TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  KEO3-02 
   
   
   
   
   
   
  Predators and Prey 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Keoland Regional Adventure 
  Version 1.0 
   
  by Jarrad Lutton 
   
   
  A strange light had reappeared in the depths of the Hool Marsh.  Rumors abound:  Lizardfolk have summoned an avatar 
  of Sess’Innek; the Mad Mage Baltron has relit his beacon; agents of the Scarlet Brotherhood are establishing an outpost 
  in the swamp.  Or could it be something more sinister than anyone can even imagine?  A Keoland regional adventure 
  for APLs 4-10 and Part Three of the “Death in the Hool” series. 
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
   
  Preparation 
   
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least three players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill 
  in the top of the grid. That is all. No one is rated. 
  This method is used for people who are just playing 
  for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and 
  provide personal information, but don’t vote for 
  other players. The game master rates the scenario 
  and completes personal and event information, but 
  does not rate the players as a team or vote for players. 
  This method is used when there is no competition, 
  but the event coordinator wants information on how 
  the game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. 
  Voting: Players and game masters complete the 
  entire packet, including voting for best player. If this 
  method is used, be sure to allow about 15-20 minutes 
  for the players to briefly describe their characters to 
  the other players, and about 5-10 minutes for voting. 
  This method is used when the players want to know 
  who played the “best” amongst the group, or when 
  the adventure is run in tournament format with 
  winners and prizes.  
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
  KEO3-02 Predators and Prey 
   
  Page 2 
  
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  # 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 
  This is a LIVING 
  GREYHAWK 
  Adventure.  As a 
  LIVING adventure it 
  is 
  expected 
  that 
  players bring their 
  own characters with 
  them.  If players do 
  not have a LIVING 
  GREYHAWK 
  character generated, 
  get a copy of the 
  current 
  LIVING 
  GREYHAWK 
  character generation 
  guidelines, 
  and 
  a 
  character sheet from 
  your 
  convention 
  coordinator or the 
  RPGA Web site, ant then have any players without a 
  character create on.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
  By following these four steps, you will have 
  determined the APL. Throughout this 
  adventure, APLs categorize the level of 
  challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before 
  the adventure begins whether they would like 
  to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more 
  either higher or lower than the APL this 
  adventure is being played at, that character will 
  receive only half of the experience points 
  awarded for the adventure. This simulates the 
  face that either your character was not as challenged as 
  normal, or relied on help by higher-level characters to 
  reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  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. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  KEO3-02 Predators and Prey 
   
  Page 3 
  
  Is It a Full Moon?  
  Since the hazards of lycanthropy are a current part of the 
  LIVING GREYHAWK campaign, it may be necessary to 
  determine if this adventure takes place during a full 
  moon.  For game purposes, the full moon lasts three days 
  of each month. For a given scenario that does not state 
  the phase of the moon, roll 1d10 before play begins. On a 
  result of 1, the first day of the scenario is a night of the 
  full moon (roll 1d3 to determine where in the sequence 
  of three nights it falls). 
  Adventure Background 
  Shadowed Moon 
  The Shadowed Moon cult traces its roots back to the Cult 
  of the Black Flame, who took up residence nearly a 
  century ago in the Keoish keep that would become 
  known as Baltron’s Beacon.  The Black Flame used the 
  keep as their hideout, performing many hideous rituals 
  and pursuing unknown goals.  Dreadwalkers raided the 
  keep, but when they arrived the keep was abandoned.  
  The Black Flame has not been seen or heard from since.  
  The Shadowed Moon has two goals: seek the treasures 
  purportedly left at the keep by the Black Flame and 
  complete the studies that Baltron failed. 
  Small in number, the Shadowed Moon prefers to use 
  stealth and manipulation to achieve their goals, having 
  placed several spies throughout Keoland.  One of these 
  spies is in Kimberton, a library clerk named Liana who is 
  also a student of the old sage Elwin Hane, and she has 
  been gathering as much information as possible about 
  the Marsh and the history of Baltron and the Beacon.  
  The cult previously tried to reach the Beacon, but a 
  reptilian predator that has recently taken up residence 
  there slaughtered several of them and forced the rest to 
  flee for their lives. 
  Now, the cult intends to find a bold but foolish 
  adventuring party to rid the area of this creature.  To do 
  so, they plan to bait the adventurers into thinking they 
  are tracking down the cultists at the Beacon.  The cult’s 
  hopes the adventurers either kill or weaken the predator, 
  at which point they ambush the wounded predator or the 
  weakened PCs, whichever survives. 
  Baltron’s Beacon 
  Baltron’s Beacon was initially a Keoish fortress that was 
  lost during the wars with the south.  Baltron, an 
  archmage who was banished by Keoland to the marshes, 
  took up residence there to continue his magical 
  experiments.  Some time thereafter, a huge explosion 
  supposedly destroyed the mage and left the fortress alit 
  with a constant green glow, giving it the present day 
  name of Baltron’s Beacon. 
  Many of Baltron’s secrets and treasures have yet to be 
  discovered; almost all who venture into the depths of the 
  fortress, let alone the marsh itself, never return.  The 
  Beacon is normally home to a large population of 
  lizardfolk who regard it with an almost religious 
  reverence, but lately even they have fled the area.  The 
  reason for this is that a new predator has claimed the area 
  as its domain, killing all that tread within its boundaries. 
  As a result there have been many more sightings and 
  encounters with lizardfolk near the town of Haven, for 
  they are evidently seeking to secure a new home closer to 
  the perimeter of the marsh. 
  Adventure Summary  
  This adventure begins in the developing town of 
  Kimberton.  Ruled by Richart Jorgos, cousin of King 
  Skotti, the town is still in the process of being built; only 
  the central part of the town is a truly finished 
  construction. 
  Over the past week the citizens of the town have seen 
  some suspicious activity.  There have been a few 
  eyewitness accounts of shadowy figures stalking the 
  streets at night, and there was a foiled theft attempt from 
  the library just two nights ago.  The thief was killed while 
  trying 
  to 
  escape, 
  and 
  his 
  only 
  distinguishing 
  characteristic was a strange marking in the shape of a 
  moon behind his right ear.  He was attempting to steal 
  documents and books relating to the Hool Marsh, the 
  Archmage Baltron, and the Beacon. 
  Richart Jorgos has elected to keep this information 
  secret, for he does not want to cause panic.  Rumors have 
  been running rampant, however, despite Jorgos’ best 
  efforts, and as a result most of the townspeople have been 
  staying in at night.  Jorgos has decided to send out a 
  personal invitation to adventurers who have previously 
  proven themselves useful to him, hoping they can deal 
  with the problem. 
  In truth, all of this activity is just a set-up by the 
  Shadowed Moon.  Through the use of Liana, their spy 
  who works as a clerk in the library, the cult has already 
  obtained the information they need. 
  The problems arose when they attempted to reach the 
  Beacon and take up residence there and were ambushed 
  by the creature that now patrols the area.  Several cultists 
  were maimed or killed, and the rest barely escaped with 
  their lives. 
  KEO3-02 Predators and Prey 
   
  Page 4 
  
  The Shadowed Moon lacks the strength needed to defeat 
  this predator, so they have started this ploy in order to 
  attract the attention of an adventuring party and fool 
  them into heading to Baltron’s Beacon. 
  Introduction 
  Before beginning the adventure, have each PC make one 
  save of each type and record the results for possible use 
  later on.  
  Tell any PCs who have worked for Richart Jorgos in the 
  past that they have received a personal invitation, asking 
  for an audience at his keep in Kimberton at a specific 
  time and date.  If the PC(s) choose to accept, assume that 
  they have arrived at Kimberton on the designated date in 
  the evening, one hour from the scheduled time. If they 
  do not accept, then they will not be participating in this 
  adventure. 
  For any PCs who have never worked with Richart Jorgos 
  before, give them the opportunity to make up any reason 
  they wish for being on the way to Kimberton at this time. 
   Have them meet any PCs who have received invitations 
  while on the road, and give them a chance to get 
  acquainted before they reach Kimberton.  As long as the 
  invited PCs vouch for the others, Richart Jorgos will 
  accept them for this mission as well. 
  If there is an adventuring party where none of them have 
  worked for Richart Jorgos in the past, allow them to 
  think of reasons why they would be heading to 
  Kimberton.  Assume that they all meet on the road to the 
  town, and give them the opportunity to get acquainted. 
  Regardless of the motives for being at Kimberton, the 
  PCs will arrive on the day of the appointment with 
  Jorgos, one hour before the meeting time: 
  Overcast skies and constant drizzle hide the sun as it 
  sets, coloring the horizon with shades of gray, purple, 
  and blood red.  As you reach the outskirts of 
  Kimberton, you see that the town is still in the midst 
  of construction, expanding from the center with 
  freshly dug foundations and skeletal buildings.  There 
  are no town gates as of yet, but as you enter the outer 
  ring of town you notice several guardsmen giv ng you 
  a watchful eye as they pass from one corner to the 
  next. 
   
  i
  f
  The central part of town is fully developed, with 
  residential and commercial areas, as well as 
  governmental buildings and the estate of Richart 
  Jorgos, Viscount of Kimberton.  Despite the early 
  hour of the evening, the streets seem particularly 
  empty.  The few strangers you do happen to see are 
  walking with a cautious urgency and avoiding 
  shadowed areas of the street. 
  After another minute of walking, you notice an 
  attractive young lady with short dark hair, dressed in 
  a scholar’s outfit and carrying an armload of books 
  and a sack full of papers, about a hal  block ahead.  As 
  she passes by the opening of an alleyway, a cloaked 
  figure leaps out of the shadows and tackles her! 
  Encounter One: The Bait 
  The cloaked figure and Liana are both members of the 
  Shadowed Moon, and they will play the roles of aggressor 
  and victim.  The attacker, Jorval, will struggle with Liana 
  for one round to pry one of the books from her grasp.  He 
  will then run back down the alley, book tucked away, 
  hoping the PCs will attempt to assist Liana. 
  APL 4 (EL 1) 
  � Jorval, Male Elf (High) Rog1: hp 7; see Appendix I. 
  APL 6 (EL 2) 
  � Jorval, Male Elf (High) Rog2: hp 11; see Appendix 
  II. 
  APL 8 (EL 3) 
  � Jorval, Male Elf (High) Rog3: hp 16; see Appendix 
  III. 
  APL 10 (EL 4) 
  � Jorval, Male Elf (High) Rog3/Ftr1: hp 22; see 
  Appendix IV. 
   
  If the PCs do nothing: 
  Jorval will escape down the alley with the book, and after 
  five rounds the guards will arrive, led by a Sergeant 
  Markus.  Markus will send a few of his men down the 
  alley after Jorval, but he will have already escaped.  If the 
  PCs then choose to approach, Markus will suggest that 
  they should stay off the streets at night and depart with 
  the rest of his guards, accompanying Liana to the library.  
  Any PCs who know about Richart’s mission can then 
  proceed to his estate, but if no one in the party has a 
  personal invitation then the adventure is over. 
  If the PCs act: 
  Have them roll for initiative and also roll for Liana and 
  Jorval.  The PCs start out 100 feet away.  During the first 
  KEO3-02 Predators and Prey 
   
