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 
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  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon 
  Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork 
  contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. 
  Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the 
  adventure author or authors. 
   
  Visit the LIVING GREYHAWK website at www.rpga.com. 
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  KeolandPlots@hotmail.com.  For LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  KEO6-01 
   
   
   
   
   
  Like a Leech 
   
  A One-Round D&D® LIVING GREYHAWKTM  
  Keoland Regional Adventure 
  Version 1.2 
   
  by Charles R. Skidmore 
  Reviewers: Keoland Triad  
   
  Circle Reviewer: Steven Conforti 
   
   
  Hold on as if you belong.  A Keoland regional adventure for APLs 2-8. 
   
  
  KEO6-01 Like a Leech 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second player and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com. 
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so. 
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics provides 
  player information for you to paraphrase or read aloud 
  when 
  appropriate. 
  Sidebars 
  contain 
  important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in the Appendices.  
  Along with this adventure you’ll find a RPGA Table 
  Tracking sheet. If you’re playing this adventure as part of 
  an RPGA-sanctioned event, complete and turn in this 
  sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  3. 
  Sum the results of step 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. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLS are given in even-
  numbered increments. If the APL of your group falls on 
  an odd number, ask them before the adventure begins 
  whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives.  
  
  KEO6-01 Like a Leech 
   
  Page 2 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. 
  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. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer 
  other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or 
  more ranks in the Survival skill and succeeds at a Survival 
  check (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking).  The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the LIVING GREYHAWK Campaign Sourcebook. 
  ADVENTURE BACKGROUND 
  Warren Syn’Andolyn rules the Earldom of Gand in 
  Keoland. A noble of the purest Suel ancestry, it has been 
  rumored in the past that he has secretly aided the Scarlet 
  Brotherhood in some of its less dangerous exercises. Earl 
  Syn’Andolyn is a strong proponent of maintaining a Suel 
  culture amongst the aristocracy and ensuring the 
  longevity of the Suel people as a whole. He has been 
  known for his seemingly irrational hatred of ‘lesser’ 
  bloodlines. Despite his shortcomings, there has been no 
  doubt that Earl Syn’Andolyn has been a strong force for 
  stability in Gand since the untimely death of his father. 
  For as long as many of the common folk can remember, 
  Earl Syn’Andolyn has ruled Gand and the realm has 
  prospered. 
   
  The issue that escapes much public notice is 
  precisely how long Earl Syn’Andolyn actually has ruled 
  Gand. The answer would cause much surprise and fear 
  amongst the commoners if it were known, for the Earl 
  has lived for far longer than one mortal should. Other 
  nobles throughout Keoland have put down the Earl’s 
  unnatural longevity to perhaps a trace of elven blood 
  running through his veins. After all, the bigot hates 
  himself most of all, does he not? 
   
  The truth of the matter is quite different: the Earl 
  labors under a curse he brought upon himself in his 
  younger days, before he became Earl and before he 
  became more radical and pro-Suel. 
   
  As a young man, the Warren Syn’Andolyn fell in 
  love with an exotic young traveler passing through 
  Keoland. A mix of Touv, Flan and Baklun ancestries, the 
  young traveler easily stood out amongst the Keogh and 
  Suel of the region. The traveler was named Iskyla and was 
  a druidic devotee out to see the world. Normally the 
  people of Keoland would have been suspicious of any 
  outsider, but Iskyla quickly warmed to the peoples of the 
  region and settled in for a supply restock at the small 
  river town of Hawkins’ Crossing. It was there that fate 
  stepped in. 
   
  Warren Syn’Andolyn and his Diakra were in the 
  small town, passing through with their families on the 
  way to the family estates. The brother and sister were 
  playing at a bend in the river when a raiding party of 
  troglodytes attacked the town. The Earl’s guards quickly 
  repulsed the attack with no loss of life, except for Diakra, 
  who was kidnapped despite the efforts of her brother to 
  save her. When Iskyla discovered what happened, she 
  revealed the extent of her druidic powers to the Earl and 
  offered to lead his guards out to retrieve Diakra. Wasting 
  no time, Iskyla shifted into the shape of a wolf outside of 
  town and led the Earl’s mounted guards on a frantic chase 
  down the shallow river after the fleeing raiders. 
  # 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 
  
  KEO6-01 Like a Leech 
   
  Page 3 
   
  The contingent arrived at a deeper part of the river, 
  near a series of small waterfalls, and discovered an entire 
  troglodyte village. Soon, the entire village was destroyed 
  and the troglodytes were dead or driven off. Young 
  Diakra was found, suffering from a grievous wound to 
  her chest. Near death, the Warren and the guardsmen 
  could only watch as Diakra slowly passed the mortal coil 
  in front of them. Again, Iskyla stepped in. Calling upon 
  the powers of nature, she bound the wounds Diakra 
  carried and saved her life. Overjoyed, everyone returned 
  to Hawkins’ Crossing and Iskyla was treated as a savior 
  should be. 
   
  After a day to rest and recuperate, the Earl and his 
  family moved on to the family estate, and Iskyla accepted 
  their invitation to travel with them. At the estate, several 
  feasts were held in Iskyla’s honor and she was offered a 
  position at the manor as a teacher to the younger 
  children. Finally, she was also rewarded a tract of land by 
  the Earl to develop as she sees fit. The nature of her 
  druidic ties is kept a secret but rumors quickly filter out 
  to the common man, and many consider this a good sign. 
  Several years pass in relative peace and calm, with Diakra 
  taking up the mantle of a druidic initiate and Iskyla and 
  Warren becoming romantically linked during that time. 
  Their wedding announcement came as little surprise to 
  many in the realm, and was touted as a return to the ways 
  of old. However, this was not to be a “Happily ever after” 
  story. 
   
  On the night before the wedding tragedy, or rather, 
  evil struck. A large force of troglodytes forced their way 
  into Iskyla’s grove, where Iskyla and Diakra were 
  spending the evening in purification rituals. The 
  troglodytes took the druids unawares and captured them. 
  Led by a shaman of the troglodyte deity, Laogzed, lord of 
  gluttony and devouring, the troglodytes feasted on the 
  druids – while they were still alive.  
   
  The tortures would surely have gone on the entire 
  length of the night had Warren not broken the evil deeds 
  by sneaking into the grove to see his beloved before the 
  wedding. What he saw was pure carnage. Enraged, 
  Warren single handedly charged the troglodytes, 
  determined to live long enough to put his beloved out of 
  her misery. When the blood stopped flowing, the Earl-to-
  be stood and the troglodytes were dead, one and all. 
  Bereaved when he saw Iskyla lying in the mud missing 
  an arm, he thought she had died. 
   
  Sobbing, he collapsed to his knees and clutched 
  Iskyla and Diakra to him. Covered in their blood he 
  swore an oath to the deity Wee Jas that he would see all 
  troglodytes in his lands slain before he died. At those 
  words, Iskyla regained consciousness and her wounds 
  closed, but did not mend. Missing an arm and with a 
  horribly disfigured face, she lived. There was no saving 
  Diakra. 
   
  The wedding was postponed as the finest healers in 
  the land attempted to bring Diakra back to life and heal 
  Iskyla. Neither course of action bore fruit. The young 
  Warren tried to continue with the wedding once Iskyla 
  was moving about again, but found his heart curiously 
  turned. Where once he saw her beauty, all he saw now 
  was his own failure in protecting the ones he loved. Love 
  turned into its first cousin, hate, when Iskyla refused to 
  move forward with the wedding. She could see the 
  beginning of the Warren’s emotions turning and 
  believed it was due to her loss of physical beauty. Torn 
  down by outside events beyond their control and a lack 
  of communication, the love between the two faltered and 
  eventually disappeared. Iskyla returned to her grove, and 
  Warren grew into lord of the land. 
   
  For many years Warren Syn’Andolyn did carry out 
  his word, and drove the troglodytes on his land before his 
  forces like so many roaches scurrying from light. Finally, 
  the new Earl found a new love and married her, and his 
  old hatred went to the wayside, a job unfinished. The 
  wedding was lavish and magnificent, everything it 
  should have been. Iskyla watched it all from a tree, in the 
  form of a bird with one clipped wing. Saddened to the 
  point of pure anger, she called upon the deities of her 
  youth, beseeching them to allow her to live to see the 
  Earl humbled and brought low. 
   
  The lesson here, mortals, is that sometimes you get 
  what you ask for. 
   
  Years passed, the Earl aged and aged, and Iskyla did 
  not. Each had their prayers answered, but not in ways 
  they expected. 
   
  At this point, the Earl has been held from his release 
  by his oath to Wee Jas. He has gained the look not of a 
  man who fears a task will be completed after he dies, but 
  of a man who fears that he will not die until the task is 
  completed. He is entirely correct. 
   
  Iskyla’s grove has become dark and foreboding, a 
  mirror of her own poisoned heart. Her prayers, too, are 
  sustaining her. When the earl dies, her time will come as 
  well. 
   
  The final pieces to this drama are the Earl’s heirs. He 
  has three sons, Argal, Bethor, and Falen. In the manner of 
  most families, Argal was destined to become the new 
  Earl, Bethor went into the priesthood, and Falen was left 
  to his own designs. However, the Earl has yet to declare 
  his heir and Falen has seized upon a chance to rise in 
  power and has challenged his brother Argal for the 
  earldom when their father passes. Horrified at the decay 
  of his house, Bethor has beseeched his deities for an 
  answer to the problems plaguing him and is rewarded 
  with the heroes. 
  ADVENTURE SUMMARY 
  The adventure begins on the road near Caer Andolyn 
  where it runs through the Wyrwood, a place reputed to 
  be the home of several druids. The heroes are traveling as 
  part of an honor guard for a delegation from Niole Dra, 
  
  KEO6-01 Like a Leech 
   
  Page 4 
  sent to honor the betrothal announcement of Argal, scion 
  of house Syn’Andolyn.  
   
  The heroes and their retinue hear sounds of 
  screaming, and round a bend in the road in time to see a 
  man dressed in priestly vestments be hoisted into the air 
  by a gigantic spider perched in a tree. The man is swiftly 
  cocooned and the spider places the cocoon on its back, 
  when it sees the heroes. 
   
  After defeating the spider and releasing its captive, 
  they are introduced to Bethor Syn’Andolyn, second son 
  of Earl Warren and priestly devotee of Bralm, Suel deity 
  of Insects and Industriousness.  
   
  Gushing thanks and talking of divine providence, 
  Bethor takes the heroes and the delegation to Caer 
  Andolyn, babbling the entire way in the manner of the 
  intelligent but unwise.  
   
  The heroes and the delegation arrive at Caer 
  Andolyn and are given accommodations for the night, 
  and Bethor will attempt to hire them as men-at-arms for a 
  short period. He will explain some of the troubles 
  between the three brothers as well as his father’s fading 
  health. He will ask that the heroes attend the betrothal 
  announcement of his older brother and then speak to his 
  father. 
   
  The heroes attend the announcement ceremony, 
  where they are introduced to a webwork of important 
  merchants and minor nobility. Gossip and minor intrigue 
  abound, and after a suitable period the Earl Warren 
  Syn’Andolyn and his family are introduced. A feast is laid 
  out, and the announcement of the betrothal is prepared. 
  Argal Syn’Andolyn then calls for attention and makes his 
  announcement: he is betrothed to maiden Kalla, druidic 
  devotee. 
   
  At this, Earl Warren thunders and yells. He forbids 
  his son to marry any “dabbler in the unnatural” and calls 
  an end to the proceedings. He stalks off to the confusion 
  of the gathered people. 
   
  Eventually the heroes gather that the Earl has past 
  history with the druids of the realm, and the high 
  druidess in particular. Bethor asks the heroes to travel 
  into the Wyrwood, and gives them a token to carry that is 
  supposed to guide them to the druids within. 
   
  The heroes travel to the grove, and are followed by 
  Falen, third son of Earl Warren. The heroes come to the 
  druid’s grove, a series of cottages set along the trees in the 
  forest. After several minutes the Druid Iskyla will meet 
  them and she will talk to the heroes and relate the story 
  of the Earl’s past and her history with the Earl. Iskyla 
  reveals that the Earl’s lifetime is unnaturally prolonged, 
  that he is cursed by his own word, and that he will 
  continue descending into madness and infirmity without 
  death’s release until his word is met. 
   
  Iskyla offers to lead the heroes to a troglodyte 
  barrow, the nexus of the troglodyte presence in the 
  Earldom. If the heroes can infiltrate the den, slay the 
  shaman of Laogzed inside, and return with the 
  blasphemous idol they worship, Iskyla says she can end 
  the troglodyte presence in Gand as well as the curse laid 
  upon the Earl. Falen and his men follow the group. 
   
  Iskyla leads the heroes to the same waterfall area 
  near Hawkins’ crossing where she saved the life of the 
  Earl’s sister so many years ago. The troglodytes have 
  returned, in a swarming colony. Using Druidic magic, 
  Iskyla opens a passage into the cliff face that meets with 
  the troglodyte tunnel complex. The heroes travel 
  through the complex and confront the shaman of 
  Laogzed and retrieve the idol the troglodytes worship, 
  which turns out to be Iskyla’s arm, half eaten and 
  mummified. 
   
