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 and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region please e-mail your triad point of contact (POC) at POC@yeomanry.net.  For 
  LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  YEO7-06 
   
   
   
   
  A Betrayal Most Foul 
  A One-Round D&D® LIVING GREYHAWKTM  
  Yeomanry Regional Adventure 
  Version 0.9.2 
   
  by Thomas and Jessica Robichaux 
  Reviewers: Yeomanry Triad 
  Circle Reviewer: Steven Conforti 
  Playtesters: Rick Middlebrooks, Larry Burns, Beverly Burns, Samantha Burns, Henry Burns, Janett Burns 
   
   
  The city of Loftwick goes on its day-to-day workings. Markets thrive, citizens hustle about, and children 
  play; however, in the Tower of High Sorcery, things are missing. A master has been betrayed and the call 
  has gone out to loyal Yeoman and any others who fight on the side of justice. Heroes should be prepared 
  to root out an ungrateful thief and return what is not rightfully his. A Yeomanry regional adventure for 
  APLs 2-8. 
   
  Note: This adventure will be of particular interest to Members of the University at Loftwick. 
   
  Resources: Complete Arcane [Richard Baker], Complete Warrior [Andy Collins, David Noonan, Ed 
  Stark]. Magic Item Compendium [Andy Collins, Eytan Bernstein, Frank Brunner, Owen K.C. Stephens, 
  John Snead], Spell Compendium [Matthew Sernett, Jeff Grubb, Mike McArtor]. 
  
  A Betrayal Most Foul 
  YEO7-06 
  Page 2 
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA event 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 session 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 must be at 
  least a HERALD-LEVEL GM to run this adventure. 
   
  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 
  one (1) point. 
   
  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. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual. 
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer 
  characters 
  (NPCs) 
  and 
  monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in the Appendices. 
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after 
  play. You’ll also find a LIVING GREYHAWK adventure 
  record (AR). You need one copy of this for each 
  participating player. 
  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 calculate the Average Party 
  Level (APL), follow the process below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. Each PC 
  may bring one animal, plus any creatures 
  gained from class abilities to help in combat. 
  (PCs can bring more creatures but they 
  cannot help in combat). If you deem that the 
  animal bestows a significant benefit in combat 
  add the animal’s CR to the level of the PC it is 
  accompanying for calculating APL. (Animals 
  gained from class abilities and one standard 
  horse, warhorse, or riding dog for a PC with 
  Mounted Combat do not affect APL). 
  2. Sum the results of step 1 and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  3. 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 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 2 
  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. A player character more than three 
  levels higher than the APL at which the adventure 
  is played cannot participate. If a player character 
  is more than two levels away from the APL at 
  which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in 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. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success: 
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
  These APL calculation rules reference version 7.0 
  of the Living Greyhawk Campaign Sourcebook. If 
  you are playing this adventure in 2008, check the 
  current version of the LGCS and follow any 
  updated rules presented within. 
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set in the Yeomanry. Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  adventure. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild. If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on 
  this roll. 
   
  Chapters 1 and 5 of the LGCS present more 
  information about lifestyle and upkeep. 
  PREPARATION FOR PLAY 
  Is This a Military Adventure? 
   
  As Yeoman officials do NOT consider the 
  events of this adventure important to the defense 
  of the Yeomanry, members of any branch of the 
  Yeoman military may NOT count the TUs spent on 
  this adventure toward any annual TU commitment 
  required by their enlistment. 
  Is This a Dustdigger Adventure? 
   
  As this adventure does NOT significantly 
  involve archaeological matters, students in the 
  Academy of Lore may NOT count this adventure 
  toward any TUs they must spend per year in 
  study. See individual certificates for more details. 
  Is This a University at Loftwick Adventure? 
   
  As this adventure does significantly involve the 
  University, students in the any part of the 
  University at Loftwick, except the Dustdiggers, 
  may count this adventure toward any TUs they 
  must spend per year in study. See individual 
  certificates for more details. 
  Is this a Promotion Worthy Adventure? 
   
  Heroic deeds in the name of the Yeoman 
  military are NOT possible in this adventure. 
   Other preparation 
  The GM should ask if anyone is a member of the 
  University at Loftwick before the adventure starts. 
  Members will receive a separate handout from 
  non-members to start the adventure. 
  ADVENTURE BACKGROUND 
  ABOUT THE YEOMANRY 
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 3 
  Hool Marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen farmers, who are mostly a 
  Suel-Flan mix. 
   
  The 
  Yeomanry 
  is 
  one 
  of 
  the 
  few 
  representative democracies in the Flanaess. Any 
  citizen of majority, who has carried the spear for 
  the nation, either now or in the past, is eligible to 
  elect a spokesman on his behalf from his 
  community who serves in the Council of Common 
  Grosspokesmen in Loftwick. 
   
  The people of the Yeomanry are rural, 
  cloistered folk with little exposure to either 
  foreigners or magic. They are religious and 
  superstitious, yet reservedly friendly to travelers. 
  Many Yeomen have served in the Militia and are 
  stout defenders of their homes. 
   
  You can learn more about the Yeomanry at its 
  official website: http://www.yeomanry.net. 
  BACKGROUND 
  Thoramos was a twelve-year-old plunderer and 
  street urchin in the city of Loftwick. He did not 
  revel in the idea of pilfering the belongings of 
  others, but he stole for his own survival. He was 
  from the settlement of Wickler. His parents were 
  merchants and peddled their goods from Wickler 
  to the neighboring capital city of Loftwick. On a 
  yearly trek to Loftwick, their caravan was attacked 
  by a band of bloodthirsty orcs and Thoramos was 
  one of the handful of young survivors who 
  eventually made it to Loftwick. 
   
  For two years, Thoramos was a swindler of 
  goods. He would pick the pockets of the folk in the 
  market and live off of the food from merchant 
  stands. He soon discovered he had a special 
  ability. He could create a small burst of light to 
  dazzle his victims and then make off with their 
  wares. A sorcerer named Krunos the Conjurer 
  witnessed Thoramos’ special talent first-hand after 
  Thoramos tried to steal Krunos’ coin bag. 
   
  For the past fifteen years, Thoramos was an 
  apprentice to Krunos, learning everything he 
  could. 
  Krunos 
  excelled 
  in 
  summoning, 
  so 
  naturally, Thoramos specialized in summoning. 
  Finally, Thoramos decided to go out into the world 
  on his own. Drawing on his criminal past and his 
  present skills, he decided to form a gang and find 
  a small town upon which to prey. He asked his 
  master Krunos to give him various items to help 
  him get started. Thoramos thought he was entitled 
  to help and items from Krunos due to all his years 
  of service as an apprentice. However, upon 
  learning of Thoramos’ shady intent, Krunos 
  refused all assistance. 
   
  Thoramos felt betrayed by what he perceived 
  to be his master’s stinginess. A few days after 
  Krunos’ refusal, Thoramos scurried into the night 
  with what he considered his just due; some of 
  Krunos’ prize possessions. 
  ADVENTURE SUMMARY 
  It has been five days since the last of the events 
  mentioned in the background. The PCs receive 
  either Player Handout #1 or Player Handout #2. 
  Other than the beginning of the adventure, nothing 
  else of note takes place in Loftwick. The PCs are 
  to travel to the town of Whitehurst where they can 
  gather information as to the whereabouts of 
  Thoramos at an inn and a NPC innkeeper of no 
  renowned status. While at the inn in the middle of 
  the night, they will fight a group of thugs. The PCs 
  will then travel west into the forest outside of 
  Whitehurst where they will have their final 
  encounter with Thoramos. They will then travel 
  back to Loftwick to report their findings. 
   
  Encounter 1 -Krunos the Conjurer- PCs have 
  received invitations to attend a meeting about a 
  theft of magic items, and they attend the meeting. 
  This is when the party meets Krunos and what 
  happened is explained to them. They are then 
  directed to see Mizrath to receive scrying 
  information about Thoramos’ whereabouts. 
   
  Encounter 2 -A Sightless Seer?- The PCs are 
  advised that Thoramos’ trail is hard to follow, but 
  the seer does see him currently in the town of 
  Whitehurst. The seer explains she cannot be sure 
  of where he is going from there, only that he is 
  there now. 
   
  Encounter 3 -Dangerous Roads Ahead- The 
  PCs travel to Whitehurst. The trek is two full days’ 
  ride, and the PCs are provided horses for this 
  journey by the University at Loftwick. Halfway 
  through the second day, the PCs are ambushed 
  by thieves along the road. 
   
  Encounter 4 -The Blind Beholder- Upon 
  reaching Whitehurst, the PCs find their way to a 
  local inn that seems to have the most patronage, 
  as good a place as any to gather some 
  information. Here they meet Bart Thissledown, the 
  innkeeper. A few of the patrons offer information 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 4 
  about local Whitehurst affairs and the PCs learn 
  there is a local gang operating in the area. PCs 
  are told of a reward for the capture or 
  extermination of the gang and that Bart is in 
  charge of the investigation. 
   
  Encounter 5 –Good Night, Sleep Tight- Having 
  learned that Thoramos’ girlfriend will be in town 
  the next day, the PCs will stay in town overnight at 
  The Blind Beholder, or any other place of their 
  choosing (preferably at The Blind Beholder). The 
  PCs are attacked that night by the gang that 
  Thoramos hired to help cover his trail. The PCs 
  may recognize one of the gang members as one 
  of the townsfolk in the inn when they gathered 
  information. 
   
  Encounter 6 -Seeing Him for Who He Is - After 
  the defeat of the gangs, Bart will tell the PCs 
  Thoramos had been seeing his daughter for the 
  past two years and he did not think Thoramos was 
  such a bad guy. After discovering Thoramos hired 
  the thugs to kill the PCs, Bart’s opinion has 
  changed. He now would like to see Thoramos 
  brought to justice for his crimes. He will disclose 
  the last known location of Thoramos to the PCs. 
  The PCs are told Thoramos will be leaving later 
  this day or tomorrow for destinations unknown. 
   
  Encounter 7 -No Leaf Left Unturned- This 
  encounter takes place about an hour’s ride from 
  Whitehurst. The PCs will find a trail described to 
  them by Bart and follow the trail into the woods, 
  where they will find an old estate. This is where 
  Thoramos will be waiting for them, and the final 
  battle will ensue. 
   
  Encounter 8 -Justice Be Done- This encounter 
  takes place with Thoramos alerted to the PCs by 
  his hawk familiar which was keeping watch around 
  the estate. 
   
  Encounter 9 -A Father’s Love- Bart will grant 
  all of the PCs his favor for returning his daughter 
  from one who is now known to be evil: Thoramos. 
   
  Conclusion -The PCs will return to Loftwick, 
  uneventfully, and will report their findings and give 
  the journal and the items found to Krunos. 
  INTRODUCTION 
  Early morning on the 5th of Coldeven, the 
  characters receive messages from an elder mage 
  at the University at Loftwick. 
   
  There is a chill in the air this morning in 
  Loftwick, but warm cups of tea and the fire at 
  the inn keep you warm. The inn has not been 
  very busy since you strolled into the capitol of 
  the Yeomanry for a well-deserved rest. All the 
  strains of the trials and toils of your last few 
  adventures have eased over the past few days, 
  and every adventurer clearly hears the call of 
  the road when he has been idle for too long. It 
  is a welcome sight to see a young page come 
  into the inn, announcing he has a letter for 
  someone matching your description. The 
  young lad seems happy to have found you and 
  respectfully hands you a letter. 
   
  Give Player Handout #1 to any members of 
  the University at Loftwick, and give Player 
  Handout #2 to any non-members. The party has 
  several hours before the appointed meeting time; 
  they may shop if they wish. 
  ENCOUNTER 1: KRUNOS 
  THE CONJURER 
  The party arrives at the main building of the 
  University at Loftwick as instructed. Here they 
  meet a young apprentice who asks for their 
  papers. 
   