  Page 5 
  
  round Liana and Jorval will struggle, and in the second 
  round Jorval will succeed in prying the book from her 
  grasp and then he will start back down the alleyway.  If 
  any of the PCs catches up to him, Jorval will turn and 
  attack, hoping to down the PC so he can escape.  If he 
  gets cornered and has fallen below half hit points, he will 
  attempt to feign unconsciousness (Bluff check) with the 
  next successful PC attack.  Do not give the PCs an 
  automatic opposed Sense Motive check.  They must state 
  they are checking him over to in order to receive the 
  check. 
  If Jorval is knocked unconscious or killed, or succeeds in 
  his bluff to act unconscious, the PCs will have the chance 
  to search him before the guards arrive.  If they do, they 
  find all standard equipment listed (Search DC 10), and a 
  strange marking behind his right ear in the shape of a 
  crescent moon (Search DC 15). 
  Treasure: If the PCs immediately search Jorval, they have 
  4 rounds to get some of his gear before the guards arrive.  
  (Note: At APL 10, Jorval will not have his magic items 
  with him for this encounter.  He, or his replacement, will 
  have the magic items for the final encounter though.) 
  APL 4: L: 9 gp; C: 10 gp; M: 0 gp. 
  APL 6: L: 43 gp; C: 10 gp; M: 0 gp. 
  APL 8: L: 50 gp; C: 10 gp; M: 0 gp. 
  APL 10: L: 34 gp; C: 10 gp; M: 0 gp. 
  Development: The guards, led by Sergeant Markus, will 
  arrive a few moments after the combat has ended.  
  Markus will ask the Liana what happened, and then will 
  approach the PCs.  If Jorval is dead, a few of the guards 
  will cart his body away, or if he is dropped (or acting 
  unconscious), they will stabilize him before taking him 
  away: 
  A grizzled veteran approaches you, obviously in 
  command of this platoon of guards.  His face seems to 
  be contorted in a permanent scowl, accented by a scar 
  over one eyebrow.  “I’m Sergeant Markus, and who 
  might you be?” 
  After introductions, Markus will ask the PCs to explain 
  what happened.  Anything resembling the truth will be 
  accepted with a nod and a grunt, and then Markus will 
  say: 
  “Well, this isn’t the first time this has happened, I’ll 
  tell you that.  People are scared to walk the streets 
  during the day, let alone at night, and darn well they 
  should be, given what’s been going on here lately.  
  You have my thanks for your help; most people here 
  would’ve just turned tail and ran the other way.  Ya 
  know, you all might be just the type that Jorgos has 
  been looking for.  He’s been seeking a group just like 
  yourselves, who could possibly help out with this 
  problem we’ve been having.” 
  To any PCs that express that they have invitations from 
  Richart, Markus says: 
  “I should have guessed as much, seeing how you 
  handled this situation.  He’ll be expecting you at his 
  keep.” 
  To any PCs that do not have invitations but voice their 
  interest in working for Richart: 
  “Most excellen   His keep is in King’s Circle, 
  shouldn’t be too hard to miss.  Just explain to the 
  guards that you are there to see Richart about a 
  mission and give them this.”  He scribbles a note and
  gives it to you.  “If that doesn’t get you in, then have 
  them summon me and I’l  personal y vouch for you.”
  t!
   
   
  l
  l
   
   
   
  t
   
  To any questions about what has been going on in the 
  town, Markus says: 
  “Better you talk to Richart about that, off the streets 
  and in private.  No one’s really sure what’s going on, 
  so I suggest you get your information direct from him 
  rather than going on hearsay and rumors.” 
  Markus will then excuse himself with a nod to the PCs 
  and depart with the other guards.  Liana, standing nearby, 
  will whisper thanks and then gather her books and 
  papers.  If any PC offers help, she will gladly accept, 
  answering PC questions. 
  Who she is: 
  “I’m Liana.  I work as a clerk at the library, where I 
  was heading when I got attacked.” 
  The attacker: 
  “It all happened so fast…he was like a shadow. This 
  has happened to others over the last couple weeks as 
  well, and we also had an attempted theft from the 
  library.  No one is really sure what’s going on.” 
  The book: 
  “The book is called The History and Legend of the 
  Archmage Baltron.  I’m a student of Sage Wizenthorp, 
  and I study ancient lore and mythology.” 
  The theft: 
  “I was in my dormi ory studying when it happened. 
  They say that the thief was trying to steal books about 
  the Hool Marsh and the ruins in the marsh called the 
  Hool Beacon.” 
  Liana is purposefully telling the truth, so the only 
  information a Sense Motive (DC 25) check would give is 
  KEO3-02 Predators and Prey 
   
  Page 6 
  
  that she isn’t as fearful for her life as might normally be 
  expected. 
  At this point, remind the PC(s) about the appointment 
  with Jorgos and, assuming that they continue to his keep, 
  proceed to Encounter Two. 
  Before the PCs can ask anymore questions, Liana gives a 
  shy look and a flirtatious smile to the PC with the highest 
  charisma who is either human, elven, or half-elven, and 
  says: 
  Encounter Two: Richart Jorgos’ 
  Estate 
  “I’m going to be late for work at the library, Could 
  you help me carry these books?” 
  If the PC refuses: 
  Liana gives a slight pout, then shrugs and says, “Well 
  I’ll be working there throughout the night.  Feel free 
  to come see me if you want.  I could use the 
  company.”  She then gathers the rest of her books and 
  heads off down the street. 
  Remind the PCs about the mission with Jorgos at this 
  time, and if they continue onward as planned, proceed to 
  Encounter Two. 
  If the PC accepts: 
  Liana beams a smile at you and offers some of her 
  books.  “Here, take these.  The library is only a few 
  blocks down towards the center of town.” 
  The rest of the party can either choose to accompany the 
  other PC with Liana to the library or head to Jorgos’ 
  manor.  Notify the PCs that the library is on the way to 
  the manor, so they should not worry about being late to 
  the meeting with Richart if that is their concern.  Any 
  PCs who decide to go straight to Jorgos’ manor can 
  proceed to Encounter Two and wait until the other PC(s) 
  arrive. 
  During the trip to the library, Liana will be shy and quiet, 
  giving an occasional glance to the PC that she personally 
  invited.  Allow for some small talk, but note that Liana 
  will primarily ask the PC questions about himself so that 
  she can avoid answering too many questions of her own.  
  After enough time has passed to travel a few city blocks, 
  announce their arrival at the library. 
  As you reach the front steps of the library, Liana turns 
  to you and takes the remaining papers and books.  
  “Thank you, I real y appreciate your help.  I’ll be 
  working here throughout the night tonight, so if 
  you’d like to come by and keep me company, you are 
  more than welcome.  If you have any more questions 
  about what has been going on, I might be able to help 
  out if there’s anything you need from the library.”  
  Before you can reply, she turns away, books cradled 
  in her arms, and quick y darts up the steps into the 
  library. 
  l
  l
   
   
  l
  i
   
   
   
  The keep of Richart Jorgos, ruler of Kimberton, 
  stands before you.  It has finally been completed.  A 
  large fence surrounds the building with an arched 
  gateway in front.  Two guards are posted there, and 
  one of them speaks.  “State your name and business, 
  please.” 
  Allow the PCs to introduce themselves, and as long as 
  any of them provides either the invitation from Richart 
  or Markus, they will be allowed inside. 
  The guard escorts you through a courtyard filled with
  all types of flowers and shrubbery and then takes to 
  you a lavishly furnished meeting room.  He gestures 
  for you to take seats and gives a nod to some 
  refreshments on the central table.  “Viscount Jorgos 
  will be with you shortly.” 
  After a few moments, Richart enters and greets the PCs.  
  He recognizes any PCs who have worked for him in the 
  past and asks them about any of the other PCs whom he 
  has not yet met.  As long as any of them carries his favor, 
  he will trust their word in vouching for the new PCs.  If 
  any PCs present the letter of Sergeant Markus, he will 
  immediately warm up to them as well.  He refuses to 
  answer any questions until all the proper introductions 
  are made and then takes a seat before them. 
  “Let’s get down to business, shal  we?  You obv ously 
  know that Kimberton is one of the newest towns in 
  this fine kingdom of Keoland, and we have the 
  blessings of King Skotti himself.  We’ve managed to 
  build up a strong garrison, and the streets are 
  normally quiet and free of crime. 
  Now, with what’s been happening…I fear the 
  sanctity of this town may be spoiled before it is ever 
  completed. Lately, people… at least I hope they’re all 
  people… cloaked in darkness and shadow have been 
  terrorizing the poor citizens of Kimberton.  We’ve 
  only managed to capture one of them, a few days ago 
  during the attempted theft from the library, but all 
  the others have managed to stay out of our grasp. 
  We don’t know much about their motivations, aside 
  from what we know of the library incident.  The man 
  sneaked into the library after hours, about an hour or 
  two before dawn, when the sky is at its darkest, and 
  broke into a restricted section.  He stole books about 
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  the history and legend of the Archmage Baltron, the 
  ruins known as Baltron’s Beacon, and the Hool 
  Marsh. Two guards and one library clerk were killed, 
  and the thief h mself was killed while trying to 
  escape.  No one has any idea who the man was, and 
  the only identifying marker on him was the symbol of 
  a crescent moon, tattooed behind his right ear. 
  More pay:  Richart is unwilling to negotiate with the PCs 
  about more payment.  He states that the one hundred 
  gold pieces is more than he would normally offer for 
  anyone else. 
   
  i
   
  Once the PCs are done with their questions and 
  conversation, Richart will stand and say: 
  “Well, it’s about time you got going.  The night is still 
  young, and there is much work to be done.  I would 
  suggest that you go to the library first and see what 
  you can find out; you have access to rooms here at my 
  estate if you need to come back and rest.  Please 
  remember to exercise discretion on this mission.  I 
  don’t want people unduly upset.  I have other matters 
  to attend to.  Good luck.” 
  The randomness of the rest of the attacks confuses 
  me, except for the one that happened earlier today, 
  which links to the attempted theft at the library.  
  Every other case was just some poor sod getting 
  ambushed while walking the streets at night.  I’ve 
  tried to avoid a widespread panic by keeping this 
  under wraps, but it doesn’t seem to be working.  It 
  would cause too much notice to use a large force of 
  guards, so that’s why I need the efficiency of 
  adventurers like you. I need you to find out anything 
  you can about this group, track them down, and bring 
  them to justice…in one form or another.  I can offer 
  one hundred gold pieces for each of you for this 
  mission.  Are you in?  Any questions?” 
  The guard will escort them outside, and assuming that 
  they follow Richart’s directions, proceed to the library in 
  Encounter Three.  Any other actions they take won’t help 
  to further the plot, and eventually they should realize 
  that they must go to the library.  The longer they wait, 
  the more they miss out on using Liana for assistance in 
  the library, and thus will lose experience.  If they wait 
  until morning, Liana will not be there, and they will have 
  to scrounge for information on their own. 
  Allow however much time the PCs need in order to 
  speak with Richart about the mission and ask him 
  questions.  Take note if the PCs mention the attack on 
  Liana and discuss what they found out with Richart, for 
  this is part of something that could earn experience later 
  on in the adventure. 
  Encounter Three: A Night in the 
  Library 
  The library thief: The thief was a human male of mixed 
  blood, average size, with nothing to identify him except 
  the moon-shaped mark behind his right ear.  Was killed 
  while trying to flee the library, and is the only one of 
  these people who has been apprehended.  If the PCs 
  mention speaking with his departed spirit, Richart will 
  look at them suspiciously. 
  The library stands before you, marble steps leading up 
  through granite pillars and an archway into the three-
  story structure.  It is similar in style to the library in 
  Niole Dra, but is about one-eighth the size.  One of 
  the first completed buildings in Kimberton, its 
  grandeur is a sign of things to come if Richart Jorgos’ 
  vision about this town becomes fully realized.  Two 
  guards are posted at the archway, and they ask your 
  business as you approach. 
  The books: All signs seem to point to Baltron’s Beacon in 
  the Hool Marsh, although Richart has no idea why.  
  Evidently this group has some interest in that area, and 
  it’s up to the PCs to figure out why it’s so important.  
  Richart tells the PCs that they can take a look at the 
  books themselves if they want to, and he gives them a 
  note of authorization to enter the restricted area of the 
  library. 
  The guards will not allow the PCs inside unless they 
  either show the authorization note from Richart or 
  mention that they know Liana. 
  If they use the note:  One of the guards will escort them 
  inside without further questioning. 
  The other victims:  There seems to be no real pattern 
  with any of the other attacks, since all the victims were 
  just peasants or unimportant merchants.  They’ve already 
  all been questioned thoroughly, so it would be pointless 
  for the PCs to approach them. 
  If they mention Liana:  One of the guards will go inside 
  and ask Liana about the PCs.  Assuming that they spoke 
  with her during Encounter One and are on friendly 
  terms, she will vouch for them and the PCs will be let 
  inside.  If for some reason they are not on friendly terms, 
  then the PCs will need to provide the authorization note. 
  The crescent moon marking:  Richart has no idea what 
  it means, although it is probably the insignia of some 
  kind of cult.  He hopes that if the PCs dig deep enough in 
  the library, they can figure out what it means. 
  Once they have been escorted inside, read the following: 
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  You are led into the main chamber of the library, 
  where a large table and several shelves and cabinets 
  sit in the center.  Two spiraling stairwells grant access 
  to the upper levels, which have perimeter balconies 
  that overlook the main floor.  Each level contains 
  numerous columns and rows of bookshelves.  Seated 
  at the desk in front of you is an attractive young 
  female dressed in scholar’s robes, hunched over a 
  large book and scribbling notes, and you recognize 
  her as the one who was attacked earlier this evening. 
  She looks up as you enter. 
   
