TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  YEO4-03 
   
   
   
   
   
   
  Dust to Dust 
   
  A One-Round D&D LIVING GREYHAWK®  
  Yeomanry Regional Adventure 
  Version 1.4 
   
  by Bill Howell 
   
   
   
  A call for assistance from the Watchers of the Stone brings you to the peculiar town of Kelzad.  Why is it so important to 
  these blind albinos that you explore a recently discovered archeological site?  Will your deeds bring renewed hope to 
  the Yeomanry or loose an ancient terror on the land?  A Yeomanry Regional adventure for APLs 6-12. 
   
   
  
  YEO4-03 Dust to Dust 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and scoring after 
  the game. The following guidelines are here to help you 
  with both the preparation and voting segment of the game. 
  Read this page carefully so that you know and can 
  communicate to your players the special aspects of playing 
  an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
  When you run an RPGA D&D adventure we assume that 
  you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
  Instruct the players either to prepare their characters now, 
  or wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction.  
  Keep in mind that you must have at least four players (not 
  counting the DM), for the game session to be a sanctioned 
  RPGA event. As well, you cannot have more than six 
  players participating in the game. 
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. That 
  said, you as the DM can bar the use of even core rulebooks 
  during certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide when 
  confronted with a trap or hazard, or the Monster Manual 
  when confronted with a monster.  
  Some of the text in this scenario is written so that you may 
  present it as written to the players, while other text is for 
  your eyes only. Text for the players will be in gray boxes. 
  It’s strongly recommended that you paraphrase the player 
  text instead of reading it aloud. Some of this text is general 
  and must be adapted to the specific situation or to actions 
  of the player characters. 
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, and then have any 
  players without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
  Living Greyhawk Levels of Play 
   
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
   
   
   
   
   
   
   
   
  
  YEO4-03 Dust to Dust 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
  APL also affects the amount of experience you may gain 
  at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or sometimes even five 1st-level 
  characters may find difficulty with the challenges in a 
  LIVING GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even the 
  score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Yeomanry.  Characters native to the Yeomanry pay 
  one Time Unit per round, all others pay two Time Units 
  per round.  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit.  Rich Upkeep costs 50 gp per Time Unit.  
  Luxury Upkeep costs 100 gp per Time Unit. 
   
  
  YEO4-03 Dust to Dust 
   
  Page 4 
  Adventure Background 
  About the Yeomanry 
  The Yeomanry is situated in a valley between the Jotens 
  and the Tors in the southwest corner of the Sheldomar 
  Valley.  The moderately sized realm is nearly surrounded 
  by the Crystalmists and its spurs, though its eastern 
  border with Keoland is generally regarded as the eastern 
  bank of the Javan across from the county of Cryllor.  Its 
  border continues south to where the great river enters 
  the Hool marshes and the lands of the Sea Princes.  The 
  climate is hot nearly year-round in the central valley, 
  though the temperature moderates as one approaches the 
  foothills, particularly in late fall and winter.   The 
  Yeomanry is a land populated primarily by freemen 
  Farmers, who are mostly a Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess.  Any citizen of majority who 
  has carried a spear for the nation, either now or in the 
  past, is eligible to elect spokesmen on his behalf from his 
  community, who, in turn, elect Grosspokesmen that 
  serve in the Council of Common Grosspokesmen in 
  Loftwick.   
  The people of the Yeomanry are rural, cloistered folk 
  with little exposure to either foreigners or magic.  They 
  are religious and superstitious, yet reservedly friendly to 
  travelers.  Many Yeomen have served in the Militia and 
  are stout defenders of their homes. 
  You can learn more about the Yeomanry at its official 
  website: http://yeomanry.living-greyhawk.com.  
  Is this a ‘Military Module?’ 
  As Yeoman officials consider the events of this adventure 
  important to the defense of the Yeomanry, members of 
  any branch of the Yeoman military may count the TUs 
  spent on this adventure toward any annual TU 
  commitment required by their enlistment. 
  Is this a “Dustdigger Module?” 
  As 
  this 
  adventure 
  does 
  significantly 
  involve 
  archaeological matters, students in the Academy of Lore 
  may count this adventure toward any TUs they must 
  spend per year in study.  See individual certificates for 
  more details. 
  Is this “Promotion Worthy?” 
  Heroic deeds in the name of the Yeoman military are 
  possible in this adventure, and as such, the possibility for 
  promotion exists.  In order for a character to be 
  considered for promotion at the end of the adventure, the 
  character must do the following: 
  1. 
  The GM and all characters that are members of 
  any branch of the Yeoman military present at 
  the table must unanimously agree that the 
  character has performed an action and behaved 
  in a manner that would make them a good 
  leader of men in their unit.  There must be at 
  least two other military characters playing the 
  adventure 
  besides 
  the 
  character up for 
  advancement.  Only one character can be 
  nominated for advancement per adventure. 
  2. 
  The player whose character is so nominated 
  must gather the names and email addresses of 
  all the Yeomanry military players and the DM at 
  the table. 
  3. 
  The player must then submit a small summary 
  of what happened in the adventure and why he 
  or she should be considered for promotion, and 
  email 
  this 
  information 
  to 
  yeomanry-
  triad@yahoogroups.com. 
  4. 
  The Triad then discusses your promotion and 
  determines whether a promotion is granted.  
  The player is notified via email, and a promotion 
  certificate sent to them via standard U.S. mail. 
  In order to be considered for promotion, the Yeomanry 
  military character must have spent a minimum of one 
  year of real time as the rank below that being applied for. 
   So in order to be considered for Sergeant, the player 
  must have spent one full year as a Yeoman, and one full 
  year before that as an unranked soldier. 
  Kelzad (pop 900) 
  Meaning “stone” in the original Suloise dialect, Kelzad is 
  a very old settlement in the far northwest.  Lore claims 
  that Kelzad was one of the first settlements founded by 
  the Suel when they came through the mountains from 
  the west.  Reclusive and isolationist to the extreme, the 
  citizens of Kelzad to not welcome outsiders, and the town 
  as such is very different from anything else in the 
  Yeomanry.  The town is home to only a few large, 
  extended families, ruled by the Watchers of the Stone—a 
  group of blind albinos who are rarely seen.  The people of 
  Kelzad speak a long-forgotten Suel dialect and dress 
  eerily alike in flowing black-and-blue robes.  They rarely 
  participate in Yeoman politics and do not have a 
  Grosspokesman, although the town’s size would warrant 
  one. 
  Despite its eccentricity, Kelzad is a wealthy town, thanks 
  to the gems, silver, and platinum that is mined in the 
  nearby hills and mountains.  In fact, their mines produce 
  such pure strains of ore that outsiders have claimed that 
  witchcraft and sorcery must be at work.  Despite the 
  town’s isolationism, its citizens do realize that their 
  wealth can garner them some influence.  As such, a 
  considerable percentage of the coinage minted in the 
  Yeomanry originates in Kelzad, and the city as such is 
  well defended from raiders.  The Yeoman government 
  recognizes the tremendous resource that Kelzad is, and 
  
  YEO4-03 Dust to Dust 
   
  Page 5 
  tries its best to capitulate to the town in order to access its 
  wealth. 
  Interestingly, the people of Kelzad financially support 
  the Dustdigger College in Loftwick in its effort to 
  rediscover Suel artifacts, and the Watchers of the Stone 
  openly support this.  In fact, one of the more renowned 
  Dustdiggers, Olan Demeter hails from Kelzad and has the 
  Watchers’ blessing to adventure.  He resides in Newick 
  currently, however. 
  Background 
  The history of the region that would become The 
  Yeomanry begins with the destruction of the Suel 
  Imperium in the Rain of Colorless Fire in CY –421.  After 
  the Suel migrated into the Sheldomar Valley, many of 
  their number chose a more peaceful existence, eschewing 
  the retreating Noble Houses and their ambitions to the 
  north and east. Instead these peoples, primarily lowborn 
  peasantry from the Old Imperium, did not venture far 
  from where they emerged into the Flanaess. They settled 
  the high valleys between the Jotens and the Tors and 
  mixed with the local Flannae. These new lands, 
  stretching all the way out to the Javan River, had been 
  well explored by the Suel Imperium prior to the Twin 
  Cataclysms. The explorers had established mining 
  enclaves and listening outposts decades before the onset 
  of the war, some of which produced notable settlements 
  such as Melkot in the Tors and Alran on the Jeklean 
  Coast. Certainly, dissident individuals had been escaping 
  Imperial influence to the shores of Jeklea Bay over the 
  dormant Hellfurnaces for centuries, but these lands were 
  not of great importance until the destruction of the 
  empire.  
  In the century following the migrations, the humble folk 
  who settled these lands were conquered and subjugated 
  by a powerful Suel mage who mercilessly swept through 
  their realm from the east.  Lord Asberdies, as the 
  tyrannical wizard was known, had emerged from the 
  Dreadwood after the terrible destruction of his noble 
  house, the infamous Malhel, some years earlier. 
  Asberdies ruled the land and its people with cold-blooded 
  ruthlessness in a vain attempt to resurrect a vestige of the 
  glory of the Old Imperium.  
  The tyrant was eventually cast down after years of 
  dominion, during which his outrages ultimately grew 
  unbearable. The Yeoman farmers banded together into 
  small cadres of around a dozen fighters to overcome the 
  forces of the mage in piecemeal fashion through 
  relentless guerrilla strikes upon his forces. Legend speaks 
  of their leader, an Oeridian warrior renowned for 
  wielding a magic sword of tremendous power, known to 
  history as the Deliverer.  With his leadership, Asberdies 
  was soon harried from his throne by the insurgents, who 
  were eventually able to besiege his stronghold and force 
  him from the land entirely in CY -258.   In the aftermath 
  of securing their independence, these citizen-warriors 
  realized that they had essentially formed the framework 
  of a government. They elected their own spokesmen, 
  who in turn chose leaders to direct the affairs of the 
  realm. The Grosspokesmen, as these leaders would come 
  to be called, established the officer of Freeholder, who 
  was essentially an administrator elected to run the 
  government, military, and conduct foreign policy. 
  The Deliverer was killed in the final assault against 
  Asberdies and buried in a hidden tomb by his bereaved 
  followers.  Unknown to them, he had strayed from the 
  true path of paladin-hood and was cursed by his deity to 
  become a huecuva.  He has remained trapped ever since 
  in his tomb. 
  Within the last two years, Asberdies has secretly 
  returned.  He seeks to again dominate The Yeomanry and 
  is responsible for many of the misfortunes which have 
  befallen that land.  In response, the powers of Good have 
  taken steps to cause Ghostrender, the magic sword of the 
  Deliverer, to be returned to the world of men. 
  Adventure Summary 
  Kelzad is a very unusual Yeoman town on the western 
  edge of the Yeomanry.  The PCs have been sent there by 
  Yeoman authorities in response to a request by the local 
  ruling council, the Watchers of the Stone, for someone to 
  investigate an ancient tomb.  The tomb’s door was 
  recently discovered after being uncovered by a landslide 
  following an aftershock from The Landstraad. The PCs 
  have all reached The Hearth Inn, which is the only place 
  outsiders are allowed to stay in Kelzad.  Players may make 
  Gather Information checks, while waiting to be 
  summoned by the Watchers.  
  Encounters One to Two begin at this inn, when the 
  Watchers send a messenger to summon the PCs to a 
  conference.  The messenger guides the PCs through the 
  eerie streets of Kelzad to the council chamber.  Upon 
  their arrival, the PCs are questioned by the Watchers, and 
  then informed about the ancient tomb.  The Watchers are 
  very strange, refusing to give their names and finishing 
  each other’s statements.  The blind albinos also give every 
  impression of being able to see the PCs somehow.  The 
  Watchers tell the PCs that one of their number is a seer, 
  who has had a dream concerning the tomb.  In it, he 
  heard a voice say: “Long ago, when tyranny and evil came 
  from the east, deliverance came from the north, bearing a 
  sword.  Now the tyrant comes again.  For the sake of 
  Freedom, seek ye the Blade of the Deliverer.” PCs can 
  make skill checks and/or Bardic Knowledge checks to 
  identify the historical figure known as the Deliverer. The 
  Watchers provide the PCs with a map to the tomb’s 
  location and dismiss them.  Their escort takes them back 
  to the inn for the night. 
  The next day the party heads out, following the Wick 
  River west out of town toward the mountains.   
  Encounter Three takes place after about ten miles of 
  travel, when the party is ambushed by a hobgoblin 
  