  Arriving at the appointed building at the 
  right time you are greeted. “Good afternoon, 
  ladies and lords,” a small man says in a cheery 
  tone. “What services can I provide for you this 
  wonderful day? Oh! Oh yes, I have been 
  expecting you. If you all will please follow me, I 
  will take you straight to where you are 
  needed.” 
   
  You are led down a long series of tunnels 
  and hallways, all adorned with tapestries and 
  paintings of things magical in nature. You pass 
  some busts of what must be important people. 
  Finally, you are led to a door the page pushes 
  open before bidding you farewell. 
   
  Inside you find an older gentleman, with 
  neatly trimmed white hair and beard. He stands 
  up to show a sturdy stature for a man in his 
  late 60s. He walks to you straight and upright 
  with the confidence of a man who knows his 
  magical prowess. He greets you all formally. “I 
  am Krunos the Conjurer, master and instructor 
  here at the University. I greatly appreciate you 
  coming to my call for help and justice.” 
   
  Let the party introduce themselves and take 
  their seats. Once the formalities are done, Krunos 
  will continue. 
   
  “Now that we all know each other, let us 
  get down to the unfortunate business at hand. 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 5 
  About 15 years ago, I took in a young lad by 
  the name of Thoramos. He actually tried to 
  pick my pocket one day in the market,” he 
  chuckles. “He tried to use a small spell of weak 
  power to distract me. Naturally, it didn’t work 
  and 
  I 
  caught 
  him. 
  I 
  offered 
  him 
  an 
  apprenticeship to me instead of turning him 
  over to the authorities. He accepted and for the 
  last 15 years I showed him everything I would 
  had he been my own son. He excelled at 
  summoning, just as I do. I showed him 
  wonders beyond what he ever would have 
  seen out there beyond these walls. He loved to 
  summon small things; he seemed to enjoy the 
  power that came with summoning.” 
   
  “Now he has betrayed me. He wanted to 
  make his own way in the world and asked me 
  for some items and help to get him started. 
  After all his service, I was happy to help until 
  he revealed he was starting a criminal ring to 
  prey upon some small town. I thought he had 
  given up his criminal ways and was shocked 
  by his plans. I refused to help him break the 
  law. He screamed that I betrayed him by 
  keeping that to which he was entitled, and he 
  stormed out of my lab. He stole some of my 
  most prized items and disappeared. They were 
  a scarlet suit of magical leather armor, a 
  metamagic rod of substitution (acid), and an 
  ingot of starmetal. Mind you, revenge isn’t 
  what I have in mind. I just want my items 
  returned. Any questions?” 
   
  See DM Aid: New Rules for descriptions of the 
  items. He will offer a total of 20 x APL gp for the 
  mission, as well as a selection of magic items he 
  can 
  make 
  available. 
  With 
  an 
  appropriate 
  Diplomacy check (DC 30 since his attitude toward 
  the PCs is indifferent), Krunos can be bargained 
  up to 50 x APL gp for the mission. 
   
  He can describe Thoramos, but he does not 
  know where Thoramos might be. He does, 
  however, have a friend who is a diviner. He tells 
  the PCs to go see her and she will point them on 
  the right path. 
   
  “Very well, I am glad we can come to this 
  agreement. As I said, revenge isn’t what I am 
  after here. Hopefully, he will realize his folly 
  and give the items up peacefully. After all, I 
  didn’t turn him over before, why would I now? 
  Here, present this to Mizrath; she will tell you 
  all she can.” With that, he hands you a bottle 
  with what looks like strands of hair inside. 
  “Good luck, my friends! I thank you all for your 
  efforts.“ 
   
  Once all negotiating is done and the party 
  agrees to go, they can proceed to meet with 
  Mizrath. Krunos tells them how to get to her 
  workshop. 
  ENCOUNTER 2: A 
  SIGHTLESS SEER? 
  This encounter begins as the party approaches 
  the door to Mizrath’s workshop. A Knowledge 
  (Local - Yeomanry) check DC 15 will remind the 
  group of tales of a blind diviner who could track 
  almost anything or anyone. 
   
  Upon 
  reaching 
  Mizrath’s 
  door, 
  you 
  immediately notice all the intricate symbols 
  and decorations adorning it. As you reach for 
  the ring held by the lion’s head knocker, you 
  hear a soft, yet strong voice come from within, 
  “No need to knock. I have been expecting 
  Krunos’ friends to come calling. Please, do 
  come in.” 
   
  Entering the building, your attention is 
  immediately drawn to the beautiful young 
  woman behind the desk at the center of the 
  room. Standing to greet you, the slender 
  woman of about 30 years smiles at you. “You 
  have 
  come 
  seeking 
  information 
  about 
  Thoramos?” 
   
  After the PCs answer, let them introduce 
  themselves and then read on. 
   
   It’s a shock to see such a beautiful woman 
  whose eyes have turned to a solid milky white 
  color. In some ways it seems to add to her 
  beauty, bringing somewhat of an otherworldly 
  look to her, but one definitely exotic and 
  mysterious. “Did Krunos send something for 
  me?” 
   
  Upon receiving the bottle from the party, she 
  excuses herself to a back room and returns in a 
  few minutes. 
   
  “I am sorry I am not more for hospitality. 
  Looking into the mists somewhat drains me, 
  but I have seen where he is. He is currently in 
  the town of Whitehurst, the silver mining town 
  southwest of here. You must make haste, for it 
  is about a two-day ride to the town. As to 
  where he may end up, I can only see the 
  present, not the future. Please, I do ask that 
  you try to get the property without bloodshed, 
  but I will tell you this of Thoramos; he is very 
  short-tempered and quick to resolve his 
  problems with whatever force he needs to.” 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 6 
   
  With this new information, the party should 
  depart immediately for Whitehurst. The University 
  will provide horses for anyone who needs them. It 
  will be about a two-day ride there. 
  ENCOUNTER 3: 
  DANGEROUS ROADS 
  AHEAD 
  When the party departs, they will ride for the rest 
  of that day, stay a night on the road, and ride 
  another full day before reaching Whitehurst. Ask 
  the PCs if they set watch on the night they sleep, 
  draw the encampment, and have them make Spot 
  and Listen checks (there is no encounter this 
  night; this is just to set the mood). The next day, 
  they will be ambushed by thieves along the road 
  as the trail takes a turn up a short hill. 
   
  The first afternoon of traveling has proven 
  to be very uneventful. The sun is starting to 
  dip into the western sky, and maybe it is time 
  to look for a place to bed down for the night, 
  especially with those storm clouds starting to 
  move in so fast. 
   
  Let anyone make a DC 10 Survival check to 
  find adequate shelter from the rain that is coming 
  tonight. Ask the PCs if they set watches for this 
  night to enhance the dangerous mood of the road 
  and stormy night. Put emphasis on how low 
  visibility is due to the rain. 
   
  Conditions: It is a bright, sunny day with 
  excellent visibility in the crisp, cold air. There are 
  shrubs and undergrowth to both sides of the road, 
  with very few trees. The orcs at the top of the hill 
  in the ambush can see the road (and the PCs) 
  clearly for hundreds of yards. 
   
  With the dawning of the sun, the last wisps 
  of rain clouds blow out of your area, leaving 
  behind a fresh scent of renewal. Shaking the 
  rain off your wet clothes and packing up, you 
  get back onto the road. It’s truly a blessing 
  what a slight rain can do for the land. All 
  morning 
  you 
  see 
  what 
  was 
  just 
  plain 
  grasslands yesterday now has wildflowers 
  popping up and squirrels, birds, and insects 
  hop, chirp, and flutter about in the bright 
  sunlight. It almost seems out of place when the 
  band of orcs attacks. 
   
  The orcs take 10 on their Hide checks and 
  have a +2 circumstance bonus due to preparing 
  the ambush in advance. Check for surprise by 
  having the party roll opposed Spot checks at DC 
  11 (APL 2) or DC 10 (APLs 4-8) for each orc. 
   
  Creatures: These orcs are hostile and in no 
  mood for diplomacy. Remember their daylight 
  penalties. 
  APL 2 (EL 4) 
  Orcs (7): hp 7 each; see Monster Manual, 
  page 203. 
  APL 4 (EL 6) 
  Orc Raider, Male Orc Barbarian3 (3): hp 30 
  each; see Appendix 2. 
  APL 6 (EL 8) 
  Orc Raider, Male Orc Barbarian5 (3): hp 50 
  each; see Appendix 3. 
  APL 8 (EL 10) 
  Orc Raider, Male Orc Barbarian5 (3): hp 50 
  each; see Appendix 4. 
  Orc Leader, Male Orc Barbarian6/Eye of 
  Gruumsh1: hp 77; see Appendix 4. 
   
  Tactics: At APLs 4-8, the orcs will buff as best 
  they can when they see the party approaching. At 
  all APLs, they will try to surprise and surround the 
  party. Refer to DM Aid Map #1. 
   
  Treasure: 
  APL 2: L: 0 gp, C: 5 gp, M: 0 gp. 
  APL 4: L: 12 gp, C: 5 gp, M: 3 falchion +1 (197 
  gp each), 3 blessed bandages (1 gp each), 3 
  potions of cure light wounds (4 gp each). 
  APL 6: L: 0 gp, C: 7 gp, M: 3 falchion +1 (197 
  gp each), 3 chainmail +1 (120 gp each), 3 
  blessed bandages (1 gp each), 3 potions of 
  cure light wounds (4 gp each), 3 potions of 
  cure moderate wounds (25 gp each), 3 potions 
  of shield of faith +2 (4 gp each). 
  APL 8: L: 0 gp, C: 12 gp, M: orc double axe +1 
  (221 gp), 3 falchion +1 (197 gp each), 4 
  chainmail +1 (120 gp each), armband of 
  elusive action (66 gp), 4 blessed bandages (1 
  gp each), cloak of resistance +1 (83 gp), 
  potion of bull’s strength (25 gp), 4 potions of 
  cure light wounds (4 gp each), 4 potions of 
  cure moderate wounds (25 gp each), potion of 
  enlarge person (20 gp), potion of invisibility 
  (25 gp), 4 potions of shield of faith +2 (4 gp 
  each). 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 7 
  ENCOUNTER 4: THE BLIND 
  BEHOLDER 
  Just after sundown on the second day, the party 
  will arrive in Whitehurst. The PCs find The Blind 
  Beholder Inn to rest and gather information. 
   
  The town of Whitehurst is a welcome sight 
  indeed. This town is known for its illustrious 
  silver mining operations, enough to make even 
  a stout-hearted dwarf jealous. As you ride into 
  town, you pass a most curious sight. As if to 
  show off their mining prowess, the largest 
  mansion on the skirts of town appears to have 
  a roof made completely of silver. Taking the 
  road into town, you come upon the largest and 
  most popular inn, The Blind Beholder. With the 
  sun setting on your backs, it seems as good a 
  place as any to seek shelter from the night and 
  start your inquires about Thoramos. 
   
  Allow the PCs to enter the inn or check out the 
  rest of town. However, if they want to explore, tell 
  them nighttime is almost upon them and most of 
  the businesses are closed, except for the inn. 
   
  As you enter the inn, you are greeted by an 
  assortment of smells and sights from the 
  exotic aroma of the southlands pipe weeds to 
  the ornate set of half-plate on display behind 
  the bar. A large rotund man stands behind the 
  bar and greets you. “Hail, fair travelers! Is it a 
  room and a hot meal you seek this evening? 
  We have got the best venison stew and strong 
  ale to wash it down. Plenty of smelly 
  cheeses… Have yourselves a seat over at that 
  table and I’ll be right with you.” 
   