  As the heroes leave, they find the troglodytes fled 
  and no sign of Iskyla. Instead, they find Falen and a small 
  force of men-at-arms. He demands they turn over the idol 
  and leave Gand by the most direct means, under penalty 
  of death. Falen will not fight but will send his men-at-
  arms to divest the heroes of the idol. The heroes tread a 
  thin line as they must decide between following the 
  direct order of a noble and the good of the Earldom. 
   
  If the heroes return to Caer Andolyn, Iskyla will 
  meet with them and they will all meet with Earl Warren. 
  Iskyla and the Earl will have an interesting reunion, and 
  Iskyla will tell the Earl that she can release them both 
  from their curses, but that to do so the troglodytes must 
  suffer a painful death. If the heroes will agree to shoulder 
  a metaphysical debt to balance the books, then Iskyla can 
  create a ritual that uses her mummified arm as a focus. 
  This ritual will cause all the troglodytes in Gand to die of 
  starvation. The Earl will have fulfilled his word and can 
  die, which will allow Iskyla to die as well. 
   
  In Encounter 1, the heroes meet with Bethor and 
  save him from the clutches of a giant spider. He requests 
  their aid in Caer Andolyn. 
   
  In Encounter 2, the heroes arrive at Caer Andolyn 
  and meet with some of the more interesting NPCs of the 
  region.  
   
  In Encounter 3, the heroes will attend the betrothal 
  announcement of Argal. This will be a roleplaying 
  intensive encounter. 
   
  In Encounter 4, the heroes travel to the druids grove 
  in the Wyrwood and meet with Iskyla. She explains 
  much of the mystery surrounding Gand and offers to lead 
  the heroes to a solution. 
   
  In Encounter 5, the heroes journey beneath the 
  riverbed in an effort to find and defeat a troglodyte 
  shaman of Laogzed and take his idol of power. 
   
  In Encounter 6, Falen, third son of Earl Warren, 
  confronts the heroes. He demands they leave the 
  Earldom and surrender the troglodyte idol. 
   
  In Encounter 7, the heroes and Iskyla meet with Earl 
  Warren and have the opportunity to end the curses 
  
  KEO6-01 Like a Leech 
   
  Page 5 
  surrounding both of them, at a potential cost to the 
  heroes. 
  PREPERATION FOR PLAY 
  Be sure to review DM Aid: Roleplaying Notes, a series of 
  sheets detailing important NPCs and their roleplaying 
  notes.  It is essential to prepare with those notes before 
  running this adventure. 
  INTRODUCTION 
   
  The adventure begins in Niole Dra as the heroes are 
  approached for a rather mundane task. Harlan 
  Hammerforge is a dwarven armorer of no small renown 
  who is seeking to travel to the Earldom of Gand with his 
  daughter Briella and his young human apprentice 
  Cienna.  They are traveling to Caer Andolyn to attend the 
  betrothal announcement of Argal Syn’Andolyn, son of 
  Earl Warren Syn’Andolyn. The Earl and Harlan are 
  longtime friends and Harlan has no desire to miss the 
  announcement. However, the Earldom of Gand has long 
  been known as a haven for less savory humanoids, and so 
  Harlan and his entourage require protective services. 
  Enter the heroes. 
   
  Provide the players with Player Handout #1. It is a 
  piece of parchment located on a signboard advertising 
  the need for traveling guards. 
   
  Harlan and his daughter Briella are atypical dwarves. 
  They are friendly, jovial and outgoing. Perhaps that 
  serves to explain why Harlan has chosen to make his 
  home in Niole Dra rather than return to his dwarven 
  enclave. 
   
  Harlan’s young apprentice is a human girl named 
  Cienna. Orphaned at a young age, she is a ward of a small 
  brotherhood of friars who worship Fharlanghan.  
  Realizing that she would need a trade in life they 
  attempted to set her up as an apprentice weaver and 
  when that failed, as an apprentice jeweler. Harlan offered 
  to be her master when he saw the interest the young girl 
  took in some of his works. So far the girl has taken to the 
  apprenticeship admirably. Cienna is about sixteen 
  winters old and Harlan is very protective of her, though 
  he understands that human children mature faster than 
  dwarven. 
   
  Allow the PCs to introduce themselves to Harlan 
  and give the players an opportunity to do some short 
  roleplaying with Harlan and the girls as they travel if 
  they are so inclined. 
   
  Treasure: 
  They 
  will 
  be 
  offered 
  payment 
  commensurate with their abilities (as reflected in the 
  Treasure Summary). 
  ENCOUNTER 1: JUST BLESS 
  ME  
  This encounter begins as the trip to Caer Andolyn is 
  coming to a close. The heroes are traveling along the 
  forest road, which cuts through the Wyrwood. The 
  Wyrwood is generally considered a safe place, as it is 
  reputedly home to a druidic grove. The occasional bandit 
  band takes up residence there but because of its 
  proximity to Caer Andolyn those bands do not tend to 
  last long. This encounter takes place towards dusk, with 
  Harlan pushing the group on in an effort to make Caer 
  Andolyn by nightfall.  
   
  Traveling the forest road through the Wyrwood 
  is fast and easy. Tall trees line both sides of the road 
  heavily, making it difficult for anything larger than 
  a deer to traverse the landscape. Overhead the trees 
  form a multicolored canopy above the road, filtering 
  much of the sunlight out even during highsun. The 
  sounds of nature bombard you from all sides. Birds 
  and insects call out and squirrels leap from branch 
  to branch high above as the sun sweeps downward.  
   
  Suddenly, a deep throated shriek pieces through 
  the forest and the forest creatures go silent and still. 
  Seconds later you hear another yell, this one 
  obviously of pain, and cut short. The cries appear to 
  have come from ahead of you on the road. 
   
  Bethor, second son of Earl Syn’Andolyn, has been set 
  upon by a giant forest spider. Bethor is a devotee of 
  Bralm, an obscure Suel deity who covers the realm of 
  insects and industriousness. Bethor recently beseeched 
  Bralm for divine aid to his houses’ problems and was led 
  from his chambers by a swarm of insects. Unfortunately 
  for Bethor, followers of spider deities sure do love to eat 
  followers of insect deities. 
   
  Bethor and the spider(s) are 130 ft. in front of the 
  heroes at the start of the encounter, but out of sight due 
  to a bend in the road. The heroes have several courses of 
  approach to the encounter. Have the heroes make a Spot 
  check (DC 10 + APL) to see a game trail that crosses the 
  road and appears to hook back towards the road. 
  Alternately the heroes can push through the trees on 
  either side of the road. All squares on the map that are 
  not the main road are considered rubble due to the thick 
  ground cover and extensive root system. Standard 
  movement rules apply. 
   
  The spider(s) will wait in the road, carefully 
  cocooning Bethor in preparation for a meal. In the 
  unlikely event that ten rounds pass before the heroes 
  intervene, Bethor will be hauled off by the spider(s). If 
  this occurs, proceed to Conclusion: Bethor Taken. 
  APL 2 (EL 5) 
  � Monstrous Spider, Huge: hp 60, see Monster 
  Manual, page 289.  
  
  KEO6-01 Like a Leech 
   
  Page 6 
  APL 4 (EL 7) 
  � Monstrous Spiders, Huge (2): hp 60 each, see 
  Monster Manual, page 289.  
  APL 6 (EL 9) 
  � Monstrous Spiders, Huge (4): hp 60 each, see 
  Monster Manual, page 289.  
  APL 8 (EL 11) 
  � Monstrous Spiders, Huge (8): hp 60 each, see 
  Monster Manual, page 289.  
   
  After being saved and uncocooned, Bethor will be 
  quite gracious and welcoming to the heroes. Bethor is not 
  a typical clergyman. He appears a bit addled and lost, but 
  quite intelligent in his own way. If it weren’t for his bad 
  luck at being born a second son and having been 
  essentially forced by his father to follow the path of a 
  clergy, he would have made a fine scholar.  
   
  Finally unwrapped from his untimely cocoon, a 
  young man sits up, gasping for air. His skin is pale 
  and through it you can faintly see a fine tracery of 
  veins throbbing as his heart hammers. He raises his 
  hands, ink stained and uncallused, to his mouth, 
  where he removes a piece of webbing. Close cropped 
  blonde hair mats the top of his head and deep blue 
  eyes regard you as he speaks. 
   
  “Ah, Bralm be praised! I fear’d for meself badly 
  there. Thankya for saving me from that awful 
  creature. I’m Bethor Syn’Andolyn and you are…” 
   
  Suddenly his eyes flash. 
   
  “You are sent to me! Bralm has seen fit to 
  answer my humble prayers! Please, this is not the 
  place for portents. Come with me to my home and 
  stay for the night.” 
   
  If informed that they cannot go because they are 
  going to Caer Andolyn, Bethor will clap his hands in glee 
  and tell them that it is his home, and will start walking 
  the road calmly, completely forgetting that he was just 
  nearly spider food. 
   
  It is about another forty minute travel time to Caer 
  Andolyn, during which Bethor will prattle on about 
  everything possible except what he thinks the heroes 
  were sent to him for. He will ask questions about Niole 
  Dra, having never been there. If any sort of comment or 
  question on his faith is raised, he will be more than happy 
  to oblige a conversation and touch on the major points of 
  his faith. Bralm favors industry and Bethor strives to 
  bring the Earldom of Gand into the forefront of the 
  kingdom by presenting new ideas to grow food, export 
  textiles faster and generally be more efficient. He doesn’t 
  really like insects all that much, but he admires how they 
  all work towards a common goal, for the betterment of 
  the colony. He doesn’t “worship bugs”, but rather the 
  concept behind them, that total communalism can be a 
  successful system. Bethor will be more than happy to get 
  into a theological discussion with any hero willing to do 
  so.  
   ENCOUNTER 2: TWO-SIDED 
  TIME 
  This encounter takes place at Caer Syn’Andolyn. The 
  Caer is actually a fairly impressive structure, built by 
  human hands but from dwarven design. The forest runs 
  almost all the way to the eastern wall of the castle. 
  Obvious attempts to keep the forest cleared back to 
  provide a defensible perimeter are ongoing, but it appears 
  as though the forest grows very quickly.  
   
  The heroes will be very quickly ushered inside the 
  castle, which obviously fears no attack since the gates are 
  open wide and the guards are relaxed even though night 
  is rapidly approaching. The heroes have their mounts 
  stabled and Bethor leads them through the quiet halls of 
  Caer Andolyn. Harlan and his charges are given a fine set 
  of quarters and Bethor tells the heroes that they will be 
  quartered in a different wing of the castle. As he leads 
  them to their quarters: 
   
  Candelabra held high, Bethor leads you through 
  the hallways of Caer Andolyn. The passages seem 
  cramped and dusty in the light of the dying sun. You 
  pass several suits of armor cut in archaic styles and 
  emblazoned with the Syn’Andolyn coat of arms, a 
  blue raven on a white field, clutching a bunch of 
  thorny roses in its talons.  
   
  Moving down a corridor tainted red by the 
  fading sunlight; Bethor comes to a sudden halt. 
  Looking past him you see a man of slight stature. 
  Long blonde hair falls in three braids from his head 
  and bright blue eyes peer over your group 
  searchingly. He wears clothes of the finest silk, dyed 
  in the colors of the household. He bears more than a 
  passing resemblance to Bethor. His features are 
  strong and refined, and he carries himself with a 
  manner that indicates he knows exactly how fine a 
  figure he cuts. 
   
  “Heh, there you are, Brother mine. I heard from 
  the stable boys that you had returned from your 
  constitutional. Who are our guests? You DID intend 
  on introducing them to father, did you not?” 
   
  Bethor flushes a bit. 
   
  “I’d planned to do that in the morn, Argal. We 
  both know Father needs his rest more and more 
  these days.” 
   
  Bethor indicates you all with a sweep of his arm. 
   
  “I’d like to introduce you all to Argal, brother 
  mine and scion of the house of Syn’Andolyn.” 
   
  Argal smiles warmly at all of you, a smile that 
  never touches his eyes. 
  
  KEO6-01 Like a Leech 
   
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  “It is a pleasure to make your acquaintances. I 
  do not mean to be rude. You all look dreadfully 
  peaked. Perhaps some rest will do you all well. I will 
  leave you with Bethor.” 
   
  Unless interrupted with questions or otherwise 
  stopped, Argal will walk past the heroes, smelling faintly 
  of cologne. He will accept any pleasantries with the 
  dignity of the first son of the house and will offer such in 
  return in accordance to the station of the person 
  addressing him. If any players are nobles, Keoish or 
  otherwise, and they make their title known, he will seem 
  a bit warmer to them and will engage them in small talk 
  about their realm and travels.  
   
  If any player is knighted and makes that fact known 
  to Argal upon introduction, he will seem genuinely 
  interested in their order and will make a point of asking 
  to speak with the hero later. Argal has been denied the 
  chance to squire into a knighthood through his life and 
  though he is older now, he desires the opportunity to do 
  so. He may never get an opportunity to do so but he 
  enjoys conversing with knights and being seen with 
  them, so as to shine by reflection. 
   
  After Argal leaves: 
   
  Bethor whispers back to you.  
   
