TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  YEO4-02 
   
   
   
   
   
   
  Petals 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Yeomanry Regional Adventure 
  Version 1.1 
   
  by James Hebert 
   
   
   
  "She loves me, she loves me not..."  Petals fall from the fingers of a blind priest as he contemplates love lost. Things get 
  ugly as adventurers travel through a world of beauty.  A Yeomanry Regional adventure for APLs 2-10. 
   
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  YEO4-02 Petals 
   
  Page 2 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1
  st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  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 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time Unit.  
  Luxury Upkeep costs 100gp per Time Unit. 
   
  YEO4-02 Petals 
   
  Page 3 
  
  Adventure Background & 
  Summary 
  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 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 a spear for the nation, either now or in the 
  past, is eligible to elect spokesmen on his behalf from his 
  community, who, in turn, elect Grosspokesmen that 
  serve 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://yeomanry.living-greyhawk.com. 
  Is this a ‘Military Module?’ 
  PCs in the militia or army are not considered activated 
  for this adventure. 
  Is this a “Dustdigger Module?” 
  This adventure does not count for Academy of Lore 
  Credits. 
  Background 
  Close to fifty years ago, Serayis Forlora was an elven bard 
  of little talent and less repute.  He had been booed and 
  tossed out of most of the taverns in the Yeomanry.  Fed 
  up, Serayis decided to ‘go all out’ to better his art.  He 
  knew the fair folk, the fey, dwelled within his native 
  Sylvanwood, and it was to them that he looked for 
  inspiration.  He sought them for some time, never really 
  knowing if he would ever find them.  After a month of 
  combing the wood, he came to a pond where the most 
  beautiful creature he had ever laid eyes upon was 
  bathing.  In that instant, his breath was gone, as was his 
  sight.   
  The creature was not the elf he thought it to be at first 
  glance, but a nymph, one of the very creatures he sought. 
   Serayis was never saddened by the loss of his sight, for 
  the sight of the nymph was forever remembered in his 
  heart as the last thing he ever saw.  The nymph, however, 
  was saddened that her carelessness had made the hapless 
  bard blind, and she took pity upon him.  She led him to 
  her home beneath the pond and cared for him until he 
  got used to moving around without his sight.  Over time, 
  the two fell deeply in love.  Serayis grew accustomed to 
  his blindness, and stayed with Leilacia, his nymph, for 
  long after, forgetting completely his quest for a 
  reputation.   
  One day, he heard word that his father, a priest in the 
  nearby town of Shalehal, had died.  It was rumored that 
  the priest had died of a broken heart because his son had 
  forgotten about him.   
  Serayis broke down in tears and immediately fled the 
  pond to be with his mother.  He made his way blindly 
  back to the city and into his poor mother’s arms.  He 
  dedicated himself to his father’s gods on the spot, and has 
  since served in Shalehal for fifty years, all the while 
  missing his sweet Leilacia.  
  Leilacia, meanwhile, was heartbroken and deeply 
  anguished that Serayis would run off without so much as 
  a goodbye.  She spent her days mournfully after that, 
  vowing that she would never show her true beauty to 
  anyone else.   
  Soon after, a conjurer by the name of Kolvin came by her 
  pond, and fell in love the instant he saw her. Using his 
  magic, the conjuror captured the nymph and spirited her 
  away in hopes that one day he could gain her love.  
  Leilacia proved to be defiant, however, vowing always 
  that one day her lover would return for her.  Maddened 
  with jealousy, Kolvin bound one of his demonic servants, 
  a succubus named Domarra, to spy on Serayis, in case the 
  bard ever did decide to come back for Kolvin’s prize.  
  Over the years, Domarra has become his trusted aid and 
  apprentice.  
  Presently, fifty years after Serayis returned to Shalehal, 
  his mother has passed, and the bard-turned priest is deep 
  in mourning.   His mother is to be returned to the earth 
  in a week’s time, and a wonderful ceremony has been 
  planned to mourn her passing.  Serayis is prepared to give 
  the eulogy, remembering passages from a religious text 
  YEO4-02 Petals 
   
  Page 4 
  
  that his father wrote decades earlier.  A problem arises, 
  however—the book is missing.   
   Serayis searches and searches, then realizes he left the 
  book with his long lost love, Leilacia.  Embarrassed at his 
  past actions and unwilling to face his former lover, 
  Serayis realizes that he is unwilling to recover the book 
  himself.  With his aide Domarra, he travels to the city of 
  Westburn to enlist outside help.        
  This is where our story begins… 
  Summary 
  The adventurers are enlisted to help the blind priest, and 
  should set off immediately into the Sylvanwood to find 
  the nymph Leilacia.  Once Domarra hears of the mission 
  that Serayis is setting for the adventurers, she 
  immediately abandons Serayis.  Kolvin either sends 
  Domarra herself or a doppelganger rogue named Ickus to 
  the pond to pose as Leilacia and get the adventurers off 
  the trail.   
  Kolvin has also pressed gargoyles into service and has 
  them lying in wait inside Leilacia’s grotto for the 
  adventurers.    
  If the adventurers haven’t figured out yet that there’s 
  some foul play going on, then the inside of the grotto 
  should cement it.  There are signs that a struggle took 
  place, but it was obviously a long time ago.  Serayis’ 
  things are there, including a backpack that was 
  enchanted to resist water, and the tome that he sent them 
  after.  The mission is technically accomplished at this 
  point, but now the PCs are faced with the mystery of 
  Leilacia’s whereabouts.   
  In the meantime, a pseudodragon named Rillin has taken 
  interest in the goings-on of the PCs.  If the adventurers 
  vocally express any interest in the original occupant of 
  Leilacia’s grotto, he makes his presence known, albeit 
  cautiously.  He’s seen Kolvin’s servants at work in the 
  area, and knows the Sylvanwood well.   
  He asks them three riddles, and if they can answer two 
  correctly, he gives them the information they want.  If 
  the PCs get the riddles wrong, Rillin will be 
  disappointed, but will still give the information needed.  
  He gives directions to a cave in the heart of the 
  Sylvanwood.   
  If a good enough impression was made, the PCs can ask 
  for Rillin to accompany them.  He’ll agree, but will 
  require them to find him later, after they’ve found and 
  rescued Leilacia. 
  Unfortunately, this area of the wood has been infected by 
  Kolvin’s darkness.  Before entering the cave, the 
  adventurers have to get past one of Kolvin’s evil traps.   
  Upon entering the chamber where Kolvin resides, the 
  PCs find Leilacia, but will have to deal with Kolvin’s 
  demonic allies before they can seek her freedom. 
  If the PCs defeat the demons, the nymph thanks them 
  and bestows upon them her favor.  She and Serayis 
  become friends again and vow to never leave each other 
  again. 
  After Leilacia’s salvation, the PCs can take up a game of 
  hide-and-seek with their pseudodragon friend, Rillin.  
  The search for Rillin becomes a fight with their new 
  friend’s freedom at stake, however, when Derro slavers 
  get involved.  
  Introduction 
  The town of Westburn is alive with activity these 
  days. For some reason, the city has been a hotbed of 
  rumors related to the Derro—strange, pale, milky-
  eyed dwarves that were discovered in the Yeomanry 
  early last year.  There have been a number of 
  sightings in and around the city over the last few 
  months, and some have gone so far as to tell tales of 
  midnight kidnappings and murders caused by the 
  evil, underground dwarves. 
   
  As such, mercenaries from all over the Sheldomar 
  Valley have come to this small city  in hopes of 
  finding and capturing Derro.  
  The PCs come into the town of Westburn (see Appendix 
  II) looking for work related to Derro activity in the area.  
  They currently are staying in a local inn—the Pixie Milk 
  Tavern.  It is packed to the rafters with all sorts of 
  mercenaries and adventurers, which can make for good 
  roleplaying should time allow.  This is the PCs’ 
  opportunity to introduce themselves to one another 
  should they not be familiar with each other. 
  Encounter One: Serayis 
  As the night goes on, one by one the patrons head 
  upstairs to their rooms of off to their homes. Eventually, 
  only the PCs and a skeletal staff remain.    
  Whenever the DM deems dramatically appropriate, 
  Serayis and his aide make their entrance.   
  Your conversation suddenly halts as you hear the 
  creak of a door opening.  Your attention is drawn to 
  the hallway where the noise came from, and from the 
  dimly lit hall, two figures emerge, arm in arm.   
  YEO4-02 Petals 
   
  Page 5 
  
  The figure on the right is a male elf, dressed in 
  clothes that suggest he’d been traveling most of the 
  day.  Long blonde hair drapes across his back, and a 
  band of green cloth covers his eyes.  A silver crescent 
  moon is displayed prominently on a necklace he 
  wears.  His guide through the hall is a second elf, 
  clearly female.  Wearing a white gown that is a bit too 
  thin in most places, but thick enough in others, she 
  bears a smile, and her bright violet eyes seem pools of 
  beauty that set the room alight.  Her hair is longer 
  than the male’s and a deeper shade of gold.   
  Your stares are cut short when the male speaks.   
  “Good eve, travelers.  I couldn’t help but notice you 
  suffer from the same insomnia as Domarra and I.  
  Mind if I share a pipe or two with you?”  With this 
  the female elf, Domarra, guides him around errant 
  tables and helps the blind elf into a chair. 
  A Knowledge (religion) DC 10 check lets a PC know that 
  the crescent moon is the holy symbol of Corellon 
  Larethian.  Allow the PCs to converse with the pair about 
  whatever they like.  Serayis gladly dives into conversation 
  with the party, eager to speak with someone from outside 
  of his own community after so long.  Domarra, on the 
  other hand, waits for one of the party to speak to her 
  before speaking to them.  She plays the part of a meek 
  assistant, politely and concisely answering any questions, 
  but not delving too deeply into conversation with 
  anyone.  If any question her part, remember her Bluff 
  modifier is at least +19.  If PCs suspect her, Serayis will 
  defend her, but won’t get violent over it.  He will try to 
  diplomatically defuse the situation.  If the PCs have 
  definite proof of her, through true seeing or the like, 
  she’ll flee the scene (see below). 
  If the PCs make a good impression on Serayis, he tells 
  them why he is in town.  He is looking for his book, and 
  hoping to get someone to go get it for him.  He’ll describe 
  where the party needs to go and ask them to set out the 
  next day if possible.  He offers a sizable reward for such a 
  simple task.   
  “Heh… it’s actually a little embarrassing,” he says, 
  scratching at the back of his head.  “You see, many 
  years ago  when I was still in the business of stories 
  and songs, I had a brief romance with the loveliest 
  creature in all the planes.  Her name?  [sigh] Leilacia.”  
  ,
  .
   
