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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please 
  visit www.wizards.com/d20 
  This is an official RPGA
  ® play document. To find out more about the RPGA and to learn more on how you can sanction 
  and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ADP7-05 
   
   
   
   
  Barrow of the Forgotten King 
   
  A Multi-Round  
  D&D
  ® LIVING GREYHAWK
  TM Adapted Adventure 
   
  Adapted by Tim Sech 
   
  Reviewers and Contributors: the Circle 
   
  In a rich and sleepy town set against the Good Hills lays Kingsholm.   This little town is just like every other except for 
  one thing – its graveyard.  Relatives have gone missing since beginning to make preparations for a funeral and the two 
  local guardsmen that were sent to investigate have not returned.  What could have befallen them?  Kingsholm no 
  longer seems to be so sleepy. A multi-round Core Adaptable adventure set in the Good Hills for characters level 2 (APLs 
  4 and 5; two ARs). This adventure costs 11 time units (TUs) to play. 
   
  Resources for this adventure [and the authors of those works] include Barrow of the Forgotten King [Ed Stark] and 
  Magic Item Compendium [Andy Collins]
  
  ADP7-05 Barrow of the Forgotten King 
   
  Page 2 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARATION FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
  You also need a copy of Field of Ruins, the adventure to 
  use with this supplement.   
   
  Throughout this adventure supplement, text in 
  bold italics provides player information for you to 
  paraphrase or read aloud when appropriate. 
   
  Along with this adventure supplement you’ll find 
  a RPGA Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING GREYHAWK 
  Adventure Record (AR). 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level 
  of the PCs participating in the adventure. To determine 
  this modified Average Party Level (APL) follow the 
  steps below: 
  1. 
   Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
   If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than those brought by virtue of a class ability (such 
  as animal companions, familiars paladin’s mounts) 
  or the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine 
  the number of levels you add to the sum of step 
  one. Add each character’s animals separately. A 
  single PC may only bring four or fewer animals of 
  this type, and animals with different CRs are 
  added separately.  
  # 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 
  3. 
   Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  
  ADP7-05 Barrow of the Forgotten King 
   
  Page 3 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  Throughout this adventure, APLs categorize the level 
  of challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls 
  on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use either the 
  higher or the lower adjacent APL. 
   
  APL also affects the amount of experience and 
  gold a PC can gain at the end of the adventure. If a 
  player character is three character levels or more either 
  higher or lower than the APL at which this adventure 
  is being played, that character receives only one-half of 
  the experience points and gold for the adventure. This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  TIME UNITS AND UPKEEP 
  This is a multi-round Core adventure, set in the Good 
  Hills. All characters pay a total of 11 Time Units. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  As per the adventure Barrow of the Forgotten King 
  with the following changes: 
  • 
  The adventure starts in Kingsholm as the PCs are 
  passing through.  
  • 
  Merthuvial, the weapon of legacy, is just a +1 
  adamantine longsword.  It is not a legacy weapon 
  at this time. 
  • 
  Use any of the adventure hooks presented in the 
  adventure.   
   
  ADVENTURE SUMMARY 
   
  The adventure should be run as written, with the 
  exceptions noted below. It is assumed that the 
  adventure will be played in the order presented in 
  Barrow of the Forgotten King. The APL of this 
  adventure is 4/5, and the adventure is recommended 
  for characters of levels 2-5. Characters of 6th level and 
  higher may not find the adventure challenging 
  enough, while 1
  st level characters will be overwhelmed.  
   
  The experience and gold of is presented per area in 
  the Experience Point Summary and Treasure Summary 
  below. There is a chance that the PCs could earn more 
  gold than the maximum; however, they can only earn 
  the maximum gold that is listed at the end of this 
  document and on each of the Adventure Records (AR).  
   
  At the end of encounter 15 this is where the first 
  AR is to be given out.  Begin the next round with 
  encounter 16 and finish the adventure from there.  It is 
  noted that players must play both rounds right after 
  each other and cannot play other adventures in 
  between this one because of story purposes. 
   
  Note: This adventure requires approximately 8-12 
  hours of gameplay. You should ensure that players are 
  aware of this before beginning, and that multiple 
  sessions are set up to cover the entirety of the 
  adventure. 
   
  PREPARATION FOR PLAY 
  This is an adaptation of the adventure Barrow of the 
  Forgotten King by Ed Stark published by Wizards of 
  the Coast. As such you cannot run this adventure 
  without a copy of said adventure. 
   
  INTRODUCTION 
  The adventure starts in Kingsholm at the Coronet and 
  Cabbage Inn run by Ian Turbrand.  The PCs are 
  seeking a place to rest for the evening as they continue 
  on.  If the PCs have some other ideas of why they 
  would be in this region then allow them to use them. 
  
  ADP7-05 Barrow of the Forgotten King 
   
  Page 4 
   
  Whether the PCs are traveling as a group or do not 
  know each other have them decide why they are in 
  Kingsholm.   
   