  If the PCs have met Liana and are on friendly terms, she 
  will be more than eager to help then with their 
  information search.  This translates into a +5 on all 
  Gather Information checks while the PCs are here.  If 
  they have not previously met, or are not on friendly 
  terms, she will still assist them, but with less enthusiasm 
  (+1 on the Gather Information checks instead).  Notify 
  the PCs that they should have one person make the 
  checks, with everyone else assisting, in order to get the 
  best results.  Add Liana’s modifier onto the check after 
  everything else is tallied.  Each check takes one hour. 
  The results of the checks are as follows: 
  DC 15:  
  • 
  Current events: Recent attacks by cloaked 
  figures in the streets and the attack on the 
  library.  Also, there have been recent reports 
  from Haven about a dramatic increase in 
  lizardfolk activity—even more than originally 
  reported. 
  • 
  Baltron’s Beacon was initially a Keoish military 
  outpost that was lost during the wars with the 
  south.  Baltron, an archmage who was banished 
  by the Keoish royalty to the marshes, took up 
  residence there to continue his magical 
  experiments.  Some time thereafter, there was a 
  huge explosion there that destroyed the mage 
  and left the fortress alit with a constant green 
  glow, giving it the present day name of Baltron’s 
  Beacon.  Many of Baltron’s secrets and treasures 
  have yet to be discovered; almost all who 
  venture into the depths of the fortress, let alone 
  the heart of the marsh itself, never return. 
  • 
  The Hool Marsh is home to many monstrous 
  denizens, some of which are truly evil.  The 
  Hool used to be much smaller during the wars 
  with the south, but after many of the fortresses 
  were destroyed and the wars diminished, the 
  marsh seemed to grow and swallow up more 
  land.  There are many old ruins out in the 
  middle of the marsh that no one has 
  successfully reached. 
  DC 20: (everything above, plus the following) 
  • 
  Current events: Some reports say that the 
  lizardfolk are trying to settle on the perimeter of 
  the Hool, either because they had to leave their 
  homes in the depths of the marsh or because 
  they are staging a full-scale invasion. 
  • 
  The area around the Beacon is normally home 
  to a large population of lizardfolk, who regard it 
  with an almost religious reverence. 
  • 
  Baltron was supposedly delving into matters of 
  the planes and planar summoning.  It is 
  believed that he had discovered something very 
  powerful and was in the process of harnessing 
  this power when the explosion took place. 
  DC 25: (everything above, plus the following) 
  • 
  Many years ago, before Baltron and his 
  experiments, a cult took up residence in the 
  Beacon.  They used the abandoned fort as a 
  hideout, but no one is quite sure what they did 
  there. 
  • 
  Baltron’s Beacon is located inside the Hool to 
  the southeast of Haven, about two to three days 
  away. 
  DC 30: (everything above, plus the following) 
  • 
  The cult that took up residence in the Beacon 
  was known as the Cult of the Black Flame.  The 
  Dreadwalkers mounted a raid on them, but 
  when they arrived all of the cultists were gone.  
  No one knows what happened to the cultists. 
  During the time it takes to get this information, Liana 
  will mention that she is a student of Wizenthorp, the old 
  sage who lives on the outskirts of Kimberton.  She says 
  that he is a very knowledgeable man and could possibly 
  give the PCs more in-depth information than the library 
  can.  If they wish, she can give them directions to his 
  home.  She warns them that he can be absent-minded and 
  also quite testy, and he never gives up information easily. 
   He will be long asleep by now, so the PCs will have to 
  visit him in the morning.  If the PCs try to make a Sense 
  Motive check (DC 25) to tell anything about Liana’s 
  demeanor, they find that her enthusiasm is very sincere. 
  If applicable, Liana will continue her flirting with the 
  chosen PC from Encounter One.  A Sense Motive check 
  (DC 15) about the sincerity of her attraction to the PC 
  will show that she is indeed physically attracted to him.  
  She will invite him to stay with her during the course of 
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  her shift, and then to join her for a drink in her room, 
  which is located in the dormitories of the library.  If the 
  PC refuses the invitation, she’ll pout and sulk, asking him 
  again as the rest of the PC continues searching for 
  information.  If he refuses again, her mood will change 
  and she’ll become strictly business-like until the PCs are 
  done investigating and leave. 
  If he accepts her offer, wait until after the PCs are done 
  investigating, and remind them about Richart’s invitation 
  to stay at his estate, and then handle the date with the PC 
  and Liana in private. 
  Feel free to detail this side encounter as much as desired, 
  but make sure to take note of whether or not the PC 
  shares a drink with her.  When they arrive she tells him 
  to have a seat, while she goes and retrieves a bottle of 
  wine and glasses.  She will pour them before bringing 
  them back to the table where the PC is sitting.  The glass 
  she gives him to drink from had its bottom coated in a 
  thin layer of a potent charm concoction that acts as if the 
  imbiber was the target of a charm person spell (Will 
  resists [DC 14 + the APL]) with a duration of one week.  If 
  the PC specifically requests, allow him to make a Sense 
  Motive check (opposed by her Bluff check).  If 
  successful, reveal that she appears slightly nervous, 
  which could possibly be because she has maybe not been 
  on a date in quite some time. 
  If the PC drinks, refer to the Will save he made before 
  the beginning of the adventure.  If he passes, proceed 
  with the rest of the encounter as normal for as long as 
  desired.  Liana will continue acting on her attraction to 
  him, regardless of whether the potion works or not.  She 
  will be able to tell whether or not the potion worked 
  based on the look in the PC’s eyes when he regards her.  
  If he fails the save, don’t notify the PC until a designated 
  time during a future encounter. 
  If the PC does not drink, Liana will simply shrug and 
  continue on with the date as normal. 
  If the PC tries casting any spells on the drink, the only 
  things that will work are detect magic and purify food 
  and water, since this charm potion does not count as 
  poison.  A purify food and water spell will nullify the 
  potion, but will not alert the PC that there was a potion in 
  the drink in the first place.  Detect magic makes the 
  entire glass radiate magic, since both of the glasses have 
  been magically blessed.  Liana becomes angry that the PC 
  would so blatantly show distrust and demands that he 
  leave. 
  Aside from this important aspect, the rest of the date can 
  be role-played as desired.  At the end of the date, 
  regardless of how well or how poorly the date goes, Liana 
  will ask the PC to leave so she can get some sleep, because 
  she has to be up rather early to attend to her studies. 
  Note: Play this encounter out of the sight of the rest of 
  the party so as not to tip anyone off as to what has 
  happened.  Do so quickly, however, so as not to alienate 
  the other players. 
  Encounter Four: Wizenthorp the 
  Sage 
  In the morning, the PCs can proceed to the home of 
  Wizenthorp, the sage living on the outskirts of 
  Kimberton.  The PCs can either follow Liana’s directions 
  or ask for directions to his home.  If for some reason they 
  still wish to spend time in the library, allow however 
  much time they wish, but Liana will not be available to 
  help them again until nightfall.  Assuming that they take 
  Liana’s advice and go to Wizenthorp’s home, read the 
  following when they arrive: 
  On the outskirts of Kimberton, where the other 
  buildings here exist only as skeletal frames and rustic 
  shacks, rests the hut of Wizenthorp, its back against a 
  small grove of trees.  The hut is small and dome-
  shaped, with a garden in the front and smoke rising 
  out of its chimney. 
  If the PCs approach the hut and either knock on the door 
  or call for Wizenthorp, read the following: 
  You hear a voice from inside say “Now who could that 
  be at these hours of the morning?”  You hear 
  shuffling, and then the click of a lock as the front 
  door swings open, reveal ng a wiry old man with long 
  stringy hair and a thick moustache, dressed in brown 
  robes stained with the colors of herbs.  He peers at 
  you with one squinted eye and says, “What do you 
  want?” 
  i
  Wizenthorp is an old herbalist who dabbles in the arcane 
  arts.  He is known for his in-depth knowledge of things 
  obscure.  If the PCs explain why they are there (meaning 
  they have to tell him specifically what information they 
  are seeking), he will invite them inside and offer them 
  seats by the fire.  As they take their seats, he says: 
  “You know, you aren’t the first people to come to me 
  and ask me similar questions.  Just yesterday a ranger 
  from Haven came here and asked me for help in 
  mapping out parts of the Hool Marsh.  A wise boy 
  indeed, for anyone without a map of the area around 
  the Beacon will surely perish on the way there.” 
  Instead of directly answering any follow-up questions 
  that will surely spring from his statement, he will begin 
  wandering around doing his own work while mumbling 
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  to himself, seemingly not paying attention.  If the PCs 
  show impatience or act rude, he will become testy and 
  will purposefully act even more absent-minded.  He 
  won’t actually answer any of their questions clearly and 
  instead will speak in riddles and answer their questions 
  with questions of his own. 
  Once you feel that the PCs’ patience has been stretched 
  to its limit, Wizenthorp finally stops what he is doing and 
  comes over to the PCs, handing them a piece of paper 
  (Player Handout #1).  He chuckles and tells them to let 
  him know when they have finished it, and to take their 
  time, for he isn’t going anywhere.  He will refuse to speak 
  again until they have finished the riddles, pointing at the 
  piece of paper and raising his eyebrows expectantly if 
  anyone asks him something. 
  If the PCs refuse to solve anything on the paper: 
  Wizenthorp will kindly ask that they leave and come 
  back with someone of greater intelligence.   
  If they make the attempt and have difficulty: 
  Wizenthorp suggests that maybe they are in the wrong 
  line of work, and then tells them to take their time and 
  concentrate.  If the PCs are really having trouble, 
  consider allowing the use of die-bumps to obtain hints 
  (one-for-one). 
  If the PCs give up: Wizenthorp will frown and shake his 
  head with disapproval, pointing towards the door.  The 
  PCs can then either leave, or attempt to solve the riddles 
  yet again. 
  If the PCs leave: Wizenthorp slams the door behind 
  them, and they are free to do as they wish.  They can 
  choose to go to Haven and try to find the “ranger,” or 
  they can do whatever else they wish.  The only way the 
  plot can be furthered is by having the PCs travel to 
  Haven, but they will be ill prepared to handle the trek 
  into the Hool Marsh without Wizenthorp’s map and 
  information. 
  If the PCs solve at least 4 of the 5 puzzles: Wizenthorp 
  will nod with approval, voicing that they have impressed 
  him.  The charade of his absent-mindedness instantly 
  fades, and he will tell them all that he knows about the 
  issues they have asked. 
  Wizenthorp’s Knowledge: 
  • 
  Baltron: Was one of the most powerful mages 
  the Sheldomar Valley has ever seen.  He was a 
  high-ranking member of the National Academy 
  of Wizardry until his questionable experiments 
  and banned studies were discovered.  He was 
  banished and fled to the Hool Marsh, taking up 
  residence in the abandoned fortress.  He 
  continued his dark studies there and achieved 
  great success in summoning foul creatures and 
  releasing them into the marshes.  It is believed 
  that he discovered a way to obtain incredible 
  power and that he may have actually begun 
  harnessing it, but in the end he couldn’t control 
  it and there was a huge explosion of magic, 
  killing him and destroying much of what he 
  had created. 
  • 
  The Beacon: It now glows with an eerie green 
  light and radiates an aura of incredibly strong 
  magic.  Lizardfolk migrated there shortly after 
  the explosion and worship the fortress with an 
  almost religious reverence.  There are surely 
  great treasures and secrets waiting to be 
  discovered, but any adventurers who have 
  traveled there have never returned. 
  • 
  Hool Marsh: A horribly foul place, filled with 
  creatures that most mortal men have only seen 
  in nightmares.  The tribes of lizardfolk are just 
  the tip of the iceberg concerning the danger 
  that dwells there.  Lately, the lizardfolk have 
  fled the area near Baltron’s Beacon, spreading 
  out to the perimeter of the Hool near Keoland’s 
  more civilized areas. 
  • 
  The cult: The cult that took up residence in the 
  old keep nearly 100 years ago was known as the 
  Black Flame. They used the keep as their 
  hideout, where they performed many hideous 
  rituals. They were deemed enough of a threat 
  that the Dreadwalkers stormed the keep but 
  found that the cult had disappeared.  The cult 
  was never seen or heard from again. 
  • 
  The crescent moon symbol: Wizenthorp 
  furrows his brow in thought and then shakes 
  his head, stating that it is not the symbol of the 
  Black Flame, and he has no idea what it means.  
  It is most likely the initiation marking for some 
  new cult that has not yet revealed itself. 
  • 
  The ranger from Haven: He was half-elven, a 
  mild-mannered lad, soft-spoken and rather 
  intelligent, he stated that he was a tracker from 
  Haven.  He said that he acts as a guide for 
  travelers along the borders of the Hool, and 
  asked for help with a map of the area near 
  Baltron’s Beacon.  When Wizenthorp asked him 
  why he wanted help with mapping the area, the 
  ranger replied that his life’s goal is to eventually 
  map out all of the Hool Marsh, so he can guide 
  his customers more safely and with more 
  efficiency.  He passed one of Wizenthorp’s 
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  quizzes and earned a copy of a general map of 
  the area, detailing the water depths and larger 
  clearings on the way to the Beacon.  Once he 
  obtained the map, the man left immediately.  
  He never gave his name, and Wizenthorp 
  recalls that he had a distant look in his eyes.  
  “Smart 
  and 
  eloquent, 
  but 
  probably 
  not 
  completely stable,” Wizenthorp says. 
  It seems the only place to find food, drink, and 
  lodging is The Beardless Dwarf Inn.  Adorning the 
  walls of the inn are thick tufts of hair. Most of the 
  patrons are half-orcs interspersed with a few half-
  elves.  They stare at you as you enter.  From behind 
  the bar, a half-elf is staring off into space, and the 
  patrons finally go back to talking.  There is a 
  shortspear mounted above the bar with some word 
  written on it in Orcish.  The only empty table is one 
  in the corner. 
  • 
  The map: Wizenthorp has no problem with 
  giving the PCs an exact copy of the same map he 
  gave to the ranger from Haven.  For game 
  purposes, this means that the PCs will be able to 
  travel overland on a specific overland path 
  through the Hool Marsh to Baltron’s Beacon 
  and are in no risk of getting lost (if they follow 
  the map). 
  The words on the shortspear, loosely translated, read 
  “Freedom For All.”  If the PCs move to the empty table, 
  they see that an empty shot glass rests there.  Carved into 
  the table is the following: 
  “Marshall Lorentage - a man who would 
  teach half-orcs to read - fell to shadows   
  Once the PCs are done asking questions, Wizenthorp 
  wishes them good luck on their journeys and sees them 
  out, adding that he would be willing to instruct them in 
  some of his more obscure skills and lore if they return 
  some time.  As soon as the door closes behind the PCs, 
  they immediately hear the sage mumbling to himself 
  again. 
  Scab Bloodreaver - brother of the clan - 
  taken by grimlocks” 
  The barkeep is an absent-minded half-elf named Saragen. 
   When given the description of the ranger, the barkeep 
  will shake his head and say that there are too many 
  people that come through here to know for sure if he’s 
  seen him, not to mention that several hundred half-elves 
  fit that description.  The PCs will get this type of answer 
  no matter whom they ask.   
  At this point, nothing else will occur in Kimberton, so 
  the PCs must head over to Haven to continue the plot.  If 
  they head there immediately after leaving Wizenthorp’s 
  hut, they will arrive by nightfall. 
  If the PCs mention that the ranger they seek is 
  attempting to map the Hool Marsh, everyone laughs and 
  says there are much more efficient methods of suicide 
  than that.  Make it clear to the PCs that, aside from 
  resting for the night and re-supplying, there is nothing 
  else here that can help them.  Even if the PC is a member 
  of Haven, that PC won’t get any information, for there is 
  no information to be had about the ranger. 
  Encounter Five: Haven 
  The bustling town of Haven lays sprawled out before 
  you as the sun sets through dark clouds on the 
  horizon.  The rain that has been plaguing this area for 
  the last few days has finally ceased, leaving the air 
  moist and the ground muddy.  People, wagons and 
  horses, fill the streets as everyone heads from their 
  workplaces to their homes for dinner. 
   
