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Dyv3-04 Splintered Timbers A 1 Round D&D LIVING GREYHAWK ® Dyvers Regional Adventure by Matt Maddy Triad Edit: Phil Thompson Circle Edit: David Christ Efforts to rebuild the city after the fire are in high gear, and almost everyone in Dyvers is doing their part. After the Gnarley Rangers grudgingly allow increased tree cutting, one carpenter seeks adventurers to escort him into the Gnarley Forest. Are you ready to do your part to help the city in its hour of need? An adventure for characters level 1- 10 Based on the original DUNGEONS & DRAGONS ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network.

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Page 1: DYV3-04 - Splintered Timbers

Dyv3-04

Splintered Timbers

A 1 Round D&D LIVING GREYHAWK®

Dyvers Regional Adventure

by Matt Maddy Triad Edit: Phil Thompson Circle Edit: David Christ

Efforts to rebuild the city after the fire are in high gear, and almost everyone in Dyvers is doing their part. After the Gnarley Rangers grudgingly allow increased tree cutting, one carpenter seeks adventurers to escort him into the Gnarley Forest. Are you ready to do your part to help the city in its hour of need? An adventure for characters level 1-10 Based on the original DUNGEONS & DRAGONS

® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20

DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for tournament use only and may not be reproduced without approval of the RPGA Network.

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Introduction This is an RPGA® Network scenario for the Dungeons & Dragons® game. A four-hour time block has been allocated for each round of this scenario, but the actual playing time will be closer to three and a half hours. The rest of the time is spent in preparation before game play, and scoring after the game. The following guidelines are here to help you with both the preparation and voting segment of the game. Read this page carefully so that you know and can communicate to your players the special aspects of playing an RPGA scenario.

Preparation First you should print this scenario. This scenario was created to support double-sided printing, but printing it single sided will work as well. There is enough room along the inside margin to bind the adventure, if you desire. Read this entire adventure at least once before you run your game. Be sure to familiarize yourself with any special rules, spells, or equipment presented in the adventure. It may help to highlight particularly important passages. When you run an RPGA D&D adventure we assume that you have access to the following books: the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. We also assume that you have a set of dice (at least one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil, an RPGA scoring packet, and your sense of fun. It is also a good idea to have a way to track movement during combat. This can be as simple as a pad of graph paper and a pencil, as handy as a vinyl grid map and chits, or as elaborate as resin dungeon walls and miniatures. Instruct the players either to prepare their characters now, or wait until you read the introduction, depending on the requirements of the scenario as described in the introduction. Keep in mind that you must have at least three players (not counting the DM), for the game session to be a sanctioned RPGA event. As well, you cannot have more than six players participating in the game. Once you are ready to play, it is handy to instruct each player to place a nametag in front of him or her. The tag should have the player’s name at the bottom, and the character’s name, race, and gender at the top. This makes it easier for the players (and the DM) to keep track of who is playing which character. The players are free to use the game rules to learn about equipment and weapons their characters are carrying. That said, you as the DM can bar the use of even core rulebooks during certain times of play. For example, the players are not free to consult the Dungeon Master’s Guide when confronted with a trap or hazard, or the Monster Manual when confronted with a monster.

Some of the text in this scenario is written so that you may present it as written to the players, while other text is for your eyes only. Text for the players will be in gray boxes. It’s strongly recommended that you paraphrase the player text instead of reading it aloud. Some of this text is general and must be adapted to the specific situation or to actions of the player characters.

Scoring After the players have completed the scenario or the time allotted to run the scenario has run out, the players and DM score the game. The RPGA has three ways to score its games. Consult your convention coordinator to determine which method to use for this scenario: • No-vote scoring: The players write their names and

RPGA numbers on the scoring packet grid. You fill in the top of the grid. That is all. No one is rated. This method is used for people who are just playing for fun.

• Partial scoring: The players rate the game master and the scenario on their player voting sheet, and provide personal information, but don’t vote for other players. The game master rates the scenario and completes personal and event information, but does not rate the players as a team or vote for players. This method is used when there is no competition, but the event coordinator wants information on how the game masters are performing, or the game master wants feedback on his or her own performance.

• Voting: Players and game masters complete the entire packet, including voting for best player. If this method is used, be sure to allow about 15-20 minutes for the players to briefly describe their characters to the other players, and about 5-10 minutes for voting. This method is used when the players want to know who played the “best” amongst the group, or when the adventure is run in tournament format with winners and prizes.

When using voting, rank the players in order of your voting choice while they are completing their forms, so that you are not influenced by their comments on your abilities. It’s a good idea to have the players vote while you determine treasure and experience awards for the scenario. After voting, give the Scoring Packet to your event coordinator. This is a LIVING GREYHAWK Adventure. As a LIVING adventure it is expected that players bring their own characters with them. If players do not have a LIVING GREYHAWK character generated, get a copy of the current LIVING GREYHAWK character generation guidelines, and a character sheet from your convention

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# of Animals Mundane Animals Effect

on APL 1 2 3 4

1/4 & 1/6 0 0 0 1

1/3 & 1/2 0 0 1 1

1 1 1 2 3

2 2 3 4 5

3 3 4 5 6

4 4 6 7 8

5 5 7 8 9

6 6 8 9 10

CR

of A

nim

al

7 7 9 10 11

coordinator or the RPGA Web site, ant then have any players without a character create on. Once all players have a LIVING GREYHAWK character, play can begin. Along with the other materials that you are assumed to have in order to run a D&D game, it is also recommended that you have a copy of the LIVING GREYHAWK Gazetteer.

Living Greyhawk Levels of Play Because players bring their own characters to LIVING GREYHAWK games, this adventure’s challenges are proportioned to the average character level of the PCs participating in the adventure. To determine the Average Party Level (APL): 1. Determine the character level for each of the PCs

participating in the adventure.

• If PCs bring animals that have been trained for combat (most likely being war horses, dogs trained for war), other than those brought by virtue of a class ability (i.e. animal companions, familiars paladin’s mounts, etc) use the sidebar chart to determine the number of levels you add to the sum above. Add each character’s animals separately. A single PC may only bring four or fewer animals of this type, and animals with different CRs are added separately.

• Sum the results of 1 and 2, and divide by the number of characters playing in the adventure. Round to the nearest whole number.

• If you are running a table of six PCs, add one to that average.

