  Sealed messages from the saddlebag of the Emissary: 
   
  Three are represented below. There are a dozen in total. 
   
  1. Sealed scroll with a green “G” seal. Text below is translated from orcish pictograms. 
   
   
  Querm, 
   
   
  Prove you strength and ferocity to me. There is a bridge across the Javan a 
  half-day run north of the town of Kilm, proud battlefield of your tribe. 
  Seize it and hold it one moon hence. The many tribes will use this 
  bridge to take food from the Lion. 
   
   
  The One Eye will smile. The bladders of his enemies will empty in fear. 
   
   
  Brother in Blood, 
   
   
  G 
   
  2. Fine quality envelope sealed with a green “G.” Text below is translated from Ancient Sueloise. 
   
   
  My good friend Golfin, 
   
   
   
  The Filbolg clan of the Black Cedar Pass have been uncooperative. They threaten the flank of our forces. As none of the 
  lesser giants were members of the debate team back at the Academy, I have need of your skills. Use diplomacy to 
  smooth things over with Chief Brodabinang and promise what you must, but gain free passage for our forces. Once 
  Buckshold is secured we can resolve matters with the Filbolgs once and for all.  If you require bodyguards, retain them 
  at the “guardpost.” 
   
   
   
  G 
   
  3. This message is sealed with plain black wax in a non-descript envelope titled “Wild Hare.” The 
  characters are Common. 
   
   
  fimrgvssolsppsasrxlviiviehcviexqiixfvsxivlsshekirxxshmwgywwjexisjipkevmrmam
  ppwirhwtigmjmgwqerdamppjepperhqcjexlivviwxexpewxmrlmwkvezi 
   
   
  A Little War 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/593/Normal Scenarios/KEO3-08 - A Little War - Prelude (APL 2-12)/KEO3-08 - A Little War - Prelude.pdf