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.  
   
  KEO5-01 
   
   
   
   
   
   
  For Want of a King 
   
  A One-Round D&D LIVING GREYHAWK®  
  Keoland Regional Adventure 
  Version 1.1 
   
  by Christian J. Alipounarian 
  Playtested by Harry Burger, Aaron Dulgar-Tulloch, Lisa Dulgar-Tulloch, Ben McFarland, Matt McNally, 
  Matt Resnick, Steve Schaeffer, Todd Turchin, Andrew Zorowitz, and Steve Zwanger. 
   
  Dedicated to my father, Achadur Alipounarian. I miss you, Pop. - CJA 
   
  Chaos reigns in the Kingdom of Keoland; the King has been assassinated and the Oeridian heartlands 
  have erupted into civil war. Even as opposing forces begin to form battle lines, House Neheli ponders that 
  which has occurred. It would seem that the die has been cast for the fate of the Lion Throne – or has it? A 
  Keoland regional adventure for APLs 2-6, and Part Two of the “All Good Things” series that began with 
  KEOI4-01 Hide and Seek. 
   
   
  
  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 table tracking form, 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 
  For Want of a King 
   
  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 
  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. 
  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 1st-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 1st-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 move 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 Keoland.  Characters native to Keoland pay 
  one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp 
  per Time Unit. 
   
  For Want of a King 
   
  Page 3 
  
  Adventure Background 
  Many of the prior events in the Kingdom of 
  Keoland in the past year (594 CY) are vital to the 
  understanding of this module, and so they are 
  discussed here in detail. 
  The King of Keoland, Kimbertos Skotti, received a 
  prophecy from the black dragon Aulicus, the 
  Prophet of the Hool. It warned the King of a 
  gathering threat to the Lion Throne. The King sent 
  agents far and wide across Keoland in an attempt 
  to discover who or what the threat was. The threat 
  alluded to one thing amongst a gathering of three 
  that would bring ruin to the Lion Throne (Keoland 
  Interactive “Winter’s Passing” at Genericon XVII). 
  It was not long afterward that a herald brought the 
  king news of an excavation by the Seekers into 
  the tomb of Tibbett the Seven-Fingers. What made 
  the tomb of this thief significant is that he was a 
  member of the Iron Company, a group of 
  adventurers that successfully recovered three 
  weapons of power from the clutches of Keraptis, 
  the wizard of White Plume Mountain (see the 
  original 1st edition module S2 WHITE PLUME 
  MOUNTAIN). Worried about the coincidence of 
  the Seekers suddenly looking for three artifacts, 
  the King dispatched a group of neophyte heroes to 
  the site of the dig. There, the party discovered the 
  location of the resting places of the three weapons 
  of White Plume, which had been scattered across 
  the Kingdom (KEOI4-01, Hide and Seek) 
  The first weapon, a dwarven hammer called 
  Whelm, was recovered from beneath the dwarven 
  town of Curget (Keoland Interactive “New Arrivals 
  and Old Rivals,” Weekend in Keoland) and 
  returned to the King. The second was a trident 
  called Wave, and it was wrested from the 
  sahaugin off the Gradsul coast by Duke Luschan 
  and presently being held “in trust” for the Lion 
  Throne (Keoland Interactive “Run Silent, Run 
  Deep,” Diplomatic Immunity). 
  The third weapon lay in the ruins of Steffenmoor, 
  in the County of Linth. Blackrazor was in the 
  hands of a cult of demon-worshipping blackscale 
  lizardfolk and their lich-druid leader. The King sent 
  a number of teams of adventurers into the ruins to 
  make easier the impending assault by Keoish 
  forces that would retake Steffenmoor once and for 
  all. The weapon was recovered, but during the 
  presentation of Blackrazor to the King, the 
  presenter, Holphin Neheli, struck him down. The 
  assassin was immediately spirited away by an 
  agent of the Silent Ones (Keoland Interactive 
  “Bane of the Black Blade,” UNYCon 2004). 
  While the killer could not be interrogated, 
  divinations on the subject have revealed to the 
  casters that the assassin was not a willing 
  participant 
  and 
  was 
  somehow 
  controlled. 
  Blackrazor was a sword known to consume souls; 
  several attempts to resurrect the King from the 
  dead have met with failure, and the ancient Lion 
  Throne now sits vacant within the still halls of the 
  King’s palace. 
  The death of the King has left Keoland in turmoil. 
  Keoland is not a true monarchy; the Court of the 
  Land in the capital city of Niole Dra must decide 
  on a successor. In the meanwhile, a pogrom 
  against the Oeridians in the County of Linth by the 
  Knights of the Watch has led to a peasant uprising 
  in that land; it has begun to spread to other areas 
  of the Oeridian Heartlands and threatens to send 
  the Kingdom spiraling out of control. 
  Within the Neheli family, Duke Cedrian was the 
  foremost in terms of political power. In his absence 
  (see KEO4-03 Lasting Deeds) Count Orloc is now 
  in control of the branch of the Neheli that make 
  their home in their ancestral lands. With his cousin 
  in Dilwych because of his insanity, and his own 
  son Holphin accused of regicide, the Count has 
  decided to take matters into his own hands. He 
  does this not out of altruism – Orloc is as evil as 
  nobles in Keoland come – but because he fears 
  the complete ruination of his family’s line. He 
  intends to clear the name of his family and prove 
  by any means necessary that his son Holphin was 
  not directly responsible for his actions. 
  As a powerful wizard, Orloc possesses many 
  tomes and bits of history. As can be expected by a 
  family whose principal agents are the Knights of 
  the Malagari, Orloc has a great deal of lore about 
  Blackrazor. The foremost authority on the weapon 
  was 
  a 
  renegade 
  elf 
  witch 
  named 
  Cjaian 
  (prounounced SHAY-ahn) who specialized in the 
  study of swords of necromancy and extra-planar 
  energy, and who made her home within Keoland. 
  Orloc knows the approximate location of where 
  Cjaian’s tower stood. He has used magical scrying 
  to verify that it still stands, although his magic was 
  unable to penetrate the interior. He is not sure 
  what this means, but assumes that the tower is 
  still occupied. He hopes that there may be clues 
  about the creation of the weapon and, perhaps, a 
  means by which the King might be restored – or at 
  least, what manner of madness overtook his son. 
  For Want of a King 
   
  Page 4 
  
  Orloc is not the only member of his family with an 
  interest in what is going on. Stoakdor Neheli is the 
  brother to Baron Jharmok Neheli of the Barony of 
  Shelspring. He is an accomplished diviner in the 
  Redlee branch of the family. He feels that the 
  power of the likes of Cedrian and Orloc are 
  waning, and that a new attitude and face must be 
  presented 
  by 
  their 
  House 
  to 
  the 
  world. 
  Furthermore, Stoakdor is interested in supplanting 
  his brother Jharmok as the Baron of Shelspring. 
  Stoakdor 
  has 
  also 
  come 
  upon 
  the same 
  information as Orloc, and has devised a scheme 
  much the same as his cousin, independent of 
  each other. The two men are determined to wrest 
  the information from the tower of Cjaian and use it 
  to the advantage of themselves and their House. 
  Both men will attempt to hire the PCs to recover 
  the information; with whom the PCs decide to lend 
  their services could have critical consequences for 
  House Neheli. 
  As always, of course, there are complications. A 
  powerful force known as the Cabal opposes the 
  PCs; they are the ones that set in motion the 
  recovery of Blackrazor in the first place (first 
  mentioned in KEOI4-01 Hide and Seek). The 
  Cabal is allied with one who would rise to replace 
  Kimbertos on the throne, and they have a vested 
  interest in seeing that the dead king stays that 
  way. 
  To 
  this 
  end, 
  they 
  have 
  used 
  their 
  considerable influence to lay a number of 
  roadblocks against the PCs, which includes 
  guarding 
  the 
  tower 
  against 
  intrusion 
  and 
  protecting the secret crypt below it. The Cabal’s 
  agents have been unable to enter it to date. So 
  instead, they have settled for guarding the tower to 
  protect anyone from entering it. Capturing some of 
  the Seekers hired by the Cabal to guard the tower 
  will allow the PCs to glean some information about 
  it; although they have been kept deliberately in the 
  dark to prevent them from revealing too much. 
  Once the crypt is penetrated, the PCs must 
  contend with Cjaian herself; she is revealed to 
  have been a drow elf that is now a drider-lich. 
  (This is a role-playing encounter; a drider-lich is a 
  bit much for PCs to handle at these APLs) 
  Through several possible methods, the PCs can 
  recover a collection of papers, notes and formulae 
  that their patron can review in the hopes of 
  undoing Blackrazor’s curse. 
  The Iron Cabal 
  The Iron Cabal (also called simply the Cabal) is a 
  group of worshippers of the arch-devil Dispater. A 
  few centuries ago, the original cult conducted their 
  ceremonies 
  within 
  a 
  heavily 
  defended, 
  subterranean tomb of their founder. Called the 
  Crypt of Sekhel (a bastardized hybrid of the words 
  “second hell” – the level of Hell that Dispater 
  rules), it was located in the desolate plains of the 
  northwestern portion of the Earldom (now County) 
  of Linth. The cult was rooted out and the Crypt 
  sealed. The tomb was eventually looted by 
  Countess Sera Linth, who made the mistake of 
  recovering the cult leader’s prized possession – a 
  necklace and focus of pure evil known as the 
  Nethernight (see KEO4-05 A Last Dance at 
  Midnight). 
  The Iron Cabal survived and flourished in secrecy, 
  and now it has an eclectic, powerful membership 
  across 
  the 
  Kingdom 
  of 
  Keoland. 
  Their 
  machinations to put one of their own on the 
  Throne have led to the assassination of the King 
  of Keoland. While some details about the Iron 
  Cabal come to light in this module, they are for the 
  moment a shadowy, building, barely-perceived 
  threat to the Kingdom. 
  The cleric in this adventure, the Olman named 
  Atzuzu, and his half-orc bodyguards are not 
  members of the Cabal; they simply work for them. 
  This Olman is the same individual mentioned by 
  the ghost of Tibbett in the introductory adventure 
  KEOI4-01 Hide and Seek. 
  Adventure Summary 
  Introductions (A & B) 
  The PCs receive requests to meet with two 
  prominent members of House Neheli - Count 
  Orloc and Stoakdor Neheli. Depending on which 
  the PCs choose to meet, their patron explains his 
  motivations and desires. The PCs then receive 
  instructions about where Cjaian’s tower lies. 
  Encounter One 
  PCs arrive at the tower and find that it is occupied 
  by hirelings of the Cabal as well as some weird 
  undead creatures. The PCs can assault the place 
  using stealth or force, and must wrest control of it 
  from the inhabitants. The PCs find clues indicating 
  that the tower contains a crypt below; the PCs 
  must puzzle out how to access it. 
  Encounter Two 
  Within the Crypt, the PCs must do battle with 
  Cjaian’s tomb’s guardian and deal with Cjaian 
  herself to take possession of her notes. This done, 
  they can return the information to their patron. 
  For Want of a King 
   
  Page 5 
  
  Encounter Three 
  The PCs are met by agents of the Silent Ones, 
  who ask that the PCs turn over the notes to them. 
  They cite reasons why neither man can be trusted 
  with the notes. This is a role-playing encounter 
  meant to get the PCs debating the wisdom of 
  handing over the books to the family of the King’s 
  assassin – or to the group who spirited that same 
  assassin away. 
  Conclusion 
  The PCs return the notes (to one of their patrons, 
  report their failure to obtain it, or admit that they 
  turned over the notes to the Silent Ones). Of 
  course, the conclusions are different depending on 
  what the PCs do. 
  Starting the Adventure 
  Begin by distributing copies of Player Handouts #1 
  and #2 to the players and inform them that each of 
  their PCs receives both. 
  The DM should inform the players that they are 
  limited to serving one patron and must decide 
  as a group whom they wish to serve. In making 
  this decision, the PCs may want information about 
  both 
  of 
  their 
  potential 
  patrons. 
  A 
  simple 
  Knowledge (nobility & royalty) or Bardic Lore 
  check (DC 10) gleans the following information 
  about them: 
  Count Orloc: The Count is very old and rumored to 
  be an evil man, but one fiercely dedicated to the 
  Neheli and their continued success. He was until 
  recently the chief power rival of Cedrian Neheli, 
  who has since succumbed to some kind of 
  madness and has since been consigned to 
  Dilwych. Orloc is also known to be exceptionally 
  generous to those that serve him well, and his 
  goodwill is doubtless worth earning. 
  Chancellor 
  Stoakdor 
  Redlee 
  Neheil: 
  Baron 
  Jharmok’s brother Stoakdor has joined his brother 
  in the governance of the barony. While Jharmok is 
  the fighting type, Stoakdor is a scholarly, 
  contemplative and accomplished diviner. Rumors 
  spread by some of the nobles in Shelspring and 
  Dorlin say that Stoakdor is plotting to usurp his 
  brother’s power through evil magicks. 
  Introduction A: Count Orloc 
  You have arrived in the Duchy of Dorlin, the 
  ancestral home of the powerful House Neheli. 
  This powerful noble family has been rocked by 
  events of the previous year. First, Duke 
  Cedrian Neheli, leader of his family, was found 
  to suffer from some sort of dementia. To make 
  matters worse, the Duke’s nephew, Holphin 
  Neheli, was the man who murdered the King of 
  Keoland with the necromantic greatsword 
  known as Blackrazor. Holphin was spirited 
  away from the scene of the crime by an agent 
  of the Silent Ones, and has become a 
  renegade. 
  You have come because you received a 
  message from Count Orloc, Holphin’s father 
  and now the reigning power in House Neheli. 
  Even now you and several others stand in his 
  presence within his chambers in Dorglast 
  Castle. 
  Allow players to describe and introduce their 
  characters to one another before continuing. 
  The Count is very old, and he seems 
  impossibly thin. The barest hint of wispy 
  platinum hair can be seen on his crown. His 
  face is narrow and rodent-like, and his fingers 
  are almost unnaturally slender and long. His 
  pasty skin and sunken pink eyes betray him as 
  an albino. He reclines in his chair, seemingly 
  less for comfort and more in an attempt to 
  prop himself upright. His voice is a strained 
  whisper which you find yourself leaning 
  forward to hear clearly. 
  Despite his appearance, Count Orloc is human.1
  “As you are aware, my beloved son Holphin 
  was presenting the necromantic sword called 
  Blackrazor to the King when something seized 
  him to strike His Majesty down.” A brief cough 
  rattles in his chest. “We have long been allies 
  with the Silent Ones, and one of their agents 
  present there spirited him to safety following 
  the assassination. The weapon has been 
  confiscated by them and they have begun the 
  task of analyzing it.” 
                                              