   The PCs can take a moment to take in the 
  view. There are currently four other patrons in the 
  bar this night. Covington is the spy working for the 
  thugs who are muscling in on the townsfolk. He is 
  seated by the fire and has been at the inn waiting 
  to see if strangers are coming through asking 
  about Thoramos, as he has been paid to do. 
   
  As the barkeep makes his way to your 
  table, you notice there are four other patrons 
  in the bar tonight. An older gentleman and a 
  dwarf are arguing over the proper technique of 
  mining ores. There is a man sitting at the bar, 
  as well as a man sitting by the fire enjoying a 
  rather large meal. “Well met, fellow souls. I am 
  Bart 
  Thissledown. 
  What 
  are 
  ya 
  having 
  tonight?” 
   
  The PCs can try to Gather Information. 
  Regardless whether they try or not, Covington 
  suspects these are the people who are following 
  Thoramos and he will report them being there. 
  Gregory sits at the bar, Covington sits by the fire, 
  Creekstone the Dwarf and Martle are arguing at 
  their table, and Bart is running his tavern, but he 
  can be questioned. A Gather Information check 
  can be made with all in the bar. 
  GREGORY   
  DC 10- “There have been a lot of shady things 
  going on lately.” 
  DC 15- “There is rumored to be a monster lurkin’ 
  in the woods south of town.” 
  DC 20- “The silver-roofed house belongs to the 
  local grosspokesman.” 
  CREEKSTONE 
  DC 10- “The mining has been better than average 
  lately; seems to be attracting a lot of new miners 
  to the region.” 
  DC 15- “Along with new money in the region, 
  seems there’s a new gang trying to take their 
  share, 
  shaking 
  down 
  local 
  merchants 
  for 
  protection.” 
  DC 20- “It is rumored that the fire that burnt down 
  the grain mill last week was not an accident.” 
  COVINGTON 
  DC 10- “I’m new around here, so I don’t know 
  much. But I have heard the silver prospecting is 
  good around here.” 
  DC 15- “There’s supposed to be a problem lately 
  with bandits in the area, but I haven’t met anyone 
  who’s actually been robbed.” 
  DC 20- “Actually, I think all the bad talk is meant to 
  discourage new business competition.” 
  MARTLE 
  Martle is an older miner who has nothing of real 
  value; just the local drunk really. 
  BART THISSLEDOWN 
  DC 10- Bart has heard of these rumors of thugs, 
  but they have not approached him yet, possibly 
  due to his reputation. 
  DC 15- He has seen Thoramos, but as far as 
  knowing his whereabouts, he is not sure. 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 8 
  DC 20- He tells you if you truly want to see 
  Thoramos, he will be back in town on the morrow. 
  He has a lady friend he has been waiting to see 
  and she arrives home tomorrow. 
   
  After the information has been gathered, let 
  the PCs settle for the night so they can speak with 
  the girlfriend tomorrow. If they didn’t gather that 
  information, suggest they stay the night to gather 
  more tomorrow when more patrons might be in the 
  bar. 
  ENCOUNTER 5: GOOD 
  NIGHT, SLEEP TIGHT 
   
  “Well, my friends, will it be rooms for the 
  night then?” 
   
  The PCs will be given a grand room that can 
  comfortably sleep six, but two people are 
  relegated to couches. This is important to see how 
  the events of the attack this night will play out. 
  Once the PCs retire for the evening, ask them if 
  they set up a watch. Draw the room (refer to DM 
  Aid Map #2). Have whichever PC is on the second 
  watch roll Listen checks against the gang at DC 
  (10 + [1 per 10 ft.]). The fight is on. 
   
  Conditions: There is no light except that 
  provided by the PCs. 
  APL 2 (EL 4) 
  Covington, Male Human Sorcerer2: hp 11; 
  see Appendix 1. 
  Toad (familiar): hp 5; see Monster Manual, 
  page 282. 
  Thug, Male Human Fighter1 (2): hp 10 each; 
  see Appendix 1. 
  APL 4 (EL 6) 
  Covington, Male Human Sorcerer4: hp 19; 
  see Appendix 2. 
  Toad (familiar): hp 9; see Monster Manual, 
  page 282. 
  Thug, Male Human Fighter2 (2): hp 19 each; 
  see Appendix 2. 
  APL 6 (EL 8) 
  Covington, Male Human Sorcerer6: hp 27; 
  see Appendix 3. 
  Toad (familiar): hp 13; see Monster Manual, 
  page 282. 
  Thug, Male Human Fighter4 (2): hp 38 each; 
  see Appendix 3. 
  APL 8 (EL 10) 
  Covington, Male Human Sorcerer8: hp 43; 
  see Appendix 4. 
  Toad (familiar): hp 21; see Monster Manual, 
  page 282. 
  Thug, Male Human Fighter6 (2): hp 57 each; 
  see Appendix 4. 
   
  Tactics: Remember that the party has not 
  rested fully since the fight with the orcs earlier this 
  day, so any resources used are not back (spells, 
  etc.). Also, remember to apply the rules for 
  wearing armor when sleeping or the PCs may not 
  be armored for this fight. The gang will sneak to 
  the party’s room, burst in, and try to neutralize 
  anyone who is awake first. The gang will fight 
  desperately, knowing Thoramos will kill them if 
  they fail. At all APLs, Covington will cast mage 
  armor on himself before going to the party’s room. 
  APLs 4-8: Covington will also cast shield on 
  himself before going to the party’s room. 
  APLs 6-8:, Covington will also cast mirror image 
  on himself before going to the party’s room. 
   
  Treasure: Also list any Adventure Record 
  effects that the PC might earn from this encounter. 
  APL 2: L: 165 gp, C: 2 gp, M: 3 blessed 
  bandages (1 gp each), memento magica 1st 
  (125 gp), oil of pass without trace (4 gp), 3 
  potions of cure light wounds (4 gp each), 
  potion of mage armor (4 gp), scroll of benign 
  transposition (2 gp). 
  APL 4: L: 106 gp, C: 7 gp, M: 2 breastplate +1 
  (112 gp each), 3 blessed bandages (1 gp 
  each), eternal wand of color spray (68 gp), 
  memento magica 1st (125 gp), 2 oils of magic 
  weapon (4 gp each), oil of pass without trace 
  (4 gp), 3 potions of cure light wounds (4 gp 
  each), potion of cure moderate wounds (12 
  gp), potion of mage armor (4 gp), 2 potions of 
  shield of faith +2 (4 gp each), scroll of baleful 
  transposition 
  (12 
  gp), 
  scroll 
  of 
  benign 
  transposition (2 gp). 
  APL 6: L: 82 gp, C: 7 gp, M: 2 breastplate +1 
  (112 gp each), bracers of the entangling blast 
  (166 gp), 3 blessed bandages (1 gp each), 
  eternal wand of color spray (68 gp), memento 
  magica 1st (125 gp), 2 oils of magic weapon (4 
  gp each), oil of pass without trace (4 gp), 3 
  potions of cure light wounds (4 gp each), 3 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 9 
  potions of cure moderate wounds (12 gp), 
  potion of mage armor (4 gp), 2 potions of 
  shield of faith +2 (4 gp each), safewing 
  emblem (20 gp), scroll of baleful transposition 
  (12 gp), scroll of benign transposition (2 gp). 
  APL 8: L: 5 gp, C: 8 gp, M: 2 breastplate +1 
  (112 gp each), dagger +1 (191 gp), 2 
  longsword +1 (192 gp each), bracers of the 
  entangling blast (166 gp), 3 blessed bandages 
  (1 gp each), eternal wand of color spray (68 
  gp), memento magica 1st (125 gp), 2 oils of 
  magic weapon (4 gp each), oil of pass without 
  trace (4 gp), potion of barkskin +5 (100 gp), 2 
  potions of bull’s strength (25 gp each), 3 
  potions of cure light wounds (4 gp each), 3 
  potions of cure moderate wounds (12 gp), 
  potion of mage armor (4 gp), 2 potions of 
  shield of faith +2 (4 gp each), potion of shield 
  of faith +4 (50 gp), safewing emblem (20 gp), 
  scroll of baleful transposition (12 gp), scroll of 
  benign transposition (2 gp). 
  ENCOUNTER 6: SEEING HIM 
  FOR WHO HE IS 
  After the fight at the inn, if the PCs search the 
  bodies, they will discover a written order from 
  Thoramos detailing the plans to kill anyone 
  following him (give out Player Handout #3). If the 
  PCs present this to Bart, he will tell the truth about 
  the lady friend being his daughter and where the 
  PCs can find them both. 
   
  After the night’s events have played 
  themselves out, you now have a note showing 
  that Thoramos planned murderous deeds. Bart 
  secures your rooms so you will not be 
  bothered. Upon showing Bart the note, he tells 
  you the truth. The lady friend in town is, in fact, 
  his daughter. He says Thoramos has never 
  shown any ill will before this. Bart never 
  thought of him as anything but genuine. He 
  knows Thoramos attended the University at 
  Loftwick, but he has never figured him capable 
  of something like this. “I swear if I had known, 
  I would have told ya. I think you have ended 
  the threat of the gang in our town now and you 
  have my gratitude forever for that. Please, you 
  have to help me get my daughter back from 
  him before they leave for wherever it is they 
  are going. Please, I beg of you!” 
   
  If the PCs agree to help Bart, he tells them of 
  a trail they can follow in the morning to a rundown 
  estate Thoramos has been using as his home for 
  the past year or so when he comes to visit Twila. 
  ENCOUNTER 7: NO LEAF 
  LEFT UNTURNED 
  The PCs should head out first thing in the morning 
  following Bart’s directions due to the threat of 
  Thoramos and Twila leaving for parts unknown. If 
  the party delays past mid-morning for any reason, 
  they will be too late and will have missed 
  Thoramos and Twila, who have escaped, their 
  tracks lost in the traffic of the main road. 
   
  The PCs will need to travel about an hour out 
  of town into the forest to reach the estate 
  Thoramos has been using when he comes to visit 
  Twila. Have the PCs make several Spot and 
  Listen checks as if they were being followed in the 
  woods. The PCs are not actually being followed, 
  but do this to enhance the danger of going into the 
  darker areas of the woods. Hence there is no DC 
  to actually make for the Spot or Listen checks. 
  However, if any of the PCs make a DC 15 Survival 
  check, tell them the gathering gloom of the forest 
  seems unnatural. 
   
  Heading out in the direction Bart told you 
  to go, you easily find the trail and head into the 
  woods. The woods surrounding the mining 
  town seem pleasant enough this day. The sun 
  breaks through the canopy in many areas. The 
  animals of the forest flutter and scatter at the 
  sounds of your party’s approach. All seems to 
  be in order, although you cannot seem to 
  shake the feeling you are being watched. 
   
  Have the PCs make their Spot and Listen 
  checks. 
   
  Still pressing on, it seems to feel like the 
  forest itself is closing in all about you. Sounds 
  of animals that were once abundant now seem 
  to be scattered and scarce. The sunlight that 
  once broke through the canopy to warm you is 
  now being replaced with a dull shade of grey 
  and a light cool breeze has sprung up to put a 
  chill in the air. After a while of walking, having 
  heard or seen nothing new in what seemed to 
  be hours, you are startled to hear the call of a 
  lone bird flying off in the distance. However, 
  this proves to be a good omen as it directs 
  your attention from whatever dark thoughts 
  you were contemplating to what appears to be 
  a stone wall off in the distance. You must now 
  be where Thoramos is hiding. 
   
