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KEO7-05 - Face of The Scourge (3E)

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0% found this document useful (0 votes)
75 views46 pages

KEO7-05 - Face of The Scourge (3E)

Uploaded by

fbourriaud
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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KEO7-05

Face of the Scourge


A One-Round D&D® LIVING GREYHAWKTM
Keoland Regional Adventure
Version 0.1.0

by Harold Austin and Duncan McNeill-Burton


Reviewers: Keoland Triad Circle Reviewer: Steven Conforti

Cryllor has seen many changes, and in those changes a dangerous Count has returned to power, forcing
his benevolent daughter into seclusion. People starve in the streets, while a twisted justice is enforced in
the county. Can a single voice calling for help start a change that the county needs? A Keoland regional
adventure for APLs 2-12.

Note: This adventure will be of particular interest to Keoland Military and Cryllorian natives.

®
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
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20.
®
This is an official RPGA play document. To find out more about the RPGA and to learn more on how you can sanction and run
DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com.

DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, Dungeon
Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This material is
protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction.
Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
adventure author or authors.

Visit the LIVING GREYHAWK website at www.rpga.com.


For questions specific to this document and your region please e-mail your triad point of contact (POC) at scon40@aol.com. For
LIVING GREYHAWK campaign questions email rpgahq@wizards.com.
RPGA® SANCTIONED PLAY PREPARING FOR PLAY
To get the most out of this adventure, you need
Most likely you ordered this adventure as part of
copies of the following D&D books: Player’s
an RPGA even from the RPGA website, or you
Handbook, Dungeon Master’s Guide, and the
received it from your senior gamemaster. To play
Monster Manual.
this adventure as part of the LIVING GREYHAWK
campaign—a worldwide, ongoing D&D campaign Throughout this adventure, text in bold italics
set in the GREYHAWK setting—you must sanction it provides player information for you to paraphrase
as part of an RPGA event. This event could be as or read aloud when appropriate. Sidebars contain
elaborate as a big convention, or as simple as a important information for you, including special
group of friends meeting at the DM’s house. instruction on running the adventure. Information
on nonplayer characters (NPCs) and monsters
To sanction an RPGA event, you must be at
appear in abbreviated form in the adventure text.
least a HERALD-LEVEL gamemaster. The person
Full information on NPCs and monsters are given
who sanctions the event is called the senior
in the Appendices.
gamemaster, and is in charge of making sure the
event is sanctioned before play, runs smoothly on Along with this adventure you’ll find a RPGA Table
the date sanctioned, and then reported back to the Tracking sheet. If you’re playing this adventure as
RPGA in a timely manner. The person who runs part of an RPGA-sanctioned event, complete and
the game is called the table Dungeon Master (or turn in this sheet to your senior GM directly after
usually just DM). Sometimes (and almost all the play. You’ll also find a LIVING GREYHAWK
time in the cases of home events) the senior Adventure Record (AR).
gamemaster is also the table DM. You don’t have
to be a HERALD-LEVEL GM to run this adventure if
you are not the senior GM.
LIVING GREYHAWK LEVELS
By sanctioning and reporting this adventure OF PLAY
you accomplish a couple of things. First it is an Because players bring their own characters to
official game, and you can use the AR to advance LIVING GREYHAWK games, this adventure’s
your LIVING GREYHAWK character. Second player challenges are proportionate to the modified
and DMs gain rewards for sanctioned RPGA play average character level of the PCs participating in
if they are members of the DUNGEONS & DRAGONS the adventure. To determine this modified Average
REWARDS program. Playing this adventure is worth Party Level (APL) follow the steps below:
two (2) points.
1. Determine the character level for each of the
This adventure retires from RPGA-sanctioned PCs participating in the adventure.
play on December 31, 2008.
2. If PCs bring animals that have been trained for
To learn more about the LIVING GREYHAWK combat (most likely dogs trained for war),
character creation and development, RPGA event other than those brought by virtue of a class
sanctioning, and DUNGEONS & DRAGONS REWARDS, ability (such as animal companions, familiars
visit the RPGA website at www.rpga.com. paladin’s mounts) or the warhorse of a
character with the Mounted Combat feat, use
PLAYERS READ NO the sidebar chart to determine the number of
levels you add to the sum of step one. Add
FARTHER each character’s animals separately. A single
PC may only bring four or fewer animals of
If you are planning on playing this adventure, stop
this type, and animals with different CRs are
reading now. The rest of the information in this
added separately.
adventure is for the DM only. If you read farther
than this section, you’ll know too much about its 3. Sum the results of step 1 and 2, and divide by
challenges, which kills the fun. Also, if you’re the number of characters playing in the
playing this adventure as part of an RPGA- adventure. Round to the nearest whole
sanctioned event, reading beyond this point number.
makes you ineligible to do so.
4. If you are running a table of six PCs, add one
to that average.

KEO7-05 Face of the Scourge Page 1


Throughout this adventure, APLs categorize the Keoland pay one Time Unit per round, all others
level of challenge the PCs face. APLS are given in pay two Time Units per round.
even-numbered increments. If the APL of your
Adventurer’s Standard Upkeep costs 12 gp
group falls on an odd number, ask them before the
per Time Unit. Rich Upkeep costs 50 gp per Time
adventure begins whether they would like to play a
Unit. Luxury Upkeep costs 100 gp per Time Unit.
harder or easier adventure. Based on their choice,
Characters that fail to pay at least Standard
use either the higher or the lower adjacent APL.
Upkeep will retain temporary ability damage until
APL also affects the amount of experience the next adventure, must buy new spell
and gold a PC can gain at the end of the component pouches and healer’s kits, and may
adventure. If a player character is three character suffer other in-game penalties (or possibly gain in-
levels or more either higher or lower than the APL game benefits) as may be detailed in this
at which this adventure is being played, that adventure.
character receives only one-half of the experience
A character who does not pay for at least
points and gold for the adventure. This simulates
Standard Upkeep may also avoid the above-
the fact that either the PC was not challenged as
described penalties by living off the wild. If the
much as normal or relied on help by higher-level
character possesses four or more ranks in the
characters to reach the objectives.
Survival skill and succeeds at a Survival check
Furthermore, a PC who is four or more levels (DC 20), the character will heal temporary ability
higher than the highest APL supported by the damage as if he or she paid for Standard Upkeep,
adventure may not play the adventure. may refill spell component pouches and healer’s
kits, and may restock up to 20 arrows or bolts if
Mundane # of Animals the character has at least four ranks in Craft
Animals Effect (bowmaking). The player is allowed to Take 10 on
on APL this roll.
1 2 3 4

1/4 & 1/6 0 0 0 1 More information about Lifestyle and Upkeep


can be found in the “Lifestyle and Upkeep” section
1/3 & 1/2 0 0 1 1 of Chapter 3 of the LIVING GREYHAWK Campaign
1 1 1 2 3
Sourcebook.
CR of Animal

2 2 3 4 5
ADVENTURE BACKGROUND
3 3 4 5 6
Lord Ignas Manz started his career as a caravan
4 4 6 7 8 guard who quickly gained fame and fortune
through the aid of the merchant’s guild. He seized
5 5 7 8 9
power in Cryllor by exploiting the misfortune of the
6 6 8 9 10 Dreng family. Lord Manz soon became Count of
Cryllor. In KEO3-08 A Little War: Prelude by Kevin
7 7 9 10 11
Lawson, the characters learned that Lord Manz
removed competition for Count of Cryllor, the
LIVING GREYHAWK adventures are designed for Dreng family (all except Gweir Dreng, who
APL 2 and higher. Four or five 1st-level characters became the Green Warlock).
may find the challenge of an APL 2 adventure 581 CY, the giants invade Flen, the Goodhills
difficult. Suggest the following to these groups to and the Yeomanry, leaving Cryllor unmolested.
help increase their chances of success: The Count quickly took advantage of the situation
1. Enlist a sixth player. striking back at the giant and orc forces liberating
land lost by the surrounding lords.
2. Advise characters to buy riding dogs to help
protect them, and fight for them. 589 CY, the Goodhills town of Kilm is burnt to
the ground and Countess Allita Elgarin of Flen’s
son (Lord Garson Elgarin) is captured in the
TIME UNITS AND UPKEEP attempt to stop the raids.
This is a standard one-round Regional adventure, 591 CY, Count Manz mysteriously falls ill and
set in the Keoland. Characters native to the Lora Manz, daughter of the Count, acts as Regent.

KEO7-05 Face of the Scourge Page 2


Relations with Flen and the Goodhills warm, and Count’s daughter, Lady Lora Manz (via herald
the borders open to allow refugees from Sterich messages), for a politically arranged marriage.
and Geoff. Regent Lora Manz opens the county The Count did not like the looks of the Marquis,
coffers to train the broken gyri under Warmaster when the Marquis arrived, and told the Deputy
Morgan Armitage and to pay for necessities of the Constable of Investigations, Watch Captain
refugees (food, medicines, housing, etc.). Orc and Kelman, to get rid of the fop. Unfortunately, while
giant raiders attack Cryllor (as they stopped he was off failing to ingratiate himself with the
receiving tribute from Count Manz) under the Lady Manz, his entourage was in the refugee
guidance of Gweir Dreng (also known as the quarter, and caught word of the disappearances.
Green Warlock). Adventurers uncover a plot by Word spread, and the Tritheonites, intensely
the merchant guild masters to black list the distrustful of anyone with any sort of authority,
‘foreigners’ (aka refugees), even so far as followed them back to the Marquis’ room to make
murdering some of their own to maintain the status them disappear Marquis Jekhal escaped in the
quo. confusion, as his entourage put up a fight covering
the Marquis’ escape to make a report.
593 CY, a group of adventures foil a plot of a
corrupt exporter (Leufred Jordanes) to undermine Ironbound is a tight-knit and growing enclave
his brother’s (Vitheris Jordanes) importing that worships Hextor lead by the Reclusiarch
business to get complete control of the business. Harnek (from KEO6-08 By Virtue or Venture by
Leufred Jordanes was finally uncovered dealing Tony Antonich).
with devils, assassins and slavers, as well as
The Ironbound is primarily composed of
impersonating his brother (Vitheris) and making
Hextorites of a Lawful Neutral bent who see strong
unsound fiscal decision (from KEO3-06 Chain
law and order as the path to salvation. Those of
Reaction by Mark Whittaker).
the Ironbound who are of a more evil bent argue
594 CY, Count Manz recovers from his illness, that “there are two levers for moving men; self-
which was inflicted by a Heironian Zealot named interest and fear.” They ascribe to the belief that
Thurm acting on the realization that Count Manz although their deity is a harsh master, at least he
would never see justice for his crimes. Thurm was is an open and honest master. The organization
executed shortly after clerics of Rao from Veluna as a whole believes that justice is the most
removed the Count’s curse. Gweir Dreng is important quality a society can have, and that
captured and brought before the Council of Niole Keoland as a rule has not been just to its people.
Dra (from KEO4-07 In the Footsteps of the Fallen Additionally, they believe that Hextor’s portfolio of
by Kevin Lawson), for his crimes.. Tyranny is not for them to promote tyrants, but to
moderate them and prevent them from randomly
595 CY, Regent Jessa Skotti is appointed
hurting their thralls. They see Cryllor as the
regent of the Lion Throne. She quickly ends the
beginnings of their grand scheme to restore order
discussion of Gweir Dreng’s action by dismissing
to Oerth.
all charges in a proclamation. Lord Gweir Dreng is
killed in duel shortly afterwards by Count Manz. The Ironbound has lauded Manz’ iron rule of
The army being trained by Lord Morgan Armitage Cryllor and has petitioned him to allow the worship
is disbanded by order of the Count. (Lord Morgan of their deity in the city or at least to not persecute
Armitage gave the orders for the troops to relocate `them if they worship in the dark and quiet places.
to Geoff, and provided supplies and equipment for Manz has agreed to this, and has come to study
the transfer.) King Skotti Kimbertos regains the with the leader of the Ironbound, Reclusiarch
Lion Throne (KEO5-06 A Tale of Two Lions by Harnek.
Christian Alipounarian).
The Merchant Alliance started in 595 CY, in
596 CY, Count Ignas Manz begins hiring attempt to keep control of the local economy within
mercenaries to clear his county of thieves, in the Cryllor, by refusing to deal with halflings, dwarves,
hopes to restore order and to rebuild the wealth gnomes and flan refugees. In KEO1-05 All that
his daughter had squandered on the refugees. Glitters by Adam Morse, the characters learned
that the goldsmiths’ guild was killing off members
597 CY, several influential members of the
that would work with dwarves. In the aftermath of
Court of the Land send an agent, Marquis Jekhal
the scandal, some members took dwarves on as
of Sedenna, to gather more information about Lord
apprentices. The Merchant Alliance was quickly
Gweir Dreng’s questionable trial and outcome.
put to rights when the Regent Lora Manz, acting
Marquis Jekhal has been courting the unwed
for her sickly father, learned of the situation. In

KEO7-05 Face of the Scourge Page 3


KEO7-03 To Catch a Thief by Brian Benoit and what is going on in Cryllor, or perhaps to create or
Jay Stypinski, adventurer’s learned that the assist in causing a problem for Count Ignas Manz.
Merchant Alliance is back in power.
Introduction: The characters receive a missive
Krelestro reside in the city as part of an challenging them to fight against Lord Gormagen
underground that smuggles people from the Sea at the Tocsin of Kelanen, in Cryllor City. Lord
Prince into Keoland (sometimes through the Gormagen will not be appearing in the module, so
Yeomanry). The law is currently hunting them as the characters will be winning by default. (Free
Cryllor has closed its borders to refugees and standard upkeep and 50 gp per character, if they
escapees. While their purpose seems benevolent, claim the prize in encounter 3.)
their motives are far from it. The band seek to
Encounter 1: A Call for Help happens when
bring down Count Manz by flooding Cryllor with
the characters are 10 miles from the City of
enough refugees to turn the problem into a full
Cryllor. The PCs stumble across the Marquis
blown crisis that will demand intervention from
Jekhal of Sedenna and must rescue him from
outside the county.
marauding wildlife. That done, he explains his
But it gets worse. plight to the adventurer’s and requests aid (a fast
mount, some clothes, money and a weapon) in
The band are also abducting any refugees who
reaching Pilm’s Delve.
appear to be making an effort to try to relieve their
manufactured crisis, and smuggling them off to Encounter 2: The City of Cryllor is open for
slavery in the Jotens characters to investigate Marquis Jekhal’s claim
and to find the marquis’s entourage. Some places
Marquis Jekhal of Sedenna and his entourage
to investigate are: A) Market Inn, B) High quarter,
were sent to Cryllor to learn more about the history
C) Gather Information, D) Stonehelm Post, E)
of what has gone on between Count Manz and the
Refugee Quarters, F) Sparrows Glory, G)
Dreng family. After several correspondences with
Ironbound, H) Krelestro. Eventually the characters
the Lady Lora Manz, the Marquis Jekhal received
should get the march around the refugee quarters
an invitation to visit during the Tocsin of Kelanen,
on Noonday to trigger Encounter 3.
a festival the count is trying to revive to increase
his coffers and control over the county. Encounter 3: Bloody Harvest is where the
characters stumble across the Sparrow’s Glory,
Sparrow’s Glory, formerly known as the
slaughtering refugees for the people killing the
Blooded Scourge, formed from the remnants of a
refugees. The characters uncover Sparrow’s
mercenary unit that fought alongside the giants in
Glory’s true identity, as the ones responsible for
the assault of Sterich and Flen. After the giants’
the massacres..
defeat, they changed their name and went to
ground in an attempt to distance themselves from Encounter 4: Dry Hole. Sort of. After capturing
their treason. The Sparrow’s Glory was contacted a massacre band, the party heads to the
by the Merchant Alliance, who ensured Sparrow’s Sparrow’s Glory’s compound to search for
Glory had the proper documents to act on Manz’s evidence of kidnapping or slaving. There isn’t any,
behalf. The documents are forged, though none of as the Sparrows have nothing to do with the
the Sparrows know this. However, Watch Captain disappearances. However, the party is able to
Kelman, who is a spy for the Merchant Alliance, is rescue Marla Hennig, who informs the party of the
making sure everything runs smoothly for current whereabouts of Krelestro, who she was
Sparrow’s Glory. In their spare time, in attempt to also investigating. However, unbeknownst to the
usurp the Ironbound’s position within the city party, one of the Krelestro is shadowing them,
proper, they have taken to donning Hextorite curious to see who’s poking around the refugee
regalia and publicly massacring groups of quarter now.
refugees. Constable Marla Hennig caught onto
Encounter 5: Harpoons are like Spears…
their scheme, but drew their attention in her
investigations, and has been their unwelcome Having been made by the Trithereonite anarchists,
guest ever since. the rogue followers of the Summoner set about
silencing the party, by ambushing them as they
emerge from the Sparrow’s Glory’s hideout. .
ADVENTURE SUMMARY
Conclusion: Follow the Rope…
The main motive for the characters in this
module is to correct a wrong, or curiosity as to

