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.  
   
  BDKA4−01 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Swamped 
   
  A One Round D&D LIVING GREYHAWK®  
  Bandit Kingdoms Introductory Adventure 
  Version 1 
   
   
  by Theo Judd 
   
   
   
  Lizardmen have been attacking villages and towns in the northern parts of the Theocracy of Dimre. 
  Rumors abound that the attacks have been particularly savage. Now a town-crier gives news of a reward 
  out for brave adventurers willing to eliminate the source of the threat. A Bandit Kingdoms Introductory 
  module for 1st-level characters only. 
   
   
   
   
  
  BDKA4-01 Swamped 
   
  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. 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 bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM score the game. Complete the 
  RPGA scoring grid with names and RPGA 
  numbers only, and the event information at the 
  top. RPGA no longer uses voting for any reported 
  results. Give the Scoring Packet to your event 
  coordinator.  
   
  
  BDKA4-01 Swamped 
   
  Page 3 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players 
  bring their own characters with them. If players 
  do not have a LIVING GREYHAWK character 
  generated, get a copy of the current LIVING 
  GREYHAWK character generation guidelines, and 
  a 
  character 
  sheet 
  from 
  your 
  convention 
  coordinator or the RPGA Web site, ant then have 
  any players without a character create on. Once all 
  players have a LIVING GREYHAWK character, 
  play can begin. 
   
  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 
  LIVING GREYHAWK Introductory scenarios are 
  designed for APL 2. 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. 
  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 an introductory one round Regional 
  adventure, 
  set 
  in 
  the 
  Bandit 
  Kingdoms.  
  Characters native to the Bandit Kingdoms pay one 
  Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 50gp 
  per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
   
  Adventure Background 
  Shortly after the invasion of Iuz was 
  successfully repelled, High Canon Winuid wished 
  to secure the eastern borders of the Theocracy of 
  Dimre. To this end, he had several local tribes of 
  lizardfolk forcibly converted to the worship of 
  Pholtus and made into an organized water and 
  forest-trained militia. With them in place, he was 
  satisfied that the followers of the Ebongleam 
  would be able to defend their eastern border along 
  the Artonsamay effectively and prevent defectors 
  from moving to the Theocracy of the Pale. 
  However, the conversion of the lizardfolk did 
  not go unnoticed. Semuanya, the patron of the 
  lizardfolk has felt the lack of worship in that area 
  of the Phostwood and has sent visions to one of 
  his more devoted followers, a lizardwoman 
  shaman named Ss’ira Leh. Ss’ira Leh is a druid of 
  the Phostwood and she is quite miffed at the 
  forced conversion of her people. She has taken to 
  converting them back to the worship of the 
  “proper faith” and encouraging them to raid the 
  apostate Pholtans in bitter vengeance. These 
  attacks have grown increasingly violent in the 
  past few months. While the reports of women and 
  children 
  being singled out as targets are 
  exaggerated by the Theocracy of Dimre as a 
  political scheme to gain support for their cause, 
  some attacks have nevertheless been quite 
  gruesome. 
  Recent 
  divinations 
  by 
  church 
  acolytes 
  revealed that a lizardfolk druid in the forest was 
  the source of the insurgency. Because the loss of 
  the lizardfolk threatens the security of their 
  eastern border, the church has sent out notices 
  throughout the Bandit Kingdoms offering a 
  generous reward for those willing to “smite the 
  evil lizardfolk priestess.” They have intentionally 
  exaggerated reports of lizardfolk ferocity in order 
  to appear to be taking the moral high ground by 
  “defending their innocent citizens from the attacks 
  of savages.” They are rather embarrassed about 
  the fact that anyone could defect from the One 
  True Path. The church is hoping any adventurers 
  will shoot first and ask questions later with the 
  priestess and rid them of the menace, or at least 
  that the adventurers will keep their mouths shut 
  once the deed is done. 
   
  
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  Adventure Summary  
  Encounter 1: The PCs hear an announcement 
  from a town crier that, in light of recent attacks, 
  the High Canon of the Theocracy of Dimre has 
  increased the bounty for the lizardfolk priestess to 
  200 gp per person. PCs have the option to travel to 
  the town of Iron Faith to learn more. 
  Encounter 2: The PCs obtain permission to 
  enter the Phostwood seeking the bounty from 
  Canon Prometheus in the town of Iron Faith. 
  Getting the proper permit is a rough process full 
  of red tape as the militantly vigilant priests grill 
  the PCs and use several divinations to ensure they 
  are not spies sent by the Old One or others. This is 
  where the PCs get a good feel for the lawful 
  nature of the realm. 
  Encounter 3: The PCs enter the Phostwood, 
  where they encounter a dryad who attempts to 
  put any non-elves asleep. Failing that, she may 
  charm one or more PCs to determine whether or 
  not they mean her forest any harm. She can be 
  negotiated with and provide some information on 
  Ss’ira if treated properly. But since she cannot 
  travel far from her tree, most of what she knows 
  she has heard on the grapevine (no pun intended) 
  and her information is not entirely accurate. 
  Encounter 4: The PCs encounter a group of 
  Lizardmen who have defected to the worship of 
  Semuanya. They are incensed and rather violent, 
  attacking 
  the 
  PCs 
  with 
  little 
  provocation. 
  Examining their bodies reveals a map to the grove 
  of Ss’ira. PCs may also manage to negotiate with 
  the Lizardmen and persuade them to take them to 
  Ss’ira. 
  Encounter 5: The PCs encounter Ss’ira. She 
  stalls a fight to give the PCs the chance to join her. 
  However, she requests they prove their allegiance 
  to her by bringing her the head of a Pholtan priest, 
  an unlikely possibility. Clever PCs may offer to 
  help her in another way. 
  Encounter 6: The PCs may encounter a 
  lizardfolk settlement still loyal to Dimre. They will 
  tell the PCs that they are not that fond of the 
  Pholtans, but that they have done a good deal in 
  establishing order in their community.  
  Encounter 7: The PCs return to Iron Faith to 
  report on their success or failure. Here, Canon 
  Prometheus attempts to determine how much the 
  PCs know, and asks them to vow never to speak 
  of this if he realizes they know of the defection of 
  the faithful from the worship of Pholtus. PCs who 
  agree not to speak of the issue receive the favor of 
  Dimre. Regardless of whether they agree or not, 
  the PCs still receive the reward if they return with 
  Ss’ira’s head. 
   
  Introduction 
  It was only last night that you braved the 
  elements to arrive at the Hog’s Squeal in the city 
  of Stoink and make arrangements for a place to 
  stay for the night. The proprietor, a lean man with 
  a peg-leg, battle scars along his face and arms, 
  and the tattoo of a an ugly orc wielding a battle 
  axe on his right shoulder, invited you in with a 
  sneer and a “two bits pleezh.” He was quite 
  charming. 
  Your arrangements in the Common Room 
  weren’t so bad, except for the haggard man 
  sleeping in the far corner bunk; his snores could 
  have driven a rhino to charge. On the bright side, 
  he also drowned out the screams that you heard in 
  the night, likely victims of muggers, thieves, 
  cutthroats, and assassins. 
  You awoke to a shining sun gleaming through 
  the window, illuminating the room. The air was 
  warm and outside you could hear the sounds of 
  friendly merchants peddling their wares on the 
  street below. Taking in a great breath confined 
  you to a quick gag and a cough, as the smell of 
  raw sewage met your nose. Apparently people 
  have been emptying their chamber pots into the 
  alley by your window. 
   