  “First 
  son 
  of 
  the 
  house, 
  Earl 
  to 
  be 
  if…well…we’ll talk more shortly.” 
   
  As the heroes walk, have them make a Spot check 
  (DC 14 + APL). Success indicates that that hero sees a 
  sparrow perched in the window that takes flight when 
  seen. It flutters away awkwardly and the hero can see that 
  one of its wings is clipped. 
   
  Bethor and the heroes finish the trip to their 
  quarters, which appear to be in a lesser used wing of the 
  castle. Bethor lets the heroes get settled in to the series of 
  suites, three rooms in all, then asks to speak to them 
  candidly. Bethor will be suitably embarrassed while he 
  airs his troubles to the heroes. 
   
  Bethor will tell the heroes that he fears for his father. 
  Earl Warren has been stricken with a sickness that 
  appears to slowly be eating away at him. A similar plague 
  went through the commoners a year ago and it appears to 
  Bethor that his father somehow contracted the plague. 
  The real problem here is that everyone who contracted 
  the plague died within a week, and Earl Warren appears 
  to have had the plague for well over a year, but he is not 
  contagious. Bethor tells the heroes that his attempts for 
  magical healing on his father were not answered by 
  Bralm. When he went to cast the spell, it simply failed, 
  and echo of words without power. 
   
  Bethor will confess that he is at his wits end. In his 
  desperation he got incredibly drunk off the house 
  vintage and begged for Bralm to intervene. He cried out 
  to his deity that his father had to be cured, that this 
  untenable situation had gone on for too long. Bethor 
  prayed and told Bralm that the Earldom was stagnating, 
  that progress was being retarded because of the declining 
  health of the Earl. He begged for aid. He wept and 
  begged for the opportunity to end the horror his father 
  was undergoing. Then he passed out, stone drunk.  
   
  When he awoke, it was earlier this afternoon. He 
  was lying on the floor in his room, and he was awoken by 
  a fly buzzing in his ear. Sitting up he saw that his room 
  was awash in insects of all types and that they poured 
  over him in a wave. Just as suddenly as they appeared, 
  they were gone, except for a single horsefly that alit on 
  his arm and bit him.  
   
  Staggering to his feet, Bethor watched the horsefly 
  leave the room and he followed it. It buzzed in front of 
  his face and led him onto the forest road, where he was 
  attacked by the spider and the heroes rescued him. 
   
  Bethor will tell the heroes that he is convinced that 
  they are the answer to what ails his father, although he 
  knows not how.  
   
  “Please, I feel that things are coming to a head 
  here. On the morrow my brother Argal will 
  announce his betrothal, to whom not even I know. 
  As you know, it is quite an event, attracting more 
  than a few people from throughout the Kingdom. 
  Ever since it was announced, I have had a feeling of 
  foreboding, as if the day that comes will bring 
  calamity. 
   
  I ask that you humor me. I ask that you attend 
  the reception as guests of mine and watch for any 
  signs of trouble. Perhaps it is true what my brothers 
  whisper about me and that I cannot see the forest 
  for the trees. A man can be excused for being blind 
  to his own faults, can he not?” 
   
  Bethor is at this point a man humbled. He knows 
  that if he were somehow BETTER that he could have done 
  something to help the situation but for the life of him he 
  cannot see how. He wishes he could have found that way 
  but is willing to swallow his pride as long as it helps his 
  family.  
   
  “Please, meet with my father tomorrow, see his 
  condition for yourself. He should not be here any 
  longer, but something keeps him from shedding the 
  mortal coil. Though I love him dearly, this must 
  end.” 
   
  Treasure: Bethor will offer the heroes a monetary 
  reward, as well as the favor of his house (see Conclusion 
  and Treasure Summary).  
   
  As the heroes are bedding down to sleep, have them 
  make a Spot check (DC 12 + APL). Elven and half-elven 
  characters are considered to automatically succeed on 
  this check. If successful, the hero will see a three legged 
  squirrel sitting on a tree branch outside the window of 
  their room. The squirrel will bolt down the tree after 
  being noticed. 
  
  KEO6-01 Like a Leech 
   
  Page 8 
  ENCOUNTER 3: THE WORTH 
  OF WATER 
  This encounter takes place the next day, and 
  encompasses a lengthy part of the day. In DM Aid: 
  Roleplaying Notes you will find a series of sheets detailing 
  important NPCs and their roleplaying notes. 
   
  In Introductions, you should introduce the 
  important NPCs, including Earl Warren, Falen, Dame 
  Elwen Syn’Andolyn, and have the heroes interact with 
  them. The Announcement should occur when the 
  roleplaying has calmed down a bit and you feels the plot 
  needs to move along. The Aftermath comes rapidly on 
  the heels of the developments of The Announcement and 
  allows the heroes to do some more roleplaying as well as 
  investigative work and decide on a course of action. 
  INTRODUCTIONS 
   
  After the heroes are suitably prepared to hobnob 
  with some minor nobles in a backwater of Keoland, let 
  them find their way to the feast hall of Caer Andolyn.  
   
  The feasting hall is by far the most impressive 
  room you have seen in Caer Andolyn. Several heavy 
  oaken tables sit in rows in the hall, with chairs 
  enough to seat at least sixty people. The room is 
  about half full when Bethor ushers you in. 
  Interspersed through the room are fifteen to twenty 
  suits of armor, all decorated with the Syn’Andolyn 
  crest of arms. You can immediately see Harlan and 
  his charges, speaking to a younger man in finely cut 
  clothes in the colors of the house.  
   
  At one end of the feast hall is a raised platform 
  that runs the width of the room. On it are a pair of 
  high backed chairs which are currently empty. A 
  quartet of minstrels play their instruments on the 
  platform, facing the gathering crowds. The room 
  quickly fills with the buzz of conversation as friends 
  and vassals of the house fill in.  
   
  Have the players make Knowledge (nobility and 
  royalty) checks (DC 8 + APL). Success indicates that the 
  heroes note and recognize the various banners hanging 
  from the walls. The Keoish lion is present, as are the arms 
  of the Barony of Riverwatch, the Earldom of Linth, the 
  Barony of Sayre, and the Barony of Raya. These are all of 
  the Keoish provinces that border the Earldom of Gand, 
  with the exception of the Duchy of Gradsul. Also on the 
  walls are a pair of banners from the non-human groups. A 
  red fist on a black field is the symbol of the Ironwatch 
  mercenary company, a noted Dwarven clan and it hangs 
  next to a banner with a gold leaf on a green field, the 
  banner of the Outriders of Fall, an Elven trading and 
  mercenary house. Finally, in a place of honor above one 
  of the fireplaces are a pair of broken lances crossed over a 
  torn black banner with a red eye set in the middle. This 
  last banner is unrecognizable as belonging to any 
  particular group. 
   
  After the heroes have settled in, have Falen approach 
  the heroes. He is the last of the three Syn’Andolyn 
  brothers, and comes off as quite affable and charming. He 
  is possessed of a store of ditties and dirty jokes that he 
  will immediately start telling if the heroes warm up to 
  him. Detailed notes on Falen are in DM Aid: Roleplaying 
  Notes. 
   
  While the heroes are conversing with Falen, a minor 
  gaffe will occur. 
   
  Suddenly there is a great baying of hounds and 
  one of the service doors bangs open. The hounds of 
  the castle pour into the hall in a wave, all but wiping 
  out the poor houndsmaster who tried to stop them. 
  The dogs immediately go about the business of 
  greeting everyone warmly and looking for food. The 
  music comes to a halt as one of the larger 
  wolfhounds latches onto the leg of one of the 
  minstrels. 
   
  The hall breaks into laughter and chaos. Argal starts 
  yelling for the houndsmaster to get the dogs out, while 
  the dogs make a nuisance of themselves. Any hero who 
  helps is easily capable of rounding up a dog or two, as all 
  the hounds are friendly and just looking for a little bit of 
  attention. And maybe some cheese, too. 
   
  It takes a few minutes for Argal and the 
  houndsmaster to round up the most rambunctious dogs. 
  A few dogs immediately go find comfortable spots near 
  the hearths and start going to sleep. Argal and the 
  houndsmaster let sleeping dogs lie and usher the other 
  dogs back into the yards. As the dogs are herded out: 
   
  The houndsmaster bows low. “Master Argal, I’m 
  terribly sorry. I don’t know what go into them. They 
  just all rushed this way suddenly, like they were on 
  the hunt.”  
   
  Argal nods and claps the man on the back, then 
  returns to his guests. 
   
  Have the heroes make a Spot check (DC 10 + APL). 
  Success indicates that they note that one of the three 
  dogs that remains in the room limps when it walks, and 
  that it is missing about half of its right forepaw. It quickly 
  curls into a ball by the fire and starts snoring. 
   
  This is indeed the Druid Iskyla here to see the 
  betrothal ceremony. The heroes might have surmised 
  that seeing all these animals crippled is suspicious, and it 
  is. However, no matter what they do short of physically 
  attacking Iskyla, she will not shift out of her dog form. 
  The heroes will look quite foolish if they try to force her 
  to do so. If overzealous heroes attack Iskyla move to 
  Conclusion: Iskyla Attacked. Her aid is necessary in 
  removing the curses in Gand. 
   
  Have Falen continue to chatter with the PCs, 
  entertaining them and passing some time until the big 
  announcement. He will quickly have a couple of glasses 
  of wine and will press some into the hands of the heroes 
  as well.  
  
  KEO6-01 Like a Leech 
   
  Page 9 
   
  When things hit a lull, have the Earl and his wife be 
  announced … 
  THE ANNOUNCEMENT 
   
  With an iron thunder, the chamberlain brings 
  his staff down on the stones of the hall, signaling for 
  silence. Even Falen goes quiet, in the middle of 
  telling the tale of the three-legged elf.  
   
  “Announcing 
  his 
  lordship, 
  Earl 
  Warren 
  Syn’Andolyn and Dame Elwen Syn’Andolyn.” 
   
  The main doors are opened by a pair of liveried 
  pages, and four more walk in, carrying what can only 
  be described as a palanquin. On the palanquin is a 
  low backed chair with an elderly man in it. His half-
  lidded eyes peer out over the crowd searchingly as 
  he is borne to the platform. Others in the room 
  politely turn their heads so as to not see an infirmity 
  as the Earl is lifted and placed into his chair on the 
  platform. When he is comfortably seated, a feminine 
  voice rings though the hall. 
   
  “On behalf of my husband and my family, I 
  welcome you to Caer Andolyn. Please, be seated and 
  enjoy the feast.” 
   
  An older woman takes the seat next to Earl 
  Warren, and rests her hand on his. Long white hair 
  spills down and frames her face. The Dame Elwen 
  heartily begins to eat and to make sure the Earl can 
  eat what is placed in front of him. Despite the Earl’s 
  age, he appears capable of that much, at least. 
   
  Everyone is seated and the meal begins. If any hero 
  specifically states that they are paying attention to the 
  maimed dog by the fireplace they will see that it is awake 
  and appears to be watching the platform.  
   
  The heroes will be seated with Harlan and his 
  charges, as well as a pair of half-elves dressed in the garb 
  of tradesmen from Daerwald in the Barony of Raya. The 
  heroes might decide that they have been slighted but if 
  they look around the room they will see that everyone is 
  interspersed fairly well with no regards to class or status. 
  The feast hall soon takes on the atmosphere of an 
  extended family as the wine starts flowing and the music 
  kicks up.  
   
  Seated with the heroes are Nedric Hollowtree and 
  Rinder the Sculptor. They run a rather successful 
  business in Daerwald where they craft musical 
  instruments in the manner of their elven forefathers. 
  They are quite friendly and will happily tell the heroes 
  that they have been commissioned to create a musical 
  instrument as a wedding gift from a friend of the 
  Syn’Andolyn family, but that for the instrument to be 
  properly created, they have to get a sense of feeling from 
  the couple. Interested heroes may commission an 
  instrument if they wish. 
   
  Rinder and Nedric are more than they appear to be, 
  though they bear no ill towards the Earl. Nedric is 
  actually a full elf who poses as a half elf in order to 
  facilitate his business and because it makes living 
  amongst humans easier. He has been sent to observe 
  human customs and determine the worth of men by a 
  certain elven contingent that dwells deep within the 
  Dreadwood. 
   
  Rinder is a Knight of the Malagari. The 
  extraordinary longevity of the Earl has been noted by 
  higher forces and Rinder has been sent here to gauge the 
  truth of the situation. Rinder carries himself as a 
  common tradesman no matter the situation, and if a hero 
  is a readily visible Knight of the Malagari he will 
  carefully observe that hero and will send a report to his 
  superiors.  
   
  Detailed roleplaying notes on Rinder and Nedric can 
  be found in DM Aid: Roleplaying Notes. It is important to 
  note that Rinder and Nedric are best of friends and know 
  each other’s secrets.  
   
  When the heroes have finished speaking with 
  Rinder and Nedric, or the adventure starts to bog down, 
  move to the meeting with the Earl and the Dame. 
   
  Smiling, Bethor moves to your table and 
  crouches down so that he is at your eye level. The 
  wine glass he carries holds perhaps a sip left. 
   