   
  If the PCs have no idea what to do next, hint that the 
  only other option seems to be following the map towards 
  Baltron’s Beacon.  If they do not have the map, they must 
  go back to Wizenthorp and ask him for it or attempt to 
  find their way through the Hool Marsh without it (see 
  Encounter Six)  
  As you approach the town, you see that all the 
  citizens are half-orcs and half-elves dressed in earthen 
  tones and carrying weapons.  They live together in a 
  strange alliance and are ever vigilant against the 
  denizens of the nearby marsh, for one never knows 
  when there will be an attack. 
  Note: More information on the town of Haven is 
  available from the Keoland regional module Royal 
  Rescue 
  and 
  the 
  Haven 
  Yahoo 
  group 
  at 
  http://groups.yahoo.com/groups/LG-Haven.   
  Two guards—one half-elf and one half-orc—will 
  intercept the party as they try to enter the town.  
  They will be terse but polite to full-bloods, warmer 
  to half-breeds, and virtually ignore dwarves.  The 
  guards will not know anything about the ranger 
  described by Wizenthorp.  They will suggest going 
  to The Beardless Dwarf Inn to talk to the people 
  there who might know more. 
  Encounter Six: Entering the 
  Hool 
  The dank and tepid waters of the swamp curl around 
  your ankles as you begin your trek into the Hool 
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  APL 8 (EL 8) 
  Marsh.  The air is moist and dank, and clouds of 
  steamy mist swirl about your heads, obscuring your 
  vision to barely thirty feet in front of you. 
  � Lizardfolk Bbn2 (6): hp 35 each; see Appendix III. 
  Based on all that you know, the Beacon is 
  approximately two days march to the southeast from 
  here, where the marsh becomes so thick it almost 
  becomes a tropical jungle.  You can tell that 
  navigating, let alone surviving the dangers here, is 
  going to prove quite difficult. 
  APL 10 (EL 10) 
  � Lizardfolk Bbn2/Ftr1 (9): hp 43 each; see Appendix 
  IV. 
   
  Tactics: The lizards will attack with fury, raging if they 
  are barbarians.  At higher APLs, the lizardfolk will drink 
  their potions of bull’s strength before charging out of the 
  brush into battle.  
  If the PCs have the map from Wizenthorp, they can 
  easily stay on the path to the Beacon.  If they do not have 
  the map, require an Intuit Direction check (DC 15) each 
  hour in order to avoid getting lost.   
  Treasure: The lizardfolk do not have much standard 
  treasure.  They are heavily pierced and scarred, wearing 
  bits of jewelry and other fetishes.  The amount of jewelry 
  they were, some containing gold, silver, and gems, speaks 
  to their rank in the tribe. 
  If they do get lost, roll on the Hool Dangers chart 
  (Appendix V).  Roll once for every hour that the PCs are 
  lost.  After each hour, the PCs can make a new Intuit 
  Direction check (DC 15+1/each hour lost) to get back on 
  the proper path to the Beacon. 
  APL 4: L: 0 gp; C: 10 gp; M: 0 gp. 
  After ten hours of being on the proper path (meaning 
  that PCs without a map must make ten total successful 
  Intuit Direction checks), the PCs come across a clearing.  
  Scattered on the ground are five lizardfolk corpses.  If the 
  PCs investigate, they find that the bodies have already 
  been looted. 
  APL 6: L: 125 gp; C: 30 gp; M: 4 potions of cure light 
  wounds (3 gp each). 
  APL 8: L: 412 gp; C: 60 gp; M: 6 potions of cure light 
  wounds (3 gp each); 6 potions of bull’s strength (25 gp 
  each). 
  APL 10: L: 228 gp; C: 100 gp; M: 9 potions of cure light 
  wounds (3 gp each); 9 potions of bull’s strength (25 gp 
  each); 9 +1 greataxes (193 gp each); 9 +1 scalemail (100 
  gp each). 
  A Heal check (DC 15) determines that the causes of death 
  were cut wounds, most likely from blades.  A Heal check 
  (DC 20) determines that the sizes of the wounds do not 
  correctly represent the amount of blood that has stained 
  the ground.   
  After the encounter, remind the PCs that the Beacon is at 
  least one more full day of travel away.  A Wilderness Lore 
  check (DC 10) will let the PCs know that this is probably 
  a safe place to rest if needed. Make sure to keep track of 
  guard duty during the night to keep up the paranoia, 
  even though it will pass uneventfully.  (Roll a few dice.) 
  If they choose to press onward, this is considered a forced 
  march.  For each hour they continue without rest, each 
  PC must make a Con check (DC 10+1/hour without rest). 
   A failed check results in 1d6 points of subdual damage.   
  If anyone in the party has the Track feat, allow him/her 
  to make a Wilderness Lore check (DC 20) to discover that 
  there are drag marks in the ground, as if someone placed 
  the bodies here. 
  Right after the PCs have made their initial skill checks, 
  read the following: 
  A loud rustling shakes the brush off to your right, and 
  a group of l zardfolk crashes through into the 
  clearing.  One of them shouts something in Draconic 
  (“They’re the ones who killed our brethren!”) and 
  then they charge. 
  i
  For PCs without a map, continue having them make 
  Intuit Directions checks with the risk of random 
  encounters throughout the next day.  For PCs with a 
  map, there are no encounters, but continue keeping track 
  of marching order.  Once night falls, proceed to 
  Encounter Seven. 
  APL 4 (EL 4) 
  � Lizardfolk (6): hp 11 each; see Monster Manual. 
  Encounter Seven: The Predator 
  APL 6 (EL 6) 
  Darkness falls in the Hool Marsh, and you begin to 
  see an eerie green glow in the distance.  Undulating 
  tendrils of light reach toward you through the trees 
  and underbrush. You hear a low droning hum coming 
  � Lizardfolk Bbn1 (4): hp 27 each; see Appendix II. 
  KEO3-02 Predators and Prey 
   
  Page 13 
  
  from that direction  but it is still too far away to tell 
  what it is.  This must be why so many of the creatures 
  here regard this place with awe. 
  ,
  f
   
  Tactics: Two words … maximum destruction. 
  Encounter Eight: Unlikely 
  Friends 
  Eventually, the ruined fortress now known as 
  Baltron’s Beacon comes into view, sitting on a rise in 
  the middle of a clearing.  Despite what had to have 
  been a huge magical explosion, much of the 
  stronghold stands intact, its walls giving off an almost 
  crystal-like sheen in the green aura that surrounds 
  everything here.  You can only guess at what dwells 
  inside those walls, let alone underground in its lower 
  levels.  
  Immediately after the battle, assuming the PCs survive, 
  read the following.  If possible, work the information 
  into a conversation rather than simply reading the boxed 
  text: 
  Moments after the battle with the reptilian creature, 
  you realize once again that you are not alone.  
  Stepping out of the thick underbrush is a group of 
  lizardfolk, all wearing clo h ng.  None of them appear 
  threatening, and they seem much more civilized than
  typical lizardfolk.  One of them, dressed in a shaman’s 
  outfit, steps forward, hands folded in front of him, 
  and speaks to you in fluent Common. 
  The hum that you heard earlier is much louder here, 
  pulsating with magical power inside o  your minds, 
  but is immediately dwarfed by a terrifying roar 
  nearby.  A huge bipedal reptilian creature crashes out 
  of the trees 50 feet away.  It roars again and charges. 
  t i
   
  f
  Have the PCs roll initiative and begin combat.  The 
  predator will charge at the largest, strongest-looking 
  character, attempting to kill or swallow whole (if 
  applicable).  In rounds after that, it will direct its attacks 
  at the PC who has done the most (and flashiest) damage 
  to it.  Its purpose is to kill and eat, and it will fight to the 
  death to achieve that goal. 
  “We are of the Marshgrove Tribe, and we humbly 
  thank you for ridding our homeland of this horrible 
  beast.  I am Ss’osussar, the elder and head shaman.  
  Our ancestors lived in the Dreadwood, but the evil 
  forces that now lurk there drove them out.  We were 
  drawn to this area, heeding the call of Semayuna in 
  the whispers of the magic that flows through this 
  marsh.” 
  Sess’Innek sent this predator here for three reasons.  
  First, he is upset that his followers have not yet attacked 
  Keoland.  This creature is the embodiment of his wrath.  
  Second, Sess’Innek wants to keep dominance in the 
  Hool, and he knows what is going on inside the keep has 
  the potential to release other powerful creatures into the 
  Hool that would challenge his authority and followers.  
  Finally, this predator also was sent to plague the 
  lizardfolk of the Hool who do not worship Sess’Innek, 
  including the Marshgrove tribe. 
  “Other tribes of our people, who embrace the 
  teachings of darker patrons, also call the area their 
  home, and they make war with us whenever they can. 
   This specific place though… this… beacon… has 
  always served as a neutral ground where all tribes can 
  come and worship our respective gods as we wish, all 
  believing that the holiness o  this place is meant for 
  them.  None of us have ever dared to enter the 
  fortress, for we do not wish to anger the gods and 
  invoke the wrath of whatever lurks there.” 
  APL 4 (EL 6) 
  � Dinosaur, Megaraptor: hp 76; see Monster Manual. 
  “The sanctity of this place was ruined lately, when 
  that horrible creature appeared and began devouring 
  our kind by the handful.  Some feared that it was a 
  message from their god and fled to the outskirts of 
  the Hool.  Others, like us, clung to the hope that 
  those with braver hearts than ours would eventually 
  defeat it.  Some of our people entered the Beacon 
  searching for a sign from Semayuna.  Not long after 
  they entered, this shield of green energy enveloped 
  the area.  We fear they are lost.  But now, thanks to 
  you, our prayers have been answered.  You may all 
  consider yourselves friends of the Marshgrove Tribe, 
  and we offer our healing services to you if you need 
  it.” 
  APL 6 (EL 8) 
  � Dinosaur, Tyrannosaurus: hp 171; see Monster 
  Manual. 
  APL 8 (EL 10) 
  � Dinosaur, Fiendish Tyrannosaurus: hp 171; see 
  Appendix III. 
  APL 10 (EL 12) 
  � Dinosaur, Fiendish Tyrannosaurus of Legend: hp 
  261; see Appendix IV.  
  KEO3-02 Predators and Prey 
   