  Encounter One: 
  A Wanted Criminal 
  Read the following to the PCs once they have 
  gathered their things and are ready to leave the 
  inn: 
  Once you had arisen and had a breakfast biscuit, 
  you made your way into the streets. Business 
  seemed to be going along as usual, but then a hush 
  fell over the crowd as a man dressed in courtier’s 
  garments stepped to the center of square and 
  proclaimed “Hear ye! Hear ye! The most 
  honorable ally of the Empire, the Theocracy of 
  Dimre, has issued a call for all adventuring 
  parties willing to rid them of an evil lizardfolk 
  priestess who dwells in the swamps of the 
  Phostwood. Her crime has been to incite the 
  lizardfolk in the area to violent atrocities against 
  human settlements, the likes of which cannot be 
  forgiven. For this crime, High Canon Winuid has 
  
  BDKA4-01 Swamped 
   
  Page 5 
  issued 
  the 
  sentence 
  of 
  death 
  upon 
  her. 
  Adventuring parties willing and able to carry out 
  her execution are to report to Canon Prometheus 
  in the border town of Iron Faith, where you will 
  receive the details of the mission. The reward for 
  the head of this priestess shall be 200 pieces of 
  gold for each mercenary willing to undertake the 
  task.” 
  With that, the crier turns and begins to walk 
  back to the constabulary, leaving you with the 
  prospects of what may be a promising, and 
  rewarding mission. 
   
  At this point the PCs have two options. One, 
  they can ignore the town crier and just mill about 
  Stoink. If they do, the adventure is over. Two, they 
  can decide to undertake the mission, which likely 
  means they’ll be traveling to the border of the 
  Theocracy of Dimre quite soon.  
   
  Development: It’s possible the PCs want some 
  more information before jumping head-long into 
  the adventure. You may allow them to do so, but 
  remind them that if they take more than a day, 
  other adventuring parties might answer the call 
  and beat them to it. 
   
  Investigation 
  There are several avenues of investigation the PCs 
  may pursue. First, by hob-knobbing with locals 
  and spending a few coin, they might be able to 
  glean 
  some 
  information 
  about 
  the 
  current 
  situation with a Gather Information check. They 
  may also know something of the situation already 
  if they have the appropriate knowledge skill. In 
  addition, the PCs can simply visit the authorities 
  in town and make an inquiry. Assume the PCs 
  have all day to make preparations. 
   
  Gather Information 
  A PC may spend 1d4+1 hours to ask about the 
  Theocracy of Dimre. Award a +2 circumstance 
  bonus for every 5 gp spent to a max of +10. 
  � DC 10: “Border’s only about a day’s ride 
  north, but I never been there.” 
  � DC 15: “The Theocracy of Dimre is made up 
  of a bunch of religious zealots who follow an 
  unusual doctrine. However, I hear it’s not so 
  bad a place to live and lots of refugees went 
  there after the war.” 
  � DC 20: “Allied with the Empire, yes they are. 
  In fact, they seem to take pride in the matter. 
  Strange if you ask me, cuz I hear they worship 
  one of the better gods. Don’t get ‘em wrong 
  though, cuz word is they don’t trust the 
  Empire one bit.” 
  � DC 25: “The Theocracy’s always been trying 
  to secure it’s borders from outside threats. In 
  fact, it’s a miracle the country is still standing. 
  I bet there’s more behind this reward than 
  meets the eye.” 
  � DC 30: “You didn’t hear this from me, but I’ve 
  heard the Theocracy is pretty miffed about 
  these attacks because it could create an 
  embarrassing political problem for them.” 
   
  A PC may spend 1d4+1 hours inquiring about the 
  lizardfolk priestess or the attacks. Award a +2 
  circumstance bonus for every 5 gp spent to a max 
  of +10. 
  � DC 15: “Oh yea, her. I don’t go up to those 
  parts, but some merchants passing through 
  here the other day mentioned that she has 
  riled up a bunch of the lizardmen in attacks 
  on Dimrean townships. Apparently, they been 
  indiscriminately killing men, women, and 
  children for more than a month. Horrible.” 
  � DC 20: “You know, I had heard those 
  lizardfolk were supposed to be friends of 
  Dimre and worshippers of the same god. 
  Musta been wrong.” 
  � DC 25: “After the war, a small expedition 
  from Dimre went into the Phostwood and 
  forcibly converted many of the lizardfolk to 
  worship of their god. I bet this uprising has 
  something to do with that.” 
  � DC 30: “I was in Iron Faith for business a few 
  weeks ago. I talked with a survivor of one of 
  the attacks. He said the attacking lizardfolk 
  were clad in warpaint and wore symbols of an 
  egg around their necks.” 
   
  Knowledge (Local − Iuz Border States) 
  A PC may attempt a single Knowledge (Local) 
  check to learn about the Theocracy of Dimre: 
  � DC 10: The Theocracy of Dimre is militantly 
  rigid in their procedures and methods. 
  Criminals 
  are 
  harshly 
  punished 
  and 
  dissidence is not tolerated. 
  � DC 15: The Theocracy of Dimre follows the 
  religion of Pholtus. Ironically, they are indeed 
  allies with the Empire of Iuz. 
  
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  � DC 20: More specifically, the Theocracy of 
  Dimre follows the Ebongleam, an unusual 
  doctrine in the Pholtan church. 
  Special: A Bardic Knowledge check may be 
  substituted for this check, but add +5 to all listed 
  DCs. 
   
  A PC may attempt a single Knowledge (Local) 
  check to learn about the situation with the 
  lizardfolk: 
  � DC 15: There is a tribe of lizardfolk living in 
  the swamps of the Phostwood that helps 
  defend Dimre’s eastern border. Some are 
  currently in revolt. 
  � DC 20: The lizardfolk are led by a shaman 
  named Ss’ira Leh, who has preached that they 
  should return to their native faith of 
  Semuanya. 
  Special: A Bardic Knowledge check may be 
  substituted for this check, but add +5 to all listed 
  DCs. 
   
  Knowledge (Religion) 
  A PC may attempt a single Knowledge (religion) 
  check to learn about the Theocracy of Dimre’s 
  religious beliefs: 
  � DC 10: The Theocracy of Dimre follows 
  Pholtus, god of immovability, the sun, and 
  law. 
  � DC 15: The Theocracy of Dimre follows the 
  Ebongleam, a doctrine that teaches one must 
  first walk hand-in-hand with darkness before 
  one can understand the light. 
  � DC 20: The Ebongleam is in opposition to the 
  orthodox 
  doctrine 
  of 
  the 
  neighboring 
  Theocracy of the Pale. 
  Special: A Bardic Knowledge check may be 
  substituted for this check, but add +10 to all listed 
  DCs. 
   
  Knowledge(History)/Bardic Knowledge 
  A PC may make a single Knowledge (History) or 
  Bardic Knowledge check (or both if the PC has 
  both) to learn the history of the lizardfolk in the 
  area: 
  � DC 15: The Theocracy of Dimre converted the 
  lizardfolk in the Phostwood to the worship of 
  Pholtus after the Greyhawk Wars. 
  � DC 20: The lizardfolk were charged with 
  defending the eastern border. Dimre trained 
  them as a specialized water-borne divison. 
  � DC 25: Insurgencies have been rare, as the 
  Theocracy tends to enslave those lizardfolk 
  who refuse to convert. 
   
  Once the PCs have all the information they 
  want and are ready to travel to Iron Faith, proceed 
  to Encounter Two. 
   