KEO7-05 Face of the Scourge Page 4


After fending off the Trithereonite ambush, the DC 20 Knowledge (nobility and royalty): Lord
party, using information from Marla Hennig, is able Gormagen is not noble born, as the letter does not
to locate the Krelestro’s current hideout, where the mention a house or family in the letter. Lord
missing entourage, the batch of kidnappees are Gormagen either earned his status or bought it.
being held.
DC 25 Knowledge (nobility and royalty): Lord
Gormagen is a knight of low standing, as family or
house name does not appear on the letter and the
letter is a challenge to martial combat. This is
PREPARATION FOR PLAY letter is an insult to any blooded noble.
Characters accepting the challenge do not DC 30 Knowledge (nobility and royalty):
need to pay standard upkeep during this module. Viscount Secunforth knighted Lord Gormagen,
Characters openly revering Kelanen or Rao though the reason for the knighting is unknown.
receive a –4 circumstance penalty to Bluff, Its’ merit is questionable as Secunforth is
Diplomacy, Gather Information and Perform renowned for selling minor titles to shore up his
checks when dealing with NPCs, as majority of the personal finances.
people do not like Count Manz being back in
power.
ENCOUNTER ONE: FOR
Characters will be required to peace bond
their weapons. Exceptions are made for open
WANT OF A HORSE…
worshippers of Kelanen bearing swords, blooded The characters meet Marquis Jekhal of
Keoish nobles, Knights of the Watch, Keoish Sedenna, who has escaped from being captured.
Royal Standards, IMA officers, and members of His entourage was captured while attempting to
the Cryllor City Watch. It takes a full-round action give the marquis time to escape. The marquis will
to remove a peace bond, or a DC 25 Use Rope attempt to solicit the characters’ help in rescuing
check to tie an elaborate slipknot. The guards will his comrades and aid in getting to Pilm’s Delve.
recognize a DC 15 Use Rope slipknot. All
weapons are required to be enclosed or sheathed, Conditions: This encounter starts out in the
as well as peace bound. mid morning. A light warm breeze blows and the
temperature is warm for the time of day.
A series of angry feral sounds builds in the
distance as a young oeridian man bursts from
INTRODUCTION the tree line. One hundred feet behind him,
The characters begin on the road together angry horrors rampage out of the treeline.
heading towards the City of Cryllor for the Tocsin APL 2 (EL 4)
of Kelanen. Count Manz offers games of martial
prowess with cash rewards for the winners, games Boar (2): hp 25; see Monster Manual.
of chance held in several reputable and APL 4 (EL 6)
disreputable places, and merchants come
throughout the Sheldomar to sell their wares. Boar (4): hp 25; see Monster Manual.
Player Handout 1: A Letter of Challenge is to be APL 6 (EL 8)
disbursed to the players. After the characters read
the letter, please read or paraphrase the following Dire Boar (4): hp 45; see Monster Manual.
box text, and allow the characters to introduce APL 8 (EL 10)
themselves.
Dire Boar (8): hp 45; see Monster Manual.
The City of Cryllor looms before you and
your fellow travelers, several miles down the APL 10 (EL 12)
well-maintained road on which you stand. The Purple Worm: hp 200; see Monster Manual.
sun shines brightly above and the day
promises to become intensely hot. APL 12 (EL 14)
Players may be curious about the challenge they Purple Worm (2): hp 200; see Monster
received. Manual

KEO7-05 Face of the Scourge Page 5


The man bursts from the treeline, 200 feet companions, who called out for me to escape.
from the party, headed straight towards them. The Not knowing what was happening but knowing
monsters begin 100 feet behind him. If the players the Count’s reputation for ruthlessness, I
spot the man, they may begin the encounter. The decided to listen to their guidance.
man continues through the party’s ranks as Unfortunately I appropriated my companion
combat breaks out. On spotting the party, the Averyn’s steed, and the thing bolted as though
monsters break off pursuit of the man, diverting to I’d burned it, riding out of the gates as though
attack the party. it were possessed. Now I’m here and I need to
Once the hub-bub dies down, he speaks up. get to Plim’s Delve and safety from the
wilderness, as you can see that I am hardly
The young oeridian man wears only a kitted for travel.”
tattered nightshirt, but it does little to diminish
his presence when he speaks. “I’m most “That brings me to a few more requests. I
ashamed to state that I find myself in a would like you to find my companions and
wholeheartedly embarrassing predicament. rescue them. I also need a horse to get Pilm’s
Would you happen to have some spare clothes Delve, or money to buy a horse. I have a
among your luggage in those packs of yours? I relative who breeds warhorses, that I’m sure
find myself ill prepared for an unexpected will be suitable payment for your services.”
journey.” After a moment, a gleam of thought DC 15 Knowledge (Geography): Pilm’s
flickers across his eye, and he draws himself Delve is nearly 2 days ride away.
to his full height. “How silly of me. Allow me
to introduce myself. I am the Marquis Jekhal DC 15 Handle Animal (can only be used in
of Sedenna, and I thank you wholeheartedly for conjunction with the Knowledge (Geography)
coming to my aid. Much as it troubles me to check): The horse will likely be killed in the attempt
do so, I find that I must Might I request your to get to Pilm’s Delve in a day.
assistance again? If you aid me I shall DC 20 Knowledge (History): King Mandros I
endeavour to remember it.” of Sedenna, also known as the Oeridian King,
Inquisitive characters may inquire about what outmaneuvered the Rhola and Neheli family for
happened. The marquis will not mention that he is the Lion Throne, pitting one against the other.
an agent of the King, as he has oaths he will not While one of the better politicians, Mandros
break. Please read or paraphrase the following decrees, the war in the Dreadwood and the siege
box text. on the Lonely Tower, wrecked any chances for a
legacy. The Marquis is rumored to possibly be a
“Well, I came to Cryllor to participate in the direct descendant of King Mandros as the March
festivities and hopefully win the heart and of Sedenna is tightly held by that family.
hand of Lady Lora Manz, the Count’s daughter.
DC 10 Knowledge (nobility and royalty):
While she is a lady far outside my station, I
Marquis is a low rank landed noble, normally a
was hoping that the Count would be farther
rank purchased, earned or inherited.
sighted as I have qualities not readily apparent
to the naked eye.” DC 15 Knowledge (nobility and royalty):
Marquis Jekhal is a low rank landed blooded
Saying this, the Marquis strikes a noble
noble, as Sedenna is the family name; most likely,
pose, the sunlight glinting down upon him
from the March of Sedenna.
radiantly.
DC 25 Knowledge (nobility and royalty):
“After a few days of courting, sending
The March of Sedenna has produced a King in
flowers, sweets, exotic spices, I was `granted
Keoland’s early years. If the Marquis Jekhal has
the honor of a meeting with the fair Lady Manz
blood ties to that king, and can arrange a strong
and unfortunately, the Count as well. Lord
political marriage, the way could be open for
Manz met me for scant moments before
another` Oeridian Monarch despite the reign of
ordering me ejected from his house with
King Mandros being widely regarded as amongst
orders never to return! He called me a ‘fop’!
the worst in the empire’s history.
“I returned to my room at the Market Inn,
DC 20 Sense Motive: The Marquis is most
where I began to hatch my plan to win over the
likely a trustworthy man, though he seems to be
Count during the festival. Shortly after retiring
withholding information.
for the night, I was awakened by my

KEO7-05 Face of the Scourge Page 6


Marquis Jekhal of Sedenna: Male Oeridian
Ftr2/Sor4 (Bluff +4), see Appendix 9.
ENCOUNTER 2: CRYLLOR
The Marquis has some information that may be of The characters have arrived in Cryllor and will be
interest to the heroes. admitted in, as long as they don’t have the
Marquis with them.
ƒ Merla Hennig has disappeared. She was a
deputy constable reportedly assigned Tents and shanties stretch out for nearly
directly by Count Manz to an investigation half a mile around the walled city of Cryllor. At
of some import. the gates, is a long line of merchants and
festival goers. Flanking the massive gates are
ƒ The four members of his entourage are most of a platoon of guards recording the
three keoish mercenaries named Gerard, names of those entering and leaving the city.
Kirtek and Masel, and a suel paladin of Occasionally a few of them pull someone aside
Rao who went only by the name to check the peace bonds on weapons. The
Averyn,.All trustworthy men. The marquis overwhelming majority of those singled out
left because it was his men’s cries for him are, half-elves and half-orcs.
to flee that woke the marquis up. After all,
what good would their warning serve, if I The guards wear several kinds of mixed
was captured as well livery. The majority wear the colors of the
Cryllor City Watch, but several wear other
ƒ Based on how much attention Averyn heraldry.
drew, the marquis believes part or all of
his entourage may be ransomed, though A Knowledge (Nobility and Royalty) check
he is worried that unless swift action is DC 15 reveals that the other liveries are those of
taken, they may not live to see the end of mercenary companies, employed by the Count of
the festival. Cryllor. Many of these companies are all but
permanently employed.
ƒ Marquis Jekhal was in Niole Dra when the
King assaulted the capital. He and several At the gatehouse proper a long line builds
of his own guard took up arms and as the masses await their turn to enter the city.
rescued pages and heralds caught in the A bored looking herald repeats the same
chaos. (The Marquis blames the Rhola phrase over and over.
and Neheli for the assault on Niole Dra, “Attention applicants to entry of the city of
and the deaths of those caught in the Cryllor. All weapons must be approved and
crossfire between the king’s forces and peacebonded by legal authority. All visitors
the regent’s diabolic allies) must register at the gate when entering and
ƒ The marquis wants to get back to report to leaving the city. All carts and belongings are
the King, however he will not say why. subject to inspection. Failure to comply with
the laws of the city of Cryllor will result in
Development: Any character providing a incarceration or expulsion.”
mount or 75 gp, will gain the marquis’ gratitude as
detailed on the AR. Any non-magical mount given Next to the herald is a signpost with several
to the marquis will be lost (as they die during the tattered pieces of paper nailed to it.
trip to Pilm’s Delve). Any other items given to the These pieces of paper are the recent additions
marquis are returned after the module. If to the laws of Cryllor. For ease of the player, they
characters attempt to bring the marquis to Cryllor, are Player Handout 2,
he will politely refuse, again stating his need to
travel immediately to Plim’s delve. If the heroes Characters will be required to peace bond
attempt to travel to Plim’s Delve, the Marquis will their weapons. Exceptions are granted for open
refuse their further assistance and ask that they worshippers of Kelanen, blood nobles of the
attempt to locate his companions in Cryllor. If the Kingdom of Keoland, Keoland Royal Standards in
Marquis is somehow forced to go to Cryllor with livery, Knights of the Watch, and members of the
the heroes, he will be denied entrance by Count Cryllor City Guard. It takes a full-round action to
Manz’ personal guard, who are stationed at every remove a peace bond, or a DC 25 Use Rope
gate. Heroes who provide suitable magical check to tie an elaborate slipknot. The guards will
transportation for the Marquis are also suitably recognize a DC 15 Use Rope slipknot. All
rewarded.

KEO7-05 Face of the Scourge Page 7


weapons are required to be enclosed or sheathed, Assuming full compliance with the law, after a
as well as peace bound. brief wait and a casual search, the heroes will be
passed through the gates, where they will
. Half-orcs, half-elves, Baklunish, Olman, Flan
immediately see a commotion.
, and Touv visitors will be questioned upon
entering. (Who are you? What is your business in Ahead of you a small crowd gathers as a
the city? How long are you staying?) These crew of guards and mercenaries haul a
answers will be carefully recorded. These guards bedraggled looking woman to her feet from
are well aware that the Marquis is banned from where she sat near a public fountain.
entering the city.
With a DC 15 Listen check the characters
The guards will give information freely to hear the following:
characters with a DC 15 Diplomacy check (+2 DC
for every half-orc, half-elf, Baklunish, Olman and “My child needs help. We don’t belong here,
Touv in the party). Characters should not apply the please let me beg for money to leave. We just
standard penalty from the meta-org book in this want to return to Geoff.”
situation. The characters get one piece of With a DC 15 Sense Motive check the
information free at the DC and another for every 5 characters determine the following:
they beat the DC by, unless the guards are
questioned specifically about any one of the The crowd watching the woman seems
bullets. pensive and worried. Many quckly turn their
eyes downward and move away. This is not
• Watch Captain Kelman is now the new what you would expect to find in the reaction
Deputy Constable of Investigations, since of most Keoish citizens, a people renowned for
Merla Hennig’s disappearance. their willingness to help others.
• Count Ignas Manz is hiring mercenaries to Characters can easily spot the flan woman
bolster the constabulatory, in hopes of with a two-year-old child. The woman is a wife of a
speeding his campaign to stamp out now deceased Gyri soldier who fought to free
`crime. Several of the city guards have Geoff. As she and many other refugees have no
been found to be aiding criminals and family and no money to get back, they resort to
have been imprisoned. To this effect, begging, which is illegal in Cryllor. The guards are
Count Manz has begun creating mixed escorting them back to the Refugee quarters
groups of guardsmen consisting of his before anybody else can take advantage of the
personal guard and mercenaries situation.
interspersed with the old city guardsmen.
Six guards are escorting a Flan woman
• Marquis Jekhal of Sedenna is banned with a small child. The guards march uniformly
from entering the City by order of Count and with definite purpose, as the two front
Manz. The Marquis would need to send a guards clear the way, the two middle guards
representative for administrative review for keep the woman and child in center and the
any appeals. rear guards watch warily around them.
• The Marquis’ entourage should have left The guards won’t stop unless the characters
with the Marquis. intervene and if the characters do intervene, more
city guards show up. The guards won’t take
• Watch Captain Kelman is using the bribes, nor will they release their captives until
mercenary units more and more often, they are safely in the refugee quarters. (The
which is good, because we really don’t get guards aren’t just doing their job; the guards are
paid enough to deal with dangerous making sure nobody will be able to abuse their
situations. charges). Characters are welcome to follow; the
• Beggars found within the city walls are guards will escort their charges to the Stonehelm
taken back to the refugee quarters, it isn’t Post (the dwarven guard station) and make a full
a pleasant place to visit, but it is better report. Characters who might attempt something
than having a mercenary decide how to foolish should be dealt with quickly and harshly by
enforce the law. the nearby guards. The absolute best result a
character can hope for after an altercation with
City Guards: Male Keoish War2 (AC 17, hp Cryllor’s guardians is a week in jail. Any character
17) .