  YEO4-03 Dust to Dust 
   
  Page 6 
  warband.  The leader of these hobgoblins, a cleric of 
  Maglubiyet, has been sent false visions by Asberdies, 
  instructing him to stop the PCs.  The warband attempts 
  to ambush the characters while they are traveling along 
  the river trail.  After defeating the warband, the PCs can 
  continue their journey to the tomb, arriving at dusk. 
  Encounter Four begins as the characters breach the 
  ancient tomb.  The tomb is closed by a stone door, which 
  is carved with runes to indicate danger and death within. 
   The PCs may also notice that there is a large amount of 
  unstable stone on the slope above the tomb; another 
  aftershock could bury the tomb again forever.  When 
  characters enter the tomb, the first come to an out 
  chamber that is guarded by constructs (dread guardians 
  or golems, depending upon the APL). 
  After defeating the guardians, the characters are 
  confronted by a second stone door, this one with an 
  inscription about the Deliverer.   
  Encounter Five revolves around how the characters deal 
  with the traps they must bypass.  At APLs 6 & 8, this door 
  is magically trapped.  At APLs 10 & 12, the door is not 
  trapped, but the corridor beyond it is, with a deadly pit 
  trap/cloudkill combination.  Assuming the characters 
  survive these traps, they are now ready to open the final 
  door to the inner burial chamber. 
  Encounter Six takes place when the characters open the 
  final door and confront what the Deliverer has become.  
  The Deliverer apparently had fallen from the path of 
  Good and died without seeking atonement.  He became a 
  huecuva and was trapped within his tomb for the last 850 
  years, due to the wards placed on the doors.  Now that the 
  characters have breached these wards, he attacks to kill 
  them and escape from his prison. 
  Encounter Seven takes place when the after the 
  characters 
  defeat 
  the 
  huecuva 
  and 
  search 
  his 
  sarcophagus.  There they discover his intelligent magic 
  sword, which can tell them about the Deliverer and his 
  ancient battles against Asberdies.  The sword will bond to 
  the first character of Good alignment that picks it up.  
  The characters can then return to Kelzad.  As they are 
  leaving the valley where the tomb is located, the area is 
  shaken by a mild aftershock, causing an avalanche of 
  rocks to bury the tomb forever. 
  Introduction 
  Before beginning play, the DM must determine why 
  each of the characters finds themselves in Kelzad at the 
  start of the adventure. 
  If some of the characters are Yeomen, the DM should 
  ascertain if any of them are members of the Academy of 
  Lore and/or the Yeomanry military (Militia or Army). 
  If a character or characters falls into either of these 
  categories, read them the following: 
  You have received instructions from the Academy of 
  Lore and Yeomanry officials in Loftwick to journey 
  to The Hearth Inn in the town of Kelzad.  The 
  Watchers of the Stone, the rulers of Kelzad, have 
  requested assistance from the Dustdiggers in 
  exploring a recently discovered archaeological site.  
  The Academy and the Freeholder have directed you 
  to provide any and all help that the Watchers may 
  require.  All Militia personnel are activated for the 
  duration of this expedition. 
  If any characters are non-Yeoman or are not members of 
  either organization, read them the following: 
  You have been recruited by a representative of the 
  Yeomanry government while visiting the city of 
  Loftwick.  You have agreed to travel to the town of 
  Kelzad to assist the rulers of the town, the Watchers 
  of the Stone, by investigating a recently discovered 
  archaeological site.  The Yeoman government has 
  guaranteed each of you a minimum of 100 gp in 
  return for your efforts on its behalf.  You have been 
  instructed to render any and all help that the 
  Watchers may require. You are to meet them and 
  any other members of your party at The Hearth Inn 
  in Kelzad. 
  Once the PCs understand their instructions, proceed to 
  Encounter One. 
  Encounter One: Kelzad 
  You have followed the instructions you were given 
  and have reached The Hearth Inn just outside the 
  strange town of Kelzad.  You have heard travelers’ 
  tales about this place--the people of Kelzad are said 
  to be very isolationist and intolerant of strangers.  
  The Hearth Inn is located well outside of Kelzad, at 
  the junction of the main road south from Farvale 
  and the east road to Loftwick.  Kelzad itself is 
  surrounded by walls which are patrolled night and 
  day by a detachment of the Yeoman Army.  However, 
  even these guards are not permitted to reside inside 
  the town, or even enter it except on guard duty.  You 
  saw that their barracks was located adjacent to the 
  Inn.  You and your companions have gotten to know 
  each other well during the journey of 50 miles from 
  Loftwick. 
  Your group seems to be the only travelers at the inn 
  this evening, though several of the off-duty soldiers 
  seem to be drinking in the inn’s common room. 
  Allow some time for characters to roleplay their 
  introductions, order food and drinks, and gather 
  information from the off-duty soldiers.  You can use this 
  as an opportunity to relate any of the information in the 
  Adventure Background regarding Kelzad.  Have the PCs 
  make Gather Information checks, but the DC is only 5, as 
  all this information is common knowledge.  Here are 
  
  YEO4-03 Dust to Dust 
   
  Page 7 
  some suggested rumors/facts to be gleaned from the 
  soldiers: 
  • 
  “This place gives me the creeps!  These 
  townsfolk are strange.  They all look alike, 
  they all dress alike, and they all talk alike.  
  Not to mention they don’t talk Common, 
  but some weird Suel dialect.  They ain’t 
  right!” 
  • 
  “I can’t wait for my transfer to come 
  through.  Give me the Army of Freedom any 
  day over this boring guard duty.  It’s been 
  six months since the last goblin raid, and 
  that one was six miles outside town!  What 
  are we protecting this place from, anyway?  I 
  know they mint most of the coins for the 
  Yeomanry here, but I’d rather be killing 
  giants than walking sentry day in and day 
  out.” 
  • 
  “I heard we’re here ‘cause the Freeholder 
  will do anything to kiss the Watchers’ of the 
  Stone rear ends!  Guess they’ve got a lot of 
  political pull, or something.  I saw one of 
  them once; made me nervous.  He was blind 
  albino, but he didn’t act like he was blind.  
  It was almost like he could see without 
  eyes…”  
  Once the players seem (un)comfortable with continuing, 
  proceed with the following: 
  As you finish your meal, a strange figure enters the 
  common room.  The soldiers talking around you fall 
  suddenly silent as a man dressed in a flowing blue 
  and black robe walks toward your table.  He is 
  obviously a pure Suel, with pale blond hair, blue 
  eyes, and milky white skin.  He addresses you in 
  heavily accented Common.  
  “You are the ones sent from Loftwick, yes?  You are 
  called by the Watchers of the Stone.  This one will 
  guide you to them.  Please follow.”  
  He begins to move toward the door. 
  If the characters do not immediately follow, the 
  messenger will wait for them.  He will not volunteer any 
  other information, not even his name.  If pressed, he will 
  repeat that the characters are summoned by the Watchers 
  and that they should follow him. 
  As you follow your guide, he leads you toward the 
  walled town of Kelzad, across the Farvale Road, 
  about two hundred yards from the inn.  Two 
  Yeoman soldiers guard the gates, but they do not 
  attempt to bar your way.  One of them shakes his 
  head as you pass through the gates into Kelzad 
  proper. 
  Within the town, the eeriness continues to grow.  
  There are few people on the streets, but those you 
  see are dressed identically to your guide in long 
  flowing robes of blue and black.  They also bear a 
  strong resemblance to him, as everyone you see is 
  obviously a pure blooded Suel.  People seem to be 
  making a effort to avoid coming too close to your 
  party and no one speaks, though a couple of 
  passersby do nod to your guide.  The silence of the 
  town seems very ominous. 
  Eventually, your guide brings you to a two-story 
  building at the center of town.  Opening the door, he 
  brings you inside, and then leads you through a 
  hallway to the door of a large chamber.  Opening the 
  door, he bows you inside, and then closes it behind 
  you.  You find yourselves in what appear to be a 
  council chamber.  On a raised dais in front of you 
  there is a large table with five people sitting on the 
  other side of it.  These must be the Watchers of the 
  Stone. 
  Proceed to Encounter Two. 
  Encounter Two: There is None 
  So Blind 
  In this encounter the characters interact with the 
  Watchers of the Stone, the blind, albino rulers of Kelzad. 
   As DM, take every opportunity to play the Watchers as 
  spooky mystics, who somehow know everything that’s 
  worth knowing about the characters.  They have gleaned 
  this information from the reports of their agents in 
  Loftwick and a clairaudience cast on The Hearth Inn’s 
  common room.  To enhance the spookiness, have 
  whichever Watcher doing the talking shift at random 
  intervals, each time without missing a beat in the 
  conversation.  By the time you have finished the 
  audience, your goal should be to have the players totally 
  creeped out! 
  As you stand before the Watchers of the Stone, you 
  can see that they are indeed blind.  No one could 
  possibly see with the milky-white eyes that each of 
  them displays.  There appear to be three men and 
  two women on the Council, though it is hard to be 
  sure, as they are all dressed exactly alike in the 
  ubiquitous blue and black robes.   Indeed, they bear 
  so much resemblance to each other that you could 
  easily believe that they are all closely related.  One of 
  the probable males begins to speak; his Common is 
  unaccented and very unemotional: 
  “We are the Watchers of the Stone.  Welcome to 
  Kelzad, <Insert the titles/ranks/names of all characters 
  here>.  We are grateful that you have chosen to …” 
  One of the female Watchers begins to speak, 
  seemingly taking up exactly where the first speaker 
  stopped: 
  “…Heed our request for aid. 
  