  Page 14 
  
  “You followed the path we laid out for you almost 
  perfectly, my poor fools.  Thank you for killing the 
  creature that has been keeping us from entering 
  Baltron’s Beacon.  Now, after we dispose of you, we 
  will have free reign to con inue in the footsteps of the 
  Black Flame!”
  If the PCs accept the offer, several healers in the group 
  step forward and heal the party.  They can offer the 
  following: 
  APL 4: 
  t
   
   
  3 cure light wounds (all 1
  st level casters) 
  If the plot to charm one of the PCs was successful, Liana 
  will call out to him to protect her, and will then give the 
  signal for her group to attack. 
  APL 6: 
  5 cure light wounds, 1 cure moderate wounds (all 3
  rd level 
  casters) 
  APL 4 (EL 6) 
  � Liana, Female Human Wiz3 (Enchanter): hp 17; see 
  Appendix I. 
  APL 8: 
  5 cure light wounds, 3 cure moderate wounds (all 5
  th level 
  casters) 
  � Grunkil, Male Half-Orc Bbn1/Ftr1: hp 21; see 
  Appendix I. 
  APL 10: 
  � Salowen, Male Half-Elf Rog1/Rgr1: hp 17; see 
  Appendix I. 
  7 cure light wounds, 3 cure moderate wounds, 1 cure 
  serious wounds (all 7
  th level casters) 
  � Jorval, Male Elf (High) Rog1: hp 7; see Appendix I. 
   
  APL 6 (EL 7) 
  The lizardfolk will also be willing to sell the PCs wands of 
  cure light wounds and, at APL 6 and above, brooches of 
  shielding. Once that has been completed, read the 
  following: 
  � Liana, Female Human Wiz5 (Enchanter): hp 26; see 
  Appendix II. 
  � Grunkil, Male Half-Orc Bbn1/Ftr2: hp 29; see 
  Appendix II. 
  Suddenly, one of the lizardfolk jerks to attention, 
  peering behind you back down the path from which 
  you came as he sniffs the air.  He turns to Ss’osussar 
  and says “Danger approaches.”  With a respectful nod 
  of farewell to you, Ss’osussar turns and leads his 
  people back into the brush.  Some turn into small 
  swampland creatures and others simply retreat 
  silently into the marsh, leaving no trail.  Within 
  moments they have completely disappeared into the 
  darkness of the Hool Marsh. 
  � Salowen, Male Half-Elf Rog2/Rgr1: hp 23; see 
  Appendix II. 
  � Jorval, Male Elf (High) Rog2: hp 11; see Appendix 
  II. 
  APL 8 (EL 9) 
  � Liana, Female Human Wiz7 (Enchanter): hp 35; see 
  Appendix III. 
  � Grunkil, Male Half-Orc Bbn1/Ftr4: hp 44; see 
  Appendix III. 
  Encounter Nine: The Cult of the 
  Shadowed Moon 
  � Salowen, Male Half-Elf Rog3/Rgr1/Ftr1: hp 36; see 
  Appendix III. 
  As soon as the lizardfolk of the Marshgrove Tribe 
  vanish, a group dressed in black cloaks approaches 
  from behind. 
  � Jorval, Male Elf (High) Rog3: hp 16; see Appendix 
  III. 
  The PCs recognize one of them as Liana.  If the PCs 
  managed to capture Jorval without killing him, or if 
  Jorval escaped the encounter, tell them that they 
  recognize him as one of the people as well.  If Jorval was 
  killed in Encounter One, a person the PCs doesn’t 
  recognize (with the same exact stats as Jorval) will take 
  his place.  Liana says: 
  APL 10 (EL11) 
  � Liana, Female Human Wiz9 (Enchanter): hp 44; see 
  Appendix IV. 
  � Grunkil, Male Half-Orc Bbn2/Ftr6: hp 65; see 
  Appendix IV. 
  KEO3-02 Predators and Prey 
   
  Page 15 
  
  � Salowen, Male Half-Elf Rog5/Rgr1/Ftr2: hp 52; see 
  Appendix IV. 
  � Jorval, Male Elf (High) Rog3/Ftr1: hp 22; see 
  Appendix IV. 
   
  Tactics: The cult members have cast every long-duration 
  defensive spell and buff spell they know before the 
  combat began, which should be easy to do since the 
  group has been watching the actions of the PCs since the 
  predator’s attack.  (The stats in the Appendices do not 
  take these spells into account.)  At higher APLs, Liana 
  will cast improved invisibility and haste on Salowen (he 
  will attack characters without uncanny dodge to get his 
  sneak attacks), bull’s strength, endurance, and stoneskin 
  on Grunkil, and mage armor, extended shield, 
  displacement, and mirror image on herself. Grunkil will 
  also drink his potions of haste and heroism.   If Liana 
  succeeded in charming one of the PCs, she will have him 
  stand adjacent to her and protect her against any attacks 
  while she flings spells at the PCs.  She uses whatever 
  powers are at her disposal to kill them all, but will 
  primarily attack any other spellcasters in the party.  
  Grunkil will rage and charge at the most threatening-
  looking PC, while Salowen uses his Tumble to flank and 
  get sneak attack damage as much as possible, although if 
  invisible, he doesn’t even need to flank.  Jorval (or his 
  replacement) will try to sneak around and attack any 
  spellcasters.  At APL 8 and 10, Jorval (or his replacement) 
  will use his bead of force to attempt to take 1 or 2 PCs out 
  of the battle. 
  Treasure: The cultists’ equipment and possessions can be 
  taken. 
  APL 4: L: 126 gp; C: 0 gp; M: ring of protection +1 (167 
  gp). 
  APL 6: L: 193 gp; C: 0 gp; M: ring of protection +1 (167 
  gp), bracers of armor +1 (83 gp), amulet of natural 
  armor +1 (167 gp). 
  APL 8: L: 187 gp; C: 0 gp; M: ring of protection +1 (167 
  gp), bracers of armor +2 (333 gp), amulet of natural 
  armor +1 (167 gp), cloak of resistance +1 (83 gp), +1 
  greatsword (196 gp), +1 breastplate (113 gp), 2 +1 short 
  swords (193 gp each), +1 mithral chain shirt (175 gp), 
  potion of cat’s grace (25 gp). 
  APL 10: L: 19 gp; C: 0 gp; M: ring of protection +2 (667 
  gp), bracers of armor +2 (333 gp), amulet of natural 
  armor +1 (167 gp), cloak of resistance +2 (333 gp), +1 
  keen greatsword (696 gp), +3 breastplate (779 gp), 2 +2 
  short swords (693 gp each), +2 mithral chain shirt (425 
  gp), potion of cat’s grace (25 gp), potion of heroism (75 
  gp), potion of haste (63 gp), ring of freedom of 
  movement (3,333 gp), +1 mighty (+3) comp longbow 
  (225 gp) 50 +1 arrows (196 gp), boots of striding and 
  springing (500 gp), +1 longsword (193 gp each), +1 
  mithral chain shirt (175 gp), bead of force (167 gp). 
  Conclusion 
  Should the characters survive the fight with the predator 
  and the Cult of the Shadowed Moon, they can loot the 
  bodies, heal themselves, and catch their breath. 
  Investigating the green field of energy around the keep 
  at Baltron’s Beacon yields nothing.  Detecting magic will 
  show very strong abjuration and conjuration magic.  Let 
  the PCs explore as much as they want, but under no 
  circumstances let them enter the keep area.  If the PCs 
  begin to get frustrated, bring some of the Marshgrove 
  tribe back for further interaction.  They will claim that 
  they are going to attempt to find a way into the keep 
  through the energy field.  They promise to contact the 
  PCs if they find a way in. 
  On the trek back to Kimberton, the PCs will run across a 
  potentially familiar face: Vayleran Moonchild. He will 
  apologize for not arriving sooner, explaining that when 
  the PCs had disappeared from Kimberton for a few days, 
  Viscount Jorgos grew worrisome and had Vayleran track 
  them down.  He spoke with Wizenthorp and obtained a 
  copy of the map, which lead him toward Baltron’s 
  Beacon.  He states that Baltron’s Beacon is now officially 
  quarantined.  He confides in any PCs who have his favor 
  (on a cert) that he strongly believes that things are 
  getting worse and worse in the Dreadwood, and he 
  believes the answer may lie with the peaceful lizardfolk 
  and maybe even the Beacon itself. 
  Once in Kimberton, the PCs will attend a meeting with 
  Richart Jorgos and Vayleran Moonchild.  They will be 
  asked to describe all that happened and to leave nothing 
  out.  Use the checklist in the Experience Point Summary 
  to keep track of everything the PCs tell, and make note of 
  the rewards that come with each piece of information. 
  If the PCs talk about Liana, Richart Jorgos will order her 
  dormitory searched, revealing numerous incriminating 
  papers.  These papers detail the entire plot of the 
  Shadowed Moon, and also make hints about other spies 
  who have been planted in Kimberton. 
  If Jorval was captured in Encounter One and the PCs 
  recognized him in the final battle and mention this to 
  Richart, he will order the interrogation of his own 
  soldiers to figure out how Jorval escaped the prison.  The 
  investigation will come up empty, however, but from that 
  point forward Richart will be on guard against more 
  spies. 
  KEO3-02 Predators and Prey 
   
  Page 16 
  
   
  APL 8 – 300 xp; 
  If the PCs make mention of the Marshgrove Tribe, 
  Richart will be surprised and skeptical, while Vayleran 
  says that he knows of them.  He will ask the PCs to keep 
  this information as secret as possible, but will not explain 
  why. 
   
  APL 10 – 330 xp. 
  Encounter Nine 
  Defeat the cultists  
   
  APL 4 – 180 xp; 
  Once the PCs have finished telling their story to Richart 
  and Vayleran, they will be given the “royal” treatment 
  and allowed to stay in the estate’s rooms for the 
  remainder of the week.  For succeeding in this mission, 
  they will have earned an influence point with both 
  Richart Jorgos and Vayleran Moonchild.  The PCs will 
  have uncovered a secret of the Dreadwalkers through 
  their experience with Baltron’s Beacon and the 
  Marshgrove Tribe, and will have gained an influence 
  point with the Marshgrove Tribe as well for defeating the 
  predator. 
   
  APL 6 – 210 xp; 
   
  APL 8 – 270 xp; 
   
  APL 10 – 330 xp. 
  Conclusion 
   
  PCs mention Liana – 15 xp; 
   
  PCs mention Jorval escaping – 15 xp; 
   
  PCs mention Marshgrove Tribe – 15 xp; 
   
  PCs mention Black Flame – 15 xp. 
  Total Possible Experience 
   
  APL 4 – 675 xp; 
   
  APL 6 – 870 xp; 
  Treasure: The PCs receive the reward from Richart for 
  completing the mission. 
   
  APL 8 – 1,125 xp; 
   
  APL 10 – 1,350 xp. 
  All APLs: L: 0 gp; C: 100 gp; M: 0 gp. 
   
  Treasure Summary 
  The End 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  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. 
  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. 
  Encounter One 
  Capture or kill Jorval 
   
   
  APL 4 – 30 xp; 
   
  APL 6 – 60 xp; 
   
  APL 8 – 90 xp; 
   
  APL 10 – 120 xp. 
  Encounter Four 
  Solve the riddles/puzzles and obtain the map  
   
  APL 4 – 105 xp; 
   
  APL 6 – 120 xp; 
   
  APL 8 – 165 xp; 
  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. 
   