KEO7-05 Face of the Scourge Page 8


who crosses this line will spend the rest of the in last night to apprehend some criminals.
adventure in jail. They didn’t say what the charge was, just that
they wanted the key to the Marquis Jehkal’s
Developments: Characters may continue on
suite. They produced a writ signed by Watch-
with their investigation, if they chose to follow the
Captain Kelman, the Deputy Constable of
guards then go to Encounter 2, subsection D.
Investigation. They confiscated everything. It
Otherwise, allow the characters to travel where
is strange that the local guards weren’t
they will inside Cryllor.
involved in the raid.”
A: THE MARKET INN In the event that the party is able to shift
Therexus all the way to Helpful, he tells his new
The innkeeper Threxus will be reserved about best friends everything he knows
handing out information about last night’s raid.
Threxus is indifferent towards the PCs, as his The Keoish innkeeper looks nervously
desire to see justice done to those who attacked around and motions you to follow him closer
his inn is balanced by his mistrust of wandering to the front desk. “Damned if I know what
sellswords who invariably bring trouble with them. happened, but that don’t mean I have to like it.
Tarnished the reputation of my establishment.
The Inn is comfortably apoointed, its’ walls Few nights ago, he checked in here, along
dressed in landscapes from distant climes; with four of his guards. Late that night, there
Most of the customers are merchants or minor was a terrible commotion. By the time I got up
nobles. An innkeeper of hardy keoish stock there to see what was going on, all four of
warily eyes you over as he approaches, “What them were gone.” The Innkeeper slides a key
can I do for you? Looking for lodgings for the onto the desk and whisper, “Leave it on the
fortnight?” desk when you are done. Your money will
DC 10 Sense Motive, “Threxus appears to never be any good here again if you can figure
be reserved about handing information to a out what happened. Word gets out that
group of strangers.” someone was kidnapped from under my roof
and no one respectable will dare lighten their
Heroes are encouraged to plumb Threxus for purse into my till again.”
information. Heroes should use Diplomacy using
the following modifiers. Checking the room of the Marquis will confirm
that there was a fight here recently. DC 20 Search
Modifiers: check reveals that blood was cleaned up and the
• +1 circumstance bonus per APL in gold window in the master suite was smashed out. The
coins (maximum of a +30 bonus) room was thoroughly looted by the Krelestro and
nothing of value remains..
• -2 per half-orc/half-elf visible in the party
Developments: Characters may need to
• -4 for openly revering Kelenan or Rao continue investigating in this encounter.
Otherwise, continue to Encounter 4.
• +2 circumstance bonus for Rich Lifestyle
(above the standard LGCS cost) – he is
hoping you stay at his Inn. B: HIGHQUARTER,
If Threxus remains Indifferent, read the Characters may go to the Highquarter to get
following:: information about the Marquis Jekal’s attempt to
court the Lady Lora Manz. The most the
The Keoish innkeeper looks sadly at you characters will be able to do is make an
as he says, “I wish I could help you out, but I appointment to meet with Lora Manz a few weeks
didn’t hear or see anything. Perhaps, you have after the Tocsin of Kelanen. Heroes who approach
come to the wrong place. I’m pretty busy, with the Count’s estates will have the following
the festival coming up, good day to you.” encounter.
Should the party shift Therexus to Friendly, The rotund Oeridian woman of a matronly
read the following. bearing snarls a salutation as you approach,
The Keoish innkeeper looks nervously “What do YOU want? Keep in mind, if you are a
around and motions you to follow him closer suitor, you will have to wait like the rest!” The
to the front desk. “A group of armed men came

KEO7-05 Face of the Scourge Page 9


matron jabs a fat finger at a gaggle of foolishly C: GATHER INFORMATION & META-
dressed young men waiting about. ORGs
This woman was hired by Count Manz to The characters may gather information or
chase away more fops trying to court his daughter. contact members of their meta-play organization
The Count has put his daughter Lora into for information (this process takes 3 hours in
seclusion after meeting the Marquis, so characters game).
will not be able to meet her. The Count is busy
with the preparations for the Tocsin of Kelanen Syndic Mingo
and really does not want to be disturbed.
Characters can attempt to gather information from This gnome is a reputable businessman in
the other visitors present. Cryllor, who will approach any members of the
Guild Meta-Org and Guardians of the Highlands
DC 15 Gather Information check will provide Meta-Org to pass along information that he has.
the characters a bullet (for every 5 above the DC
15, the characters get another piece of The Market Quarter is packed full of
information). revelers, and you see a sign in common
saying, “Syndic Gems” and a shiny gem with a
• The champion of the festival will be mask on. A bored gnome is keeping a close
allowed to claim the Lady Lora Manz as eye on his wares.
his bride. (DM NOTE: This is a complete
fabrication, though it is a very popular one, DC 30 Appraise check determines that the
spread by agents of the count in hopes of gems are extremely low quality.
luring even more competent swordsmen What Syndic Mingo knows:
to the festival).
• The Merchant Alliance is rising to power!
• Lord Gormagen, the Vigilant will be They are a group of Keoish Guildmasters
combating 100 people each day during who are trying to maintain a monopoly in
the Tocsin of Kelanen, without magical aid the city.
or healing!
• It is rumored that the Merchant Alliance
• Marquis Jekhal ruined my chance to meet deals with a lot of black market items and
the Lady Lora Manz. That fop should have slaves, but I have not been able to confirm
known he was aiming outside of his this.
station.
• Watch Captain Corbel organizes and runs
• The Marquis’ men were carousing in the the patrols in Merchant/Market Quarter, he
refugee quarters, not much of an would know more about what is going on
entourage to let the Marquis get captured. in that area. One can normally find him at
He’ll probably be ransomed back to his the Riven Shield Tavern.
family.
• Three Oeridians have been snooping
• The Marquis Jekhal is a hero of Niole Dra. around, inquiring about the Merchant
When the Suel army raced in to kill the Alliance and slavers. They had a Paladin
Regent, the clash of arms spilled into the of Rao with them and caused quite a
Council chamber. The Marquis and his visible disturbance.
men were almost wiped out protecting the
unfortunate staff of the Court. Clearly, the Watch Captain Corbel
King, much like the Earl of Gand, thinks DC 20 Sense Motive check gives the
little of Keoish lives. characters a hunch that Corbel is not trustworthy.
Developments: Characters gain the (He would probably sell the information about the
potential lead to go to the Refugee quarters to characters to the next person that comes along.)
track down information about the marquis A Keoish officer, in his middling years, with
entourage. gray hair and a battle scarred face, is working
towards gathering enough gold (legally and
illegally) to retire. He does not give information out
freely (a price of 5 gp per piece of information or to
answer a question). He will also try to recruit

KEO7-05 Face of the Scourge Page 10


people to help guard the warehouse/dock district, and Corbel provided them with the same
characters can talk to Patrol Leader Mortak for answers). After they left I saw them meet
more information, just stay on the main artery up with that Raoite paladin across the
heading towards the docks, you’ll bump into street. I guess he couldn’t be bothered to
guards and they can fetch the whelp. He can be consort with “lesser” folk.
found lounging at the Riven Shield.
Vitheris Jordanes
A gray-headed, overweight Keoish man in
the livery of the City Watch drinks slowly as he Vitheris Jordanes is a Flan-Oeridian middle-age
perspires in the crowded tavern. “Drinks are man with graying hair. His brown eyes sparkle
five lions each at the Riven Shield, I wish I had with life and he seems to be faring well. Vitheris is
a little more money to buy a few, this blasted looking into the disappearance of several
weather is going to kill me.” The officer says refugees. He is nervous his business will be tied to
slaving again, so he actively working against even
gruffly to no one in particular.
the rumor of slavers. He is found in the Merchant
What Watch Captain Corbel knows: Quarters at his business. Heroes who Gather
Information will find their way to his doorstep on a
• The Merchant Alliance does things by the
check of DC 15 or greater.
books. They aren’t about to wreck a good
thing by being stupid. If you made an The door stands open allowing a little
exorbitant amount of gold in a month, warm air in the blistering heat to come into the
would you wreck your comfortable life in building. Eerily, the place seems abandon
order to help enemies? compared to the revelry all around. An
Oeridian-Flan middle-aged man greets you as
• The Mercenaries pay good money to
you enter, “Welcome to Jordanes Exporting
those who are willing to help. Sometimes,
and Importing business, how may I help you
they get a bit out of hand, but there isn’t a
today?”
problem they’ve caused that couldn’t be
fixed with gold or time to think it over. (He will acknowledge anybody that has helped
him in the past KEO3-06 Chain Reaction).
• The Mercenaries are hired by Count Manz
to enforce the laws, protect the city and What Vitheris knows:
the Count’s interest. The Count never
• Slavers are still active within Cryllor and
gave them permission to break any laws,
the three men asked him questions (the
and I know a bunch of my guards are
men were Gerard, Kirtek and Masel)
itching to prove themselves if the
about the disappearing Flan. A man in full
mercenaries cross any lines.
dress armor and wearing the crest of Rao
• Slavers? Such a thing wouldn’t be was with them, but didn’t speak.
tolerated in Keoland, it’s a capital crime.
• All of the disappearances have happened
Nothing of the sort goes on in areas where
in the refugee quarters. Some people say
the guard has control, although we don’t
it is the mercenary units hired by Manz to
have jurisdiction in the Refugee Quarters.
clear the area out, some think it is people
• Count Manz did want the Refugee leaving to go back to Geoff, or most likely
quarters cleared out of all that rabble; people are being sent to the Sea Princes
mind you he would never toss out for a bounty, 20 gp per head – fill a boat
somebody who could be taxed. with a 200 people . . .
• If slavers were somehow operating in the • The Mercenary units that are active in the
city they would need a way to move their refugee quarters: Sparrow’s Glory, The
targets form the city. The only way to do Inexorable Sentinels and Krelestro. (DC
that would be to somehow get them on a 25 Knowledge (religion) check will
ship and get them out past the eyes of the identify Krelestro as the name of
harbormasters.. Trithereon’s spear, the Harbinger of
Doom.)
• Three Oeridians asked about slavers.
Couldn’t help noting, they seemed to • Patrol Leader Mortak is a good man who
march in, well dressed and armed. (Corbel is assigned to guard the Dock/Warehouse
didn’t ask for names and they didn’t offer, District. He is not aware of any the

KEO7-05 Face of the Scourge Page 11


warehouses being used as a front to hold characters will not be permitted into any
people, but that area is pretty large and a warehouses with goods, only the empty ones.
detailed search might turn up some leads..
Developments: The characters should go to
Patrol Leader Mortak the Refugee Quarters in order to get more
information.
Patrol Leader Mortak is a young Keoish constable
in his late teens. This idealist is an extremely good D: STONEHELM POST (DWARVEN HQ)
person, who will freely help out anybody who is
trying to stomp out kidnappers. He also takes the Characters may be escorting the city guard here
rumors of slavers to great offense as he is head of with a woman and child, please modify the
the best Patrol of the area and he rotates his response from the Dwarves. The Dwarven patrol
watch to find the missing refugees. He is hoping to is actually made up of humans and Dwarves, but
one day become a squire to one of the the Dwarves spearheaded the project and the
Knighthoods. name stuck.

A cool breeze reeks of rotting fish and A dwarven woman watches over a pen full
garbage. A young Keoish constable dismisses of emaciated children playing. She speaks
several men, who hurriedly head toward the softly, “What can I do for you? I am Sergeant
city. As they stomp off down the street, he Degna, daughter of Gothark of Clan Ungart. We
moves to a shady spot among the warehouses, are a bit tight on the patrols since the festival
to watch for travelers. started.”

What Patrol Leader Mortak knows: Here is what she knows:

• No slaves can be found in the warehouse • Slavers are active and taking people,
district. Putting that many people together though the kidnapping has slowed down.
in one spot for any extended period of The children are orphans left behind by
time would be easy to find. There’s simply the slavers. The guardsmen claim that no
too many eyes about, it would get slaving is taking place but simply too
reported. many refugees are going missing for this
to be true. But it seems that no matter
• The slaves couldn’t be transported out, how fast people disappear, there are
only inbound boats have come into the always more refugees swarming in.
port the past couple of days, and empty
boats have left. The festival pretty much • There are three mercenary units working
halts the whole export business, as there in the Refugee Quarters (The Inexorable
are plenty of people here to buy. Sentinels, Sparrow’s Glory and Krelestro).
All mercenary units are paid by the Count
• The rumors of slavery cannot be and have a letter with the Count’s seal for
confirmed to the best of his knowledge, them to walk in most of the city without
but three well-dressed individuals did ask peacebonded weapons.
about some of the warehouses (Gerard,
Kirtek and Masel). We checked all the • There’s rumors of a group who worship
empty warehouses – nothing could be Hextor who have the Count’s ear. They
found. call themselves the Ironbound and the
head of their organization goes by the
• The refugee quarters are the best place to name of Harnek. He lives in an
look up information on missing people, as unassuming house near the center of the
unfortunately, the refugees are easily city. He reportedly welcomes any and all
exploited. who wish to discuss his faith.
• Mortak will admit that he leads patrols into • The Inexorable Sentinels are a very odd
the refugee quarters that are easily group indeed. They have a few human
accessible to the docks, but has never officers but the large bulk of the unit is
seen or dealt with slavers. made of creatures who shouldn’t rightly
walk this land. They only patrol or raid at
Two patrolmen will escort any character
night, when their forms can be more easily
asking to look around the warehouses; the
concealed. Rumor has it that the Silent

KEO7-05 Face of the Scourge Page 12


Ones have sent several emissaries to E: REFUGEE QUARTERS
meet with them.
The Refugee Quarters is very fractionalized, the
• Krelestro seem to be a bunch of paranoid Olman district, the Touv district, and the largest
Yeomans, they move their base of district, the Gyric district. The catacombs, the
operations almost daily. They continue to worst place of the refugee quarters, are nestled in
provide food and some coins to people. the Gyric district.
There are rumors that the Krelestro is
working towards escorting whoever wants Several people watch from the shadow;
to go back to the Grand Duchy of Geoff. I children come staggering out, begging for
know several people are trying to work coins.
towards that end. The Sergeant does not DC 15 Gather Information check is required to
know the base of operations for Krelestro. get any information besides pleading for money
• Sparrow’s Glory is a reputable mercenary and food. Characters offering food, may make a
unit that is more interested in restoring DC 10 Diplomacy check instead to get information.
order than justice. They won’t let petty • Three good men provided food and gold
crimes go easily (stealing for food, to us, they fought the bad men who were
clothes, medicine) and they deal harshly trying to steal some people. They have
with the more serious offenses (murder not been back. (They disappeared the day
and Thieves Guild members hiding in the before the beginning of the module).
Refugee Quarters). The Sergeant will
provide the base of operations for • Food comes in every few days from the
Sparrow’s Glory, which resides near the docks, a soldier named Mortak pays the
docks/warehouse quarters. acolytes to make the food edible.