  YEO4-03 Dust to Dust 
   
  Page 8 
  Recently, one of our prospecting parties discovered 
  an ancient tomb in the mountains, near the spring 
  from which rises the River Wick.  Such a discovery 
  would normally be of little consequence, meriting 
  only a routine report to the Academy of Lore in 
  Loftwick.  However, not long…” 
  Another male Watcher takes over the conversation: 
  “…Afterward, one of us experienced what we believe 
  was a prophetic dream.  Much of it does not concern 
  you.  However, that one saw a vision of the tomb and 
  heard a voice speaking in an ancient tongue.  The 
  voice said: “Long ago, when tyranny and evil came 
  from the east, deliverance came from the north.  
  Now the tyrant comes again.  For the sake of 
  Freedom, seek ye the Blade of the Deliverer.”  We 
  are…” 
  The second female takes up the dissertation: 
  “…Convinced that there is something within this 
  tomb which must be found.  We have performed 
  divinations.  While their full import remains 
  unclear, we are certain the recovery of whatever lies 
  within is vital to the future of the Yeomanry.  That is 
  why we requested aid from the Academy of Lore in 
  Loftwick. 
  You must…” 
  The final Watcher begins to speak: 
  “…Travel along the River Wick to its source, then 
  follow the map you will be given to the tomb.  Brave 
  the dangers within and find that which must be 
  found.  But make haste!  The mountain that 
  uncovered this secret could bury it again at anytime. 
  Succeed in this task and you will find us very 
  grateful.  Fail, and we believe all the Yeomanry will 
  suffer.  You may go.”  With those words, you hear the 
  doors open behind you. 
  The Watchers have said all they are going to say.  The 
  characters may try to demand more information or 
  bargain about their rewards, but The Watchers will 
  ignore them completely.  The man who guided the 
  characters from the inn is standing outside the door, with 
  a scroll case (containing a map to the tomb from the 
  source spring of the River Wick) in his hand.  He gives 
  the case to the first character to leave the room and says: 
  “You will please follow me.”  He then leads the 
  characters back to the inn, and refuses to say anything 
  other than to repeat his request that they follow him.   
  Hopefully, the characters will not be so foolish as to 
  threaten the Watchers physically.  The Watchers will 
  ignore verbal insults/threats.  If any of the characters 
  attempt to go up on the dais or attack the Watchers, read 
  the following: 
  “Suddenly there is a bright flash of light.  You all 
  find yourself standing in the road outside The 
  Hearth Inn.”  The character that was acting most 
  aggressively toward the Watchers finds his or her most 
  valuable magic item is missing.  It has been replaced by 
  the scroll case containing the map to the tomb from the 
  source of the River Wick.  Without an escort, the guards 
  will prevent any re-entry into Kelzad proper. 
  Following their audience with the Watchers, the 
  characters will probably want to try to make heads or tails 
  out of what they have just been told, particularly the 
  message from the dream.  Characters can attempt to 
  make a Bardic Lore and/or Knowledge (history) skill 
  check to gain the information below.  Generally, a higher 
  DC includes all the information listed at the lower DC. 
  DC 10: The Deliverer is a local folk hero from 
  several centuries ago.  He helped overthrow 
  Asberdies, an evil tyrant and wizard, which lead to 
  the founding of the Yeomanry. 
  DC 15: In the legends, the Deliverer was an 
  Oeridian who came south from what is now Sterich. 
   The stories do not tell his real name.  All this 
  happened about 850 years ago, around CY –260. 
  DC 20:  In the stories, the Deliverer wields a mighty 
  blade, which none could stand before.  He 
  disappears from legend with Asberdies’ defeat.  Some 
  say he lies sleeping, with his mighty sword upon his 
  breast, and that he will return in the Yeomanry’s 
  hour of greatest need. 
  If the characters wish to purchase any standard supplies, 
  they are available at the inn.  The characters will no doubt 
  want to rest, and then head out in the morning.  Proceed 
  to Encounter Three. 
  Encounter Three: Hobgoblin 
  Hello 
  You head out the next morning moving west along 
  the river trail.  This trail runs along the northern 
  bank of the River Wick. It is the route used by 
  prospectors and miners heading to and returning 
  from the mountains.  The River Wick is about fifty 
  feet wide here, with light woods on both banks.  On 
  the southern bank, the trees come right down to the 
  water, while on the northern bank they have been 
  cut back from the trail for a distance of about sixty 
  feet.  Obviously the cutting took place some time 
  ago, as small bushes and young saplings have sprung 
  up in the clear-cut area. 
  If any of the PCs wish to move through the forest instead 
  of along the river, it will count as Difficult Terrain 
  (double movement cost, no charge or run) due to the 
  thick undergrowth, unless the PC has a class ability that 
  allows normal movement.  
  You make a fairly good pace along the trail, though it 
  does meander occasionally along with the river.  You 
  are also forced to ford several small tributaries 
  
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  which feed into the Wick from the north, while you 
  can see an equal number of them joining it from the 
  south. The water in these streams is clear and cold, 
  obviously fed by snows melting and glaciers high in 
  the Crystalmists and the Jotens. 
  By noon, you reckon that you have come ten miles, 
  and the Wick has become a mountain stream, only 
  twenty feet or so across, but deep, cold, and fast 
  running.  You can see that it heads up in front of you 
  into a valley between two towering mountains.  The 
  spring that is its source must lie within that valley, 
  as does the tomb you seek. 
  Shortly after noon, the party is ambushed by a hobgoblin 
  warband, led by a warrior priest of Maglubiyet.  This 
  priest has been deceived by a false vision sent by 
  Asberdies into believing that Maglubiyet desires the 
  characters’ destruction.  The vision was detailed enough 
  to permit the selection of an advantageous ambush 
  location.  The leader, Karegark, has chosen the spot with 
  care.  There is a ford about 50 yards upstream and a bend 
  in the river that will aid in concealing the ambush. 
  Karegark is an experienced war leader and has fought 
  against Yeomen before on raids.  He knows that he is 
  likely to be at a disadvantage and has done everything he 
  could to maximize his chances of surprise.  He knows of 
  and fears spellcasters and their airborne familiar scouts, 
  so he has ordered his troops to stay well hidden beneath 
  tree cover.  He and his men will be taking 10 on their 
  Hide checks, giving them a base score of 13.  Add 1 to 
  this for each 10’ distance away the possible observer is. 
  The DM should roll this Spot check secretly, but only if 
  the PCs specifically state they are checking the tree lines 
  for enemies.  Due to the thickness of the forest canopy 
  and the new growth at the edge of the old clear cut, 
  someone flying directly above the hidden hobgoblins 
  while outside the forest has zero chance of spotting them. 
   See that Tactics section below and DM Aids: Map #1 
  (APL 6 & 8) or DM Aids: Map #2 (APL 10 & 12) for 
  specific details on the disposition of the warband. 
  Suddenly, arrows rain down upon you.  It’s an 
  ambush! 
  APL 6 (EL 6) 
  � Karegark: hobgoblin male Ftr2/Clr3; hp 39; see 
  Appendix One. 
  � Hobgoblins (6): hp 8 each; see Monster Manual and 
  Appendix One.  
  APL 8 (EL 8) 
  � Karegark: hobgoblin male Ftr2/Clr5; hp 51; see 
  Appendix One. 
  � Hobgoblins (10): hp 8 each; see Monster Manual and 
  Appendix One.  
  APL 10 (EL 10) 
  � Karegark: hobgoblin male Ftr2/Clr7; hp 63; see 
  Appendix One. 
  � Hobgoblins (10): hp 8 each; see Monster Manual and 
  Appendix One.  
  � Troll (1): hp 63; see Monster Manual.  
  APL 12 (EL 12) 
  � Karegark: hobgoblin male Ftr2/Clr9; hp 75; see 
  Appendix One. 
  � Hobgoblins (10): hp 8 each; see Monster Manual and 
  Appendix One.  
  � Trolls (3): hp 63 each; see Monster Manual.  
  Tactics (APL 6):  At this APL, his hobgoblin warriors 
  represent Karegark’s main attack force.  He positions 
  them in hiding in the tree line to the north of the trail, 
  under cover.  The hobgoblins are all equipped with 
  shortbows rather than javelins, and Karegark has directed 
  them to concentrate their bow fire against any PCs who 
  appear to be spellcasters (characters not wearing armor or 
  carrying shields). 
  Because of the curve in the river, Karegark has a lookout 
  posted at the edge of the woods to warn of the characters’ 
  approach.  As soon as the characters come into view, the 
  lookout passes the word across the forest to alert 
  Karegark.  Karegark then casts Bless, timing it to last at 
  least 1 minute after the start of the ambush. 
  When the characters are closest to the warband’s hiding 
  place (or if the party spots them), Karegark orders the 
  attack.  While his archers try to bring down the 
  spellcasters, Karegark casts hold person on any obvious 
  barbarian/fighter type. On the second round, he casts 
  silence, attempting to neutralize as many spellcasters as 
  possible.  Next he spends a full round casting summon 
  monster II from his scroll for a fiendish wolf.    As long as 
  things appear to be going well, Karegark does not order 
  his troops to charge the party, but attempts to stay back 
  and use the trees for cover (+4 to AC) while raining 
  arrows down on them.  He has trained his warband to 
  concentrate their fire on one target until it falls, and then 
  shift to the next.  If the PCs manage to close, Karegark 
  and his warband drop their bows and fight with their 
  swords. 
  If Karegark falls, the rest of the hobgoblins will flee, 
  thinking Maglubiyet has abandoned them.  If he loses 
  75% of his warband or is reduced to 10 hp or less, 
  Karegark will order a retreat, and try to use obscuring mist 
  to cover their escape.  If any of the hobgoblins are 
  captured and questioned, all they know is that Karegark 
  was told by Maglubiyet in a dream to ambush the party. 
  Tactics (APL 8):  At this APL, his hobgoblin warriors 
  represent Karegark’s main attack force.  He positions 
  