   
  Have this Introduction go along with the 
  “Adventure Starts’ portion of the adventure on page 6. 
   
   
  Have the PCs make a DC 10 Listen check to hear a 
  loud argument arising from the back room.  If they 
  succeed they can make out a man and woman arguing 
  about whether they should ask the PCs (or if the PCs 
  are not together they describe a few of them around 
  the inn). 
   
   
  Continue with the boxed text in the adventure as 
  normal for the rest of the Introduction. 
   
   
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
   
  1: WOLVES AT THE DOOR 
  Defeat the wolves: 
  APL 4:  90 XP 
   
  2: LOWER MAUSOLEUM 
  Defeat the undead 
  APL 4:  60 XP 
   
  Treasure: 
   
  APL 4: Loot: 5 gp; Coin: 0 gp; Magic: +1 flaming 
  arrows x6 (35 gp each); Total 215 gp. 
   
  3: SIDE TOMB 
  Defeat the clockwork menders: 
  APL 4:  60 XP 
   
  Treasure: 
   
  APL 4: Loot: 4 gp; Coin: 8 gp; Magic: 0 gp; Total 12 
  gp 
   
  4: BEHOLDER ROOM 
  Defeating the beholder trap 
  APL 4:  120 XP 
   
  5: STAIRCASE 
  Defeat the undead: 
  APL 4:  120 XP 
   
  6: SABOTAGED BRIDGE 
  Defeat the flotsam ooze and getting past the bridge: 
  APL 4:  90 XP 
   
  7: BROKEN CHAMBER 
  Defeat or using diplomacy with the choker 
  APL 4:  60 XP 
   
  8: FORGOTTEN KING 
  STATUE 
  Defeat the runehound  
  APL 4:  90 XP 
   
  Treasure: 
   
  APL 4: Loot: 138 gp; Coin: 0 gp; Magic: 0 gp; Total 
  138 gp 
   
  9: CENTRAL HUB 
  Defeat the undead and varag: 
  APL 4: 120 XP 
   
  Treasure: 
   
  APL 4: Loot: 200 gp; Coin: 10 gp; Magic: +1 
  studded leather armor (97 gp), potion of cure light 
  wounds x2 (4 gp each), potion of cure moderate  
  wounds (25 gp); Total 340 gp 
   
  10: CANAL 
  Defeat the lesser weird elemental or peacefully resolve 
  the encounter: 
  APL 4: 120 XP 
   
  Treasure:  
   
  APL 4: Loot: 87 gp; Coin: 33 gp; Magic: potion of 
  cure light wounds x2 (4 gp each); Total 128 gp 
   
  11: HALL OF THE HONORED 
  Defeating or using diplomacy on Garjuk: 
  APL 4: 120 XP 
   
  
  ADP7-05 Barrow of the Forgotten King 
   
  Page 5 
  Treasure: 
   
  APL 4: Loot: 64 gp; Coin: 0 gp; Magic: cloak of 
  resistance +1 (83 gp), ephod of authority (67 gp), 
  bracers of armor +1 (83 gp), quiver of Ehlonna (150 gp), 
  +1 rapier (193 gp), elixir of vision (21 gp); Total 661 gp 
   
  Note: if the PCs use peaceful means they do not get his 
  loot. 
   
  12: INNER VAULT 
  Defeating the undead and hobgoblin: 
  APL 4: 180 XP 
   
  Treasure: 
   
  APL 4: Loot: 64 gp; Coin: 167 gp; Magic: +1 flail 
  (193 gp), potion of levitate (25 gp); Total 449 gp 
   
  Note: The PCs find 1,000 gp worth of gems in a chest 
  the cleric has been collecting since they began looting 
  the tomb. 
   
  13: DARK ISLANDS 
  Defeating the lurking strangler: 
  APL 4: 90 XP 
   
  14: LABYRINTH 
  SUMMONING 
  Defeating the summoned creature (s) (Can only be 
  granted experience once): 
  APL 4: 120/90 xp 
   
  15: LABYRINTH POOL 
  Defeating the leeches and get by the pool: 
  APL 4: 220 XP 
   
  BEGIN ROUND TWO 
   
  16: MAZE’S END 
  Defeating the constructs and traps: 
  APL 5: 120 XP 
   
  Treasure: 
   
  APL 5: Loot: 67 gp; Coin: 0 gp; Magic: amulet of 
  natural armor +1 (167 gp), wand of magic missiles 3
  rd (6 
  charges) (23 gp); Total 257 gp 
   
  17: ROBBER ENCAMPMENT 
  Defeat the varags and magruug: 
  APL 5: 150 XP 
   
  Treasure: 
   
  APL 5: Loot: 129 gp; Coin: 30 gp; Magic: potion of 
  bull’s strength (25 gp), potion of cure moderate wounds 
  x3 (25 gp each), +1 composite shortbow (+3) (198 gp), 
  Heward’s handy haversack (167 gp); Total 624 gp 
   
  18: CLIFFSIDE WATERFALL 
  They do not kill the sigur and deal with her peacefully: 
  APL 5: 180 XP 
   