  Note: Domarra has grown to hate Leilacia’s name, and 
  her face takes on a sour expression for an instant.  Have 
  the PCs make a Sense Motive check  opposed by 
  Domarra’s Bluff to see if they notice. 
  “Her beauty was so potent that at first glance, I 
  immediately lost my vision forever after.  I’ve never 
  regretted the loss, though.  Her gorgeous form has 
  been burned into the darkness behind these eyes.  
  She is all I ever see now. But, anyhow, I left rather 
  abruptly, and as a result, some of my old things got 
  left behind.  My instruments and clothes and such 
  don’t matter much, but there’s a book that I need 
  that’s pretty important.  
   It’s a religious text, written by my father, and there 
  are passages from that tome that I’d like to recite at 
  my mother’s funeral next week.  I couldn’t bear to 
  present myself to Leilacia after so long with no 
  contact.  I can’t ask any of the elves from my home to 
  go either, because I couldn’t bear the scandal if they 
  learned of my reckless youth   Thus it is that I came 
  here, hoping to find some good-hearted men and 
  women to aid me in my dilemma.  If you be 
  mercenaries, I can pay from my personal savings.  My 
  prayers, however, are that you do this from the 
  goodness of your hearts…”
  The party can ask questions of him, and he won’t hide 
  much.  Serayis wants the book returned above all else, but 
  if the party can get his other things too, he would 
  appreciate it.  The reward he offers is listed, by APL, in 
  the Treasure Summary.  Also, PCs who successfully 
  rescue Leilacia, later in the adventure, will also be 
  allowed to keep the things of Serayis they recover in the 
  grotto. 
  If the party accepts the job, Serayis describes to them 
  how to get to Leilacia’s grotto in the Sylvanwood.  It’s 
  about a half-day’s journey from town, bordering the heart 
  of the wood.  He also describes Leilacia in painful detail: 
  she has raven tresses that shimmer like a night sky, eyes 
  the shape of almonds that are the color of autumn leaves, 
  dark flesh the color of chocolate, curves that will lose a 
  man if he’s not careful, and so forth.  After business is 
  dealt with, Serayis chums around with the PCs for 
  however long his company is appreciated.   
  The next morning, Serayis and Domarra will be awake to 
  see them off.  He bids them farewell,  “My prayers are 
  with you!” 
  Serayis, male elf Brd2/Clr9, is an overly handsome elf 
  still in the prime of his life.  If human, he would look in 
  his late 20s.  He has long golden locks that he lets flow 
  freely behind his head.  Serayis  wears a cloth over his 
  long-blind eyes and dresses the part of a road-worn 
  traveler.  Though he gave up his life as a wandering bard 
  long ago, Serayis still lacks the ability to sit still for long 
  and always enjoys telling stories or even playing the pipes 
  if asked.   
  His real joy, however, is singing, although he is terrible at 
  it.  He is still not quite convinced that he doesn’t have the 
  YEO4-02 Petals 
   
  Page 6 
  
  ‘voice of the angels.’  He is vibrant and surrounded with a 
  joy of life that only dulls when he dwells on Leilacia and 
  what happened all those years ago.   
  Domarra appears to be another fascinating beauty of an 
  elf.  Her age is difficult to determine, but it is young 
  enough to still be beautiful.  She is actually a succubus 
  and the spy Kolvin set on Serayis decades ago, and she 
  has not left yet.  She has stashes of potions of 
  undetectable alignment so that she never has to worry 
  about being found out by overcautious paladins or the 
  other clerics in the elven lands.  Another part of this 
  façade is that she convinces Serayis to cast the same on 
  himself (“It’s no one’s business”).  She plays the part of a 
  meek acolyte of the church.  She isn’t averse to a little 
  seduction if she deems it necessary, however, but won’t 
  use her energy drain at all since the risk of exposure is 
  too high.  She is never far from Serayis’ side.  
  If Domarra is found out from the get-go:  It is possible 
  that parties will realize Domarra for what she is.  If this 
  happens, she will do her utmost to escape, using her 
  greater teleport.  Serayis will be highly on edge, and will 
  beg the PCs to investigate Leilacia’s whereabouts 
  immediately, “I have a terrible feeling about this.” 
  When the PCs are ready to search for the grotto, go to 
  Encounter Two. 
  Encounter Two: Leilacia, I 
  Presume? 
  After the PCs depart, Domarra takes off.  She warns 
  Kolvin of what is happening.  Kolvin immediately goes 
  into a rage, and sends either her or another of his 
  servants, the doppelganger Ickus (depending on the 
  APL), to lie to and possibly kill the party.  He also 
  dispatches gargoyles to assist the infiltrator with his/her 
  task.   
  At the pond, the shapechanger uses its power to assume 
  the form of Leilacia (based on the description given by 
  Serayis).  It attempts to get the party to go into the 
  underwater grotto with little to no equipment so they are 
  unprepared for the gargoyles inside.  It also tells the PCs 
  that all of Serayis’ things are under the water.  Should the 
  PCs fall for the bait, the shapechanger prepares for the 
  PCs to re-emerge, should they defeat the gargoyles. 
  If the plan goes awry, however, then the shapechanger 
  attacks immediately. 
  You 
  make 
  your 
  way 
  through 
  the 
  beautiful 
  Sylvanwood, serenaded by the lovely calls of nature. 
  If there was ever a better day for a trek through the 
  woods, you would be hard pressed to think of it. All 
  seems at peace in the woods today, and your spirits 
  rise high with the cool breeze and good companions 
  around you.   
  As the PCs get nearer to the pond, have the PCs can 
  describe how they approach.  Allow PCs and their animal 
  companions a Survival check (DC 12 + APL) to notice 
  that for the past half hour of their journey, the sounds of 
  nature have been absent.  No birds sing here--the animals 
  can sense the evil of the succubus or doppelganger.  
  Magical beasts like familiars do not notice it. 
  Refer to DM Aids: Map #1 for a map of the lair for 
  Encounters Two and Three. 
  Once the party approaches the pond, read or paraphrase 
  the following: 
  You make your way past the foliage and into a 
  clearing that matches what Serayis described.  A 
  small, clear pond, perhaps 80 feet in diameter, is 
  displayed before you.  A small island, no more than 
  six or eight feet in diameter, emerges from the pond’s 
  center.  As you approach you hear the splashing of 
  water and the sweetest of voices peacefully humming 
  a tune.  Once you get close enough, you see the 
  source of the noise. 
   
   
  i
  l
   
  !
  it
  .
  The woman frol cking in the pond is al  Serayis 
  described her to be, and more, and you immediately 
  understand his longing for her. Her flesh is a dark, 
  rich color; long black hair falls around her nude body. 
   You follow the curves of her body and are dizzy by 
  the time you come to her large, absorbing eyes. Her 
  blissful look turns to shock, though, when she sees 
  your presence.   
  “Oh ”   
  She immediately drops below the water’s surface so 
  that only her neck and face show.  Calmly and slowly, 
  she takes you in and begins to backpedal to a minute 
  piece of land in the center of the pond.   
  “Hello…” she says curiously, an interested grin on 
  her beautiful face.  She seems cautious and expectant 
  as she watches you from the water.   
  The shapeshifter waits for the PCs to make the first move. 
   If it is peaceful, she introduces herself as Leilacia. If 
  asked, she recalls Serayis, but speaks very poorly of him.   
  “Serayis,” she spits the name, her beautiful face 
  twisted in disgust.  “I remember that blind fool.  He 
  left me here with no word of farewell.  I refuse to 
  have anything to do w h that wretched elf   If you are 
  here on his business, you may as well turn around and 
  be away from these woods before you get eaten by 
  stray treants.” 
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  A Knowledge (Nature) DC 12 check lets the PCs know 
  that traditionally, treants don’t go ‘stray’ and usually don’t 
  eat people. 
  With minimal persuasion, the PCs can get Leilacia to 
  allow them to go get the book themselves.   
  “I’ll be glad to have his rotten things finally removed 
  from my home.” 
   