  APL 10 – 210 xp. 
  Encounter Six 
  Defeat the lizardfolk 
   
   
  APL 4 – 120 xp; 
   
  APL 6 – 180 xp; 
  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 
   
  APL 8 – 240 xp; 
   
  APL 10 – 300 xp. 
  Encounter Seven 
  Defeat the predator 
   
   
  APL 4 – 180 xp; 
   
  APL 6 – 240 xp; 
  KEO3-02 Predators and Prey 
   
  Page 17 
  
  APL 10: L: 281 gp; C: 210 gp; M: 12,460 gp  - Total: 
  12,951 gp (2,100 gp) 
  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. 
  Special 
  � Influence Point with Viscount Richart Jorgos 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
   
   
   
   
  You have gained the favor of Viscount Richart 
  Jorgos, ruler of Kimberton, for successfully completing 
  the mission assigned to you. 
  � Influence Point with the Dreadwalkers 
  For cooperating with Vayleran Moonchild, you have 
  earned the favor of the Dreadwalkers. 
  � Favor of the Marshgrove Tribe 
  For defeating the predator at Baltron’s Beacon, you 
  have gained the favor of the lizardfolk tribe of 
  Marshgrove. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  � Boon of Wizenthorp 
  M:  Magic Items (sell value)  
  For solving at least four of Wizenthorp’s riddles, he 
  offers you the opportunity to buy any of the following (at 
  the APLs noted in the Items Found section): 
  Encounter One: 
   
  APL 4: L: 9 gp; C: 10 gp; M: 0 gp. 
  � Scroll of Eagle’s Splendor 
   
  APL 6: L: 43 gp; C: 10 gp; M: 0 gp. 
  Spell from Tome & Blood, page 87. 
   
  APL 8: L: 50 gp; C: 10 gp; M: 0 gp. 
  � Scroll of Wind Wall 
   
  APL 10: L: 34 gp; C: 10 gp; M: 0 gp. 
  � Scroll of Shout 
  Encounter Six: 
  � Scroll of Dismissal 
   
  APL 4: L: 0 gp; C: 10 gp; M: 0 gp. 
  Items for the Adventure Record 
   
  APL 6: L: 125 gp; C: 30 gp; M: 12 gp. 
   
  APL 8: L: 412 gp; C: 60 gp; M: 168 gp. 
  Item Access 
   
  APL 10: L: 228 gp; C: 100 gp; M: 2,889 gp. 
  APL 4: 
  Encounter Nine: 
   
   
   
   
   
  Scroll of Eagle’s Splendor (Adventure, 3
  rd level caster, 
  150 gp, see above) 
   
  APL 4: L: 126 gp; C: 0 gp; M: 167 gp. 
   
  Wand of Cure Light Wounds (Adventure, 1
  st level 
  caster, DMG) 
   
  APL 6: L: 193 gp; C: 0 gp; M: 417 gp. 
   
  APL 8: L: 187 gp; C: 0 gp; M: 1,645 gp. 
  APL 6 (APL 4 Items plus): 
   
  APL 10: L: 19 gp; C: 0 gp; M: 9,571 gp. 
   
  Scroll of Wind Wall (Adventure, 5
  th level caster, 
  DMG) 
  Conclusion:   
   
  All APLs: L: 0 gp; C: 100 gp; M: 0 gp 
  Brooch of Shielding (Adventure, DMG) 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
  APL 8 (APL 4 & 6 Items plus): 
  Scroll of Shout (Adventure, 7
  th level caster, DMG) 
  APL 4: L: 135 gp; C: 120 gp; M: 167 gp  - Total: 422 gp 
  (422 gp) 
  Bracers of Armor +2 (Adventure, DMG) 
  +1 Mithral Chain Shirt (Adventure, DMG) 
  APL 6: L: 361 gp; C: 140 gp; M: 429 gp  - Total: 930 gp 
  (800 gp) 
  APL 10 (APL 4, 6 & 8 Items plus): 
  APL 8: L: 649 gp; C: 170 gp; M: 1,813 gp  - Total: 2,632 
  gp (1,250 gp) 
  KEO3-02 Predators and Prey 
   
  Page 18 
  
   
  Scroll of Dismissal (Adventure, 9
  th level caster, 
  DMG) 
   
   
   
   
   
   
   
   
   
   
   
  Ring of Protection +2 (Adventure, DMG) 
  Cloak of Resistance +2 (Adventure, DMG) 
  +1 Keen Greatsword (Adventure, DMG) 
  +3 Breastplate (Adventure, DMG) 
  +2 Short Sword (Adventure, DMG) 
  +2 Mithral Chain Shirt (Adventure, DMG) 
  Potion of Heroism (Adventure, DMG) 
  Potion of Haste (Adventure, DMG) 
  Ring of Freedom of Movement (Adventure, DMG) 
   
  +1 Mighty (+3) Composite Longbow (Adventure, 
  DMG) 
  Boots of Striding and Springing (Adventure, DMG) 
  Bead of Force (Adventure, DMG) 
   
   
  KEO3-02 Predators and Prey 
   
  Page 19 
  
  Appendix I: APL 4 Encounters 
  Encounter One: 
  Jorval: Male Elf (High) Rog1; CR 1; Medium Humanoid (Elf); HD 1d6+1; hp 7; Init +4 (Dex); Spd 30 ft.; AC 17 (touch 
  14, flat-footed 13) [+4 Dex, +3 armor]; Atk +2 melee (1d8+3/19-20, longsword) or +4 ranged (1d6/x3, shortbow); SA 
  sneak attack +1d6; SQ: elven racial traits; AL NE; SV Fort +1, Ref +6, Will +0; Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 
  10. 
   
  Skills and Feats: Balance +5, Bluff +4, Climb +3, Disguise +2, Escape Artist +8, Hide +8, Listen +2, Move Silently +8, 
  Open Lock +6, Pick Pocket +8, Search +2, Spot +2, Tumble +8; Dodge. 
   
  Possessions: longsword, shortbow, dagger, studded leather, 20 arrows, thieves’ tools. 
  Encounter Nine: 
  Liana: Female Human Wiz3 (Enchanter); CR 3; Medium Humanoid (Human); HD 3d4+6; hp 17; Init +2 (Dex); Spd 30 
  ft.; AC 13 (touch 13, flat-footed 11) [+2 Dex, +1 ring]; Atk +0 melee (1d4-1/19-20, dagger) or +3 ranged (1d8/19-20, lt 
  crossbow); SA spells; AL N; SV Fort +3, Ref +3, Will +3; Str 8, Dex 14, Con 14, Int 16, Wis 10, Cha 14. 
   
  Skills and Feats: Alchemy +4, Bluff +5, Concentration +8, Forgery +4, Knowledge (arcana) +9, Knowledge 
  (geography) +4, Knowledge (history) +4, Knowledge (infernal) +4, Knowledge (religion) +5, Knowledge (the Planes) +4, 
  Profession (bookkeeper) +3, Spellcraft +9; Combat Casting, Dodge, Scribe Scroll, Spell Focus (enchantment). 
   
  Possessions: lt crossbow, 20 bolts, dagger; spell component pouch; ring of protection +1. 
   
  Spells Prepared (4/4/3; base DC = 13 + spell level, 15 + spell level for enchantment spells): 0—[daze, detect magic, 
  mage hand, read magic]; 1
  st—[charm person, magic missile, sleep, shield]; 2
  nd—[flaming sphere, Tasha’s hideous 
  laughter, web]. 
  Grunkil: Male Half-Orc Bbn1/Ftr1; CR 2; Medium Humanoid (Orc); HD 1d12+1d10+4; hp 21; Init +3 (Dex); Spd 40 ft.; 
  AC 18 (touch 13, flat-footed 15) [+3 Dex, +5 armor]; Atk +8 melee (2d6+7/19-20, mw greatsword); SA rage 1/day; SQ: 
  half-orc racial traits; AL NE; SV Fort +6, Ref +3, Will -1; Str 20, Dex 16, Con 14, Int 6, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +2, Intimidate +2, Jump +4; Cleave, Power Attack. 
   
  Possessions: mw greatsword, breastplate. 
  Salowen: Male Half-Elf Rog1/Rgr1; CR 2; Medium Humanoid (Elf); HD 1d6+1d10+4; hp 17; Init +3 (Dex); Spd 30 ft.; 
  AC 17 (touch 13, flat-footed 14) [+3 Dex, +4 armor]; Atk +2 melee (1d6+2/19-20, mw short sword) and +2 melee 
  (1d6+1/19-20, mw short sword) or +4 ranged (1d8/x3, comp longbow); SA sneak attack +1d6, favored enemy (humans); 
  SQ: half-elf racial traits; AL CN; SV Fort +4, Ref +5, Will +0; Str 15, Dex 16, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +8, Escape Artist +8, Hide +8, Listen +4, Move Silently +8, Search +2, Spot +4, Tumble +8, 
  Wilderness Lore +4; Dodge, Track. 
   
  Possessions: 2 mw short swords, comp longbow, chain shirt, 20 arrows. 
  Jorval: Male Elf (High) Rog1; CR 1; Medium Humanoid (Elf); HD 1d6+1; hp 7; Init +4 (Dex); Spd 30 ft.; AC 17 (touch 
  14, flat-footed 13) [+4 Dex, +3 armor]; Atk +2 melee (1d8+3/19-20, longsword) or +4 ranged (1d6/x3, shortbow); SA 
  sneak attack +1d6; SQ: elven racial traits; AL NE; SV Fort +1, Ref +6, Will +0; Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 
  10. 
   
  Skills and Feats: Balance +5, Bluff +4, Climb +3, Disguise +2, Escape Artist +8, Hide +8, Listen +2, Move Silently +8, 
  Open Lock +6, Pick Pocket +8, Search +2, Spot +2, Tumble +8; Dodge. 
   
  Possessions: longsword, shortbow, dagger, studded leather, 20 arrows, thieves’ tools. 
   
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  Appendix II: APL 6 Encounters 
  Encounter One: 
  Jorval: Male Elf (High) Rog2; CR 2; Medium Humanoid (Elf); HD 2d6+2; hp 11; Init +4 (Dex); Spd 30 ft.; AC 18 (touch 
  14, flat-footed 14) [+4 Dex, +4 armor]; Atk +4 melee (1d8+3/19-20, mw longsword) or +5 ranged (1d6/x3, comp 
  shortbow); SA sneak attack +1d6; SQ: elven racial traits, evasion; AL NE; SV Fort +1, Ref +7, Will +0; Str 14, Dex 18, Con 
  12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +5, Climb +4, Disguise +2, Escape Artist +9, Hide +9, Listen +2, Move Silently +9, 
  Open Lock +7, Pick Pocket +9, Search +2, Spot +2, Tumble +9; Dodge. 
   
  Possessions: mw longsword, comp shortbow, dagger, chain shirt, 20 arrows, thieves’ tools. 
  Encounter Six: 
  Lizardfolk: male lizardfolk Bbn1; CR 2; Medium Humanoid (Aquatic, Reptilian); HD 2d8+1d12+6; hp 27; Init +2 (Dex); 
  Spd 40 ft.; AC 21 (touch 12, flat-footed 19) [+2 Dex, +4 armor, +5 natural]; Atk +6 melee (1d12+4/x3, greataxe) or +4 
  ranged (1d8+2/x3, mty comp longbow); SA rage 1/day; AL NE; SV Fort +4, Ref +5, Will +1; Str 17, Dex 14, Con 15, Int 8, 
  Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Climb +7, Jump +10, Listen +5, Swim –5, Wilderness Lore +6; Multiattack, Weapon 
  Focus (greataxe). 
   
  Possessions: greataxe, mighty (+2) composite longbow, dagger, scale mail, 20 arrows, potion of cure light wounds. 
  Encounter Nine: 
  Liana: Female Human Wiz5 (Enchanter); CR 5; Medium Humanoid (Human); HD 5d4+10; hp 26; Init +2 (Dex); Spd 30 
  ft.; AC 15 (touch 13, flat-footed 13) [+2 Dex, +1 ring, +1 bracers, +1 amulet]; Atk +1 melee (1d4-1/19-20, dagger) or +4 
  ranged (1d8/19-20, lt crossbow); SA spells; AL N; SV Fort +3, Ref +3, Will +4; Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 
  14. 
   