  “Please friends, I would like you to be the first 
  here to witness a tradition within the Earldom. It is 
  custom to pay respects to the Earl at a meeting such 
  as this, and to offer a small gift. Now, I know you are 
  my guests here and it perhaps seems ungracious, but 
  know that the giving works both ways. I also know 
  you came unprepared to give gifts, but know that it 
  is not the value of what you give, but the spirit 
  behind it. Whether the gift be the strength of your 
  arms to ward this house or a fine jewel for the Dame 
  to wear, or the humblest promise of thanks, all are 
  welcome. Please, come forward and meet my 
  parents.” 
   
  The heroes will be asked by Bethor to approach the 
  Earl and the Dame one at a time and offer their gift. This 
  is the first chance to se the Earl that the players will have 
  had, so they might be able to determine some of what 
  lingers on him. 
   
  Any hero who has the capability will note that the 
  Earl has a single powerful magical aura placed on him, of 
  the transmutation school. This is the metaphysical 
  manifestation of the curse he lingers under. Any hero 
  who can detect a curse will detect a near-blindingly 
  powerful curse on the Earl. Any hero who can detect evil 
  will sense that something about the Earl has the taint of 
  evil but it is not the Earl himself. Any hero who can 
  detect good, law, or chaos will get the same results for the 
  various 
  detection 
  abilities. 
  Again, 
  this 
  is 
  the 
  manifestation of a curse laid upon the Earl by his actions 
  and Iskyla’s actions. 
  
  KEO6-01 Like a Leech 
   
  Page 10 
   
  The Earl is sickly and pale, but appears to have 
  retained his mental faculties. When approached, he does 
  not speak at all; rather the Dame speaks for him as if the 
  Earl were incapable. Heroes will notice that at times the 
  Earl’s movements are palsied and unsure, and at times 
  they are strong and swift. The Earl’s eyes are the only 
  expressive part of his body, and heroes who meet his gaze 
  get the feeling he is afraid of something Finally, they will 
  note that the Earl has a voracious appetite. By the time 
  they get to go greet him, three full plates of emptied food 
  lay in front of him. 
   
  The Dame will speak to the heroes. The following 
  conversation is probably best held one player at a time. 
   
  “Ah, guests to our humble home. Bethor told us 
  of your deeds. We thank you for saving our much 
  loved son. To this, we gift upon you: the mantle of 
  companion of the Earldom. When you rest your 
  heads within the realm, they will be warded by 
  strong hearts and strong arms.” 
   
  The Dame will then look meaningfully at each hero, 
  obviously expecting a responding gift. Any gift or token 
  of thanks is accepted, no matter the value. Any hero who 
  swears to perform a deed or other action should take 
  careful note of this (and note it on the Adventure Record 
  after the adventure). 
   
  If a hero does not offer a gift, they will be politely 
  returned to their seat and no outward harm will befall 
  them. They will garner strange glares from the locals. 
   
  If a hero does something foolish such as become 
  rude or disrespectful to the Dame, they will be removed, 
  by force if necessary. They will be promptly escorted 
  from Caer Andolyn. If the other heroes at the table make 
  an effort to track any waywards down, they may continue 
  the adventure with the heroes. 
   
  After the heroes are reseated, they will watch the 
  rest of the guests go through the same ritual. It is 
  important to note that the gift giving is done one at a 
  time, and that the Dame gives several people physical 
  gifts while others walk back empty handed. In case the 
  heroes ask, Rinder and Nedric receive a set of intricately 
  made woodcarving tools and Harlan receives a small 
  piece of rock that his eyes go wide over.  
   
  About thirty minutes after greeting the Earl, Argal 
  will rise and the feast hall will go quiet.  
   
  “Friends, guests, family! The time has come. 
  Please. Join me all in raising your glass to the 
  hospitality of my parents. Now, I feel, is the right 
  time to announce my betrothal. Please, I would like 
  you all to meet the light of my life and my wife to be. 
  Kalla, please come here and meet my family.” 
   
  At this a woman from one of the back tables 
  stands and the feast hall erupts into a bedlam of 
  applause. Small and of medium complexion, she 
  wears clothes of common quality dyed in browns 
  and greens. The only jewelry she wears is a brooch in 
  the shape of a large fish. Short dark hair frames her 
  face, and dark eyes glitter in happiness as she moves 
  to Argal’s side. To her, there may as well be nobody 
  else in the room. 
   
  The feast hall continues to erupt in celebration. 
  Spontaneous toasts start up and everyone is laughing and 
  smiling. Everyone save Earl Warren that is. 
   
  A single word cuts through the bedlam. 
   
  “NO.” 
   
  Standing, shaking in what might be pain but 
  what looks like anger, Earl Warren pushes his chair 
  back and knocks his platters to the floor in a crash 
  of scattered bones. The hall falls immediately silent. 
   
  “There will be no wedding of my family to those 
  people. Not years ago, and not now. Not EVER.” 
   
  Earl Warren takes staggering steps from the 
  feast hall while his attendants hurry to help him. 
  Shoving one young page away, the Earl pushes 
  through the door, shaking in palsy the entire way. 
   
  The Dame quickly follows the Earl out, after 
  motioning for the minstrels to play. She casts an angry 
  stare at Kalla on the way out. Argal looks utterly confused 
  and returns to his seat with Kalla. 
  THE AFTERMATH 
   
  Allow the heroes to talk to those at their table or 
  with anyone in the hall that they wish to. Nobody really 
  has any idea of what just happened, and Argal does his 
  best to continue entertaining after the social mishap. 
  Everyone seems happy enough for the young couple but 
  concerned about the Earl’s outburst. 
   
  Eventually the party will wind down, without the 
  Earl or the Dame returning. The heroes are allowed to 
  return to their rooms or explore the grounds, which are 
  beautifully kept. Several hours after the party ends, 
  Bethor will track the heroes down. 
   
  Weariness peeks out from behind Bethor’s eyes 
  as he speaks. Obviously the last few hours have been 
  unpleasant for him. Collapsing on an overstuffed 
  chair, he speaks. 
   
  “Well, it seems that there are things parents 
  keep from even their children. I’ve spent most of the 
  day trying to sort this sorry mess out, and have 
  gotten next to nowhere. My father has taken to his 
  bed and is only now asleep. My mother has asked 
  specifically to speak to you. 
   
  I think she means to get to the bottom of this as 
  well.” 
   
  Bethor will then rise to his feet and ask the heroes to 
  come with him. He will escort them to his parents’ 
  bedroom, knock, and open the door for them. He will 
  
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  then close the door as they enter and leave back down the 
  hall.  
   
  The Dame sits on a chair, and nods at the heroes as 
  they enter. The Earl lays in a huge bed, and his eyes open 
  as they enter. He looks to be near death, sickly and barely 
  able to move. The Dame speaks. 
   
  “Thank you for coming at my behest. Bethor 
  says he believes you are the key to unraveling this 
  knot with which we are tied.” 
   
  The Dame will then proceed to tell the heroes what 
  she knows of the Earl’s story and life. The Dame tells the 
  heroes that when the Earl was young he loved another 
  woman but that she does not know why they didn’t 
  marry. All the Dame knows is that the Earl has spoken in 
  his sleep of needing to keep his word to Iskyla, a name 
  she knows rather well. 
   
  “Iskyla is a druidess of much power, her grove 
  resides in the Wyrwood and is said to be open to all 
  who openly and knowingly seek it. In recent years 
  the wood has grown dark and dangerous, a 
  reflection of her twisted heart. 
   
  For years I hid the truth from myself about 
  Iskyla, but I believe it is now too late. Only a druid, 
  in touch with the powers of nature, could have 
  afflicted my husband with such a curse. Every day he 
  labors unnecessarily, and her power is what binds 
  him to Oerth. 
   
  He loved her, and she betrayed him in some 
  manner and has brought her blight upon this house. 
  The Earl loves his family well, but the woman Argal 
  wants to marry is the student of Iskyla. The Earl 
  cannot bear to see his son walk the same path he 
  trod, and bear the same consequences of loving a 
  wicked woman.” 
   
  The Dame sighs deeply and crosses her hands 
  on her lap. 
   
  “Tomorrow, on the morn, I would like to hire 
  you to travel to the Druid’s grove and put an end to 
  Iskyla’s hold over my husband. Slay her or drive her 
  from the realm so that my husband may find 
  surcease from his suffering.” 
   
  Treasure: The Dame will promise the heroes 
  whatever they desire, within reason, for the task at hand 
  (the same monetary reward that Bethor mentioned 
  earlier, as well as the favor of her house (see Conclusion 
  and Treasure Summary)).  
   
  If the heroes prove reticent to outright murdering 
  Iskyla, the Dame will settle for having Iskyla brought 
  back to Caer Andolyn or removed from Gand. 
   
  When the heroes leave the bedroom, Falen will 
  approach them in the hallway, obviously having been 
  listening at the door. 
   
  “Ho friends. I overheard the errand my mother 
  sends you on. I believe the danger of the situation 
  has been understated to you. Over the last few years 
  the natural order has been endangered within the 
  Earldom. Wild animals attack the commoners, 
  animals have been born with strange deformities 
  and the blighted lands of Linth are our neighbor. 
  Our crops fail and on one occasion horses have been 
  known to shed tears of blood. 
   
  I fear that Iskyla is the center of the problem. I 
  spoke to her once as a child, and she bears my father 
  some kind of grudge.” 
   
  Looking abashed, he reaches into a pocket and 
  produces a simple beaded necklace. 
   
  “Here. Take this. A peasant girl I know fashions 
  them and claims they ward off evil. I know not 
  whether they work but I do know that she believed 
  such, and gave it to me. You may take it as a sign of 
  weakness, but I believe her. I also believe you will 
  need it more than I do on the morrow.” 
   
  The necklace is a simple strand of beads with a large 
  serrated claw set in it. A Knowledge (nature) check (DC 
  10) will let the heroes know that it is the claw of a 
  troglodyte. The charm has no effect other than to serve as 
  a piece of foreshadowing and to serve as a convenient 
  focus for Falen’s locate object spell later on in the 
  adventure. Should the heroes refuse the charm, Falen 
  will have it stowed away in the saddlebags of one of their 
  mounts. As the third son of the Earl he has complete 
  access to the grounds. Unless the heroes take 
  extraordinary measures to keep a harmless looking 
  necklace out of their possession, it goes with them on the 
  morrow. 
  ENCOUNTER 4: THE 
  PRECIOUS-PURE DREAM 
  This encounter covers the heroes’ trip to the Druid’s 
  grove and presents another side to the story. The heroes 
  leave Caer Andolyn when they desire the day after the 
  announcement. The Wyrwood grows practically to the 
  walls of Caer Andolyn, but the Druid’s grove is reputed to 
  be a good ten to fifteen miles away. If the heroes keep up 
  a good pace, they should have time to find the grove and 
  return to the Caer before full nightfall. Directions to the 
  druid’s grove are hazy at best, and the most complete 
  answer the heroes get is to “seek the grove openly”. Any 
  druidic hero will recognize that it is possible to find a 
  druid’s grove if the druid who owns it wishes it to be 
  found, and that it’s possible that the owning druid can set 
  a condition like that to enter. 
   
  The heroes will be followed by Falen and his 
  bodyguard. If necessary, Falen will use scrolls of locate object 
  to find the necklace he gave to the heroes. If a hero 
  specifically states that he is attempting to determine if 
  they are being followed, have them make a pair of Spot 
  
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  checks (DC 18 + APL). Success on both checks indicates 
  that the heroes know they are being followed. If they 
  choose to confront Falen, adjust Encounter 6 to occur 
  ahead of this encounter. If this occurs, Falen will admit to 
  following the heroes and will claim interest in anything 
  that might help his father instead of immediately telling 
  the heroes to be gone from his realm.  
   
  Following the Forest Road again through the 
  Wyrwood, you travel for a goodly portion of the day 
  without incident. In the distance you see a break in 
  the treeline where there was none you recall 
  previously. You can see a beaten dirt path lined with 
  seashells heading off to the North, and the Forest 
  road continues on Eastward. 
   
  When the heroes follow the path, the sounds of the 
  forest will quickly become muted. The area radiates an 
  almost palpable aura of serenity. After walking for about 
  fifteen minutes, the heroes reach the public center of 
  Iskyla’s grove. 
   
  The path opens up into a small clearing. A large 
  cottage dominates the center of the clearing, but 
  also present is a large stone fountain. Half-burned 
  candles ring the fountain. A series of flat stones 
  runs between the front door of the cottage and the 
  well. Small golden fish swim quickly through the 
  fountain’s water, and a inscription is visible on one 
  of the stones of the fountain. A small bowl rests on a 
  stand near the fountain. 
   
  The area appears completely empty. Iskyla is 
  watching the heroes from the woods and is effectively 
  invisible in the form of a sparrow in the trees. The 
  inscription on the fountain reads “Jakre, Jakre, Jakre”. 
  This is Oeridian and translates into “Swim, Swim, Swim.” 
  It appears to be some sort of druidic mantra. 
   