  If found out, the spy immediately attacks.  If it’s left alone 
  up top while the PCs go below (proceed to Encounter 
  Three), it’ll lie in wait to ambush them.  If the party leaves 
  someone up top to watch the belongings, then it deals 
  with them as stealthily and quickly as possible.   
  APL 2 (EL 3) 
  � Ickus, Doppelganger: hp 27; see Monster Manual. 
  APL 4 (EL 5)  
  � Ickus, Doppelganger Rog2: hp 42; see Appendix I. 
  APL 6 (EL 7)  
  � Domarra, Succubus: hp 41; see Monster Manual. 
  APL 8 (EL 9)  
  � Domarra, Succubus Sor4: hp 48; see Appendix I. 
  APL 10 (EL 11)  
  � Domarra, Succubus Sor7: hp 57; see Appendix I. 
  Tactics: Ickus, if possible, will try to hide and smash any 
  obvious spellcasters from hiding.  He presses the attack 
  for as long as he can, but won’t fight to the death if he can 
  help it.  He tries to escape using any means necessary if 
  need be.  If questioned, he reveals nothing, staying close-
  mouthed and trying escape every round he can.  He fears 
  Kolvin more than anything else in the world. 
  Domarra’s tactics are more on the defensive.  She begins 
  with her embrace if possible, and otherwise tries her best 
  to keep a distance and use offensive abilities while still 
  making sure she stays safe.  If defeated and questioned, 
  she’ll lie like a rug, saying Leilacia’s dead and buried 
  somewhere in the Sylvanwood, sacrificed already to the 
  demon lord Juiblex. 
  Treasure:  The shapechanger carries a pouch of gold and 
  platinum. 
  Encounter Three: The Grotto 
  Refer to DM Aids: Map #1 for a map of the lair for 
  Encounters Two and Three. 
  Leilacia’s lair is located in a small air-filled cave 
  approximately ten feet below the surface of the pond.  
  The cave is, in fact, located beneath the small island in 
  the middle of the pond as described in Encounter Two.    
  Reaching the cave requires a short underwater swim into 
  the cave.  Note that a DC 10 Swim check is required to 
  reach it.  Swimmers who enter the cave notice a fairly 
  large, air-filled chamber above them, and when they 
  surface, they find themselves in a roughly round cave 
  approximately 30 feet in diameter.   
  Only one PC can enter the cave at a time, so the DM 
  should ask the PCs in what order they enter.   
  Gargoyles are waiting for the PCs inside the cave, and 
  they attack anyone (other than Ickus or Domarra) who 
  enters.  They fight to the death.  They are fiercely loyal to 
  Kolvin, and do not volunteer information about him to 
  the PCs, even if charmed.  They entered the cavern 
  through the secret door in the ceiling (see below).   
  APL 2 (EL 4) 
  � Gargoyle (1): hp 39; see Monster Manual. 
  APL 4 (EL 6)  
  � Gargoyles (2): hp 39 each; see Monster Manual. 
  APL 6 (EL 8)  
  � Gargoyles Ftr2 (2): hp 60 each; see Appendix I. 
  APL 8 (EL 10)  
  � Gargoyles Ftr4 (2): hp 81 each; see Appendix I. 
  APL 10 (EL 12)  
  � Gargoyles Ftr6 (2): hp 102 each; see Appendix I. 
  A cursory search of the room reveals little of value—
  smashed furniture, moldy books, animal skins, and the 
  like.  However, beneath the bed of animal skins is a 
  molded journal, still open to the last entry (see Player 
  Handout #1). The rest of it is unreadable.   
  Treasure: A more thorough check (Search DC 20) is 
  needed to find Serayis’ things.   His tome—what the PCs 
  were sent to find—is still in good shape, as magic has 
  protected it from the moist environment.   The other 
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  equipment the PCs find with the book is listed in the 
  Treasure Summary at the end of the adventure. 
  There is one final thing of interest.  A flat, circular stone 
  on the top of the cave is actually a cleverly built secret 
  door.  A successful Search check (DC 25) reveals this 
  door.  Opening it exposes the PCs to the top of the small 
  island in the middle of the pond.   
  This is how Leilacia got her meager furnishings below 
  the pond without drenching them first, and it served as 
  an “emergency exit.”  It is also how the gargoyles entered 
  the cave in the first place. 
  Encounter Four: A Dragon! 
  Book (and belongings) in hand, the PCs are now ready to 
  return to Westburn and meet with Serayis.  On the way 
  back, before the PCs exit the Sylvanwood, Rillin the 
  pseudodragon ‘ambushes’ them.  Rillin has been 
  watching them ever since they entered the forest.  
  Hungry 
  for 
  tales 
  and 
  songs 
  (and 
  perhaps 
  companionship), he playfully approaches the PCs, and 
  targets his attentions on PCs with musical instruments.  
  If there is no such PC in the party, select the PC who, in 
  your judgment, is role-playing the best.   
  This encounter is only loosely scripted. However, the 
  DM should try to make this as fun through role-playing 
  as possible.  This also opens up the possibility for wizards 
  and sorcerers to gain Rillin as a special familiar, should 
  they complete Optional Encounter Eight. 
  Having recovered the tome desired by Serayis, you 
  begin the trek back to Westburn.  The sounds of the 
  forest, strangely absent before, are now a cacophony 
  of chirps and croaks. 
  At this point, have the PCs make a Spot check (DC 20).  
  Success means that the PC has the feeling that she is 
  being watched.  Give the PCs a minute or two, and then 
  read on. 
  “Boo ” !
   
   
  i
  l
   
   
   
   
   
  Out of the trees flies a tiny dragon, no more than a 
  couple of feet long.  His toothy mouth appears to he 
  smiling at you, and he sniffs the air.  All the while, he
  is making purring noises, not unl ke those made by a 
  cat. 
  You hear a voice in your head—“Hello,” it says. 
  If the PCs react in any sort of hostile or violent manner, 
  Rillin flees, never to be seen again.  Essentially, this 
  serves as the end of the adventure for such PCs.  Allow 
  them to return to Westburn with the book, then pass out 
  ARs and send the players on their way. 
  For those PCs of a more curious nature, this encounter 
  can reveal quite a bit of information.  He is a very curious 
  creature who devours any and all attention paid to him.  
  He is pretty selfish when it comes to conversation, 
  though—he is much more interested in receiving 
  information than giving it.  However, he does answer 
  questions once he is ‘satisfied’ with the PCs. 
  Below are examples of questions he may be asked and 
  answers that he gives. 
  • 
  What are you? 
  A dragon, I am. A Rillin, too, but Rillin by choice 
  of mother, dragon by grace of gods. A dragon 
  small I am, but mighty, too. (This is accompanied 
  by a small growl and an attempt at looking fierce.  
  It’s more cute than fearsome.) 
  • 
  Are you from around here? 
  Sylvan born, Sylvan lived.  This place is my home.  
  • 
  Do you know a nymph named Leilacia? 
  Mmm… bad trouble with Leilacia.  Ugly thing 
  loves pretty thing.  It takes her to a cave.  It hides 
  her, but Rillin knows where it is.  Ugly place that 
  stinks like bad dreams…  (Rillin shivers and paces 
  a nervous circle.) 
  • 
  Can you take us to this cave? 
  I can tell you to the cave, but…  (Rillin grins a 
  wide toothy grin).  You p ay riddles with Rillin 
  first.  I say three, you guess two, and you win.  
  (The riddles are below.)
  • 
  Is anything else weird happening around here 
  at all? 
  Oh yesss…  Rillin chased by little jabbering ones 
  days ago.  I hides, they not catch me.  Where they 
  go I don’t know.  
  • 
  You wanna tag along? 
  I? With you?  On adventures?  Hmm… not safe. 
  A dragon I am, mighty but small.  Maybe.  I make 
  it a game. Count three days, and I hides.  You 
  seeks.  You finds I, I stay with you. 
  Should the PCs follow up on this game after satisfying 
  Serayis’ needs, this can be completed in Optional 
  Encounter Eight.  If the PCs answer two or more of his 
  riddles and do the Optional Encounter, Rillin is available 
  as an Improved Familiar for those who can use one. 
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  Rillin’s Riddles: 
  1) 
  What is stronger than the gods, more evil 
  than the devils, the rich need it, the poor 
  have it, and if you eat it you will die?  
  (Answer: Nothing) 
  2) 
  If I eat, I grow; if I drink I die.  By my life 
  you live; in my life you cry.  What am I?  
  (Answer: Fire) 
  3) 
  Without me you would crawl, with me you 
  stand tall; Too much of me and you fall.  
  What am I?  (Answer: Pride) 
  If the PCs can guess two of the three riddles, Rillin tells 
  them where the cave is and will also agree to accompany 
  them to the cave.  If the PCs fail to guess enough of the 
  riddles, he still tells them where the cave is, but he thinks 
  them not clever enough to be any fun on an adventure 
  and will not accept their company later.  This means that 
  he won’t play hide and seek with them later (no Optional 
  Encounter Eight).  He just tells them what they need to 
  know and then goes on his way. 
  If he does accompany the PCs, he goes only as far as the 
  cave.  He uses this time as an opportunity to determine 
  which PC (if any) he would like to bond with.  Rillin is 
  afraid of the cave, and will not go in it.  It is while the PCs 
  are in the cave that a wandering Rillin gets captured by 
  Derro (see Optional Encounter Eight).   
  If the PCs return to Westburn before going to the cave, 
  go to Encounter Five.  Otherwise, go to Encounter Six. 
  Encounter Five: Motivation 
  This encounter is meant to cover the possibility of the 
  PCs going back to town and talking to Serayis  (as well as 
  returning his things) before heading toward the cave.   
  The first noticeable thing is that the priest is alone.  He 
  doesn’t know where his aide is, but if he somehow finds 
  out she was a demon all along, he’ll be horrified as long as 
  they have proof.  Otherwise, he won’t put much faith in 
  what’s said.  
  Whatever the case may be, Serayis can heal the PCs if 
  need be (remember, he’s a 9
  th level Cleric), and is eager 
  for news on Leilacia.  If he finds out she’s been 
  kidnapped, he gets really antsy.  He immediately asks the 
  heroes to rescue her, as a favor to him.  He says they can 
  hang onto his equipment that they found in Leilacia’s 
  cave as payment.   
  If the PCs refuse or press for more payment, he gets 
  furious and can only be calmed down by a Diplomacy 
  check (DC 20) or through magic.  He wants nothing else 
  to do with them and demands his equipment back from 
  them (meaning the PCs do not get the treasure from the 
  grotto).  The PCs can either end the round now or go to 
  rescue Leilacia anyway.  If they rescue her, all is forgiven 
  at the end of the adventure.  In that case, they receive the 
  equipment, but not Serayis’ favor (see the Treasure 
  Summary). 
  If PCs mention the name of Kolvin, Serayis thinks for a 
  moment then tells the PCs that he doesn’t know much 
  about him, but does remember the name as being exiled 
  from Shalehal for practicing dark magics. 
  Encounter Six: Into the Darkness 
  After following directions gained from Rillin, Domarra, 
  and/or Ickus, the PCs can find the cavern where Kolvin 
  is holding the nymph captive.  The cave looks to be a 
  fresh sore in the side of a cliff face—perhaps a result of 
  the Landstraad.  The inside is pitch black.  The entrance is 
  narrow. 
  You are forced to squeeze one at a time through the 
  thin cave entrance and the narrow passage beyond.  
  Once inside, there is very little you can see--the 
  darkness inside the cavern engulfs you like a heavy 
  cloak.  The cave has a clammy feel to it and it stinks of
  unidentifiable rot and sickness.   
   