  The party automatically hears and spots the 
  bird, although they may not realize what it is. It is 
  Thoramos’ hawk familiar going to warn him of the 
  coming intruders. This will lead to the final fight. It 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 10 
  will take the party three rounds on foot (at a move 
  speed of 30 feet) to get to the estate from here. 
  ENCOUNTER 8: JUSTICE BE 
  DONE 
  This encounter takes place once the PCs come 
  within sight of the walled estate Thoramos is 
  using. Thoramos is waiting for the PCs to enter 
  and there will be a short dialog before the combat 
  ensues. Thoramos feels betrayed by Krunos and 
  Bart, and he will not listen to any of the PCs’ 
  banter or diplomacy to turn over the items. Allow 
  the PCs to try to sneak up to the estate if they like, 
  but Thoramos will probably know of their approach 
  from his familiar. He will pre-cast mage armor and 
  shield. Sneaking in will be very difficult. Once the 
  PCs have approached close enough to be seen or 
  to see in the estate through the ruined gates, read 
  the following: 
   
  Approaching the estate, you hear the 
  sounds of a woman pleading. “Please, please 
  believe me; father would never have told of our 
  location. You must be wrong.”  
   
  As you look through the ruined gates, you 
  witness someone who must be Thoramos slap 
  a young woman who must be Twila backwards 
  and to the ground. He regards you with hatred 
  in his eyes. “I have done nothing that was not 
  deserved. Krunos betrayed me, refused to help 
  me start out on my own after all the years I 
  worked for him, and now Bart has betrayed 
  me, too. Fine!” With that, he clenches his fist 
  to crush a light brown gem. 
   
  Roll initiative. The gates are ruined and do not 
  work. There are enough gaps and holes to easily 
  see through them, but the party will have to find a 
  way to get over. The walls are smooth solid stone, 
  wet from the earlier rain, and 15 feet high. The 
  gates are wooden and 10 feet high. Although they 
  are wet from the rain, they are not slippery and 
  have a rough surface providing many handholds 
  (Climb DC 10). 
  APL 2 (EL 4) 
  Thoramos, Male Human Sorcerer4: hp 16; 
  see Appendix 1. 
  Hawk (familiar): hp 8 each; see Monster 
  Manual, page 273. 
  Earth Elemental, Large: hp 68 each; see 
  Monster Manual, page 97. 
  APL 4 (EL 6) 
  Thoramos, Male Human Sorcerer6: hp 24; 
  see Appendix 2. 
  Hawk (familiar): hp 12 each; see Monster 
  Manual, page 273. 
  Earth Elemental, Large: hp 68 each; see 
  Monster Manual, page 97. 
  APL 6 (EL 8) 
  Thoramos, Male Human Sorcerer8: hp 40; 
  see Appendix 3. 
  Hawk (familiar): hp 20 each; see Monster 
  Manual, page 273. 
  Earth Elemental, Large: hp 68 each; see 
  Monster Manual, page 97. 
  APL 8 (EL 10) 
  Thoramos, Male Human Sorcerer10: hp 60; 
  see Appendix 4. 
  Hawk (familiar): hp 30 each; see Monster 
  Manual, page 273. 
  Earth Elemental, Large: hp 68 each; see 
  Monster Manual, page 97. 
   
  Tactics: At all APLs, Thoramos will cast a 
  summon monster spell first. He will hang back and 
  let the summoned monster(s) do as much as it (or 
  they) can. He will lob spells, targeting any obvious 
  spellcasters to try to keep them out of the fight. 
  Thoramos will fight to the death, seeing he has 
  nothing to live for since Bart’s betrayal. If by some 
  chance the PCs manage to capture Thoramos, it 
  is the same ending as if he were slain. 
   
  Treasure: Also list any Adventure Record 
  effects that the PC might earn from this encounter. 
  APL 2: L: 1 gp, C: 1 gp, M: blessed bandage 
  (1 gp), elemental gem (earth) (187 gp), 2 
  potions of cure light wounds (4 gp each), scroll 
  of baleful transposition (12 gp), scroll of 
  benign transposition (4 gp), wand of magic 
  missile (62 gp). 
  APL 4: L: 1 gp, C: 1 gp, M: armband of elusive 
  action (66 gp), blessed bandage (1 gp), 
  elemental gem (earth) (187 gp), 2 potions of 
  cure light wounds (4 gp each), scroll of baleful 
  transposition 
  (12 
  gp), 
  scroll 
  of 
  benign 
  transposition (4 gp), wand of magic missile 
  (3rd) (187 gp). 
  APL 6: L: 1 gp, C: 1 gp, M: armband of elusive 
  action (66 gp), bead of force (250 gp), blessed 
  bandage (1 gp), elemental gem (earth) (187 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 11 
  gp), 2 potions of cure light wounds (4 gp 
  each), potion of cure serious wounds (62 gp), 
  potion of protection from good (4 gp), scroll of 
  baleful transposition (12 gp), scroll of benign 
  transposition (4 gp), wand of magic missile 
  (3rd) (187 gp). 
  APL 8: L: 1 gp, C: 5 gp, M: armband of elusive 
  action (66 gp), bead of force (250 gp), blessed 
  bandage (1 gp), elemental gem (earth) (187 
  gp), gloves of dexterity +2 (333 gp), 2 potions 
  of cure light wounds (4 gp each), potion of 
  cure serious wounds (62 gp), potion of 
  protection from good (4 gp), ring of protection 
  +1 (166 gp), scroll of baleful transposition (12 
  gp), scroll of benign transposition (4 gp), scroll 
  of bands of steel (31 gp), tanglepatch (16 gp), 
  wand of magic missile (3rd) (187 gp). 
  Development After the encounter, the PCs may 
  search the building Thoramos and Twila were 
  staying in. They will find the items stolen from 
  Krunos. Twila will reluctantly agree to go back to 
  town with the party. There will be no encounters 
  on the way back. 
  ENCOUNTER 9: A FATHER’S 
  LOVE 
  When the PCs return to The Blind Beholder, read 
  the appropriate paragraphs. 
   
  If the PCs did bring back Twila, read the next 
  paragraph. 
   
  As you enter The Blind Beholder, Bart 
  rushes for Twila and asks what happened. 
  After a tearful explanation, Bart turns to you 
  and says, “You have more gratitude from me 
  and my family than I can ever repay. You 
  returned my daughter from what we now know 
  to be a madman. Forever will you carry the 
  gratitude of the Thissledowns with you. Know 
  ye always have a warm place to lay your head, 
  and a warm meal to fill your bellies if you ever 
  find yourself in the area again, my friends.” 
   
  If the PCs defeated the gang in Encounter 5, 
  read the next paragraph. 
   
  “The thugs who attacked you proved to be 
  the gang trying to muscle in on our quaint little 
  town here.” 
   
  Continue reading from here. 
   
  Bart insists you stay the night before 
  heading back to Loftwick. He feeds you 
  grandly and in the morning you find your 
  mounts are brushed down and ready for the 
  road once again. 
  CONCLUSION 
  The trip back to Loftwick is uneventful. Once the 
  PCs go to the  University at Loftwick, read the 
  following: 
   
  You again find yourself meeting the man 
  known as Krunos the Conjurer. As you 
  approach, he bids you to sit. “I already know of 
  the fate of Thoramos. Most unfortunate, 
  indeed. I was so hoping he would come to his 
  senses. Your assistance in this matter is 
  greatly noted and will not go unheeded.” With 
  that, Krunos offers his payment and asks if 
  you would be willing to be called upon for 
  future endeavors. 
   
  Allow the PCs to respond before continuing. 
   
  Krunos once again thanks you for all your 
  work and sees that you all are fed and taken 
  care of while in Loftwick. The day ends with 
  many promises of further adventures and tales 
  to be told. For now, you heroes find yourself 
  standing once again under the warm sun of the 
  cold day in the city of Loftwick, wondering 
  what adventures life holds for you next. 
   
  If the PCs defeat the gang of thugs in 
  Encounter 5, they receive the Favor of Bart. 
   
  If the PCs rescue Bart’s daughter Twila in 
  Encounter 8, they receive the Favor of the 
  Thissledowns. 
   
  If the PCs return Krunos’ items, they receive 
  the Favor of Krunos and Friends. If they do NOT 
  return the items, the PCs do NOT receive this 
  favor and do NOT earn the Story Award xp. 
   
   
  The End 
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 12 
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives 
  plus roleplaying) 
  to each 
  character. 
  Encounter 3 
  Avoid or defeat the orcs. 
   
  APL 2: 120 xp. 
    
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  Encounter 5 
  Defeat the gang. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  Encounter 8 
  Defeat Thoramos. 
   
  APL 2: 120 xp. 
   
  APL 4: 180 xp. 
   
  APL 6: 240 xp. 
   
  APL 8: 300 xp. 
  Story Award 
  Returned Krunos’ items. 
   
  APL 2: 60 xp. 
   
  APL 4: 90 xp. 
   
  APL 6: 120 xp. 
   
  APL 8: 150 xp. 
  Discretionary Roleplaying Award 
   
  APL 2: 30 xp. 
   
  APL 4: 45 xp. 
   
  APL 6: 60 xp. 
   