• The mercenary units will occasionally • The Krelestro brings in new people each
clash when they move into each other month, mostly Touv and Olman; I guess
patrol areas. Normally it is Krelestro and they need homes too. The Krelestro move
one of the others. The Dwarven Patrol is around a lot.
not hampered by these limitations. • The ‘Bad men’ are human, and they attack
• Peace bonds are not required in the at night, often taking people away from
Refugee Quarters, but keep the bonds for even the most heavily fortified and
when you enter the city proper. protected areas.

• Three Oeridian soldiers and a Suel • People who try to make something of
Paladin came in and asked questions themselves here always seem to
about slavers, they investigated the three disappear. Anyone with a marketable
mercenary units and disappeared before trade who just seems to need some help
handing in a final report. (The Logbook will to get back on his feet seems to get out of
have the Oeridian’s names in it; Gerard, here fast.
Kirtek and Masel, and they were acting on Developments: The characters will be given
their own behalf. The final name in the the option to go to Encounter 4.
logbook is Averyn)
• The Sergeant thought they were soldiers
F: SPARROW’S GLORY
because of their boots. Keoish soldiers Sparrow’s Glory’s base of operations is a ruined
normally have their unit emblems on their Tavern, with fortified walls. This group was part of
boots. She doesn’t know why they do it. a mercenary unit that was paid to disrupt military
(This is normally done to quickly identify a forces in Sterich. Since the end of the war, they
mounted spy or a soldier stealing a horse, have accepted an agreement with the Merchant
as the boot is revealed when riding and at Alliance to clear out the refugee quarter of all
eye level. If the boot and uniform markings skilled laborers (smiths, gem cutters, carpenters,
don’t match, there is reason for suspicion.) stonemasons, etc), as well as patrol and guard
near the docks/warehouses. They dislike Krelestro
Developments: The characters should now
and despise Ironbound, as the group of Hextorites
begin investigating the mercenary units residing in
the refugee quarters.

KEO7-05 Face of the Scourge Page 13


have the legitimacy and writs from the Count that will blow this off saying she has seen
allows them an easy life in Cryllor. many things in her life.
The solid wooden tavern of Sparrow’s • Krelestro are just bumbling around,
Glory, is guarded by six men, two stationed at though they could be behind the
the door, four that patrol around the perimeter. massacres in the refugee quarter, either
Windows are open to let what little cool air that clearing out areas to bring in more
exists in. refugees, or trying to stir up trouble for
everyone else. After all, their religion was
When the characters approach, a guard will
banned in Keoland for starting riots in
call into the Tavern, and the leader comes out
Niole Dra.
shortly, to greet the characters. The characters will
not be allowed inside, as they are doing some • Refugees are here, and they have to
renovations and preparing traps in case the make sure they obey the laws. Anything
refugees get so hungry to attempt to storm them. short of that is anarchy.
She will have consumed a potion of glibness,
before leaving the Tavern. • We’ve had a few clashes with Krelestro,
nothing major other than one brawl that
A mixed Flan battle scarred woman steps turned fatal. The Inexorable Sentinels
out, “My name is Captain Nejane of the come and go as they please but they
Sparrow’s Glory. Who are you and how can I never cause us any troubles.
assist you? You don’t look like the normal
refugee rabble.” Nejane will produce a copy of their writ
enabling them to operate in the refugee quarters
She will not answer questions unless the as the Count’s law. (DC 29 Forgery check to
characters provide her with names. Once determine the document is not legit, DC 21 if the
introduced, she will be glad to answer questions, characters have seen the writ belonging to the
but will not let the characters inside, as the tavern Ironbound). The forged writ was provided by the
is being ‘fixed up’. She won’t accept the characters Merchant’s Alliance when they hired Sparrow’s
help either, as she wants to make sure, ‘defensive Glory, Nejane thinks the Writ is actually legal. The
measures’ will be kept quiet. attempt to determine if the writ is legal can only be
She will try to persuade the characters that made if a hero actively states that they are
Krelestro may be responsible for the attempting to determine if it is a forgery.
disappearances, as she knows they are Developments: The characters may be
concerned they may be plotting to attack. What suspicious, but should be encouraged to check
she tells the characters on proper prompts with Ironbound. Krelestro still cannot be found.
Characters attacking the strong hold will go to
• Three Oeridian men have been snooping
Encounter 4.
around the refugee quarters recently. (She
will deny meeting them, if asked; DC 39 G: IRONBOUND
Bluff check to determine she is holding
back information – if characters accuse The Ironbound is a Hextorite splinter group..
her of lying, she doesn’t react.) While it is illegal to worship Hextor in Keoland, the
Reclusiarch Harnek has a document permitting
• You can’t go inside because this is where him and the Ironbound to operate as a law
we are setting up our base of operations. enforcing entity within the County of Cryllor.
We don’t want somebody babbling about Ironbound uses this writ in an effort to expand their
our ‘defensive measures’ to all the flock.
refugees.
A typical Ironbound member is polite to the
• Ironbound worships Hextor, who is an evil end. Those who follow this splinter path know that
god that revels in the killing of his their worship is looked down upon and that they
enemies, not just soldiers but innocent have a lot to answer for simply for their beliefs.
women and children. It’s only a matter of Because of this, the Ironbound is exceptionally
time before Manz puts a stop to their little eager to help those who may normally seek to
killing sprees. It is painfully obvious that harm them or avoid them.
the death and destruction do not affect her
as strongly as talk of the Ironbound – she Ironbound makes a particularly strong pitch to
those that Keoish society deem outcasts. They

KEO7-05 Face of the Scourge Page 14


focus their attempts on the half-breeds who are • Krelestro moves around a lot, they
frequently the subject of mockery and abuse in attacked our patrols – not very organized,
most circles. They offer the most seductive offer as they didn’t press the advantage of
many of these half-breeds could ever imagine: surprise. Besides that, the refugees seem
acceptance. Within the ranks of Ironbound, all are to protect them from our investigations.
judged on the strength of their arm and faith rather
than on heritage. • Patrols? Yes, we send out groups of
armed converts in an effort to keep the
A well maintained one story house stands populace safe. What goes on in the
out from the rest of the area. The door is open Refugee Quarters is far worse than
and the curtains pulled back, revealing several anyone imagines. If I had the Count’s ear
people talking. as much as everyone says I do, perhaps
I’d be able to stop this travesty.
DC 15 Listen check, “There has to be
something ongoing of which we are not aware. All • Ironbound will be looking patrolling for the
fingers are eager to point at us because of our slavers on Godsday, and coordinate their
faith. Normally the burden of proof is on the efforts with those of Sparrow’s Glory. (If
accuser however in our case we bear the burden the characters tell them of their suspicion
of proving our innocence. Send Ruulgar to of Sparrow’s Glory, Harnek, will keep
contract with the Dwarven Patrol again. We are Sparrow’s Glory out).
going to need their aid if we are to stop these
disappearances.” Reclusiarch Harnek is more than willing to
discuss any tenets of his faith should the heroes
Reclusiarch Harnek is meeting with several of ask, and will make an honest attempt to convert
his brethren, a mix of humans and half-breeds. If any of the heroes who seem interested.
the characters choose to interact with Harnek, he
will be more than glad to offer information, in order Harnek will make a particular attempt to get
to clear his and his fellow’s names. close to any hero who openly worships
Heironeous. He will tell the hero that it is his divine
• Will provide the legitimate documents mandate to reunite the followers of the squabbling
enabling him and his men to act on behalf brothers, so that they may all make better lives for
of the Count to enforce the laws in Cryllor. those in need.
He will not part company with the
document, and anyone who attempts to At the end of the adventure, Reclusiarch
abscond with it will find himself and his Harnek will approach the heroes again and ask if
party quickly overwhelmed by angry any of them wish to convert to the worship of
Hextorites. The result, barring Hextor. This is detailed in the AR item “An
teleportation magics, will be a lot of time in Ironbound Convert”.
prison. Anyone who does escape through H: KRELESTRO
extraordinary magical means will find
themself HUNTED within the County of The characters will not be able to find the
Cryllor. Krelestro base, as nobody knows where it is, or
where they are. (They are currently out of the city,
• Three Oerdian men who were traveling in helping to smuggle refugees through the Cryllor-
the company of my good friend Averyn Yeomanry boarder.).
came to question us about the
disappearances. They asked us about The Krelestro is a group of Trithereon
slavers, about our faith and asked if they worshipers who are managing the last leg of an
could see the uniforms our guards wear. underground railroad. They are smuggling Touv,
They left quickly enough but watched us Olman, Flan and other prisoners from the Sea
for a few days afterwards, until there was Princes into Cryllor.,in attempt to create a refugee
a massacre last week. Then we were of crisis, to bring down Count Manz. Secretly, the
no interest. leadership of this Trithereonite band is using the
influx of refugees to hide setting up a slaving ring
• The thieves’ guild is probably behind the to smuggle workers deep into the Jotens. The
disappearances, and is most likely selling characters will bump into them in Encounter 4: A
the people into slavery to work the mines Dry Hole.
of the Jotens.

KEO7-05 Face of the Scourge Page 15


The day quickly dwindles to dark, in the APL 2 (EL 3)
search for the Krelestro base of operations.
Sparrow’s Glory Terrorblade, Male half-orc
Everybody you talked to does not know where
Rog1 (3): hp 8; see Appendix 1.
the mercenary unit is or what happened to
their patrols. APL 4 (EL 5)
Characters may continue to search for Sparrow’s Glory Terrorblade, Male Half-orc
Kelestro but their efforts will be stymied. Magical Rog1/Sorc1 (3): hp 13; see Appendix 2.
inquiries will yield unhelpful answers where
appropriate. APL 6 (EL 7)
Sparrow’s Glory Terrorblade, Male Half-orc
Rog3/Sorc1 (3): hp 23; see Appendix 3.

ENCOUNTER 3: BLOODY APL 8 (EL 9)

HARVEST Sparrow’s Glory Terrorblade, Male Half-orc


Rog5/Sorc1 (3): hp 57; see Appendix 4.
The massacre and slave raid starts a few days
APL 10 (EL 11)
after the characters begin their investigation.
Nejane and Sparrow’s Glory aren’t going to let a Sparrow’s Glory Terrorblade, Male Half-orc
bunch of adventurer’s slow down their plans. They Rog7/Sorc1 (3): hp 67; see Appendix 5.
will kill weak and helpless people, taking those
that can do hard labor. This plan is twofold; the APL 12 (EL 13
first is that Ironbound will eventually be wiped out Sparrow’s Glory Terrorblade, Male Half-orc
by refugee mobs who are tired of the massacres Rog9/Sorc1 (3): hp 86; see Appendix 6.
and slaving, and the slaves go to the Jotens were
they disappear. (Normally 25-50 people are Tactics: The Sparrow’s Glory fighters will
transported out, as transporting a larger group attack the characters when they become aware of
would be noticed.) the characters presence. Whenever possible, they
use fear effects to disrupt the flow of the party, and
The Ironbound and Dwarven Patrol will insist focus their direct attacks on obvious paladins.
that the characters explore a different area then Area affect spells will easily kill the wounded and
they do. The refugee quarter is too big for the few dying refugees, so the characters getting surprise
patrols to be sure they will find the killers in time. and the morality of a hostage situation balance the
People hide in the shadows of the ruined encounter out. Make sure to warn players if any of
buildings and a cry for help that is quickly their spells or effects are going to endanger the life
stopped, comes from a building a short ways of a refugee.
up ahead. Once the killing and the dying settles down,
Several members of Sparrow’s Glory are the PCs will discover that the attackers are not
dressed in their ritual Hextorite gear and killing Ironbound, but are instead Sparrow’s Glory.
people in the ruins of a courtyard. They are Development: The characters should realize
counting on anyone who sees them performing that the Hextorite cult killing people is the
this act attributing it to the Ironbound. Sparrow’s Glory and not the Ironbound.
Rounding the corner reveals a charnel With the culling ceased, the walls of the
house. Refugees stand frozen in fear, eyes the refugee quarter return only silence to your
size of saucers, splashed in the blood of the ears. Slowly, wide eyed faces enter the
deceased who litter the ground. Men stalk courtyard, and a low weeping begins from a
purposefully amongst frightened refugees, few Oerdians as they gather up what must be
quick blades flashing left and right, culling the family.
herd with practiced efficiency. Though the
men are all but baptized in the viscera of their A rough-featured oerdian man with one eye
victims, their tabards are unmistakably spits on the cobblestones as he tears a patch
emblazoned with the sigil of the Scourge of of cloth off one of the attackers. Even at this
Battle. distance you can see he holds the symbol of
Hextor in his grasp.

KEO7-05 Face of the Scourge Page 16


The crowd begins to murmur, a surussus • She was looking into the reports of
of anger building towards one definable slavers, and was captured by the
enemy. Sparrow’s Glory when caught snooping
around.
“Ironbound. The Ironbound. They did this,
those thieves. It is time we made them pay.”
The crowd’s sorrow quickly turns to
ENCOUNTER 5: HARPOONS
smoldering anger when a snaggle toothed boy ARE LIKE SPEARS…
yells out.
Unbeknownst to the party, Krelestro, the actual
“Stop! They’re not Ironbound!” slavers, have been keeping tabs on the party, and
The boy holds up a pair of boots that he after finding out about their raid of the Sparrow’s
had obviously stripped off one of the Glory, it becomes obvious that the party will soon
attackers. Clearly visible in the waning light is be on their trail.
the symbol of the Sparrow’s Glory mercenary Emerging from the Sparrow’s Glory’s
company. hideout, the light of day momentarily blinds
The mob will turn angry and violent very you. Then the morning tranquility is shattered
shortly, and will begin to move towards the by a cacophony of violence.
Sparrow’s Glory tavern with the intent of burning it APL 2 (EL 5)
down. Make it abundantly clear to the heroes that
if they should delay (to tell the proper authorities, Dalton, Krelestro Male Suel Mrsh2/Bard1
for instance), that the mob will not. If the heroes (1): hp 9; see Appendix 1.
allow the mob to do their work for them, Encounter Krelestro Harriers, Male Suel Rog1 (2): hp
Four will not occur, and the constable imprisoned 7; see Appendix 1
in the basement will be killed in the fire. Encounter
Five will then occur as the heroes re-enter the APL 4 (EL 7)
refugee quarter. Dalton, Krelestro Male Suel Mrsh2/Bard1
(1): hp 9; see Appendix 2.
ENCOUNTER 4: A DRY HOLE Krelestro Cacophonor Male Suel Sorc3 (1):
Having thwarted the attack by what is obviously hp 16; see Appendix 2.
actually the Sparrow’s Glory, the group proceeds Krelestro Harriers, Male Suel Rog3 (2): hp
back to the mercenary company’s fortified ruin, No 9; see Appendix 2.
one is currently home, as all the Sparrow’s Glory
are all out slaughtering refugees, and won’t return APL 6 (EL 9)
for a long, long time. Dalton, Krelestro Male Suel Mrsh4/Bard2
The encounter name says it all. The Sparrow’s (1): hp 9; see Appendix 3.
Glory had nothing to do with the kidnapping of the Krelestro Cacophonor Male Suel Sorc6 (1):
Marquis’ entourage, or with the disappearances hp 31; see Appendix 3.
from the refugee quarter.
Krelestro Harriers, Male Suel Rog5/Ftr1 (1):
However, in a locked room in the basement, there hp 9; see Appendix 3
is a bound, gagged woman that PCs may
recognize as Constable Marla Hennig. APL 8 (EL 11)
Marla Hennig has the following to provide: Dalton, Krelestro Male Suel Mrsh4/Bard2
(1): hp 9; see Appendix 4.
• The Sparrow’s Glory are not the slavers,
though they have been murdering Krelestro Cacophonor, Male Suel Sorc6 (3):
innocent people in the Refugee Quarter hp 31; see Appendix 4.
• Krelestro has recently come back; they’ve Krelestro Harrier, Male Suel Rog5/Ftr2 (1):
been helping people move into the city., hp 9; see Appendix 4.
and are holed up in a barn several miles
from the city.