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  them in hiding in the tree line to the north of the trail, 
  under cover.  The hobgoblins are all equipped with 
  shortbows rather than javelins, and Karegark has directed 
  them to concentrate their bow fire against any PCs who 
  appear to be spellcasters (characters not wearing armor or 
  carrying shields). 
  Because of the curve in the river, Karegark has a lookout 
  posted at the edge of the woods to warn of the characters’ 
  approach.  As soon as the characters come into view, the 
  lookout passes the word across the forest to alert 
  Karegark.    Karegark then casts magic circle against good, 
  bless and shield of faith, timing them to last at least 1 
  minute after the start of the ambush. 
  When the characters are closest to the warband’s hiding 
  place (or if the party spots them), Karegark orders the 
  attack.  While his archers try to bring down the 
  spellcasters, Karegark casts hold person on any obvious 
  barbarian/fighter type. On the second round, he casts 
  silence, attempting to neutralize as many spellcasters as 
  possible.  Next he spends a full round casting summon 
  monster III for a hell hound.  On his fourth round, he 
  casts spiritual weapon on whichever character appears to 
  be the greatest remaining threat.  As long as things 
  appear to be going well, Karegark does not order his 
  troops to charge the party, but will attempt to stay back 
  and use the trees for cover (+4 to AC) while raining 
  arrows down on them.  He has trained his warband to 
  concentrate their fire on one target until it falls, and then 
  shift to the next. 
  If Karegark falls, the rest of the hobgoblins will flee, 
  thinking Maglubiyet has abandoned them.  If he loses 
  75% of his warband or is reduced to 12hp or less, 
  Karegark will order a retreat, and try to use obscuring mist 
  to cover their escape.  If any of the hobgoblins are 
  captured and questioned, all they know is that Karegark 
  was told by Maglubiyet in a dream to ambush the party. 
  Tactics (APL 10):  At this higher APL, Karegark will use 
  his archers mainly as a distraction.  He knows (from his 
  dream) they cannot stand against the PCs in a straight up 
  fight.  Instead, he will post them in the woods across the 
  20 foot-wide river, with orders to concentrate their fire 
  on any spellcasters.  He and his troll serve as the main 
  attacking force against the party. 
  The bend in the river allows the hobgoblins across the 
  river to watch for the characters approach.  When the 
  characters are sighted approaching, one of the archers 
  (H10 on DM Aids: Map #2) fires an arrow across the 
  stream to alert Karegark and his troll.  Karegark begins to 
  cast his preparatory spells at that point.  Unless the PCs 
  are using some form of magical concealment, the archers 
  will spot them at about 200 ft before they reach the bend 
  in the stream. 
  To increase the effectiveness of his troll, Karegark has 
  pre-cast protection from energy (fire) on it.  He also casts 
  magic circle against good and shield of faith upon himself.  
  Finally, he casts bless upon them both. When the 
  hobgoblin archers open up from across the river, the troll 
  will charge the party from the trees, while Karegark fires 
  off spells from a distance.  He begins with unholy blight.  
  On the second round he casts silence, attempting to 
  neutralize as many spellcasters as possible.  On the third 
  round he casts hold person on any barbarian/fighter type 
  who appears to be standing up to the troll.  He uses his 
  Spellcraft skill to determine any spells cast.  If a 
  spellcaster escapes the silenced area, Karegark readies a 
  counterspell, using his Improved Counterspell feat.  If he 
  is damaged, he either drinks his potion or casts cure 
  critical wounds himself.  He continues casting spells, 
  focusing on any character that seems to be fighting 
  effectively against the troll. 
  The troll fights until destroyed.  If the troll or Karegark 
  have been killed, the archers across the stream will flee.  
  If the troll falls or Karegark is reduced to 15hp or less, he 
  attempts to escape, covering his retreat with summoned 
  monsters from his scroll and whatever spells he has 
  remaining. 
  Any captured hobgoblins can only tell the characters that 
  Karegark was told in a dream to ambush them. 
  Tactics (APL 12):  At this higher APL, Karegark uses his 
  archers mainly as a distraction.  He knows (from his 
  dream) they cannot stand against the PCs in a straight up 
  fight.  Instead, he posts them in the woods across the 20 
  ft.-wide river, with orders to concentrate their fire on any 
  spellcasters.  He and his trolls provide the main attacking 
  force against the party. 
  The bend in the river allows the hobgoblins across the 
  river to watch for the characters approach.  When the 
  characters are sighted approaching, one of the archers 
  (H10 on DM Aids: Map #2) fires an arrow across the 
  stream to alert Karegark and his trolls.  Karegark begins 
  to cast his preparatory spells at that point.  Unless the 
  PCs are using some form of magical concealment, the 
  archers spot them at about 200 ft before they reach the 
  bend in the stream. 
  To increase the effectiveness of his trolls, Karegark has 
  pre-cast protection from energy (fire) on each of them.  He 
  also casts magic circle against good and shield of faith upon 
  himself.  Finally, he casts bless upon himself and the 
  trolls.  When the hobgoblin archers open up from across 
  the river, the trolls charge the party from the trees, while 
  Karegark fires off spells from a distance.  
  He begins with flame strike then follows with unholy 
  blight.  On the third round he casts silence, attempting to 
  neutralize any spellcasters.  On round four he casts hold 
  person on any barbarian/fighter type who appears to 
  fighting effectively against his trolls. He uses his 
  Spellcraft skill to determine any spells cast.  If a 
  spellcaster escapes the silenced area, Karegark readies a 
  counterspell, using his Improved Counterspell feat. If he 
  is damaged, he either drinks his potion or casts cure 
  critical wounds himself.  He continues casting spells, 
  focusing on any character that seems to be fighting 
  
  YEO4-03 Dust to Dust 
   
  Page 11 
  effectively against the troll.  If an enemy attempts to close 
  with him, he fires spikes from his spined shield. 
  The trolls fight until destroyed.  If all the trolls or 
  Karegark have been killed, the archers across the stream 
  flee.  If all the trolls fall or Karegark is reduced to 22hp or 
  less, he will attempt to escape, covering his retreat with 
  summoned monsters and whatever spells he has 
  remaining. 
  Any captured hobgoblins can only tell the characters that 
  Karegark was told in a dream to ambush them. 
  Treasure: The possessions of the ambushers are the only 
  treasure here. 
  After the characters kill or drive off the warband, proceed 
  to Encounter Four. 
  Encounter Four: We’ve Been 
  Waiting for You 
  Another five miles upstream from the hobgoblin 
  ambush, you find the mountain spring that is the 
  source of the River Wick.  Following the map given 
  you in Kelzad, you have no difficulty identifying 
  which of the several valleys you see is the one you 
  want.  Heading up the valley, you remain alert for 
  any further attacks, but nothing disturbs the peace 
  of this alpine valley.  
  After perhaps another hour, you see at the base of 
  one of the peaks a large pile of fallen rock and 
  scattered boulders, obviously the result of a fairly 
  recent landslide.  Looking up the cliffside, you can 
  see a ledge approximately 30 feet above the valley 
  floor and some sort of door leading into the 
  mountain.  There also appears to be a good deal of 
  loose rock on the mountainside above the ledge.  
  You realize that just as one tremor exposed the 
  entrance, another could completely bury it again. 
  The Climb check for the cliffside is DC 15 and it is 30 
  feet up to the ledge.  Once the PCs are in position to 
  observe the stone door closely, read the following: 
  The stone door appears to be one massive block of 
  granite, worked to incredibly fine precision.  It fits 
  within its frame so exactly you could not insert even 
  the slimmest knife’s edge between them.  Ancient 
  lead seals, fallen from the door and marked with 
  symbols rendered unreadable by age and corrosion, 
  lie in the dust at your feet.  It is obvious to you that 
  this door was deliberately buried and only 
  uncovered by the recent landslide. 
  Around the outside of the door is a bas relief 
  showing what you think are warriors engaged in 
  some sort of battle, but once again, time has worn 
  away all details of the figures.  Carved on to the door 
  proper are several runes. 
  PCs with ranks in Decipher Script may attempt to 
  interpret the carvings (DC 16 + APL).  If successful, they 
  are correctly identified as runes indicating this is the 
  final resting place of a great warrior of the cause of Good. 
  Read the following: 
  “Within rests the wielder of a mighty sword in the 
  cause of Good.  Disturb him not.” 
  If this check is unsuccessful, the DM should make a DC 5 
  Wisdom check on the PC’s behalf.  Failure indicates he 
  has deciphered a false message.  Read the following: 
  “Mighty magic within.  Treasure awaits the wielder 
  of a sword.” 
  The door is expertly hung and balanced, but still requires 
  a Strength check (DC 16 + APL) to push open after so 
  many years.  Within is a 10’ wide corridor hewn from the 
  rock.  It runs back some 30’ then opens into a larger 
  chamber.  See DM Aids: Map #3.  Because of the 
  surrounding peaks and rocky overhangs, even with broad 
  daylight outside, there is no light beyond 15’ into the 
  tomb. 
  You see before you a ten-foot wide corridor heading 
  into the heart of the mountain.  The sunlight behind 
  you illuminates only the first fifteen feet or so. 
  PCs with low-light vision can see that the corridor opens 
  into a larger room, but nothing more.  PCs with 
  darkvision can see that the larger room is about 30’ across. 
  When the PCs are in a position to exam the room, read 
  the following: 
  At APL 6 or 8: The room is thirty feet square.  Directly 
  across from the opening of the corridor is another 
  stone door, set in a wall with many relief carvings.  
  Along each of the side walls there appear to be 
  several standing suits of armor. 
  At APL 10 or 12: The room is thirty feet square.  
  Directly across from the opening of the corridor is 
  another stone door.  Along each of the side walls 
  there appears to be a statue. 
  As soon as anyone actually enters the room, the tomb 
  guardians animate and attack. 
  With a sudden creaking sound, the suits of armor 
  [statues] begin to move menacingly toward you! 
  APL 6 (EL 6) 
  � Dread Guards (3): hp 53 each; see Appendix One. 
  APL 8 (EL 8) 
  � Dread Guards (6): hp 53 each; see Appendix One. 
  APL 10 (EL 10) 
  � Clay Golem (1): hp 105; see Monster Manual. 
  