By following these four steps, you will have determined the APL. Throughout this adventure, APLs categorize the level of challenge the PCs will face. APLS are given in even-numbered increments. If the APL of your group falls on an odd number, ask them before the adventure begins whether they would like to play a harder or easier adventure. Based on their choice, use either the higher or the lower adjacent APL. APL also affects the amount of experience you may gain at the end of the adventure. If your character is three character levels or more either higher or lower than the APL this adventure is being played at, that character will receive only half of the experience points awarded for the adventure. This simulates the face that either your character was not as challenged as normal, or relied on help by higher-level characters to reach the objectives. Note: LIVING GREYHAWK adventures are designed for APL 2 and higher. Three or four, or sometimes even five 1st-level characters may find difficulty with the challenges in a LIVING GREYHAWK adventure. If your group is

APL 1 there are three things that you can do to help even the score. 2. Attempt to

create a table of six 1st-level characters, or try to enlist higher-level characters to play at that table.

• Advise characters to buy riding dogs to help protect them, and fight for them. All riding dogs are considered trained to attack. PCs who want their dogs to attack must succeed at a Handle Animal or Charisma check (DC 10). Failure indicates that the animal will not attack that round. This is a free action (spoken command) that may be attempted each round. If an animal loses half or more hp in a single round it flees, unless another check is successful.

This is an RPGA® Network scenario for the Dungeons & Dragons® game. A four-hour time block has been allocated for each round of this scenario, but the actual playing time will be closer to three hours. The rest of the time is spent in preparation before game play, and scoring after the game. The following guidelines are here to help you with both the preparation and voting segment of the game. Read this page carefully so that you know and can communicate to your players the special aspects of playing an RPGA scenario.

Time Units and Upkeep This is a standard one-round Regional adventure, set in the Free City of Dyvers. Characters native to Dyvers pay one Time Unit per round, all others pay two Time Units per round. Adventurer’s Standard Upkeep costs 12gp per round. Rich Upkeep costs 50gp per round. Luxury Upkeep costs 100gp per round. The Current Effect of the Dock Fire on the Populace of the Free and Independent City of Dyvers

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At this point in time, the Free and Independent City of Dyvers continues to reel from the massive fire in the dock district. Although the Magister and Gentry have tried their best to aid the displaced and shore up the economy, prices have risen significantly. (Any item purchased in this scenario is 40% above normal value.) In addition, hoarding has become common among the corrupt.

The poor are present everywhere except in the Gentry District, and will ask the PCs for aid. Use this to add flavor during the adventure, but don’t let it bog down the event. PCs paying Rich and Luxury lifestyles receive reverse the normal charisma modifiers from both the poor and the gentry, unless they have aided the poor (Donated at least 10 GP per APL each) in Dyvers hour of need.

The newly created homeless are unruly and angry about their situation, and will be belligerent with anyone refusing to aid the homeless. They are also desperate enough to mob anyone who seems to be extravagant in their donation. Using Divination Spells in This Module

Due to the priesthood receiving numerous requests for aid from the victims of the Dock District fire, they are unable and unwilling to waste spell slots for divination spells, since more readily useful ones can be cast. This is because they feel the homeless are more worthy of their efforts, and are to some extent afraid of the negative publicity coming from helping the Gentry over the common soul.

Adventure Background

The Free and Independent City of Dyvers has suffered a massive fire concentrated near its dock district. Zombies emerged from the dock waters, suddenly became ablaze, and proceeded through the city, setting many buildings on fire. Then a dragon turtle emerged from the Nyr Dyv and started its way into the city. Thankfully, clerics of the church of Xerbo managed to tame the beast and turn it back to the deep waters of the Nyr Dyv. Once the fires were extinguished, however, the city found itself a disaster area. The destruction to the docks has caused the economy to plummet, scaring the townsfolk into corruption and hoarding. The situation has gotten bad enough that the government itself is in danger of being lost in anarchy. Thus, nearly every guild, faction, gentry house, and noble have contributed to help repair the damage and restore the city. The lower classes, however, are flooded with homeless, and are reaching a fever pitch

of desperation. In short, this is a time of emergency in the city of Dyvers.

Adventure Summary With the effort to rebuild the city in full swing, the call for more lumber has become overwhelming. Of course, in addition to normal lumber, the desire for exotic wood is also increasing. So far, the Gnarley Rangers and Druids have grudgingly allowed increased amounts of normal lumber to be cut, but have steadfastly refused to allow their precious darkwood trees to be cut. However, a retired Gnarley Ranger named Jhered has managed to negotiate a contract with the druids, allowing him to cut a small amount of darkwood. Jhered is attempting to quietly leave the city, and when the homeless accost him along the way, he starts handing out gold. When the homeless spot him handing out such lavish alms, they begin flocking to him, and cause a near riot. The PCs happen to be nearby, and he pleads for them to help. After the PCs help with the crowd, he will ask that they help him leave the city. After the PC help Jhered out of the city, he asks them to help guard him as he travels into the Gnarley on his expedition. He knows the dangers of the woods, and was hoping to find skilled adventurers to help escort him deep into the Gnarley to the darkwood grove. Assuming the PCs accept the offer, Jhered will recruit them. Before the group reaches the darkwood grove, they encounter a nest of Phase Wasps. While Jhered is more concerned with the wildlife in the Gnarley, another threat exposes itself. A group of rogues, hired by the gentry house of Pengallen (known to have disreputable contacts and practices), have been given the location of the darkwood grove, and have snuck into the forest to cut the woods under the cover of silence spells. To aid them, accomplices will set fire to a section of the Gnarley Forest to distract the rangers from finding the rogues. The PCs have the opportunity to stop the thieves from completing their task, and can thereafter finish cutting the trees. On the way back to Dyvers, the PCs may also encounter a group of escaped circus apes. The Gnarley Rangers and/or Dyvers constabulary will eagerly take any prisoners and/or information in reference to the forest fire and darkwood thieves. Introduction: The PCs witness the homeless mobbing a merchant, and they intercede. Encounter 1: The Mill The PCs escort the merchant to the edge of the Gnarley, witnessing the increased traffic of lumberjacks and overcrowded mills. They stop

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at a mill for the night and may hear rumor and gossip from the workers. Encounter 2: Wasps Barely inside the Gnarley, the party is attacked by a nest of phase wasps. Encounter 3: The Darkwood Grove The party reaches their destination and sets up camp for the night, ready to begin the cutting in the morning. Encounter 4: Lights in the Night During the night, strange lights are witnessed, and the party becomes aware of thieves cutting wood. Encounter 5: Handling the Thieves The party decides how to handle the thieves (most likely by combat) Encounter 6: Cutting the Wood The party finishes cutting their wood after dealing with the thieves, or returns without cutting the wood. Encounter 7: Ape Attack On the way back to the City, the party encounters apes that have escaped from a circus. Encounter 8: Returning to the City The party returns to the city with (or without) the lumber, possibly with the thieves as prisoners or bodies, and possibly with the circus apes.