  19: FALSE TOMB ENTRY 
  Defeat the tomb spider broodswarm and web mummy: 
  APL 5:  150 XP 
   
  20: BALCONY 
  Defeat the tomb spider: 
  APL 5: 180 XP 
   
  Treasure: 
   
  APL 5: Loot: 27 gp; Coin: 98 gp; Magic: phylactery 
  of faithfulness (83 gp), potion of cure moderate 
  wounds (25 gp); Total 233 gp 
   
  21: TREACHERY’S PRICE 
  Defeat the plague walker and huecuva: 
  APL 5: 180 XP 
   
  Treasure: 
   
  APL 5: Loot: 1 gp; Coin: 67 gp; Magic: armor of 
  rage (133 gp); Total 201 gp 
   
  22: BETRAYER’S THRONE 
  Defeat the betrayer and mounted skeletons: 
  APL 5: 210 XP 
   
  Treasure: 
   
  APL 5: Loot: 10 gp; Coin: 0 gp; Magic: +1 bastard 
  sword (195 gp), +1 short sword (193 gp); Total 398 gp 
   
  23: THE KING’S TOMB 
  Defeat Xeron and the Jeroog: 
  
  ADP7-05 Barrow of the Forgotten King 
   
  Page 6 
  APL 5: 210 XP 
   
  Treasure: 
   
  APL 5: Loot: 52 gp; Coin: 75 gp; Magic: potion of 
  cure moderate wounds x2 (25 gp each), +1 spear (198 
  gp), ring of protection +1 (167 gp), wand of magic 
  missiles (3
  rd) 13 charges (27 gp), +1 adamantine 
  longsword (33 gp); Total 569 gp 
   
  Note: Merthuvial is not a weapon of legacy in Living 
  Greyhawk.  The king will still give Merthuvial out to 
  one PC at the table but anyone at the table can 
  purchase the item on the AR.  It is a +1 adamantine 
  longsword. To determine who receives the sword for 
  free, use the following criteria in the order presented if 
  two or more characters want the sword: 
  • 
  Character is of a good alignment 
  • 
  Character is lawful good 
  • 
  Character is a warrior-type or cleric 
  • 
  Character is a paladin 
   
   
  CONCLUSION 
  If the PCs have failed in stopping Xeron then read the 
  following: 
   
   
  The townsfolk are saddened by the loss of so 
  many of their own.  They are at least grateful that 
  you all tried to track down the menace that caused 
  the chaos.   
   
  Ian and Mia both ask about what is down in the 
  tomb and are shocked at your discoveries.  They 
  immediately send word to the leaders of Sterich to 
  bring forth further investigation.   
   
   
  The PCs still earn there reward for trying from 
  Ian. 
   
  If the PCs were successful in defeating Xeron then 
  read the following: 
   
   
   
   
  The townsfolk are saddened by the loss of so 
  many of their own.  However they are mystified by 
  the ceremonial longsword and word quickly 
  spreads through the town that this once housed in 
  ancient king.  
   
  Ian and Mia have no idea who this king is but 
  encourage you to find out as soon as possible for it 
  may mean the coming of some great good instead of 
  evil for once. 
   
  You are treated to a royal dinner in the inn that 
  night as all celebrate your triumph. 
   
   
  The PCs earn there reward for trying from Ian. 
   
  Treasure: 
   
  Loot: 0 gp; Coin 300 gp; Magic 0 gp. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Discretionary roleplaying award (Round One) 
  APL 4 
  405 XP 
   
  Total Possible Experience (Round One) 
  APL 4 
  2,065 XP 
   
  Discretionary roleplaying award (Round Two) 
  APL 5 
  338 XP 
   
  Total Possible Experience (Round Two) 
  APL 5 
  1,720 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that characters 
  can go back to loot the bodies, and those bodies are 
  there (i.e., not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
  
  ADP7-05 Barrow of the Forgotten King 
   
  Page 7 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  Treasure Cap (round one) 
  APL 4:   
  1,943 GP 
   
  Total Possible Treasure (round one) 
  APL 4 
  1,943 GP 
   
  Treasure Cap (round two) 
  APL 5 
  1,625 GP 
   
  Total Possible Treasure (round two) 
  APL 5 
  2,365 GP 
   
  ITEMS FOR THE 
  ADVENTURE RECORD 
   
  Item Access 
  APL 4/5: 
  � Wand of magic missile  3
  rd level (Adventure; 270 
  gp; DMG; 6 charges)  
  � Heward’s handy haversack (Adventure; DMG) 
  � Phylactery of faithfulness (Adventure; DMG) 
  � Armor of rage (Adventure; DMG) 
  � Ephod of Authority  (Magic Item Compendium, 
  Adventure; 800 gp; see above)  
  � Quiver of Ehlonna (DMG; Adventure) 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/597/ADP7-05 - Barrow of the Forgotten King (APL 4-5)/ADP7-05 - Barrow of the Forgotten King.pdf