  The front door of the cottage stands open, revealing 
  a comfortable looking interior. The cottage is several 
  rooms large, and the remains of an hours old fire linger in 
  the main hearth. The decorations are what you might 
  expect, simple and inspired by natural ideals. Several 
  items of probable value are scattered about the cottage. As 
  the heroes enter Iskyla will flutter down to a disused 
  windowsill and watch the heroes. After a minute or so 
  she will flutter off and change forms into that of a coyote, 
  then return to the clearing from the woods. 
   
  A high pitched howl sounds from an edge of the 
  clearing. This is quickly followed by a series of rapid 
  barking.  
   
  When the heroes investigate and see Iskyla: 
   
  A small coyote sits on the path you arrived from. 
  Mottled and burned fur runs the length of its body. 
  Immediately you note that the coyote is missing a 
  goodly chunk of its right front leg. 
   
  As you watch, the coyote’s form blurs and shifts, 
  becoming indistinct. In a matter of seconds the 
  mottled coat becomes dark complexioned skin and 
  the canine becomes a human woman. Her face is a 
  once-beautiful map of tragedy. Burns and scars twist 
  her mouth into a grimace and tug at the skin 
  surrounding her left eye. The right sleeve of her 
  shirt is pinned up in the manner of those who have 
  lost a limb in war. She speaks, her voice beautiful 
  and resonant despite her physical appearance. 
   
  “I am the Druid Iskyla. Who are you, and why do 
  you seek me?” 
   
  Allow the heroes to explain the position they are in. 
  If they mention that the Dame hired them to see her 
  removed, she will shake her head and allow the heroes to 
  continue explaining. If asked, Iskyla will admit that she 
  was present at Caer Andolyn in several animal forms. 
  When the heroes are done, Iskyla will reveal what she 
  knows of the secrets of Gand. 
   
  “The story you have been told is mostly that, a 
  story. There is a kernel of truth to it, and frankly I 
  tire of the position I have been in for many years. 
  Perhaps you are the key to this, as the Earl’s son 
  seems to think. 
   
  Long, long ago Earl Warren and myself were 
  betrothed to be wed. When he was a young boy I 
  rescued his sister from the hands of troglodyte 
  raiders who had captured her in a provisioning raid 
  on the hamlet of Hawkins’ Crossing. Did you know 
  that Gand is home to a particularly feral tribe of 
  troglodytes, and that they’re cannibalistic? They 
  intended to use the Earl’s sister as dinner. 
   
  With the aid of the previous Earl’s men, I led an 
  expedition to recover the girl. At the time, the 
  druidic arts were nearly gone from Gand, and I was 
  regarded with suspicion when I revealed my 
  abilities. I could have been hung, instead the 
  previous Earl decided that the life of his daughter 
  was more important. Diakra was his only daughter. 
   
  We caught the troglodytes and killed many, but 
  Diakra was very badly wounded. She lay bleeding to 
  death when I chanced upon her and used the 
  remaining magics I possessed to heal her. She was 
  bedridden for months, but she lived. 
   
  For my service I was granted this tract of land to 
  cultivate. I was feted and respected by the lords of 
  the land. And Warren and I fell in love. We spent 
  many years as friends and he eschewed an arranged 
  marriage to court me. From what I understand its 
  caused quite a seed of hatred to build in the Dame’s 
  heart over the years. No one likes to lose. 
   
  My grove used to be open to all. Diakra became 
  my student and on the night before my wedding she 
  attended me here, right where you stand. We went 
  through the druidic cleansing rituals and under the 
  light of the new moon I was purified. 
   
  However, it turns out that the Breaktooth tribe 
  hates being denied a meal. The troglodytes attacked 
  
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  while we were unprepared. Diakra was killed almost 
  immediately and they settled in for a midnight 
  repast on me when Warren came to the grove. It 
  seems he couldn’t resist seeing me before the 
  wedding. 
   
  They were eating my arm when he arrived. 
  Alone and unarmed he attacked the troglodytes. It 
  seems as though a bit of the berserker blood runs in 
  the line, because he won. He staunched my wounds 
  as best he could, but I passed the mortal coil. I died. 
   
  Warren wept and cursed. He clutched my body 
  to his and covered in my blood, his blood, and 
  troglodyte blood swore an oath. He swore that he 
  would see all the troglodytes in the realm dead 
  before he died for what they had done.  
   
  That was when I was pulled back into my body 
  and opened my eyes. 
   
  After that, things were not the same between 
  Warren and I. How could they be? Within a 
  fortnight I cold see the disgust in his eyes. At first I 
  thought he hated the way I appeared, but then I 
  realized that he hated the way I reflected his failure. 
   
  The wedding dissolved. For many years he 
  followed his word and pushed the troglodytes out. 
  Eventually he married, and the Dame wanted 
  nothing to do with an old love, so the troglodytes 
  were allowed to be forgotten. 
   
  I watched their wedding from a tree. I swore to 
  Vathria, Katav and Istus that I would honor them so 
  long as they allowed me to live to see the Earl 
  humbled and brought low. 
   
  It seems that both he and I got what we wanted.  
   
  After this lengthy exposition, the heroes are quite 
  wondering, probably, what they can do for the situation, 
  if anything. Iskyla has realized that her living in this way 
  is unnatural, no matter what good she does to balance it. 
  She has come to the conclusion that if she helps the Earl 
  carry out his word, he will pass, and she will be allowed to 
  pass as well. To this end she has conceived of a plan to 
  make it all end. 
   
  Falen has been listening in on the conversation this 
  entire time. Iskyla knows this and hopes that if the 
  heroes fail that Falen might find a way to finish her plan, 
  even though he wants his father to die for different 
  reasons. 
   
  If the heroes agree to help, Iskyla is willing to lead 
  them to the main encampment of the Breaktooth 
  troglodytes. With her druidic powers she believes that 
  she can usher the heroes past the mundane guards and 
  into the central chamber of the tribe, where their shaman 
  uses a dark idol for rituals. Iskyla will explain that with 
  the idol in her possession she believes she can force the 
  troglodytes from Gand, fulfilling the Earl’s promise. 
  ENCOUNTER 5: YOU’VE SEEN 
  WHAT’S BENEATH 
  Iskyla leads the heroes along the course of the Restive 
  River, a very shallow but wide river that pushes through 
  the Wyrwood. As it closes in on dusk, the heroes reach 
  the troglodyte settlement. Easily two to three hundred 
  troglodytes are present, and several cave entrances are 
  visible along the riverbank as the river pushes over a 
  small waterfall. 
   
  Iskyla will tell the heroes that most of the tribe 
  leaves at night to go hunting. She will also reveal that she 
  has scouted the inside of the main troglodyte warren in 
  the form of a badger and that she believes that she can 
  tunnel into a passage that leads directly into the central 
  shrine. 
   
  Iskyla will shift into the form of a giant badger and 
  start digging. Within a matter of minutes she breaks 
  through into an underground passage and comes back 
  out of the hole. She widens it enough for the heroes to 
  pass, and tells them to head downward to find the shrine. 
  She tells them to find the idol and bring it out. 
   
  The passageway stinks of troglodyte. It runs 
  downward for several hundred feet in a marvel of 
  troglodyte engineering. The passage is braced and 
  reinforced, and even decorated in places. The troglodytes 
  have clearly been here for a very long time.  Eventually 
  the heroes reach the shrine area, where the troglodyte 
  shaman resides with the idol. 
   
  The troglodytes worship Laogzed, deity of eating and 
  gluttony. Their shaman is an incredibly obese member of 
  the species who is continually eating something. 
  Unfortunately for Iskyla the shaman is prepared for an 
  invader this evening. Unfortunately for the shaman he 
  expected it to be a lone druid, and not a group of heavily 
  armed adventurers. He has foolishly dismissed his guards 
  for the evening because he wanted the entire druid for 
  himself. 
   
  Rounding a bend, a sickly yellow light spills 
  into the passage. A large chamber has been hollowed 
  out of the earth like a cyst hollows out healthy 
  muscle. Flagstones line the floor of the chamber and 
  the walls are decorated in scenes of troglodyte 
  heroes defeating their foes and feasting upon them 
  in gory abandon. In the center of the room is a large 
  stone coffin standing upright. Perched on the coffin 
  is an absolutely obese troglodyte chewing on 
  something. As he sees you he looks surprised, but 
  not completely. 
   
  At this point the heroes have two options. They can 
  either 
  parlay 
  with 
  the 
  troglodyte 
  and 
  attempt 
  conversation, or they can just start fighting. The 
  troglodyte shaman is Sluguu, and considering how the 
  heroes outnumber him he will be willing to talk to them. 
  If the heroes seem hesitant, Sluguu will speak. 
  
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  “I smell you coming from a long distance; why 
  have you entered the holy shrine of Laogzed? I do 
  not think you are worshippers of the glutton lord. 
  What have you come here for? You seek something, 
  yes?” 
   
  If the heroes say that they have come for the idol, 
  Sluguu will offer it to them in exchange for something 
  shiny and metal. Any amount of coins or metallic items 
  will do. Sluguu is neither a coward or stupid, but he 
  realizes he is outnumbered and is willing to let the heroes 
  leave, believing that he will be able to track them down 
  in the future. 
   
  If the heroes decide to fight: 
   
  “Very well. A larger meal than I expected, but I 
  think you will see I never bite off more than I can 
  chew. Come, weaklings, feel the bite of my jaws.” 
  APL 2 (EL 5) 
  � Sluguu, Male Troglodyte Clr3 of Laogzed: hp 
  38, see Appendix 1. 
  � Monitor Lizard: hp 25, see Monster Manual, page 
  275.  
  APL 4 (EL 7) 
  � Sluguu, Male Troglodyte Clr5 of Laogzed: hp 
  53, see Appendix 1. 
  � Monitor Lizards (2): hp 25 each, see Monster 
  Manual, page 275.  
  APL 6 (EL 9) 
  � Sluguu, Male Troglodyte Clr7 of Laogzed: hp 
  68, see Appendix 1.  
  � Monitor Lizards (4): hp 25 each, see Monster 
  Manual, page 275.  
  APL 8 (EL 11) 
  � Sluguu, Male Troglodyte Clr9 of Laogzed: hp 
  83, see Appendix 1.  
  � Monitor Lizards (8): hp 25 each, see Monster 
  Manual, page 275.  
   
  Treasure: After the combat, the heroes are free to 
  search the room. The only things of interest are a pile of 
  bones which contain some detritus that they might want 
  (as detailed in the Treasure Summary), a small and 
  seemingly disused shrine to Laogzed, and the coffin. It is 
  sealed and trapped. Within the coffin is the idol and a 
  surprising amount of material wealth.  Sluguu’s 
  equipment is the only other treasure here. 
   
  Unfortunately for the PCs, the coffin is trapped: 
  APL 2 (EL 2) 
  � Poison Needle Trap: CR 2; mechanical; touch 
  trigger (opening the coffin); repair reset; Atk +17 
  melee (1 plus poison, needle); poison (blue whinnies, 
  DC 14 Fort save resists, 1 Con/unconsciousness); 
  Search DC 22, Disable Device DC 17. 
  APL 4 (EL 4) 
  � Scythe Trap: CR 4; mechanical; touch trigger 
  (opening the coffin); manual reset; Atk +20 melee 
  (2d4+8/x4, scythe); Search DC 21; Disable Device 
  DC 18. 
  APL 6 (EL 6) 
  � Fusillade of Spears Trap: CR 6; mechanical; 
  proximity trigger; repair reset; Atk +21 ranged (1d8, 
  Spear); multiple targets (1d6 spears per target in a 10 
  ft-by-10 ft. area); Search DC 26, Disable Device DC 
  20. 
  APL 8 (EL 8) 
  � Deathblade Scythe Trap: CR 8; mechanical; 
  touch trigger (opening the coffin); manual reset; Atk 
  +16 melee (2d4+8/x4 plus poison, scythe); poison 
  (deathblade, DC 20 Fortitude save resists, 1d6 
  Con/2d6 Con); Search DC 24; Disable Device DC 19. 
   
  The idol is actually Iskyla’s right arm, mummified 
  and half eaten. Two fingers are missing as is most of the 
  meat. It puts off the most repulsive smell the heroes have 
  likely ever encountered. The troglodytes love it. 
   
  If the heroes defile the shrine, take note of any 
  specific hero that does it. Deities don’t like that; those 
  PCs receive the Defiler! effect on their Adventure 
  Records. 
  ENCOUNTER 6: NOW FAIL ME 
  When the heroes leave through the hole, Falen will 
  accost them. 
   
  As the first of you leaves the lair, you are greeted 
  by a sight you did not expect. The mailed feet of a 
  guardsman dressed in the colors of Syn’Andolyn and 
  Falen.  
   
  “Very good of you. Hand up the idol and I’ll let 
  you leave Gand alive. Refuse and I’ll bury you in that 
  hole and let the troglodytes have you as breakfast.” 
  Falen’s friendly face sneers at you, all happiness 
  gone. 
   
  This encounter is pure bluster and an opportunity 
  for the heroes to see the mettle of Falen. His guardsman 
  holds a shovel and looks as though he is prepared to start 
  heaping dirt down upon the heroes. If the heroes 
  comply, he tells them to pass up the idol. If they comply, 
  he gladly lets them up and then tells them to leave the 
  lands of Gand and never to return upon pains of death. 
  Then he and his guard mount up and leave. Falen wants 
  to find a way to ensure the Earl’s lands fall to him when 
  he is ready. He’s not quite done discrediting his brothers 
  yet. 
  