   
   
  1 This description of Count Orloc should be 
  reminiscent of his namesake, the vampire 
  portrayed by actor Max Schreck in the 1922 film 
  Nosferatu. Clearly, Orloc Neheli has been affected 
  by the inbreeding that has been known to plague 
  his House! 
  For Want of a King 
   
  Page 6 
  
  “In the meantime, I am determined to clear the 
  name of House Neheli by finding a way to 
  restore the King to life. Blackrazor is a weapon 
  that consumed souls, but whether or not the 
  weapon 
  actually 
  destroys 
  them 
  is 
  in 
  contention. As the weapon is not available for 
  me to study – the Silent Ones will let no one 
  near the thing, as you might imagine – I have 
  perhaps 
  another 
  means 
  of 
  gleaning 
  information about it.” 
  “A renegade elven sorceress named Cjaian 
  was considered a foremost authority on 
  Blackrazor. It is said that only Blackrazor’s 
  forger knew more about the weapon. This elf 
  inhabited a large tower in the northernmost 
  extreme of the Dreadwood, about twenty miles 
  south of the Barony of Sayre’s city of 
  Woodsage. I want you to go there and sack the 
  place for notes, papers… anything that might 
  give me information about Blackrazor. Find it 
  and bring it to me. I will reward you well based 
  on the value of the lore you recover.” 
  Count Orloc will take questions that the PCs might 
  have. Some common question and his suggested 
  answers are listed below. 
  Where is Holphin now? / Have you had any 
  contact with Holphin? Etc. (Orloc will dismiss 
  any attempts at discourse on Holphin unless they 
  directly relate to the mission at hand. The subject 
  of his son is a sore point for him and he won’t 
  speak of it.) 
  Why would she build her tower in the 
  Dreadwood, of all places? “Cjaian had no fear of 
  the mundane beasts of the Dreadwood; she was a 
  potent arcanist. As a sage her specialty was the 
  study of extra-planar energies, so the presence of 
  creatures from other dimensions – such as the 
  Dreadwood is rumored to contain – would have 
  only added to the appeal of the location.” 
  Would you be willing to share this information 
  with other groups (Silent Ones, National 
  Academy of Wizardry, etc.)? “No. Not until I 
  have reviewed the research, at least. The current 
  political climate is so poisoned against my House 
  that I can trust no one. I would in all honesty not 
  even trust any of you if it were not so imperative.” 
  <He will eyeball any Dreadwalkers amongst the 
  PCs for emphasis on this particular point.> 
  Do you have a map of the area? “The location I 
  have given you is the best that I can manage. If 
  one of you is a Dreadwalker, perhaps you have 
  even seen the tower during your patrols. If not, 
  you will have to search the area of the wood I 
  have described until you find it.” (Dreadwalkers 
  will indeed know of the place.) 
  What kind of compensation can you offer us 
  for our aid? “Imagine the goodwill of my House 
  as a key. That key opens the vaults of Neheli 
  magic and lore. You will also receive coin and 
  gems for your efforts.” 
  Did you know that we were also contacted by 
  Stoakdor Neheli? “That miscreant diviner seeks 
  to use the upset in our home to advance his own 
  political agenda. I will deal with him appropriately, 
  and when the time comes.” 
  Orloc honestly does not have much more 
  information of relevance than what is listed above. 
  He isn’t inclined to speculate for the PCs about 
  anything he doesn’t know for certain. 
  Assuming that the PCs accept Orloc’s task, 
  proceed to Encounter One. Should the PCs ask 
  for time before they leave, Orloc won’t brook any 
  needless delays and will tell the PCs that they 
  must leave at once, or he’ll find heroes that will. 
  Introduction B: Stoakdor 
  Redlee Manor is the name of the small town 
  that has grown up around Redlee Keep.  All 
  but a few of the buildings are obviously of 
  recent construction.  
  The older buildings are made of fieldstone, 
  while the newer construction has made use of 
  lumber imported from the edges of the 
  Dreadwood.  Foundations and frames for more 
  buildings 
  surround 
  a 
  completed 
  interior 
  village.  
  Sitting atop a hill to the east of the village is an 
  impressive 
  keep. 
  From 
  the 
  size 
  and 
  construction, it looks as though it could easily 
  hold the entire population of the town four 
  times over and withstand a siege for weeks if 
  necessary. 
  The keep is not ornate or austentatious, and 
  the interior shares the same sparse but 
  utilitarian design and decoration.  A Knight of 
  the Malagari escorts you to see Stoakdor, and 
  on their way to his meeting chambers you 
  notice a variety of diverse activities: female 
  adepts of Lydia preparing food and mending 
  clothes, dour knights dressed in black talking 
  in whispered conversations, and children 
  singing songs and learning Keoish history. 
  For Want of a King 
   
  Page 7 
  
  The guards all wear heavy armor and shields 
  emblazoned with a unique coat of arms: a pair of 
  owl wings flanking an upright longsword.  A 
  Knowledge (History, Nobility, or Local: Sheldomar) 
  or Bardic Knowledge check (DC 15) reveals this is 
  the coat of arms of the Knights of the Malagari, 
  known to the general populace as the Darkwatch. 
  PCs that are Darkwatch or belong to the Dorlin 
  military automatically make this check. 
  Within the keep, most of the people are either 
  connected to the Darkwatch (dressed in dark 
  colors) or they are female followers of Lydia 
  (wearing brightly colored robes and clothing, even 
  multicolored garb is some instances).  Many of 
  these females also wear a holy symbol: a fist 
  grasping a rainbow-colored shaft of light.  A 
  Knowledge: Religion check (DC 15) reveals that 
  this is very similar to the holy symbol of Lydia, but 
  it is altered slightly: the normal holy symbol of 
  Lydia has a multi-colored shaft of light spraying 
  forth from an open palm. Again, Darkwatch and 
  Dorlin military PCs automatically make this check. 
  Stoakdor Neheli is a Sueloise man of learned 
  mein and deliberate speech. He wears his 
  reddish-blonde hair long and back in a 
  ponytail.  His pale green eyes are red-rimmed 
  from a lack of sleep. He greets you cordially 
  before getting down to business. 
  “As you are aware, my cousin Holphin was 
  presenting the necromantic sword called 
  Blackrazor to the King when something seized 
  him to strike His Majesty down. House Neheli 
  have long been allies with the Silent Ones, and 
  one of their agents spirited him to safety 
  following the assassination. The weapon has 
  been confiscated by them and they have 
  begun the task of analyzing it.” 
  “In the meantime, I am determined to clear the 
  name of House Neheli by finding a way to 
  restore the King to life. Blackrazor is a weapon 
  that consumed souls, but whether or not the 
  weapon 
  actually 
  destroys 
  them 
  is 
  in 
  contention. As the weapon is not available for 
  me to study – the Silent Ones will let no one 
  near the thing, as you might imagine – I have 
  perhaps 
  another 
  means 
  of 
  gleaning 
  information about it.” 
  “A renegade elven sorceress named Cjaian 
  was considered a foremost authority on 
  Blackrazor. It is said that only Blackrazor’s 
  forger knew more about the weapon. This elf 
  inhabited a large tower in the northernmost 
  extreme of the Dreadwood, about twenty miles 
  south of the Barony of Sayre’s city of 
  Woodsage. I want you to go there and sack the 
  place for notes, papers… anything that might 
  give me information about Blackrazor. Find it 
  and bring it to me. I will reward you well based 
  on the value of the lore you recover.” 
  Stoakdor will take questions that the PCs might 
  have. Some common question and his suggested 
  answers are listed below. 
  Where is Holphin now? / Have you had any 
  contact with Holphin? Etc. “I know nothing of his 
  whereabouts. I have my suspicions, but you will 
  understand if I keep them to myself.” 
  Why would she build her tower in the 
  Dreadwood, of all places? “Cjaian had no fear of 
  the mundane beasts of the Dreadwood; she was a 
  potent arcanist. As a sage her specialty was the 
  study of extra-planar energies, so the presence of 
  creatures from other dimensions – such as the 
  Dreadwood is rumored to contain – would have 
  only added to the appeal of the location.” 
  Would you be willing to share this information 
  with other groups (Silent Ones, National 
  Academy of Wizardry, etc.)? “No. Not until I 
  have reviewed the research, at least. The current 
  political climate is so poisoned against my House 
  that I can trust no one. I would in all honesty not 
  even trust any of you if it were not so imperative.” 
  <He will eyeball any Dreadwalkers amongst the 
  PCs for emphasis on this particular point.> 
  Do you have a map of the area? “The location I 
  have given you is the best that I can manage. If 
  one of you is a Dreadwalker, perhaps you have 
  even seen the tower during your patrols. If not, 
  you will have to ask the Dreadwalkers for aid.” 
  (Dreadwalker PCs and members of the Sayre 
  Militia will indeed know of the place.) 
  What kind of compensation can you offer us 
  for our aid? “Imagine the goodwill of my House 
  as a key. That key opens the vaults of Neheli 
  magic and lore. You will also receive coin and 
  gems for your efforts.” 
  Do you know that we were also contacted by 
  Count Orloc? “Yes, of course… not that he 
  actually told me, but I am a diviner, you know. Not 
  surprising, really. I imagine that he is looking to 
  take advantage of what’s happened to strengthen 
  his grip on Dorglast Castle. Orloc’s reputation for 
  treachery knows no bounds; he is the source of 
  the wicked libel you’ve no doubt heard about me.” 
  For Want of a King 
   
  Page 8 
  
  Stoakdor is a careful man who will answer few, if 
  any, other inquiries put forth by the PCs. This is in 
  equal measure due to his secretive nature and his 
  genuine ignorance about anything else relating to 
  the situation that he hasn’t already shared. 
  Assuming that the PCs accept Stoakdor’s task, 
  proceed to Encounter One. Should the PCs ask 
  for time before they leave, Stoakdor won’t brook 
  any needless delays and will tell the PCs that they 
  must leave at once, or he’ll find heroes that will. 
  Encounter One: Cjaian’s 
  Tower 
  General DM Notes about the Tower 
  The tower is in a roughly circular clearing in the 
  Dreadwood, about eighty feet in diameter. A small, 
  functional well is found about fifteen feet from the 
  main structure; it is twenty feet deep and four feet 
  in circumference. It looks to have seen regular use 
  in recent days. 
  The tower is square, forty-five feet on a side, and 
  is made of a drab stone commonly found in the 
  nearby Good Hills. The tower was clearly 
  designed primarily as a dwelling, as opposed to a 
  defensible structure. Each story has four windows 
  per side, evenly spaced (not shown on the map). 
  Metal shutters cover them, and they are all barred 
  and locked from the inside. 
  The ground floor was the one first penetrated by 
  the Cabal. They managed to circumvent the 
  trapped statue in Area One, but they lost two of 
  their number to the skin kites (see Appendix) 
  nesting in Area 3. The Cabal decided to leave the 
  ground floor and instead concentrate on making 
  defensible the upper floors of the tower. 
  The interior of the tower is lit by continual flame 
  spells 
  (13th 
  level 
  caster) 
  regularly 
  placed 
  throughout the structure. 
  Reactions to a PC Assault 
  If the PCs do not attempt to penetrate using 
  stealth and simply opt for an open assault, the 
  Cabal will gather their forces together and attempt 
  to keep the attackers from climbing the stairs from 
  Area Two to Area Nine. If the PCs should 
  penetrate further, the DM will need to revise their 
  tactics on an ad hoc basis. 
  It is possible – indeed likely – that a careful group 
  that makes a minimum of noise can penetrate into 
  the Cabal-held upper levels. 
  Arriving at the Tower 
  Note that any PCs that are Dreadwalkers or 
  members of the Barony of Sayre’s military can 
  escort the rest of their group to the tower. In this 
  case, omit the read-aloud text in [brackets] below. 
  Your journey from (Dorglast Castle / Redlee 
  Manor) is dull. [Upon your arrival in Woodsage, 
  you avail yourself of an elderly local hunter 
  who was known as being a Dreadwalker in his 
  youth. He agreed to escort you to the tower in 
  exchange for your solemn oath not to 
  penetrate any deeper into the woods.] 
  Thanks to your escort, you eventually find 
  yourself 
  at 
  the 
  edge 
  of 
  the 
  enormous 
  Dreadwood. 
  The 
  place 
  has 
  a 
  fearsome 
  reputation. Darker rumors say that pits to other 
  worlds open up within the place, snaring 
  unwary heroes and spewing into the woods 
  creatures not of this world. 
  It was less than a day’s travel from the woods’ 
  edge when you finally arrived at the tower. It is 
  in 
  a 
  roughly 
  circular 
  clearing 
  in 
  the 
  Dreadwood, about eighty feet in diameter. A 
  small well is about fifteen feet from the main 
  structure. 
  The tower is square, forty-five feet on a side, 
  and is made of drab stone. Each story has four 
  windows per side, evenly spaced. Metal 
  shutters cover them, and they all appear 
  barred and locked from the inside. 
   (DM Note: The windows aren’t shown on the 
  map.) 
  The edifice is surrounded by a large and 
  supernaturally thick wall of thorns, but a large 
  hole has been hacked and burned through it. 
  A pair of iron-bound wooden doors is inset 
  into the center of the lowest floor’s northern 
  face. One of the doors appears to be broken. A 
  large silver glyph on the front door appears to 
  have been magic and activated in some 
  fashion as there is a deep scorching on the 
  portal. 
  The wall of thorns and the blast marks are 
  protections placed by the Dreadwalkers against 
  intruders; the Cabal mercenaries have since 
  compromised these defenses. 
  Refer to DM Aids # 1-3 for the surface levels of the 
  tower described in Encounter One. 
  For Want of a King 
   
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  Area One (Entry Foyer) 
  The hinges on one of the great doors has 
  rusted and snapped, leaving one of them 
  hanging at an angle. From the hole thus 
  created, you can see an entry foyer beyond. 
  The hall has long since come to ruin. Animal 
  droppings are seen inside along with leaves 
  blown in by the wind. In the room’s center is a 
  stone statue of a female elf, some nine feet in 
  height. She is lovely but has a cold, cruel 
  countenance. The statue holds a carved 
  spellbook in one hand, while the other appears 
  to gesture for visitors to enter. 
  The statue is trapped. The hand gesturing for 
  approach is the right hand; this is also the safe 
  route to pass the statue. Should the PCs step to 
  the statue’s left side (designated by the ‘x’ on the 
  map), the statue will suddenly pivot and the arm 
  holding the book will extend, possibly smashing 
  anyone standing in the area. The statue will not 
  reset. 
  The room is otherwise bare aside from the detritus 
  mentioned earlier. 
  APL 2 (EL 1) 
  Statue / Pressure Plate Trap: CR 1; mechanical; 
  proximity trigger; manual reset; Atk +10 melee 
  (1d6+3/x2); Search DC 20; Disable Device DC 20. 
  APL 4 (EL 3) 
  Statue / Pressure Plate Trap: CR 3; mechanical; 
  proximity trigger; manual reset; Atk +20 melee 
  (2d4+2/x2); Search DC 22; Disable Device DC 22. 
  APL 6 (EL 5) 
  Statue / Pressure Plate Trap: CR 3; mechanical; 
  proximity trigger; manual reset; Atk +20 melee 
  (2d8+11/x2); Search DC 22; Disable Device DC 
  22. 
   