  APL 8: 75 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8: 1,125 xp. 
  TREASURE SUMMARY 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes. Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold. If you feel it is reasonable 
  that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by 
  the local watch, and so on), characters may return 
  to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin available. 
  A normal adventuring party can usually gather this 
  wealth in a round or so. If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure. Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it. Other times they may attempt to use the 
  item blindly. If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure. Write the total in the GP Gained field of 
  the adventure certificate. Because this is a Regional 
  adventure, characters may spend additional Time 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 13 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter 3: 
  APL 2: L: 0 gp, C: 5 gp, M: 0 gp. 
  APL 4: L: 12 gp, C: 5 gp, M: 3 falchion +1 (197 
  gp each), 3 blessed bandages (1 gp each), 3 
  potions of cure light wounds (4 gp each). 
  APL 6: L: 0 gp, C: 7 gp, M: 3 falchion +1 (197 
  gp each), 3 chainmail +1 (120 gp each), 3 
  blessed bandages (1 gp each), 3 potions of 
  cure light wounds (4 gp each), 3 potions of 
  cure moderate wounds (25 gp each), 3 potions 
  of shield of faith +2 (4 gp each). 
  APL 8: L: 0 gp, C: 12 gp, M: orc double axe +1 
  (221 gp), 3 falchion +1 (197 gp each), 4 
  chainmail +1 (120 gp each), armband of 
  elusive action (66 gp), 4 blessed bandages (1 
  gp each), cloak of resistance +1 (83 gp), 
  potion of bull’s strength (25 gp), 4 potions of 
  cure light wounds (4 gp each), 4 potions of 
  cure moderate wounds (25 gp each), potion of 
  enlarge person (20 gp), potion of invisibility 
  (25 gp), 4 potions of shield of faith +2 (4 gp 
  each). 
  Encounter 5: 
  APL 2: L: 165 gp, C: 2 gp, M: 3 blessed 
  bandages (1 gp each), memento magica 1st 
  (125 gp), oil of pass without trace (4 gp), 3 
  potions of cure light wounds (4 gp each), 
  potion of mage armor (4 gp), scroll of benign 
  transposition (2 gp). 
  APL 4: L: 106 gp, C: 7 gp, M: 2 breastplate +1 
  (112 gp each), 3 blessed bandages (1 gp 
  each), eternal wand of color spray (68 gp), 
  memento magica 1st (125 gp), 2 oils of magic 
  weapon (4 gp each), oil of pass without trace 
  (4 gp), 3 potions of cure light wounds (4 gp 
  each), potion of cure moderate wounds (12 
  gp), potion of mage armor (4 gp), 2 potions of 
  shield of faith +2 (4 gp each), scroll of baleful 
  transposition 
  (12 
  gp), 
  scroll 
  of 
  benign 
  transposition (2 gp). 
  APL 6: L: 82 gp, C: 7 gp, M: 2 breastplate +1 
  (112 gp each), bracers of the entangling blast 
  (166 gp), 3 blessed bandages (1 gp each), 
  eternal wand of color spray (68 gp), memento 
  magica 1st (125 gp), 2 oils of magic weapon (4 
  gp each), oil of pass without trace (4 gp), 3 
  potions of cure light wounds (4 gp each), 3 
  potions of cure moderate wounds (12 gp), 
  potion of mage armor (4 gp), 2 potions of 
  shield of faith +2 (4 gp each), safewing 
  emblem (20 gp), scroll of baleful transposition 
  (12 gp), scroll of benign transposition (2 gp). 
  APL 8: L: 5 gp, C: 8 gp, M: 2 breastplate +1 
  (112 gp each), dagger +1 (191 gp), 2 
  longsword +1 (192 gp each), bracers of the 
  entangling blast (166 gp), 3 blessed bandages 
  (1 gp each), eternal wand of color spray (68 
  gp), memento magica 1st (125 gp), 2 oils of 
  magic weapon (4 gp each), oil of pass without 
  trace (4 gp), potion of barkskin +5 (100 gp), 2 
  potions of bull’s strength (25 gp each), 3 
  potions of cure light wounds (4 gp each), 3 
  potions of cure moderate wounds (12 gp), 
  potion of mage armor (4 gp), 2 potions of 
  shield of faith +2 (4 gp each), potion of shield 
  of faith +4 (50 gp), safewing emblem (20 gp), 
  scroll of baleful transposition (12 gp), scroll of 
  benign transposition (2 gp). 
  Encounter 8: 
  APL 2: L: 1 gp, C: 1 gp, M: blessed bandage 
  (1 gp), elemental gem (earth) (187 gp), 2 
  potions of cure light wounds (4 gp each), scroll 
  of baleful transposition (12 gp), scroll of 
  benign transposition (4 gp), wand of magic 
  missile (62 gp). 
  APL 4: L: 1 gp, C: 1 gp, M: armband of elusive 
  action (66 gp), blessed bandage (1 gp), 
  elemental gem (earth) (187 gp), 2 potions of 
  cure light wounds (4 gp each), scroll of baleful 
  transposition 
  (12 
  gp), 
  scroll 
  of 
  benign 
  transposition (4 gp), wand of magic missile 
  (3rd) (187 gp). 
  APL 6: L: 1 gp, C: 1 gp, M: armband of elusive 
  action (66 gp), bead of force (250 gp), blessed 
  bandage (1 gp), elemental gem (earth) (187 
  gp), 2 potions of cure light wounds (4 gp 
  each), potion of cure serious wounds (62 gp), 
  potion of protection from good (4 gp), scroll of 
  baleful transposition (12 gp), scroll of benign 
  transposition (2 gp), wand of magic missile 
  (3rd) (187 gp). 
  APL 8: L: 1 gp, C: 5 gp, M: armband of elusive 
  action (66 gp), bead of force (250 gp), blessed 
  bandage (1 gp), elemental gem (earth) (187 
  gp), gloves of dexterity +2 (333 gp), 2 potions 
  of cure light wounds (4 gp each), potion of 
  cure serious wounds (62 gp), potion of 
  protection from good (4 gp), ring of protection 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 14 
  +1 (166 gp), scroll of baleful transposition (12 
  gp), scroll of benign transposition (2 gp), scroll 
  of bands of steel (31 gp), tanglepatch (16 gp), 
  wand of magic missile (3rd) (187 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 166 gp, C: 8 gp, M: 424 gp – Total: 
  598 gp (450 gp). 
  APL 4: L: 119 gp, C: 13 gp, M: 1,428 gp – 
  Total: 1,560 gp (650 gp). 
  APL 6: L: 83 gp, C: 15 gp, M: 2,524 gp – Total: 
  2,622 gp (900 gp). 
  APL 8: L: 6 gp, C: 25 gp, M: 4,339 gp – Total: 
  4,370 gp (1,300 gp). 
  ITEMS FOR THE 
  ADVENTURE RECORD 
  Special 
  Favor of Bart: For freeing the town from the 
  oppression of the gang of thugs, Bart will make 
  certain items more available to this PC. Add 
  Frequency: Regional access (and remove the 
  Limit) from the following items below: blessed 
  bandage, tanglepatch, and safewing emblem. 
  Favor of the Thissledowns: For rescuing his 
  daughter Twila, Bart will grant this PC free High 
  Upkeep at his inn whenever the PC is in the area 
  of Whitehurst. 
  Favor of Krunos and Friends: Krunos is very 
  grateful to regain his items. He will work through 
  his 
  friends 
  to 
  provide 
  access 
  (Frequency: 
  Regional) to all items to which the PC earns 
  access on this AR. 
   
  The starmetal is a one-time-only purchase, 
  limited to 1 ingot. Cross off the starmetal when 
  purchased. You may forge one item (weapon, 
  shield, or armor) to which you have access from 
  the starmetal. Alternately, you may use the 
  starmetal ingot one time to satisfy the starmetal 
  dependency feature of the Green Star Adept 
  prestige class (Complete Arcane). 
   
  Additionally, a PC who is a member of the 
  University at Loftwick will receive access to two 
  spells of his choice from the following list (SpC, 
  circle 
  spells 
  selected): 
  caltrops, 
  benign 
  transposition, corrosive grasp, deep breath, wall of 
  smoke, 
  baleful 
  transposition, 
  cloud 
  of 
  bewilderment, inky cloud, acid breath, mass mage 
  armor, nauseating breath, regal procession, 
  translocation trick, wall of sand, wall of water, acid 
  sheath, viscid glob, vitriolic sphere, g’elsewhere 
  chant, heal animal companion, anarchic water, 
  anarchic storm, axiomatic water, axiomatic storm, 
  crawling darkness, delay disease, holy storm, faith 
  healing. 
  Item Access 
  APL 2 (all of the following): 
  • 
  Arcane 
  scroll 
  of 
  baleful 
  transposition 
  (Adventure; Spell Compendium; Limit 5) 
  • 
  Arcane 
  scroll 
  of 
  benign 
  transposition 
  (Adventure; Spell Compendium; Limit 5) 
  • 
  Blessed bandage (Adventure; Magic Item 
  Compendium; Limit 5) 
  • 
  Crimson 
  coat 
  of 
  Ilpharzz 
  (Adventure; 
  Complete Arcane; Limit 1) 
  • 
  Elemental gem, earth (Adventure; DMG; Limit 
  3) 
  • 
  Ingot of starmetal (Adventure; Complete 
  Arcane; Limit 1) 
  • 
  Memento magica 1st Level (Adventure; Magic 
  Item Compendium; Limit 1) 
  • 
  Metamagic 
  rod, 
  substitution 
  (acid), 
  (Adventure; Magic Item Compendium; Limit 1) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Armband of elusive action (Adventure; Magic 
  Item Compendium; Limit 1) 
  • 
  Eternal wand of color spray (Adventure; Magic 
  Item Compendium; Limit 1) 
  • 
  Wand of magic missile (CL 3rd) (Adventure; 
  DMG; Limit 1) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Bead of force (Adventure; DMG; Limit 3) 
  • 
  Bracers of the entangling blast (Adventure; 
  Magic Item Compendium; Limit 1) 
  • 
  Safewing emblem (Adventure; Magic Item 
  Compendium; Limit 1) 
  APL 8 (all of APLs 2, 4, 6 plus the following): 
  • 
  Arcane scroll of bands of steel (Adventure; 
  Spell Compendium; Limit 5) 
  • 
  Potion of barkskin +5 (Adventure; DMG) 
  • 
  Tanglepatch 
  (Adventure; 
  Magic 
  Item 
  Compendium; Limit 3) 
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 15 
  APPENDIX 1 – APL 2 
   
  ENCOUNTER 5 
   
   
   
   
  C O V IN G TO N 
  CR 2 
  Male human sorcerer 2 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common  
  AC 16, touch 12 (16 vs. incorporeal), flat-footed 14 
   (+2 Dex, +4 armor [mage armor]) 
  hp 11 (2d4+2 HD; +3 toad familiar)  
  Fort +1, Ref +4, Will +4 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee masterwork dagger +1 (1d4-1  19-20) or dagger 
  +0 (1d4-1  19-20) 
  Ranged masterwork dagger +4 (1d4-1  19-20) or 
  dagger +3 (1d4-1  19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +0 
  Atk Options Spells 
  Combat Gear Blessed bandage, memento magica 1st, 
  oil of pass without trace, potion of cure light wounds, 
  potion of mage armor, scroll of benign transposition 
  Sorcerer Spells Known (CL 2nd): 
   1st (5/day)— mage armor�, sleep 
   0 (6/day)— acid splash, detect magic, daze, flare, ray 
  of frost 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 15 
  SQ familiar (toad) 
  Feats Improved Initiative, Lightning Reflexes  
  Skills Bluff +7, Concentration +6, Spellcraft +5 
  Possessions combat gear plus traveler’s outfit, 
  masterwork dagger, 2 daggers, spell component 
  pouch, 3 gp, note from Thoramos (see Player 
  Handout 3) 
  Description This man is of Suel-Flan descent with 
  average height and weight. He has ordinary looks, 
  wears a traveler’s outfit, and would not stand out in a 
  crowd. 
  Sources Benign transposition (Spell Compendium), 
  blessed bandage, memento magica 1st (Magic Item 
  Compendium) 
  T H UG 
  CR 1 
  Male human fighter 1 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 18, touch 11, flat-footed 17 
   (+1 Dex, +5 armor, +2 shield) 
  hp 10 (1d10+2 HD)  
  Fort +4, Ref +1, Will +1 
  Speed 20 ft. in masterwork breastplate (4 squares), 
  base movement 30 ft. 
  Melee masterwork longsword +5 (1d8+2 19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Atk Options Power Attack, Cleave 
  Combat Gear Blessed bandage, potion of cure light 
  wounds 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  Feats 
  Power 
  Attack, 
  Cleave, 
  Weapon 
  Focus 
  (longsword)  
  Skills Climb +3, Jump +3, Swim -1 
  Possessions combat gear plus masterwork longsword, 
  masterwork breastplate, masterwork heavy steel 
  shield, 5 gp 
  Description This man of Flan descent is average in 
  height and weight. He has a tough, hard-bitten look 
  about him. 
  Sources Blessed bandage (Magic Item Compendium) 
  ENCOUNTER 8 
   
   
   
   
  T HO R A MO S 
  CR 4 
  Male human sorcerer 4 
  LN Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +4 (+3 hawk familiar) 
  Languages Common  
  AC 20, touch 12 (20 vs. incorporeal), flat-footed 18 
   (+2 Dex, +4 armor [mage armor], +4 shield [shield]) 
  hp 16 (4d4+4 HD)  
  Fort +2, Ref +5, Will +5 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee dagger +1 (1d4-1  19-20) 
  Ranged dagger +4 (1d4-1  19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Atk Options Spells 
  Combat Gear Blessed bandage, elemental gem (earth), 
  2 potions of cure light wounds, scroll of baleful 
  transposition, scroll of benign transposition, wand of 
  magic missile 
  Sorcerer Spells Known (CL 4th): 
   2nd (4/day)— summon monster II 
   1st (7/day)— mage armor�, shield�, summon 
  monster I 
   0 (6/day)— acid splash, detect magic, daze, flare, 
  open/close, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16 
  SQ familiar (hawk) 
  Feats Improved Initiative, Lightning Reflexes, Combat 
  Casting  
  Skills Bluff +10, Concentration +12, Spellcraft +7 
  Possessions combat gear plus traveler’s outfit, 2 
  daggers, spell component pouch, 5 gp 
  Description This man is of Suel descent with average 
  height and weight. He has a haughty look and wears 
  a traveler’s outfit. 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 16 
  Sources Baleful transposition, benign transposition 
  (Spell Compendium), blessed bandage (Magic Item 
  Compendium) 
   