  YEO4-03 Dust to Dust 
   
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  APL 12 (EL 12) 
  � Clay Golems (2): hp 105 each; see Monster Manual. 
  Tactics:  The guardians attack mindlessly and 
  relentlessly for as long as the PCs remain within the 
  chamber.  They do not pursue beyond the chamber 
  except in the case of a clay golem that goes berserk.   A 
  berserk clay golem pursues and attacks the PCs until it is 
  destroyed. 
  Once the guardians are defeated and the PCs study the 
  carvings around the door, read the following: 
  The bas-relief carvings in this wall are clearly in the same 
  style as those outside the tomb, but much better 
  preserved.  While the style is archaic and unfamiliar, they 
  clearly depict several great battles by human warriors 
  against the forces of evil.  The protagonist of the scenes 
  appears to be one warrior wielding a mighty sword and 
  eventually leading his side to victory.  His opponent 
  appears to be some sort of wizard, shown as summoning 
  evil creatures and casting destructive spells upon the 
  forces of Good.  The final picture shows the evil wizard 
  fleeing in total defeat while the forces of Good stand over 
  the body of their fallen hero, all raising their spears in a 
  final salute. 
  A successful Bardic Knowledge or Knowledge (history) 
  check (DC 16 + APL) allows the PC to definitively 
  identify the hero depicted as the Deliverer. 
  When the PCs turn their attention to the door, proceed 
  to Encounter Five. 
  Encounter Five: Do You Smell 
  Something? 
  The stone door leading further into the tomb is identical 
  to the outer stone door, with the exception that it is free 
  from carvings and lead seals.  As with the outer door, a 
  Strength check (DC 16 +APL) is required to open it. 
  All APLs (EL 6) 
  � Greater Glyph of Warding (Blast) Trap: CR 6; spell; 
  spell trigger; no reset; spell effect (greater glyph of warding 
  [blast], 16th level cleric, 8d8 sonic damage, DC 19 Reflex 
  save for half damage); multiple targets (all within 5’ of 
  door); Search DC 31, Disable Device DC 31. 
  Once the characters have dealt with the trap on the door 
  read the following: 
  The rough-hewn corridor continues for 100’ past the 
  stone door.  You are beginning to feel as though you 
  are walking into the heart of the mountain.  Ahead, 
  you see another stone door, similar in size and 
  shape to the two preceding it.  However, this door 
  has a single symbol carved into the center of it.  The 
  symbol is almost identical to the Yeomanry’s 
  symbol, except that the center spear has been 
  replaced by a longsword pointing downward. 
  Surely you have reached your goal at last! 
  This door still has intact lead seals marked with various 
  holy symbols of Good.  It also requires a Strength check 
  (DC 16 + APL) to open.  When the PCs open it, proceed 
  to Encounter Six. 
  Encounter Six: Eternal Rest? 
  The characters have now reached the final resting place 
  of the Deliverer, the famous hero of Yeomanry legend.  
  Unfortunately, legend has somewhat glossed over the 
  last days of this fabled warrior.  In his struggles against 
  Asberdies, the Deliverer strayed from the true path of 
  Good and Righteousness.  In his desire to defeat this 
  great evil, he stooped to use Evil’s own methods against 
  it.   Few of his contemporaries were aware of his fall from 
  grace, and it was never recorded in the histories and 
  songs composed by bards after his death.  
  Unfortunately for the Deliverer, his deity was well aware 
  of his failures and punished the fallen paladin for his 
  failure to atone by transforming him into a huecuva upon 
  his death.  Following his entombment, he rose into 
  undeath and has spent centuries trapped in his tomb by 
  the holy seals upon the door.  He can no longer stand the 
  touch of his good-aligned sword. In fact, he had to stop 
  wielding it even prior to his death, but he still wore it 
  sheathed to conceal his failure from his followers.  Now 
  the sword lies in his empty sarcophagus, along with other 
  discarded finery from his burial. 
  The heavy stone door swings open and your torches 
  bring light into the chamber beyond for perhaps the 
  first time in over eight centuries.  The air that rolls 
  out into your faces is dry and musty.  It smells of 
  things long dead but never truly buried. 
  You see a round chamber, perhaps 30’ in diameter, 
  with a domed ceiling rising to 15’ at its highest 
  point.  In the center of the room is what appears to 
  be a stone coffin or sarcophagus sitting some 4 feet 
  off the floor on a stone pedestal.   On the floor on 
  the side of the coffin nearest you are what appear to 
  be the shattered remains of the stone lid for it.  
  Other than that, the room appears completely empty 
  and with out any other exit.  
  The huecuva is crouching down behind the coffin and 
  pedestal.  As soon as the PCs enter the room, it moves to 
  attack. 
  A horrible undead creature rises up from behind the 
  sarcophagus.  It appears as the skeleton of a human, 
  still wearing tarnished and corroded plate armor of 
  an ancient style and carrying a heavy steel shield.  It 
  moves to attack! 
  
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  APL 6 (EL 6) 
  � Huecuva, fallen Pal4: hp 39; see Appendix One. 
  APL 8 (EL 8) 
  � Huecuva, fallen Pal6: hp 57; see Appendix One. 
  APL 10 (EL 10) 
  � Huecuva, fallen Pal8: hp 75; see Appendix One. 
  APL 12 (EL 12) 
  � Huecuva, fallen Pal10: hp 93; see Appendix One. 
  � Green Hag Skeleton, undead companion: hp 99; 
  see Appendix One. 
  Tactics:  What remains of the Deliverer does not have 
  much subtlety, but it makes up for that in aggressiveness. 
   It will attack whatever PC is closest and continue 
  attacking that PC until she falls, unless there is a paladin 
  among the party.  If there is, the huecuva will focus his 
  fury exclusively upon the paladin until he falls.  If there 
  is more than one paladin, the huecuva will attack the one 
  with the most paladin levels; when that paladin falls, it 
  will attack the next most powerful.  It will also use its 
  smite good ability on the paladin. 
  The huecuva will use its maximum Power Attack upon its 
  first attack on a new foe.  If it hits with that attack, it will 
  continue to max Power Attack until it misses.  If it 
  misses, it will use half its max Power Attack on its next 
  round.  If it misses again, it will not Power Attack until it 
  succeeds in hitting, then it will try half Power Attack on 
  the next round.  If it hits with half, it will try max on the 
  following round.  If it misses it will go back to no Power 
  Attack until it hits. 
  DM Note:  For maximum effect, you should have the 
  players roll a number of Fortitude saves (around 5 each) 
  at the beginning of the adventure.   Use those rolls to 
  determine whether or not a PC is affected by huecuva 
  blight (DC 14, see the Treasure Summary for details).  
  Don’t tell the PCs at this point whether or not they 
  are infected. 
  Treasure: Some of the Deliverer’s possessions have 
  survived the years and are located in the sarcophagus.  
  The Deliverer is also wearing some of them. 
  Encounter Seven: A Talking 
  What? 
  Treasure: Once the PCs have sent the remnants of the 
  fallen hero known as the Deliverer to his final rest, they 
  will no doubt wish to search the tomb for treasure. In 
  addition to the items upon the corpse, there are several 
  loose jewels and items lying amidst the decayed finery in 
  the open sarcophagus.  However, any player who looks 
  within will immediately notice one item: Ghostrender, the 
  Sword of the Deliverer. 
  DM Note:  It is very important that you determine 
  which PC of Good alignment (who does not already 
  possess an intelligent item) first touches Ghostrender, as 
  the weapon will bond to them and them only.  Any non-
  Good PC (or PC who already owns an intelligent item) 
  will receive a negative energy level for as long they hold 
  Ghostrender.  Only the PC with whom Ghostrender has 
  bonded should receive the special Adventure Record 
  granting access to the sword (see the Treasure Summary). 
  Read the following to any character that looks within the 
  coffin. 
  Within the stone coffin you see the decayed remains 
  of what must have been parts of the creature’s burial 
  clothes.  From amongst them you see fine gems 
  winking at you in the light of your torches.  Despite 
  the riches promised by them, your eyes are drawn 
  away from the gems and toward the magnificent 
  weapon you see lying on top of the decayed 
  garments. 
  It is a sword, but a sword such as you have never 
  seen!  From the ruby set in its pommel, through the 
  shape of its hilt, to its length and line concealed 
  with its scabbard, this weapon cries out to be 
  wielded in battle.  The pristine condition of it and 
  its scabbard alongside the decay of its leather sword 
  belt reveal its magical nature at a glance. Finally, as 
  you stare down at this beautiful instrument of 
  killing, you can almost sense a sort of purity about 
  it, a strange cleanliness of purpose for such a clearly 
  deadly instrument. 
  If a non-Good PC (or a good PC who already owns an 
  intelligent item) picks up the sword read them the 
  following: 
  As you pick up the sword, you suddenly feel weak 
  and disoriented.  The weapon feels uncomfortable 
  in your palm, as if the hilt is the wrong size for your 
  hand.  Almost without thinking, you open your 
  grasp and let the weapon fall back into the 
  sarcophagus.  The instant it leaves your hand, you 
  feel much better. 
  When a Good PC (who does not already own an 
  intelligent item) touches Ghostrender and bonds with it, 
  the sword will begin to use its telepathic link with its 
  wielder to update the archaic version of Common it 
  speaks.  If no such PC exists, it will communicate (but not 
  bond) with whichever PC tries to leave with it.  Initially, 
  the sword will speak with a severe accent, but this will 
  rapidly fade as it becomes more familiar with current 
  usage. 
  “Greetings and felicitations, most puissant warriors. 
   I am called Ghostrender, once the strong right arm 
  of Welgaard, whom some called the Deliverer, ere he 
  fell, first from Grace and then in battle.  Long have I 
  