  Area Two (Staircase) 
  This fifteen-foot hallway ends in a narrow 
  ascending spiral staircase. A single softly 
  glowing ball of light illuminates this room. 
  PCs that have alerted the Cabal to their presence 
  will find enemy forces will attempt to prevent them 
  from ascending this staircase. 
   
  Area Three (Laboratory) 
  Scattered about the floor of this room are piles 
  of smashed shelving, destroyed glass and 
  pottery and other bits of trash. The walls are 
  blackened as if by great heat. More ominously, 
  you see the body of a human male lying just 
  off to the left of the doorway. Another corpse 
  lies in the center of the room. The latter is 
  supine, and you can see that the flesh from the 
  corpse’s face has been ripped away. A blanket 
  of flies and maggots has busied itself on the 
  bodies; the corpses are clearly not those of the 
  tower’s original occupants. 
  This room was once a laboratory where a number 
  of alchemical reagents were stored. Over time, 
  one of the shelves rotted and gave way, causing 
  some of the more volatile contents to explode 
  when 
  they 
  came 
  into 
  contact. 
  The 
  blast 
  demolished the contents of the room and it has 
  remained so to this day. 
  At APL 2 only, there are four vials of alchemist’s 
  fire in this room; these can be recovered with a 
  Search check (DC 20 + APL). These flasks might 
  save a party – especially a low-APL one – against 
  the guardian of Cjaian’s tomb (see Encounter 
  Two). 
  One or more skin kites (a new monster; see 
  Appendix B) lair in this room. 
  APL 2 (EL 3) 
  Skin Kite: hp 24; see Appendix B. 
  APL 4 (EL 5) 
  Skin Kites (2): hp 24 each; see Appendix B. 
  APL 6 (EL 7) 
  Skin Kites (4): hp 24 each; see Appendix B. 
  Tactics: The kites lie motionless (the DM should 
  randomly determine their positions, although none 
  will be closer than ten feet away from the eastern 
  door), looking a great deal like tan rags or some 
  other discarded clothing scrap. They possess a 
  rudimentary intelligence and will not attack unless 
  subjected to an offensive action or until someone 
  has entered the room. At that point, they will 
  launch at the target, attempting to tear her flesh 
  away to create more skin kites. 
   
  For Want of a King 
   
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  Area Four (Library) 
  This 
  long-forgotten 
  chamber 
  contains 
  a 
  modest, but well-stocked library. The room is 
  dry and many of the books appear to be in 
  reasonably good shape. They do not appear to 
  be magical tomes but rather the foundation of 
  a reference library. 
  There is a secret trapdoor in the floor that allows 
  entry into Cjaian’s crypt. The mechanism and 
  hinges of the door are not accessible and it is 
  unlikely (Search DC 28 + APL) that the PCs will 
  even be aware of the door in the first place. 
  One of the books on the shelf is titled “The 
  Properties of Flame.” One of the passages in this 
  tome is the verbal trigger for the trapdoor; it must 
  be read aloud in Common from anywhere in the 
  room. If this is done, the secret door will drop open 
  from the bottom, revealing a dark tunnel of worked 
  stone below (see Encounter Two). 
  The words that unlock the door are not marked in 
  any way; the PCs must find the clue within the 
  tower to discover how to open it. Barring finding 
  the trapdoor and physically smashing their way 
  through, the PCs will need to discover those clues 
  if they wish to get into the crypts. The passage 
  from the book is delineated in a clue found within 
  the fireplace in Area Nineteen. 
  If the PCs are absolutely stuck, they could read 
  the entire book aloud. Assuming they start from 
  the beginning of the book, they will take a little 
  over two hours to stumble on the correct passage. 
   
  Area Five (Shrine) 
  This room appears to have been used for 
  worship. Three pews on either side of the 
  chamber form a narrow black-carpeted row 
  which leads up to a statue. The statue is one of 
  a rotting corpse-like figure bereft of hand and 
  eye; this is clearly a shrine to Vecna. 
  The room appears ominous but there is little of 
  interest here. The statue is carved of the same 
  stone as the walls and the one in Area One. The 
  statue radiates very faint evil. At its feet is a large 
  basin whose bottom is caked with very old ash 
  (scrolls of spells were burned in Vecna’s honor as 
  a god of magic). The statue is not trapped. 
  Note that this shrine was present for the benefit of 
  her apprentices; Cjaian herself worshipped Lolth 
  (see Encounter Two). 
   
  Area Six (Lecture Hall) 
  A lectern is seen at the eastern end of this 
  room. Four chairs form a center aisle. This 
  looks like a small lecture hall, akin to those 
  seen 
  in 
  wizard’s 
  academies 
  and 
  chapterhouses. 
  Notes on the lectern, written in feminine cursive 
  script in Elven, speak about the nature of the 
  relationship between positive and negative energy. 
  The notes are valueless, but they do provide a 
  sample of Cjaian’s writing for the PCs to compare 
  to others they may find in the tower. 
   
  Area Seven (Apprentice’s Dining Hall) 
  A table with four chairs sits in this room’s 
  center. Metal flatware still sits on the table, as 
  do a pair of beaten pewter mugs. A single 
  moldering tapestry ten feet in width depicts a 
  cruel-looking female elf with deep ebony skin 
  and white hair. It stretches across the eastern 
  wall. 
  The tapestry does indeed depict Cjaian. This is the 
  first indication to the PCs that Cjaian was actually 
  more than a renegade elf; she was a renegade 
  dark elf. This room is where the apprentices would 
  take their meals. The utensils left behind in this 
  room are worthless. 
   
  Area Eight (Storage / Kitchen) 
  This area looks like it may have been used for 
  food storage and preparation. A long-cold 
  cooking hearth lies directly opposite the door. 
  A food preparation table with a collection of 
  kitchen utensils can be seen on your right, 
  while a cabinet and discolored cask of great 
  size lies on the left. 
  The cask once contained cheap cooking wine 
  which has long evaporated. The chimney cannot 
  be climbed; a metal flue operated from area 11 
  prevents ascension. The flue grate could be 
  destroyed; it has hardness 8 and 10 hit points. 
  There is nothing of interest to the PCs to be found 
  here. 
   
  Area Nine (First Floor Landing) 
  The staircase from the ground floor terminates 
  here. This chamber is bare except for a door 
  set into the center of the northern wall. 
  For Want of a King 
   
  Page 11 
  
  Unless actively being defended by Cabal forces, 
  the door will be locked (Open Locks DC 20 + 
  APL). The door can also be bashed open or 
  broken through. 
  Reinforced Wooden Door: 1 in. thick; hardness 
  5; hp 20; AC 5; Break DC 20. 
   
  Area Ten (Central Chamber) 
  A number of tattered and long-faded banners 
  crisscross this ceiling from east to west. This 
  room appears to be a decorative central 
  chamber from which other parts of the tower’s 
  floor are accessed. To this end, doors are set 
  into the northern, western and southern walls. 
  A thick grey seal can be seen around the 
  perimeter of the northern door; spatters of a 
  dull grey metal’s drippings are seen beneath it. 
  A Track check (DC 20) will reveal that from this 
  point forward within the tower (excepting Areas 11 
  and 12), there is a large amount of recent foot 
  traffic moving through this and the remaining 
  areas of the tower. 
  The northern door has been sealed shut with 
  molten lead, some of which has dripped to the 
  floor. A Craft (alchemy or metalworking-related 
  specialty) (DC 10) can determine that this was 
  recent work. This sealing treatment keeps the 
  door from being opened in ways like a knock spell 
  or an Open Locks roll. 
  Atzuzu, the Olman warlock in charge of the Cabal 
  forces here, determined the presence of undead in 
  Area Eleven and ordered that the room be sealed 
  for the protection of himself and his men. 
  Lead-Sealed Reinforced Wooden Door: 1 in. 
  thick; hardness 5; hp 20; AC 5; Break DC 25. 
   
  Area Eleven (Apprentices’ Quarters) 
  You feel a vague sense of unease and disquiet 
  as you peer into this room. A hearth sits along 
  the eastern edge of the northern wall. Arrayed 
  against the eastern and southern walls are 
  beds, four in total. Two armoires are also in the 
  room. Each of the beds has upon it corpses 
  wearing yellow robes that sport on them 
  enormous dark discolorations. 
  Cjaian murdered her four apprentices in this room. 
  At APL 2, some of the robes (and at APL 4, all of 
  them) that they still wear have become undead 
  themselves, creatures known as raiments (see 
  Appendix B). At APL 6, the room is home to a 
  quartet of ghasts – deliberately created from her 
  apprentices’ corpses by Cjaian as guardians. 
  APL 2 (EL 3) 
  Raiment (2): hp 18 each; see Appendix B. 
  APL 4 (EL 5) 
  Raiment (4): hp 18 each; see Appendix B. 
  APL 6 (EL 7) 
  Ghasts (4): hp 38 each; see Monster Manual 
  page 118. 
  Tactics – APL 2 & 4: The raiments are effectively 
  mindless, and will simply leave their beds and 
  assault the PCs as quickly as possible. Raiments 
  will attack as many different PCs as possible, only 
  ganging up on a single PC if there are more 
  raiments than there are targets. 
  Tactics – APL 6: The ghasts were in a torpor from 
  their lack of meat, but the presence of potential 
  victims (first the Cabal, and now the PCs) has 
  brought them back to activity. The ghasts will use 
  cunning tactics and will move on to another target 
  once they have paralyzed or dropped a foe – 
  preferring to eat the victim alive later. 
  Development: If any of the Cabal on the third 
  floor is alerted by the noise of battle, they will 
  assume a defensive stance in Area 16. They will 
  not journey downstairs to see what the source of 
  the disturbance is; they are initially fearful of the 
  released undead. 
  It is possible that the PCs might withdraw and 
  leave the undead to attack the Cabal members. 
  The raiments are spiritually bound to this room 
  and do not leave. However the ghasts are another 
  matter. If released and left to their own devices, 
  they will indeed engage the Cabal. However 
  Atzuzu will gain control over them and will 
  command the undead and set them to patrolling 
  the lower floors, and Atzuzu will bolster them 
  against turn attempts as well. Thus it is better for 
  the PCs to deal with the undead now (though they 
  may not realize this) rather than later. 
   
  Area Twelve (Apprentice’s Summoning 
  Chamber) 
  This sizable chamber was clearly used for 
  thaumaturgical purposes. A pair of magic 
  For Want of a King 
   
  Page 12 
  
  circles can be seen inside the room, along with 
  a library stack against the eastern wall. A layer 
  of dust makes it difficult to see the exact 
  nature of the circles. The place looks long 
  unused. 
  The dust on the floor makes it impossible for the 
  circles to be identified unless it is brushed aside. 
  (This is harmless as there is no creature bound 
  within the confines of the circle to worry about 
  being released should that circle’s markings be 
  broken – then again, the PCs don’t know that). If 
  inspected, the circles can be identified as being 
  used in the summoning of evil outsiders and good 
  outsiders. This requires a Knowledge (arcana) DC 
  10) check. 
  The circles do not radiate any magic. The library 
  stack deals with the summoning and binding of 
  creatures from the outer planes. While many of the 
  books are dated, five of them are worth 100 gp 
  apiece to a collector of arcana. 
   
  Area Thirteen (Bath) 
  A bathing tub sits in the northwest corner of 
  this room. Against the eastern wall, an empty 
  armoire holds the tattered remains of robes of 
  deep blue. 
  This room was used as a common bath by the 
  apprentices. Unlike the raiments in Area Eleven, 
  these articles of clothing are inanimate. This room 
  appears to have been recently used; Atzuzu and 
  the other minions of the Cabal use this chamber to 
  bathe and wash clothing. 
   
  Area Fourteen (Staircase) 
  A winding circular staircase ascends upwards 
  from the center of this otherwise-empty room. 
  If the Cabal has been alerted to the presence of 
  the PCs by any noise generated on this floor, they 
  will attempt to stop the PCs from progressing any 
  further than the head of these stairs. 
   
  Area Fifteen (Apprentices’ Library) 
  Four book stacks reveal this room to be a 
  modest library. It is clear something recently 
  came through this room because it is in a 
  complete shambles. Two of the bookcases 
  have been toppled and almost none of the 
  books have been returned to the shelves. The 
  tomes instead lay on the floor. In some cases, 
  the 
  binding 
  of 
  the 
  books 
  have 
  been 
  deliberately slashed, separated or split. 
  Atzuzu tore this room apart in his attempt to find 
  any clues as to how to uncover Cjaian’s final 
  resting place. 
  One or more of Cjaian’s traveling spellbooks made 
  its way down here thanks to a bit of larceny on the 
  part of one of her apprentices. It will take a Search 
  check (DC 23 + APL) to recover the book from this 
  mess. (Note that the book does not radiate magic 
  and so detect magic is of no aid in finding it). At 
  APL 2, Volume One will be recovered; if APL 4 
  Volume Two will also be found, and if APL 6 all 
  three volumes can be obtained (see the AR for 
  this scenario for more details). 
   