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  The heroes have several ways around this. 
  Intimidation, coercion, guile and subtlety are all 
  encouraged. Falen and his guard will not fight in any 
  manner. If they are attacked they will fall to the ground 
  and plead for their life. Allow any reasonable plan the 
  heroes to concoct to work. If the heroes submit, move to 
  Conclusion: Heroes Surrender. 
   
  If any hero is foolish enough to physically attack 
  Falen, they will suffer the full consequences of their 
  actions. Even if they kill him and use the convenient 
  human garbage disposal of the troglodytes they are very 
  likely to be caught as magical means will finger their 
  guilt. It is best for them if they remember that physical 
  violence is never accepted amongst the nobility from a 
  commoner.  PCs who attack Falen receive the Banned 
  from Gand effect on the Adventure Record 
  ENCOUNTER 7: CLOSURE HAS 
  COME TO ME 
  After dealing with Falen, Iskyla is nowhere to be found. 
  Returning to her grove shows that she is not there and 
  there is no sign of her. Eventually the heroes should 
  return to Caer Andolyn, where Iskyla will greet them just 
  on the road, once again transforming from the form of a 
  coyote into her natural form.  
   
  The heroes are allowed easy access to see the Earl. 
  His condition has not improved at all. The Dame goes 
  white at seeing Iskyla but silences when Bethor calms 
  her down.  
   
  Stepping to the bedside, Iskyla speaks.  
   
  “I see you still remember me, Earl. I know you 
  haven’t seen me for many years, but I’ve seen you. It 
  pains me greatly to see what we’ve fallen to, how 
  we’ve hurt each other so. Somehow our love turned 
  into its first cousin, hate.” 
   
  She tenderly touches the Earl’s forehead.  
   
  “It’s time for this to end. We are trapped, like a 
  snake eating its own tail. We have become unnatural 
  and evil, if only by our continued lives. These kind 
  people have provided the means for our salvation, 
  and yet I must ask them for more.” 
   
  The Earl looks at you, and suddenly it becomes 
  clear. He doesn’t have the look of a man who is 
  afraid he will die before a great deed is completed. 
  He has the look of a man who is now afraid he will 
  never die. 
   
  Iskyla turns to you, swallows once, blinks, and 
  speaks. 
   
  “I can undo what was done, but for that I must 
  make the Earl good to his word. The troglodytes 
  must all die. They are all bound to this idol, and with 
  it I can extract retribution on them, and all who 
  have touched it, tasted it or praised it will suffer. 
  They will starve to death, unable to eat any food at 
  all. They will turn on themselves in madness and be 
  consumed. 
   
  Unfortunately I must ask a burden of you. The 
  Earl and I…our souls are not clean. I fear that 
  adding the burden of this will see us judged poorly. 
  Since you now have a place in this, I ask you to 
  accept our burden. You have many years ahead of 
  you and can atone for our evils. Please, I beg of you. 
  Let us rest.” 
   
  The heroes are free to accept or decline. A successful 
  Knowledge (religion) check (DC 12) indicates that what 
  Iskyla is asking is possible but very rare. With the burden 
  divided, it will be possible for them to work off this 
  metaphysical debt. Paladins and Clerics will NOT be 
  considered to have broken from their faith for accepting 
  this burden.  If the PCs accept the burden, they receive 
  the A Burden Borne effect on the Adventure Record. 
   
  If the heroes refuse, Bethor will leap to his feet and 
  offer to take the burden. Iskyla will make it clear to him 
  that if he accepts the burden by himself that he is likely 
  damned when he dies. This will provide the heroes a 
  chance to rethink their decision if they were going to 
  refuse. If all the heroes refuse, Bethor will indeed be 
  damned but Iskyla will perform the spell anyway. 
   
  Iskyla makes one simple pass over her arm and 
  suddenly it reattaches to her stump. She cries out 
  once in abject agony as her entire body begins to rot 
  to match the state of her arm. The Earl begins to 
  shudder and convulse, and he reaches up, pulling 
  Iskyla to him. He speaks. 
   
  “All I ever wanted was to die in your arms.” 
   
  His body is wracked with a gigantic convulsion 
  and he lies still. Her skin beginning to rot and fall 
  off, Iskyla turns to you. 
   
  “Love is what makes the world, I’ve always 
  thought…it is the only thing that allows men and 
  women to stand in a world where gravity always 
  seems to want to pull them down…bring them low 
  and make them crawl…we were…so much in love.” 
   
  Her eyes close forever, Iskyla shuffles off her 
  mortal coil again. 
   
  Proceed to Conclusion: Heroes Succeed. 
  CONCLUSION 
  BETHOR TAKEN 
   
  Arriving at Caer Andolyn, you find the castle in 
  a state of disarray. Armed troops are hurriedly 
  riding out of the gate. Within a few minutes, you 
  hear the news: the Earl’s second son has been found 
  dead in the forest, drained of all blood. The entire 
  family 
  falls 
  into 
  mourning, 
  wedding 
  
  KEO6-01 Like a Leech 
   
  Page 16 
  announcements are inconceivable. Within a few 
  days everything settles as funeral arrangements are 
  made. There will be no weddings in Gand this 
  season. 
  ISKYLA ATTACKED 
   
  Stunned by your sudden act of violence, Iskyla’s 
  eyes open wide. Faster than your eyes can follow she 
  shifts form into a three legged badger and races off 
  into the underbrush. Upon your return to Caer 
  Andolyn things are no better. Days pass with the 
  Earl deteriorating but refusing to pass on. The finest 
  healers in the land are called in, to no avail.   
  HEROES SURRENDER 
   
  Grinning wildly, Falen takes the arm from you. 
  He quickly wraps it in oilskin and turns his mount 
  away. He looks back over his shoulder and addresses 
  you.  
   
  “Be gone from my lands upon pain of death. You 
  are unwelcome in Gand.” 
   
  The PCs receive the Banned from Gand effect on 
  the Adventure Record. 
  HEROES SUCCEED 
   
  With the death of the Earl and Iskyla, a calm 
  settles on the Earldom. Within a week Argal is 
  confirmed as the new Earl of Gand, and a month 
  later he and his new bride celebrate their love in a 
  wedding ceremony fit for royalty. You are all invited 
  as honored guests. The evening after the wedding a 
  small ribbon-wrapped package is delivered to you 
  with the compliments of the new Earl of Gand. 
   
  Within the package is a collection of gemstones 
  and a silver medal hung from a blue ribbon. 
  Engraved on the back of the medal is your name and 
  the word “Cursebroken” in ancient Suel. A note from 
  the Earl in the package thanks you for your time and 
  effort in helping he and his family. You will always 
  be welcome in the Earldom of Gand. 
   
  The PCs receive the Favor of the Earl of Gand and 
  the Notice of the Darkwatch effects on the Adventure 
  Record. 
   
  Treasure: The PCs receive a pile of gemstones (total 
  amount varies by APL, see the Treasure Summary). 
   
   
  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 1 
  Rescue Bethor from the Spiders: 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  Encounter 5 
  Defeat the Priest of Laogzed either through force of arms 
  or negotiating for the idol 
   
  APL 2: 150 xp. 
   
  APL 4: 210 xp. 
   
  APL 6: 270 xp. 
   
  APL 8: 330 xp. 
  Bypass or set off the traps on the idol 
   
  APL 2: 60 xp. 
   
  APL 4: 120 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 240 xp. 
  Story Award 
  Release Iskyla and Earl Warren from their torment 
   
  APL 2: 90 xp. 
   
  APL 4: 135 xp. 
   
  APL 6: 180 xp. 
   
  APL 8: 225 xp. 
  Total possible experience 
   
  APL 2: 450 xp. 
   
  APL 4: 675 xp. 
   
  APL 6: 900 xp. 
   
  APL 8 1,125 xp 
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  
  KEO6-01 Like a Leech 
   
  Page 17 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, analyze 
  dweomer or similar spell to determine what the item does 
  and how to activate it.  Other times they may attempt to 
  use the item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from the 
  adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure.  Write the total in the 
  GP Gained field of the adventure certificate.  Because this is 
  a Regional adventure, characters may spend additional 
  Time 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. 
  Introduction: 
  APL 2: L: 0 gp, C: 50 gp, M: 0 gp. 
  APL 4: L: 0 gp, C: 75 gp, M: 0 gp. 
  APL 6: L: 0 gp, C 125 gp, M: 0 gp. 
  APL 8: L: 0 gp, C 150 gp, M: 0 gp. 
  Encounter 5:   
  APL 2: L: 100 gp, C: 500 gp, M: +1 chain shirt (104 gp), 
  +1 heavy steel shield (98 gp), wand of cure light wounds – 
  CL 1st (63 gp), ring of swimming (208 gp), elemental gem 
  – water (188 gp). 
  APL 4: L: 100 gp, C: 1,000 gp, M: +1 chain shirt (104 
  gp), +1 heavy steel shield (98 gp), wand of cure light 
  wounds – CL 1st (63 gp), 2 javelins of lightning (125 gp 
  each), ring of swimming (208 gp), elemental gem – water 
  (188 gp), immovable rod (417 gp), rhino hide (430 gp). 
  APL 6: L: 100 gp, C: 1,400 gp, M: +1 chain shirt (104 
  gp), +1 heavy steel shield (98 gp), wand of cure light 
  wounds – CL 1st (63 gp), 2 javelins of lightning (125 gp 
  each), periapt of wisdom +2 (333 gp), ring of swimming 
  (208 gp), elemental gem – water (188 gp), immovable rod 
  (417 gp), rhino hide (430 gp), lesser bracers of archery 
  (417 gp), bag of holding – type II (417 gp), potion of 
  greater magic fang +4 (200 gp). 
  APL 8: L : 100 gp, C: 2,100 gp, M: +1 chain shirt (104 
  gp), +1 heavy steel shield (98 gp), wand of cure light 
  wounds – CL 1st (63 gp), 2 javelins of lightning (125 gp 
  each), periapt of wisdom +2 (333 gp), cloak of resistance 
  +3 (750 gp), ring of swimming (208 gp), elemental gem – 
  water (188 gp), immovable rod (417 gp), rhino hide (430 
  gp), lesser bracers of archery (417 gp), bag of holding – 
  type II (417 gp), potion of greater magic fang +4 (200 gp), 
  druid’s vestments (833 gp), ring of protection +3 (1,500 
  gp), spined shield (465 gp). 
  Conclusion: 
   
  APL 2: L: 0 gp, C: 400 gp, M: 0 gp. 
   
  APL 4: L: 0 gp, C: 650 gp, M: 0 gp. 
   
  APL 6: L: 0 gp, C: 900 gp, M: 0 gp. 
   
  APL 8: L: 0 gp, C: 1,350 gp, M: 0 gp. 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 2: L: 100 gp, C: 950 gp, M: 661 gp – Total: 1,711 
  gp (450 gp). 
  APL 4: L: 100 gp, C: 1,725 gp, M: 1,758 gp – Total: 
  3,583 gp (650 gp). 
  APL 6: L: 100 gp, C: 2,425 gp, M: 3,125 gp – Total: 
  5,650 gp (900 gp). 
  APL 8: L: 100 gp, C: 3,600 gp, M: 6,673 gp – Total: 
  10,373 gp (1,300 gp). 
  ITEMS FOR THE ADVENTURE 
  RECORD 
  Special 
  � Banned from Gand: You have been told to leave the 
  Earldom of Gand under pain of death due to your actions. 
  At the beginning of any adventure beginning in the 
  Earldom of Gand in Keoland, the player may make a 
  Disguise check (DC 15). Success indicates you are 
  unrecognized by the everyday populace. Individual 
  Disguise checks are necessary for anyone paying close 
  attention to this PC as detailed in the PHB. If the 
  