KEO7-05 Face of the Scourge Page 17


APL 10 (EL 13) At APL10 the Cacophonors have precast
Mage Armor and False Life. Each one casts
Dalton, Krelestro Male Suel Mrsh4/Bard4
Greater Invisibility on the first turn. One opens on
(1): hp 9; see Appendix 5. the party with Slow, one opens with Haste, then
Krelestro Cacophonor, Male Suel Sorc8 (2): they move to fireballs and empowered magic
hp 9; see Appendix 5. missiles on the targets that the Harriers are having
trouble with.
Krelestro Harrier, Male Suel Rog5/Ftr2/ShD
(2): hp 9; see Appendix 5. At APL12, the Cacophonors have precast
Mage Armor, False Life, and Fly. In the first turn,
APL 12 (EL 15) they cast Greater Invisibility, and begin flying
Dalton, Krelestro Male Suel Mrsh4/Bard6 around over the party, firing cones of cold
(1): hp 9; see Appendix 6. downward onto the PCs.

Krelestro Cacophonor, Male Suel Sorc10 HARRIERS:


(2): hp 9; see Appendix 6. At all APLs, the Harriers begin the combat
Krelestro Harrier, Male Suel Rog7/Ftr2/ShD hidden.
(2): hp 9; see Appendix 6. At APL2-8, the Harriers ready to interrupt
Tactics: spellcasting. After neutralizing any spellcasters,
they move on to blinded targets, making ranged
DALTON: full attacks.
At every APL, Dalton begins the combat using At APL10, they Use Magic Device to Divine
his Motivate Dexterity Aura to increase his Favor, then begin firing, readying to interrupt
followers’ initiative checks. spellcasting with Manyshots, hiding in plain sight
At APL2-4, Dalton rages and hurls himself at after firing. After neutralizing any spellcasters,
the nearest party member, trying to drive his they move on to blinded targets, making ranged
longspear clean through their chest. full attacks.

At APL6-8, Dalton rages, using his Reckless At APL12, they begin the combat having used
Rage feat to drive his strength even higher, their Divine Favor wands and use their Divine
charges, and attempts to drive his longspear clean Power wands in the first round, then switch to their
through the chest of the nearest PC. stronger mighty bows, while remaining hidden.
Each readies a Manyshot to interrupt spellcasting,
At APL10-12, Dalton rages, using Reckless then rehiding in plain sight. After neutralizing any
Rage to further boost his strength, and charges spellcasters, they move on to blinded targets,
whenever possible, Power Attacking for his full making ranged full attacks.
base attack bonus and using Shock Trooper to
offset the penalty, and his Pounce ability to full The Trithereonites do nothing to disguise their
attack. identiy or their cause, berating the party about
being tools of the oppressors, and openly bear
CACOPHONORS: symbols of the Summoner.
At APL4, the Cacophonor opens with Rays of
Enfeeblement on obvious fighters, then moves to CONCLUSION:
Greasing the ground to inhibit the party’s Following Hennig’s directions leads to a
movement. rundown mill in the wilds east of Cryllor.
At APL6, the Cacophonor has a precast Mage Inside, terrified refugees huddle in the
Armor and False Life. He opens with Glitterdust, darkness, ankle deep in filthy straw. As the
then Slows, before moving to empowered magic doors are thrown open, they shrink from the
missiles into high AC targets. light, anticipating some act of violence.
At APL8, the Cacophonors have precast Mage Inside the heavy stone building around twenty
Armor and False Life. One opens with Haste on seven refugees in various states of starvation and
their allies, one with Slow on the party, and the exhaustion. Among them are the Marquis’ three
third with a Glitterdust on the party. Then they guards.
transition to empowered magic missiles, then
normal magic missiles.

KEO7-05 Face of the Scourge Page 18


For rescuing the captives, the PCs receive the Travel to Hook Bend takes about two hours (or
“Let No Man be Chained” AR item. PCs who less, pending magical means). When the heroes
convert to the Ironbound do not receive this item. reach Hook Bend they see the following.
The heroes will be immediately approached by the The peaceful Javan suddenly switchbacks
Marquis’ three men, who will explain what befell and the river narrows. The current here is
Averyn. noticeably faster than it was upstream. On the
eastern side of the Javan a large swath of
Three men sit near each other, one nursing
forest has been cleared around a rock
an obviously festering stomach wound. As you
formation. A single man stands on the
make your way around the room freeing
formation, still as stone. A circlet of bone rests
captives, the wounded man reaches out and
upon his brow. From this distance you can see
grabs for your hands.
that his clothes are bloodstained and dirty, and
“Please, this isn’t all of us. A young that he has a large festering wound on the side
Paladin of Rao named Averyn was journeying of his head.
with us and was taken captive as well. It was
Averyn has had a modified version of hold person
only through his efforts that we weren’t killed
cast upon him, anchored to his person by the
in captivity. He used his healing powers on us
circlet he wears. The spell allows Averyn to speak
despite the fact that he was gravely wounded
but not otherwise move and he lacks the capability
himself.
to break the spell through effort of will.
These foul worshippers of a bad master Averyn’s tormentors have called up a creature
made much sport of him, and they even told us sacred to Hextor and intend on sacrificing him to it
what fate they had in store for him. This morn unless he recants his faith.
they took him to Hook Bend in the river to be
sacrificed to some creature they have awaiting. The water of the Javan parts and a creature
makes its way to the rock embankment. As it
Please, you must save Averyn!” approaches him, the man yells out loudly.
At this point the heroes may continue with the
“I am Averyn Skotti of House Lizhal,
Optional Encounter. Taking part in this encounter
Penitent of Rao and I shall not be broken! The
will cost an additional 1TU. Inform the players of
calm god shall wipe away my tears!”
this before they make the decision to participate.
The foul creature drools hungrily and
lurches towards Averyn. A palpable aura of
OPTIONAL ENCOUNTER: menace rolls off of it and the sun seems to
SACRIFICIAL PALADIN darken in the sky as it reaches for its foul
meal.
Warning: This encounter has a very difficult
combat within. At this point the heroes can act.

Averyn has been trussed and bound by the APL 2 (EL 5)


slavers, then carted off to a grisly end as a Bearded Devil: see Monster Manual.
sacrifice to some unknown creature. Hook Bend is
a well-known geographical point in the Javan APL 4 (EL 7)
River that is reputed to be both haunted and Bearded Devil: (2) see Monster Manual.
overrun by foul creatures. Normally, Count Manz’
troops keep the area clear of any trouble in a APL 6 (EL 9)
monthly sweep.
Bone Devil: see Monster Manual.
Unfortunately for Averyn, this month’s sweep of
APL 8 (EL 11)
Hook Bend isn’t going to come fast enough to
save him, and so the heroes must. Bone Devil (2): see Monster Manual.
Any of the NPCs can easily give directions to APL 10 (EL 13)
Hook Bend. “It’s not hard, travel downstream
about six miles. You’ll know you are at Hook Bend Barbed Devil (2): see Monster Manual.
when the river switchbacks.”

KEO7-05 Face of the Scourge Page 19


APL 12 (EL 16) When the heroes return Averyn to Cryllor he will
immediately stalk off in an attempt to get an
Horned Devil: see Monster Manual.
audience with Count Manz. If the heroes wish to
Tactics: accompany him they will witness the following.
APL 2: The Barbazu will fly into a Battle Frenzy With an almost manic fervor, Averyn
and attempt to kill any aggressive looking heroes, demolishes all barriers that prevent him from
saving Averyn for a delicious meal. seeing Count Ignaz Manz. Unhelpful guards
are charmed by his wit, petty bureaucrats are
APL 4: As APL 2, but both Barbazus will attempt awed by his force of personality and a reticent
to achieve flanking positions against their seneschal is bowed by his sense of duty. In
enemies. If left alone for more than three rounds, under an hour, Averyn has fought his way to
the Barbazu will kill Averyn
the very doors of Count Manz’ estate…without
APL 6: The Bone Devil begins combat with its fly lifting a hand towards his empty sword belt.
spell enabled (but standing on the ground so as to
Standing outside the doors to Manz’
not tip off its foes), and will attempt to use that and
private chambers, Averyn is startled to see a
it superior reach to outmaneuver its enemies. It
creature seemingly cut from stone. It stands
will radiate its fear aura at all times. If pressed, it
well over ten feet tall and blocks the hallway
will consider using its greater teleport and wall of
very effectively. As Averyn approaches it
ice abilities ot divide the battlefield into more
opens its mouth.
suitable terrain.
“Unauthorized entrants. Leave now. No
APL 8: As APL 6 but with one Bone Devil delaying
admittance is permitted to Count Manz.”
if necessary to allow a foolhardy hero to move
forward and then cast wall of ice to cut that hero Averyn steps forward.
off for easy pickings.
“In the name of King Kimbertos, I demand
APL 10: The Barbed Devils will fight in concert, to see Count Manz. Stand aside, creature.”
attempting to bring down weak looking opponents
“No. The Inexorable Sentinels never fail
first. If possible, greater teleport next to a caster
their duty. These doors are sealed until Count
enemy and kill them quickly. Order’s Wrath and
Unholy Blight if the Barbed Devils win initiative and Manz wishes otherwise.”
the heroes are bunched up. The stone creature reaches into the solid
APL 12: Kill! Rend! Cleave! The Horned Devil stone of the wall next to it, and pulls out a
begins combat with magic circle against good up. massive maul carved from a jagged blue
Sunder the weapons of any opponent who is too crystal. Pulsing veins of white run through the
difficult to kill outright. Fear aura is active at all length of the shaft.
times. If the heroes attempt to fight form ranged, Sighing deeply, Averyn moves forward.
use Persistent Image to create appropriate Without warning, the creature lashes out with a
illusions and teleport as needed. If surrounded by straight lunge designed to run Averyn through.
melee, attack multiple targets with the spiked As the blade is about to sheathe itself in
chain in an effort to stun as many as possible. Averyn’s flesh he speaks.
All APLs: If left alone for three rounds, Coup De “The Calm God forgives you. Rest now,
Grace Averyn, killing him. (Assuming ancient one. Know peace.”
unthreatened). Under NO circumstances will the
Devils attempt to summon more devils. The sword stops mere inches from
Averyn’s skin, then falls to the floor. The stone
If the heroes succeed in rescuing Averyn, he is creature looks at Averyn strangely, the strange
staggered and unable to give much of a coherent red light in its eyes growing dim.
account. If healed at all, he will recover and talk to
the heroes. “Peace…? Without war…there is no
purpose…”
“Rao be praised! Thank you my friends for
saving my life. We must hurry and return to Suddenly the creature collapses to the
Cryllor, I must tell Count Manz that foul slavers floor and begins to disintegrate. In a few
and devil worshippers are infiltrating his seconds all that is left is a mound of dirt and
lands!”

KEO7-05 Face of the Scourge Page 20


the maul. Averyn casually picks it up as he Finally, after a millennia of waiting, the
strides past and shoves open the doors. proper conditions were met, and the pair of
creatures blinked out of existence and into the
“I am Averyn Skotti of House Lizahl. In the
Prime Material plane.
name of the King and the Lion Throne I
demand audience with Count Manz!” It was, after all, inevitable.
From inside the chamber a robust voice The End
replies.
“Well, if I denied your audience, how many
more of my guards will you kill and my staff
will you enrapture? You are not a subtle man, EXPERIENCE POINT
Paladin of Rao. Or shall I call you the Hammer SUMMARY
of Rao? For that is as you must see yourself,
young one, to barge into here in such a To award experience for this adventure, add up
manner. Hubris is unbecoming in a Paladin. the values for the objectives accomplished. Then
What is so important that it warranted the assign the experience award. Award the total
abrogation of my contract with Nevren?” value (objectives plus roleplaying) to each
character.
Stepping inside you see the reclusive
Count Manz. A tall and strong looking man Encounter 1
with bold features, he cuts an impressive Wandering monsters defeated
figure in dashing robes that one might see on
a swashbuckling adventurer. He stares at APL 2: 120 xp
Averyn and you can see some…tinge…in the APL 4: 180 xp
Count’s eyes.
APL 6: 240 xp
“What is important is that some of your
mercenaries are secretly slavers and devil- APL 8: 300 xp
worshippers. Your men have been culling them APL 10: 360 xp
and taking the skilled ones as slaves, and the
weak ones for sport.” APL 12: 420 xp
Count Manz’ face twitches. He points at Encounter 3
you.
Stop the massacre.
“Your presence here is no longer needed.
APL 2: 90 xp
Young Skotti and I have much to talk about
here. No one is allowed to break the laws in APL 4: 150 xp
Cryllor, especially my own men. This root must
APL 6: 210 xp
be pulled out. Thank you for bringing Averyn
to me.” APL 8: 270 xp
Averyn nods to you and mouths the words APL 10: 330 xp
“thank you.”
APL 12: 390 xp
“Now come young Hammer of Rao…tell me
what you know of these slavers.” Encounter 5
Survive the Krelestro ambush.
EPILOGUE APL 2: 150 xp
The whirling nether wrapped around itself, APL 4: 210 xp
and coalesced into two forms. Large and bulky
APL 6: 270 xp
in shape, they appeared identical to each
other, all sharp angles and spikes protruding APL 8: 330 xp
from a solid steel frame. The creatures floated,
APL 10: 390 xp
weightless in the endless expanse of the
nether. APL 12: 450 xp

KEO7-05 Face of the Scourge Page 21


Story Award The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
Uncover the culprits behind the two sprees of earthly possessions. Looting the bodies takes at
atrocity in Cryllor. least 10 minutes per every 5 enemies, and if the
APL 2: 60 xp characters cannot take the time to loot the bodies,
they do not gain this gold. If you feel it is
APL 4: 90 xp reasonable that characters can go back to loot the
APL 6: 120 xp bodies, and those bodies are there (i.e., not carted
off by dungeon scavengers, removed from the
APL 8: 150 xp scene by the local watch, and so on), characters
APL 10: 180 xp may return to retrieve loot. If the characters do not
loot the body, the gold piece value for the loot is
APL 12: 210 xp subtracted from the encounter totals given below.
Discretionary Roleplaying Award The coin total is the number of gold pieces each
APL 2: 30 xp character gains if they take the coin available. A
normal adventuring party can usually gather this
APL 4: 45 xp wealth in a round or so. If for some reason, they
pass up this treasure, the coin total is subtracted
APL 6: 60 xp
from the encounter totals given below.
APL 8: 75 xp
Next, the magic items are listed. Magic item
APL 10: 90 xp treasure is the hardest to adjudicate, because they
are varied and because characters may want to use
APL 12: 105 xp
them during the adventure. Many times characters
must cast identify, analyze dweomer or similar spell
to determine what the item does and how to
Total possible experience activate it. Other times they may attempt to use the
APL 2: 450 xp. item blindly. If the magic item is consumable (a
potion, scroll, magic bolts, etc.) and the item is used
APL 4: 675 xp. before the end of the adventure, its total is
APL 6: 900 xp. subtracted from the adventure totals below.
APL 8: 1,125 xp. Once you have subtracted the value for
unclaimed treasure from each encounter add it up
APL 10: 1,350 xp. and that is the number of gold pieces a characters
APL 12: 1,575 xp. total and coin value increase at the end of the
adventure. Write the total in the GP Gained field of
Optional Encounter the adventure certificate. Because this is a
APL 2: 225 xp. Regional adventure, characters may spend
additional Time Units to practice professions or
APL 4: 338 xp. create items immediately after the adventure so this
total may be modified by other circumstances.
APL 6: 450 xp.
L = Looted gear from enemy; C = Coin, Gems,
APL 8: 563 xp.
Jewelry, and other valuables; M = Magic Items.
APL 10: 675 xp.
Encounter 3:
APL 12: 788 xp.
APL 2: L: X gp, C: X gp, M: item (X gp)

TREASURE SUMMARY APL 4: L: X gp, C: X gp, M: item (X gp)


APL 6: L: X gp, C: X gp, M: item (X gp)
During an adventure, characters encounter
treasure, usually finding it in the possession of their APL 8: L: X gp, C: X gp, M: item (X gp)
foes. Every encounter that features treasure has a
“treasure” section within the encounter description, APL 10: L: X gp, C: X gp, M: item (X gp)
giving information about the loot, coins, and magic APL 12: L: X gp, C: X gp, M: item (X gp).
items that make up the encounter’s treasure.