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  lain in slumber, here within the earth, waiting for 
  the hour of my need to come round once more.  As 
  you have sought me out, I needs must conclude that 
  the Evil One once defeated so long ago comes again 
  to menace the Good Folk of the Sheldomar?  Very 
  well, let us go and strike hard blows in the cause of 
  Justice and Freedom!  What was done once can be 
  done again.” 
  If asked, Ghostrender will detail its powers (see the 
  Treasure Summary).  It will resist all efforts to transfer it 
  to any other character, claiming that Destiny and the will 
  of the gods brought it to the hand that is fated to wield it. 
   If the PCs ask it about the Evil One or the Deliverer, read 
  the following: 
  The sword is silent for a moment, as if 
  remembering.  Then it begins to speak: “Welgaard 
  and I came down from the north to this fertile land. 
   He had chosen to wander far from his people, the 
  Tribes of Oerid, on a quest to oppose evil and find 
  favor in the sight of the Archpaladin.  We found the 
  good folk of this land groaning under the heel of a 
  tyrant, a foul wizard, who dreamed dreams of even 
  greater evil, even hoping to emulate the Whispered 
  One’s rise to godhood.  They were a people without 
  hope, broken to the whip and the harness like so 
  many oxen.” 
  “Together we looked upon this evil and vowed that 
  we would free these folk from its yoke or die in the 
  attempt.  We organized resistance, fought and slew 
  the evil minions of the Tyrant, even his most 
  horrible summoned creatures.  Great was the wrath 
  of the Tyrant, but even greater was the righteous 
  wrath of Welgaard, my wielder!  Together he and I 
  spent years battling and organizing, leading the 
  good peoples of this land.  Many good folk fell in the 
  Cause, their spears clutched tight in their hands, 
  eager to strike their foes even to the last!  
  Perhaps that is what in the end led Welgaard astray.  
  To see so many fall under his leadership, to be 
  responsible for so much sacrifice, to witness the 
  weeping of so many widows and orphans…  It was 
  all too much for him.  Destroying his evil foe 
  became so important that he would no longer limit 
  himself in the means he used.  Seeking to destroy 
  evil, he willingly did evil himself, and I could no 
  longer allow him to wield me.  
  He went into his final battle without me.  He 
  defeated his enemy, but fell himself.  Worse, he died 
  without seeking atonement for his failures and was 
  punished by the Archpaladin, who transformed him 
  into the horrible undead creature that you slew. 
  For this most of all, the corruption and destruction 
  of a great and good man, do I blame thee, Tyrant!  By 
  the Archpaladin, I do curse thee, coward, by thine 
  own name: ASBERIDIES! 
  I know thee stir again to threaten this good land, 
  and know that I have come again to oppose thee.”  
  Conclusion 
  At this point the PCs should return to Kelzad, probably 
  after resting for the night.  If they chose to do so, their 
  rest is undisturbed.  Whenever they are leaving the 
  valley, read them the following: 
  As you are walking back down the valley toward the 
  spring, you suddenly feel a tremor beneath your feet. 
   The instant after it starts; you hear a rumbling 
  behind you.  Turning, you see the large mass of rock 
  that was perched above the tomb entrance come 
  crashing down, burying the final resting place of the 
  Deliverer under tons of stone.  Almost as soon as it 
  began, the aftershock subsides. 
  Upon their return to Kelzad, the Watchers of the Stone 
  are pleased with their success in restoring Ghostrender to 
  the world and award them their Favor (see the Treasure 
  Summary). 
  If the character with whom Ghostrender has bonded 
  cannot currently afford to pay the purchase price for the 
  sword (which represents the cost of completing the 
  bonding process), he or she must temporarily surrender 
  the sword to the Academy of Lore "for study and safe-
  keeping."  The character can then “purchase” Ghostrender 
  following any future Yeomanry regional adventure. 
  The DM is also reminded to adjudicate the outcome of 
  any cases of huecuva blight in the party.  This disease will 
  manifest itself 24 hours after infection, probably upon 
  return to Kelzad (see the Treasure Summary for details).  
   
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Three 
  Defeat the warband 
   
  APL 6 – 180 xp. 
   
  APL 8 – 240 xp. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 360 xp. 
  Encounter Four 
  Defeat the guardians 
   
  APL 6 – 180 xp. 
   
  APL 8 – 240 xp. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 360 xp. 
  
  YEO4-03 Dust to Dust 
   
  Page 15 
  Encounter Five 
  Survive or disarm the trap 
   
  All APLs – 180 xp. 
  Encounter Six 
  Defeat the huecuva 
   
  APL 6 – 180 xp. 
   
  APL 8 – 240 xp. 
   
  APL 10 – 300 xp. 
   
  APL 12 – 360 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good role-
  playing  
   
  APL 6 – 180 xp. 
   
  APL 8 – 225 xp. 
   
  APL 10 – 270 xp. 
   
  APL 12 – 315 xp. 
  Total Possible Experience 
   
  APL 6 – 900 xp. 
   
  APL 8 – 1,125 xp. 
   
  APL 10 – 1,350 xp. 
   
  APL 12 – 1,575 xp. 
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each character 
  gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
  The coin total is the number of gold pieces each character 
  gains if they take the coin available.  A normal adventuring 
  party can usually gather this wealth in a round or so.  If for 
  some reason, they pass up this treasure, the coin total is 
  subtracted from the encounter totals given below. 
  Next, the magic items are listed.  Magic item treasure is the 
  hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure.  
  Many times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it.  Other times they may attempt to use the item 
  blindly.  If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
  Once you have subtracted the value for unclaimed treasure 
  from each encounter add it up and that is the number of 
  gold pieces a characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP Gained 
  field of the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time Units to 
  practice professions or create items immediately after the 
  adventure so this total may be modified by other 
  circumstances. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Three: 
   
  APL 6: L: 81 gp; C: 0 gp; M: potion of cure light wounds 
  (4 gp), divine scroll of summon monster II (13 gp), Keoghtom’s 
  ointment (333 gp). 
   
  APL 8: L: 88 gp; C: 0 gp; M: potion of cure moderate 
  wounds (25 gp), divine scroll of summon monster III (31 gp), 
  Keoghtom’s ointment (333 gp), cloak of elvenkind (208 gp), +1 
  breastplate (113 gp). 
   
  APL 10: L: 86 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp), divine scroll of summon monster IV (58 gp), 
  Keoghtom’s ointment (333 gp), cloak of elvenkind (208 gp), +1 
  breastplate (113 gp), +1 heavy steel shield (98 gp), lens of 
  detection (292 gp). 
   
  APL 12: L: 86 gp; C: 0 gp; M: potion of cure serious 
  wounds (63 gp), divine scroll of summon monster V (94 gp), 
  Keoghtom’s ointment (333 gp), cloak of elvenkind (208 gp), +1 
  breastplate (113 gp), spined shield (465 gp), lens of detection 
  (292 gp), amulet of health +2 (333 gp). 
  Encounter Seven: 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp. 
   
  APL 8: L: 0 gp; C: 0 gp; M: ring of protection +1 (167 
  gp). 
   
  APL 10: L: 0 gp; C: 0 gp; M: ring of protection +2 (667 
  gp). 
   
  APL 12: L: 0 gp; C: 0 gp; M: ring of protection +2 (667 
  gp), amulet of natural armor +2 (667 gp). 
  Encounter Seven: 
   
  APL 6: L: 0 gp; C: 100 gp; M: Ghostrender (694 gp), 
  clear spindle ioun stone (333 gp), phylactery of faithfulness (83 
  gp). 
   
  APL 8: L: 0 gp; C: 200 gp; M: Ghostrender (694 gp), 
  clear spindle ioun stone (333 gp), circlet of blasting - minor 
  (540 gp), phylactery of faithfulness (83 gp), golembane scarab 
  (208 gp). 
   
  APL 10: L: 0 gp; C: 300 gp; M: Ghostrender (694 gp), 
  clear spindle ioun stone (333 gp), circlet of blasting - minor 
  (540 gp), horn of goodness/evil (542 gp), phylactery of 
  faithfulness (83 gp), golembane scarab (208 gp), immovable 
  rod (417 gp). 
  
  YEO4-03 Dust to Dust 
   
  Page 16 
   
  APL 12: L: 0 gp; C: 400 gp; M: Ghostrender (694 gp), 
  clear spindle ioun stone (333 gp), circlet of blasting - minor 
  (540 gp), horn of goodness/evil (542 gp), pink and green sphere 
  ioun stone (667 gp), phylactery of faithfulness (83 gp), 
  golembane scarab (208 gp), immovable rod (417 gp), lesser 
  strand of prayer beads (800 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 6: L: 81 gp; C: 100 gp; M: 1,460 gp – Total: 1,641 
  gp (900 gp). 
   
  APL 8: L: 88 gp; C: 200 gp; M: 2,735 gp – Total: 3,023 
  gp (1,300 gp). 
   
  APL 10: L: 86 gp; C: 300 gp; M: 4,649 gp – Total: 5,035 
  gp (2,300 gp). 
   
  APL 12: L: 86 gp; C: 400 gp; M: 7,519 gp – Total: 8,005 
  gp (3,300 gp). 
  Items for the Adventure Record 
  Special 
  � Favor of the Watchers of the Stone 
   
  For efforts on their behalf, this PC has earned the 
  favor of the Watchers of the Stone.  The PC has access 
  (Frequency: Any) to purchase one, and only one, upgrade 
  to an amulet of health, belt of giant strength, gloves of dexterity, 
  headband of intellect, periapt of wisdom, or cloak of charisma, 
  from +2 to +4 (except for the belt) or from +4 to +6.  The 
  PC need only pay the difference in price for the upgrade. 
   Once the single upgrade is purchased, this favor is 
  consumed (and should be marked as used).  If the PC is 
  not a resident of the Yeomanry, using this favor costs 1 
  TU. 
  � Huecuva Blight 
   
  Your PC has been infected with disease called 
  huecuva blight.  The incubation period is one day; at the 
  end of that time, the disease deals 1d2 points of Str and 
  Con damage.  An infected PC must make a saving throw 
  (Fort DC 14) each day thereafter or take another 1d2 
  points of Str and Con damage.  The effects of huecuva 
  blight are cumulative each day until the victim reaches 0 
  Con (and dies), makes two consecutive successful saves 
  (and is thus cured), or receives magical treatment (such as 
  a remove disease spell). 
   
  If the PC lacks the ability to cure himself (spells or 
  the jar of Keoghtom’s ointment in this adventure), he may 
  travel to a shrine dedicated to the Church of Seven Faiths 
  in Farvale (2 days away on foot, 1 day mounted) or to any 
  of the temples of the prevalent Yeomanry faiths in 
  Loftwick (3 days away on foot, 2 days mounted) to 
  purchase a cure.  Travel to either town will require an 
  additional 1 TU expenditure by this PC and any others 
  that accompany him, and will require the diseased PC to 
  make additional Fort saves each day.  Purchasing a remove 
  disease spell in the Yeomanry requires an expenditure of 
  Influence Points with the relevant church and a 
  successful Cha check (DC 8), as well as 150 gp, unless the 
  PC is a member of that church’s meta-organization (see 
  the Player’s Guide to the Yeomanry for more details).  
  PCs wishing to expend Influence Points on behalf of 
  another must accompany them on this trip. 
   
  Alternatively, this PC can attempt to overcome the 
  disease with bed rest (with or without the assistance of a 
  healer).  The infected PC has to make the required Fort 
  save each day, and a PC healer can make a Heal check 
  each day; the PC may use the better of the two rolls to try 
  to beat the blight’s DC of 14.  Each week (or part thereof) 
  the PC and the PC healer spend battling the disease costs 
  1 additional TU. 
  � Ghostrender (special AR only) 
   
  Ghostrender is an intelligent (see the DMG) +1 cold 
  iron longsword.  Ghostrender is Neutral Good (and counts as 
  good for the purposes of DR), with Int 14, Wis 14, and 
  Cha 10.  It can speak Common, Ancient Suloise, and Old 
  Oeridian, as well as communicate telepathically with its 
  wielder.  Ghostrender has 120 ft. vision and hearing.  It 
  starts with an initial Ego of 5 and initial cost of 8,330 gp.  
  Ghostrender bonds with the first Good PC that touches it 
  that doesn’t already own an intelligent item.  If no PC of 
  this type touches it, the sword will not stay with any of 
  the PCs and is not available after the adventure ends; it 
  will initiate a personality conflict with anyone else that 
  tries to wield it.   The sword’s primary motivation is to 
  fight and defeat the evil wizard Asberdies and any of his 
  minions.  The sword will initiate a personality conflict 
  anytime the PC refuses to engage Asberdies or his 
  minions.  The sword will also insist that it be the primary 
  weapon of its owner (although it will not initiate a 
  personality conflict over this unless there is no 
  reasonable reason for the PC not to use it as the primary 
  weapon). 
   