  Area Sixteen (Second Story Landing) 
  The staircase terminates within a room fifteen 
  feet on a side. The walls are decorated with 
  tapestries that depict a lightless underground. 
  All feature a band of ebony-skinned elves 
  battling a variety of weird creatures; in one 
  instance, a vaguely humanoid creature with 
  the head vaguely resembling a squid. 
  The tapestries are lovely but are mold-ridden and 
  too fragile to be removed without destroying them. 
   
  Area Seventeen (Fresh Water Storage) 
  Water collected from a small cistern on the roof 
  was stored and barreled here. The water has long 
  since evaporated. 
   
  Area Eighteen (Cjaian’s Dining Room) 
  This elegant chamber is appointed with fine 
  silverware and china. Although there is seating 
  and service for four, only once place is 
  currently set. The chairs and tables are of lush 
  sablewood with intricate decorative carvings. 
  This chamber was where Cjaian would take meals 
  and (rarely) entertain guests to the tower. The 
  cutlery and china are worth 100 gp. 
   
  Area Nineteen (Cjaian’s Bedchamber) 
  This area is where Atzuzu and his two half-orc 
  heavies have taken up residence while the Olman 
  tries to discover the whereabouts of Cjaian’s tomb. 
  For Want of a King 
   
  Page 13 
  
  If the PCs have not alerted the Cabal to their 
  presence in the tower: The thugs begin in 
  positions “a” and “b” on the map, while the cleric 
  begins at “c.” The PCs will have a surprise round if 
  they burst in on the trio. 
  If the PCs have alerted the Cabal to their 
  presence in the tower: The Cabal will normally 
  attempt to isolate the PCs to the lower floors; 
  however, they will attempt to make their final 
  stands here. The DM must adjudicate what tactics 
  the Cabal will use in defending the tower. If they 
  fall back to this room, they will assume the 
  positions noted on the map. 
  The DM will need to make ad hoc changes to the 
  read-aloud text below if the PCs find the three 
  Cabal agents in this room. 
  The fine furnishings in this chamber can be taken 
  by the PCs; they are worth 250 gp. 
  This is a lavishly appointed bedchamber. It 
  contains a large library rack, a plush bed, 
  dresser, table, large fireplace and chairs. The 
  room has a definite feminine décor to it. There 
  is a fresh smell of sweat here that leads you to 
  believe this room is not vacant. 
  APL 2 (EL 5) 
  Atzuzu, male human Clr 3: hp 22; see Appendix 
  A. 
  Atzuzu’s Bodyguards (2): hp 13 each; see 
  Appendix A. 
  APL 4 (EL 7) 
  Atzuzu, male human Clr 5: hp 37; see Appendix 
  A. 
  Atzuzu’s Bodyguards (2): hp 29 each; see 
  Appendix A. 
  APL 6 (EL 9) 
  Atzuzu, male human Clr 5 / Stormlord 2: hp 58; 
  see Appendix A. 
  Atzuzu’s Bodyguards (2): hp 43 each; see 
  Appendix A. 
  Tactics: The half-orcs will use their spiked chains 
  to anchor the doorway and keep foes from 
  proceeding in (note that even if the PCs surprise 
  the half-orcs and rush in, they are still subject to 
  attacks of opportunity for crossing the fighters’ 
  threatened areas, thanks to their Combat Reflexes 
  feats). Atzuzu will use his offensive spells and 
  focus on bringing down as many targets as he 
  can. Note that at the highest APL, should his 
  guards go down or his life be in jeapordy, he will 
  use his elemental vortex spell and take the 
  damage himself (see the spell description in 
  Appendix B); note that he will make the blasts 
  electrical and will gain the benefit of his resistance 
  5 to that energy type. Also remember that as an 
  evil cleric he can spontaneously cast inflict spells 
  as needed. 
  Development: Atzuzu’s notes are found on the 
  table in this room; see Player Handout #3. 
  If any of the three are taken alive, they will be 
  found to know little. They are actually Seekers, but 
  ones ostracized by the rest of their group for their 
  very brutal methods. They were contacted months 
  ago by a group called the Iron Cabal with orders to 
  travel to the March of Sedenna, to the tomb of 
  Tibbett the Seven-Fingered, and find the resting 
  place of Blackrazor (see KEOI4-01 Hide and 
  Seek). Following that task, they did not hear from 
  the Cabal for a few months, but then were 
  contacted and told to come here to find the resting 
  place of the mistress of the tower and loot the 
  place for any information about Blackrazor. On 
  both occasions, they were contacted by a female 
  voice – educated and with a Keoish accent – that 
  sent the message via magic. When the Cabal has 
  paid him, it has been through anonymous 
  messengers and random drop points at various 
  places in the Kingdom. 
  If the PCs specifically search the fireplace in this 
  room (the location is hinted at in the title of the 
  book “The Properties of Flame”) they will find a 
  loose brick within it. Behind it on a carefully rolled 
  vellum scrap are the words (in Common): 
  PAGE 107 – PARAGRAPH 4 – SENTENCES 3-5 
  In “The Properties of Flame” this corresponds to: 
  “When certain vapors are introduced to 
  flame, their combustion can cause the 
  flames 
  to 
  turn 
  a 
  different 
  color. 
  Alchemists have found flames that burn 
  red, orange, blue or even white. When 
  burned, branches of trees native to 
  Nessus, the lowest layer of the Nine 
  Hells, even give off an eerie, emerald-
  colored flame.” 
   
  For Want of a King 
   
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  Area Twenty (Cjaian’s Bathing Chamber) 
  This room’s floor is tiled deep blue and 
  contains a bathing basin and an armoire. The 
  room looks to have seen recent use. 
  There is nothing of interest in this chamber. 
   
  Area Twenty-One (Cjaian’s Library) 
  Four library racks in this otherwise-bare 
  chamber have been stripped clean and picked 
  over. The books lie in a torn, haphazard mess 
  on the floor and the once-fine chamber is now 
  in deplorable shape. 
  This room is where Atzuzu expected to find the 
  book he was looking for, and so he tore this place 
  apart even worse than he did the apprentices’ 
  library. Unfortunately, anything magical or valuable 
  that might have been found here was gutted and 
  ruined. 
   
  Area Twenty-Two (Cjaian’s Summoning 
  Chamber) 
  Every square inch of the floor of this room has 
  been used to contain either the circumference 
  of three magical circles, or a laboratory table 
  against the eastern wall. This room is still and 
  quiet. Ominously, enormous claw marks can 
  be found on the wall nearest the pentagram. 
  The claw marks were made by a demon that didn’t 
  take kindly to being summoned. The lab table 
  contains smeared bloodstains all over it; Cjaian 
  had a curiosity about the internal biology of 
  outsiders 
  and 
  would 
  often 
  summon 
  them, 
  slaughter them and dissect them for her own 
  edification. There is nothing of interest or value 
  here. 
   
  Area Twenty-Three (Necromancy Room) 
  This room reeks of death and embalming fluid, 
  even after years of disuse. Place at haphazard 
  angles within the room are a number of coffins 
  and metal tables with corpses upon them; all 
  are in a variety of decomposition. A single 
  corpse carefully mummified in white linens 
  rests against the center of the western wall. 
  Atop one of the coffins is a book. 
  If the PCs examine the book, give them Player 
  Handout Four. 
  The mummy noted in the description was nearly 
  complete before Cjaian decided to start using a 
  different guardian (see Encounter Two). This 
  should give the PCs a hint that they might be 
  tangling with a mummy within Cjaian’s tomb. The 
  corpses appear to be that of humans, four males 
  and one female (the mummified one). All appear 
  to have been killed by being burned alive – Cjaian 
  hypothesized that killing the victim that would 
  become a mummy by using fire might make the 
  charred corpse more resistant to flame in their 
  undead state, but this proved not to be true. 
  Encounter Two: Cjaian’s 
  Tomb 
  Refer to DM Aid #4 for this part of the adventure. 
  The renegade drow witch still has a few surprises 
  left for those who would pierce her tomb and 
  unlock its secrets. The tomb is protected by a 
  fierce mummy, and Cjaian herself stands ready to 
  challenge the adventurers as a lich. (Note: The 
  latter encounter is untiered and is NOT meant to 
  be a combat encounter, but rather a role-playing 
  one) 
  Note: These areas are unlit; the read-aloud text 
  assumes that the PCs are able to see. If not, you 
  will need to modify the descriptions accordingly. 
  The chambers are located two hundred feet below 
  the surface. 
   
  Area Twenty-Four (Tomb Antechamber) 
  The passage from above drops down a great 
  depth – two hundred feet by your best 
  estimation – and terminates in this chamber, 
  less than twenty feet in width and less than 
  thirty in length. A large stone door is inset into 
  the southern wall. Engravings on the western 
  walls show a lovely elf with ebony skin 
  summoning 
  all 
  manner 
  of 
  other-planar 
  creatures; on the eastern walls, she is crafting 
  what look like mummies and ghouls. 
  The great door operates on cunning counter-
  weights that allow even the smallest or weakest of 
  PCs to push the door inward with but a gentle 
  touch. The engravings are not magical, but they 
  again hint at the threat that might be lurking 
  behind the great stone door. 
   
  For Want of a King 
   
  Page 15 
  
  Area Twenty-Five (Cjaian’s Tomb) 
  DM Note: This can be a particularly HARD 
  encounter for APL 2 groups. Hints about the 
  presence 
  of 
  a 
  mummy 
  in 
  the 
  crypt, 
  its 
  weaknesses, as well as the flasks of alchemist’s 
  fire present in Area Five, were provided in the 
  hopes of mitigating the difficulty of the encounter 
  for them. The PCs always have the option of 
  retreating, as the mummy will not pursue them out 
  of the tomb (Areas Twenty-Four and Twenty-Five). 
  Note that at APL 4 and 6, the mummy is 
  completely immune to turn attempts, thanks to its 
  Tomb Warden levels. 
  You have found the resting place of the witch 
  who made her home in the tower above. This 
  room is roughly octagonal in shape, with a 
  sharply-vaulted ceiling that arcs high over 
  your heads. Positioned in the center of the 
  chamber is a sepulcher at rest on a short 
  marble dais. Against the western wall is a 
  statue of a lovely dark elf, different from the 
  pictures you have seen of Cjaian. Scuttling all 
  around her body are spiders of every shape 
  and size, and she seems to take great joy in 
  their presence. The chamber is deathly still. 
  Resting atop the sepulcher is a human female, 
  partially wrapped in linens. A palpable feeling 
  of despair emanates from her, and a long-dry 
  throat gives a tortured moan in response to 
  your presence as she begins to sit up… 
  Note: The mummy hasn’t moved in some time, 
  and it will take a round for it to move itself from its 
  supine position atop the sepulcher lid to its feet. 
  Once it is on its feet, it moves and attacks 
  normally. 
  At APL 2, the creature is an imperfect and 
  incomplete mummy with reduced (though still 
  dangerous) capabilities. 
  APL 2 (EL 5) 
  Proto-Mummy: hp 74; see Appendix A. 
  APL 4 (EL 7) 
  Advanced (12 HD) Mummy Tomb Warden 1: hp 
  129; see Appendix A. 
  APL 6 (EL 9) 
  Advanced (12 HD) Mummy Tomb Warden 3: hp 
  148; see Appendix A. 
  Tactics: The mummy begins atop the sepulcher. 
  After taking a full-round action to get to its feet, it 
  will move to engage the first target that it can. It is 
  reasonably intelligent and if it can push past to a 
  target that is especially damaging to it (such as a 
  druid flinging produce flame spells) it will attempt 
  to reach her. The mummy will fight until totally 
  destroyed. 
  Development: The mummy was created from the 
  remains of an unfortunate Dreadwalker who was 
  caught too close to the tower. The mummy still 
  wears a badge on its tattered clothing that is an 
  old symbol of the Dreadwalkers (automatically 
  recognized 
  by 
  that 
  number, 
  otherwise 
  a 
  Knowledge (local: Sheldomar Valley) or Bardic 
  Knowledge check (DC 13) is required. PCs that 
  think 
  to 
  deliver 
  her 
  badge 
  back 
  to 
  the 
  Dreadwalkers are entitled to the Influence Point 
  with the Dreadwalkers listed on the AR; the DM 
  should not suggest this to the PCs. Let them think 
  of it themselves. 
  As noted, the ceiling is exceptionally high, beyond 
  the range of even the illumination of a daylight 
  spell. Watching from above is Cjaian’s lich, who 
  has observed the progress of the intruders thus far 
  with interest. She will drop down and engage them 
  in conversation… 
  The mummy lies defeated, and you pause a 
  moment to take in your surroundings. Without 
  warning, descending rapidly from a web, is at 
  first what appears to be a great spider. But as 
  the creature lands you see that this creature 
  bears only the thorax and legs of that 
  arachnid. A drow’s torso emerges, centaur-
  like, from the spider’s dorsal side. Rotted flesh 
  dangles off the body and hateful red pin-pricks 
  of light gleam from now-vacant sockets. The 
  voice that comes from the drider-lich is sweet 
  and feminine. 
  “Flies in my web,” she chuckles. “Still, you 
  have come far, and for that I commend you. 
  What brings you here? Greed, surely. For gold, 
  adventure or… knowledge, perhaps?” She 
  cocks her head towards you. “Tell Cjaian what 
  it is you seek. Perhaps I can help you.” 
  STATISTICS 
  FOR 
  CJAIAN 
  ARE 
  NOT 
  PROVIDED AS UNDER NO CIRCUMSTANCES 
  IS SHE TO BE FOUGHT BY THE PCs, NOR 
  CAN SHE BE AFFECTED BY THEM! If she is 
  attacked, she will seem unaffected and, frowning 
  sadly and shaking her head, will use a quickened 
  teleport spell to leave the PCs. (She is intelligent 
  For Want of a King 
   