Introduction As you are traveling the streets of Dyvers, the traffic is heavy, and the homeless make the once wide streets narrow and difficult to squeeze through. They reach out to you as you pass, begging for food or money. As you consider their plight, the sound of shouts can be heard nearby. As you look, you see a large group of homeless surging all around a man on a wagon. Their eager hands are reaching up to the man, pulling him half off the wagon as he screams, “Let me go! Stop! Please!” What has happened, is that the man on the cart (Jhered) was leading four long, narrow, empty wagons out of the city, and was being slowed greatly by the homeless in the streets. In desperation, he began giving out gold coins to get the homeless out of the way. Once the homeless saw someone giving away such extravagant alms, they began to mob the wagon, and the situation has gotten out of

control. If the PCs do not do something, there will likely be a riot. Feel free to remind the players that unless they are constabulary, they are not licensed to use force to break up a crowd. If the PCs attempt to use diplomacy to calm the crowd, it will require a diplomacy check (DC 10+APL). Feel free to role-play the crowd, making them rowdy and desperate, obsessed with their own squalor, and assured that everyone owes them. If the diplomacy fails, the crowd will turn on the PCs. In such a case, they will riot, and attack the PCs, attempting to take their money. In this case, the PCs will have to defend themselves, and it will resort to combat. ALL APL’s (EL 5)

Homeless (12): Mix male and female human Com1: hp 9,9,9,8,8,8,7,7,7,6,6,6; See Appendix One.

Jhered: male human rog3/rgr2: hp 26; See Appendix One.

Cart Drivers: male human com1: hp 7,6,5,5; See Appendix One. If the PCs avoid violence and stop the riot, a man in shining armor will approach them. He will thank the PCs for the efforts, and vow to promise them “the heart’s favor”. Anyone can make a Knowledge (Local), Knowledge (Nobility & Royalty), or Bardic Knowledge check (DC 15) to recognize a worn symbol on his armor as signifying the Order of the Crimson Heart. If the PCs have to resort to violence, the constabulary will eventually show up on the scene. As long as none of the homeless are dead, the constabulary will recognize the situation as being the fault of the homeless, and will not detain or arrest the PCs, as these outbursts are becoming all too common. If any of the homeless are dead, then the constabulary will be forced to arrest the PC responsible for killing the homeless. However, if a constable begins to arrest a PC, read the following: As the constable reaches for his manacles, the man who was on the wagon rushes over, crying “Wait there a minute! This good soul was merely trying to prevent me from being beaten and robbed! That fellow over there was using deadly force, and he received the same in kind! I demand, as a member of the merchant’s guild in good standing, that you release this man, as he is my escort, and we are on official business for the city!”

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Jhered is, of course, bluffing. (Any PC can make a Sense Motive check [DC 18] to realize this.) While Jhered is a minor member of the merchant’s guild, he is not on official business. However, Jhered is a good liar, and will be able to convince the constable enough to grant the PCs release without too much trouble. The constables will leave the PCs alone after that, and take away the homeless. Regardless of how the riot is averted, afterward Jhered will approach the PCs. If the PCs do not respond to the riot, then the Knight of the Hart will stop the homeless from mobbing the merchant. (If this is the case, the PCs do NOT get XP for that encounter by sitting back and watching an NPC do all the work.) The man climbs down from the wagon and approaches you. As he approaches, you see that under his cloak he wears an old set of leather armor that bears a worn mark of the Gnarley rangers on it. He looks sheepishly at the ground for a moment, running a hand through his short, graying hair. Then he nods his head, looks up at you, and speaks. “I thank you for that. It could have gone quite badly for me and my caravan. I had planned to hire a guard for our caravan, but I wasn’t able to find people who were capable. I don’t suppose I could convince you to escort our logging caravan into the Gnarley?” If the PCs are interested, he will inform them the following: • The trip will take about a week total, and he hopes to

avoid any danger at all, but knows that the Gnarley Forest’s wildlife is never predictable. He’ll tell them to be prepared for all matter of animals and bandits, as anything could happen.

• He plans to reach a mill at the edge of the Gnarley by nightfall today, and rest there. After that, with two days travel they should reach the special grove of trees he seeks. He hopes to have all the cutting done within two days, and then another two days should have them back inside the city.

• For this escort job, he will initially offer the PCs an honest wage (20gp x APL.) He will explain that the money can only be paid after the task, as he has to get it from his business partner, who will only pay after the work is done. If the PCs attempt to bargain to increase the pay, Jhered will bargain, but can only afford to offer (30gp x APL) at the most.

If the PCs don’t seem interested, he will attempt to convince them, using his bluff skill if necessary to coerce them by playing on their emotions or by implying that he