  Encounter Two:  
  A Bastion of Faith 
  Your journey to Iron Faith is but a short two-day 
  ride north from Stoink. As you have traveled, the 
  landscape has taken on a particularly unforgiving 
  form. Although you have never found it unusual 
  to find barren fields in the Bandit Kingdoms, these 
  lands appear to hold no remorse for any who 
  would plow them. The ground is cracked and the 
  soil weak, and to make matters worse, the road 
  and surrounding environs are covered with stones 
  that surely choke even the most stubborn of 
  vegetation. Nevertheless, on the second night of 
  your journey, you begin to see shacks and lean-tos 
  alongside the road, as well as evidence that at 
  least some attempt has been made to put this land 
  to good use, albeit a poor one. 
   
  It is not long before you catch a glimpse of 
  what can only be the beacons of Iron Faith, the 
  border village and entrance into the Theocracy of 
  Dimre. Even from this distance, you can feel a 
  strange sense of foreboding as you approach the 
  town. You remember all too well the words of the 
  Imperial lieutenant you passed near the border 
  yesterday, “Remember, once inside Dimre, you are 
  outside the Old One’s protection. But don’t think 
  even for a minute that it means he can’t see you. 
  Our great lord, Iuz, sees all.” 
   
   
  Allow the players to make any preparations they 
  wish before entering Iron Faith. Feel free to warn 
  them that as soon as they go any further, they will 
  likely announce their presence to the guards at the 
  gate, intentional or otherwise. Once the players 
  are ready to proceed, read the following: 
   
  Approaching the town, you can see it is guarded 
  by a well-built palisade made from the sturdy 
  lumber of the nearby Phostwood. A twin-towered 
  gatehouse lies before you, where several guards, 
  clad in a breastplate that bears the symbol of the 
  sun eclipsed by Luna, stand watch. Noticing your 
  
  BDKA4-01 Swamped 
   
  Page 7 
  approach, they send three riders forth, mounted 
  atop horses of war. 
   
  Stopping about 20 feet 
  away from your group, one 
  of the riders holds up his 
  hand, “Stop in the name of 
  the Blinding Light! Who are 
  you who approach this, the 
  holy border town of Iron 
  Faith?” 
   
  At 
  this 
  point, 
  give 
  the 
  players the chance to role-
  play a little bit with the rider. 
  They should be able to 
  explain why they are there 
  and what they intend to do. 
   
  Creatures: The rider’s 
  name is Zedekiah, and he is 
  not 
  found 
  of 
  outsiders, 
  especially those who are 
  non-human. However, being 
  a devout Pholtan, he does 
  welcome refugees, as long as 
  they 
  are 
  respectful 
  and 
  earnestly desire to turn from 
  their former ways and follow 
  the 
  doctrine 
  of 
  the 
  Ebongleam. 
  Any 
  seeking 
  such sanctuary within the 
  confines of Dimre will be 
  greeted with a smile and a 
  prayer 
  of 
  thanks 
  for 
  delivering penitents into this 
  land. He looks down upon 
  elves for their chaotic nature, 
  halflings 
  for 
  their 
  reputations as thieves, half-
  orcs for their worse heritage, 
  and 
  gnomes 
  for 
  their 
  whimsical lifestyle.  
  However, he gives little 
  trouble to those who express 
  interest 
  in 
  seeking 
  the 
  reward. He directs them 
  through the gate and tells 
  them to check into a room 
  for the night. In the morning 
  he says, they should seek out Canon Prometheus 
  in the church in town square. He says if they 
  attempt to meet with him tonight, they will be in 
  violation of curfew and would probably be 
  arrested (the fine is 50 gp, and a lashing). The 
  Sun’s 
  Down 
  Inn 
  is 
  the 
  nearest and only place for 
  the PCs to stay. 
   
  Zedekiah: 
  Male 
  human 
  War2; See Appendix I. 
  Zealot Militia (2): Human 
  War1; See Appendix I. 
  Light Warhorses (3): See 
  Monster Manual, page 273. 
   
  Assuming the PCs move on 
  the Inn, they can find a nice 
  cozy little establishment run 
  by Krunkle, an uptight and 
  penny-pinching old codger. 
  Outwardly, he is a Pholtan 
  worshipper, but inwardly, 
  he thinks it’s a bunch of 
  hogwash that conveniently 
  keeps order in the town. 
  Depending on how the PCs 
  react to him, he may divulge 
  his true feelings about the 
  One True Path. He also 
  knows a little bit about the 
  lizardfolk attacks. One of his 
  cousins was in an attack on 
  the village of Attel last week. 
  His cousin told him a story 
  of how one of the savage 
  lizardmen devoured a child 
  right 
  before 
  his 
  eyes. 
  Krunkle thinks the rogue 
  lizardmen a pestilence that 
  should 
  be 
  eliminated 
  immediately. 
  Once the PCs head to see 
  Prometheus in the morning, 
  read the following: 
  The church in the center of 
  town looks more like a 
  prison 
  than 
  a 
  place 
  of 
  worship. It is a simple, four-
  stonewall 
  structure 
  with 
  narrow windows that betray 
  the existence of almost no 
  creature comforts. The only decoration you can 
  see is a golden banner of the sun and the moon 
  hanging over the entryway to the chapel within. 
  Iron Faith (Village): Conventional; AL LN; 
  200 gp limit; Assets 4710 gp; Population 
  471; Isolated (human 452, dwarf 9, halfling 
  5, elf 5). 
  Authority Figures: Canon Prometheus 
  (LN male human (F) Clr5 of Pholtus), 
  Constable Rutheras (NG male human (O) 
  Ftr4), Zedekiah (LN male human War2, 
  captain of the watch). 
  Important Characters: Krunkle (N male 
  human Com4, proprietor of the Sun’s 
  Down Inn), Pira (CN female human Com1, 
  a refugee from Rookroost). 
  Canon Prometheus: A short, stout man 
  fervently devout to the precepts of the 
  Ebongleam. His hands have self-inflicted 
  burn 
  scars 
  upon 
  them 
  from 
  self-
  disciplining rituals he has performed. He is 
  irascible (easily angered), but dedicated to 
  his work protecting the temple to Pholtus 
  and eradicating the lizardfolk resistance. 
  Constable Rutheras: More a figurehead 
  than anything, Rutheras is calm and 
  unassuming. He doesn’t like creating 
  trouble and is the only town official likely 
  to give the PCs any mercy. His statistics are 
  not provided since an encounter with him 
  is unlikely. Use the general 4th-level fighter 
  outline from the DMG if you need them. 
  Zedekiah: One would think Zedekiah 
  was pronounced captain of the gates of 
  Celestia to see the devotion with which 
  Zedekiah does his work. He is resolute, 
  confident, and dutiful. He patrols the 
  grounds of the town with his men and is 
  likely the first NPC the PCs encounter in 
  Iron Faith. 
  Krunkle: This old man owns the only 
  inn in town. More of a bed and breakfast, 
  the Sun’s Down is ordinary and simple. 
  Most guests stay in a common room. 
  Chests with a lock and key can be rented 
  for 3 sp a night. 
   
  Pira: One of the more recent refugees, 
  Pira came to Iron Faith five months ago 
  from Rookroost. She puts up a pretty good 
  farce of being a devout Pholtan (Bluff +5), 
  but besides that she just wants a peaceful 
  place to live. She knows some gossip from 
  Rookroost that the PCs might get (see 
  Development below). 
  
  BDKA4-01 Swamped 
   
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  Once inside the imposing structure, you can 
  see that before the altar are several men in rent 
  brown robes, whipping themselves with wretched 
  barbed switches, praying for mercy and seeking to 
  repent of their sins. You are then approached by a 
  haggard man in a brown robe with the holy 
  symbol of Pholtus around his neck. 
   