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 17 
  APPENDIX 2 – APL 4 
   
  ENCOUNTER 3 
   
   
   
   
  O R C  R A ID E R 
  CR 3 
  Male orc barbarian 3 
  CE Medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +6, Spot +0 
  Aura Faint evil 
  Languages Common, Orc  
  AC 16, touch 12, flat-footed 16 
   (+2 Dex, +4 armor); uncanny dodge 
  hp 30 (3d12+3 HD)  
  Fort +4, Ref +3, Will +1 
  Weakness Light sensitivity 
  Speed 30 ft. in scale mail (6 squares), base movement 
  30 ft., other movement mode 10 ft.; 
  Melee falchion +1 +8 (2d4+7 18-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +7 
  Atk Options Rage, Power Attack, Cleave 
  Combat Gear blessed bandage, potion of cure light 
  wounds 
  Abilities Str 19, Dex 14, Con 13, Int 8, Wis 10, Cha 6  
  SQ fast movement, illiteracy, rage 1/day, uncanny 
  dodge, trap sense +1, orc traits 
  Feats Power Attack, Cleave  
  Skills Climb +6, Hide -2Listen +6, Survival +6 
  Possessions combat gear plus falchion +1, scale mail, 
  10 gp 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Weapon Familiarity Orcs may treat orc double axes as 
  martial weapons, rather than exotic weapons. 
  Description This creature looks like a primitive human 
  with gray skin and coarse hair. It has a stooped 
  posture, low forehead, and a piglike face with 
  prominent lower canines that resemble a boar’s 
  tusks. 
  Sources Blessed bandage (Magic Item Compendium) 
  ENCOUNTER 5 
   
   
   
   
  C O V IN G TO N 
  CR 4 
  Male human sorcerer 4 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common  
  AC 20, touch 12 (20 vs. incorporeal), flat-footed 18 
   (+2 Dex, +4 armor [mage armor], +4 shield [shield]) 
  hp 19 (4d4+4 HD; +3 toad familiar)  
  Fort +2, Ref +5, Will +5 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee masterwork dagger +2 (1d4-1  19-20) or dagger 
  +1 (1d4-1  19-20) 
  Ranged masterwork dagger +5 (1d4-1  19-20) or 
  dagger +4 (1d4-1  19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +1 
  Atk Options Spells 
  Combat Gear Blessed bandage, eternal wand of color 
  spray, memento magica 1st, oil of pass without trace, 
  potion of cure light wounds, potion of cure moderate 
  wounds, potion of mage armor, scroll of baleful 
  transposition, scroll of benign transposition 
  Sorcerer Spells Known (CL 4th): 
   2nd (4/day)— glitterdust 
   1st (7/day)— mage armor�, shield�, sleep 
   0 (6/day)— acid splash, detect magic, daze, flare, 
  open/close, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16 
  SQ familiar (toad) 
  Feats Improved Initiative, Lightning Reflexes, Combat 
  Casting  
  Skills Bluff +10, Concentration +12, Spellcraft +7 
  Possessions combat gear plus traveler’s outfit, 
  masterwork dagger, 2 daggers, spell component 
  pouch, 33 gp, note from Thoramos (see Player 
  Handout 3) 
  Description This man is of Suel-Flan descent with 
  average height and weight. He has ordinary looks, 
  wears a traveler’s outfit, and would not stand out in a 
  crowd. 
  Sources Baleful transposition, benign transposition 
  (Spell Compendium), blessed bandage, eternal wand 
  of color spray, memento magica 1st (Magic Item 
  Compendium) 
  T H UG 
  CR 2 
  Male human fighter 2 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 19, touch 11, flat-footed 18 
   (+1 Dex, +6 armor, +2 shield) 
  hp 19 (2d10+4 HD)  
  Fort +5, Ref +1, Will +1 
  Speed 20 ft. in breastplate +1 (4 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +6 (1d8+2 19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Atk Options Power Attack, Cleave, Combat Reflexes 
  Combat Gear Blessed bandage, oil of magic weapon, 
  potion of cure light wounds, potion of shield of faith 
  +2 
  Abilities Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  Feats 
  Power 
  Attack, 
  Cleave, 
  Weapon 
  Focus 
  (longsword), Combat Reflexes 
  Skills Climb +4, Jump +4, Swim +0/+2 (without shield) 
  Possessions combat gear plus masterwork longsword, 
  breastplate +1, masterwork heavy steel shield, 5 gp 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 18 
  Description This man of Flan descent is average in 
  height and weight. He has a tough, hard-bitten look 
  about him. 
  Sources Blessed bandage (Magic Item Compendium) 
  ENCOUNTER 8 
   
   
   
   
  T HO R A MO S 
  CR 6 
  Male human sorcerer 6 
  LN Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +4 (+3 hawk familiar) 
  Languages Common  
  AC 20, touch 12 (20 vs. incorporeal), flat-footed 18 
   (+2 Dex, +4 armor [mage armor], +4 shield [shield]) 
  hp 24 (6d4+6 HD)  
  Fort +5, Ref +6, Will +6 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee dagger +2 (1d4-1  19-20) 
  Ranged dagger +5 (1d4-1  19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options Spells 
  Combat Gear Armband of elusive action, blessed 
  bandage, elemental gem (earth), 2 potions of cure 
  light wounds, scroll of baleful transposition, scroll of 
  benign transposition, wand of magic missile (3rd) 
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day)— summon monster III 
   2nd (6/day)— mirror image, summon monster II 
   1st (7/day)— benign transposition, mage armor�, 
  shield�, summon monster I 
   0 (6/day)— acid spray, detect magic, detect poison, 
  daze, flare, open/close, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16 
  SQ familiar (hawk) 
  Feats Improved Initiative, Lightning Reflexes, Combat 
  Casting, Great Fortitude 
  Skills Bluff +12, Concentration +14, Spellcraft +9 
  Possessions combat gear plus traveler’s outfit, 2 
  daggers, spell component pouch, 5 gp 
  Description This man is of Suel descent with average 
  height and weight. He has a haughty look and wears 
  a traveler’s outfit. 
  Sources Baleful transposition, benign transposition 
  (Spell Compendium), armband of elusive action, 
  blessed bandage, (Magic Item Compendium) 
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 19 
  APPENDIX 3 – APL 6 
   
  ENCOUNTER 3 
   
   
   
   
  O R C  R A ID E R 
  CR 5 
  Male orc barbarian 5 
  CE Medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +8, Spot +0 
  Aura Faint evil 
  Languages Common, Orc 
  AC 18, touch 12, flat-footed 18 
   (+2 Dex, +6 armor); uncanny dodge 
  hp 50 (5d12+5 HD)  
  Fort +2, Ref +6, Will +4 
  Weakness Light sensitivity 
  Speed 30 ft. in chainmail +1 (6 squares), base 
  movement 30 ft., other movement mode 10 ft.; 
  Melee falchion +1 +11 (2d4+8 18-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Atk Options Rage, Power Attack, Cleave 
  Combat Gear blessed bandage, potion of cure light 
  wounds, potion of cure moderate wounds, potion of 
  shield of faith +2 
  Abilities Str 20, Dex 14, Con 13, Int 8, Wis 10, Cha 6 
  SQ fast movement, illiteracy, rage 2/day, uncanny 
  dodge, trap sense +1, improved uncanny dodge, orc 
  traits 
  Feats Power Attack, Cleave  
  Skills Climb +9, Hide -2, Listen +8, Survival +8 
  Possessions combat gear plus falchion +1, chainmail 
  +1, 65 gp 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Weapon Familiarity Orcs may treat orc double axes as 
  martial weapons, rather than exotic weapons. 
  Description This creature looks like a primitive human 
  with gray skin and coarse hair. It has a stooped 
  posture, low forehead, and a piglike face with 
  prominent lower canines that resemble a boar’s 
  tusks. 
  Sources Blessed bandage (Magic Item Compendium) 
  ENCOUNTER 5 
   
   
   
   
  C O V IN G TO N 
  CR 6 
  Male human sorcerer 6 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common  
  AC 20, touch 12 (20 vs. incorporeal), flat-footed 18 
   (+2 Dex, +4 armor [mage armor], +4 shield [shield]) 
  hp 27 (6d4+6 HD; +3 toad familiar)  
  Fort +5, Ref +6, Will +6 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee masterwork dagger +3 (1d4-1  19-20) or dagger 
  +2 (1d4-1  19-20) 
  Ranged masterwork dagger +6 (1d4-1  19-20) or 
  dagger +5 (1d4-1  19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +2 
  Atk Options Spells 
  Combat Gear Blessed bandage, bracers of the 
  entangling blast, eternal wand of color spray, 
  memento magica 1st, oil of pass without trace, potion 
  of cure light wounds, potion of cure moderate 
  wounds, potion of mage armor, safewing emblem, 
  scroll of baleful transposition, scroll of benign 
  transposition, tanglefoot bag 
  Sorcerer Spells Known (CL 6th): 
   3rd (4/day)— stinking cloud 
   2nd (6/day)— glitterdust, mirror image� 
   1st (7/day)— benign transposition, mage armor�, 
  shield�, sleep 
   0 (6/day)— acid spray, detect magic, detect poison, 
  daze, flare, open/close, ray of frost 
  �Already cast 
  Abilities Str 8, Dex 14, Con 13, Int 10, Wis 12, Cha 16 
  SQ familiar (toad) 
  Feats Improved Initiative, Lightning Reflexes, Combat 
  Casting, Great Fortitude 
  Skills Bluff +12, Concentration +14, Spellcraft +9 
  Possessions combat gear plus traveler’s outfit, 
  masterwork dagger, 2 daggers, spell component 
  pouch, 33 gp, note from Thoramos (see Player 
  Handout 3) 
  Description This man is of Suel-Flan descent with 
  average height and weight. He has ordinary looks, 
  wears a traveler’s outfit, and would not stand out in a 
  crowd. 
  Sources Baleful transposition, benign transposition 
  (Spell Compendium), blessed bandage, bracers of 
  the entangling blast, eternal wand of color spray, 
  memento magica 1st, safewing emblem (Magic Item 
  Compendium) 
  T H UG 
  CR 4 
  Male human fighter 4 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +6 armor, +3 shield) 
  hp 38 (4d10+8 HD)  
  Fort +7, Ref +3, Will +5 
  Speed 20 ft. in breastplate +1 (4 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +8 (1d8+4  19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options Power Attack, Cleave, Combat Reflexes 
  Combat Gear Blessed bandage, oil of magic weapon, 
  potion of cure light wounds, potion of cure moderate 
  wounds, potion of shield of faith +2 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 20 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  Feats 
  Power 
  Attack, 
  Cleave, 
  Weapon 
  Focus 
  (longsword), Combat Reflexes, Iron Will, Weapon 
  Specialization (longsword) 
  Skills Climb +6, Jump +6, Swim +2/+4 (without shield) 
  Possessions combat gear plus masterwork longsword, 
  breastplate +1, heavy steel shield +1, 5 gp 
  Description This man of Flan descent is average in 
  height and weight. He has a tough, hard-bitten look 
  about him. 
  Sources Blessed bandage (Magic Item Compendium) 
  ENCOUNTER 8 
   
   
   