  You are drawn to a slight glow ahead, barely 
  distinguishable through the curves of the passage, but 
  it is a beacon no less. Shortly, you are deposited into 
  an area larger than the crack you slid through, but 
  still small in size. 
  Players with darkvision cannot see far ahead; the passage 
  twists too much.   
  For PCs with the Track feat, a successful Survival DC 20 
  check reveals that not much activity passes through this 
  area. 
  Kolvin has placed a trap at this first wide area of the 
  cavern. 
  APL 2 (EL 1) 
  � Poison Dart Trap: CR 1; mechanical; proximity 
  trigger (alarm); manual reset; Atk +8 ranged (1d4 plus 
  poison, dart); poison (bloodroot, DC 12 Fort resists, 0/1d4 
  Con plus 1d3 Wis); Search DC 20; Disable Device DC 18. 
  APL 4 (EL 2) 
  � Burning Hands trap: CR 2; magic device; proximity 
  trigger (alarm); no reset; spell effect (burning hands, 2
  nd 
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  level wizard, 2d4 fire, DC 11 Reflex save for half); Search 
  DC 26; Disable Device DC 26.   
  APL 6 (EL 4) 
  � Lightning Bolt trap: CR 4; magic device; proximity 
  trigger (alarm); no reset; spell effect (lightning bolt, 5
  th 
  level wizard, 5d6 electricity, DC 14 Reflex for half); 
  Search DC 28; Disable Device DC 28. 
  APL 8 (EL 6) 
  � Cloudkill Trap: CR 6; magic device; proximity trigger 
  (alarm); no reset; spell effect (cloudkill, 9
  th level caster, 
  Fort DC 17 for partial); Search DC 30; Disable Device DC 
  30.  
  APL 10 (EL 8) 
  � Prismatic Spray Trap: CR 8; magic device; proximity 
  trigger (alarm); no reset; spell effect (prismatic spray, 13
  th 
  level caster, DC 20 Ref, Fort, or Will save, depending on 
  the effect); Search DC 32; Disable Device DC 32. 
  The traps can be bypassed by the password (“Hate” 
  spoken in elven).  If any one of the traps is triggered, the 
  alarm triggers a mental alert that only Kolvin can hear.  
  Melancholy as he is, however, he doesn’t take much 
  notice.  He’s busy already, and doesn’t disturb himself for 
  trespassers. 
  After the trap is dealt with, PCs can hear spellcasting in 
  the chambers ahead. 
  As you prepare to go onward, you hear arcane words 
  echoing off of the walls around you.  They seem to be 
  originating in the same place the macabre green glow 
  is coming from. 
  Spellcraft DC 23 check identifies the spell as greater 
  planar binding, the spell is nearly complete. 
  The arcane words stop, and now you hear something 
  else… 
  Once the spell is done, the PCs can hear Kolvin 
  conversing with the glabrezu he just summoned.  They 
  speak in Abyssal, and the two voices are distinct.  Kolvin 
  has a breathless raspy voice, while the glabrezu’s is a 
  hollow, deep rumble.  A Listen check (DC 20) can make 
  out what’s being said. 
  Kolvin: “I named you and I bind you, demon.  The 
  way is sealed for me, and I demand entrance.  You 
  will escort me to your lord Juiblex, the Faceless.  You 
  will serve me as you serve him.” 
  (Here there is a great roar as the demon tests his binding. 
   After a moment, the demon speaks.) 
  Glabrezu: “The Lord of Slime has paid your fare.  I 
  will take you to his temple, soft one.  The way is long 
  and dark.  You will be tested, destroyed and 
  recreated.” 
  K: “Leave your circle, then.  We take our leave.  The 
  pure one is yours to do with what you please.” 
  The ‘pure one’ Kolvin speaks of is Leilacia.  A Bardic 
  Knowledge or Knowledge (religion) DC 25 check reveals 
  that Juiblex is the demonic lord of slime.  It is believed 
  that his powers rival those of a minor deity.  A second 
  Bardic Knowledge DC 25 check or a Knowledge (local – 
  Sheldomar Valley MR) DC 25 check allows the PC to 
  recall that there was an old temple to Juiblex deep under 
  the earth.  It was believed destroyed several years ago.   
  If the PCs depart immediately down the corridor without 
  listening, then they make it into the end chamber at the 
  very end of the short dialogue.   
  Encounter Seven: The Evil in the 
  Sylvanwood 
  This is the scene played out as the PCs enter Kolvin’s 
  main chamber.   
  The glow in this room comes from a massive arcane 
  circle drawn onto the floor in the center of the 
  cavern.  Inside the circle is a six-pointed star, and a 
  burning brazier rests at each point.  The flames from 
  the braziers glow a sickly-green color, and cast 
  ghoulish shadows on the gargantuan walls, covered 
  with strange runes and glyphs, of the cavern. 
  Most of the writing on the wall is nonsensical to the PCs, 
  but a few sentences can be made out if the PCs can speak 
  both Abyssal and Elven.  A Decipher Script check (DC 
  20) can be made if the PCs speaks one of the languages 
  (or DC 25 if they speak neither).  Some of the contents of 
  the wall are on Player Handout #2.  
  Stepping out of the circle is a horrendous giant with 
  four arms.  Two arms end in clawed hands and the 
  other two with powerful pincers.  Its doglike head is 
  topped with horns and its muzzle holds sharp fangs 
  dripping with hunger.  Its eyes have a cold, dark, 
  penetrating quality that suggests cunning and 
  intelligence. 
  This abomination is making its way toward a large 
  birdcage that is chained to the ceiling.  Inside the 
  cage is the unconscious form of a lovely creature that 
  can only be Leilacia. 
  Perched on a boulder and surveying the scene is a 
  squat humanoid wearing disheveled and dirty finery.  
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  Its hands are clutched close to its wheezing body and 
  its grotesque face is obscured by a ratty tangle of hair. 
   The monstrosity before you is an elf, but obviously 
  lacking in the beauty inherent to that race.  Parts of 
  his face are ashen gray with an almost scale-like 
  quality.   
  As you enter the chamber, the massive demon giant 
  whips around toward you, malice plain in its cold 
  eyes.  Its hollow growl fills the chamber around you. 
  “Destroy them!” howls the deformed elf as it hops 
  from its rock onto the ground.  “Damn you and the 
  blind sonofadrow who sent you!”  The creature is 
  obviously enraged… 
   
   
  On the first round of combat, Kolvin casts greater 
  teleport and disappears.  Kolvin’s initiative modifier is +6. 
   He also has a stoneskin active.  The glabrezu disappears 
  as well, in a cloud of brimstone that leaves demonic 
  servants in its wake.   
  APL 2 (EL 4) 
  � Demons, Quasits (2): hp 18 each; see Monster 
  Manual. 
  APL 4 (EL 6)  
  � Demon, Babau (1): hp 69; see Monster Manual. 
  APL 6 (EL 8)  
  � Demons, Babaus (2): hp 69 each; see Monster 
  Manual. 
  APL 8 (EL 10)  
  � Demon, Vrock (1): hp 113; see Monster Manual. 
  � Demon, Succubus (1): hp 41; see Monster Manual. 
  APL 10 (EL 12)  
  � Demon, Hezrou (1): hp 130; see Monster Manual. 
  � Demon, Vrock (1): hp 113; see Monster Manual. 
  After the battle with the demons, the PCs must deal with 
  getting Leilacia out of her birdcage.  The cage has both 
  dimensional anchor and arcane lock (13
  th level caster) 
  keyed into it so that the nymph cannot use her 
  dimension door to escape.  
  Once rescued, Leilacia wants nothing more than to go 
  back to her grotto, but not before giving each PC a kiss on 
  the cheek.  She also glows visibly if the PCs mention how 
  worried Serayis is about her, confiding that she thinks 
  often about him.  She asks them to stop by her grotto so 
  they can deliver a letter to Serayis she will write him 
  before they head back to town.  If they do this, they 
  receive her blessing (see the Treasure Summary). 
  Optional Encounter Eight: The 
  Search for Rillin 
  If the PCs made a good enough impression on Rillin, 
  they can go to look for him in the Sylvanwood after the 
  quest for Leilacia.  This will cost each of them an 
  additional TU (as noted on the AR for those who choose 
  to take the Optional Encounter), so they don’t all have to 
  go.  A full party is recommended, however.  
  The party should have enough time to rest back up to full 
  hp and memorize spells.  After a day or so of searching for 
  Rillin, they will have a chance to hear a derro party 
  traveling by night back to the Underdark, their prize in 
  tow.  Their prize is Rillin of course, beaten up and tossed 
  in a sack.  The derro have been driven from the civilized 
  lands; so have taken to raiding and enslaving anything 
  they come across in the forest as a result.  The PCs are just 
  more booty to bring home.  The derro have just as much a 
  chance of hearing the PCs as they do of hearing the 
  derro.  These should be Move Silently checks opposed by 
  Listen checks.   
  APL 2 (EL 5) 
  � Derro (2): hp 21 each; see Monster Manual. 
  APL 4 (EL 7)  
  � Derro (4): hp 21 each; see Monster Manual. 
  APL 6 (EL 9)  
  � Derro Rgr2 (4): hp 38 each; see Appendix I. 
  APL 8 (EL 11)  
  � Derro Rgr4 (4): hp 53 each; see Appendix I. 
  APL 10 (EL 13)  
  � Derro Rgr6 (4): hp 68 each; see Appendix I. 
  Treasure:  All of the derro are equipped with masterwork 
  repeating light crossbows (+1 to hit), masterwork studded 
  leather, masterwork bucklers, four cases of five bolts (the 
  first, loaded case contains bolts treated with greenblood 
  oil (poison, see DMG)), and masterwork cold iron lances 
  (+1 to hit) instead of short swords, as they were prepared 
  for fey. 
  YEO4-02 Petals 
   
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  After the battle, if Rillin survives, he agrees to either 
  accompany the PCs or wait until they come back for him 
  (see the Treasure Summary). 
  Conclusion 
  Once the PCs rescue Leilacia and return to Serayis to tell 
  him what went on, he is relieved that she is all right.  He 
  rewards them as promised (see the Treasure Summary for 
  the amount) and asks for the PCs to describe her once 
  more to him.  He also grants them his favor (see the 
  Treasure Summary).  He parts company with the PCs, 
  promising to be more cautious about his aides from now 
  on, and states that he may pay Leilacia a visit very soon. 
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
  Defeat the shapechanger 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 210 xp. 
   
  APL 8 – 270 xp. 
   
  APL 10 – 330 xp. 
  Encounter Three 
  Defeat the gargoyles 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Encounter Six 
  Disarm or survive the trap 
   
  All APLs – 30 xp. 
  Encounter Seven 
  Defeat the demons 
   
  APL 2 – 120 xp. 
   