  Skills and Feats: Alchemy +4, Bluff +6, Concentration +10, Forgery +4, Knowledge (arcana) +11, Knowledge 
  (geography) +4, Knowledge (history) +4, Knowledge (infernal) +4, Knowledge (religion) +5, Knowledge (the Planes) +8, 
  Profession (bookkeeper) +3, Spellcraft +11; Combat Casting, Dodge, Extend Spell, Scribe Scroll, Spell Focus 
  (enchantment). 
   
  Possessions: lt crossbow, 20 bolts, dagger; spell component pouch; ring of protection +1, bracers of armor +1, 
  amulet of natural armor +1. 
   
  Spells Prepared (4/5/4/3; base DC = 13 + spell level, 15 + spell level for enchantment spells): 0—[daze, detect magic, 
  mage hand, read magic]; 1
  st—[charm person, mage armor, magic missile (2), sleep]; 2
  nd—[bull’s strength, flaming sphere, 
  extended shield, Tasha’s hideous laughter]; 3
  rd—[fireball, haste, hold person]. 
  Grunkil: Male Half-Orc Bbn1/Ftr2; CR 3; Medium Humanoid (Orc); HD 1d12+2d10+6; hp 29; Init +3 (Dex); Spd 40 ft.; 
  AC 18 (touch 13, flat-footed 15) [+3 Dex, +5 armor]; Atk +10 melee (2d6+7/19-20, mw greatsword); SA rage 1/day; SQ: 
  half-orc racial traits; AL NE; SV Fort +7, Ref +3, Will -1; Str 20, Dex 16, Con 14, Int 6, Wis 8, Cha 6. 
   
  Skills and Feats: Climb +4, Intimidate +3, Jump +7; Cleave, Dodge, Power Attack, Weapon Focus (greatsword). 
   
  Possessions: mw greatsword, mw breastplate. 
  Salowen: Male Half-Elf Rog2/Rgr1; CR 3; Medium Humanoid (Elf); HD 2d6+1d10+64; hp 23; Init +3 (Dex); Spd 30 ft.; 
  AC 17 (touch 13, flat-footed 14) [+3 Dex, +4 armor]; Atk +4 melee (1d6+2/19-20, mw short sword) and +4 melee 
  (1d6+1/19-20, mw short sword) or +6 ranged (1d8+2/x3, mw mty comp longbow); SA sneak attack +1d6, favored enemy 
  (humans); SQ: half-elf racial traits, evasion; AL CN; SV Fort +4, Ref +6, Will +0; Str 15, Dex 16, Con 14, Int 10, Wis 10, 
  Cha 8. 
   
  Skills and Feats: Balance +8, Escape Artist +8, Hide +8, Listen +4, Move Silently +8, Search +3, Spot +4, Tumble +8, 
  Wilderness Lore +6; Dodge, Track, Weapon Finesse (short sword). 
   
  Possessions: 2 mw short swords, mw mighty (+2) comp longbow, mw chain shirt, 20 arrows. 
  Jorval: Male Elf (High) Rog2; CR 2; Medium Humanoid (Elf); HD 2d6+2; hp 11; Init +4 (Dex); Spd 30 ft.; AC 18 (touch 
  14, flat-footed 14) [+4 Dex, +4 armor]; Atk +4 melee (1d8+3/19-20, mw longsword) or +5 ranged (1d6/x3, comp 
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  shortbow); SA sneak attack +1d6; SQ: elven racial traits, evasion; AL NE; SV Fort +1, Ref +7, Will +0; Str 14, Dex 18, Con 
  12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +5, Climb +4, Disguise +2, Escape Artist +9, Hide +9, Listen +2, Move Silently +9, 
  Open Lock +7, Pick Pocket +9, Search +2, Spot +2, Tumble +9; Dodge. 
   
  Possessions: mw longsword, comp shortbow, dagger, chain shirt, 20 arrows, thieves’ tools. 
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  Appendix III: APL 8 Encounters 
  Encounter One: 
  Jorval: Male Elf (High) Rog3; CR 3; Medium Humanoid (Elf); HD 3d6+3; hp 16; Init +4 (Dex); Spd 30 ft.; AC 18 (touch 
  14, flat-footed 18) [+4 Dex, +4 armor]; Atk +5 melee (1d8+3/19-20, mw longsword) or +6 ranged (1d6+1/x3, mighty comp 
  shortbow); SA sneak attack +2d6; SQ: elven racial traits, evasion, uncanny dodge (Dex bonus to AC); AL NE; SV Fort +2, 
  Ref +7, Will +1; Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +6, Climb +6, Disguise +3, Escape Artist +10, Hide +10, Listen +2, Move Silently 
  +10, Open Lock +7, Pick Pocket +9, Search +2, Spot +2, Tumble +10; Dodge, Mobility. 
   
  Possessions: mw longsword, mighty (+1) comp shortbow, dagger, chain shirt, 20 arrows, thieves’ tools. 
  Encounter Six: 
  Lizardfolk: male lizardfolk Bbn2; CR 3; Medium Humanoid (Aquatic, Reptilian); HD 2d8+2d12+8; hp 35; Init +2 (Dex); 
  Spd 40 ft.; AC 21 (touch 12, flat-footed 21) [+2 Dex, +4 armor, +5 natural]; Atk +8 melee (1d12+4/x3, mw greataxe) or +5 
  ranged (1d8+2/x3, mty comp longbow); SA rage 1/day; SQ uncanny dodge (Dex bonus to AC); AL NE; SV Fort +5, Ref 
  +5, Will +1; Str 17, Dex 14, Con 15, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +3, Climb +7, Jump +10, Listen +7, Swim –5, Wilderness Lore +6; Multiattack, Weapon 
  Focus (greataxe). 
   
  Possessions: mw greataxe, mighty (+2) composite longbow, dagger, mw scale mail, 20 arrows, potion of cure light 
  wounds, potion of bull’s strength. 
  Encounter Seven: 
  Fiendish Tyrannosaurus: CR 10; Huge Magical Beast; HD 18d10+72; hp 171; Init +1 (Dex); Spd 40 ft.; AC 14 (touch 9, 
  flat-footed 13) [-2 size, +1 Dex, +5 natural]; Atk +20 melee (5d8+13, bite); Face/Reach 10 ft. by 10 ft./15 ft.; SA improved 
  grab, swallow whole, smite good; SQ scent, darkvision 60’, cold resistance 20, fire resistance 20, damage reduction 10/+3; 
  SR 25; AL NE; SV Fort +15, Ref +12, Will +8; Str 28, Dex 12, Con 19, Int 3, Wis 15, Cha 10. 
   
  Skills and Feats: Listen +11, Spot +11. 
   
  Improved Grab (Ex): To use this ability, the tyrannosaurus must hit a Medium or smaller opponent with its bite 
  attack.  If it gets a hold, it can try to swallow the foe. 
   
  Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed Medium or smaller opponent by making a 
  successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage 
  per round from the tyrannosaurus’ gizzard. A swallowed creature can also cut its way out by using a light slashing or 
  piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must again cut its own way out. The tyrannosaurus’ gizzard can hold two Medium, 
  eight Small, or thirty-two Tiny or smaller opponents.  
   
  Smite Good (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD 
  total (normally +18, max of +20) against a good foe. 
  Encounter Nine: 
  Liana: Female Human Wiz7 (Enchanter); CR 7; Medium Humanoid (Human); HD 7d4+14; hp 35; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 16 (touch 13, flat-footed 14) [+2 Dex, +1 ring, +2 bracers, +1 amulet]; Atk +2 melee 
  (1d4-1/19-20, dagger) or +5 ranged (1d8/19-20, lt crossbow); SA spells; AL N; SV Fort +5, Ref +5, Will +6; Str 8, Dex 14, 
  Con 14, Int 17, Wis 10, Cha 14. 
   
  Skills and Feats: Alchemy +4, Bluff +7, Concentration +12, Forgery +4, Knowledge (arcana) +13, Knowledge 
  (geography) +4, Knowledge (history) +4, Knowledge (infernal) +4, Knowledge (religion) +7, Knowledge (the Planes) 
  +10, Profession (bookkeeper) +3, Spellcraft +13; Combat Casting, Dodge, Extend Spell, Improved Initiative, Scribe 
  Scroll, Spell Focus (enchantment). 
   
  Possessions: lt crossbow, 20 bolts, dagger; spell component pouch; ring of protection +1, bracers of armor +2, 
  amulet of natural armor +1, cloak of resistance +1. 
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  Spells Prepared (4/6/5/4/2; base DC = 13 + spell level, 15 + spell level for enchantment spells): 0—[daze, detect 
  magic, mage hand  read magic]; 1
  ,
  st—[charm person, endure elements, mage armor, magic missile (2), sleep]; 2
  nd—[bull’s 
  strength, flaming sphere, mirror image, extended shield, Tasha’s hideous laughter]; 3
  rd—[displacement, fireball, haste, 
  hold person]; 4
  th—[confusion, ice storm]. 
  Grunkil: Male Half-Orc Bbn1/Ftr4; CR 5; Medium Humanoid (Orc); HD 1d12+4d10+10; hp 44; Init +3 (Dex); Spd 40 
  ft.; AC 19 (touch 13, flat-footed 16) [+3 Dex, +6 armor]; Atk +12 melee (2d6+10/19-20, +1 greatsword); SA rage 1/day; SQ: 
  half-orc racial traits; AL NE; SV Fort +8, Ref +4, Will +0; Str 20, Dex 16, Con 14, Int 6, Wis 9, Cha 6. 
   
  Skills and Feats: Climb +4, Intimidate +4, Jump +7; Cleave, Dodge, Power Attack, Weapon Focus (greatsword), 
  Weapon Specialization (greatsword). 
   
  Possessions: +1 greatsword, +1 breastplate. 
  Salowen: Male Half-Elf Rog3/Rgr1/Ftr1; CR 5; Medium Humanoid (Elf); HD 3d6+2d10+10; hp 36; Init +3 (Dex); Spd 
  30 ft.; AC 18 (touch 13, flat-footed 18) [+3 Dex, +5 armor]; Atk +7 melee (1d6+4/19-20, +1 short sword) and +7 melee 
  (1d6+2/19-20, +1 short sword) or +8 ranged (1d8+2/x3, mw mty comp longbow); SA sneak attack +2d6, favored enemy 
  (humans); SQ: half-elf racial traits, evasion, uncanny dodge (Dex bonus to AC); AL CN; SV Fort +7, Ref +6, Will +1; Str 
  16, Dex 16, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +8, Escape Artist +8, Hide +11, Listen +4, Move Silently +11, Search +3, Spot +4, Tumble 
  +11, Wilderness Lore +7; Dodge, Mobility, Track, Weapon Focus (short sword). 
   
  Possessions: 2 +1 short swords, mw mighty (+2) comp longbow, 20 arrows, +1 mithral chain shirt, potion of cat’s 
  grace. 
  Jorval: Male Elf (High) Rog3; CR 3; Medium Humanoid (Elf); HD 3d6+3; hp 16; Init +4 (Dex); Spd 30 ft.; AC 18 (touch 
  14, flat-footed 18) [+4 Dex, +4 armor]; Atk +5 melee (1d8+3/19-20, mw longsword) or +6 ranged (1d6+1/x3, mighty comp 
  shortbow); SA sneak attack +2d6; SQ: elven racial traits, evasion, uncanny dodge (Dex bonus to AC); AL NE; SV Fort +2, 
  Ref +7, Will +1; Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +6, Climb +6, Disguise +3, Escape Artist +10, Hide +10, Listen +2, Move Silently 
  +10, Open Lock +7, Pick Pocket +9, Search +2, Spot +2, Tumble +10; Dodge, Mobility. 
   
  Possessions: mw longsword, mighty (+1) comp shortbow, dagger, mithral chain shirt, 20 arrows, thieves’ tools. 
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  Page 24 
  
  Appendix IV: APL 10 Encounters 
  Encounter One: 
  Jorval: Male Elf (High) Rog4; CR 4; Medium Humanoid (Elf); HD 4d6+4; hp 22; Init +8 (Dex, Improved Initiative); Spd 
  30 ft.; AC 18 (touch 14, flat-footed 18) [+4 Dex, +4 armor]; Atk +6 melee (1d8+3/19-20, mw longsword) or +7 ranged 
  (1d6+1/x3, mighty comp shortbow); SA sneak attack +2d6; SQ: elven racial traits, evasion, uncanny dodge (Dex bonus to 
  AC); AL NE; SV Fort +4, Ref +7, Will +1; Str 14, Dex 19, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +6, Climb +6, Disguise +3, Escape Artist +10, Hide +10, Listen +2, Move Silently 
  +10, Open Lock +7, Pick Pocket +9, Search +2, Spot +2, Tumble +11; Dodge, Improved Initiative, Mobility. 
   