  Page 16 
  
  enough to realize that with the secrecy of her tomb 
  compromised, she must find another lair). 
  Cjaian is surprisingly gregarious; she has been 
  starved for company and is genuinely eager to talk 
  to the PCs. She is also curious about what has 
  brought them to the lair. She has an uncanny 
  ability to determine falsehoods (a vital trait in drow 
  culture) and will frown and refuse to speak with 
  the PCs if they lie to her. If it’s clear that the PCs 
  don’t intend to speak with her on a meaningful 
  level, she will teleport away as noted above. 
  Some common questions that the PCs might ask, 
  and Cjaian’s replies, are noted below. 
  Who and what are you? “I was once a drow witch 
  who fled the depths of Under-Oerth for the surface 
  where I could continue my studies into other 
  planes and necromancy uninterrupted. But every 
  drow must ultimately face a test of the Spider-
  Queen, the goddess you surfacers call Lolth. In 
  fleeing, I doomed myself to the fate those that fail 
  the test endure, and I was transformed to… this. In 
  a rage, I killed my four apprentices and employed 
  earth elementals to create a tomb for myself. I 
  continued my labors alone, and when I sensed the 
  approach of Nerull, I took on this form and cheated 
  him of the prize.” 
  (Upon any mention of Blackrazor) “Ah… it has 
  had many names over the years, but Blackrazor 
  always seemed most appropriate. I should have 
  assumed that even now, those that would seek to 
  gain that prize would still be searching for it.” 
  Can the soul of someone imprisoned be 
  released from the weapon? <There will be a 
  pause as Cjaian suddenly stills and the smile 
  vanishes from her face.> “Yes. But only as long as 
  another soul does not displace the one within it. 
  But you will of course ask me how to release that 
  soul… and only I can deliver the knowledge that 
  you seek.” 
  Cjaian’s Bargain 
  “Here is my bargain. I will give you your notes. 
  Sometime in the future, I will task you to aid 
  me… nothing evil or objectionable to noble 
  heroes such as yourself, but something that I 
  am simply unable to do myself. Renege on my 
  bargain, 
  and 
  my 
  wrath 
  will 
  be 
  uncompromising. There is no place you can 
  hide from me. As a show of good faith, I will 
  even remove the unholy rot of the mummy 
  should any of you suffer from its effects. Are 
  we in agreement?” 
  It isn’t important whether or not the PCs are 
  sincere if they accept her bargain; whether they 
  fulfill their side of the deal will be dealt with in 
  another tale. All of the PCs must agree to accept 
  the bargain. 
  Good PCs, especially paladins, may be balking at 
  this point. Cjaian is adamant that she will not ask 
  the PCs that would be an evil task; she will even 
  agree (if the PCs insist) that such a request from 
  her will void the deal. Divinations spells cast with 
  regards to this issue will determine it favorable to 
  deal with Cjaian. 
  Lastly, some PCs suffering from mummy rot might 
  have no other choice but to accept, since the 
  disease is especially difficult for a low APL group 
  to cure. The PCs may not be able to live long 
  enough to make it back to town to have a higher-
  level caster make the attempts! 
  Accepting the Deal: 
  If they accept, read the following: 
  Cjaian scuttles towards her sarcophagus and 
  lifts the stone lid with a single spider’s leg. 
  This done, she retrieves a bound bundle of 
  notes from within it. Clutching it, she says, “I 
  leave these for you. You have dealt with me 
  honorably; something admittedly that I am 
  unused to in my own childhood.” She places 
  the notes on the sarcophagus lid and scuttles 
  a few feet backwards. 
  At this point, true to her word, Cjaian will use 
  break enchantment and/or remove curse to 
  remove the effects of mummy rot from any PCs 
  that have it. Assume that she successfully makes 
  her level check on the first casting of each spell, 
  and can remove the malady from all the PCs if 
  need be. 
  “Until next we meet… heroes.” With no other 
  word or gesture, she fades from view. 
  Cjaian will leave the notes on the sarcophagus lid 
  and will teleport away. The bundle will not be 
  cursed (this is for groups that take the notes 
  without having made a bargain with Cjaian; see 
  below). All the PCs gain the Debt of Cjaian AR 
  item. 
  Refusing to Deal with Cjaian 
  If the PCs refuse to deal with Cjaian and hear her 
  offer, and she teleports away (either because the 
  PCs attacked her or because she refused to 
  parley), they are free to examine her chamber. Her 
  sarcophagus lid can be lifted with a bit of effort. 
  For Want of a King 
   
  Page 17 
  
  Inside will be found a collection of historical 
  journals and notes about the summoning of all 
  kinds of outsiders, as well as the bundle of notes 
  about Blackrazor that is the goal of the PCs. 
  However, the bundle is cursed. The first PC that 
  touches it gains the Curse of Cjaian AR item. 
  If the PCs attack Cjaian when she retrieves the 
  bundle and after agreeing to her bargain, she will 
  teleport away in disgust, taking her notes with her. 
  In this instance, the PCs will be unable to 
  complete their mission; the DM should skip to the 
  Conclusion. All of the PCs gain the Curse of 
  Cjaian AR item. 
  The Bundle: The bundles contents are thick with 
  arcane terminology and will be beyond the 
  capacity of even the most erudite arcanists 
  amongst the PCs to understand. PCs will glean 
  nothing of value from studying them, and they are 
  simply too thick with foreign arcane lore and 
  formulae to be copied with any veracity. 
  Encounter Three: The Silent 
  Ones 
  About two days before their arrival at their 
  destination (Dorglast or Redlee Manor, depending 
  on the chosen patron of the PCs), they will be 
  approached by an emissary from the Silent Ones 
  who seeks to gain the notes that the PCs carry. 
  She will not resort to the use of force but will do 
  her best to persuade the PCs to let her have the 
  bundle. 
  Ahead of you in the road you see a striking-
  looking woman in the road. She has fiery red 
  hair that cascades down to her waist, and 
  sheer robes designed to show off her figure. 
  You recognize her robes as those worn by the 
  Silent Ones. 
  She raises her hand in a gesture to indicate 
  that she is not a threat. “My name is Amaretta. 
  I have come seeking to parley about the 
  bundle you recovered from the drow witch’s 
  tomb. I mean only to speak with you and will 
  not attempt to take it by force. May I 
  approach?” 
  All APLs (EL 4) 
  Amaretta, Aspirant of the Silent Ones: hp 15; 
  see Appendix A. 
  Amaretta may have been encountered by some of 
  the PCs in the introductory regional module 
  KEOI3-02 Stuck Between a Rook and a Hard 
  Place. She will look slightly relieved to see any 
  familiar faces, hoping that it might make things 
  easier for her. 
  “Accept my thanks for hearing my words. You 
  have no reason to trust me, I understand this, 
  and the Silent Ones have come under a cloud 
  of suspicion following the events of this 
  winter. But consider this. The Silent Ones have 
  always stood by to protect the Kingdom of 
  Keoland, and the Sheldomar Valley, from 
  threats both within and without. We had 
  nothing to do with the King’s assassination. 
  As for the actions of our agent, Minister Down, 
  know that he suspected Lord Holphin had 
  been somehow seized by Blackrazor, and 
  acted to return him to a place where he could 
  be studied rather than leaving him to be pole-
  axed by the King’s Royal Guards.” 
  “But as the dual missives you received may 
  have revealed to you, a power struggle is 
  going on within House Neheli. Although we 
  have long been allies of the Neheli, we cannot 
  ignore the possibility that the notes you carry 
  may not be used to the purpose our Order 
  wishes – that is, to unlock Blackrazor’s 
  mysteries and see if, hope beyond hope, that 
  our sovereign might be restored.” 
  “To this end, I have been commanded by the 
  Wyrd 2 himself to ask you to turn the notes you 
  carry over to us. We have always acted with 
  neutrality and impartiality and will do so again 
  in this matter. If you refuse, I will leave and you 
  will incur no ill-will from our Order. I beg you to 
  consider my words. What say you?” 
  Amaretta 
  really 
  doesn’t 
  have 
  any 
  more 
  information, or any more of an argument she can 
  make, beyond what she’s already espoused. She 
  will answer any questions as best she can but in 
  truth she is telling the PCs all that she knows. If 
  the PCs ask about a reward for their efforts, she 
  tells them that such is not hers to offer but that she 
  believes that the Silent Ones would look favorably 
  on the PCs for their actions. If a PC earned the 
  Curse of Cjaian, Amaretta promises that curse can 
  surely be removed for the PC if they agree to her 
                                              
   
   
  2 The title of Mogrhyr the Old, the leader of the 
  Silent Ones. Pronounced “weird.” 
  For Want of a King 
   
  Page 18 
  
  terms. She cannot accept a promise to return the 
  notes to the Neheli after the Silent Ones review 
  them; the Wyrd wants the notes away from the 
  Neheli just as much as he wants them in the 
  possession of the Silent Ones. 
  Development: If the PCs agree to turn over the 
  notes, Amaretta will take possession of them. She 
  will then produce a tree branch and break it across 
  her knee and disappear. The PCs earn the Favor 
  of the Silent Ones AR item, as well as the Disfavor 
  of House Neheli AR items. At this point, if they 
  return to their patrons proceed to the Conclusion. 
  PCs that turn over their notes to Amaretta may not 
  wish to return to their patrons. Instead of gaining 
  the Disfavor of House Neheli, these PCs earn the 
  Wrath of House Neheli instead. You may proceed 
  to the Epilogue. This is also what happens to PCs 
  that decide not to turn the bundle over to anyone. 
  If the PCs refuse, Amaretta will wish them well and 
  will teleport away as described above. Proceed to 
  the Conclusion. 
  If they should assault her, she will attempt to flee 
  by teleport via her one-shot item (see her 
  Possessions in the Appendix) and will report the 
  actions of the PCs to the Silent Ones. Whether or 
  not she manages to escape, all PCs earn the 
  Wrath of the Silent Ones AR item. 
  Should a PC break the branch in her possession 
  and teleport himself into the Silent Tower, that PC 
  is 
  instantly 
  slain. 
  Consider 
  this 
  death 
  an 
  unrecoverable one, collect the players’ ARs for 
  that PC, and contact the Triad to inform them of 
  this event. 
  Conclusion A: Count Orloc 
  Having at last made your way back to Castle 
  Dorglast, you stand once again before your 
  patron. If it was possible, Orloc looks even 
  more tired and withered than when you first 
  saw him. “Tell me of your exploits. What did 
  you find?” 
  Orloc will listen to the PCs tale with interest, 
  interrupting occasionally with a rattling cough or 
  with a quick question. Once they are done 
  explaining what happened, he will of course ask 
  them for the bundle. 
  If the PCs return the bundle to Orloc: 
  You hand the bundle to Orloc and he clutches 
  it to his chest. You wonder if he ever showed 
  that kind of loving embrace to Holphin when 
  he was a child. “Excellent. You have done well. 
  House Neheli thanks you.” He claps his hands 
  twice, and a servant appears carrying a 
  number of small velvet bags. “One for each of 
  you. You have been rewarded. Now… leave 
  me.” 
  The pouches contain an amount of gp per PC 
  equal to the gp cap of this adventure by APL, as 
  noted on the AR. Proceed to the Epilogue. 
  If the PCs announce that they turned over the 
  bundle to the Silent Ones: 
  The Count just stares at you when you tell him 
  that you turned the bundle over to the Silent 
  Ones. He looks almost catatonic. But then, his 
  withered finger extends and points towards the 
  door. With a hiss, he says, “Leave. Now. While 
  I am still inclined to let you do so.” 
  If the PCs don’t leave immediately, Malagari 
  knights show them the door by crossed halberd. 
  Proceed to the Epilogue. 
  Conclusion B: Stoakdor 
  Having at last made your way back to Redlee 
  Manor, you stand once again before your 
  patron. Stoakdor can barely contain his 
  excitement. 
  “What 
  happened? 
  Tell 
  me 
  everything.” 
  Stoakdor will listen with rapt attention to the PCs 
  retelling of the events, without interruption. He will 
  of course then ask if the PCs recovered the notes. 
  If they turn over the notes to him: 
  Stoakdor Neheli clutches the notes to his 
  chest and breathes a sigh of relief. He motions 
  to a table in his chamber where small velvet 
  bags sit. “One for each of you… gems and 
  jewels. Now, leave me. I have much reading to 
  do.” 
  Stoakdor leaves with the bundle. The pouches 
  contain an amount of gp per PC equal to the gp 
  cap of this adventure by APL, as noted on the AR. 
  Proceed to the Epilogue. 
  If the PCs turned over the notes to the Silent 
  Ones: 
  Stoakdor at first taps his ear as if to doubt his 
  own hearing, staring at you slack-jawed before 
  he explodes into a frothing rage. “Out! OUT! 
  Get out of my sight! OUT!” He is incoherent 
  with rage and he stands with balled fists, 
  trembling. 
  For Want of a King 
   
  Page 19 
  
  Guards will arrive and usher the PCs out at 
  halberd-point. Proceed to Epilogue. 
  Epilogue 
  “They’ve disappeared. Both of them.” 
  The Wyrd of the Silent Ones looked up at the 
  hovering image of a distinguished-looking 
  Suel man. His face was taut with the burden of 
  delivering the grim news. Mohrgyr the Old 
  hadn’t seen Wilmot so stiff since his beloved 
  steam mephit familiar, Kettle, had been slain 
  by cloakers. 
  “Wilmot, how could this be?” 
  “I don’t know. Wave and Whelm were in the 
  most secure of the King’s vaults. Whoever 
  took them didn’t get in by mundane methods, 
  that’s for certain. I was barely able to pierce it 
  using the best magic at my disposal. When I 
  found them both gone, I feared the worst and 
  contacted you.” 
  Mohrgyr rose with a speed that belied his 
  advanced age. “Follow up on it. And be careful 
  not to alert anyone in the palace of your 
  affiliations; we are not the most popular people 
  in the Kingdom of late.” 
  Wilmot nodded, and the image faded. The 
  Wyrd moved quickly through the corridors of 
  the tower to the uppermost chambers of the 
  Lonely Tower. Through a window with open 
  shutters he spotted a thin trail of smoke to the 
  south. The evil of the Countess – or more 
  importantly, its source – was one that was 
  weighing heavily on the mind of Mohrgyr. 
  That is, until Wilmot’s message. 
  He ascended the last short stair and gazed at 
  the great bronze door in disbelief. The portal 
  had been reduced to a shapeless blob of metal 
  and hurled aside like a child’s toy. 
  With some trepidation, the Wyrd stepped into 
  the 
  Chamber 
  of 
  Holding. 
  The 
  case 
  of 
  enchanted 
  crystal 
  had 
  been 
  sundered. 
  Blackrazor was nowhere to be found. 
  The sorcerer looked down at his feet. As he 
  did, he let out a hiss. He stood upon a 
  handprint three feet in width, seared into the 
  rock of the Lonely Tower by the palm of an 
  efreet. With a curse, Mohrgyr spoke a single 
  name with as much venom as he could muster. 
  “Nix.” 
  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 One 
  Defeating the skin kite(s) 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 180 xp. 
  Defeating the raiments/ghasts 
   
  APL 2 – 90 xp. 
   