could put a word in with any guild they’re a part of. If all else fails, he will offer them items made of the “special wood” he plans to cut. Jhered will not tell the PCs who his business partner is, as he will be suspicious of anyone who presses the question, thinking they may be thieves or spies for other merchants. If the PCs ask how they may collect the pay from the business partner, Jhered will tell the PCs the location of a warehouse where the wood is going to be delivered to. The cart drivers also know of the location of the warehouse. The merchant is scheduled to meet him there. Jhered will not specifically name the type of trees he plans to cut. He is wary of thieves, and if a PC broaches the subject, he will ask them not to speak aloud the word “darkwood”, lest competitors gain wind of what they plan on doing. If the PCs ask for a bribe not to let the word out, he’ll be somewhat miffed, and remind them that it’s the safety of the caravan he’s concerned about, and they’re a potential part of the caravan. He won’t pay any bribes, as he’ll be more insulted than afraid. If a PC still pushes for a bribe, he will become agitated, and revoke his offer to hire the PC, and it will require a diplomacy check (DC 10+APL) to convince him otherwise. In reality, Jhered doesn’t have enough money to pay bribes. He has invested all of his money into this logging trip. Once Jhered manages to hire the PCs, he will also ask the PCs if they are members of the lumberjack’s guild and can help cut the wood. He was planning on hiring lumberjacks in addition to his 4 cart drivers, and figures the less people he hires, the less noise the caravan will make going through the woods, and the less people he has to trust. Membership in the Lumberjack’s guild costs (5 x APL) gp, and can be done at a mill that is on the edge of the forest. If the PCs agree to help with the cutting, he will offer to pay them (20gp x APL) to be lumberjacks. This amount is in addition to the escort pay, of course. This pay rate is regulated by the Lumberjack guild, and is non-negotiable. However, this amount he will pay out of pocket, and will offer before entering the forest, if the PCs ask for it. He will accept any type of help, including spells that speed up the cutting (allow the PCs to be creative, i.e. letting mages cast unseen servant to help steady trees or help them fall a certain way.) Jhered has bought four carts and eight horses to carry the lumber. He has also hired four cart drivers for the wagons. The drivers will look eager to have the PCs along, and one will speak to the strongest-looking PC once they have agreed to travel as escorts.

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“I’ll be glad to have you along in those wild woods. Were I not so desperate, I wouldn’t even go that far into the woods, ‘specially off the road. But, times being as they are and all that…” Jhered is eager to set out, and as soon as the PCs have agreed to join the caravan, let them choose how they want to travel, and let them bring their own mounts (Jhered will wait). The four carts that Jhered is using are long but narrow (7 ft. x 15 ft.,) and each are pulled by two heavy horses led by a driver. They can hold two people each with ease, in addition to the driver. One of the carts carries a set of lumberjack tools, but other than that the carts are currently empty. As soon as the party has decided seating arrangements, the caravan sets out.

Encounter One: The Mill Even outside the gates, the homeless continue to be a presence, living in tents and on the bare ground. As you slowly travel through the camps, it is well past midday when you finally lose sight of the last of them. The drivers pick up the pace to make up for lost time, and as you get closer to the woods, you can hear the sounds of axes in the distance. Finally, near nightfall, the carts reach a mill near the edge of the woods. There are ten lumber wagons parked around the mill, with about half of them still full of newly cut trees. Tents lie all around the wagons, and there are many thick-muscled individuals, who can only be lumberjacks, walking around the makeshift camp. The wagon drivers stop the wagons alongside each other, and begin freeing the horses. Jhered turns to you and says, “Well, we leave at first light. Until then, try not to get yourself hurt. If you need to join the Lumberjack guild, you can talk to the people at the mill.” The PCs can wander this small camp, which is filled with lumberjacks and wagon drivers. The mill and its workers are busy, running day and night, and don’t want people getting in the way of their work. Therefore, any PCs that try to enter the mill will be rudely asked to leave by an exhausted worker. If they ask to join the Lumberjack guild, the worker will direct them to a man sleeping at a table. The sleeping man will jerk his head up when someone approaches, and will rub his eyes, asking what he can do to help. If the PCs ask to join the lumberjack’s guild, he will have them sign a form and pay (5 x APL) gold, after which he brushes them off so that he can get back to sleep.

If the PCs offer to help the mill by carrying the lumber inside the mill, the workers won’t offer to pay, but won’t stop them. They will, however, keep their eye on any PCs that do this, expecting them to try to steal the wood. For PCs that attempt to socialize with the people at the tents, many of the lumberjacks are tired from cutting trees, but will talk freely. Feel free to allow gather information checks or to carry out the conversations. They have been working hard ever since the gentry and merchants guild put forth the finances to start the work. If the PCs attempt to gather information, the following may come up: (DC 5)

• “I’m so tired, I can’t even talk. Leave me alone so I can sleep, would ya?”

• “I heard those durn zombies that set the city on fire were sent from Iuz himself! I also heard that one of those dumb gentry houses managed to personally insult the evil one or somethin’! I say if there’s any justice in this world, the Magister oughtta just chain ‘em up and send ‘em across the Nyr Dyv! Those dolts nearly got the entire city killed!

(DC 10) The above, plus:

• “We’ve been working day and night, slaving away. But at least it’s work. Back in the city I’d be wallowing in box town, begging for scraps.

• “The woods are okay during the day. It’s the night that’ll get ya. There’s all sorts of dangerous beasts in there. We always made camp a good distance from the forest’s edge.”

• “Did you hear about the damn lumberjack competition? A buncha wizards tried to compete, shoulda seen their faces when their wagon got stuck! Haha!”

(DC 15) All of the above plus:

• “You’ve got to watch out for the rangers. They’re always watching, you know. Cut one tree that isn’t marked, and they’ll make ya a pincushion.”

• “I haven’t seen a penny of the money they’re s’posed to pay me yet. It’d be just like gentry ta stiff us working folk. I tell ya what, if they do try an’ get outta’ payin’ us, we’re gonna make them reeeal sorry.”

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• Didja hear about the circus owner who was running around in the woods? Some circus from Verbobonc lost some animals and thinks they’re in the woods around here. I heard they were giant flying octopuses!

(DC 20) – All of the above plus:

• “I woulda won that damn competition if they hadn’t let adventurers in. They’re not real lumberjacks. They’re not out here working every day cutting trees. I woulda complained, but… well, that cleric o’ Kord is one biiiig half-orc.”

• Nah, the circus animals aren’t octopi, they’re runaway bears. I’ve seen bears in the woods before, and let me give you some advice. If you see a bear, run away as fast as you can!

Let the PCs set up watches if they want to (now would be a good time for them to organize their watches and have them ready.) Jhered always takes 3rd watch, and the 4 cart drivers and 2 lumberjacks (Jhered will hire two lumberjacks if the PCs do not accept his offer to cut the wood) will try to get out of taking a watch, saying that it’s the job of the “escorts” to do it, but they’ll take a watch if pressured to.

Lumberjacks (2): Male human com1: hp 8; See Appendix One. Shortly after dawn, Jhered will wake everyone up and tell the drivers to get the wagons ready. The lumberjacks (if Jhered hired them) will both sit in the back of a wagon. As soon as everyone is ready to go (Jhered will show patience if any clerics need to pray, or wizards need to memorize spells), Jhered will lead the wagons into the forest on the main road heading south. After a mile or so, he will direct the wagons off to the left of the main road, and onto a path that is much more narrow and less-used.