   
  T HO R A MO S 
  CR 8 
  Male human sorcerer 8 
  LN Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +4 (+3 hawk familiar) 
  Languages Common  
  AC 20, touch 12 (20 vs. incorporeal), flat-footed 18 
   (+2 Dex, +4 armor [mage armor], +4 shield [shield]) 
  hp 40 (8d4+16 HD)  
  Fort +6, Ref +6, Will +7 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee dagger +3 (1d4-1  19-20) 
  Ranged dagger +6 (1d4-1  19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  Atk Options Spells 
  Combat Gear Armband of elusive action, bead of force, 
  blessed bandage, elemental gem (earth), 2 potions of 
  cure light wounds, potion of cure serious wounds, 
  potion of protection from good, scroll of baleful 
  transposition, scroll of benign transposition, wand of 
  magic missile (3rd) 
  Sorcerer Spells Known (CL 8th): 
   4th (3/day)— summon monster IV 
   3rd (6/day)— fireball, summon monster III 
   2nd (7/day)— baleful transposition, mirror image, 
  summon monster II 
   1st (7/day)— benign transposition, color spray. mage 
  armor�, shield�, summon monster I 
   0 (6/day)— acid spray, detect magic, detect poison, 
  daze, flare, open/close, ray of frost, resistance 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 16 
  SQ familiar (hawk) 
  Feats Improved Initiative, Lightning Reflexes, Combat 
  Casting, Great Fortitude 
  Skills Bluff +14, Concentration +16, Spellcraft +11 
  Possessions combat gear plus traveler’s outfit, 2 
  daggers, spell component pouch, 5 gp 
  Description This man is of Suel descent with average 
  height and weight. He has a haughty look and wears 
  a traveler’s outfit. 
  Sources Baleful transposition, benign transposition 
  (Spell Compendium), armband of elusive action, 
  blessed bandage, (Magic Item Compendium) 
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 21 
  APPENDIX 4 – APL 8 
   
  ENCOUNTER 3 
   
   
   
   
  O R C  R A ID E R 
  CR 5 
  Male orc barbarian 5 
  CE Medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +8, Spot +0 
  Aura Faint evil 
  Languages Common, Orc 
  AC 18, touch 12, flat-footed 18 
   (+2 Dex, +6 armor); uncanny dodge 
  hp 50 (5d12+5 HD)  
  Fort +2, Ref +6, Will +4 
  Weakness Light sensitivity 
  Speed 30 ft. in chainmail +1 (6 squares), base 
  movement 30 ft., other movement mode 10 ft.; 
  Melee falchion +1 +11 (2d4+8 18-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +10 
  Atk Options Rage, Power Attack, Cleave 
  Combat Gear blessed bandage, potion of cure light 
  wounds, potion of cure moderate wounds, potion of 
  shield of faith +2 
  Abilities Str 20, Dex 14, Con 13, Int 8, Wis 10, Cha 6 
  SQ fast movement, illiteracy, rage 2/day, uncanny 
  dodge, trap sense +1, improved uncanny dodge, orc 
  traits 
  Feats Power Attack, Cleave  
  Skills Climb +9, Hide -2, Listen +8, Survival +8 
  Possessions combat gear plus falchion +1, chainmail 
  +1, 65 gp 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Weapon Familiarity Orcs may treat orc double axes as 
  martial weapons, rather than exotic weapons. 
  Description This creature looks like a primitive human 
  with gray skin and coarse hair. It has a stooped 
  posture, low forehead, and a piglike face with 
  prominent lower canines that resemble a boar’s 
  tusks. 
  Sources Blessed bandage (Magic Item Compendium)  
  O R C  L E A D ER 
  CR 7 
  Male orc barbarian 6/eye of Gruumsh 1 
  CE Medium humanoid (orc) 
  Init +2; Senses darkvision 60 ft.; Listen +10, Spot +0 
  Aura Faint evil 
  Languages Common, orc 
  AC 18, touch 12, flat-footed 18 
   (+2 Dex, +6 armor) uncanny dodge 
  hp 77 (7d12+14 HD)  
  Fort +10, Ref +5, Will +3 
  Weakness Light sensitivity 
  Speed 30 ft. in chainmail +1 (6 squares), base 
  movement 3- ft., other movement mode 10 ft.; 
  Melee orc double axe +1 (two-handed) +14/+9 
  (1d8+8/1d8+8 x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +12 
  Atk Options Rage, Power Attack, Cleave 
  Combat Gear Armband of elusive action, blessed 
  bandage, potion of bull’s strength, potion of cure light 
  wounds, potion of cure moderate wounds, potion of 
  enlarge person, potion of invisibility, potion of shield 
  of faith +2 
  Abilities Str 20, Dex 14, Con 14, Int 8, Wis 10, Cha 6 
  SQ fast movement, illiteracy, rage 3/day, uncanny 
  dodge, trap sense +2, improved uncanny dodge, 
  blind-fight, command the horde, orc traits 
  Feats Power Attack, Cleave, Weapon Focus (orc 
  double axe), Blind-Fight 
  Skills Climb +9, Hide -2, Listen +10, Survival +10, 
  Possessions combat gear plus orc double axe +1, 
  chainmail +1, cloak of resistance +1, 30 gp 
  Command the Horde (Ex) An eye of Gruumsh can 
  direct the actions of any nongood orcs or half-orcs 
  that are within 30 feet of him and whose Hit Dice are 
  lower than his character level. Those who follow the 
  character’s orders gain a +2 morale bonus on Will 
  saves. Any eligible orc or half-orc who willingly goes 
  against the eye of Gruumsh’s directions loses this 
  bonus immediately. 
  Light Sensitivity (Ex) Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
  Weapon Familiarity Orcs may treat orc double axes as 
  martial weapons, rather than exotic weapons. 
  Description This creature looks like a primitive human 
  with gray skin and coarse hair. It has a stooped 
  posture, low forehead, and a piglike face with 
  prominent lower canines that resemble a boar’s 
  tusks. 
  Sources Armband of elusive action, blessed bandage 
  (Magic Item Compendium), Command the Horde 
  (Complete Warrior) 
  ENCOUNTER 5 
   
   
   
   
  C O V IN G TO N 
  CR 8 
  Male human sorcerer 8 
  NE Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +1 
  Languages Common  
  AC 20, touch 12 (20 vs. incorporeal), flat-footed 18 
   (+2 Dex, +4 armor [mage armor], +4 shield [shield]) 
  hp 43 (8d4+16 HD; +3 toad familiar)  
  Fort +6, Ref +6, Will +7 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee dagger +1 +4 (1d4  19-20) or dagger +3 (1d4-1  
  19-20) 
  Ranged dagger +1 +7 (1d4  19-20) or dagger +6 (1d4-1 
   19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +3 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 22 
  Atk Options Spells 
  Combat Gear Blessed bandage, bracers of the 
  entangling blast, eternal wand of color spray, 
  memento magica 1st, oil of pass without trace, potion 
  of barkskin +5, potion of cure light wounds, potion of 
  cure moderate wounds, potion of mage armor, potion 
  of shield of faith +4, safewing emblem, scroll of 
  baleful transposition, scroll of benign transposition, 
  tanglefoot bag 
  Sorcerer Spells Known (CL 8th): 
   4th (3/day)— enervation 
   3rd (6/day)— haste, stinking cloud 
   2nd (7/day)— baleful transposition, glitterdust, mirror 
  image� 
   1st (7/day)— benign transposition, grease, mage 
  armor�, shield�, sleep 
   0 (6/day)— acid spray, detect magic, detect poison, 
  daze, flare, open/close, ray of frost, resistance 
  �Already cast 
  Abilities Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 16 
  SQ familiar (toad) 
  Feats Improved Initiative, Lightning Reflexes, Combat 
  Casting, Great Fortitude 
  Skills Bluff +14, Concentration +16, Spellcraft +11 
  Possessions combat gear plus traveler’s outfit, dagger 
  +1, 2 daggers, spell component pouch, 33 gp, note 
  from Thoramos (see Player Handout 3) 
  Description This man is of Suel-Flan descent with 
  average height and weight. He has ordinary looks, 
  wears a traveler’s outfit, and would not stand out in a 
  crowd. 
  Sources Baleful transposition, benign transposition 
  (Spell Compendium), blessed bandage, bracers of 
  the entangling blast, eternal wand of color spray, 
  memento magica 1st, safewing emblem (Magic Item 
  Compendium) 
  T H UG 
  CR 6 
  Male human fighter 6 
  NE Medium humanoid (human) 
  Init +1; Senses Listen +1, Spot +1 
  Languages Common  
  AC 20, touch 11, flat-footed 19 
   (+1 Dex, +6 armor, +3 shield) 
  hp 57 (6d10+12 HD)  
  Fort +7, Ref +3, Will +5 
  Speed 20 ft. in breastplate +1 (4 squares), base 
  movement 30 ft. 
  Melee masterwork longsword +8 (1d8+4  19-20)  
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Atk Options Power Attack, Cleave, Combat Reflexes, 
  Great Cleave 
  Combat Gear Blessed bandage, oil of magic weapon, 
  potion of bull’s strength, potion of cure light wounds, 
  potion of cure moderate wounds, potion of shield of 
  faith +2 
  Abilities Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8  
  Feats 
  Power 
  Attack, 
  Cleave, 
  Weapon 
  Focus 
  (longsword), Combat Reflexes, Iron Will, Weapon 
  Specialization (longsword), Blind-Fight, Great Cleave 
  Skills Climb +8, Jump +8, Swim +4/+6 (without shield) 
  Possessions 
  combat 
  gear 
  plus 
  longsword 
  +1, 
  breastplate +1, heavy steel shield +1, 5 gp 
  Description This man of Flan descent is average in 
  height and weight. He has a tough, hard-bitten look 
  about him. 
  Sources Blessed bandage (Magic Item Compendium) 
  ENCOUNTER 8 
   
   
   
   
  T HO R A MO S 
  CR 10 
  Male human sorcerer 10 
  LN Medium humanoid (human) 
  Init +6; Senses Listen +1, Spot +4 (+3 hawk familiar) 
  Languages Common  
  AC 22, touch 14 (22 vs. incorporeal), flat-footed 19 
   (+3 Dex, +4 armor [mage armor], +4 shield [shield], +1 
  deflection [ring of protection +1]) 
  hp 60 (10d4+20 HD; Improved Toughness)  
  Fort +7, Ref +7, Will +8 
  Speed 30 ft. in no armor (6 squares), base movement 
  30 ft. 
  Melee dagger +4 (1d4-1  19-20) 
  Ranged dagger +7 (1d4-1  19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
  Atk Options Spells 
  Combat Gear Armband of elusive action, bead of force, 
  blessed bandage, elemental gem (earth), gloves of 
  dexterity +2, 2 potions of cure light wounds, potion of 
  cure serious wounds, potion of protection from good, 
  ring of protection +1, scroll of baleful transposition, 
  scroll of bands of steel, scroll of benign transposition, 
  tanglepatch, wand of magic missile (3rd) 
  Sorcerer Spells Known (CL 10th): 
   5th (3/day)— summon monster V 
   4th (5/day)— Evard’s black tentacles, summon 
  monster IV 
   3rd (7/day)— bands of steel, fireball, summon 
  monster III 
   2nd (7/day)— baleful transposition, blur, mirror 
  image, summon monster II 
   1st (7/day)— benign transposition, color spray. mage 
  armor�, shield�, summon monster I 
   0 (6/day)— acid spray, detect magic, detect poison, 
  daze, flare, open/close, ray of frost, resistance, 
  touch of fatigue 
  �Already cast 
  Abilities Str 8, Dex 16 (gloves of dexterity +2), Con 14, 
  Int 10, Wis 12, Cha 16 
  SQ familiar (hawk) 
  Feats Improved Initiative, Lightning Reflexes, Combat 
  Casting, Great Fortitude, Improved Toughness 
  Skills Bluff +16, Concentration +18, Spellcraft +13 
  Possessions combat gear plus traveler’s outfit, 2 
  daggers, spell component pouch, 30 gp 
  Description This man is of Suel descent with average 
  height and weight. He has a haughty look and wears 
  a traveler’s outfit. 
  Sources Baleful transposition, bands of steel, benign 
  transposition (Spell Compendium), armband of 
  elusive action, blessed bandage, (Magic Item 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 23 
  Compendium), 
  Improved 
  Toughness 
  (Complete 
  Warrior) 
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 24 
  DM AID: MAP #1 – AMBUSH ON THE ROAD 
   
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 25 
  DM AID: MAP #2 – THE BLIND BEHOLDER 
   
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 26 
  DM AID: MAP #3 – THE FINAL BATTLE 
   
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 27 
  DM AID: NEW RULES 
  NEW FEATS 
  Improved Toughness (Complete Warrior 101) 
   
  You are significantly tougher than normal. 
   