  This is Halroth, one of the clergymen in the 
  church. He is the least likely priest to be found 
  whipping himself since he has a rather weak 
  stomach. The other priests consider him a little 
  less than devout for this reason. Nevertheless, 
  they let Halroth take care of most of the preaching 
  and “social needs” of the church in town. The 
  locals hardly ever see Prometheus. 
  Halroth will first ask that the PCs remove 
  their foot-wear. Any who refuse will not be 
  allowed further into the temple. He then enquires 
  as to the PC’s intent when they enter. Assuming 
  they say they are here to meet with Prometheus, 
  stamp out the lizardfolk menace, or something 
  like that, he takes them upstairs to Prometheus’ 
  room. 
  When the PCs enter Prometheus’ chamber, 
  read the following: 
   
  After a tortuous three story climb up the block-
  stone stairs, you reach a hallway down which 
  Halroth leads you. Politely asking you to wait for 
  a moment, he enters through a nearby door and 
  returns a moment later saying, “The canon will 
  see you now.” 
   
  Entering the room, you can see it is much like 
  the rest of the temple. The floor is dark, solid 
  Phostwood, and four simple gray stone walls 
  surround the 20 foot by 20 foot enclosure. In the 
  corner, you see a simple stray mattress with not 
  even a pillow. The only other feature of the room 
  is the shrine to Pholtus in the opposite corner. 
  Decorated in silver and gold, it is the only sign of 
  opulence you can see in this room. A stout man 
  with a shaved head stands in the middle of the 
  room, apparently awaiting your arrival. 
   
  Before you can state your names or purpose, 
  he begins, “Welcome to the most sacred Temple 
  Remorse, holy ground of our lord. We are in dire 
  need of heroes. I’ll cut straight to the point. The 
  evil lizardfolk priestess Ss’ira Leh has been 
  slaughtering innocent civilians and she must be 
  stopped. I’ll offer each and every one of you 200 
  pieces of gold if you’ll journey into the 
  Phostwood swamps, find her, and bring me back 
  her head.” 
   
  For Prometheus, this should be a simple 
  matter and he expects the PCs to readily accept 
  and return promptly. If they question him further, 
  he will answer, to the extent of his knowledge. He 
  knows that Ss’ira Leh has been directing attacks 
  on Dimrean villages to kidnap, kill, and devour its 
  citizenry. He knows this because higher level 
  clerics from Marsekeer (the capital) have learned 
  this through divinations. All they know however 
  is that she is somewhere in the Phostwood 
  swamps. Prometheus would rather not divert 
  resources from the defense of the border to look 
  for her if he can avoid it, but she must be 
  eliminated.  
  He does not know she has come to turn the 
  lizardfolk back to the worship of Semuanya, but 
  he does know that she is drawing lizardfolk 
  worshippers of Pholtus away. He can only 
  presume she has lured them into some evil cult of 
  a god of slaughter or death. He considers any 
  rogue lizardfolk worthy of death for their 
  betrayal. However, he will say that if any 
  lizardfolk repent and offer to return to the 
  worship of Pholtus, the PCs may simply take them 
  prisoner and bring them back to Iron Faith. 
  Before sending the PCs on their way, he will 
  subject them to a zone of truth to determine their 
  true intents and see if they mean the Theocracy 
  any harm. Then he will provide them with a map 
  Player Handout I, and tell them that the three 
  swamps labeled are suspected locations of Ss’ira’s 
  hideout. 
   
  Creatures: Prometheus doesn’t say this, but 
  the situation is rather embarrassing for Dimre. He 
  is hoping the matter will be resolved quickly so 
  that others (namely the Theocracy of the Pale and 
  the Empire of Iuz) don’t get any ideas about 
  Dimre having a weak border. Role-play him as 
  seeking to get the PCs off as soon as possible. He 
  wants the matter solved very quickly. 
   
  Canon Prometheus: Male Human Clr5 of 
  Pholtus; see Appendix I. 
   
   
  Development: In the morning, the PCs might 
  want 
  to 
  gather 
  some 
  information 
  before 
  immediately heading to see Canon Prometheus. If 
  they succeed on a Gather Information check (DC 
  
  BDKA4-01 Swamped 
   
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  20), they locate a local gossip named Pira who 
  knows quite a lot about the reasons the lizardmen 
  might be angry. She can tell the PCs that the 
  clerics have been using them as laborers for 
  several years. To their credit, she does say that she 
  thinks it’s just the bad ones that are enslaved 
  however. 
  The PCs won’t be allowed to dawdle around 
  at night. They were fairly warned, so any that are 
  loitering about instead of heading directly to the 
  inn have a chance to get picked up by a guard 
  patrol of two zealots. If a fight breaks out, have an 
  additional four zealots arrive every 1d3 rounds 
  until the entire town guard comes down upon 
  them.  
  If any PCs cause trouble in town during the 
  day, four of the militia will show up in 1d4+1 
  rounds. Every 1d4 rounds after that, another four 
  militia will show up. If the PCs are a becoming a 
  handful, Rutheras will call a few of the Holy 
  Guard down upon them. Only use this option if 
  you feel the PCs have truly overstepped their 
  bounds, as the Holy Guard is far too experienced 
  for them to deal with. 
  PCs who admit to Prometheus that they mean 
  the Theocracy harm will be summarily arrested as 
  spies and insurgents. Go to Conclusion C for such 
  PCs. 
   
  Note: This following encounters presume the 
  PCs head into the Phostwood to find Ss’ira Leh, 
  whether they wish to slay or parlay. Each section 
  of the swamp on the map is labeled. Find the 
  lettered location and read the description for the 
  encounter. The PCs are welcome to explore the 
  swamps in any order they choose. 
   
  Encounter Three:  
  A Local Guardian 
  Ss’ira used to have a hide-out here, but she 
  decided to move it since she didn’t trust a local 
  dryad. The dryad is still here and knows a little if 
  the PCs are cunning enough to lure her out.  
   
  Swamp A 
  Creatures: The dryad’s name, translated from 
  sylvan, means tender heart. She has lived here for 
  many years and has interacted with the lizardfolk 
  before, although rarely. However, the only evil 
  she knows of going on in the forest is the men (of 
  Dimre) who constantly threaten the forest with 
  axe and plough. She has heard of Ss’ira from local 
  lizardfolk, but has heard nothing negative, only 
  that she respects the forest and wishes to restore 
  things to the way they were, which is just fine 
  with Tender Heart.  
  She does not know where Ss’ira is, but does 
  know that she doesn’t make her hideout in this 
  part of the swamp anymore. She also might note 
  that she thinks Ss’ira has passed by her at least 
  once, and although she never spoke with her, she 
  did note that Ss’ira was rather resistant to her 
  entangle (she does this to nearly any passersby to 
  stop them so she can get a better look at them if 
  there is anything strange about them; Ss’ira had 
  captive humans with her). 
  She is shy and will only talk to elves or half-
  elves (in elven, or sylvan if they speak it). If there 
  are none in the group, then she will talk with the 
  PC with the highest Charisma score in the party. 
   
  APL 2 (EL 3) 
  Tender Heart, Female Dryad: hp 13; see 
  Monster Manual page 90. 
   