  KEO6-01 Like a Leech 
   
  Page 18 
  character is caught they will be executed out of hand. A 
  reward of one thousand gold pieces has been posted for 
  your head within the Earldom of Gand. 
  � Defiler!: This PC actively desecrated the shrine to 
  Laogzed. You find yourself afflicted with a strange 
  craving for food, of all types. Any time you are presented 
  with an opportunity to eat, you must make a DC 18 Will 
  or devote your full attention to the food in front of you, 
  devouring everything you can. This can be quite 
  awkward in some social situations, as you heedlessly eat 
  immense amounts of food. Finally, during these binges, 
  your teeth become visibly serrated. A DC 18 Spot check 
  will allow someone to notice your new set of pearly 
  whites. This might cause trouble in some areas. 
  � Notice of the Darkwatch: Your actions have been 
  noted and reported by an active Knight of the Malagari in 
  good standing. Best to tread lightly in matters of the 
  unknown and supernatural. 
  � Favor of the Earl of Gand: Your valiant efforts to aid 
  the Earldom have not gone unnoticed or unrewarded. 
  You have been given a small medal with the word 
  “Cursebroken” written on it. When worn within the 
  Earldom it provides a +2 circumstance bonus to Cha-
  based skill checks.  Furthermore, this PC gains a +2 
  sacred bonus to saving throws against any curse.  The PC 
  might be able to expend this medal (favor) in future 
  adventures in the Earl of Gand, at the discretion of the 
  Keoland Triad and the DM. 
  � A Burden Borne: You have accepted a metaphysical 
  burden for the lives of an untold amount of deaths from 
  Iskyla’s final act. This burden is both a boon and a curse. 
  For the purpose of any spell that affects alignment, you 
  are treated as being true neutral and your actual 
  alignment, and anyone who attempts to determine your 
  alignment magically gets confusing results as your 
  alignment seems to change repeatedly. You receive a +1 
  sacred bonus to resist the effects of any compulsion or 
  enchantment spell. Finally, the weight of this burden 
  makes it difficult to rouse yourself from the realm of 
  sleep. Add 5 to the DC of any Listen check made to wake 
  up and, in the first round after you awaken, you may only 
  take a single move action. Elven characters who receive 
  this burden find that they are afflicted with the desire to 
  sleep as other races do occasionally. They are never 
  compelled to, but what’s the harm in a good night’s sleep, 
  right?  This burden cannot be removed by any means 
  short of a wish or miracle spell, except as specifically noted 
  by the Keoland Triad. 
  Item Access 
  APL 2: 
  • 
  Elemental Gem, Water (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Ring of Swimming (Adventure; Dungeon Master’s Guide) 
  • 
  Wand of Cure Light Wounds (CL 1st; Adventure; Dungeon 
  Master’s Guide) 
  APL 4 (all of APL 2 plus the following): 
  • 
  Immovable Rod (Adventure; Dungeon Master’s Guide) 
  • 
  Javelin of Lightning (Adventure; Dungeon Master’s Guide) 
  • 
  Rhino Hide (Adventure; Dungeon Master’s Guide) 
  APL 6 (all of APLs 2, 4 plus the following): 
  • 
  Bag of Holding, Type II (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Bracers of Archery, Lesser (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Potion of Greater Magic Fang +4 (Adventure; Dungeon 
  Master’s Guide) 
  APL 8 (all of APLS 2, 4, 6 plus the following): 
  • 
  Cloak of Resistance +3 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Druid’s Vestments (Adventure; Dungeon Master’s Guide) 
  • 
  Ring of Protection +3 (Adventure; Dungeon Master’s 
  Guide) 
  • 
  Spined Shield (Adventure; Dungeon Master’s Guide) 
   
   
  
  KEO6-01 Like a Leech 
   
  Page 19 
  APPENDIX 1: NPCS
  ENCOUNTER 5 – APL 2 
   
   
   
  Sluguu, Male Troglodyte Clr3 of Laogzed: CR 4; 
  Medium Humanoid (Reptilian); HD 5d8+10; hp 38; 
  Init +4; Spd 30 ft.; AC 24, touch 10, flat-footed 24 (+6 
  natural, +5 armor, +3 shield); Base Atk/Grp: +3/+5; Atk 
  +6 melee (1d6+2, masterwork club) or +5 melee (1d4+2, 
  claw) or +5 melee (1d4+2, bite) or +5 ranged (1d6+2, 
  masterwork javelin); Full Atk +6 melee (1d6+2, 
  masterwork club) and +3 melee (1d4+1, claw) and +3 
  melee (1d4+1, bite) or +5 melee (1d4+2, 2 claws) and +3 
  melee (1d4+1, bite) or +5 ranged (1d6+2, masterwork 
  javelin); SA stench, spells, spontaneous casting; SQ 
  darkvision 90 ft., rebuke undead 3/day, aura; AL CE; 
  SV Fort +8, Ref +1, Will +5; Str 14, Dex 10, Con 14, Int 
  12,Wis 16, Cha 10. 
   
  Skills & Feats: Concentration +7, Hide +7*, 
  Knowledge (religion) +5, Listen +7, Spot +7; Improved 
  Initiative, MultiattackB, Weapon Focus (javelin). 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secrets an oily, musklike chemical that 
  nearly every form of life finds offensive.  All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 13 Fort save or be 
  sickened for 10 rounds.  The save DC is Con-based.  
  Creatures that successfully save cannot be affected by 
  the same troglodyte’s stench for 24 hours.  A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature.  Creatures with immunity to 
  poison are unaffected, and creature resistant to poison 
  receive their normal bonus on their saving throws.  
  The monitor lizards in this cave are immune to the 
  stench after years of exposure to it. 
   
  Skills: The skin of a troglodyte changes color 
  somewhat, allowing it to blend in with its 
  surroundings like a chameleon and providing a +4 
  racial bonus on Hide checks.  *In rocky or 
  underground settings, this bonus improves to +8. 
   
  Languages: Draconic, Common. 
   
  Cleric Spells Prepared (4/3+1/2+1, save DC 13 + spell 
  level): 0 – cure minor wounds x2, purify food and drink, 
  resistance; 1st – bane, command, lesser confusion*, protection 
  from good; 2nd – calm emotions, hold person, touch of 
  madness*SC.  SCSpell Compendium. 
   
  *Domain spell.  Domains: Evil (+1 CL on evil 
  spells), Madness (You subtract 1 from all Wis-based 
  skill checks and all Will saves.  However, once per day, 
  you can see and act with the clarity of true madness.  
  Add one-half your level to a single Wis-based skill 
  check or Will save.  You must choose to use this 
  benefit before the check or save is rolled). 
   
  Possessions: +1 chain shirt, +1 heavy steel shield, 
  masterwork club, 3 masterwork javelins, wand of cure 
  light wounds (CL 1st). 
  ENCOUNTER 5 – APL 4 
   
   
   
  Sluguu, Male Troglodyte Clr5 of Laogzed: CR 6; 
  Medium Humanoid (Reptilian); HD 7d8+14; hp 53; 
  Init +4; Spd 30 ft.; AC 24, touch 10, flat-footed 24 (+6 
  natural, +5 armor, +3 shield); Base Atk/Grp: +4/+6; Atk 
  +7 melee (1d6+2, masterwork club) or +6 melee (1d4+2, 
  claw) or +6 melee (1d4+2, bite) or +6 ranged (1d6+2, 
  masterwork javelin); Full Atk +7 melee (1d6+2, 
  masterwork club) and +4 melee (1d4+1, claw) and +4 
  melee (1d4+1, bite) or +6 melee (1d4+2, 2 claws) and +4 
  melee (1d4+1, bite) or +6 ranged (1d6+2, masterwork 
  javelin); SA stench, spells, spontaneous casting; SQ 
  darkvision 90 ft., rebuke undead 3/day, aura; AL CE; 
  SV Fort +9, Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 
  12,Wis 16, Cha 10. 
   
  Skills & Feats: Concentration +10, Hide +7*, 
  Knowledge (religion) +8, Listen +7, Spot +7; Improved 
  Initiative, MultiattackB, Spell Focus (enchantment), 
  Weapon Focus (javelin). 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secrets an oily, musklike chemical that 
  nearly every form of life finds offensive.  All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 13 Fort save or be 
  sickened for 10 rounds.  The save DC is Con-based.  
  Creatures that successfully save cannot be affected by 
  the same troglodyte’s stench for 24 hours.  A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature.  Creatures with immunity to 
  poison are unaffected, and creature resistant to poison 
  receive their normal bonus on their saving throws.  
  The monitor lizards in this cave are immune to the 
  stench after years of exposure to it. 
   
  Skills: The skin of a troglodyte changes color 
  somewhat, allowing it to blend in with its 
  surroundings like a chameleon and providing a +4 
  racial bonus on Hide checks.  *In rocky or 
  underground settings, this bonus improves to +8. 
   
  Languages: Draconic, Common. 
   
  Cleric Spells Prepared (5/4+1/3+1/2+1, save DC 13 + 
  spell level, DC 14 + spell level for enchantment spells): 
  0 – cure minor wounds x2, guidance, purify food and drink, 
  resistance; 1st – bane, command x2, lesser confusion*, 
  protection from good; 2nd – cure moderate wounds, calm 
  emotions, hold person, touch of madness*SC; 3rd – cure serious 
  wounds, prayer, rage*.  SCSpell Compendium. 
   
  *Domain spell.  Domains: Evil (+1 CL on evil 
  spells), Madness (You subtract 1 from all Wis-based 
  skill checks and all Will saves.  However, once per day, 
  you can see and act with the clarity of true madness.  
  Add one-half your level to a single Wis-based skill 
  check or Will save.  You must choose to use this 
  benefit before the check or save is rolled). 
  
  KEO6-01 Like a Leech 
   
  Page 20 
   
  Possessions: +1 chain shirt, +1 heavy steel shield, 
  masterwork club, 3 masterwork javelins, wand of cure 
  light wounds (CL 1st), 2 javelins of lightning. 
  ENCOUNTER 5 – APL 6 
   
   
   
  Sluguu, Male Troglodyte Clr7 of Laogzed: CR 8; 
  Medium Humanoid (Reptilian); HD 9d8+18; hp 68; 
  Init +4; Spd 30 ft.; AC 24, touch 10, flat-footed 24 (+6 
  natural, +5 armor, +3 shield); Base Atk/Grp: +6/+8; Atk 
  +9 melee (1d6+2, masterwork club) or +8 melee (1d4+2, 
  claw) or +8 melee (1d4+2, bite) or +8 ranged (1d6+2, 
  masterwork javelin); Full Atk +9/+4 melee (1d6+2, 
  masterwork club) and +6 melee (1d4+1, claw) and +6 
  melee (1d4+1, bite) or +8 melee (1d4+2, 2 claws) and +6 
  melee (1d4+1, bite) or +8 ranged (1d6+2, masterwork 
  javelin); SA stench, spells, spontaneous casting; SQ 
  darkvision 90 ft., rebuke undead 3/day, aura; AL CE; 
  SV Fort +10, Ref +2, Will +8; Str 14, Dex 10, Con 14, Int 
  12,Wis 17 (19), Cha 10. 
   
  Skills & Feats: Concentration +13, Hide +7*, 
  Knowledge (religion) +11, Listen +8, Spot +8; Greater 
  Spell Focus (enchantment), Improved Initiative, 
  MultiattackB, Spell Focus (enchantment), Weapon 
  Focus (javelin). 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secrets an oily, musklike chemical that 
  nearly every form of life finds offensive.  All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 13 Fort save or be 
  sickened for 10 rounds.  The save DC is Con-based.  
  Creatures that successfully save cannot be affected by 
  the same troglodyte’s stench for 24 hours.  A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature.  Creatures with immunity to 
  poison are unaffected, and creature resistant to poison 
  receive their normal bonus on their saving throws.  
  The monitor lizards in this cave are immune to the 
  stench after years of exposure to it. 
   
  Skills: The skin of a troglodyte changes color 
  somewhat, allowing it to blend in with its 
  surroundings like a chameleon and providing a +4 
  racial bonus on Hide checks.  *In rocky or 
  underground settings, this bonus improves to +8. 
   
  Languages: Draconic, Common. 
   
  Cleric Spells Prepared (6/5+1/4+1/3+1/2+1, save DC 
  14 + spell level, DC 16 + spell level for enchantment 
  spells): 0 – cure minor wounds x3, guidance, purify food and 
  drink, resistance; 1st – bane, command x3, lesser confusion*, 
  protection from good; 2nd – cure moderate wounds, calm 
  emotions, hold person x2, touch of madness*SC; 3rd – cure 
  serious wounds, dispel magic, prayer, rage*; 4th – divine 
  power, freedom of movement, unholy blight*.  SCSpell 
  Compendium. 
   
  *Domain spell.  Domains: Evil (+1 CL on evil 
  spells), Madness (You subtract 1 from all Wis-based 
  skill checks and all Will saves.  However, once per day, 
  you can see and act with the clarity of true madness.  
  Add one-half your level to a single Wis-based skill 
  check or Will save.  You must choose to use this 
  benefit before the check or save is rolled). 
   
  Possessions: +1 chain shirt, +1 heavy steel shield, 
  masterwork club, 3 masterwork javelins, wand of cure 
  light wounds (CL 1st), 2 javelins of lightning, periapt of 
  wisdom +2. 
  ENCOUNTER 5 – APL 8 
   
   
   
  Sluguu, Male Troglodyte Clr9 of Laogzed: CR 10; 
  Medium Humanoid (Reptilian); HD 11d8+22; hp 83; 
  Init +4; Spd 30 ft.; AC 24, touch 10, flat-footed 24 (+6 
  natural, +5 armor, +3 shield); Base Atk/Grp: +7/+9; Atk 
  +10 melee (1d6+2, masterwork club) or +9 melee 
  (1d4+2, claw) or +9 melee (1d4+2, bite) or +9 ranged 
  (1d6+2, masterwork javelin); Full Atk +10/+5 melee 
  (1d6+2, masterwork club) and +7 melee (1d4+1, claw) 
  and +7 melee (1d4+1, bite) or +9 melee (1d4+2, 2 claws) 
  and +7 melee (1d4+1, bite) or +9 ranged (1d6+2, 
  masterwork javelin); SA stench, spells, spontaneous 
  casting; SQ darkvision 90 ft., rebuke undead 3/day, 
  aura; AL CE; SV Fort +14, Ref +6, Will +12; Str 14, Dex 
  10, Con 14, Int 12,Wis 17 (19), Cha 10. 
   