  Prerequisite: Base Fortitude save bonus +2. 
   
  Benefit: You gain a number of hit points equal to your current Hit Dice. Each time you gain a HD 
  (such as by gaining a level), you gain 1 additional hit point. If you lose a HD (such as by losing a level), 
  you lose 1 hit point permanently. 
   
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats. 
  NEW ITEMS 
  Armband of elusive action (Magic Item Compendium 72) 
   
  This solid gold band is polished to a bright shine. 
   
  An armband of elusive action allows you to protect yourself from the hazards of battlefield chaos. 
  When it is activated (mentally, as an immediate action), the band allows you to avoid provoking a single 
  attack of opportunity that your actions would otherwise incur. 
   
  An armband of elusive action functions once per day. 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, cat’s grace or evade attack (Complete 
  Psionic, page 89); Price 800 gp; Cost 400 gp + 32 XP. 
  Bracers of the entangling blast (Magic Item Compendium 80) 
   
  Each of these jet black bracers is set with an oval of tiny, ruby-red stones. 
   
  Bracers of the entangling blast allow you to reduce the damage dealt by your magic to ensnare those 
  affected by it. When you activate these bracers (by command, as a swift action), the next spell you cast or 
  spell-like ability you use deals only half its normal damage; however, any creature damaged by the spell 
  becomes entangled for 1d3 rounds, taking an additional 1 point of damage per level of the spell each 
  round on your turn. This damage is of the same type as normally dealt by the spell (or your choice if the 
  spell deals more than one type of damage). These bracers have no effect on a spell or spell-like ability 
  that doesn’t deal damage. 
   
  This ability functions three times per day.  
   
  Faint (DC 16) conjuration; CL 3rd; Craft Wondrous Item, web; Price 2,000 gp; Cost 1,000 gp + 100 
  XP. 
  Blessed bandage (Magic Item Compendium 152) 
   
  A single, softly glowing thread runs along one side of this linen bandage. 
   
  Applying a blessed bandage immediately stabilizes the recipient (but heals no damage). 
   
  Faint (DC 16) conjuration; CL 3rd; Craft Wondrous Item, cure minor wounds; Price 10 gp; Cost 5 gp + 
  1 XP. 
  Crimson cloak of Ilpharzz (Complete Arcane 142) 
   
  Dyed a brilliant scarlet color, a crimson cloak of Ilpharzz is a suit of +4 leather armor whose surface is 
  embroidered with flame motifs in golden thread. As a free action, the wearer can command the armor to 
  ignite three times per day, enveloping her in magical flames that give off light as a torch. The wearer is 
  not harmed by these flames, gaining a +4 deflection bonus to Armor Class and fire resistance 15 while 
  they last. Any creature attacking the wearer with a natural weapon or a melee weapon that is not a reach 
  weapon takes 1d4 points of fire damage per attack. A crimson cloak can burn for up to 1 minute at a time. 
   
  Moderate abjuration; CL 12th; Craft Magic Arms and Armor, fire shield, resist energy, shield; Price 
  28,300 gp; Cost 14,230 gp + 1,125 XP. 
  Eternal wand of color spray (Magic Item Compendium 159) 
   
  This long, tapered wand ends with a pink crystal containing red swirls. 
   
  An eternal wand holds a single arcane spell of 3rd level or lower, determined during creation. Any 
  character who can cast arcane spells can activate the wand to use the spell contained in it, regardless of 
  whether the spell appears on his class spell list. 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 28 
   
  An eternal wand functions two times per day. 
   
  Lore: During the final years of the last great war, the artificers and wizards of a powerful noble family 
  perfected a new form of wand built around a crystal shard (Knowledge [history] DC 10). 
   
  The development of the eternal wand allowed lesser arcanists to take the place of was wizards during 
  the final days of the last great war, supplementing their passive spells with more aggressive magic 
  (Knowledge [history] DC 15). 
   
  While the artificers have been searching for ways to streamline the process of creation, the technique 
  is still in its infancy, Currently, the wands are rarely seen except in military units, but a few soldiers who 
  served in the war brought their eternal wands of magic missiles home from the front lines (Knowledge 
  [history] DC 20). 
   
  Faint (DC 15) illusion; CL 1st; Craft Wand, Craft Wondrous Item, color spray; Price 820 gp; Cost 410 
  gp + 32 XP. 
  Metamagic Rod of substitution (acid), (Magic Item Compendium 165) 
   
  This fragile-looking glass rod is filled with elemental energy—flickering flames, crackling electricity, 
  churning green acid, or frosty rime, depending upon its type. 
   
  Four different versions of this rod exist, each keyed to a different type of energy (acid, cold, electricity, 
  or fire). Three times per day, you can cast a spell as though using the appropriate Energy Substitution 
  feat. 
   
  Strong (DC 23) no school; CL 17th; Craft Rod, Energy Substitution (CAr 79) for the appropriate energy 
  type; Price 24,300 gp (normal); Cost 5,250 gp + 420 XP. 
  Safewing emblem (Magic Item Compendium 131) 
   
  This porcelain pin is sculpted to look like a pair of outstretched white wings. A tiny green stone adorns 
  the center, where the wings meet. 
   
  If you fall at least 10 feet, a safewing emblem becomes a pair of feathery wings that grant you a 
  feather fall effect, allowing you to descend safely from any height up to 180 feet. When you land, the the 
  emblem shatters, its magic expended. 
   
  Activation is an immediate action (mental). 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, feather fall; Price 250 gp; Cost 125 gp + 10 
  XP. 
  Starmetal (Complete Arcane 141) 
   
  This superior alloy is made from meteoric iron—specifically, ore refined from meteors that fall during 
  the rare appearances of the comet Alhazarde. Starmetal is extraordinarily hard, and is equal to 
  adamantine for all purposes (see page 283 of the Dungeon Master’s Guide), including overcoming 
  damage reduction or granting damage reduction when used in armor construction. Starmetal also 
  possesses an inherent magical connection to the Material Plane, meaning that weapons made of the 
  alloy are especially effective against creatures from other planes. Weapons made of starmetal deal an 
  extra 1d6 points of damage to any extraplanar creatures while they are on the Material Plane. 
   
  Creating weapons from starmetal costs 5,000 gp more than creating a similar weapon of steel. 
  Creating armor from starmetal has the same costs as armor created from adamantine. 
  Tanglepatch (Magic Item Compendium 188) 
   
  Vines, creeping ivy, and gnarled roots knot together to form this dense tangle of vegetation. 
   
  To use a tanglepatch, you must throw it (it can be thrown up to 50 feet). When it lands, it creates an 
  entangle effect (as the spell) centered on the point of impact, with a duration of 5 rounds. Once activated, 
  a tanglepatch is expended and cannot be used again. 
   
  Faint (DC 16) transmutation; CL 3rd; Craft Wondrous Item, entangle; Price 200 gp; Cost 100 gp + 8 
  XP. 
  NEW SPELLS 
  Baleful Transposition (Spell Compendium 23) 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 2 
  Components: V 
  Casting Time: 1 standard action 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 29 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Two creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Seeing your friend imperiled, you cast about for a likely target and settle upon a nearby foe. With a 
  word, your ally stands free while your foe faces death. 
   
  Two target creatures, of which you can be one, instantly swap positions. A solid object such as the 
  ground, a bridge, or a rope must connect the creatures. Both subjects must be within range. Objects 
  carried by the creatures (up to the creatures’ maximum loads) go with them, but other creatures do not, 
  even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. 
   
  If either creature succeeds on its Will save, the spell is negated. 
  Bands of Steel (Spell Compendium 24) 
  Conjuration (Creation) 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: One Medium or smaller creature 
  Duration: 1 round/level 
  Saving Throw: Reflex partial 
  Spell Resistance: No 
   
  The interlocking hoops become briefly hot then disappear even as similar, larger bands streak from 
  your outstretched hand toward the creature you indicate. With a satisfying metallic clank, the bands wrap 
  around the indicated creature. 
   
  The victim must succeed on a Reflex save or be immobilized and thus unable to move. If the saving 
  throw succeeds, the victim is only partially trapped by the bands, and is entangled. 
   
  A creature immobilized by the bands can attempt to escape as a full-round action, either by bursting 
  free (Strength DC 18) or wriggling out (Escape Artist DC 18). 
   
  An entangled creature can use a full-round action to break free (Strength DC 13) or disentangle itself 
  (Escape Artist DC 13). 
   
  Material Component: Three small silver hoops, interlocked. 
  Benign Transposition (Spell Compendium 27) 
  Conjuration (Teleportation) 
  Level: Sorcerer/wizard 1 
  Components: V 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Two willing creatures of up to Large size 
  Duration: Instantaneous 
  Saving Throw: None 
  Spell Resistance: No 
   
  Calling out the arcane words, you suddenly stand where your companion was, and he has taken your 
  place, outside the reach of his foes. 
   
  Two target creatures, of which you can be one, instantly swap positions. Both subjects must be within 
  range. Objects carried by the creatures (up to the creatures’ maximum loads) go with them, but other 
  creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks 
  of opportunity. 
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 30 
  PLAYER HANDOUT #1 – MEMBERS OF THE UNIVERSITY AT 
  LOFTWICK 
   
   
  Trusted student, 
   It has come to our attention that a betrayal most 
  foul hath taken place within our sacred walls. We 
  greatly need to enlist your services in resolving this 
  foul deed. Go to the main gate and present this on the 
  6th of Coldeven to be directed to your appointed 
  tasks; we will handsomely reward you for these 
  efforts. 
   Most sincerely, 
  Krunos the Conjurer 
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 31 
  PLAYER HANDOUT #2 – TO NON-MEMBERS OF THE 
  UNIVERSITY AT LOFTWICK 
   
   
  Brave Adventurers, 
   Your 
  reputation 
  is 
  known 
  throughout 
  the 
  Yeomany. We have considered other adventurers for 
  this mission, but knowing of your reputation, we must 
  seek your assistance. There has been a betrayal most 
  foul in the University at Loftwick. Please come to 
  the main building of the University at noon sharp on 
  the 6th of Coldeven and present this letter. You will 
  be informed of your mission. Never fear, the 
  University at Loftwick will pay you handsomely 
  should you decide to accept the task at hand. 
   Most sincerely, 
  Krunos the Conjurer 
   
   
  
  YEO7-06 A Betrayal Most Foul 
   
  Page 32 
  PLAYER HANDOUT #3 - NOTE FROM THORAMOS TO 
  COVINGTON 
   
   
  Hello, my underhanded friend, 
   
   I am glad to know your endeavors with 
  the townsfolk go well. They are not 
  deserving of the money they are reaping. 
  I take it you have received my initial 
  payment and are keeping a watch out 
  for me. If and when anyone comes 
  along, their deaths are most welcome, 
  and I will compensate you accordingly. 
  If you fail me… 
   You know when and where to report, 
  and I and Twila will pay you before our 
  expedition begins. 
     
   
   
   
  Stay alert, 
   
   
   
   
   
   Thoramos   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Yeomanry/597/Normal Scenarios/YEO7-06 - A Betrayal Most Foul  (APL 2-8)/YEO7-06 - A Betrayal Most Foul.pdf