  APL 4 – 150 xp. 
   
  APL 6 – 180 xp. 
  Defeating Atzuzu and the Atzuzu’s Bodyguards 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
  Avoiding, disabling or surviving the statue trap 
   
  APL 2 – 30 xp. 
   
  APL 4 – 90 xp. 
   
  APL 6 – 150 xp. 
  Encounter Two 
  Defeating the mummy 
   
  APL 2 – 150 xp. 
   
  APL 4 – 210 xp. 
   
  APL 6 – 270 xp. 
  Story Awards 
  Gaining access to Cjaian’s tomb via the spoken 
  magical trigger  
   
  APL 2 – 30 xp. 
   
  APL 4 – 35 xp. 
   
  APL 6 – 40 xp. 
  Obtaining the bundle from Cjaian 
   
  APL 2 – 60 xp. 
   
  APL 4 – 100 xp. 
   
  APL 6 – 120 xp. 
  Total Possible Experience 
   
  APL 2 – 450 xp. 
  For Want of a King 
   
  Page 20 
  
   
  APL 4 – 675 xp. 
   
  APL 6 – 900 xp. 
  Treasure Summary 
  During an adventure, characters come upon 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  In the case of potions, they may use 
  Spellcraft to identify them.  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 One: 
   
  APL 2: L: 385 gp; C: 0 gp; M: None. 
   
  APL 4: L: 548 gp; C: 0 gp; M: +1 shortspear 
  (192 gp); brooch of shielding (125 gp); scroll of 
  cure serious wounds (31 gp); two potions of cure 
  moderate wounds (total 100 gp). 
   
  APL 6: L: 356 gp; C: 0 gp; M: +1 full plate (221 
  gp); +1 shortspear (192 gp); periapt of wisdom +2 
  (333 gp), two +1 spiked chains (total 388 gp), two 
  potions of cure moderate wounds (total 100 gp). 
  Encounter Two: 
   
  APL 2: L: 0 gp; C: 0 gp; M: None. 
   
  APL 4: L: 0 gp; C: 0 gp; M: Cloak of resistance 
  +1 (83 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: Bracers of armor 
  +1 (83 gp); cloak of resistance +1 (83 gp). 
  Conclusion (A or B): 
   
  APL 2: L: 0 gp; C: 450 gp; M: None. 
   
  APL 4: L: 0 gp; C: 650 gp; M: None. 
   
  APL 6: L: 0 gp; C: 900 gp; M: None. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 385 gp; C: 450 gp; M: 0 gp) – Total: 
  835 gp (450 gp). 
   
  APL 4: L: 548 gp; C: 650 gp; M: 531 gp) – 
  Total: 1729 gp (650 gp). 
   
  APL 6: L: 356 gp; C: 900 gp; M: 1400 gp) – 
  Total: 2656 gp (900 gp). 
  Special 
  Cjaian’s Spellbook, Volume One: 1st – cause fear, 
  chill touch, disguise self, mage armor, ray of 
  enfeeblement; 2nd – command undead, false life, 
  ghoul touch, spectral hand; 3rd – gentle repose, 
  halt undead, vampiric touch. Cost: 2200 gp. 
  Cjaian’s Spellbook, Volume Two: 4th – animate 
  dead, 
  enervation, 
  Evard’s 
  black 
  tentacles, 
  phantasmal killer; 5th – blight, magic jar, symbol of 
  pain; 6th – circle of death, create undead. Cost: 
  4300 gp. 
  Cjaian’s 
  Spellbook, 
  Volume 
  Three: 
  7th 
  – 
  banishment, control undead, plane shift; 8th – 
  For Want of a King 
   
  Page 21 
  
  create greater undead, greater planar binding; 9th 
  – wail of the banshee. Cost: 4500 gp. 
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  � Cjaian’s 
  Spellbook, 
  Volume 
  One 
  (Adventure, AR) 
  APL 4 (all items from APL 2 plus): 
  � Cjaian’s 
  Spellbook, 
  Volume 
  Two 
  (Adventure, AR) 
  � Brooch of shielding (Adventure, DMG) 
  APL 6 (all items from APL 2, 4 plus): 
  � Cjaian’s 
  Spellbook, 
  Volume 
  Three 
  (Adventure, AR) 
  Special 
  Curse of Cjaian: Your theft of Cjaian’s notes from 
  her tomb has not gone unnoticed. Henceforth, you 
  will suffer a -6 to any saving throw made to resist 
  the poison of spiders or arachnid-like creatures 
  (such as phase spiders, driders, etc). You also 
  suffer a -6 penalty on any saving throw against 
  web spells or effects that replicate that spell. If you 
  possess any natural methods of freedom of 
  movement (such as the spell or a ring of the same 
  name, or the special ability granted by the Travel 
  Domain), they no longer function when you are 
  caught in a web effect. This curse may only be 
  broken by a spellcaster of 15th or higher level 
  casting a break enchantment spell. 
  Debt of Cjaian: You are indebted to the drider-lich 
  for an undisclosed favor in the future. You have 
  been assured this favor will not involve you 
  performing an evil or objectionable act. 
  Disfavor of House Neheli: You have earned the 
  disfavor of the powerful Keoish House of Neheli. If 
  you possess at least one influence point with a 
  member of House Neheli (such as Holphin 
  Neheli), the Knights of the Malagari, or of House 
  Neheli itself, void one such influence point and 
  then void this Disfavor of House Neheli AR item. If 
  you do not possess any Neheli or Malagari-related 
  influence points, you must void the next one you 
  receive and then void this Disfavor of House 
  Neheli AR item. 
  Favor of the Silent Ones: You may expend this 
  influence point to purchase one NPC casting of 
  the wish spell (CL 21st) at standard PHB costs. It 
  costs the PC 12 additional TUs to get the spell 
  cast, and it may only be used for the purpose of 
  removing curses, negative spell effects, or other 
  similar problems. Mark an “x” through this favor 
  when it is consumed and notify the Keoland Triad 
  of its use as well. Alternatively, expending this AR 
  item at the end of this adventure will allow a PC to 
  void the Curse of Cjaian if it was earned by her. If 
  this is done, the PC pays no gold or TU cost for 
  this use of the favor. 
  Influence Point with Count Orloc Neheli / Stoakdor 
  Neheli: You have earned the favor of this powerful 
  patron (circle the name of the patron in question). 
  You may expend this influence point to gain one-
  time access (Frequency: Adventure) to your 
  choice of one of the following from the Libris 
  Mortis book. In the case of upgrades to existing 
  items, pay the difference between the old cost and 
  the new cost of the item: 
  • 
  Feats: Ghost Scarred, Requiem, Sacred 
  Vengeance, Sacred Vitality, Spurn Death’s 
  Touch, Unquenchable Flame of Life, or 
  Vampire Hunter. 
  • 
  Armor Enhancement Upgrade: Ectoplasmic 
  Feedback, Ghost Ward 
  • 
  Weapon Enhancement Upgrade: Ghost Strike 
  • 
  Spells: 
  ectoplasmic 
  armor, 
  ectoplasmic 
  feedback, ghost touch armor, ghost touch 
  weapon, 
  ghost 
  trap, 
  mass 
  restoration, 
  protection from negative energy, sheltered 
  vitality, spawn screen, or undead bane 
  weapon. 
  Influence Point with the Dreadwalkers: You have 
  earned the favor of the Dreadwalkers for your 
  effort. You may expend this influence point to gain 
  one-time access (Frequency: Adventure) to your 
  choice of one of the following from the DMG. In 
  the case of upgrades to existing items, pay the 
  difference between the old cost and the new cost 
  of the item: 
  • 
  Armor: Mithril buckler. 
  • 
  Armor 
  Enhancement 
  Upgrade: 
  Shadow 
  (includes Improved or Greater), Silent Moves 
  (includes Improved or Greater), Wild. 
  • 
  Weapon 
  Enhancement 
  Upgrade: 
  Bane 
  (aberrations only), Distance, Keen, Seeking. 
  For Want of a King 
   
  Page 22 
  
  Wrath of House Neheli: You have enraged the 
  Neheli with your actions. Void any and all 
  influence points, favorable notices and/or favors 
  you have earned with House Neheli, with one of 
  their members (such as Holphin Neheli) or with 
  the Knights of the Malagari (also known as the 
  Darkwatch). If you are a member of the Knights of 
  the Malagari, you are immediately demoted one 
  rank. If this would place you below the lowest rank 
  in the meta-organization, you instead lose 12 TUs 
  being “re-educated.” If you cannot pay this 
  expense out of your allotment for this year, you 
  must pay the balance on your first AR for the next 
  calendar year. 
  Wrath of the Silent Ones: You have enraged the 
  Lonely Tower. Void any and all influence points, 
  favorable notices and/or favors you have earned 
  with the Silent Ones or one of their members. If 
  you are a member of the Silent Ones, you are 
  immediately demoted one rank. If this would place 
  you below the lowest rank in the meta-
  organization, you instead lose 12 TUs being “re-
  educated.” If you cannot pay this expense out of 
  your allotment for this year, you must pay the 
  balance on your first AR for the next calendar 
  year. 
   
  For Want of a King 
   
  Page 23 
  
  Appendix A: Monsters and NPCs (All APLs) 
   
  Encounter Three 
  Amaretta, Aspirant of the Silent Ones, female human Sor 4: CR 4; medium humanoid (human); HD 
  4d4+4; hp 15; Init +7; Spd 30 ft; AC 13 (+3 Dex), touch 13, flat-footed 10; BAB/Grapple +1/0; Atk 
  masterwork dagger +6 melee (1d4-1, 19-20/x2); SV Fort +2, Ref +4, Will +4; AL N; Str 8, Dex 16, Con 12, 
  Int 12, Wis 10, Cha 16. 
   
  Spells Known (6/7/4; base DC = 13 + spell level): 0—Daze, Detect Magic, Disrupt Undead, 
  Prestidigitation, Ray of Frost, Read Magic; 1st—Burning Hands, Comprehend Languages, Mage Armor; 
  2nd—Invisibility. 
   
  Skills & Feats: Concentration +8, Gather Information +5, Knowledge (arcana) +8, Knowledge (history) 
  +4, Sense Motive +2. Combat Reflexes, Improved Initiative, Weapon Finesse (Dagger). 
  Possessions: Masterwork dagger, spell component pouches, 20 gp, one-charge teleport item (a small 
  branch that, if broken, teleports the breaker to the tower of the Silent Ones). 
  Appendix A: Monsters and NPCs (APL 2) 
   
  Encounter One: 
  Atzuzu. Male human (Olman) Clr 3 of Tlaloc: Medium humanoid (human); CR 3; HD 3d8+6; hp 22; Init 
  +1; Spd 20 ft (4 squares); AC 21 (+8 armor, +2 shield, +1 dex), touch 11, flat-footed 20; BAB/Grapple 
  +2/+4; Full Atk masterwork shortspear +5 melee (1d6+2; 20/x2) or javelin +4 ranged (1d6+2; 20/x2); SA 
  rebuke undead 4/day; SQ spontaneous casting; AL LE; SV Fort +7, Ref +2, Will +5; Str 14, Dex 12, Con 
  14, Int 10, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +8, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge 
  (religion) +6, Knowledge (the planes) +2. Endurance, Great Fortitude, Weapon Focus (Javelin). 
   
  Cleric Spells Prepared (4/3+1/2+1; DC 12 + spell level): 0 – cure minor wounds, detect magic, light, 
  read magic; 1st – cure light wounds, divine favor, protection from good*; 2nd – desecrate*, sound burst, 
  spiritual weapon. 
   
  *Domain spell. Domains: Evil (cast all spells with Evil descriptor at +1 caster level), Water (rebuke, 
  command or bolster water creatures three times per day as a supernatural ability). 
   
  Possessions: Masterwork full plate, masterwork heavy mace, masterwork heavy steel shield, two 
  javelins, spell component pouches, wood holy symbol of Tlaloc. 
  DM Note: The favored weapon of Tlaloc (for such purposes as spiritual weapon) is a javelin. 
   
  Atzuzu’s Bodyguards, male half-orc Ftr 1: Medium humanoid (orc); CR 1; HD 1d10+3; hp 13; Init +1; 
  Spd 20 ft. (4 squares); AC 18 (+6 armor, +2 Dex), touch 12, flat-footed 16; Base Attack/Grapple +1/+3; 
  Full Atk spiked chain +4 melee (2d4+3; 20/x2); AL NE; SV Fort +5, Ref +2, Will -1; Str 14, Dex 12, Con 
  16, Int 10, Wis 10, Cha 10. 
   
  Skills & Feats: Climb +3, Intimidate +3; Combat Reflexes, Exotic Weapon Proficiency (Spiked Chain). 
   
  Possessions: Masterwork spiked banded mail, masterwork spiked chain. 
  Encounter Two 
  Proto-Mummy: Medium undead; CR 7; HD 8d12+3; hp 74; Init +0; Spd 20 ft. (4 squares); AC 15 (+5 
  natural), touch 10, flat-footed 15; Base Attack/Grapple +7/+14; Full Atk Slam +11 melee (1d6+7 and 
  For Want of a King 
   
  Page 24 
  
  mummy rot); SA Despair, mummy rot; SQ Darkvision 60 ft., imperfect construction, undead traits, 
  vulnerability to fire; AL LE; SV Fort +9, Ref +7, Will +11; Str 24, Dex 10, Con --, Int 6, Wis 14, Cha 16. 
   