  APL 4 – 180 xp. 
   
  APL 6 – 240 xp. 
   
  APL 8 – 300 xp. 
   
  APL 10 – 360 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 2 – 90 xp. 
   
  APL 4 – 135 xp. 
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
  Total 
  Possible 
  Experience 
  w/o 
  Optional 
  Encounter Eight 
   
  APL 2 – 450 xp. 
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
  Optional Encounter Eight 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
   
  APL 8 – 330 xp. 
   
  APL 10 – 390 xp. 
  Total 
  Possible 
  Experience 
  w/ 
  Optional 
  Encounter Eight 
   
  APL 2 – 600 xp. 
   
  APL 4 – 885 xp. 
   
  APL 6 – 1,170 xp. 
   
  APL 8 – 1,455 xp. 
   
  APL 10 – 1,740 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 
  YEO4-02 Petals 
   
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  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 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Two: 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp. 
  Encounter Four: 
   
  APL 2: L: 0 gp; C: 0 gp; M: elixir of hiding (21 gp), 
  elixir of vision (21 gp), pipes of sounding (150 gp), oil of 
  greater magic weapon +1 (63 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: elixir of hiding (21 gp), 
  elixir of vision (21 gp), pipes of sounding (150 gp), oil of 
  greater magic weapon +1 (63 gp), arcane scroll of glibness 
  – 5
  th level caster (44 gp), arcane scroll of good hope – 5
  th 
   
   
   
   
  level caster (44 gp), pearl of power – 1
  st level (83 gp), 
  potion of remove blindness/deafness (63 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: elixir of hiding (21 gp), 
  elixir of vision (21 gp), pipes of sounding (150 gp), oil of 
  greater magic weapon +1 (63 gp), arcane scroll of glibness 
  – 5
  th level caster (44 gp), arcane scroll of good hope – 5
  th
  level caster (44 gp), pearl of power – 1
  st level (83 gp), 
  potion of remove blindness/deafness (63 gp), hat of 
  disguise (150 gp), pearl of power – 2
  nd level (333 gp), oil of 
  greater magic weapon +2 (100 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: elixir of hiding (21 gp), 
  elixir of vision (21 gp), pipes of sounding (150 gp), oil of 
  greater magic weapon +1 (63 gp), arcane scroll of glibness 
  – 5
  th level caster (44 gp), arcane scroll of good hope – 5
  th
  level caster (44 gp), pearl of power – 1
  st level (83 gp), 
  potion of remove blindness/deafness (63 gp), hat of 
  disguise (150 gp), pearl of power – 2
  nd level (333 gp), oil of 
  greater magic weapon +2 (100 gp), +2 longsword (693 gp), 
  Heward’s handy haversack (167 gp), ring of climbing, 
  improved (833 gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: elixir of hiding (21 gp), 
  elixir of vision (21 gp), pipes of sounding (150 gp), oil of 
  greater magic weapon +1 (63 gp), arcane scroll of glibness 
  – 5
  th level caster (44 gp), arcane scroll of good hope – 5
  th
  level caster (44 gp), pearl of power – 1
  st level (83 gp), 
  potion of remove blindness/deafness (63 gp), hat of 
  disguise (150 gp), pearl of power – 2
  nd level (333 gp), oil of 
  greater magic weapon +2 (100 gp), +2 longsword (693 gp), 
  Heward’s handy haversack (167 gp), ring of climbing, 
  improved (833 gp), dusty rose prism ioun stone (417 gp), 
  clear spindle ioun stone (333 gp), pearl of power – 3
  rd
  level (750 gp), oil of greater magic weapon +3 (150 gp). 
  Conclusion: 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 4: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  APL 6: L: 0 gp; C: 150 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 200 gp; M: 0 gp. 
   
  APL 10: L: 0 gp; C: 250 gp; M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) w/o Optional Encounter Eight 
   
  APL 2: L: 0 gp; C: 200 gp; M: 255 gp – Total: 455 gp 
  (450 gp). 
   
  APL 4: L: 0 gp; C: 200 gp; M: 487 gp – Total: 687 gp 
  (650 gp). 
   
  APL 6: L: 0 gp; C: 300 gp; M: 1,070 gp – Total: 1,370 
  gp (900 gp). 
   
  APL 8: L: 0 gp; C: 400 gp; M: 2,763 gp – Total: 3,163 
  gp (1,300 gp). 
   
  APL 10: L: 0 gp; C: 500 gp; M: 4,413 gp – Total: 4,913 
  gp (2,300 gp). 
  Optional Encounter Eight: 
   
  APL 2: L: 202 gp; C: 50 gp; M: 0 gp. 
   
  APL 4: L: 404 gp; C: 50 gp; M: 0 gp. 
   
  APL 6: L: 404 gp; C: 50 gp; M: 0 gp. 
   
  APL 8: L: 404 gp; C: 50 gp; M: 0 gp. 
   
  APL 10: L: 404 gp; C: 50 gp; M: 0 gp. 
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  Page 14 
  
  Total Possible Treasure (Maximum Reward 
  Allowed) w/ Optional Encounter Eight 
   
  APL 2: L: 202 gp; C: 250 gp; M: 255 gp – Total: 707 gp 
  (675 gp). 
   
  APL 4: L: 404 gp; C: 250 gp; M: 487 gp – Total: 1,141 
  gp (975 gp). 
   
  APL 6: L: 404 gp; C: 350 gp; M: 1,070 gp – Total: 1,824 
  gp (1,350 gp). 
   
  APL 8: L: 404 gp; C: 450 gp; M: 2,763 gp – Total: 3,617 
  gp (1,950 gp). 
   
  APL 10: L: 404 gp; C: 550 gp; M: 4,413 gp – Total: 
  5,367 gp (3,450 gp). 
  Special 
  � Favor of Serayis Forlora 
   
  Through actions of bravery, the PC has made a friend 
  in Serayis Forlora, the blind priest of the Seldarine.  
  Serayis is happy to magically enhance the PC’s weapons, 
  armor, or shields.  The PC has access (Frequency: 
  Regional) to purchase the following upgrades: +1 or +2 
  enhancement 
  bonus 
  for 
  a 
  weapon/armor/shield, 
  anarchic weapon special ability, holy weapon special 
  ability, and bane (evil outsiders) weapon special ability.  
  The PC need only pay the difference in price for the 
  upgrade. 
  � Blessing of Leilacia, Nymph of the Sylvanwood 
   
  You have witnessed the beauty of Leilacia, the 
  nymph, and have received her blessing.  If you are of 
  good alignment, you receive a +2 sacred bonus on all 
  Charisma-related checks and a +1 sacred bonus on all 
  saving throws against spells and spell-like abilities for the 
  next two adventures (a two-round adventure counts as 
  two adventures). 
  � Improved Familiar: Rillin the Pseudodragon 
   
  Rillin the pseudodragon has agreed to become the 
  familiar of one of the PCs (as per the improved familiar 
  guidelines in the DMG).  He will only adventure with the 
  PC if the PC bonds him with the Improved Familiar feat 
  (see the DMG), however.  If the PC does not have the feat, 
  and takes Rillin on an adventure, he runs away at the first 
  sign of danger, never to return.  If the recipient of this 
  boon does not have the prerequisite level or feat, Rillin will 
  wait until he/she does.  This PC also gains access to the 
  Improved Familiar feat. 
  Items for the Adventure Record 
  Item Access 
  APL 2: 
  � Elixir of Hiding (Adventure, DMG) 
  � Elixir of Vision (Adventure, DMG) 
  � Pipes of Sounding (Adventure, DMG) 
  � Oil of Greater Magic Weapon +1 (Adventure, 
  DMG) 
   
  APL 4 (APL 2 Items plus): 
  � Arcane Scroll of Glibness (Adventure, 5
  th level 
  caster, DMG) 
  � Arcane Scroll of Good Hope (Adventure, 5
  th 
  i
  level caster, DMG) 
  � Pearl of Power – 1
  st level (Adventure, DMG) 
  � Potion 
  of 
  Remove 
  Blindness/Deafness 
  (Adventure, DMG) 
   
  APL 6 (APL 2, 4 Items plus): 
  � Oil of Greater Magic Weapon +2 (Adventure, 
  DMG) 
  � Hat of Disguise (Adventure, DMG) 
  � Pearl of Power – 2
  nd level (Adventure, DMG) 
   
  APL 8 (APL 2, 4, 6 Items plus): 
  � +2 Longsword (Adventure, DMG) 
  � Heward’s Handy Haversack (Adventure, DMG) 
  � Ring of Climb ng, Improved (Adventure, DMG) 
   
  APL 10 (APL 2, 4, 6, 8 Items plus): 
  � Pearl of Power – 3
  rd level (Adventure, DMG) 
  � Oil of Greater Magic Weapon +3 (Adventure, 
  DMG) 
  � Dusty Rose Prism Ioun Stone (Adventure, 
  DMG) 
  � Clear Spindle Ioun Stone (Adventure, DMG) 
   
   
   
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  Appendix I: NPCs 
  Encounter Two 
  APL 4 
  Ickus, Doppelganger Rog2: CR 5; Medium Monstrous 
  Humanoid (Shapechanger); HD 4d8+8 plus 2d6+4; hp 42; 
  Init +3; Spd 30ft; AC 17 (+3 Dex, +4 natural), Touch 13, 
  Flat footed 14; Base Atk +5; Grp +7; Atk slam +7 melee 
  (1d8+2); Full Atk slam +7 melee (1d8+2); Space/Reach 
  5ft/5ft; SA Detect Thoughts, Sneak Attack +1d6; SQ 
  Change Shape, Immunity to sleep and charm effects, 
  Trapfinding, Evasion; AL NE; SV Fort +4, Ref +10, Will 
  +6; Str 15, Dex 16, Con 14, Int 10, Wis 14, Cha 17 
   
  Skills/Feats: Bluff +15, Diplomacy +6, Disguise +12 
  (+14 acting), Intimidate +4, Listen +6, Sense Motive +8, 
  Spot +8, Tumble +7; Dodge, Great Fortitude, Improved 
  Natural Attack. 
   