Encounter Two: Wasps About mid-afternoon, allow the party to make listen checks (DC 15+APL.) If they make the listen check, they will hear faint buzzing nearby. If they investigate, have them roll Hide and Move Silently checks (DC 5+APL). Once they get close enough to get a look, read the following aloud. The sound of buzzing is loud, and you can see what appears to be a huge insect nest suspended from a tree just up ahead off the path. The nest is about ten

feet in diameter, and is at least twenty feet off the ground. As you watch, you see what appear to be large wasps, at least two feet in length, as they buzz around the nest. The nest is about 15 feet off the path, and the trees here are very close together, preventing the wagons from traveling through the forest except along the path. If no one made the spot check, or if anyone following the buzzing failed their hide or move silently check, the wasps will see people as a threat and attack. The drivers will attempt to keep the horses from bolting, and the lumberjacks (if there are any) will hide in the carts. Jhered doesn’t have any recommendations for these, as he’s not familiar with them. He will leave the job up to the PCs, and try to help calm the horses in order to preserve the wagons. Remember that phase wasps start combat by using their magic missile ability, and then swarm in to sting their prey while they wait for their magic missile ability to recharge. They will all attack the person nearest the nest first, and if there is more than one person closest to the nest, they will attack the shiniest person. At APL 8, there are five wasps outside of the nest when the PCs first arrive. During the first round, four more wasps will emerge from the nest. At APL 10, there are five wasps outside of the nest when the PCs first arrive. During the first round, four more wasps will emerge from the nest, and then four wasps will emerge during the second round and the third round. The wasps in the nest must take a full-round action to emerge from the nest. If the PCs wish to attack the nest, the nest has a hardness of 2 and 100 hp. APL 2 & 4 (EL 3)

Phase Wasps (2): hp 12,11; see Appendix One. APL 6 (EL 5)

Phase Wasps (3): hp 12,12,11; see Appendix One. APL 8 (EL 8)

Phase Wasps (9): hp 13,13,13,12,12,12,11,11,11; see Appendix One. APL 10(EL 10)

Phase Wasps (17): hp 15, 15, 15, 14, 14, 14, 13, 13, 13, 12, 12, 12, 11, 11, 11, 10, 10, 10; see Appendix One.

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After the PCs have dealt with the wasps, Jhered will apologize for not being more helpful, lamenting on how long it has been since he’s been in such circumstances. If the PCs search the wasp nest, they will find that the nest is made of chewed up wood, and has no items of value in it. If the PCs search the area around the nest, however, they will find a half-buried leather book cover. All the pages have been chewed out, but it the cover has arcane markings on it. Anyone with ranks in Knowledge (Arcana) can roll a check (DC 12) to recognize this as once having been a spellbook. The inside of the cover has the word “Ephrus” burned into it. If the PCs search for any of the pages, they will not be able to find any. The phase wasps chewed all the pages out, ruining them beyond any recognition. No amount of magical reconstruction can repair the chewed up pages that are now part of the nest. If the PCs attempt to mend or magically fix the Spellbook cover, it will clean up and the word “Ephrus” will become more legible, but all the pages remain torn out. If anyone casts a legend lore spell on it, they will discover it is the stolen spellbook of a mage named “Ephrus”. It seems that someone wanted the book destroyed. If anyone makes a Bardic Lore check (DC 25), they learn that recently some adventurers found evidence of an evil wizard in a tomb in the Gnarley Forest. Among the wizard’s things were notes that referenced the defeat of an apprentice wizard named Ephrus. (This information refers to DYV2-3 Out of the Blue, so any PC that has played that module can make an Wisdom check [DC 15] to recognize the name as such as well.)

Encounter Three: The Darkwood Grove

After the PCs have dealt with the wasps, they can continue on to the grove. The grove lies almost two full days of travel for the wagons from the mill, so if the PCs spend any extra time doing anything, adjust their travel time appropriately. If the PCs make camp on the way, Jhered will find a suitable spot, and feel free to have the people on watch hear and see wildlife all night long, but none of it bothers the camp. Try to keep track of the time. The party should arrive at the Darkwood grove late in the afternoon or evening (if they should have arrived early, feel free to role-play the difference by adding minor hardships, i.e. say that a wagon got stuck for a time.) Jhered will want to set up camp and prepare for cutting, but won’t want to start

until the following day. He will spend what time he can marking various trees, and allow everyone else to make the camp. If the PCs inspect the grove, the trees seem to be of a darkened wood, not black, but a very dark brown. If they try to shake the trees, they will find they are remarkably light, but don’t bend as easily as it seems they should for being so light. Anyone that has a skill involved with wood crafting can easily recognize the usefulness of the wood. The trees themselves are not terribly tall, reaching about 30 feet at the most, and have small branches sporadically placed, making them poor trees to sleep in. Once the party has prepared the camp (if you are using a grid map, it may be useful to allow them to draw the camp’s layout. None of the NPCs brought tents (the drivers are too poor, and Jhered is used to sleeping without one.) Once again, Jhered will wish to take 3rd watch, and the drivers and lumberjacks (if there are any) will not want to take a watch unless forced to, demanding it is the responsibility of the “escorts”(and they will try to sneak out of sight of the PCs in order to sleep during their watch if they are forced to take one.)