  Skills & Feats: Concentration +16, Hide +7*, 
  Knowledge (religion) +14, Listen +8, Spot +8; Greater 
  Spell Focus (enchantment), Improved Initiative, 
  MultiattackB, Spell Focus (enchantment), Weapon 
  Focus (javelin). 
   
  Stench (Ex): When a troglodyte is angry or 
  frightened, it secrets an oily, musklike chemical that 
  nearly every form of life finds offensive.  All living 
  creatures (except troglodytes) within 30 feet of a 
  troglodyte must succeed on a DC 13 Fort save or be 
  sickened for 10 rounds.  The save DC is Con-based.  
  Creatures that successfully save cannot be affected by 
  the same troglodyte’s stench for 24 hours.  A delay 
  poison or neutralize poison spell removes the effect from 
  the sickened creature.  Creatures with immunity to 
  poison are unaffected, and creature resistant to poison 
  receive their normal bonus on their saving throws.  
  The monitor lizards in this cave are immune to the 
  stench after years of exposure to it. 
   
  Skills: The skin of a troglodyte changes color 
  somewhat, allowing it to blend in with its 
  surroundings like a chameleon and providing a +4 
  racial bonus on Hide checks.  *In rocky or 
  underground settings, this bonus improves to +8. 
   
  Languages: Draconic, Common. 
   
  Cleric Spells Prepared (6/5+1/5+1/4+1/3+1/1+1, save 
  DC 14 + spell level, DC 16 + spell level for 
  enchantment spells): 0 – cure minor wounds x3, guidance, 
  purify food and drink, resistance; 1st – bane, command x3, 
  lesser confusion*, protection from good; 2nd – cure moderate 
  wounds, calm emotions, hold person x3, touch of madness*SC; 
  3rd – bestow curse, cure serious wound, dispel magic, prayer, 
  rage*; 4th – cure critical wounds, divine power, freedom of 
  movement, unholy blight*; 5th – bolts of bedevilment*SC, 
  greater command.  SCSpell Compendium. 
   
  *Domain spell.  Domains: Evil (+1 CL on evil 
  spells), Madness (You subtract 1 from all Wis-based 
  
  KEO6-01 Like a Leech 
   
  Page 21 
  skill checks and all Will saves.  However, once per day, 
  you can see and act with the clarity of true madness.  
  Add one-half your level to a single Wis-based skill 
  check or Will save.  You must choose to use this 
  benefit before the check or save is rolled). 
   
  Possessions: +1 chain shirt, +1 heavy steel shield, 
  masterwork club, 3 masterwork javelins, wand of cure 
  light wounds (CL 1st), 2 javelins of lightning, periapt of 
  wisdom +2, cloak of resistance +3. 
   
  
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  DM AID: NEW RULE ITEMS 
   
  NEW SPELLS: 
  Bolts of Bedevilment (Spell Compendium) 
  Enchantment [Mind-Affecting] 
  Level: Brd 5, Madness 5 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Target: Ray 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  With a strangled peal of laughter to complete the spell, you point your hand at your enemy and fire a black beam from your 
  finger. 
   
  This spell grants you the ability to make one ray attack per round.  You must succeed on a ranged touch attack with 
  the ray to strike the target.  A living creature struck by the ray is dazed for 1d3 rounds if it fails its save. 
  Touch of Madness (Spell Compendium) 
  Enchantment [Mind-Affecting] 
  Level: Madness 2 
  Components: V, S 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 round/level 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  Your hand glows with roiling purple light as you reach out to deliver lunacy with your touch. 
   
  You can cause one living creature to become dazed by making a successful touch attack.  If the target creature does 
  not make a successful Will save, its mind is clouded and it takes no actions for 1 round per caster level. 
   
  
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  DM AID: ROLEPLAYING NOTES 
  (In order of introduction) 
   
  HARLAN HAMMERFORGE: 
   
  Harlan is a Dwarven armorsmith of no small water who has taken up semi-permanent residence in Niole Dra. He is 
  more used to human ways than most of his kin, and maintains a friendly demeanor to everyone he meets. After all, one 
  never knows who is a potential customer. Harlan specializes in finely crafted armor and several of his pieces have been 
  worn by nobles of importance. Harlan is completely bald above the eyebrow level, but maintains a lustrous beard 
  common to dwarvenkind. He will admit to being a retired adventurer, though by his own admission he will agree that it 
  was not a life suited to him.  
  BRIELLA HAMMERFORGE: 
   
  Harlan’s daughter is as close to completely acclimated to humankind as any dwarf could reasonably expect to come. 
  She wears her hair and clothes in the latest fashions and serves as a warm face to the customers in her father’s armory. 
  She is tall and thin for a dwarf, and exceedingly beautiful by both standards of dwarves and most humans. She has been 
  mistaken for simply a short human on several occasions and laughs about it. She is very proud of her dwarven heritage 
  and her father’s work. Her father refuses to let her work the forge as the result of an old clan superstition that forbids 
  dwarven women from creating tools of war, so she helps her family by weaving and mending clothes. If pressed about 
  the clan superstition, Briella will mention that apparently her clan believed that the axe that will be used to slay the last 
  Dwarven King will be crafted by a female dwarf, and so no females are allowed to manufacture tools of war. Briella has 
  long auburn hair and bright green eyes. She will be particularly taken by anyone who can sing and is attractive, and will 
  spend time with them as possible during the trip. 
  CIENNA OF THE HAMMERFORGES: 
   
  An human Orphan who found herself in the care of Friars of Fharlanghan, Cienna has been apprenticed to Harlan. 
  Apparently the clan superstition does not apply to teaching human women the art of making weapons and armor. 
  Cienna is a tall girl of sixteen years or so who appears to come from a mix of Suel and Oeridian stocks. She is quiet and 
  self conscious, but will talk to anyone who wishes to speak to her. While traveling, Cienna will spend her time making 
  sketches of the people she travels with and many landscapes. Quite the talented artist, she will confess that it is her true 
  love but that she finds forgework to her liking as well. She is quick witted and funny, once she warms up to someone. 
  BETHOR SYN’ANDOLYN: 
   
  Second son of the Earl of Gand, Bethor is a priest of the Suel Deity Bralm. Simply put, Bethor is scatterbrained. He 
  is trusting, devoted, loyal and steadfast…all combined with his guileless attitude, this means he is often played for the 
  fool by one or the other of his brothers and people wishing to get something from his family. He will cheerfully explain 
  the tenets of his small faith to anyone interested. These include the ideas of progress, growth and harmony. These 
  qualities are best exemplified by insect colonies, which he will point out as well. He will preface many conversations 
  with “If only mankind were like an ant colony in that…” and then drone on from there. Bethor is skinny, of pure Suel 
  stock, and constantly sunburned from too much time outdoors. If there is a person who embodies the phrase “unable to 
  see the forest for the trees”, it is Bethor Syn’Andolyn. 
  ARGAL SYN’ANDOLYN: 
   
  Argal is the scion of house Syn’Andolyn, and will be Earl upon the death of his father. He is an exceedingly 
  handsome man, and he carries himself with the arrogance of a man who understands how important he is and how 
  beautiful he is. Argal is the kind of noble who might have been a well liked pillar of any community were he born to a 
  lower standard. Instead, he lives a life of luxury and indolence and has never really had to work for anything. Argal has 
  two desires, obvious to anyone who meets him for more than a few minutes: to become Earl and to be recognized as a 
  Knight. He will lament never having been allowed to squire himself in his younger days and will always be slightly 
  envious of any heroes who are knights. Despite his faults, Argal does have redeeming qualities. He is loyal to his family 
  and the kingdom, possesses no small skill at arms, and has led several expeditions in the past against some of the more 
  dangerous denizens of the Earldom of Gand. An almost palpable aura of ambition rolls off Argal, and he can often be 
  cold or rude to people who cannot help him achieve an immediate goal. 
  
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  FALEN SYN’ANDOLYN: 
   
  Last son of house Syn’Andolyn, Falen is charming, affable, and welcoming. He is short and thin for a full grown 
  man, and appears weak of strength. He is quick witted and charming, and is reputed to take consorts from the lower 
  classes on regular occasion. Falen is known for never having settled on a path for his life. One of his callings was that of 
  the bardic colleges, and even though he failed to become a true bard, he is possessed of a stock of stories, ballads, and 
  ditties that would put many to shame. If he strikes up a serious conversation with any of the heroes, he will be more 
  than happy to share these stories, particularly those embarrassing stories he knows of his brothers from when they were 
  growing up. With particular relish, Falen will tell the heroes about the time Argal got drunk while courting a girl and 
  fell off the ramparts of the caer when he tried to kiss her and crashed through the stable roof. He has several stories 
  about Bethor as well, most of which involve Bethor wandering off somewhere, getting lost, and requiring rescue. 
  Bethor apparently even used to have a personal guard assigned to watch him, usually someone who had displeased the 
  commander of the watch. Finally, Falen is a lover of all wines. He will quickly descend into full blown drunkenness 
  during the announcement dinner. 
  NEDRIC HOLLOWTREE: 
   
  Nedric is an elven musician and business partner of Rinder. He is a full elf though he carefully grooms himself so 
  that he appears to have a healthy dose of human blood in him. He does because he finds it easier to identify with 
  customers who believe he is more ‘like them’. Nedric and Rinder make a living by crafting musical instruments out of 
  living trees, using magical means to ensure they are of the finest quality. Nedric wears his hair and clothes in the latest 
  human fashions to help blend in. Nedric takes special interest in any Halfling or gnome heroes, asking them of their 
  customs and ways. Nedric makes his home in the Barony of Raya, in the city of Daerwald, but he hails from the 
  Dreadwood, from an elven contingent that lives deep within the woods. Under no circumstances will Nedric admit to 
  this, but his personal goal is to evaluate some of the peoples of Keoland on behalf of his peoples. 
  RINDER THE SCULPTOR:  
   
  Rinder the sculptor is a tall and husky half-elf with bright red hair and green eyes. Fair skin leads some to believe 
  that his human blood is of Suel origins, but Rinder will neither confirm nor deny this. Rinder is charming and affable, 
  and will gladly tell the heroes that he is here to get a ‘sense’ of the couple who are getting married so that he can craft a 
  ‘proper’ instrument for them. Rinder’s sculpting take place primarily through magical means as he and Nedric coax 
  their trees to grow in a certain fashion so that the instrument body almost literally drops off the tree when finished. At 
  first glance, Rinder believes that a harp is what the house of Syn’Andolyn needs. Rinder is secretly a Knight of the 
  Malagari traveling incognito. He has been assigned to travel to the Earldom of Gand because several Knights have gone 
  missing over the course of the last year. Either they have gone rogue or something foul has befallen them. Rinder has 
  decided to start his investigation at the top of the Earldom, after doing some research and realizing that the Earl has 
  been alive for an exceedingly long time for a humanborn. Under no circumstances will Rinder reveal his cover, he 
  carries no insignia, and he will not interfere in the business of the Earldom since he is without assistance other than 
  Nedric. Rinder will watch the heroes and report to his superiors on their actions. If any hero is a Knight of the Malagari 
  who makes it obvious, a detailed report on that hero will be sent to Rinder’s superiors outlining those actions.  
  DAME SYN’ANDOLYN: 
   
  The Dame Syn’Andolyn is wife to the Earl and a power in the Earldom. An older woman, nearing seventy years old, 
  she is still possessed of a visible strength. She will speak for the Earl on almost all matters. Proud and noble, the Dame 
  brooks no insolence or disrespect, and offers precisely proper respect to those guests in her house. The Dame is aware 
  that the Earl labors under some kind of curse but does not know the specifics. The Dame loves the Earl, the Earldom 
  and her family, in that order. She will trust the heroes so much as they seem capable of helping her family and she trusts 
  in the premonitions of her son Bethor. The Dame fears the intercession of the Malagari in the realm and wants to 
  resolve her husband’s condition quickly. 
  EARL WARREN SYN’ANDOLYN: 
   
  The Earl is a stricken man. He is visibly weak and sick in body, but his eyes still hold a clarity that shows he knows 
  the situation he is in is deteriorating. He will not speak at all other then when dictated in the text of the adventure, 
  letting the Dame speak for him. 
  
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  Page 25 
  ISKYLA, DRUID OF GAND: 
   
  Iskyla is the cause and the solution to the problems surrounding the Earl of Gand. Once beautiful to the point of 
  notoriety, she is now scarred and missing an arm. The scars of her body match the scars on her soul and personality. She 
  is a bitter woman who feels betrayed by the man she once loved, but wants to see him stop suffering. 
   
  
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  PLAYER HANDOUT #1 
   
  The following message is tacked to several signboards throughout the area: 
   
  Hear ye! 
  Mastersmith Harlan Hammerforge seeks a group 
  of trained guides to accompany him and his 
  daughter to the Earldom of Gand. Recompense 
  Negotiable. 
  Please 
  apply 
  in 
  person 
  at 
  Hammerforged Armory. 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/596/Normal Scenarios/KEO6-01 - Like A Leech (APL 2-8)/KEO6-01 - Like A Leech.pdf