   
  Tactics: Begin this encounter by rolling a Hide 
  check for Tender Heart, opposed by the PC’s Spot 
  checks. If none of the PCs see her, then she begins 
  by entangling the whole of them, followed by deep 
  slumber on any who aren’t elves or half-elves. 
  After that she will approach if only elves and half-
  elves remain awake. Otherwise she remains 
  hidden and assumes tree shape. However, she can 
  be persuaded that the party is not hostile if the 
  PCs can improve her attitude to Friendly with a 
  Charisma or Diplomacy check (see the Player’s 
  Handbook, page 72). Her initial attitude is 
  Indifferent. Inform any PCs wishing to make such 
  a check that it will be a full-round action. Apply 
  the following modifiers to this check: 
  • 
  -4 for each half-orc in the party 
  • 
  -2 for each dwarf in the party 
  • 
  -1 for each halfling and human in the 
  party 
  • 
  -8 if the dryad has observed the PCs 
  harming the forest (e.g. not putting out a 
  campfire, chopping down trees) 
  • 
  +2 for each elf in the party 
  • 
  +1 for each half-elf in the party 
  • 
  +2 if the PC speaks in elven 
  • 
  +4 if the PC speaks in sylvan 
  
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  • 
  +2 if the PC has at least 1 rank in Survival 
  • 
  +2 if the PC is a ranger 
  • 
  +4 if the PC is a druid 
   
  Development: Note that if the PCs kill Tender 
  Heart, it is reckless at best, evil at worst. Under no 
  circumstance will Tender Heart attempt to kill the 
  PCs. She will simply use her abilities to hide from 
  them until they leave. Some acts, such as burning 
  down her tree to force her to come out, will kill 
  her and is certainly an evil act. It should be noted 
  on the Player’s AR, and the Triad should be 
  notified with the player’s and character’s name. 
   
  Encounter Four: Close 
  Encounter of a Scaly Kind 
  This is the location of Ss’ira’s current hideout. 
  However, the PCs will first have to deal with 
  some rogue lizardfolk who are out patrolling the 
  perimeter. 
   
  Swamp B 
  Creatures: Three lizardfolk loyal to Semuanya 
  prowl about the swamp. They are angered at the 
  Pholtans and attack the PCs on sight, assuming 
  they are assassins sent to stop Ss’ira. Have the PCs 
  roll Spot checks (DC 12). Any who fail are taken 
  by surprise. These lizardfolk don’t have shields, 
  just clubs. 
   
  APL 2 (EL 4) 
  Lizardfolk (3): hp 7, 8, and 10; see Monster Manual 
  page 169. 
   
  Tactics: The lizardfolk aren’t too intelligent. 
  Each just rushes the nearest PC and attempts to 
  full attack until they are brought down, moving 
  then to the next nearest target. They might flank if 
  an opportunity comes up, but they won’t provoke 
  attacks of opportunity to do so. 
  The swamp here is slimy and all creatures 
  must make a Balance check (DC 5) each round or 
  move at half speed. 
   
  Development: If the PCs incapacitate, or 
  somehow capture any of the lizardfolk, they can 
  be negotiated with or Intimidated into revealing 
  the location of Ss’ira’s hideout. Assume their 
  initial attitude is Hostile. They will help the PCs if 
  their attitude can be improved to Friendly or if 
  they are Intimidated. Any lizardfolk still alive will 
  request that any of their comrades be healed or at 
  least stabilized if the PCs truly mean well. They 
  will also desire their weapons back if the PCs will 
  allow it. If Intimidated, they will not ask for their 
  weapons 
  however. 
  Note 
  that 
  Charisma, 
  Diplomacy, and Intimidation checks all require 
  the PC or PCs participating to speak Draconic, 
  since the lizardfolk don’t understand Common. 
  The PCs won’t need them to find Ss’ira’s lair 
  however. 
   
  Encounter Five:  
  A Devoted Prophetess 
  After 
  encountering 
  the 
  wandering 
  rogue 
  lizardfolk, if the PCs persist in their searching for 
  a few more hours, they will come upon a small 
  cove that serves as Ss’ira’s lair. You should ask the 
  PCs if they mind graphic details and adjust the 
  following text appropriately. Read the following 
  when they approach the cove by the river: 
   
  Moving through the swamp, you suddenly come 
  across a grisly sight. Seven human skulls are 
  staked to the ground just outside a small cove by 
  the river Artonsomay. They are mostly clean, but 
  a few pieces of flesh remain upon them, hinting 
  that they have been recently placed there. Even 
  more horrifying, one of the skulls is small, like 
  that of a child. 
   
  When the PCs move closer to the cove, read 
  the following: 
   
  As you move towards the cove to investigate, you 
  see a tall humanoid with green scaly skin and 
  colorful fin-like protrusions from her head emerge 
  from the cove. She is clad in hide armor and wears 
  a scimitar by her side. Mistletoe decorates the 
  cove. 
   
  Before you can act, she holds up her clawed 
  hands and speaks to you in the Common tongue, 
  “Wait! I know why you have been sent here, and I 
  must tell you that you have been deceived.” 
   
  This is Ss’ira. Assuming the PCs don’t 
  immediately attack, she attempts to parlay. She 
  explains that the Pholtans have drawn her people 
  away from her people’s primordial faith, that of 
  Semuanya and that she has been chosen by the 
  lord himself to lead her people back to the old 
  
  BDKA4-01 Swamped 
   
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  faith. She explains the attacks on the villages as 
  retribution for the years of enslavement of the 
  lizardfolk people. She offers the PCs a chance to 
  join her in opposing their tyranny, but wishes 
  them to bring her the head of a Pholtan priest to 
  prove their loyalty to her cause. 
  Have the PCs roll Listen checks (DC 15). 
  Success means they hear soft cries from the inside 
  of the cove. These are 5 human prisoners Ss’ira 
  currently holds for food and sacrifice. If asked 
  about the cries, Ss’ira will admit to having 
  captives, but will refuse to release them. Also, 
  have the PCs roll a Spot check opposed to Ss’ira’s 
  animal companion’s Hide check, since it is hiding 
  in the river. 
   
  Creatures: Ss’ira is evil, so bear that in mind 
  when role-playing her. However, as a druid she 
  also has a healthy respect for the forest and the 
  forces of nature. She has heard of the reward 
  being offered for her head and is expecting 
  adventurers to come prowling around. However, 
  she wants to turn the tables on the Theocracy of 
  Dimre by making them look like bad guys. She is 
  quite upset over the Dimrean’s treatment of her 
  people and thinks their god detestable. 
  Ss’ira herself is one of a group of lizardfolk 
  who refused to convert to the worship of Pholtus 
  when Dimre moved into the Phostwood. She and 
  those like her were summarily enslaved by the 
  zealous Pholtans and sent to labor in their fields in 
  horrible conditions. She is willing to show off 
  whip scars to prove this. 
  Her overriding concern is to simply get any 
  adventurers out of her hair. She has bigger fish to 
  fry right now, namely converting the remaining 
  local lizardfolk back to the worship of Semuanya. 
   
  APL 2 (EL 4) 
  Ss’ira Leh: Female Lizardfolk Drd3; see Appendix 
  I. 
   
   
  Tactics: If engaged in battle, Ss’ira Leh will 
  first cast obscuring mist to give herself some 
  concealment from the PCs. Then she casts bull’s 
  strength before emerging from the mist to deal 
  with the PCs, preferably standing at the edge of 
  the mist to benefit from the concealment while the 
  PCs get no such benefit. 
  Ss’ira’s animal companion is hiding in the 
  river. If neither Ss’ira nor it has been attacked 
  when its initiative comes up, it delays until a PC 
  either attacks it or Ss’ira. If the PCs are not aware 
  of the viper when it attacks, remember to treat its 
  target as flat-footed for that attack only. 
   