  Skills & Feats: Hide +12, Listen +13, Move Silently +12, Spot +13. Alertness, Great Fortitude, 
  Toughness. 
   
  Despair (Su): See Monster Manual, page 190. Note: The DC for the saving throw of this proto-
  mummy’s despair ability is reduced by 3 due to its imperfect creation (making the Will save DC 13). 
   
  Imperfect Construction: The imperfect construction of the proto-mummy leaves it without a mummy’s 
  usual damage reduction, reduces the mummy’s usual natural armor bonus to +5, gives it a -3 penalty to 
  hit and damage rolls, and reduces the DC of its mummy rot and despair abilities by a -3 penalty. All of 
  these have been factored into the statistics above. 
   
  Mummy Rot (Su): See Monster Manual, page 190. Note: The DC for the saving throw of this proto-
  mummy’s mummy rot ability is reduced by 3 due to its imperfect creation (making the Will save DC 13). 
   
  For Want of a King 
   
  Page 25 
  
  Appendix A: Monsters and NPCs (APL 4) 
   
  Encounter One: 
  Atzuzu. Male human (Olman) Clr 5 of Tlaloc: Medium humanoid (human); CR 5; HD 5d8+10; hp 37; 
  Init +1; Spd 20 ft (4 squares); AC 21 (+8 armor, +2 shield, +1 dex), touch 11, flat-footed 20; BAB/Grapple 
  +3/+5; Full Atk +1 shortspear +6 melee (1d6+3; 20/x2) or javelin +5 ranged (1d6+2; 20/x2); SA rebuke 
  undead 4/day; SQ spontaneous casting; AL LE; SV Fort +8, Ref +2, Will +6; Str 14, Dex 12, Con 14, Int 
  10, Wis 15, Cha 12. 
   
  Skills and Feats: Concentration +8, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge 
  (religion) +6, Knowledge (the planes) +2. Endurance, Great Fortitude, Weapon Focus (Javelin). 
   
  Cleric Spells Prepared (5/4+1/3+1/1+1; DC 12 + spell level): 0 – cure minor wounds, detect magic, 
  light, read magic, resistance; 1st – bane, cure light wounds, divine favor, protection from good*; 2nd – calm 
  emotions, desecrate*, sound burst, spiritual weapon; 3rd – magic circle against good*, searing light. 
   
  *Domain spell. Domains: Evil (cast all spells with Evil descriptor at +1 caster level), Water (rebuke, 
  command or bolster water creatures three times per day as a supernatural ability). 
   
  Possessions: Masterwork full plate, +1 shortspear, masterwork heavy steel shield, two javelins, spell 
  component pouches, wood holy symbol of Tlaloc, brooch of shielding, scroll of cure serious wounds. 
  DM Note: The favored weapon of Tlaloc (for such purposes as spiritual weapon) is a javelin. 
   
  Atzuzu’s Bodyguards, male half-orc Ftr 3: Medium humanoid (orc); CR 3; HD 3d10+9; hp 29; Init +1; 
  Spd 20 ft. (4 squares); AC 19 (+8 armor, +1 Dex), touch 11, flat-footed 18; Base Attack/Grapple +3/+7; 
  Full Atk spiked chain +9 melee (2d4+6; 20/x2); AL NE; SV Fort +6, Ref +2, Will +0; Str 18, Dex 12, Con 
  16, Int 8, Wis 8, Cha 8. 
   
  Skills & Feats: Craft (weaponsmithing) +2, Intimidate +2; Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Power Attack, Weapon Focus (Spiked Chain). 
   
  Possessions: Masterwork spiked full plate, masterwork spiked chain, potion of cure moderate 
  wounds. 
   
  Encounter Two 
  Advanced (12 HD) Mummy Tomb Warden 1: medium undead; CR 7; HD 13d12+16; hp 129; Init +0; 
  Spd 20 ft. (4 squares); AC 20 (+10 natural), touch 10, flat-footed 20; Base Attack/Grapple +7/+14; Full Atk 
  Slam +14 melee (1d6+10 and mummy rot); SA Despair, mummy rot; SQ Damage reduction 5/-, 
  darkvision 60 ft., turn immunity, undead traits, vulnerability to fire; AL LE; SV Fort +9, Ref +7, Will +11; Str 
  24, Dex 10, Con --, Int 6, Wis 14, Cha 16. 
   
  Skills & Feats: Hide +12, Listen +13, Move Silently +12, Spot +13. Alertness, Great Fortitude, 
  Improved Toughness, Lightning Reflexes, Toughness. 
   
  Despair (Su): See Monster Manual, page 190. Note that the DC for the saving throw of this mummy’s 
  despair ability is 19. 
   
  Mummy Rot (Su): See Monster Manual, page 190. Note that the DC for the saving throw of this 
  mummy’s mummy rot ability is 19. 
   
  Turn Immunity (Ex): As long as it is within the tomb, graveyard or similar resting place that it protects, 
  a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as normal. 
   
  Possessions: Cloak of resistance +1 
  For Want of a King 
   
  Page 26 
  
  Appendix A: Monsters and NPCs (APL 6) 
   
  Encounter One: 
  Atzuzu. Male human (Olman) Clr 5 of Tlaloc / Stormlord 2: Medium humanoid (human); CR 7; HD 
  7d8+21; hp 58; Init +1; Spd 20 ft (4 squares); AC 21 (+8 armor, +2 shield, +1 dex), touch 11, flat-footed 
  20; BAB/Grapple +4/+6; Full Atk +1 shortspear +7 melee (1d8+3 and 1d6 electricity; 20/x2) or enhanced 
  javelin +7 ranged (1d6+3 and 1d6 electricty; 20/x2); SA rebuke undead 4/day, shock weapon; SQ 
  resistance to electricity 5, spontaneous casting; AL LE; SV Fort +11, Ref +2, Will +10; Str 14, Dex 12, 
  Con 14, Int 10, Wis 16 (18), Cha 12. 
   
  Skills and Feats: Concentration +10, Knowledge (arcana) +2, Knowledge (history) +2, Knowledge 
  (nature) +2, Knowledge (religion) +8, Knowledge (the planes) +2. Endurance, Great Fortitude, Improved 
  Toughness, Weapon Focus (Javelin). 
   
  Enhanced Javelins: Any javelin thrown by a stormlord counts as a +1 magic weapon. This bonus 
  increases at 6th level to +2 and at 10th level to +3. 
   
  Resistance to Electricity (Ex): As a stormlord gains levels in this prestige class, he becomes 
  increasingly resistant to electrical energy, gaining resistance to electricity 5 at 2nd level. 
   
  Shock Weapon (Su): Any spear or javelin used by a stormlord of 2nd level or higher is treated as a 
  shock weapon (dealing an extra 1d6 points of electricity damage). The weapon loses this ability one 
  round after leaving the hand of the stormlord. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; DC 14 + spell level): 0 – cure minor wounds, detect 
  magic, detect poison, light, read magic, resistance; 1st – bane, bless, cure light wounds, divine favor, 
  protection from good*; 2nd – calm emotions, desecrate*, silence, sound burst, spiritual weapon; 3rd – cure 
  serious wounds, dispel magic, magic circle against good*, searing light; 4th – energy vortex x2, unholy 
  blight* 
   
  *Domain spell. Domains: Evil (cast all spells with Evil descriptor at +1 caster level), Water (rebuke, 
  command or bolster water creatures eight times per day as a supernatural ability). 
   
  Possessions: +1 full plate, +1 shortspear, masterwork heavy steel shield, two javelins, spell 
  component pouches, wood holy symbol of Tlaloc, periapt of wisdom +2. 
  DM Note: The favored weapon of Tlaloc (for such purposes as spiritual weapon) is a javelin. 
   
  Atzuzu’s Bodyguards, male half-orc Bar 1/Ftr 4: Medium humanoid (orc); CR 5; HD 3d10+1d12+15; 
  hp 43; Init +1; Spd 20 ft. (4 squares); AC 19 (+8 armor, +1 Dex), touch 11, flat-footed 18; Base 
  Attack/Grapple +5/+9; Full Atk +1 spiked chain +11 melee (2d4+9; 20/x2); AL LE; SV Fort +6, Ref +2, Will 
  +0; Str 18, Dex 13, Con 16, Int 8, Wis 8, Cha 8. 
   
  Skills & Feats: Craft (weaponsmithing) +3, Intimidate +3, Listen +2; Combat Reflexes, Exotic Weapon 
  Proficiency (Spiked Chain), Power Attack, Weapon Focus (Spiked Chain), Weapon Specialization 
  (Spiked Chain). 
   
  Possessions: Masterwork spiked full plate, +1 spiked chain, potion of cure moderate wounds. 
   
  Encounter Two 
  Advanced (12 HD) Mummy Tomb Warden 3: medium undead; CR 9; HD 15d12+18; hp 148; Init +0; 
  Spd 20 ft. (4 squares); AC 21 (+1 armor, +10 natural), touch 10, flat-footed 20; Base Attack/Grapple 
  +9/+16; Full Atk Slam +17 melee (1d6+10 and mummy rot); SA Despair, mummy rot; SQ Damage 
  reduction 5/-, darkvision 60 ft., power of the dead, tomb sense, turn immunity, undead traits, vulnerability 
  to fire; AL LE; SV Fort +10, Ref +8, Will +12; Str 24, Dex 10, Con --, Int 6, Wis 14, Cha 16. 
  For Want of a King 
   
  Page 27 
  
   
  Skills & Feats: Hide +14, Listen +15, Move Silently +14, Spot +15. Alertness, Great Fortitude, 
  Improved Toughness, Lightning Reflexes, Toughness, Weapon Focus (Slam). 
   
  Despair (Su): See Monster Manual, page 190. Note that the DC for the saving throw of this mummy’s 
  despair ability is 20. 
   
  Mummy Rot (Su): See Monster Manual, page 190. Note that the DC for the saving throw of this 
  mummy’s mummy rot ability is 20. 
   
  Power of the Dead (Su): As long as it is within the tomb, graveyard or similar resting place that it 
  protects, a 3rd level tomb warden can call on the spirits of the dead to gain insight from them. This ability 
  requires only a free action to activate, and grants the tomb warden an insight bonus on attack rolls, 
  damage rolls and saving throws equal to its Charisma modifier (minimum +1). A tomb warden can use 
  this ability once per day and its effects last for ten minutes. 
   
  Tomb Sense (Su): As long as it is within the tomb, graveyard or similar resting place that it protects, a 
  tomb warden of 2nd level or higher knows the precise location of all intruders within that tomb. This ability 
  is similar to blindsense, except that it functions without regard to line of effect and its effects extend to 
  every portion of the tomb. 
   
  Turn Immunity (Ex): As long as it is within the tomb, graveyard or similar resting place that it protects, 
  a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as normal. 
   
  Possessions: Bracers of armor +1, cloak of resistance +1. 
  For Want of a King 
   
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  Appendix B: New Rules 
  New Feats 
  Improved Toughness [General] (as presented in Complete Warrior) 
  You are significantly tougher than normal. 
  Prerequisites: Base Fortitude save bonus +2 
  Benefit: You gain a number of hit points equal to your current Hit Dice.  Each time you gain a HD (such 
  as by gaining a level), you gain 1 additional hit point.  If you lose a HD (such as by losing a level), you 
  lose 1 hit point permanently. 
  Special: A fighter may select Improved Toughness as one of his fighter bonus feats.  
   
  New Monsters 
  Raiment (as presented in Libris Mortis) 
  Small Undead 
  Hit Dice: 3d8 (13 hp) 
  Initiative: +2 
  Speed: 20 ft. (4 squares) 
  Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 
  Base Attack/Grapple: +1/+5 
  Attack: Coat sleeve +6 melee (1d2+3) 
  Full Attack: 2 coat sleeves +6 melee (1d2+3) 
  Space/Reach: 5 ft. / 5 ft. 
  Special Attacks: Constrict, improved grab 
  Special Qualities: Blindsight 60 ft., damage reduction 5/magic, darkvision 60 ft., mindless, undead traits 
  Saves: Fort +1, Ref +3, Will +4 
  Abilities: Str 16, Dex 14, Con --, Int --, Wis 13, Cha 7 
  Skills: None 
  Feats: None 
  Organization: Solitary 
  Challenge Rating: 1 
  Treasure: None 
  Alignment: Usually chaotic evil 
  Advancement: 4-6 HD (Small) 
  Level Adjustment: N/A 
  An empty set of clothing, dingy and stained, flings itself forward, seemingly eager to reach you. 
  A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim, 
  mindlessly intent on using its only remaining tool to cause as much pain and suffering as its long-missing 
  flesh felt in death. 
  The clothing sometimes retains other personal belongings of its former owners as well. Different raiments 
  may appear in different styles of dress, but most require a sufficient mass of clothing to give them shape 
  and the ability to wrap their sleeves around the necks of their prospective victims. 
  A raiment weighs 10 to 20 pounds and does not speak. 
  Combat 
  A raiment sometimes lies quiescent, like a pile of cast-off rags, attacking only when its victims are close 
  enough to surprise. 
  For Want of a King 
   
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  Constrict (Ex): A raiment deals 1d2+3 points of damage with a successful grapple check against a 
  Large or smaller creature, in addition to its normal 1d2+3 points of damage for its regular attack. Because 
  it wraps itself around a victim’s neck, a creature in the raiment’s grasp cannot speak or cast spells that 
  have verbal components. 
   
  Improved Grab (Ex): To use this ability, a raiment must hit a Large or smaller opponent with its coat 
  sleeve attack. It can then attempt to start a grapple as a free action without provoking an attack of 
  opportunity. A raiment is hard to grapple because of its body configuration, so it gains a +4 bonus on its 
  grapple check (already figured into the statistics above). If it wins the grapple check, it establishes a hold 
  and can constrict. 
   
  Mindless (Ex): A raiment is mindless, so it has no Intelligence score and no feats or skills. A raiment 
  is immune to mind-affecting spells and abilities. 
   