KEO7-05 Face of the Scourge Page 22


Encounter 5: to the worship of Hextor. As the worship of a
wholly evil diety is a high crime everywhere in
APL 2: L: X gp, C: X gp, M: item (X gp) Keoland except in Cryllor, the PC is treated as
APL 4: L: X gp, C: X gp, M: item (X gp) WANTED when traveling anywhere in the kingdom
other than the County.
APL 6: L: X gp, C: X gp, M: item (X gp)
Fortunately, joining the cult of an evil god has its’
APL 8: L: X gp, C: X gp, M: item (X gp) perks. The PC no longer suffers a penalty when
APL 10: L: X gp, C: X gp, M: item (X gp) striking to subdue with a melee weapon that does
not normally deal subdual damage.
APL 12: L: X gp, C: X gp, M: item (X gp).
JAILED!: Insert boilerplate from previous Cryllor
mods here
Total Possible Treasure (Maximum Reward WANTED! Insert boilerplate from previous Cryllor
Allowed) mods here:
APL 2: L: X gp, C: X gp, M: X gp – Total: X gp HUNTED!: Insert boilerplate from previous Cryllor
(450 gp). mods here
APL 4: L: X gp, C: X gp, M: X gp – Total: X gp Favor of Count Manz: Twice in the space of as
(650 gp). many days, your actions have pleased the Lord of
APL 6: L: X gp, C: X gp, M: X gp – Total: X gp Cryllor, and Count Ignaz Manz has taken a liking
(900 gp). to you. He names you a “Defender of the County”
and throws a parade in your honor at the end of
APL 8: L: X gp, C: X gp, M: X gp – Total: X gp the Torcsin of Kelanen.
(1,300 gp).
Let No Man be Chained: For your part in ending
APL 10: L: X gp, C: X gp, M: X gp – Total: X the slaving ring and slaying his rogue followers,
gp (2,300 gp). you have curried the Summoner’s favor. For the
APL 12: L: X gp, C: X gp, M: X gp – Total: X next 12 months from the date of this AR, the PC
gp (3,300 gp). receives a +4 sacred bonus on Escape Artist or
Grapple checks made to resist being grappled or
Optional Encounter Total Possible to escape a grapple.
Treasure (Maximum Reward Allowed) Any PC who received the An Ironbound Convert
APL 2: L: X gp, C: X gp, M: item (X gp) AR item does not receive this.
APL 4: L: X gp, C: X gp, M: item (X gp)
APL 6: L: X gp, C: X gp, M: item (X gp) Item Access
APL 8: L: X gp, C: X gp, M: item (X gp) APL 4:
APL 10: L: X gp, C: X gp, M: item (X gp) • Wand of Magic Missiles, CL3 (Frequency;
Adventure, DMG))
APL 12: L: X gp, C: X gp, M: item (X gp).
APL 6:
• Cloak of Elvenkind (Frequency:Adventure,
DMG)
ITEMS FOR THE
• Vest of Resistance +1 (Frequency; Adventure,
ADVENTURE RECORD Complete Arcane)
Special APL 8:
Favor of the Refugees of Cryllor: This PC has • +1 mithril chain shirt (Frequency:Adventure;
had a hand in ending the terror among the DMG)
refugees of Cryllor. For one year from the date of
this AR, the PC receives free Standard upkeep. APL 10:
An Ironbound Convert: This PC has listened to • +1 adamantine longspear
the teachings of the Recclusiarch and converted (Frequency:Adventure; DMG)

KEO7-05 Face of the Scourge Page 23


• Vest of Resistace +2 (Frequency:Adventure;
Complete Arcane)
• Circlet of Pursuasion (Frequency:Adventure,
DMG)
• Wand of Divine Favor (CL12, 5 charges)
(Frequency:Adventure; DMG)
APL 12:
• +2 adamantine longspear
(Frequency:Adventure; DMG)
• +1 mithril breastplate (Frequency:Adventure;
DMG)
• +1 shocking burst compound longbow (Mighty
+3) (Frequency:Adventure; DMG)
• Wand of Divine Power (5 charges)
(Frequency:Adventure; DMG)

KEO7-05 Face of the Scourge Page 24


APPENDIX 1 – APL 2

Encounter 3: Encounter 5:
TERRORBLADE: DALTON: CR3
CR1 Human (Keoish) barbarian2/marshal1
Half-ork (Oeridian) rogue1 CN Medium humanoid
NE Medium humanoid Init: +1
Init: +2 Senses: Listen +3, Spot +1
Senses: Listen + 0, Spot +4 Languages: common
Languages: common, ork AC: 16, (Dex +1, masterwork breastplate +5)
AC: 16, (Dex +2, masterwork chain shirt +4) touch touch 11, flat-footed 15
12, flat-footed 14 HP: 30 (3HD)
HP: 8 (1HD) Saves: Fort +7; Ref +1, Will +1
Saves: Fort +2; Ref +4, Will +0 Spd: 30 ft. (6 squares)
Spd: 30 ft. (6 squares) Melee: +1 longspear +5 (1d8+4/x3)
Melee: masterwork shortsword +3 (1d6+2/19-20) Ranged: javelin +3 (1d6+2)
Ranged: dagger +4 (1d4+2) Base Atk: +2; Grp: +4
Base Atk: +0; Grp: +2 Attack Options: rage 1/day (+4 Str, +4 Con, +2
Combat Gear: 3 potions of cure light wounds morale vs. Will saves, -2 AC)
Abilities: Str14, Dex15, Con14, Int6, Wis10, Special Abilities: Uncanny Dodge, Motivate
Cha11 Dexterity (+1 Dexterity)
Feats: Two Weapon Fighting Combat Gear: 3 scrolls of cure light wounds,
Skills: Balance +5, Bluff +4, Hide +5, Move Abilities: Str15, Dex12, Con14, Int10, Wis8,
Silently +5, Spot +4, Tumble +5 Cha13
Possessions: combat gear plus masterwork Feats: Cleave, Power Attack, Skill Focus
chain shirt, 3 masterwork shortswords, 4 (Diplomacy), Weapon Focus (Longspear)
daggers, 20 gp Skills: Bluff +4, Climb +4, Diplomacy +9, Jump
+5, Listen +3, Spot +1,
Possessions: combat gear plus +1 longspear,
masterwork breastplate, 2 javelins, wooden holy
symbol (Trithereon), 25 gp

KRELESTRO HARRIER:
CR1
Human (Suel) rogue1
CN Medium humanoid
Init: +2
Senses: Listen + 5, Spot +4
Languages: common
AC: 16, (Dex +2, studded leather +3) touch 12,
flat-footed 13
HP: 7 (1HD)
Saves: Fort +1; Ref +4, Will +1
Spd: 30 ft. (6 squares)
Melee: shortsword +2 (1d6+2/19-20)
Ranged: composite shortbow (mighty +2) +2
(1d6+2/x3)
Base Atk: +0; Grp: +2
Combat Gear: 3 potions of cure light wounds
Abilities: Str14, Dex15, Con13, Int10, Wis12,
Cha8
Feats: Point Blank Shot, Precise Shot

KEO7-05 Face of the Scourge Page 25


Skills: Climb +5, Escape Artist +5, Hide +5, Jump
+5, Listen +5, Move Silently +5, Spot +5,
Tumble +5
Possessions: combat gear plus studded leather,
2 shortswords, 2 compound shortbows (mighty
+2), 100 arrows, 20 gp

KEO7-05 Face of the Scourge Page 26


APPENDIX 2 – APL 4

Encounter 3: Encounter 5:
TERRORBLADE: DALTON: CR3
CR2 Human (Keoish) barbarian2/marshal1
Half-ork (Oeridian) rogue1/sorceror1 CN Medium humanoid
NE Medium humanoid Init: +1
Init: +2 Senses: Listen +3, Spot +1
Senses: Listen + 2, Spot +6 Languages: common
Languages: common, ork AC: 16, (Dex +1, masterwork breastplate +5)
AC: 16, (Dex +2, masterwork chain shirt +4) touch touch 11, flat-footed 15
12, flat-footed 14 HP: 30 (3HD)
HP: 13 (2HD) Saves: Fort +7; Ref +1, Will +1
Saves: Fort +2; Ref +6, Will +2 Spd: 30 ft. (6 squares)
Spd: 30 ft. (6 squares) Melee: +1 longspear +5 (1d8+4/x3)
Melee: masterwork shortsword +3 (1d6+2/19-20) Ranged: javelin +3 (1d6+2)
Ranged: dagger +4 (1d4+2) Base Atk: +2; Grp: +4
Base Atk: +0; Grp: +2 Attack Options: rage 1/day (+4 Str, +4 Con, +2
Combat Gear: 3 potions of cure light wounds morale vs. Will saves, -2 AC)
Sorcerer Spells Known (CL 1th): Special Abilities: Uncanny Dodge, Motivate
1st (3/day)— cause fear, critical strikes Dexterity (+1 Dex checks)
0 (5/day)— acid splash, arcane mark, mage Combat Gear: 3 scrolls of cure light wounds,
hand, prestidigitation Abilities: Str15, Dex12, Con14, Int10, Wis8,
Abilities: Str14, Dex15, Con14, Int6, Wis10, Cha13
Cha11 Feats: Cleave, Power Attack, Skill Focus
Feats: Two Weapon Fighting (Diplomacy), Weapon Focus (Longspear)
Skills: Balance +5, Bluff +5, Hide +5, Move Skills: Bluff +4, Climb +4, Diplomacy +9, Jump
Silently +5, Spot +4, Tumble +5 +5, Listen +3, Spot +1,
Possessions: combat gear plus masterwork Possessions: combat gear plus +1 longspear,
chain shirt, 3 masterwork shortswords, 4 masterwork breastplate, 2 javelins, wooden holy
daggers, 20 gp, weasel familiar (plays no part in symbol (Trithereon), 25 gp
combat)

KRELESTRO CACOPHANER CR3


Male Suel Sorcerer 3
CN Medium Humanoid (Human)
Init +5; Senses Listen +3, Spot +3
Languages Common
AC 11, touch 11, flat-footed 10
(+1 Dex)
hp 16 (3 HD)
Fort +3, Ref +4, Will +4
Speed 30 ft. (6 squares).;
Melee shortspear +0 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +0
Combat Gear 2 clubs
Sorcerer Spells Known (CL 3rd):
1st (6/day)— ray of enfeeblement, grease, mage
armor,
0 (6/day)— acid splash, arcane mark, detect magic,
prestidigitation, read magic
Abilities Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 15

KEO7-05 Face of the Scourge Page 27


Feats Combat Casting, Improved Initiative, Spell Focus
(Conjuration)
Skills Bluff +3, Concentration +8, Knowledge (arcana)
+5, Spellcraft +8
Possessions spell component pouch, shortspear, wand
of magic missles (CL3), weasel familiar

KRELESTRO HARRIER:
CR3
Human (Suel) rogue3
CN Medium humanoid
Init: +2
Senses: Listen + 7, Spot +7
Languages: common
AC: 16, (Dex +2, masterwork studded leather +3)
touch 12, flat-footed 13
HP: 17 (3HD)
Saves: Fort +2; Ref +5, Will +2
Spd: 30 ft. (6 squares)
Melee: shortsword +2 (1d6+2/19-20)
Ranged: masterwork composite shortbow (mighty
+2) +5 (1d6+2/x3)
Base Atk: +2; Grp: +4
Combat Gear: 3 potions of cure light wounds
Abilities: Str14, Dex15, Con13, Int10, Wis12,
Cha8
Feats: Point Blank Shot, Precise Shot, Rapid Shot
Skills: Climb +8, Escape Artist +8, Hide +8, Jump
+8, Listen +7, Move Silently +8, Spot +7,
Tumble +8
Possessions: combat gear plus masterwork
studded leather, 2 shortswords, 2 masterwork
compound shortbows (mighty +2), 100 arrows, 20
gp

KEO7-05 Face of the Scourge Page 28


APPENDIX 3 – APL 6

Encounter 3: Encounter 5:
TERRORBLADE: DALTON: CR6
CR4 Human (Keoish) barbarian2/fighter2/marshal2
Half-ork (Oeridian) rogue3/sorceror1 CN Medium humanoid
NE Medium humanoid Init: +1
Init: +3 Senses: Listen +3, Spot +7
Senses: Listen + 2, Spot +6 Languages: common
Languages: common, ork AC: 16, (Dex +1, masterwork breastplate +5)
AC: 17, (Dex +3, mithral chain shirt +4) touch 13, touch 11, flat-footed 15
flat-footed 14 HP: 53 (6HD)
HP: 23 (4HD) Saves: Fort +11; Ref +1, Will +2
Saves: Fort +4; Ref +8, Will +4 Spd: 30 ft. (6 squares)
Spd: 30 ft. (6 squares) Melee: +1 longspear +11 (1d8+7/x3)
Melee: masterwork shortsword +6 (1d6+2/19-20) Ranged: javelin +6 (1d6+4)
Ranged: dagger +5 (1d4+2) Base Atk: +5; Grp: +9
Base Atk: +2; Grp: +4 Attack Options: rage 1/day (+4 Str, +4 Con, +2
Combat Gear: 3 potions of cure light wounds morale vs. Will saves, -2 AC)
Sorcerer Spells Known (CL 1th): Special Abilities: Uncanny Dodge, Motivate
1st (3/day)— cause fear, critical strikes Dexterity (+1 to Dex and Dex checks), Motivate
0 (5/day)— acid splash, arcane mark, mage Care (+1 Armor Class)
hand, prestidigitation Combat Gear: 3 scrolls of cure light wounds,
Abilities: Str14, Dex16, Con14, Int6, Wis10, Abilities: Str18, Dex12, Con14, Int10, Wis8,
Cha11 Cha13
Feats: Two Weapon Fighting, Weapon Finesse Feats: Cleave, Combat Reflexes, Improved Bull
Skills: Balance +9, Bluff +5, Hide +10, Intimidate Rush, Power Attack, Reckless Rage, Skill Focus
+5, Jump +4, Move Silently +10, Spot +6, (Diplomacy), Weapon Focus (Longspear)
Tumble +10 Skills: Bluff +4, Climb +7, Diplomacy +9, Jump
Possessions: combat gear plus mithral chain +10, Listen +3, Spot +7,
shirt, 3 masterwork shortswords, 4 daggers, 20 Possessions: combat gear plus gauntlets of ogre
gp, vest of resistance +1, weasel familiar (plays power, +1 longspear, masterwork breastplate, 2
no part in combat) javelins, vest of resistance +1, wooden holy
symbol (Trithereon), 25 gp