  Detect Thoughts (Su): Ickus can continuously use 
  detect thoughts as the spell (Caster level 18
  th; Will DC 13 
  negates).  It can suppress or resume this ability as a free 
  action.   
   
  Change Shape (Su): Ickus can assume the shape of 
  any Small or Medium humanoid.  In humanoid form 
  Ickus loses its natural attacks.  Ickus can remain in its 
  humanoid form until it chooses to assume a new one.  A 
  change in form cannot be dispelled, but a doppelganger 
  reverts to its natural form when killed.  A true seeing 
  spell or ability reveals its natural form.   
  APL 8  
  Domarra, Succubus Sor4: CR 9; Medium Outsider 
  (Chaotic, Extraplanar, Evil, Tanar’ri); HD 6d8 plus 4d4; 
  hp 48; Init +3; Spd 30ft, fly 50ft (Average); AC 22 (+3 Dex, 
  +9 natural), Touch 13, Flat footed 19; Base Atk +8; Grp 
  +10; Atk claw +10 melee (1d6+2); Full Atk 2 claws 
  +10/+10 melee (1d6+2); Space/Reach 5ft/5ft; SA Energy 
  Drain, Spell-like Abilities, Summon Tanar’ri, Spells; SQ 
  DR 10/Cold Iron or Good, Darkvision 60ft, Immunity to 
  electricity and poison, resistance to acid 10, cold 10, and 
  fire 10, SR 22, Telepathy 100ft, Tongues, Spells, Familiar; 
  AL CE; SV Fort +6, Ref +9, Will +12; Str 14, Dex 16, Con 
  10, Int 16, Wis 18, Cha 31. 
   
  Skills and Feats: Bluff +25, Concentration +13 (+17 
  casting on the defensive), Diplomacy +14, Disguise +19 
  (+21 acting), Escape Artist +12, Hide +12, Intimidate +21, 
  Knowledge (Arcana) +8, Knowledge (Nature) +12, Listen 
  +21, Move Silently +12, Search +12, Spellcraft +10, Spot 
  +21, Survival +4 (+6 following tracks), Use Rope +3 (+5 
  with bindings); Combat Casting, Dodge, Mobility, 
  Persuasive. 
   
  Energy Drain (Su): Domarra drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim.  If the target is not willing 
  to be kissed, the succubus must start a grapple, which 
  provokes an attack of opportunity.  Domarra’s kiss or 
  embrace bestows one negative level.  The kiss also has the 
  effect of a Suggestion spell, asking the victim to accept 
  another kiss from Domarra.  The victim must succeed on 
  a DC 23 Will save to negate the effect of the Suggestion.   
   The DC is 23 for the Fortitude save to remove a negative 
  level.   
   
  Spells:  6/9/6; 0
  th- (DC 20) Detect Magic, 
  Prestidigitation, Mage Hand, Touch of Fatigue, Ray of 
  Frost; 1
  st- (DC 21) Color Spray, Mage Armor, Magic 
  Missile; 2
  nd- (DC 22) Scorching Ray 
   
  Spell-Like Abilities:  At will-Charm Monster (DC 
  24), Detect Good, Detect Thoughts (DC 22), Ethereal 
  Jaunt (Self plus 50 pounds of objects only), Polymorph 
  (humanoid form only, no limit on duration), Suggestion 
  (DC 23), Greater Teleport (self plus 50 pounds of objects 
  only).  Caster level 12
  th.   
   
  Summon Tanar’ri (Sp): Once per day Domarra can 
  attempt to summon 1 Vrock with a 30% chance of 
  success.  This is the equivalent of a 3
  rd level spell.   
   
  Tongues (Su): Domarra has a permanent Tongues 
  ability (As the spell, caster level 12
  th).   
   
  Skills:  Succubi have a +8 racial bonus on Listen and 
  Spot checks.  While using her Polymorph ability, a 
  succubus gains a +10 circumstance bonus on Disguise 
  checks.   
  APL 10 
  Domarra, Succubus Sor7: CR 11; Medium Outsider 
  (Chaotic, Extraplanar, Evil, Tanar’ri); HD 6d8 plus 7d4; 
  hp 57; Init +3; Spd 30ft, fly 50ft (Average); AC 22 (+3 Dex, 
  +9 natural), Touch 13, Flat footed 19; Base Atk +9; Grp 
  +11; Atk claw +11 melee (1d6+2); Full Atk 2 claws 
  +11/+11 melee (1d6+2); Space/Reach 5ft/5ft; SA Energy 
  Drain, Spell-like Abilities, Summon Tanar’ri, Spells; SQ 
  DR 10/Cold Iron or Good, Darkvision 60ft, Immunity to 
  electricity and poison, resistance to acid 10, cold 10, and 
  fire 10, SR 25, Telepathy 100ft, Tongues, Spells, Familiar; 
  AL CE; SV Fort +7, Ref +10, Will +13; Str 14, Dex 16, Con 
  10, Int 16, Wis 18, Cha 32. 
   
  Skills and Feats: Bluff +26, Concentration +16 (+20 
  casting on the defensive), Diplomacy +15, Disguise +20 
  (+22 acting), Escape Artist +12, Hide +12, Intimidate +22, 
  Knowledge (Arcana) +8, Knowledge (Nature) +12, Listen 
  +24, Move Silently +12, Search +12, Spellcraft +13, Spot 
  +24, Survival +7 (+9 following tracks), Use Rope +3 (+5 
  YEO4-02 Petals 
   
  Page 16 
  
  with bindings); Combat Casting, Dodge, Empower Spell, 
  Mobility, Persuasive. 
   
  Energy Drain (Su): Domarra drains energy from a 
  mortal it lures into some act of passion, or by simply 
  planting a kiss on the victim.  If the target is not willing 
  to be kissed, the succubus must start a grapple, which 
  provokes an attack of opportunity.  Domarra’s kiss or 
  embrace bestows one negative level.  The kiss also has the 
  effect of a Suggestion spell, asking the victim to accept 
  another kiss from Domarra.  The victim must succeed on 
  a DC 24 Will save to negate the effect of the Suggestion.   
   The DC is 24 for the Fortitude save to remove a negative 
  level.   
   
  Spells:  6/9/9/7; 0
  th- (DC 21) Detect Magic, 
  Prestidigitation, Mage Hand, Touch of Fatigue, Ray of 
  Frost, Read Magic, Ghost Sound; 1
  st- (DC 22) Color Spray, 
  Mage Armor, Magic Missile, Obscuring Mist, Shield; 2
  nd- 
  (DC 23) Scorching Ray, Mirror Image, Web; 3
  rd- (DC 24) 
  Dispel Magic, Nondetection 
   
  Spell-Like Abilities:  At will-Charm Monster (DC 
  25), Detect Good, Detect Thoughts (DC 23), Ethereal 
  Jaunt (Self plus 50 pounds of objects only), Polymorph 
  (humanoid form only, no limit on duration), Suggestion 
  (DC 24), Greater Teleport (self plus 50 pounds of objects 
  only).  Caster level 12
  th.   
   
  Summon Tanar’ri (Sp): Once per day Domarra can 
  attempt to summon 1 Vrock with a 30% chance of 
  success.  This is the equivalent of a 3
  rd level spell.   
   
  Tongues (Su): Domarra has a permanent Tongues 
  ability (As the spell, caster level 12
  th).   
   
  Skills:  Succubi have a +8 racial bonus on Listen and 
  Spot checks.  While using her Polymorph ability, a 
  succubus gains a +10 circumstance bonus on Disguise 
  checks. 
  Encounter Three 
  APL 6 
  Gargoyle Ftr2 (2): Medium Monstrous Humanoid 
  (Earth); HD 4d8+19 plus 2d10+8; hp 60 each; Init +2; Spd 
  40ft, fly 60ft (average); AC 16 (+2 Dex, +4 natural), Touch 
  12, Flat footed 14; Base Atk +6; Grp +9; Atk claw +9 melee 
  (1d4+3); Full Atk 2 claws +9/+9 melee (1d4+3) and bite +7 
  melee (1d6+2) and gore +7 melee (1d6+2); Space/Reach 
  SQ DR 10/Magic, Darkvision 60ft, Freeze; AL CE; SV 
  Fort +8, Ref +6, Will +4; Str 16, Dex 14, Con 18, Int 6, Wis 
  11, Cha 7. 
   
  Skills and Feats: Hide +8, Listen +5, Spot +4; Combat 
  Reflexes, Multiattack, Power Attack, Toughness. 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue.  An observer must succeed on a DC 
  20 Spot check to notice the gargoyle is really alive.   
   
  Skills: Gargoyles have a +2 racial bonus to Hide, 
  Listen, and Spot checks.  The Hide bonus increases by +8 
  when the gargoyle is concealed against a background of 
  stone.   
  APL 8 
  Gargoyle Ftr4 (2): Medium Monstrous Humanoid 
  (Earth); HD 4d8+19 plus 4d10+16; hp 81 each; Init +2; 
  Spd 40ft, fly 60ft (average); AC 16 (+3 Dex, +4 natural), 
  Touch 12, Flat footed 14; Base Atk +8; Grp +11; Atk +claw 
  12 melee (1d4+5); Full Atk 2 claws +12/+12 melee (1d4+5) 
  and bite +9 melee (1d6+2) and gore +9 melee (1d6+2); 
  Space/Reach SQ DR 10/Magic, Darkvision 60ft, Freeze; 
  AL CE; SV Fort +9, Ref +7, Will +6; Str 16, Dex 14, Con 
  18, Int 6, Wis 12, Cha 7. 
   
  Skills and Feats: Hide +9, Listen +5, Spot +5; Combat 
  Reflexes, Multiattack, Power Attack, Toughness, Weapon 
  Focus (claws), Weapon Specialization (claws). 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue.  An observer must succeed on a DC 
  20 Spot check to notice the gargoyle is really alive.   
   