Encounter Four: Lights at Night

Right around midnight have the people on watch make a spot check (DC5 + APL) to spot several lights off in the woods. Anyone who makes a wilderness lore check (DC 15), and/or Jhered (if someone awakens him) will recognize that the lights are not will-o-wisps, but look to be lanterns some distance off. If anyone goes to inspect, (and Jhered, if awakened, will insist someone does) have him make hide and move silently checks (the hide DC is 10, and the move silently is actually unnecessary, as the rogues are all inside the effects of a silence spell.) If they manage to sneak up on the rogues, read the following: You see a curious sight ahead of you. There are two lanterns floating near two men chopping the dark trees at this edge of the grove. However, neither of them is making any noise! As you watch, you see them chop quickly and recklessly at the trees until they begin to weaken, while an unarmored man watches nearby. Then, another man steps from the shadows and mightily swings a warhammer against the tree, snapping it, and sending splinters flying everywhere! The two axemen and the man with the warhammer then carry the tree from the ground to

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the back of one of two wagons nearby, as the lanterns float alongside them. The entire operation takes only a few minutes, and the scene is almost serene, due to the complete silence. As you watch, they quickly move to another tree, and begin the operation again. They seem to be moving as quickly as possible to cut the trees. Allow anyone who can make a Spellcraft check (DC 15 + spell level) to do so to recognize the effects of Silence, and Levitation. The rogues are very busy, and are unlikely to notice anyone watching, but if any of the PCs continue to watch the rogues for very long, have the PCs make additional hide checks, this time opposed by the rogue’s spots. Hopefully, this makes the PCs start to worry about getting caught. If the party tells Jhered about the rogues, then Jhered will immediately be furious, and explain that they are stealing the lumber without the consent of the Gnarley rangers or druids, and are risking a death sentence if they are caught. (In reality it isn’t necessarily a death sentence, but Jhered is very upset that someone else is cutting the darkwood after he worked so hard to get the rights to do so.) He will immediately order the PCs, as escorts, to watch the rogues while he goes to alert the Gnarley rangers. If the PCs offer to attack the rogues, he will warn them to be careful, but won’t try to stop them. No amount of coercing will convince Jhered not to seek the rangers (both because he was a Gnarley ranger for quite some time, and because he seeks to make sure they don’t revoke his contract.) He will quickly wish them luck, and then run into the forest, in a direction away from the rogues. Needless to say, the lumberjacks and drivers are terrified if they hear the methods of the thieves. Between the magic being used, and the use of the warhammer to break the trees, there is enough to frighten them from wanting to have anything to do with the situation. No non-magical means will convince them to help the party fight the thieves in this case. If the lumberjacks and drivers haven’t heard how the rogues are operating, it will still require a diplomacy check (DC 15+APL) to convince them to help. Once the party has decided to fight the thieves, or if the thieves spot the party, proceed to the next encounter.

Encounter Five: Handling the Thieves

The thieves have two wagons that are of the same style as Jhered’s wagons. The rogues are swinging axes, while the fighter is swinging the warhammer. The caster is maintaining the silence spells (via either his scrolls or wand of silence) on a sling bullet, and is having his unseen servant direct the trees when they fall. At the first sign of trouble, the lanterns will fall to the ground and the bard will fire the sling bullet away so that he can cast spells and sing. If the PCs convinced the drivers or lumberjacks to help, they will freeze up the first round, and then run away on the second round. APL 2 (EL 4)

Straern: male human Rog1; hp 8; see Appendix One. Hrolf: male human Rog1; hp 8; see Appendix One. Ramm: male human Ftr1; hp 13; see Appendix One. Ehmyr: male human Brd1/Sor1; hp 18; see Appendix

One. APL 4 (EL 6)

Straern: male human Rog2; hp 14; See Appendix One. Hrolf: male human Rog2; hp 14; see Appendix One. Ramm: male human Ftr2; hp 22; see Appendix One. Ehmyr: male human Brd2/Sor1; hp 25; See Appendix

One. APL 6 (EL 8)

Straern: male human Rog4; hp 30; See Appendix One. Hrolf: male human Rog4; hp 30; see Appendix One. Ramm: male human Ftr4; hp 44; see Appendix One. Ehmyr: male human Brd3/Sor2; hp 38; See Appendix

One. APL 8 (EL 10)

Straern: male human Rog6; hp 44; See Appendix One. Hrolf: male human Rog6; hp 44; see Appendix One. Ramm: male human Ftr6; hp 64; See Appendix One. Ehmyr: male human Brd3/Sor4; hp 50; See Appendix

One. APL 10 (EL 10)

Straern: male human Rog6; hp 44; See Appendix One. Hrolf: male human Rog6; hp 44; see Appendix One. Ramm: male human Ftr6; hp 64; See Appendix One. Ehmyr: male human Brd3/Sor4; hp 50; See Appendix

One.

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The thieves will fight to the death, knowing that they have committed a serious crime in the eyes of the Gnarley Rangers. If any are captured as prisoners, they won’t answer any questions about who hired them, as they think they’re working for a dangerous organization (actually, they don’t know who hired them exactly). If the PCs are creative in their questioning, or use magic, they will soon discover that Ehmyr hired the other three, and that the Ehmyr didn’t know the name of the person who hired him, but did manage to spot a crest. Anyone who makes a Knowledge (Nobility & Royalty), or a Knowledge (Local) check [DC 10], or a Bardic Knowledge check [DC 20] will recognize the description of the crest as that of the Gentry house of Pengallen. The gentry house of Pengallen is known to have disreputable contacts and practices. Ehmyr was told to cut the wood and leave the forest as quickly as possible. He was not told where to go after he left the forest, however. He assumed that they would be waiting for him when he got out of the woods. In reality, Ehmyr thought the whole plan was fishy, and was planning on taking the lumber to Maraven and taking it by boat to Greyhawk to sell it himself. Jhered will not return until early morning, and will be exhausted from running through the woods. He could not find any druids or rangers, despite his signals. Once Jhered has returned in the morning, and the thieves are taken care of, proceed to Encounter 6: Cutting Wood. Treasure: APL 2: L: 84 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust), Potion of Invisibility (Value 25 gp per character), Quaal’s Feather Token(Whip) (Value 41 gp per character), scrolls of Silence [2] (Value 13 gp per character/per scroll). APL 4: L: 162 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust), Potion of Invisibility (Value 25 gp per character), Quaal’s Feather Token(Whip) (Value 41 gp per character), Scrolls of Silence [2] (Value 13 gp per character/per scroll). APL 6: L: 162 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust), Potion of Invisibility (Value 25 gp per character), Wand of Silence (Value 375 gp per character). APL 8: L: 34 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust); Potion of Invisibility (Value 25 gp per character); Wand of Silence (Value 375 gp per character), +1 Warhammer (Value 193 gp per character), +1 Half-plate (Value 146 gp per character), +1 Battleaxes [2] (Value 193 gp per

character/per axe), Scroll of stinking cloud (13 gp per character), scroll of protection from arrows (13 gp per character). APL 10: L: 34 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust); Potion of Invisibility (Value 25 gp per character); Wand of Silence (Value 375 gp per character), +1 Warhammer (Value 193 gp per character), +1 Half-plate (Value 146 gp per character), +1 Battleaxes [2] (Value 193 gp per character/per axe), Scroll of stinking cloud (13 gp per character), scroll of protection from arrows (13 gp per character).