  Possessions: mw longsword, mighty (+1) comp shortbow, dagger, chain shirt, 20 arrows, thieves’ tools. 
  Encounter Six: 
  Lizardfolk: male lizardfolk Bbn2/Ftr1; CR 4; Medium Humanoid (Aquatic, Reptilian); HD 2d8+2d12+1d10+10; hp 43; 
  Init +7 (Dex, Improved Initiative); Spd 40 ft.; AC 23 (touch 13, flat-footed 23) [+3 Dex, +5 armor, +5 natural]; Atk +10 
  melee (1d12+6/x3, +1 greataxe) or +7 ranged (1d8+2/x3, mty comp longbow); SA rage 1/day; SQ uncanny dodge (Dex 
  bonus to AC); AL NE; SV Fort +7, Ref +6, Will +1; Str 18, Dex 16, Con 15, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Balance +6, Climb +8, Jump +11, Listen +7, Swim –4, Wilderness Lore +6; Combat Reflexes, 
  Improved Initiative, Multiattack, Weapon Focus (greataxe). 
   
  Possessions: +1 greataxe, mighty (+2) composite longbow, dagger, +1 scale mail, 20 arrows, potion of cure light 
  wounds, potion of bull’s strength. 
  Encounter Seven: 
  Fiendish Tyrannosaurus of Legend: CR 12; Huge Outsider; HD 18d10+162; hp 261; Init +8 (Dex, Improved 
  Initiative); Spd 40 ft.; AC 22 (touch 12, flat-footed 18) [-2 size, +4 Dex, +10 natural]; Atk +25 melee (10d6+21, bite); 
  Face/Reach 10 ft. by 10 ft./15 ft.; SA improved grab, swallow whole, smite good, frightful presence; SQ scent, darkvision 
  60’, cold resistance 20, fire resistance 20, damage reduction 10/+3, greater damage, haste; SR 25; AL NE; SV Fort +23, Ref 
  +18, Will +12; Str 38, Dex 18, Con 29, Int 5, Wis 17, Cha 14. 
   
  Skills and Feats: Listen +12, Spot +12; Improved Initiative, Multiattack. 
   
  Improved Grab (Ex): To use this ability, the tyrannosaurus must hit a Medium or smaller opponent with its bite 
  attack.  If it gets a hold, it can try to swallow the foe. 
   
  Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed Medium or smaller opponent by making a 
  successful grapple check. The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage 
  per round from the tyrannosaurus’ gizzard. A swallowed creature can also cut its way out by using a light slashing or 
  piercing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the 
  hole; another swallowed opponent must again cut its own way out. The tyrannosaurus’ gizzard can hold two Medium, 
  eight Small, or thirty-two Tiny or smaller opponents.  
   
  Smite Good (Su): Once per day the creature can make a normal attack to deal additional damage equal to its HD 
  total (normally +18, max of +20) against a good foe. 
   
  Frightful Presence (Ex): When a monster of legend makes a loud sound, it inspires terror in all creatures within 
  20 feet that have fewer Hit Dice or levels than it has.  Each potentially affected opponent must succeed at a Will save 
  (DC 21) or become shaken – a condition that lasts until the opponent is out of range.  A successful save leave that 
  opponent immune to that monster of legend’s frightful presence for 24 hours. 
   
  Greater Damage (Ex): Damage dice for the creature’s natural attacks are increased by one die type (already 
  reflected above). 
   
  Haste (Su): The creature is supernaturally quick.  It can take an extra partial action each round, as if affected by a 
  haste spell. 
  Encounter Nine: 
  Liana: Female Human Wiz9 (Enchanter); CR 9; Medium Humanoid (Human); HD 9d4+18; hp 44; Init +6 (Dex, 
  Improved Initiative); Spd 30 ft.; AC 17 (touch 14, flat-footed 15) [+2 Dex, +2 ring, +2 bracers, +1 amulet]; Atk +3 melee 
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  (1d4-1/19-20, dagger) or +6 ranged (1d8/19-20, lt crossbow); SA spells; AL N; SV Fort +7, Ref +7, Will +8; Str 8, Dex 14, 
  Con 14, Int 18, Wis 10, Cha 14. 
   
  Skills and Feats: Alchemy +8, Bluff +11, Concentration +14, Forgery +4, Knowledge (arcana) +15, Knowledge 
  (geography) +4, Knowledge (history) +4, Knowledge (infernal) +4, Knowledge (religion) +7, Knowledge (the Planes) 
  +14, Profession (bookkeeper) +3, Spellcraft +16; Combat Casting, Dodge, Empower Spell, Extend Spell, Improved 
  Initiative, Scribe Scroll, Spell Focus (enchantment). 
   
  Possessions: lt crossbow, 20 bolts, dagger; spell component pouch; ring of protection +2, bracers of armor +2, 
  amulet of natural armor +1, cloak of resistance +2. 
   
  Spells Prepared (4/6/6/5/4/2; base DC = 14 + spell level, 16 + spell level for enchantment spells): 0—[daze, detect 
  magic, mage hand, read magic]; 1
  st—[charm person, endure elements, mage armor, magic missile (3)]; 2
  nd—[bull’s 
  strength, endurance, flaming sphere, mirror image, extended shield, Tasha’s hideous laughter]; 3
  rd—[displacement, 
  fireball (2), haste, hold person]; 4
  th—[confusion, ice storm, improved invisibility, stoneskin]; 5
  th—[empowered fireball, 
  feeblemind]. 
  Grunkil: Male Half-Orc Bbn2/Ftr6; CR 8; Medium Humanoid (Orc); HD 2d12+6d10+16; hp 65; Init +3 (Dex); Spd 40 
  ft.; AC 21 (touch 13, flat-footed 21) [+3 Dex, +8 armor]; Atk +15/+10 melee (2d6+10/15-20, +1 keen greatsword); SA rage 
  1/day; SQ: half-orc racial traits, uncanny dodge (Dex bonus to AC); AL NE; SV Fort +9, Ref +5, Will +2; Str 20, Dex 16, 
  Con 14, Int 6, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +9, Intimidate +7, Jump +9; Cleave, Dodge, Great Cleave, Improved Critical (greatsword), 
  Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword). 
   
  Possessions: +1 keen greatsword, +3 breastplate, potion of heroism, potion of haste, ring of freedom of movement. 
  Salowen: Male Half-Elf Rog5/Rgr1/Ftr2; CR 3; Medium Humanoid (Elf); HD 5d6+3d10+14; hp 52; Init +3 (Dex); Spd 
  60 ft.; AC 19 (touch 13, flat-footed 19) [+3 Dex, +6 armor]; Atk +11/+6 melee (1d6+5/19-20, +2 short sword), or +9/+4 
  melee (1d6+5/19-20, +2 short sword) and +9 melee (1d6+3/19-20, +2 short sword), or +10 ranged (1d8+4/x3, +1 mighty 
  comp longbow); SA sneak attack +3d6, favored enemy (humans); SQ: half-elf racial traits, evasion, uncanny dodge (Dex 
  bonus to AC); AL CN; SV Fort +8, Ref +7, Will +1; Str 16, Dex 16, Con 14, Int 10, Wis 10, Cha 8. 
   
  Skills and Feats: Balance +14, Escape Artist +14, Hide +14, Jump +14, Listen +6, Move Silently +14, Search +3, Spot 
  +11, Tumble +14, Wilderness Lore +6; Dodge, Mobility, Point Blank Shot, Spring Attack, Track, Weapon Focus (short 
  sword). 
   
  Possessions: 2 +2 short swords, +1 mighty (+3) comp longbow, +2 mithral chain shirt, potion of cat’s grace, boots of 
  striding and springing, 20 arrows. 
  Jorval: Male Elf (High) Rog3/Ftr1; CR 4; Medium Humanoid (Elf); HD 3d6+1d10+4; hp 22; Init +8 (Dex, Imp. Init.); Spd 
  30 ft.; AC 19 (touch 14, flat-footed 19) [+4 Dex, +5 armor]; Atk +6 melee (1d8+4/19-20, +1 longsword) or +8 ranged 
  (1d6+2/x3, mighty comp shortbow); SA sneak attack +2d6; SQ: elven racial traits, evasion, uncanny dodge (Dex bonus to 
  AC); AL NE; SV Fort +4, Ref +7, Will +1; Str 14, Dex 19, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Balance +5, Bluff +6, Climb +6, Disguise +3, Escape Artist +10, Hide +10, Listen +2, Move Silently 
  +10, Open Lock +7, Pick Pocket +9, Search +2, Spot +2, Tumble +11; Dodge, Improved Initiative, Mobility. 
   
  Possessions: +1 longsword, mighty (+1) comp shortbow, dagger, +1 mithral chain shirt, 50 +1 arrows, thieves’ tools, 
  bead of force. 
  KEO3-02 Predators and Prey 
   
  Page 26 
  
  Appendix V: Hool Marsh Danger Chart 
  If the PCs get lost in the swamp, roll a d20 on the Danger Chart below. For every character that can make a Wilderness 
  Lore check (DC 20) and has ranks in that skill, add one to the die roll, although a 1 is still a 1 no matter what.  Treat 
  duplicate rolls in a one-week time span as no encounter: 
  1 
   
  Quicksand (see below) 
  2-4  
  Swamp gas (see below) 
  5-7  
  Poisonous plant spores (see below) 
  8-10 Mosquito swarm (see below) 
  11-13 
  Fungal infection (see below) 
  14-16 
  Heat rash (see below) 
  17-19 
  Nothing happens. 
  20 
  PCs find fresh water and edible plants 
   
  Quicksand – The lead character walks into a pool of quicksand.  Roll a d20.  This number, cut in half, is the number of 
  rounds that a character has before being totally submerged.  A roll of 1 means instantly submerged.  If the character that 
  fell takes any action, cut the time in half again.  Characters may throw a rope to the endangered character or use other 
  means to secure her.  A simple Strength check of DC 10 by the rope holder will get the character out.  Once a character 
  is submerged, use the rules of holding breath to see how long the character can survive.  Only a secured character 
  jumping into the quicksand can rescue a submerged character. 
  Swamp Gas – Character walk through an area of volatile swamp gas.  The marsh bubbles up in this area, and the stench 
  of the gas is overwhelming.  Any open flames left exposed for 2 rounds will explode as per the fireball spell for 5d6 
  damage.  Characters breathing the gas for more than 10 rounds must make a Fort save (DC 15) each round or fall 
  unconscious.  The gas dissipates after 3 minutes. 
  Poisonous Plant Spores – The spores of a plant have recently been released into the air.  Roll randomly to see which 
  character is affected.  The spores get into the nose and throat of the character, causing itching, sneezing, and difficultly 
  breathing (impossible to move silently).  The PC also suffers 2 pts of temporary Con damage unless they succeed at a 
  Fort save (DC 18). 
  Mosquito Swarm – Mosquitoes attack The PCs.  Each character must make a Fort save (DC 12) or be infected with 
  malaria.  While the onset of the disease is slow, the long-term effects can be deadly.  A character who fails the save takes 
  no immediate damage and suffers no immediate effects.  Note the malaria on the Adventure Record. 
  Fungal Infection – The damp and fetid swamp has brought a fungal infection to the characters.  Roll randomly to see 
  which character is affected.  That character must first make a Fort save (DC 15).  A failed save means the character has 
  succumbed to a rapid fungal infection.  The character must, before taking any action requiring a roll, make a Will save at 
  DC 13.  Failure means the character is at –2 on all rolls for the next 10 minutes due to a distracting itch (although he or 
  she does not need to make another Will save until the 10 minutes are up).  A successful Heal check (DC 15) can relieve 
  the infection in 24 hours. 
  Heat Rash – Roll randomly to choose a character.  That character’s skin becomes red and itchy from the heat.  Any skills 
  checks suffer a –1 circumstance penalty from the discomfort. A successful Heal check (DC 15) can relieve the irritation 
  in 24 hours. 
   
  KEO3-02 Predators and Prey 
   
  Page 27 
  
  DM Aid: Answers to Player Handout #1 
   
  KEO3-02 Predators and Prey 
   
  Page 28 
  
  Player Handout #1 
   
   
  KEO3-02 Predators and Prey 
   
  Page 29 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Keoland/593/Normal Scenarios/KEO3-02 - Predators and Prey (APL 4-10)/KEO3-02 - Predators and Prey.pdf