  Skin Kite (as presented in Libris Mortis) 
  Small Undead 
  Hit Dice: 4d12 (24 hp) 
  Initiative: +4 
  Speed: 10 ft. (2 squares), fly 40 ft. (average) 
  Armor Class: 15 (+1 size, +4 Dex), touch 15, flat-footed 11 
  Base Attack/Grapple: +2/-4 (+8 when attached) 
  Attack: Touch +8 melee (1d4) 
  Full Attack: Touch +8 melee (1d4) 
  Special Attacks: Meld, steal skin 
  Special Qualities: Darkvision 60 ft., diet dependent, launch kite, undead traits 
  Saves: Fort +1, Ref +5, Will +5 
  Abilities: Str 10, Dex 19, Con --, Int 4, Wis 12, Cha 6 
  Skills: Hide +7, Listen +5, Spot +5 
  Feats: Alertness, Weapon Finesse 
  Environment: Cold hills 
  Organization: Solitary, pair or flock (5-8) 
  Treasure: None 
  Alignment: Always neutral evil 
  Advancement: None 
  Level Adjustment: N/A 
  A knot of flaccidly flapping membranes kites through the air, now drifting with the currents, now swooping 
  swiftly through the air towards you. 
  Skin kites are undead creatures made up of the stolen skin of past victims. They feed on the skin of living 
  beings, replenishing their own constantly rotting skin, as well as using new skin as spawning material for 
  new skin kites. 
  No two skin kites appear the same. They display a range of different colors, depending on the creatures 
  from which they were harvested. Many skin kites have rotting clumps of hair or fur, unintended additional 
  trophies from past victims. 
  A skin kite has no body, only a wingspan, which is about five feet. It weighs about five pounds. 
  Combat 
  A skin kite attacks by landing on a victim and melding a portion of its undead membrane with its victim’s 
  skin. 
   
  Diet Dependent: A skin kite is diet dependent (rules featured in Libris Mortis; not reprinted here as 
  they are not needed for this scenario) upon skin, which it acquires by using its steal skin ability. 
  For Want of a King 
   
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  Launch Kite (Ex): When a skin kite has absorbed 4 points of Charisma (through its steal skin ability; 
  see below), it attempt to retreat to a safe place where it can take a full-round action to spawn a new skin 
  kite with the stolen skin. A freshly launched skin kite has a number of hit points equal to the original’s 
  current total (its full normal hit points are equal to the original’s full normal total, even if its current hit 
  points are lower than that). 
   
  Meld (Ex): If a skin kite hits a Small or larger creature with a melee touch attack, it melds with the 
  opponent’s body. An attached skin kite is effectively grappling its prey. The skin kite loses its Dexterity 
  bonus to AC, but while melded, it is hard to remove. Skin kites have a +12 racial bonus to grapple checks 
  (figured into the statistics above). 
   
  A melded skin kite can be struck with a weapon or grappled itself. To remove a melded skin kite by 
  grappling, the opponent must achieve a pin against the skin kite, which forcefully peels the creature off 
  and also does 1d6 damage. 
   
  Steal Skin (Ex): A skin kite steals portions of its foe’s skin, absorbing them directly into itself, dealing 
  1d4 points of Charisma damage in each round when it remains melded. Once it has dealt 4 points of 
  Charisma damage, it detaches and flies off to launch a kite. If a victim reaches Charisma 0 before a skin 
  kite has dealt 4 points of Charisma damage, the skin unmelds and seeks a new target. 
   
  New Prestige Classes 
  Stormlord (as presented in Complete Divine) (abridged) 
  Requirements for the Prestige Class 
  • 
  Base Save Bonus: Fort +4 
  • 
  Feats: Endurance, Great Fortitude, Weapon Focus (any spear or javelin) 
  • 
  Spells: Able to cast 3rd level divine spells 
  • 
  Patron: Normally Talos (of the Forgotten Realms campaign); in this case as an adaptation for 
  Living Greyhawk, Tlaloc (Olman god of storms) is an acceptable substitute used in this scenario. 
  • 
  Special: Must have been struck by a bolt of magical or natural lightning. 
  Class Features: 
  • 
  Weapon and Armor Proficiency: Stormlords gain no weapon or armor proficiencies. 
  • 
  Spells per Day / Spells Known: At each stormlord level, the character gains new spells per day 
  (and spells known, if applicable) as if he had also gained a level in a divine spellcasting class to 
  which he belonged before adding the prestige class level. He does not, however, gain any other 
  benefit a character of that class would have gained. If the character had more than one divine 
  spellcasting class before becoming a stormlord, the player must decide to which class to add 
  each stormlord level for the purpose of determining spells per day and spells known. 
  • 
  Enhanced Javelins: Any javelin thrown by a stormlord counts as a +1 magic weapon. This 
  bonus increases at 6th level to +2 and at 10th level to +3. 
  • 
  Resistance to Electricity (Ex): As a stormlord gains levels in this prestige class, he becomes 
  increasingly resistant to electrical energy, gaining resistance to electricity 5 at 2nd level. 
  • 
  Shock Weapon (Su): Any spear or javelin used by a stormlord of 2nd level or higher is treated as 
  a shock weapon (dealing an extra 1d6 points of electricity damage). The weapon loses this ability 
  one round after leaving the hand of the stormlord. 
  Class Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  Spells 
  per 
  Day 
  1 
  +0 
  +2 
  +0 
  +2 
  Enhanced 
  +1 level of 
  For Want of a King 
   
  Page 31 
  
  javelins +1, 
  resistance to 
  electricity 5 
  existing 
  divine 
  spellcaster 
  class 
  2 
  +1 
  +3 
  +0 
  +3 
  Shock 
  weapon 
  +1 level of 
  existing 
  divine 
  spellcaster 
  class 
   
  Tomb Warden (as presented in Libris Mortis) (abridged) 
  Requirements for the Prestige Class 
  • 
  Type: Undead 
  • 
  Alignment: Any nonchaotic 
  • 
  Base Attack Bonus: +3 
  • 
  Base Save Bonus: Will +5 
  • 
  Feat: Toughness 
  • 
  Special: A tomb warden must dedicate itself to the protection of a tomb, graveyard or similar 
  resting place of the dead. 
  Class Features: 
  • 
  Weapon and Armor Proficiency: Tomb wardens gain proficiency with simple and martial 
  weapons, and with light, medium and heavy armor. 
  • 
  Turn Immunity (Ex): As long as it is within the tomb, graveyard or similar resting place that it 
  protects, a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as 
  normal. 
  • 
  Tomb Sense (Su): As long as it is within the tomb, graveyard or similar resting place that it 
  protects, a tomb warden of 2nd level or higher knows the precise location of all intruders within 
  that tomb. This ability is similar to blindsense, except that it functions without regard to line of 
  effect and its effects extend to every portion of the tomb. 
  • 
  Power of the Dead (Su): As long as it is within the tomb, graveyard or similar resting place that it 
  protects, a 3rd level tomb warden can call on the spirits of the dead to gain insight from them. This 
  ability requires only a free action to activate, and grants the tomb warden an insight bonus on 
  attack rolls, damage rolls and saving throws equal to its Charisma modifier (minimum +1). A tomb 
  warden can use this ability once per day and its effects last for ten minutes. 
   
  Class Level 
  Base Attack 
  Bonus 
  Fort Save 
  Ref Save 
  Will Save 
  Special 
  1 
  +1 
  +2 
  +0 
  +0 
  Turn 
  Immunity 
  2 
  +2 
  +3 
  +0 
  +0 
  Tomb Sense 
  3 
  +3 
  +3 
  +1 
  +1 
  Power of the 
  Dead 
   
  For Want of a King 
   
  Page 32 
  
  New Spells 
  Energy Vortex (as presented in Complete Divine) 
  Evocation [Acid, Cold, Fire, Electricity or Sonic] 
  Level: Cleric 4, Druid 4 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: 20 ft. 
  Area: All creatures within a 20 ft. radius burst centered on you 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
  When you cast energy vortex, you choose one of five energy types: acid, cold, fire, electricity or sonic. A 
  blast of that energy type bursts in all directions from you, dealing 1d8 points of damage, +1 point per 
  caster level (maximum +20). If you are willing to take the damage yourself, you deal twice as much 
  damage. You don’t get a Reflex save, but spell resistance applies, as do any resistances and immunities 
  you have to that energy type. 
   
   
  For Want of a King 
   
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  DM Aid #1 – Tower, Ground Floor 
  One Square = 5’ 
   
   
  For Want of a King 
   
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  DM Aid #2 – Tower, First Floor 
  One Square = 5’ 
   
  For Want of a King 
   
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  DM Aid #3 – Tower, Second Floor 
  One Square = 5’ 
   
  For Want of a King 
   
  Page 36 
  
  DM Aid #4 – Cjaian’s Tomb 
  One Square = 5’ 
   
  For Want of a King 
   
  Page 37 
  
  Player Handout One: A Letter from Count Orloc Neheli 
   
  Esteemed Gentles, 
   
  As you are no doubt aware, the actions of my son Holphin have poisoned the 
  nation of Keoland against my family. I earnestly seek to restore their faith in 
  House Neheli. To this end, I may perhaps have a way by which the actions of my 
  son might be undone. I understand you will be skeptical; this is why I beg you to 
  allow me to make my case. If you are interested, please come to Castle Dorglast as 
  quickly as possible. If you decline, please burn this missive; the magic within the 
  paper will tell me of its destruction and of your declination of my offer. 
   
  For the Lion Throne, 
   
   
  Count Orloc Neheli 
  For Want of a King 
   
  Page 38 
  
  Player Handout Two: A Letter from Stoakdor Neheli 
   
  Adventurers, 
   
   
  I am known by many as the pre-eminent diviner in House Neheli, and it is my 
  thirst for knowledge – coupled with a desire to undo the damage caused to my 
  family by the actions of my wayward kinsman, Holphin – that prompts me to send 
  you this letter. 
   
  I have discovered a way by which the gross injustice visited on King Kimbertos 
  Skotti might possibly be mitigated. But to do so, I need your help. I know that 
  many in the Kingdom have no love for the Neheli. But we are a branch of the 
  family that seeks to change that, but as you might imagine the King’s assassination 
  by the hand of one of the Dorglast Neheli has retarded our efforts. 
   
  If I can call upon your aid, I would ask you to proceed to Redlee Manor, on the 
  edge of the Rushmoors, with all due haste. Do not tarry. If you decline this offer, I 
  would ask you not speak of this missive to anyone. 
   
  Yours Truly, 
   
   
  Stoakdor Neheli of Redlee Manor 
  For Want of a King 
   
  Page 39 
  
  Player Handout Three: Notes of the Olman Cleric, Written in Common 
   
  … upon our arrival at this tower we encountered a trapped statue in 
  the main hallway that we easily circumvented. However, the very next 
  chamber we encountered saw some sort of undead creature attack and 
  kill several of my men. Seeing their faces ripped off with the span of 
  several seconds convinced me to run first and ask questions later. I left 
  their bodies behind and I have instructed my remaining bodyguards not 
  to enter the room… 
   
  … as I feared, where one undead are found, more follow. This time, I 
  detected their presence through magic, in a chamber down on the 
  middle floor. I had one of my men hold the door fast while my other 
  bodyguard and I sealed the entire door in molten lead. At some point I 
  will need to confront them if we are to stay in this tower, and I hope 
  that when I do the blessings of tlaloc will allow me to seize command of 
  them and bend them to my purposes… 
   
  … the notes I have found from this drow’s diary indicate that there is a 
  single book somewhere in this tower, and that a selected passage within 
  it will somehow act as the key to opening a portal to the witch’s crypt. 
  She went on to say that the book was hidden “in the library” and that 
  the passage in question should be read within it… 
   
  … I have found two libraries here. One is on the middle floor, and was 
  once apparently used by her apprentices. I tore the chamber apart 
  looking for the book – its title is “the properties of flame” – but I was 
  unable to find it. I found a private library adjoining her bedchamber, 
  but neither did this room house the book. I even found a bookshelf in 
  her bedchamber itself, but nothing. Where did this drow hide her 
  accursed book? Those are all the libraries in this tower! And even if I do 
  find the book, what passage am I supposed to read from it? 
  For Want of a King 
   
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  Player Handout Four: Cjaian’s Notes on Mummies 
   
  Mummies are certainly mighty and dangerous undead servants. I have been intrigued by 
  their capabilities ever since I first encountered one created by some illithid clerics. They 
  were exceptional combatants, and their relatively slow movement was not much of a 
  hinderance in the confines of the underOerth. 
   
  The mummy does possess some flaws that make them less than perfect servants, of course. 
  They exhibit a distressing tendency to treat as a variable what is and is not their “area of 
  warding” — that is, the area that they are consigned to protect. Attackers can flee them 
  and regroup, so it is vital to make certain you have other threats in the area to disallow 
  any respite by intruders. 
   
  More troubling is their distressing vulnerability to fire. This is a well-known weakness, of 
  course. I hypothesized that corpses of victims burned alive might yield a mummy that was 
  resistant to flame. Unfortunately my theory has not proven true; I have taken a number 
  of subjects and, using flame, killed them by immolation at various speeds (see Appendix 
  One). But the end result produces a mummy no more resistant than any other base corpse. 
  For Want of a King 
   
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  Critical Events Summary - Genericon 2005 
   
  DM Instructions: Please report the following to the Keoland Triad at chrisinpm@aol.com immediately 
  following the convention premiere. 
   
  (Circle One) Did the PCs choose to serve Count Orloc or Stoakdor Neheli? 
  Count Orloc 
   
   
  Stoakdor Neheli 
   
  (Circle One) Did the PCs gain any information about the Iron Cabal from Atzuzu or his men? 
  Yes  
   
   
   
  No 
   
  (Circle One) How did the PCs deal with Cjaian’s bargain? 
  Outright refused her offer 
  Accepted her offer 
  Attacked her after agreeing to the deal, earning her enmity 
   
  (Circle One) To which NPC did the PCs ultimately give the bundle? 
  Count Orloc 
   
   
  Stoakdor Neheli 
  Amaretta of the Silent Ones 
  PCs failed to recover the bundle 
   
  List the PCs Names, their metaorg affiliation (if any) and their rank/station in said metaorg: 
   
   
   
   
   
   
  The DM should list below anything else of interest that the PCs may have done that might be of interest to 
  the Triad. 
  For Want of a King 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Sheldomar Valley/Keoland/KEO5-01 - For Want of a King.pdf