  This PC must pay the sword’s initial cost of 8,330 gp 
  to complete the bonding process and wield the sword.  If 
  this PC had insufficient funds to do so, he must 
  temporarily surrender the sword to the Academy of Lore 
  "for study and safe-keeping."  The character can then 
  “purchase” Ghostrender following any future Yeomanry 
  regional adventure. 
   
  This sword can not be upgraded normally.  However, 
  at the end of any Yeomanry adventure in which the PC 
  and the sword have not had a personality conflict, the PC 
  may purchase any of the following “upgrades” to the 
  weapon (cost to further “bind” the weapon to the user): 
  • 
  Ghostrender can bless its allies 3/day (cost: 
  1,000 gp, +1 Ego). 
  • 
  Ghostrender can use detect magic at will (cost: 
  3,600 gp, +1 Ego). 
  • 
  Ghostrender gains the ghost touch weapon 
  special ability (cost: 8,000 gp, +1 Ego). 
  • 
  Ghostrender gains the holy weapon special 
  ability (cost: 26,000 gp, +2 Ego, must 
  purchase ghost touch above first). 
   
  At no time may two PCs at the same table both wield 
  Ghostrender in the same adventure.  If both PCs own this 
  sword, the DM must determine randomly which PC has 
  
  YEO4-03 Dust to Dust 
   
  Page 17 
  the actual sword for the adventure and which one has an 
  equivalent non-intelligent longsword for the adventure. 
   
  Ghostrender accompanies this PC for as long as it 
  serves its mission against Asberdies.  At some future time 
  (as specifically noted in a Yeomanry adventure), the 
  sword may choose to leave this PC to continue its 
  mission with another individual. 
  Item Access 
  APL 6: 
  � Clear Spindle Ioun Stone (Adventure, DMG) 
  � Ghostrender (Regional, Limit One, see Special AR) 
  � Keoghtom’s Ointment (Adventure, DMG) 
  � Phylactery of Faithfulness (Adventure, DMG) 
   
  APL 8 (APL 6 Items plus): 
  � Circlet of Blasting, Minor (Adventure, DMG) 
  � Cloak of Elvenkind (Adventure, DMG) 
  � Scarab, Golembane (Adventure, DMG) 
   
  APL 10 (APL 6, 8 Items plus): 
  � Divine Scroll of Summon Monster IV (Adventure, 7th 
  level caster, DMG) 
  � Horn of Goodness/Evil (Adventure, DMG) 
  � Lens of Detection (Adventure, DMG) 
  � Potion of Cure Serious Wounds (Adventure, DMG) 
  � Ring of Protection +2 (Adventure, DMG) 
  � Rod, Immovable (Adventure, DMG) 
   
  APL 12 (APL 6, 8, 10 Items plus): 
  � Amulet of Health +2 (Adventure, DMG) 
  � Amulet of Natural Armor +2 (Adventure, DMG) 
  � Divine Scroll of Summon Monster V (Adventure, 9th 
  level caster, DMG) 
  � Pink and Green Sphere Ioun Stone (Adventure, 
  DMG) 
  � Spined Shield (Adventure, DMG) 
  � Strand of Prayer Beads, Lesser (Adventure, DMG) 
   
   
   
   
  
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  Appendix One: NPCs 
  APL 6 
  Encounter Three 
  Karegark: male hobgoblin Clr3/Ftr2; CR 5; Medium-
  sized Humanoid (Goblinoid); HD 4d8+2d10; 39 hp; Init 
  +5; Spd 20 ft.; AC 18 (touch 11, flat-footed 17); BA 
  +5/Grap +6; Atk MW longsword +7 melee (1d8+1/19-20); 
  Full Atk MW longsword +7 melee (1d8+1/19-20); SA 
  Spells; SQ Darkvision, 60 ft.; AL: NE; SV Fort +8, Ref +2, 
  Will +5; Str 13, Dex 12, Con 10, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Concentrate +10, Hide +0, 
  Knowledge (religion) +2, Intimidate +3, Listen +4, Move 
  Silently +0, Spellcraft +4, Spot +4; Alertness, Combat 
  Casting, Improved Initiative, Power Attack. 
   
  Spells Prepared: (4/3+1/2+1; base DC=12 + spell level): 0 – 
  Create Water, Cure Minor Wounds (2), Resistance; 1st – Bless, 
  Cure Light Wounds, Obscuring Mist, Inflict Light Wounds*; 
  2nd - Hold Person, Silence, Shatter*. 
   
  *Domain Spell. Domains: Destruction (Smite power, 
  once per day), Evil (Cast Evil spells at +1 caster level). 
   
  Possessions: 
  Breastplate, 
  heavy 
  steel 
  shield, 
  masterwork longsword, potion of Cure Light Wounds, 
  Divine Scroll of Summon Monster II (3rd level caster), 
  Keoghtom’s Ointment. 
  Hobgoblins: As per MM but replace under Attack/Full 
  Attack "javelin +2 ranged (1d6+1)" with "shortbow +2 
  ranged (1d6)". 
  Encounter Four 
  Dread Guard: CR 3; Medium-sized Construct; HD 
  5d10+20; 53 hp; Init +0; Spd 20 ft. (can’t run); AC 17 
  (touch 10, flat-footed 17) [+6 armor, +1 shield]; BA 
  +3/Grap +6; Atk/Full Atk longsword +6 melee (1d8+3/19-
  20); SQ cold/fire resistance 10, construct traits; AL N; SV 
  Fort +1, Ref +1, Will +2; Str 17, Dex 11, Con –, Int 6, Wis 
  13, Cha 2. 
   
  Skills and Feats: Spot +9; Cleave, Power Attack. 
   
  Description: A dread guard appears to be an armored 
  undead, still bearing the weapons and shield it carried in 
  life.  In fact, it is an animated suit of armor, little different 
  from a golem.  A dread guard never speaks, but it 
  understands Common. 
  Encounter Six 
  Huecuva, fallen Pal4: CR 6; Medium-sized Undead; HD 
  4d12+3; hp 39; Init +5; Spd 20 ft.; AC 21 (touch 11, flat-
  footed 20); BA +4/Grap +8; Atk slam +8 melee (1d6+4 plus 
  disease); Full Atk slam +8 melee (1d6+4 plus disease); SA 
  huecuva blight, smite good 1/day; SQ DR 10/silver, turn 
  resistance +2, undead traits, lay on hands 1/day; AL LE; 
  SV Fort +4, Ref +2, Will +3; Str 18, Dex 12, Con -, Int 4, 
  Wis 15, Cha 16. 
   
  Skills and Feats: Ride +7, Heal +6, Sense Motive+5; 
  Improved Initiative, Power Attack, Weapon Focus 
  (longsword), Toughness (B). 
   
  Huecuva Blight (Su): Victim's hit by a huecuva's slam 
  attack must succeed on a Fortitude save (DC 14) or fall 
  prey to a disease called huecuva blight.  The incubation 
  period is 1 day; at the end of that time, the disease deals 
  1d2 points of Strength and Constitution damage.  An 
  infected victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength and 
  Constitution damage.  The effects of huecuva blight are 
  cumulative each day until the victim reaches 0 
  Constitution 
  (and 
  dies), 
  makes 
  two 
  consecutive 
  successful saving throws, or receives magical treatment 
  (such as a remove disease spell). 
   
  Possessions: Full plate armor (corroded), Heavy Steel 
  Shield (corroded). 
  APL 8 
  Encounter Three 
  Karegark: Male hobgoblin Clr5/Ftr2; CR 7; Medium-
  sized Humanoid (Goblinoid); HD 6d8+2d10; 51 hp; Init 
  +5; Spd 20 ft.; AC 19 (touch 11, flat-footed 18); BA 
  +6/Grap +6; Atk MW longsword +8 melee (1d8+1/19-20); 
  Full Atk MW longsword +8/+3 melee (1d8+1/19-20);  SA 
  Spells; SQ Darkvision, 60 ft.; AL LE; SV Fort +9, Ref +4, 
  Will +6; Str 13, Dex 12, Con 10, Int 10, Wis 14, Cha 8. 
   
  Skills and Feats: Concentrate +12, Hide +5, 
  Knowledge (religion) +2, Intimidate +3, Listen +4, Move 
  Silently +0, Spellcraft +6, Spot +4; Alertness, Combat 
  Casting, Improved Initiative, Lightning Reflexes,  Power 
  Attack. 
   
  Spells Prepared: (5/4+1/3+1/1+1; base DC=12 + spell 
  level): 0 – Create Water, Cure Minor Wounds(2), Detect Poison, 
  Resistance; 1st – Bless, Cure Light Wounds, Obscuring Mist, 
  Shield of Faith, Inflict Light Wounds*; 2nd - Hold Person, 
  Silence, Spiritual Weapon, Shatter*; 3rd - Summon Monster 
  III, Magic Circle Against Good*. 
   
  *Domain Spell. Domains: Destruction (Smite power, 
  once per day), Evil (Cast Evil spells at +1 caster level). 
   
  Possessions: 
  +1 
  breastplate, 
  heavy 
  steel 
  shield, 
  masterwork longsword, potion of Cure Moderate Wounds, 
  Divine Scroll of Summon Monster III (5th level caster), 
  Keoghtom’s Ointment, Cloak of Elvenkind. 
  Hobgoblins: As per MM but replace under Attack/Full 
  Attack "javelin +2 ranged (1d6+1)" with "shortbow +2 
  ranged (1d6)". 
  Encounter Four 
  Dread Guard: CR 3; Medium-sized Construct; HD 
  5d10+20; 53 hp; Init +0; Spd 20 ft. (can’t run); AC 17 
  (touch 10, flat-footed 17) [+6 armor, +1 shield]; BA 
  +3/Grap +6; Atk/Full Atk longsword +6 melee (1d8+3/19-
  20); SQ cold/fire resistance 10, construct traits; AL N; SV 
  Fort +1, Ref +1, Will +2; Str 17, Dex 11, Con –, Int 6, Wis 
  13, Cha 2. 
   
  Skills and Feats: Spot +9; Cleave, Power Attack. 
  