Encounter Six: Cutting Wood Jhered will recommend taking what lumber the thieves were cutting, and to take the wagons to haul it. After that, he’ll want to get back to cutting the wood as planned. He will not allow more than four wagons worth of wood to be cut, however. If anyone suggests the idea, he will state that it would be a breach of his contract with the druids, and it would be risking having the wood taken from him if they found out. As a result, he will not do it. Jhered expected the cutting to take two days, but taking the lumber from the thieves will shorten this time between a half-day to a full day, depending on how long the PCs let the thieves cut wood. If the PCs specifically let the thieves fill both wagons, then the wood they cut will save a full day. However, all the wood cut by the thieves was cut poorly, and Jhered will be displeased with it, saying that it was done wastefully. He will want to take it however, since leaving it here would upset the rangers. He hopes that he can explain the circumstances if the rangers question him about the wood. Also, if the PCs let the thieves do all of the cutting, Jhered will not pay the PCs any lumberjack pay. If he has already given them the lumberjack pay up front, he will deduct it from the escort pay they receive when they get to Dyvers. Once the cutting is done, get the PCs to make a party order and travel out of the grove. Once again, if there are any prisoners, Jhered will have them blindfolded, hoping they won’t remember how to get back to the grove. Jhered will happily lead the party out, seeming to be happy for the first time in the entire trip.

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If you are playing this event at APL 2, continue to Encounter 8: Returning to the City. Otherwise, at APL 4-10, continue to Encounter 7: Ape Attack.

Encounter Seven: Ape Attack Judge’s note: this encounter only occurs at APL’s 4-10. If you are running at APL 2, please continue to encounter eight. After a few hours on the road, allow the PCs to make spot check (DC 15+APL) or a listen check (DC 10+APL) to notice the ape as it charges out of the woods. Suddenly, a great red ape comes charging out of the woods, charging straight towards Jhered! The aged ranger seems almost in shock, as the animal bears down on him. Needless to say, have the players roll initiative. If any of them made the spot or listen check, they will be able to act during the surprise round, along with the Blood Ape. On the surprise round, the first Ape will finish its charge, reaching Jhered and clawing him. On the first round after the surprise round, the other Apes (at APL’s 6-10) will charge the party. Once again, the drivers will be hard set to control the horses, and the lumberjacks (if there are any) will attempt to climb atop the wagons to avoid the apes. If the PCs decided to bring the horses and carts that the rogues had, those horses will also attempt to bolt, and will require someone to make a ride check (DC 10+APL) if on the horse, or a handle animal check (DC 15+APL) if near it. Every round, the DC will increase by 2 as the horses become more frantic. If they are allowed to bolt, the wagons the horses pull will be destroyed eventually as the horses run amok into the forest. At APL 6 and higher, after one of the Blood Apes takes damage, the Alpha Male (the Ape that charged Jhered) will use its growth ability on its next action, enlarging up to 4 apes that are within 30 feet of each other. APL 4 (EL 6)

Blood Ape: hp 30; see Appendix One. APL 6 (CR 8)

Blood Apes (2): hp 32, 31; see Appendix One. APL 8 (CR 10)

Blood Apes (4): hp 32, 31, 30, 34; see Appendix One.

APL 10(CR 11)

Blood Apes (6): hp 34, 32, 33, 31, 30, 35; see Appendix One. Anyone can make a spot check [DC 15] during the combat to notice that the animals wear collars. In fact, the apes escaped from a circus in Verbobonc and have been living in the Gnarley Forest. If any of the PCs attempt to calm the animals, it will require an animal empathy check (DC 20 + APL). If the party manages to subdue the apes without killing them, they can tie them up and carry them in any empty wagons. There are people interested in these animals(see conclusion.) Once the party has dispatched or captured the apes and gathered all the horses and wagons, they can continue back to Dyvers. If Jhered is dead, a simple Wilderness Lore check (DC5+ APL) will allow the PCs to find the road nearby that leads out of the forest. If the PCs fail the Wilderness Lore check then they may have to wander the woods for a while. If there is enough time, feel free to role-play them being lost in the Gnarley, but they are close enough to the edge of the forest and the road that they will find it eventually.

Encounter Eight: Returning to the City

As you emerge from the woods, you easily spot the mill nearby. The amount of tents and wagons seems to be nearly ten times as large as you remember. As you get closer, it becomes apparent that every lumberjack crew in this section of the Gnarley must be here. The party can stop at the mill if they want to, but Jhered and/or the drivers and lumberjacks will want to push on and reach the city if at all possible. If they do stop at the mill, they will hear that there was a fire in the woods recently (on the night the PCs fought the thieves). The Gnarley rangers claimed that the fire was set, and have stopped all lumberjacks from cutting any more wood until the people responsible have been caught. Needless to say, tension will be quite high, and the lumberjacks will not treat anyone who bears insignia of the Gnarley rangers well. If the PCs have the bard/sorcerer as a prisoner, and think to ask him about the fire, he doesn’t know anything about

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it, but will admit he was told to cut the wood on a specific night at a specific time. If the party attempts to wait for the daily guard patrol in order to hand off any prisoners, they will be disappointed to find out that the patrol has been posted to guard the woods, and no longer comes to the mill. Once again, Jhered and/or the drivers and lumberjacks will suggest going straight to the city. The party can either decide to turn the thieves over to the rangers or the constabulary. If they decide to try to find the rangers or constabulary in the woods, Jhered will wish them good luck, and leave them the two wagons from the thieves (assuming they were brought from the grove). He will tell them to contact him when they return to Dyvers. Feel free to role-play, but eventually the party will stumble onto some rangers on guard patrol if they wander the woods long enough. They will want a complete story, and will eventually be thankful for the capture of the thieves. They will take the prisoners, and impound the rogues’ horses and carts as evidence. If the party decides to travel with Jhered to the city, they can easily hand over their prisoners to the constabulary. They won’t be able to find any ranger representatives in the city, as they have been recalled to the forest after the fire. The constabulary will also take the prisoners and impound the rogues’ horses and carts as evidence.