KRELESTRO CACOPHANER CR6


Male Suel Sorcerer 6
CN Medium Humanoid (Human)
Init +5; Senses Listen +3, Spot +3
Languages Common
AC 11, touch 11, flat-footed 10
(+1 Dex)
hp 31 (6 HD)
Fort +5, Ref +6, Will +7
Speed 30 ft. (6 squares).;
Melee shortspear +2 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +2
Combat Gear 2 potions of cure light wounds
Sorcerer Spells Known (CL 6rd):
3rd (5/day)— slow,
2nd (6/day)— glitterdust, invisibility,

KEO7-05 Face of the Scourge Page 29


1st (7/day)— grease, mage armor, magic missile, ray
of enfeeblement,
0 (6/day)— acid splash, arcane mark, detect magic,
prestidigitation, read magic
Abilities Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 16
Feats Combat Casting, Empower Spell, Improved
Initiative, Spell Focus (Conjuration)
Skills Bluff +5, Concentration +11, Knowledge (arcana)
+5, Spellcraft +11, Tumble +2
Possessions combat gear and cloak of charisma +2,
spell component pouch, shortspear, vest of
resistance +1, weasel familiar

KRELESTRO HARRIER:
CR6
Human (Suel) rogue5/fighter1
CN Medium humanoid
Init: +3
Senses: Listen + 9, Spot +9
Languages: common
AC: 16, (Dex +3, masterwork studded leather +3)
touch 13, flat-footed 13
HP: 34 (6HD)
Saves: Fort +5; Ref +8, Will +3
Spd: 30 ft. (6 squares)
Melee: shortsword +6 (1d6+2/19-20)
Ranged: +1 composite longbow (mighty +2) +9
(1d8+3/x3)
Base Atk: +4; Grp: +6
Combat Gear: 3 potions of cure light wounds
Abilities: Str14, Dex16, Con13, Int10, Wis12,
Cha8
Feats: Dodge, Mobility, Point Blank Shot, Precise
Shot, Rapid Shot
Skills: Balance +13, Climb +5, Escape Artist +11,
Hide +17, Jump +4, Listen +9, Move Silently
+11, Perform(Dance) +4, Spot +9, Tumble +11,
Use Magic Device +7
Possessions: combat gear plus cloak of
elvenkind, masterwork studded leather, 2
shortswords, +1 compound longbow (mighty +2),
masterwork compound longbow (mighty +2), vest
of resistance +1, 100 arrows, 20 gp

KEO7-05 Face of the Scourge Page 30


APPENDIX 4 – APL 8

Encounter 3: Encounter 5:
TERRORBLADE: DALTON: CR6
CR6 Human (Keoish) barbarian2/fighter2/marshal2
Half-ork (Oeridian) rogue5/sorceror1 CN Medium humanoid
NE Medium humanoid Init: +1
Init: +3 Senses: Listen +3, Spot +7
Senses: Listen + 2, Spot +6 Languages: common
Languages: common, ork AC: 16, (Dex +1, masterwork breastplate +5)
AC: 18, (Dex +3, +1 mithral chain shirt +4) touch touch 11, flat-footed 15
13, flat-footed 15 HP: 53 (6HD)
HP: 35 (6HD) Saves: Fort +11; Ref +1, Will +2
Saves: Fort +4; Ref +9, Will +4 Spd: 30 ft. (6 squares)
Spd: 30 ft. (6 squares) Melee: +1 longspear +11 (1d8+7/x3)
Melee: +1 shortsword +8 (1d6+2/19-20) Ranged: javelin +6 (1d6+4)
Ranged: dagger +6 (1d4+2) Base Atk: +5; Grp: +9
Base Atk: +3; Grp: +5 Attack Options: rage 1/day (+4 Str, +4 Con, +2
Combat Gear: 3 potions of cure light wounds morale vs. Will saves, -2 AC)
Sorcerer Spells Known (CL 1th): Special Abilities: Uncanny Dodge, Motivate
1st (3/day)— cause fear, critical strikes Dexterity (+1 to Dex and Dex checks), Motivate
0 (5/day)— acid splash, arcane mark, mage Care (+1 Armor Class)
hand, prestidigitation Combat Gear: 3 scrolls of cure light wounds,
Abilities: Str14, Dex16, Con14, Int6, Wis10, Abilities: Str18, Dex12, Con14, Int10, Wis8,
Cha11 Cha13
Feats: Two Weapon Fighting, Weapon Finesse, Feats: Cleave, Combat Reflexes, Improved Bull
Weapon Focus (Shortsword) Rush, Power Attack, Reckless Rage, Skill Focus
Skills: Balance +10, Bluff +5, Hide +12, Intimidate (Diplomacy), Weapon Focus (Longspear)
+10, Jump +4, Move Silently +12, Spot +6, Skills: Bluff +4, Climb +7, Diplomacy +9, Jump
Tumble +12 +10, Listen +3, Spot +7,
Possessions: combat gear plus +1 mithral chain Possessions: combat gear plus gauntlets of
shirt, 2 +1 shortswords, 1 masterwork ogre power, +1 longspear, masterwork
shortsword, 4 daggers, 20 gp, vest of resistance breastplate, 2 javelins, vest of resistance +1,
+1, weasel familiar (plays no part in combat) wooden holy symbol (Trithereon), 25 gp

KRELESTRO CACOPHANER CR6


Male Suel Sorcerer 6
CN Medium Humanoid (Human)
Init +5; Senses Listen +3, Spot +3
Languages Common
AC 11, touch 11, flat-footed 10
(+1 Dex)
hp 31 (6 HD)
Fort +5, Ref +6, Will +7
Speed 30 ft. (6 squares).;
Melee shortspear +2 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +2
Combat Gear 2 potions of cure light wounds
Sorcerer Spells Known (CL 6rd):
3rd (5/day)— fireball,
2nd (6/day)— glitterdust, invisibility,
1st (7/day)— grease, mage armor, magic missile, ray
of enfeeblement,

KEO7-05 Face of the Scourge Page 31


0 (6/day)— acid splash, arcane mark, detect magic,
prestidigitation, read magic
Abilities Str 8, Dex 13, Con 14, Int 10, Wis 12, Cha 16
Feats Combat Casting, Empower Spell, Improved
Initiative, Spell Focus (Conjuration)
Skills Bluff +5, Concentration +11, Knowledge (arcana)
+5, Spellcraft +11, Tumble +2
Possessions combat gear and cloak of charisma
+2, spell component pouch, shortspear, vest of
resistance +1, weasel familiar

KRELESTRO HARRIER:
CR7
Human (Suel) rogue5/fighter2
CN Medium humanoid
Init: +4
Senses: Listen + 9, Spot +9
Languages: common
AC: 17, (Dex +4, masterwork studded leather +3)
touch 14, flat-footed 13
HP: 41 (7HD)
Saves: Fort +6; Ref +8, Will +3
Spd: 30 ft. (6 squares)
Melee: shortsword +6 (1d6+2/19-20)
Ranged: +1 composite longbow (mighty +2) +10
(1d8+3/x3)
Base Atk: +5; Grp: +7
Combat Gear: 3 potions of cure light wounds
Abilities: Str14, Dex18, Con13, Int10, Wis12,
Cha8
Feats: Combat Reflexes, Dodge, Mobility, Point
Blank Shot, Precise Shot, Rapid Shot
Skills: Balance +14, Climb +5, Escape Artist +12,
Hide +19, Jump +4, Listen +9, Move Silently
+12, Perform(Dance) +4, Spot +9, Tumble +12,
Use Magic Device +8
Possessions: combat gear plus cloak of
elvenkind, masterwork studded leather, 2
shortswords, +1 compound longbow (mighty +2),
masterwork compound longbow (mighty +2),
gloves of dexterity +2, vest of resistance +1, 100
arrows, 20 gp

KEO7-05 Face of the Scourge Page 32


APPENDIX 5 – APL 10

Encounter 3: Encounter 5:
TERRORBLADE: DALTON: CR8
CR8 Human (Keoish) barbarian2/fighter4/marshal2
Half-ork (Oeridian) rogue7/sorceror1 CN Medium humanoid
NE Medium humanoid Init: +1
Init: +3 Senses: Listen +3, Spot +7
Senses: Listen + 2, Spot +6 Languages: common
Languages: common, ork AC: 16, (Dex +1, +1 chain shirt +5) touch 11, flat-
AC: 19, (Dex +4, +1 mithral chain shirt +4) touch footed 15
13, flat-footed 15 HP: 69 (8HD)
HP: 47 (8HD) Saves: Fort +14; Ref +4, Will +5
Saves: Fort +4; Ref +11, Will +4 Spd: 30 ft. (6 squares)
Spd: 30 ft. (6 squares) Melee: +1 longspear +13/+8 (1d8+7/x3)
Melee: +1 shortsword +10 (1d6+2/19-20) Ranged: javelin +6 (1d6+4)
Ranged: dagger +9 (1d4+2) Base Atk: +7; Grp: +11
Base Atk: +5; Grp: +7 Attack Options: rage 1/day (+4 Str, +4 Con, +2
Combat Gear: 3 potions of cure serious wounds morale vs. Will saves, -2 AC)
Sorcerer Spells Known (CL 1th): Special Abilities: Alternate Class
1st (4/day)— cause fear, critical strikes Feature(Pounce), Uncanny Dodge, Motivate
0 (5/day)— acid splash, arcane mark, mage Dexterity (+2 to Dex and Dex checks), Motivate
hand, prestidigitation Care (+1 Armor Class)
Abilities: Str14, Dex18, Con14, Int6, Wis10, Combat Gear: 3 scrolls of cure light wounds,
Cha12 Abilities: Str18, Dex12, Con14, Int10, Wis8,
Feats: Two Weapon Fighting, Weapon Finesse, Cha14
Weapon Focus (Shortsword) Feats: Cleave, Combat Reflexes, Improved Bull
Skills: Balance +10, Bluff +12, Hide +14, Rush, Power Attack, Reckless Rage, Shock
Intimidate +11, Jump +4, Move Silently +14, Trooper, Skill Focus (Diplomacy), Weapon Focus
Spot +6, Tumble +14 (Longspear)
Possessions: combat gear plus +1 mithral chain Skills: Bluff +4, Climb +13, Diplomacy +9, Jump
shirt, gloves of dexterity +2, 3 +1 shortswords, 4 +15, Listen +3, Spot +7,
daggers, 20 gp, vest of resistance +1, weasel Possessions: combat gear plus gauntlets of
familiar (plays no part in combat) ogre power, +1 adamantine longspear, +1 chain
shirt, 2 javelins, vest of resistance +2, wooden
holy symbol (Trithereon), 25 gp

KRELESTRO CACOPHANER CR8


Male Suel Sorcerer 8
CN Medium Humanoid (Human)
Init +6; Senses Listen +3, Spot +3
Languages Common
AC 12, touch 12, flat-footed 10
(+2 Dex)
hp 49 (8 HD)
Fort +6, Ref +7, Will +8
Speed 30 ft. (6 squares).;
Melee shortspear +3 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +3
Combat Gear 2 potions of cure light wounds
Sorcerer Spells Known (CL 8rd):
4th (4/day)— greater invisibility

KEO7-05 Face of the Scourge Page 33


3rd (6/day)—Fireball, (1 w/slow, 1w/haste),
2nd (7/day)— false life, glitterdust, scorching ray,
1st (7/day)— featherfall, grease, mage armor, magic
missile, ray of enfeeblement,
0 (6/day)— acid splash, arcane mark, detect magic,
prestidigitation, ray of frost, read magic
Abilities Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 16
Feats Combat Casting, Empower Spell, Improved
Initiative, Spell Focus (Conjuration)
Skills Bluff +6, Concentration +14, Knowledge (arcana)
+5, Spellcraft +13, Tumble +4
Possessions combat gear and amulet of health
+2, cloak of charisma +2, spell component pouch,
shortspear, vest of resistance +1, weasel familiar
KRELESTRO HARRIER: CR9
Human (Suel) rogue5/fighter2/shadowdancer2
CN Medium humanoid
Init: +3
Senses: Listen + 9, Spot +9
Languages: common
AC: 16, (Dex +3, masterwork studded leather +3)
touch 13, flat-footed 13
HP: 62 (9HD)
Saves: Fort +7; Ref +12, Will +3
Spd: 30 ft. (6 squares)
Melee: shortsword +8 (1d6+2/19-20)
Ranged: +1 composite longbow (mighty +2)
+11/+6 (1d8+3/x3) or Manyshot +1 composite
longbow (mighty +2) +7 (2d8+6/x3)
Base Atk: +6; Grp: +8
Combat Gear: 3 potions of cure light wounds
Abilities: Str14, Dex18, Con14, Int10, Wis12,
Cha8
Feats: Combat Reflexes, Dodge, Manyshot,
Mobility, Point Blank Shot, Precise Shot, Rapid
Shot
Skills: Balance +14, Climb +5, Escape Artist +12,
Hide +21, Jump +4, Listen +9, Move Silently
+12, Perform(Dance) +7, Spot +9, Tumble +14,
Use Magic Device +15
Possessions: combat gear plus circlet of
persuasion, cloak of elvenkind, masterwork
studded leather, 2 shortswords, +1 compound
longbow (mighty +2), masterwork compound
longbow (mighty +2), gloves of dexterity +2, vest
of resistance +1, wand of divine favor (CL12), 100
arrows, 20 gp

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APPENDIX 6 – APL 12

Encounter 3: Encounter 5:
TERRORBLADE: DALTON: CR10
CR10 Human (Keoish) barbarian2/fighter4/marshal2
Half-ork (Oeridian) rogue9/sorceror1 CN Medium humanoid
NE Medium humanoid Init: +1
Init: +3 Senses: Listen +3, Spot +7
Senses: Listen + 2, Spot +6 Languages: common
Languages: common, ork AC: 17, (Dex +1, +1 mithral breastplate +6) touch
AC: 20, (Dex +5, +1 mithral chain shirt +4) touch 11, flat-footed 17
13, flat-footed 15 HP: 85 (10HD)
HP: 59 (10HD) Saves: Fort +15; Ref +5, Will +6
Saves: Fort +4; Ref +13, Will +4 Spd: 30 ft. (6 squares)
Spd: 30 ft. (6 squares) Melee: +2 adamantine longspear +16/+11
Melee: +1 shortsword +13 (1d6+2/19-20) (1d8+10/19-20/x3)
Ranged: dagger +9 (1d4+2) Ranged: javelin +10 (1d6+4)
Base Atk: +6; Grp: +8 Base Atk: +9; Grp: +13
Combat Gear: 3 potions of cure serious wounds Attack Options: rage 1/day (+4 Str, +4 Con, +2
Sorcerer Spells Known (CL 1th): morale vs. Will saves, -2 AC)
1st (4/day)— cause fear, critical strikes Special Abilities: Alternate Class
0 (5/day)— acid splash, arcane mark, mage Feature(Pounce), Uncanny Dodge, Motivate
hand, prestidigitation Dexterity (+2 to Dex and Dex checks), Motivate
Abilities: Str14, Dex20, Con14, Int6, Wis10, Care (+1 Armor Class)
Cha12 Combat Gear: 3 scrolls of cure light wounds,
Feats: Close Quarters Fighting, Two Weapon Abilities: Str18, Dex12, Con14, Int10, Wis8,
Fighting, Weapon Finesse, Weapon Focus Cha14
(Shortsword) Feats: Cleave, Combat Reflexes, Improved Bull
Skills: Balance +10, Bluff +14, Hide +16, Rush, Improved Critical (Longspear), Power
Intimidate +13, Jump +4, Move Silently +16, Attack, Reckless Rage, Shock Trooper, Skill
Spot +8, Tumble +16 Focus (Diplomacy), Weapon Focus (Longspear),
Possessions: combat gear plus +1 mithral chain Weapon Specialisation (Longspear)
shirt, gloves of dexterity +4, 3 +1 shortswords, 4 Skills: Bluff +4, Climb +15, Diplomacy +9, Jump
daggers, 20 gp, vest of resistance +1, weasel +17, Listen +3, Spot +7, Tumble +2,
familiar (plays no part in combat) Possessions: combat gear plus gauntlets of
ogre power, +2 adamantine longspear,
masterwork longspear, +1 mithral breastplate, 2
javelins, vest of resistance +2, wooden holy
symbol (Trithereon), 25 gp