  Skills: Gargoyles have a +2 racial bonus to Hide, 
  Listen, and Spot checks.  The Hide bonus increases by +8 
  when the gargoyle is concealed against a background of 
  stone.   
  APL 10 
  Gargoyle Ftr6 (2): Medium Monstrous Humanoid 
  (Earth); HD 4d8+19 plus 6d10+24; hp 102 each; Init +2; 
  Spd 40ft, fly 60ft (average); AC 16 (+2 Dex, +4 natural), 
  Touch 12, Flat footed 14; Base Atk +10; Grp +13; Atk claw 
  +14 melee (1d4+5); Full Atk 3 claws +14/+14/+14 melee 
  (1d4+5) and bite +11 melee (1d6+2) and gore +11 melee 
  (1d6+2); Space/Reach SQ DR 10/Magic, Darkvision 60ft, 
  Freeze; AL CE; SV Fort +10, Ref +8, Will +8; Str 16, Dex 
  14, Con 18, Int 6, Wis 12, Cha 7. 
   
  Skills and Feats: Hide +9, Listen +6, Spot +6; Combat 
  Reflexes, Dodge, Improved Critical (claw), Multiattack, 
  Power Attack, Toughness, Weapon Focus (claws), 
  Weapon Specialization (claws). 
   
  Freeze (Ex): A gargoyle can hold itself so still it 
  appears to be a statue.  An observer must succeed on a DC 
  20 Spot check to notice the gargoyle is really alive.   
   
  Skills: Gargoyles have a +2 racial bonus to Hide, 
  Listen, and Spot checks.  The Hide bonus increases by +8 
  when the gargoyle is concealed against a background of 
  stone.   
  Optional Encounter Eight 
  APL 6 
  Derro Rgr2 (4): CR 5; Small Monstrous Humanoid; HD 
  3d8+6 plus 2d8+4; hp 38 each; Init +5; Spd 20ft; AC 22 (+1 
  YEO4-02 Petals 
   
  Page 17 
  
  size, +5 Dex, +2 natural, +3 studded leather, +1 buckler), 
  Touch 15, Flat footed 17; Base Atk +5; Grp +3; Atk 
  masterwork cold iron lance +9 melee (1d6+3/19-20) or 
  masterwork repeating light crossbow +12 ranged 
  (1d6/19-20 plus poison); Full Atk masterwork cold iron 
  lance, +9 melee (1d6+3/19-20) or masterwork repeating 
  light crossbow +12 ranged (1d6/19-20 plus poison); 
  Space/Reach 5ft/10ft; SA Poison Use, Spell-Like 
  Abilities, Sneak Attack +1d6; SQ Combat Style, Favored 
  Enemy (+2 gnome), Madness, SR 17, Vulnerability to 
  sunlight, Wild Empathy; AL CE; SV Fort +6, Ref +11, 
  Will +4; Str 14, Dex 20, Con 14, Int 10, Wis 7, Cha 14 
   
  Skills and Feats: Bluff +4, Hide +12, Listen +7, Move 
  Silently +10, Ride +10, Survival +0; Mounted Combat, 
  Ride-By Attack, Track, Two-Weapon Fighting 
   
  Madness (Ex): Derros use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and have 
  immunity to Confusion and Insanity effects.  A Derro 
  cannot be restored to sanity by any means short of a 
  Miracle or Wish spell.   
   
  Poison Use (Ex): These Derro attack with 5 doses of 
  greenblood oil on their Crossbow bolts.  (DMG pg. 297, 
  Fort DC 13, 1 Con/1d2 Con) 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a Derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations.   
   
  Spell-Like Abilities: At will- Darkness, Ghost Sound; 
  1/day- Daze (DC 12), Sound Burst (DC 14).  Caster Level 
  3
  rd.  The Save DCs are Charisma based. 
   
  Vulnerability to Sunlight (Ex): A Derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  every 24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks.   
   
  Possessions: 
  Masterwork 
  Cold 
  Iron 
  Lance, 
  Masterwork Repeating Light Crossbow, 4 Cases of 5 Bolts 
  Each, Masterwork Studded Leather, Masterwork Buckler. 
  APL 8 
  Derro Rgr4 (4): CR 7; Small Monstrous Humanoid; HD 
  3d8+6 plus 4d8+8; hp 53 each; Init +5; Spd 20ft; AC 22 (+1 
  size, +5 Dex, +2 natural, +3 studded leather, +1 buckler), 
  Touch 15, Flat footed 18; Base Atk +7/+2; Grp +5; Atk 
  masterwork cold iron lance +11 melee (1d6+3/19-20) or 
  masterwork repeating light crossbow +14 ranged 
  (1d6/19-20 plus poison); Full Atk masterwork cold iron 
  lance +11/+6 melee (1d6+3/19-20) or masterwork 
  repeating light crossbow +14/+9 ranged (1d6/19-20 plus 
  poison); Space/Reach 5ft/10ft; SA Poison Use, Spell-Like 
  Abilities, Sneak Attack +1d6; SQ Combat Style, Favored 
  Enemy (+2 gnome), Madness, SR 19, Vulnerability to 
  sunlight, Wild Empathy; AL CE; SV Fort +7, Ref +12, 
  Will +5; Str 14, Dex 20, Con 14, Int 10, Wis 7, Cha 14 
   
  Skills and Feats: Bluff +6, Hide +14, Listen +9, Move 
  Silently +12, Ride +12, Survival +2; Endurance, Mounted 
  Combat, Ride-By Attack, Spirited Charge, Track, Two-
  Weapon Fighting 
   
  Animal Companion (Ex): Medium Viper (see the 
  MM). 
   
  Madness (Ex): Derros use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and have 
  immunity to Confusion and Insanity effects.  A Derro 
  cannot be restored to sanity by any means short of a 
  Miracle or Wish spell.   
   
  Poison Use (Ex): These Derro attack with 5 doses of 
  greenblood oil on their Crossbow bolts.  (DMG pg. 297, 
  Fort DC 13, 1 Con/1d2 Con) 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a Derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations.   
   
  Spell-Like Abilities: At will- Darkness, Ghost Sound; 
  1/day- Daze (DC 12), Sound Burst (DC 14).  Caster Level 
  3
  rd.  The Save DCs are Charisma based. 
   
  Vulnerability to Sunlight (Ex): A Derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  every 24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks.   
   
  Possessions: 
  Masterwork 
  Cold 
  Iron 
  Lance, 
  Masterwork Repeating Light Crossbow, 4 Cases of 5 Bolts 
  Each, Masterwork Studded Leather, Masterwork Buckler. 
  APL 10 
  Derro Rgr6 (4): CR 9; Small Monstrous Humanoid; HD 
  3d8+6 plus 6d8+12; hp 68 each; Init +5; Spd 20ft; AC 24 
  (+1 size, +5 Dex, +2 natural, +4 studded leather +1, +2 
  buckler +1), Touch 15, Flat footed 19; Base Atk +9/+4; Grp 
  +5; Atk masterwork cold iron lance +13 melee (1d6+3/19-
  20) or masterwork repeating light crossbow +16 ranged 
  (1d6/19-20 plus poison); Full Atk masterwork cold iron 
  lance +13/+8 melee (1d6+3/19-20) or masterwork 
  repeating light crossbow +16/+11 ranged (1d6/19-20 plus 
  poison); Space/Reach 5ft/10ft; SA Poison Use, Spell-Like 
  Abilities, Sneak Attack +1d6; SQ Combat Style, Favored 
  Enemy (+4 gnome, +2 dwarf), Madness, SR 21, 
  Vulnerability to sunlight, Wild Empathy; AL CE; SV Fort 
  +8, Ref +13, Will +6; Str 14, Dex 20, Con 14, Int 10, Wis 8, 
  Cha 14 
  YEO4-02 Petals 
   
  Page 18 
  
   
  Skills and Feats: Bluff +8, Hide +16, Listen +12, 
  Move Silently +13, Ride +14, Survival +5; Endurance, 
  Improved Two-Weapon Combat, Mounted Combat, 
  Ride-By Attack, Spirited Charge, Track, Two-Weapon 
  Fighting 
   
  Animal Companion (Ex): Medium Viper (see the 
  MM). 
   
  Madness (Ex): Derros use their Charisma modifier 
  on Will saves instead of their Wisdom modifier, and have 
  immunity to Confusion and Insanity effects.  A Derro 
  cannot be restored to sanity by any means short of a 
  Miracle or Wish spell.   
   
  Poison Use (Ex): These Derro attack with 5 doses of 
  greenblood oil on their Crossbow bolts.  (DMG pg. 297, 
  Fort DC 13, 1 Con/1d2 Con) 
   
  Sneak Attack (Ex): Any time a derro’s opponent is 
  denied his Dexterity bonus to AC, or if a Derro flanks his 
  opponent, he deals an extra 1d6 points of damage.  This 
  ability is just like the rogue’s sneak attack and subject to 
  the same limitations.   
   
  Spell-Like Abilities: At will- Darkness, Ghost Sound; 
  1/day- Daze (DC 12), Sound Burst (DC 14).  Caster Level 
  3
  rd.  The Save DCs are Charisma based. 
   
  Vulnerability to Sunlight (Ex): A Derro takes 1 point 
  of Constitution damage for every hour it is exposed to 
  sunlight and it dies if its Constitution score reaches 0.  
  Lost Constitution points are recovered at the rate of 1 per 
  every 24-hour period spent underground or otherwise 
  sheltered from the sun. 
   
  Skills: Derro have a +4 racial bonus on Hide and 
  Move Silently checks.   
   
  Possessions: 
  Masterwork 
  Cold 
  Iron 
  Lance, 
  Masterwork Repeating Light Crossbow, 4 Cases of 5 Bolts 
  Each, Masterwork Studded Leather, Masterwork Buckler. 
   