  Development: Cunning PCs will note that 
  retrieving the head of a Pholtan priest (even if 
  they want to) might be a difficult task. By 
  explaining this to Ss’ira, the PCs will discover that 
  Ss’ira isn’t completely irrational. If the PCs explain 
  that they would like to help, but are not quite 
  experienced enough to brave the defenses of 
  Dimre, Ss’ira will say that she has other problems 
  they can help her with. She says that a nearby 
  clutch of crested felldrakes has been attacking her 
  people and wants them dealt with. Assuming the 
  PCs don’t mind killing good creatures, they are 
  welcome to perform this task to prove their worth 
  to Ss’ira instead. Assuming they are successful at 
  this task, Ss’ira gives them all her potions and 150 
  gp as a reward. She also says that if the PCs return 
  to her at a future date with the head of a Pholtan 
  priest, she will reward them. If the PCs choose to 
  return to Prometheus for some reason, go to 
  Encounter Seven. If they simply avoid returning 
  to Iron Faith, go to Conclusion D. 
   
  Encounter Five (Alternate): 
  Felldrake Clutch 
  The clutch of crested felldrakes is only an hour’s 
  travel away. Nested up the river, they are fiercely 
  territorial and attack any non-elves who approach. 
  For the sake of simplicity, ignore this encounter 
  unless Ss’ira specifically sends the PCs here. 
   
   
  Creatures: This is the group of crested 
  felldrakes Ss’ira spoke of. When the PCs 
  approach, they are dining on a few fish they have 
  captured. 
   
  APL 2 (EL 4) 
  Crested Felldrakes (3): hp 8, 12, and 17; see 
  Appendix I. 
   
   
  Tactics: The crested felldrakes use pack 
  tactics. One approaches the PCs while the others 
  move to flank. They aren’t more intelligent than a 
  young child, but they have feral instinct. 
   
  
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  Development: The crested felldrakes stop to 
  parlay only if one of the PCs can speak Draconic 
  or Sylvan and improve their attitude to Friendly. 
  Their initial attitude is Indifferent towards any 
  elves, but Hostile towards any others. If any PCs 
  attack before attempting to parlay, the crested 
  felldrakes are Hostile towards all, even elves. 
  Even if their attitude is altered to Friendly, 
  they have no interest in the PCs affairs and ask 
  them politely to leave. In the unlikely event their 
  attitude is converted to Helpful and there is at 
  least one elf in the party, the Felldrakes will agree 
  to help the PCs attack Ss’ira, but nothing else. 
   
  Encounter Six:  
  The Loyal Ones 
  Some lizardfolk are still loyal to Dimre. Some can 
  be found here. The PCs are willing to speak with 
  them, but this is a role-playing encounter only. 
  Feel free to punish foolish PCs who start a fight by 
  having the whole lizardfolk tribe turn on them. 
   
  Swamp C 
  Read the following as the PCs approach the 
  lizardfolk encampment: 
   
  Following the trails of smoke in the sky, you come 
  to a small clearing. Dotted with mud huts by the 
  river and many various crude wooden structures 
  that serve to hold animal skins and simple 
  weapons and tools, the settlement is verdant and 
  populated with many lizardfolk moving about. 
  You even spy a human or two among them, 
  although they are much more civilly arrayed. The 
  lizardfolk seem to bear you no mind while most of 
  them go about their daily business training with 
  shields and clubs, skinning hides, and crafting 
  spears. 
   
  Creatures: This is Krep‘tah, one of the settlements 
  of lizardfolk loyal to the Pholtans of Dimre. They 
  are resigned to their relatively servile fate for the 
  most part since the Pholtans keep them well-fed 
  and care for their wounded. They bear Pholtus no 
  ill-will for the most part and some even praise him 
  for finally bringing civilization to the lizardfolk. 
   
  APL 2 (EL ~13) 
  Lizardfolk (74): hp 11 average; see MM page 169. 
  Dimrean Priests (5): Human Clr1 of Pholtus. 
   
   
  Development: The PCs really can’t get much 
  out of the lizardfolk unless they can speak 
  Draconic. If they do, the lizardfolk express the 
  sentiments described above. A few have heard of 
  Ss’ira, but mention that those who wish to join her 
  already have, and any others that might fear 
  retribution from the Pholtans. Most of the 
  lizardfolk think Dimre will eventually have her 
  killed. 
  The priests direct the PCs to Swamp B, saying 
  that they’ve noticed attacks have been coming 
  from that region mostly. Every NPC at this 
  settlement is too busy to help the PCs. 
   
  Encounter Seven:  
  The Return 
  This encounter presumes the PCs return to Iron 
  Faith, either to retrieve of the head of a Pholtan 
  priest (likely suicide) or to report on the success or 
  failure of their mission. In any event, Prometheus 
  is not happy to see them unless they return with 
  Ss’ira’s head. 
  Prometheus first subjects the PCs to a zone of 
  truth to ensure they are telling him the truth. If 
  they have completed the mission, he thanks them 
  with all the graciousness an uptight priest of 
  Pholtus can have and gives them the reward 
  money as well as a stone emblem of Dimre that 
  they can have to show as proof of their allegiance 
  to the Theocracy. Go to Conclusion A. If the PCs 
  failed, go to Conclusion B. 
   
  Development: It’s possible the PCs might return 
  to Iron Faith with the intent of negotiating some 
  other arrangement. In this event, Prometheus is 
  enraged that the PCs would consider negotiating 
  with what he believes to be a fiend incarnate. 
  Fuming, he tells them that if they return next time 
  without Ss’ira’s head, he will not be so lenient 
  with them. Prometheus is intransigent on the issue 
  and cannot be convinced that any other solution 
  besides Ss’ira’s death is acceptable. 
  In the event the PCs have returned for 
  Prometheus’ (or another priest’s) head, they’ve 
  asking for it. There should have been plenty of 
  evidence that this is far more than they are 
  capable of handling. Have the defenses of the 
  town bear down on the PCs as you feel the 
  
  BDKA4-01 Swamped 
   
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  situation 
  warrants. 
  Captured 
  PCs 
  go 
  to 
  Conclusion C. 
  Some PCs may have helped Ss’ira but wish to 
  return to Prometheus anyway. In this event, he 
  most likely uncovers their deception using his 
  zone of truth. You have little choice at this point but 
  to punish the PCs for their foolishness in trying to 
  deceive a priest of Pholtus who is obviously more 
  powerful than they are. Bring down all forces of 
  the town to bear and give captured PCs 
  Conclusion C. 
   
  Conclusion A: Success! 
  Upon delivering the head of the vile lizardfolk 
  priestess to Prometheus, the stern cleric is 
  remarkably delighted, “Much thanks, brave 
  heroes. You have dispatched a villain most fierce 
  and the Theocracy of Dimre will never forget this 
  service.” 
   
  After receiving your reward, you make 
  arrangements to leave. As the town of Iron Faith 
  fades on the horizon and you return to more 
  familiar Bandit Kingdoms, you can’t help but 
  wonder about the ramifications of your actions. 
  Surely the god of the lizardfolk is capable of 
  sending another agent if he wishes to redeem his 
  people. Oh well, for now, you have other 
  adventures to look forward to. 
   
  Give PCs the Stone of Pholtus certificate and 
  the ARs. 
  Conclusion B: Failure 
  Upon returning empty-handed to Prometheus, the 
  stern cleric is visibly displeased, “And you call 
  yourselves heroes,” he snorts, “I suppose I’ll have 
  to find someone else to take care of this matter. 
  Get thee gone from this town. And never return to 
  the Theocracy again until you are willing to truly 
  serve the Blinding Light!” 
   