KRELESTRO CACOPHANER CR10


Male Suel Sorcerer 10
CN Medium Humanoid (Human)
Init +6; Senses Listen +3, Spot +3
Languages Common
AC 13, touch 13, flat-footed 11
(+2 Dex, +1 Deflection)
hp 64 (10 HD)
Fort +8, Ref +9, Will +10
Speed 30 ft. (6 squares).;
Melee shortspear +4 (1d6-1)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +4

KEO7-05 Face of the Scourge Page 35


Combat Gear 2 potions of cure light wounds favor (CL12, 3 charges), wand of divine power
Sorcerer Spells Known (CL 10th): (CL7,3 charges) 100 arrows, 20 gp
5th (3/day)— cone of cold
4th (4/day)— dimension door, greater invisibility
3rd (6/day)— fly, haste, slow,
2nd (7/day)— false life, glitterdust, scorching ray,
web,
1st (7/day)— featherfall, grease, mage armor, magic
missile, ray of enfeeblement,
0 (6/day)— acid splash, arcane mark, detect magic,
prestidigitation, ray of frost, read magic
Abilities Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 16
Feats Combat Casting, Empower Spell, Improved
Initiative, Spell Focus (Conjuration), Toughness
Skills Bluff +6, Concentration +16, Knowledge (arcana)
+5, Spellcraft +15, Tumble +5
Possessions combat gear and amulet of health
+2, cloak of charisma +2, ring of protection +1,
spell component pouch, shortspear, vest of
resistance +2, weasel familiar

KRELESTRO HARRIER:
CR11
Human (Suel) rogue7/fighter2/shadowdancer2
CN Medium humanoid
Init: +4
Senses: Listen + 9, Spot +9
Languages: common
AC: 17, (Dex +4, masterwork studded leather +3)
touch 13, flat-footed 13
HP: 74 (11HD)
Saves: Fort +8; Ref +13, Will +4
Spd: 30 ft. (6 squares)
Melee: shortsword +8 (1d6+2/19-20)
Ranged: +1 composite longbow (mighty +2)
+14/+9 (1d8+2/x3)
Base Atk: +8; Grp: +10
Combat Gear: 3 potions of cure light wounds
Abilities: Str14, Dex18, Con14, Int10, Wis12,
Cha8
Feats: Combat Reflexes, Dodge, Manyshot,
Mobility, Point Blank Shot, Precise Shot, Rapid
Shot
Skills: Balance +14, Climb +5, Deciper Script +5,
Escape Artist +12, Hide +23, Jump +4, Listen
+9, Move Silently +12, Perform(Dance) +7,
Spellcraft +5, Spot +9, Tumble +17, Use Magic
Device +20
Possessions: combat gear plus lesser bracers of
archery, circlet of persuasion, cloak of elvenkind,
masterwork studded leather, 2 shortswords, +1
compound longbow (mighty +2), +1 shocking
compound longbow (mighty +3), masterwork
compound longbow (mighty +2), gloves of
dexterity +2, vest of resistance +1, wand of divine

KEO7-05 Face of the Scourge Page 36


APPENDIX 7 – ALL APLS

Melee halberd + 5 (1d10+5)


ENCOUNTER 1 Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +5
MARQUIS JEKHAL OF SEDENNA CR6
Male Oeridian Fighter 2/ Sorcerer 4 Combat Gear halberd, breastplate, 2 javelins
NG Medium Humanoid (Human)
Abilities Str 14, Dex 12 , Con 16, Int 10, Wis 12, Cha 8
Init +3; Senses Listen +0, Spot +0
Feats Endurance, Weapon Focus (Halberd)
Languages Ancient Suel, Common, Keoish, Old
Skills Intimidate +6 , Listen +6,Spot +6
Oeridian
Possessions combat gear plus 20gp,
AC 9, touch 9, flat-footed 9
Description tall, stocky keoish man who carries his
(-1 Dex)
weapon with an easy familiarity and goes about his
hp 36 (6 HD)
business with a casual, bored professionalism.
Fort +6, Ref +0, Will +4
Speed 30 ft. (6 squares), expeditious retreat 60 ft.;
Melee club +6 (1d6+2)
Ranged club +3 (1d5+2)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +5
Combat Gear 2 clubs
Sorcerer Spells Known (CL 6th):
2nd (2/day)— invisibility
1st (4/day)— expeditious retreat, featherfall, shield
0 (6/day)— acid splash, arcane mark, detect poison,
ghost sound, prestidigitation, read magic
wAlready cast
Abilities Str 14, Dex 8, Con 15, Int 12, Wis 10, Cha 14
Feats Eschew Materials, Improved Initiative, Mounted
Combat, Practiced Spellcaster (Sorcerer), Silent
Spell, Still Spell
Skills Bluff +4, Concentration +7, Handle Animal +7,
Knowledge (royalty and nobility) +2, Knowledge
(Sheldomar Valley) +2, Profession (Soldier) +1, Ride
+6, Spellcraft +6
Possessions night shirt. signet ring
Description disheveled 23-year-old Oeridian noble in
an embroidered nighshirt.
Sources Complete Arcane [Practice Spellcaster]

ENCOUNTER 2
CITY GUARDS CR1
Male Keoish Warrior 2
LN Medium humanoid (human)
Init +1; Senses Listen +6, Spot +6
Languages Common , Keoish
AC 17, touch 12 flat-footed 16
(+1 Dex, +5 Breastplate, +1 deflection)
hp 52 (2 HD)
Fort +6, Ref +1, Will +1
Speed 20 ft. in breastplate (4 squares), base movement
30 ft.

KEO7-05 Face of the Scourge Page 37


DM AID: MAP #1 –ENCOUNTER ONE

KEO7-05 Face of the Scourge Page 38


DM AID: MAP #2 – ENCOUNTER THREE

KEO7-05 Face of the Scourge Page 39


DM AID: MAP #3 – ENCOUNTER FIVE

KEO7-05 Face of the Scourge Page 40


DM AID: CITY OF CRYLLOR
City of Cryllor (Small City): Conventional, 15,000 gp limit; Assets: 6,300,000 gp; Population 8,400,
Mixed (38% Keoish, 16% Suel, 14% Flan, 13% Oeridain, 10% Dwarven, 4% Gnome, 3% Halfling, 1%
Other).
Authority Figures: Count Manz (LN, male Suel), Watch-Captain of Investigation Kelman (LE, male
Keoish), Lora Manz (NG female Suel).
The City of Cryllor is broken down into several districts/quarters, the only quarter without a city guard and
barracks is the Refugee Quarters:
Clerk Quarters is where the administrative work (taxes accounted for, headquarters to the city
guards, courthouses, etc) is done for the city. A National Academy of Wizardry chapter house, shrines to
various deities (Heironeous, Kord, Lydia, Rao and St. Cuthbert) can be found here. An acolyte maintains
all of the shrines, except Rao, which has been vandalized (‘Devil Spawn’, ‘Orc-friend’, and other insults).
Dock/Warehouse District is barely a step up from the Refugee Quarters, since the guilds and the
count pay for the security of the area. Goods that are destined for Keoland, are held in the warehouse
during the day and shipped out during the night, when they can be transported through the city without
being delayed. Goods being shipped out of the City, which do not require going into/through Keoland is
normally sent up the Javan (hence there is no delay for the city to be asleep for shipping). Due to the
proximity to the Javan River (the garbage dump for several major cities and settlements, the more
noxious supplies are kept farther from the roads (dyeing materials).
Noble/High Quarters is where the Count/Countess rules, entertains guests and other local nobles
maintain residency here. This area is centrally located in the City and holds the Count’s palace (fortress),
courts and an arena for competitions. A Chapel to Kelenan can be found in the arena.
Merchant/Market Quarters (also referred to as the Guild Quarters) is where the merchants (and other
craftsmen) live and work. The streets are named after the business that reside along it (i.e. gold street,
would have goldsmiths, black street would sell arms and weapons, etc.). There is also a central square
(called market square), which produces are sold, and entertainers roam around trying to earn a few
coins.
Refugee Quarters is broken down further into two distinct areas; the catacombs where the criminal
element usually stays and the refugee/dwarven area, which is patrolled by dwarves and Krelestro, who
keep the criminal element at bay (slavers, muggers, killers, etc). This area is outside the city walls and
near the docks/warhouse district (which is heavily patrolled by city guards and mercenaries).

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DM AID: NEW RULES
NEW FEATS
Practiced Spellcaster (Complete Arcane)
Prerequisite: Spellcraft 4 ranks.
Benefit: Your caster level for the chosen spellcasting class increases by 4. This benfit can’t increase
your caster level to higher than your Hit Dice. However, even if you can’t benefit from the full bonus
immediately, if you later gain Hit Dice in levels of nonspellcasting classes, you might be able to apply the
rest of the bonus.
For example, a human 5th-level sorcerer/3rd-level fighter who selects this feat would increase his
sorcerer caster level from 5th to 8th (since he has 8 Hit Dice). If he later gained a fighter level, he would
gain the remainder of the bonus and his sorcerer caster level would become 9th (since he now has 9 Hit
Dice).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must
choose which class gains the feat’s effect.
This feat does not affect your spells per day or spells known. It increases your caster level only,
which would help you penetrate spell resistance and increase the duration and other effects of your
spells.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a
different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat
twice would cast cleric spells as an 8th-level caster and a wizard who spells as a 9th-level caster.

NEW ITEMS
Example (Complete Arcane)
These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving
throws.
Faint abjuration; CL 5th; Craft Wondrous Item, resistance, caster’s level must be at least three times
the vest’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5);
Weight 1 lb.

NEW SPELLS
Blessed Aim (Spell Compendium)
Divination
Level: Cleric 1
Components: V, S
Casting Time: 1 standard action
Range: 50 feet
Target: 50-ft radius spread centered on you
Duration: 1 minute/level
Saving Throw: Will negates (harmless)
Spell Resistance: No
With the blessing of your deity, you bolster your allies aim with an eshortation
This spell grants you and your allies within the spread a +2 morale bonus on ranged attacks.
Divine Interdiction (Spell Compendium)
Abjuration
Level: Cleric 2
Components: V
Casting Time: 1 standard action
Range: Close (25ft. +5ft. /2 levels)
Target: 10 ft.-radius emanation centered on creature, object or point in space
Duration: 1 round/level

KEO7-05 Face of the Scourge Page 42


Saving Throw: Will negates or None (object); see text
Spell Resistance: Yes or No (object); see text
You shout out a plea, calling upon your deity to quell the power of another diety’s follower.
This spell can be cast at a point in space, but the effect is stationary unless’s cast on a mobile object.
The spell can be cast on a creature, and the effect then radiates from the creature and moves as it
moves. A creature can attempt a Will save to negate the spell, and spell resistance, if any, applies if the
spell is cast on a creature. Divine interdiction interferes with a cleric’s connection to her divine source of
power, resulting in a temporary loss of the ability to turn or rebuke creatures and loss of granted domain
powers. Paladins, blackguards, and other classes capable of rebuking and turning also suffer a
temporary loss of this ability. This affects the subject’s ability to channel energy through the use of a turn
or rebuke attempt, and so also interferes with the use of many divine feats.
Panacea (Spell Compendium)
Conjuration (Healing)
Level: Cleric 4, Druid 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless, see text)
Spell Resistance: Yes (harmless)
You knee! next to your afflicted comrade and speak the soft words of this spell. At your touch a
golden radiance infuses your companion.
This spell channels positive energy into a creature to wipe away its afflictions. It immediately ends
any of the following conditions affecting the subject: blinded, confused, dazed, dazzled, deafened,
diseased, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, and
stunned. It negates sleep effects and the effect of the feeblemind spell, and ends any additional effects
from poison, as the neutralize poison spell. It also cures Id8 points of damage + 1 point per caster level
(maximum +20).
Panacea does not remove ability dam· age, negative levels, or drained levels.
Used against an undead creature, panacea deals damage instead of curing the creature (which takes
half damage if it makes a Will saving throw), but it has no other effect.
Righteous Wrath of the Faithful (Spell Compendium)
Enchantment (Compulsion) [Mind-Affecting]
Level: Cleric 5, Purification 7
Components: V, S, DF
Casting Time: 1 standard action
Range: 30 ft.
Target: Allies with a 30-ft radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
When you cast this spell, you fire your allies and companions with a divine madness or fury, greatly
enhancing their combat ability.
Allies gain one additional melee attack each round, at their highest attack bonus, when making a full
attack. (This additional attack is not cumulative with other effects that grant extra attacks, such as a haste
spell.) They also gain a +3 morale bonus on melee attack rolls and damage rolls. (This bonus on melee
attack rolls does stack with the bonus provided by haste.)

KEO7-05 Face of the Scourge Page 43


PLAYER HANDOUT #1 – LETTER OF CHALLENGE
To whom that receives this challenge:
You are hereby challenged to combat Lord Gormagen, who has declared he will combat ten
thousand people in the fields of Cryllor City, during the Tocsin of Kelanen (Brewfest Season). As guest of
the challenger you will receive from room and board. A purse of 100 lions is offered to all who defeat this
Lord in combat.
Rules of the Challenge:
1) Combatants may not use lethal force during combat.
2) Combatants may not use magic during combat or receive magical aid up to one hour before
combat.
3) No more than one combatant or challenger may face Lord Gormagen at any time.
4) Melee weapons are only permitted on the field of combat, any armor is allowed.

Lord Gormagen

KEO7-05 Face of the Scourge Page 44


PLAYER HANDOUT TWO: THE LAWS OF CRYLLOR
CRITICAL EVENT SUMMARY:
KEO7-05 FACE OF THE SCOURGE
1. Did the PCs save the Marquis? Yes No
If so, list player names/PC names here:

2. How did the PCs aid the Marquis in reaching his destination?

3. Did the PCs rescue Marla Hennig?


Yes No

4. Did the PCs deal with the Ironbound?


Yes No

5. Did any PCs run afoul of the law in Cryllor?


Yes No
If so, list whom here:

If not, give the name of the player and PC here:


6. Did the heroes rescue Averyn and witness the followup with Count Manz?

Notes: (Add anything that happened that might be considered out of the ordinary – Strange occurrences,
results that may not fit the above, etc):

KEO7-05 Face of the Scourge Page 45

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