   
  YEO4-02 Petals 
   
  Page 19 
  
  Appendix II: Westburn  
  Overview:  The city of Westburn is far more accurately called a fortress—more by necessity than by design.  The construction of the 
  city proves this time and again, with layers of defense built over, around, and on top of pre-existing structures that did not survive the 
  stresses of Westburn’s dangerous neighbor, the tunnel near Dark Gate.  Only one defensive measure shows a deliberate or well-
  maintained aspect: the Wall.  This bulwark, a thick network of scaffolds and sheet stone, is designed to withstand tremendous force 
  through the ingenious use of silt-filled ‘chambers’ within the rock.  Solid panels of buttressing on the outside and inside hold the 
  chambers together and when ruptured, the silt absorbs so much force that a breach is almost impossible to cause.  Heavily-reinforced 
  foundations house the waypoints around Westburn where brave guardsmen watch from ground level and combat invaders when 
  they first reach the city.  Above these, crenellations protect archers who provide cover fire and warnings should the ground defense 
  fail.  Designed by dwarves hailing from the mountains south of Westburn, the Wall provides excellent protection for both the 
  citizenry and dwarven interests.  These interests culminate in the organization that designed and finances the Wall, the Earth Guild.  
  For more on the Earth Guild, see Commerce. 
  History:  Westburn has been standing for 250 years, 150 of that within “The Wall”.  Seven human generations have lived and died 
  during the struggle to control the dangers of the area.  In that time, several battles have been fought in and around the area, nearly 
  always resulting from some band of fell monsters trying to raid the towns that Westburn protects.  Westburn’s proudest claim is that 
  none of these battles have ever been lost and that the city walls have never been breached.  While this may be true, the damage done 
  during these ‘ground wars’ has been extensive.  The town of Dark Gate has been rebuilt several times due to fire, as often as not the 
  direct result of over-zealous or desperate defenders. 
  In one notable recent example, a night raid by strange diminutive humanoids nearly razed Dark Gate and took a heavy toll on its 
  guards.  A rescue battalion from Westburn drove the dwarf-like creatures away but had little luck destroying a trio of reptilian beasts.  
  These creatures, reported to be called margoyles, were only defeated when ‘The Wizard’ blasted them with fearsome bolts of 
  lightning.  Unfortunately, the same spells leveled most of the buildings under attack by these margoyles.  (Westburn would like to 
  make it known that ‘The Wizard’ is NOT a member of their armed forces.  Any liability from his actions does not lie with them.) 
  About one hundred years ago in 490 CY, Westburn began formal training of its elite scout/guards.  Dubbed the Gatekeepers, these 
  men and women patrol outside the safety of the Wall.  They initially proved their worth by creating an intricate map of the Passage of 
  Slerotin, clearing it of most of its more dangerous inhabitants as they did so.  This map is currently on display in Dark Gate as part of a 
  historical exhibit for the area.  Now, Westburn graduates a dozen Gatekeepers a year from its training academy.  During many dark 
  years of the region’s history, this has not always kept up with attrition… 
  Population:  As mentioned, most of the people of Westburn are hard-working, honest, and industrious.  Dwarves from the Rockmaul 
  Clan and gnomes from the nearby Sylvan Woods make up the majority of the relatively small non-human contingent.  Of the 2500 
  people in Westburn, over 2200 of them are human.  
  Notable amongst the populace are: Marril Durhaus, former Mayor of Westburn and former Grosspokeman for the region.  This 
  warrior of note (10
  th level fighter) once led the guard of the Wall before agreeing to take the mantle of leadership from his father, 
  Kalyn.  After two years in office as Mayor, he has asked to take the newly vacated position of Grosspokeman.  That level of politics did 
  not suit him well, as it was mostly discussion and very little direct action.  Ever a man for ‘doing things’, he passed on the office and 
  returned to the Mayorship of his home.  This role suited him better, but after ten years, he returned to his original task, military 
  command of Westburn’s forces.  Now 45, he is still sometimes seen on the wall, standing watch with his troops.  In its history, 
  Westburn has never had a more charismatic or tactically effective commander.   
  Duranguss Rockmaul, Clan Father and Lord of the Earth Guild:  Everything the Guild has become has come from this wise old 
  dwarf’s leadership.  When his father died wealthless in the south hills, he vowed that he would not share the same fate.  Seeking 
  others of vision from his clan, he approached the leaders of Westburn (then a small community with little value to speak of) and 
  proposed a trade alliance. Since then, both sides have flourished.  Duranguss has little fear of dying a pauper now. 
  Gioago Verda, a mage of some note and an independent citizen:  Also known as simply the Wizard, Gioago hails from ‘much farther 
  north’ as he would say.  How much farther is anyone’s guess, but his shining blonde hair and brilliant blue eyes mark him as a Suel 
  descendant from somewhere.  He mostly keeps to himself, using his magic as his sole trade (8
  th level Wizard, Dual Spell Focus 
  (Invocation & Alteration)).  In times of crisis, he volunteers his aid and negotiates a reward after the danger is averted.  To date, the 
  Mayor of Westburn has been happy to pay his fees and just as happy to disclaim him entirely when he blows something valuable up. 
  Commerce:  The Earth Guild is the most powerful element of Westburn’s economy.  Mostly the outgrowth of a single dwarven clan 
  (The Rockmaul), the Earth Guild controls nearly all of the mining, forging, and quarrying that occurs around Westburn.  This 
  provides riches, comfort, and a position of near above-the-law status to those in the Guild.  If business of an earthen sort occurs in 
  Westburn, it is through the Earth Guild and its associates. 
  YEO4-02 Petals 
   
  Page 20 
  
  This does not mean that the Guild holds itself superior to others in the area.  Like the dwarves that founded it, the Guild approaches 
  business in a very pragmatic way.  They are naturally better at delving, mining, and matters of the Underoerth.  They know this and 
  conduct their affairs as consummate professionals.  They accept competition if the other group shows some talent or ability, but will 
  often attempt to bring such ‘resources’ into the Guild.  If the ‘resource’ refuses, that is usually the end of the matter.  The Earth Guild is 
  patient enough to wait until the next generation is born to make a new offer.  The dwarves of the Earth Guild are wise enough to stay 
  out of areas where they do not enjoy a superior position.  Other industries are seldom troubled by the monopoly they possess.  In fact, 
  they usually benefit from having a single strong economic force to offer services to.  
  Aside from mining, Westburn has several other ways to contribute to the Yeomanry.  Westburn is one of the biggest processing 
  facilities in the entire country.  Livestock, ore, raw stone, trees, and fish can all be found around the city.  As such, Westburn has based 
  its economy on turning these resources into worked goods of surpassing quality.  Bolts of woven cloth, clothes, leather, metal tools 
  and weapons, and worked wood all come out of Westburn.  These goods, carted all over the Yeomanry and parts beyond, form the 
  backbone of the city’s economy.  Westburn steel, often forged using dwarven techniques, is in high demand for its quality and 
  durability.  Just as popular are Sylvan wood spear hafts, to which the Westbruns (folk of Westburn) affix well-honed heads of their 
  fine steel.  More often than not, when a Yeoman raises the spear, it was made in Westburn by one of its master weaponsmiths.  
  Foodstuffs are a major industry too, with food prices usually half the normal going rate due to ease of availability and high supply.  No 
  part of an animal is wasted in Westburn, with hides, fur, meat, and bones all used to their fullest extent.  Hunting around the city can 
  often turn an excellent profit. 
  If anything could be said to be in short supply, it would be grains.  The soil is excellent for trees and grasses, but heavy grains grow 
  poorly and open farmland is a rare commodity.  Still, the wealth of the city keeps grain of all types importing regularly.  In recent 
  times, there has been no noteworthy shortage.  Even so, two of the most valuable buildings in the city are the twin grain silos in the 
  south quarter.   
  Westburn’s people have a strong work ethic stemming from their Yeomanry identity and as such, all of the city’s industries are kept 
  going strong. 
  Government: The single most important person in the politics of Westburn is neither Mayor nor Grosspokesman (although the city 
  does have both).  When a crisis arises, most citizens (and both of the aforementioned gentlemen) look to Durhaus.  With a word, he 
  could make or break the career of anyone running for office in Westburn.  Both the Mayor and Grosspokesman owe their positions to 
  his favor, and they both know it.  Rivals will have to court his favor (not easily given nor easily revoked). 
  As for discipline, like elsewhere in the Yeomanry things are quite strict.  Disrespect in all forms is not tolerated and the people of 
  Westburn grow up polite and honest.  Common courtesy does away with most of the need for legal recourse, but such is swift when it 
  must occur. 
  Also, Westburn is based on a form of frontier justice.  Serious crimes have extremely harsh penalties and the death penalty is not 
  unheard of.  When an execution must be carried out, it is done in private and only after the local temple of Heironeous confirms both 
  intent and guilt. 
  Armed Forces: Also notable is the military structure of Westburn.  As a self-proclaimed (and well needed) ‘bastion’ against the perils 
  of Dark Gate, the city has trained some of the finest defensive troops in the Yeomanry.  Tough and capable, the Wall Guard is an elite 
  cadre, chosen from the citizens of the city and augmented by levies against the militia of surrounding towns.  Each of the 50 men who 
  serve in this post are at the least 1
  st level Warriors, with one in five being 2
  nd or 3
  rd level Fighters. 
  Ground duty, where the rest of the city’s 220 total garrison serve, is more typical of the Yeomanry military structure.  A significant 
  number of the city’s troops are trained in archery and over half can serve as mounted cavalry if the need arises. 
  Westburn is also home and training ground to a notable type of warrior, the Gatekeeper.  This prestigious class of fighter is dedicated 
  to the defense of the area around Dark Gate and to the elimination of all forms of threat that come out of it.  Well-educated in 
  Underdark lore, these brave men and women form the first line of defense against the creatures below. 
   
  YEO4-02 Petals 
   
  Page 21 
  
  Player Handout #1 
   
  “… someday.  I know he’ll come back or send for me.  I just pray he does 
  it before Kolvin does something drastic.  I don’t shy away like others do, 
  but he is as ugly on the inside as he is on the outside.  He smells like 
  demonflesh and brimstone anyway.  The hatred in his heart will kill him.  
  My heart belongs to another, I tell him constantly, but still he insists.  I 
  thought I felt him watching me today, hiding with his magic, but I felt 
  his eyes on me as I waded.  It makes me afraid to swim anymore.  Maybe 
  I’ll go for a quick swim tonight then rest a while …” 
   
   
   
   
   
  Player Handout #2 
   
  “Damn them, damn me, damn us all…” 
   
  “My oath: An end of beauty.  The Drinker of 
  Beauty will devour them, all their grace, and 
  ruin them like the gods ruined me.  Praise the 
  Abyssal Princes.” 
  YEO4-02 Petals 
   
  Page 22 
  
  DM Aids: Map #1 – Leilacia’s Lair 
   
  YEO4-02 Petals 
   
  Page 23 
  
  DM Aids: Map #2 – Demon Cavern 
   
   
  YEO4-02 Petals 
   
  Page 24 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO4-02 - Petals (3E).pdf