  You quickly make arrangements to leave. As 
  the town of Iron Faith fades on the horizon and 
  you return to more familiar Bandit Kingdoms, 
  you can’t help but wonder how the situation will 
  turn out. Oh well, for now, you have other 
  adventures to look forward to. 
   
  Conclusion C: Captured! 
  Having been sentenced to three months hard labor 
  in the fields of Dimre, you find yourself headed to 
  a plantation near Marsekeer. Your wardens are 
  rigid and strict, and you receive frequent lashings.  
   
  At the end of your term, you are released with 
  your equipment and delivered to the city of 
  Rookroost. You are told never to enter the 
  Theocracy of Dimre again for your atrocities. 
   
  Captured PCs lose 12 TUs and receive the 
  Banned in Dimre certificate. Those who helped 
  Ss’ira Leh may also receive the Scale of Ss’ira Leh 
  certificate. 
   
  Conclusion C: Turncoats! 
  Having betrayed the Theocracy of Dimre and 
  aided Ss’ira Leh, the lizardfolk priestess of 
  Semuanya, you make haste to escape the 
  Phostwood 
  and 
  possible 
  retribution 
  from 
  Dimrean zealots. As you finally break free of the 
  woods back to those parts of the Bandit 
  Kingdoms you are more used to, you can’t help 
  but wonder if you did the right thing. Surely the 
  Theocracy knows of your treachery by now, and 
  they won’t be happy if they ever encounter you 
  again. Oh well, for now, you have other 
  adventures to look forward to. 
   
  For helping Ss’ira Leh the PCs receive the 
  Scale of Ss’ira Leh certificate. For betraying the 
  Theocracy of Dimre, the PCs receive the Banned in 
  Dimre certificate. 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter Two 
  Showing proper reverence to town officials 
  APL2 30 xp. 
   
  Not breaking curfew 
  APL2 30 xp. 
   
  Encounter Three 
  Not killing the dryad and instead talking with her 
  APL2 90 xp. 
   
  Encounter Four 
  Killing or capturing the rogue lizardfolk 
  APL2 120 xp. 
  
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  Encounter Five 
  Defeating Ss’ira Leh 
  APL2 120 xp. 
   
  Defeating the crested felldrakes 
  APL2 120 xp. 
   
  Story Award 
  Returning Ss’ira’s head to Prometheus 
  APL2 60 xp. 
   
  Negotiating a deal with Ss’ira instead 
  APL2 60 xp. 
   
  Total possible experience:   
  APL2 450 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. 
   
  Encounter Four 
   
  APL 2: L: 0 gp; C: 38 gp; M: 0 gp 
   
   
  Encounter Five 
   
  APL 2: L: 27 gp; C: 44 gp; M: potion of cure light 
  wounds (4 @ 4 gp each), potion of lesser restoration (3 
  @ 25 gp each). 
   
  Encounter Five (alternate) 
   
  APL 2: L: 0 gp; C: 25 gp; M: potion of cure light 
  wounds (4 @ 4 gp each), potion of lesser restoration (3 
  @ 25 gp each). 
   
  Conclusion A:  Success 
   
  APL 2: L: 0 gp; C: 200 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: 400 gp 
   
  Special 
  Stone of Pholtus 
  For your service to the Theocracy of Dimre in 
  ridding the Phostwood of the evil druid Ss’ira 
  Leh, you have been given a small token of their 
  esteem. This small stone shaped like the insignia 
  of Dimre is instantly recognized by any follower 
  of the Ebongleam. This token acts as one influence 
  point with the Theocracy of Dimre (following the 
  guidelines in the Bandit Kingdoms Campaign 
  Sourcebook). 
   
  Banned in Dimre 
  Due to your impetuous actions in the Theocracy of 
  Dimre, you have been forever banned from 
  
  BDKA4-01 Swamped 
   
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  entering the country again, upon penalty of death. 
  They consider this a merciful settlement. This 
  banishment can only be removed by expenditure 
  of two influence points with the Theocracy of 
  Dimre. 
   
  Scale of Ss’ira Leh 
  You have befriended Ss’ira Leh, the treacherous 
  lizardfolk druid of the Phostwood. For agreeing to 
  aid her against the Theocracy of Dimre, and 
  proving you are willing to fight for her cause, she 
  has given you one of her brightly colored scales. 
   
   
  
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  Appendix I: NPCs 
   
  Zedekiah, Male Human War2; CR 1; 
  Medium humanoid (human); HD 2d8+5; hp 14; 
  Init +0; Spd 30 ft.; AC 14 (touch 10, flat-footed 
  14)[+3 studded leather, +1 light shield]; BA/G 
  +2/+3; Atk +3 melee (1d8+1, heavy mace); Full 
  Atk +3 melee (1d8+1, heavy mace); AL LN; SV 
  Fort +4, Ref +0, Will +0; Str 13, Dex 10, Con 12, 
  Int 9, Wis 11, Cha 8; 6’ 3”, 210 lb. 
  Skills and Feats: Speak Language (Common); 
  Jump +6, Profession (soldier) +8; Skill Focus 
  (Profession (solider)), Toughness. 
  Possessions: masterwork studded leather, 
  masterwork light steel shield, heavy mace. 
   
  Zealot Militia, Male and Female Human 
  War1; CR 1/2; Medium humanoid (human); HD 
  1d8+4; hp 9 each; Init +0; Spd 30 ft.; AC 13 
  (touch 10, flat-footed 13)[+2 leather, +1 light 
  shield]; BA/G +1/+2; Atk +2 melee (1d6+1, 
  light mace); Full Atk +2 melee (1d6+1, light 
  mace); AL LN; SV Fort +3, Ref +0, Will +0; Str 
  13, Dex 11, Con 12, Int 9, Wis 10, Cha 8. 
  Skills and Feats: Speak Language (Common), 
  Jump +4, Profession (soldier) +4; Toughness. 
  Possessions: leather armor, light steel shield, 
  light mace. 
   
  Prometheus, Male Human Clr5 of Pholtus: 
  CR 5; Medium humanoid (human); HD 5d8+5; 
  hp 33; Init -1; Spd 20 ft.; AC 17 (touch 9, flat-
  footed 17)[-1 Dex, +8 half-plate]; BA/G +3/+5; 
  Atk +5 melee (1d6+2, quarterstaff); Full Atk +5 
  melee (1d6+2, quarterstaff); SA Spells, Turn 
  undead 4/day; AL LN; SV Fort +5, Ref +0, Will 
  +7; Str 14, Dex 8, Con 12, Int 10, Wis 16, Cha 13; 
  5’ 3” tall, 155 lb.  
  Skills and Feats: Speak Language (Common), 
  Concentration +9, Diplomacy +9, Knowledge 
  (religion) +8, Sense Motive +6; Brew Potion, 
  Scribe Scroll, Skill Focus (Sense Motive). 
  Cleric Spells Prepared (5/5/4/3; save DC 13 + 
  spell level); 0—cure minor wounds, guidance, 
  mending, purify food and drink, read magic; 1st—
  bless water, command, protection from chaos*, 
  sanctuary, shield of faith; 2nd—calm emotions*, 
  detect thoughts, enthrall, zone of truth; 3rd—create 
  food and water, remove disease, searing light*. 
  *Domain Spell. Domains: Law (cast law 
  spells at +1 caster level), Sun (turned undead are 
  destroyed 1/day). 
  Possessions: +1 half-plate, quarterstaff, holy 
  water [x4], scroll of lesser restoration [x2], potion of 
  cure moderate wounds [x2], potion of remove 
  blindness/deafness [x2], holy symbol of Pholtus, 
  50 gp. 
   