  YEO4-03 Dust to Dust 
   
  Page 19 
   
  Description: A dread guard appears to be an armored 
  undead, still bearing the weapons and shield it carried in 
  life.  In fact, it is an animated suit of armor, little different 
  from a golem.  A dread guard never speaks, but it 
  understands Common. 
  Encounter Six 
  Huecuva, fallen Pal6: CR 8; Medium-sized Undead; HD 
  6d12+3; hp 57; Init +5; Spd 20 ft.; AC 22 (touch 12, flat-
  footed 21); BA +6/Grap +10; Atk slam +10 melee (1d6+4 
  plus disease); Full Atk slam +10/+5 melee (1d6+4 plus 
  disease); SA huecuva blight, smite good 2/day, sneak 
  attack +1d6; SQ DR 10/silver, turn resistance +2, undead 
  traits, lay on hands 1/day; AL LE; SV Fort +5, Ref +3, Will 
  +4; Str 18, Dex 12, Con -, Int 4, Wis 15, Cha 16. 
   
  Skills and Feats: Ride +9, Heal +7, Sense Motive+6; 
  Cleave, Improved Initiative, Power Attack, Weapon 
  Focus (longsword), Toughness (B). 
   
  Huecuva Blight (Su): Victim's hit by a huecuva's slam 
  attack must succeed on a Fortitude save (DC 14) or fall 
  prey to a disease called huecuva blight.  The incubation 
  period is 1 day; at the end of that time, the disease deals 
  1d2 points of Strength and Constitution damage.  An 
  infected victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength and 
  Constitution damage.  The effects of huecuva blight are 
  cumulative each day until the victim reaches 0 
  Constitution 
  (and 
  dies), 
  makes 
  two 
  consecutive 
  successful saving throws, or receives magical treatment 
  (such as a remove disease spell). 
   
  Possessions: Full plate armor (corroded), Heavy Steel 
  Shield (corroded), Ring of Protection +1. 
  APL 10 
  Encounter Three 
  Karegark: Male hobgoblin Clr7/Ftr2; CR 9; Medium-
  sized Humanoid (Goblinoid); HD 8d8+2d10; 63 hp; Init 
  +5; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); BA 
  +8/Grap +9; Atk MW longsword +10 melee (1d8+1/19-
  20); Full Atk MW longsword +10/+5 melee (1d8+1/19-
  20);  SA Spells; SQ Darkvision, 60 ft.; AL LE; SV Fort +10, 
  Ref +5, Will +7; Str 13, Dex 12, Con 10, Int 10, Wis 15, 
  Cha 8. 
   
  Skills and Feats: Concentrate +14, Hide +5, 
  Knowledge (religion) +2, Intimidate +3, Listen +4, Move 
  Silently +0, Spellcraft +8, Spot +4; Alertness, Combat 
  Casting, Improved Counterspell, Improved Initiative, 
  Lightning Reflexes,  Power Attack. 
   
  Spells Prepared: (6/5+1/4+1/2+1/1+1; base DC=12 + spell 
  level): 0 – Create Water, Cure Minor Wounds(2), Detect Poison, 
  Purify Food and Drink, Resistance; 1st – Bless, Cure Light 
  Wounds(2), Obscuring Mist, Shield of Faith, Inflict Light 
  Wounds*; 2nd - Hold Person, Silence, Sound Burst, Spiritual 
  Weapon, Shatter*; 3rd - Protection from Energy, Summon 
  Monster III, Magic Circle Against Good*; 4th - Cure Critical 
  Wounds, Unholy Blight*. 
   
  *Domain Spell. Domains: Destruction (Smite power, 
  once per day), Evil (Cast Evil spells at +1 caster level). 
   
  Possessions: +1 breastplate, +1 heavy steel shield, 
  masterwork longsword, potion of Cure Serious Wounds, 
  Divine Scroll of Summon Monster IV (7th level caster), 
  Keoghtom’s Ointment, Cloak of Elvenkind, Lens of Detection. 
  Hobgoblins: As per MM but replace under Attack/Full 
  Attack "javelin +2 ranged (1d6+1)" with "shortbow +2 
  ranged (1d6)". 
  Encounter Six 
  Huecuva, fallen Pal8: CR 10; Medium-sized Undead; 
  HD 8d12+3; hp 75; Init +5; Spd 20 ft.; AC 23 (touch 13, 
  flat-footed 22); BA +8/Grap +12;Atk slam +12 melee 
  (1d6+4 plus disease); Full Atk slam +12/+7 melee (1d6+4 
  plus disease); SA huecuva blight, smite good 2/day, sneak 
  attack +1d6, Summon Monster I 1/day (CL 16th, evil 
  creatures only); SQ DR 10/silver, turn resistance +2, 
  undead traits, lay on hands 1/day; AL LE; SV Fort +6, Ref 
  +3, Will +5; Str 18, Dex 12, Con -, Int 4, Wis 16, Cha 16. 
   
  Skills and Feats: Ride +11, Heal +9, Sense Motive+8; 
  Cleave, Improved Initiative, Power Attack, Weapon 
  Focus (longsword), Toughness (B). 
   
  Huecuva Blight (Su): Victim's hit by a huecuva's slam 
  attack must succeed on a Fortitude save (DC 14) or fall 
  prey to a disease called huecuva blight.  The incubation 
  period is 1 day; at the end of that time, the disease deals 
  1d2 points of Strength and Constitution damage.  An 
  infected victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength and 
  Constitution damage.  The effects of huecuva blight are 
  cumulative each day until the victim reaches 0 
  Constitution 
  (and 
  dies), 
  makes 
  two 
  consecutive 
  successful saving throws, or receives magical treatment 
  (such as a remove disease spell). 
   
  Possessions: Full plate armor (corroded), Heavy Steel 
  Shield (corroded), Ring of Protection +2. 
  APL 12 
  Encounter Three 
  Karegark: Male hobgoblin Clr9/Ftr2; CR 11; Medium-
  sized Humanoid (Goblinoid); HD 10d8+2d10; 75 hp; Init 
  +5; Spd 20 ft.; AC 20 (touch 11, flat-footed 19); BA 
  +9/Grap +10; Atk MW longsword +11 melee (1d8+1/19-
  20); Full Atk MW longsword +11/+6 melee (1d8+1/19-
  20); SA Spells; SQ Darkvision, 60 ft.; AL LE; SV Fort +12, 
  Ref +6, Will +8; Str 13, Dex 12, Con 12, Int 10, Wis 15, 
  Cha 8. 
   
  Skills and Feats: Concentrate +17, Hide +5, 
  Knowledge (religion) +2, Intimidate +3, Listen +4, Move 
  Silently +0, Spellcraft +10, Spot +4; Alertness, Combat 
  Casting, Improved Counterspell, Improved Initiative, 
  Lightning Reflexes, Power Attack. 
   
  Spells Prepared: (6/5+1/5+1/3+1/2+1/1+1; base DC=12 + 
  spell level): 0 – Create Water, Cure Minor Wounds(2), Detect 
  Poison, Purify Food and Drink, Resistance; 1st – Bless, Cure 
  Light Wounds(2), Obscuring Mist, Shield of Faith, Inflict Light 
  Wounds*; 2nd - Hold Person(2), Silence, Sound Burst, Spiritual 
  Weapon, Shatter*; 3rd - Protection from Energy(3), Magic 
  
  YEO4-03 Dust to Dust 
   
  Page 20 
  Circle Against Good*; 4th - Cure Critical Wounds, Summon 
  Monster IV, Unholy Blight*; 5th - Flame Strike, Dispel Good*. 
   
  *Domain Spell. Domains: Destruction (Smite power, 
  once per day), Evil (Cast Evil spells at +1 caster level). 
   
  Possessions: +1 breastplate, Spined shield, masterwork 
  longsword, Amulet of Health (+2), potion of Cure Serious 
  Wounds, Divine Scroll of Summon Monster V (9th level caster), 
  Keoghtom’s Ointment, Cloak of Elvenkind, Lens of Detection. 
  Hobgoblins: As per MM but replace under Attack/Full 
  Attack "javelin +2 ranged (1d6+1)" with "shortbow +2 
  ranged (1d6)". 
  Encounter Six 
  Huecuva, fallen Pal10: CR 12; Medium-sized Undead; 
  HD 10d12+3; hp 93; Init +5; Spd 20 ft.; AC 25 (touch 13, 
  flat-footed 24); BA +10/Grap +14; Atk slam +14 melee 
  (1d6+4 plus disease); Full Atk slam +14/+9 melee (1d6+4 
  plus disease); SA huecuva blight, smite good 3/day, sneak 
  attack +1d6, Summon Monster I 1/day (CL 16th, evil 
  creatures only), undead companion; SQ DR 10/silver, 
  turn resistance +2, undead traits; lay on hands 1/day; AL 
  LE; SV Fort +7, Ref +4, Will +6; Str 18, Dex 12, Con -, Int 
  4, Wis 16, Cha 16. 
   
  Skills and Feats: Ride +13, Heal +10, Sense Motive+9; 
  Cleave, Improved Initiative, Mounted Combat, Power 
  Attack, Weapon Focus (longsword), Toughness (B). 
   
  Huecuva Blight (Su): Victim's hit by a huecuva's slam 
  attack must succeed on a Fortitude save (DC 14) or fall 
  prey to a disease called huecuva blight.  The incubation 
  period is 1 day; at the end of that time, the disease deals 
  1d2 points of Strength and Constitution damage.  An 
  infected victim must make a saving throw each day 
  thereafter or take another 1d2 points of Strength and 
  Constitution damage.  The effects of huecuva blight are 
  cumulative each day until the victim reaches 0 
  Constitution 
  (and 
  dies), 
  makes 
  two 
  consecutive 
  successful saving throws, or receives magical treatment 
  (such as a remove disease spell). 
   
  Possessions: Full plate armor (corroded), Heavy Steel 
  Shield (corroded), Ring of Protection +2, Amulet of Natural 
  Armor +2. 
  Green Hag Skeleton, undead companion: Medium 
  Undead; HD 11d12; hp 99; Init +6; Spd 30 ft., swim 30 ft.; 
  AC 15 (touch 12, flat-footed 13); BA +5/Grap +10; Atk 
  claw +10 melee (1d4+5); Full Atk 2 claws +10 melee 
  (1d4+5); SQ immune to cold, empathic link with master, 
  improved evasion, DR 5/bludgeoning, undead traits, 
  darkvision 60 ft.; AL NE; SV Fort +7, Ref +5, Will +7; Str 
  20, Dex 14, Con –, Int 6, Wis 10, Cha 1. 
   
  Skills and Feats: Improved Initiative. 
   
   
  
  YEO4-03 Dust to Dust 
   
  Page 21 
  DM Aids: Map #1 – Ambush at APL 6 & 8 
   
  
  YEO4-03 Dust to Dust 
   
  Page 22 
  DM Aids: Map #2 – Ambush at APL 10 & 12 
   
  
  YEO4-03 Dust to Dust 
   
  Page 23 
  DM Aids: Map #3 – Tomb 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/EXTRAS/Greyhawk/Living Greyhawk - RPGA/YEO (Yeomanry)/YEO4-03 - Dust to Dust (3E).pdf