  Holy Guard, Male and Female Human 
  Ftr4; CR 4; Medium humanoid (human); HD 
  4d8+8; hp 34; Init +0; Spd 30 ft.; AC 21 (touch 11, 
  flat-footed 21)[+1 Dex, +8 full plate, +2 heavy 
  shield]; BA/G +4/+7; Atk +9 melee (1d8+5/x3, 
  masterwork 
  warhammer) 
  or 
  +6 
  ranged 
  (1d10/19-20, masterwork heavy crossbow); Full 
  Atk 
  +9 
  melee 
  (1d8+5/x3, 
  masterwork 
  warhammer) 
  or 
  +6 
  ranged 
  (1d10/19-20, 
  masterwork heavy crossbow); AL LN; SV Fort 
  +6, Ref +2, Will +4; Str 16, Dex 13, Con 14, Int 8, 
  Wis 12, Cha 10. 
  Skills and Feats: Speak Language (Common), 
  Intimidate +7, Ride +11; Iron Will, Mounted 
  Combat, Skill Focus (Ride), Toughness, Weapon 
  Focus (warhammer), Weapon Specialization 
  (warhammer). 
  Possessions: full plate, heavy steel shield, 
  masterwork warhammer, masterwork heavy 
  crossbow, potion of cure moderate wounds. 
   
  Ss’ira Leh, Female Lizardfolk Drd3: CR 4; 
  Medium humanoid (reptilian); HD 5d8; hp 28; 
  Init +0; Spd 20 ft.; AC 19 (touch 10, flat-footed 
  19)[+5 natural, +4 hide]; BA/G +3/+5; Atk +6 
  melee (1d6+2 [18-20/x2], masterwork scimitar) 
  or +5 melee (1d4+2, claw); Full Atk +5/+5 melee 
  (1d4+2, claw) and +3 melee (1d4+1, bite) or +6 
  melee (1d6+2 [18-20/x2], masterwork scimitar) 
  and +3 melee (1d4+1, bite); SQ animal 
  companion, hold breath, link with companion, 
  nature sense, share spells, trackless step, wild 
  empathy, woodland stride; AL NE; SV Fort +3, 
  Ref +4, Will +5; Str 14, Dex 10, Con 10, Int 11, 
  Wis 16, Cha 14; 5’ 10” tall.  
  Skills and Feats: Speak Language (Common, 
  Draconic), Balance +2 (+4 w/out armor), 
  Concentration +2, Jump +3 (+5 w/out armor), 
  Knowledge (nature) +4, Survival +7, Swim +2 
  (+5 w/out armor); Brew Potion, Multiattack. 
  
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  Animal Companion (Ex): This druid has a 
  medium viper as an animal companion. This 
  creature is a loyal companion that accompanies 
  her on adventures as appropriate for its kind. Its 
  abilities and characteristics are summarized 
  below. 
  Medium Viper Companion: CR—; 
  Medium animal; HD 4d8; hp 18; Init +3; 
  Speed 20 ft., climb 20 ft., swim 20 ft.; AC 19, 
  touch 14, flat-footed 15; BA/G +3/+2; Atk 
  +7 melee (1d4 plus poison, bite); Full Atk +7 
  melee (1d4 plus poison, bite); Space/Reach 
  5 ft./5 ft.; SA poison; SQ bonus tricks, 
  evasion, scent; AL N; SV Fort +4, Ref +8, 
  Will +2; Str 10, Dex 18, Con 11, Int 1, Wis 12, 
  Cha 2. 
  Skills: Balance +12, Climb +12, Hide +13, 
  Listen +6, Spot +6, Swim +8. 
  Feats: Ability Focus (poison), Weapon 
  Finesse. 
  Poison (Ex): A viper snake has a 
  poisonous bite that deals initial and 
  secondary damage of 1d6 Con (save DC 14). 
  Bonus Tricks (Ex): Attack (will attack 
  unnatural creatures), Defend, Guard, Stay. 
  Evasion (Ex): If subjected to an attack 
  that normally allows a Reflex saving throw 
  for half damage, it takes no damage if it 
  makes a successful saving throw. 
  Hold Breath (Ex): Lizardfolk can hold their 
  breath for 60 rounds before they risk drowning. 
  Link (Ex): This druid can handle her animal 
  companion as a free action, or push it as a move 
  action. She gets a +4 circumstance bonus to all 
  Handle Animal and Wild Empathy checks made 
  with her animal companion. 
  Nature Sense (Ex): This druid gains a +2 
  bonus on all Knowledge (nature) and Survival 
  checks (these bonuses are included in the 
  statistics above). 
  Resist Nature’s Lure (Ex): This druid gains a 
  +4 bonus on saving throws against the spell-like 
  abilities of fey. 
  Share Spells (Ex): This druid may have any 
  spell she casts on herself also affect her animal 
  companion if the latter is within 5 feet at the 
  time. She may also cast a spell with a target of 
  “You” on her animal companion. 
  Trackless Step (Ex): This druid leaves no trail 
  in natural surroundings and cannot be tracked. 
  Wild Empathy (Ex): This druid can improve 
  the attitude of an animal in the same way as a 
  Diplomacy check for sentient beings. She rolls 
  1d20+5, or 1d20+1 if attempting to influence 
  magical beasts with an Intelligence score of 1 or 
  2. 
  Woodland Stride (Ex): This druid may move 
  through natural thorns, briars, overgrown areas, 
  and similar terrain at its normal speed and 
  without damage or other impairment. However, 
  thorns, briars, and overgrown areas that are 
  magically manipulated to impede motion still 
  affect her. 
  Druid Spells Prepared (4/3/2; save DC 13 + 
  spell level); 0—detect magic, detect poison, 
  guidance, purify food and drink; 1st—entangle, 
  magic fang, obscuring mist; 2nd—bull’s strength, 
  summon swarm. 
  Possessions: 
  hide 
  armor, 
  masterwork 
  scimitar, wooden holy symbol of Semuanya, 
  potion of cure light wounds (CL 3) [x4], potion of 
  lesser restoration [x3], 269 gp. 
   
  Crested Felldrake; CR 1; Small dragon; HD 
  2d12+4; hp 17 average; Init +0; Spd 40 ft.; AC 15 
  (touch 11, flat-footed 15)[+1 size, +4 natural]; 
  BA/G +2/-2; Atk +3 melee (1d8, bite); Full Atk 
  +3 melee (1d8, bite); Space/Reach 5 ft./5 ft.; SQ 
  dragon traits, scent; AL NG; SV Fort +5, Ref +3, 
  Will +4; Str 11, Dex 10, Con 15, Int 6, Wis 12, 
  Cha 9. 
  Skills and Feats: Speak Language (Draconic, 
  Sylvan), Hide +9, Jump +9, Listen +8, Spot +8; 
  Alertness. 
  Dragon Traits (Ex): Felldrakes are immune to 
  sleep and paralysis effects. They have darkvision 
  (60-foot range) and low-light vision. 
  
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  DM’s Aide I: Map of Ss’ira’s Alcove 
   
   
  
  BDKA4-01 Swamped 
   
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  Player’s Handout I: Map of the Theocracy of Dimre 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/594/Intro mods/BDKA4-01 - Swamped/BDKA4-01 - Swamped.pdf