Conclusion Once the lumber has been delivered, if Jhered is still alive, he will happily thank the PCs for their efforts, and offer to craft something for them if they ever have the need. He will then take the PCs to a nearby merchant’s guildhouse, and his merchant partner will pay them for escorting the lumber. (The exact amount of the pay should have been negotiated in the introduction) If Jhered is dead, the PCs may have found the contract on him(Player’s Handout #1.) Levyn, his merchant’s guild contact, will be waiting at the warehouse, and has a longer contract stating that he was a partner with Jhered, and the wood belongs to him. He will also have a copy of the contract with the Gnarley Druids. He will thank the PCs, and pay them the amount of money they were promised. He will not, however, extend them any promise to make darkwood items. Instead, he will promise to make mention of their names to the merchant’s guild for honoring the contract after Jhered’s demise.

If the PCs try to sell the darkwood, any mill, merchant, or lumberjack will immediately recognize the quality, and assume that the PCs stole the wood from the Gnarley. They will be far too afraid to do buy the wood and will advise the PCs to turn themselves in, lest the druids kill them for defiling the forest. If the PCs try to take the darkwood to the Pengallen gentry house, it will take a day to travel there. No one at the house will speak to them, and if they show the darkwood, the door will be barred and the guard will be called. The house itself has many enchantments against being broken into, and inside there are many guards(this particular gentry house has enemies, and is very paranoid.) They will not, under any circumstances, be convinced that the wood is part of their dealings. The man that hired Ehmyr is not at the house either. (The Pengallen gentry house is a dead end.) If the PCs captured the apes alive, there are several groups that would be interested in them. The druids will accept the animals, promising to care for them and heal them of their wounds, physical and psychological. In return the druids will reward the PCs with an influence point. Also, the druids will notice that one of the smaller apes isn’t from the circus, but has been born in the time since the apes escaped. The owner of the Verbobonc circus, who is also at the lumber mill after the forest fire, will gladly reward the PCs up to (10gp x APL) for returning the apes to him. He has several flyers for his circus, and legal writs from Dyvers and Verbobonc for running the circus(he will present these if anyone questions his honesty.) Also, if the PCs desire, they can sell the blood apes to the Association for Performing Artists, which has a circus in Dyvers. They will also only be able to offer (10gp x APL.) Note to Judges: Marking the adventure cert If a PC paid to join the Lumberjack guild, then they will be recognized as a member for a year. If the PCs captured the apes and gave them to the Gnarley druids, the PCs will receive a point of influence with the Gnarley druids. If the PCs deliver the thieves to the rangers, and do not upset the rangers, they will receive an influence point with the Gnarley Rangers. If the PCs deliver the thieves to the constabulary, they will gain an influence point with the constabulary.

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If Jhered dies, and the PCs deliver the goods to Jhered’s partner, the PCs will gain a point of influence with the merchant’s guild. If the PCs let the darkwood thieves live, they will earn the “ire of a stranger”. If the PCs make a positive impression on the Order of the Crimson Hart for their treatment of the homeless, they earn a point of influence with the Order of the Crimson Hart. f Jhered lives, and the PCs help escort him and the lumber out of the Gnarley Forest, he is thankful to the character for helping him get darkwood from the Gnarley Forest, and will craft a single item of darkwood in the future.

The End

Experience Point Summary To award experience for this adventure, add up the values for the objectives accomplished. Then assign the experience award. Award the total value (objectives plus roleplaying) to each character. Introduction Defeating or Calming the Homeless Mob. APL 2 150 xp APL 4 150 xp Encounter 2 Defeating the Phase Wasps APL 2 90 xp APL 4 90 xp APL 6 150 xp APL 8 240 xp APL 10 300 xp Encounter 5 Defeating the lumber thieves APL 2 120 xp APL 4 180 xp APL 6 240 xp APL 8 300 xp APL 10 300xp

Encounter 7 Defeating the Ape(s) APL 4 180 xp APL 6 240 xp APL 8 300 xp APL 10 330 xp Discretionary Roleplaying Experience APL 2 90 xp APL 4 135 xp APL 6 180 xp APL 8 225 xp APL 10 270 xp Total possible experience APL 2 450 xp APL 4 675 xp APL 6 810 xp APL 8 1,065 xp APL 10 1,200 xp

Treasure Summary During an adventure, characters encounter treasure, usually finding it in the possession of their foes. Every encounter that features treasure has a “treasure” section within the encounter description, giving information about the loot, coins, and magic items that make up the encounter’s treasure. The loot total is the number of gold pieces each character gains if the foes are plundered of all their earthly possessions. Looting the bodies takes at least 10 minutes per every 5 enemies, and if the characters cannot take the time to loot the bodies, they do not gain this gold. If you feel it is reasonable that characters can go back to loot the bodies, and those bodies are there (i.e., not carted off by dungeon scavengers, removed from the scene by the local watch, and so on), characters may return to retrieve loot. If the characters do not loot the body, the gold piece value for the loot is subtracted from the encounter totals given below. The coin total is the number of gold pieces each character gains if they take the coin available. A normal adventuring party can usually gather this wealth in a round or so. If for some reason, they pass up this treasure, the coin total is subtracted from the encounter totals given below.

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Next, the magic items are listed. Magic item treasure is the hardest to adjudicate, because they are varied and because characters may want to use them during the adventure. Many times characters must cast identify, analyze dweomer or similar spell to determine what the item does and how to activate it. Other times they may attempt to use the item blindly. If the magic item is consumable (a potion, scroll, magic bolts, etc.) and the item is used before the end of the adventure, its total is subtracted from the adventure totals below. Once you have subtracted the value for unclaimed treasure from each encounter add it up and that is the number of gold pieces a characters total and coin value increase at the end of the adventure. Write the total in the GP Gained field of the adventure certificate. Because this is a Regional scenario, characters may spend additional Time Units to practice professions or create items immediately after the adventure so this total may be modified by other circumstances. Introduction Take up Jhered’s offer to work as lumberjacks APL 2: C: 40 gp APL 4: C: 80 gp APL 6: C: 120 gp APL 8: C: 160 gp APL 10: C: 200 gp Encounter 9: Handling the Thieves Defeating the lumber thieves. APL 2: L: 84 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust), Potion of Invisibility (Value 25 gp per character), Quaal’s Feather Token(Whip) (Value 41 gp per character), scrolls of Silence [2] (Value 13 gp per character/per scroll). APL 4: L: 162 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust), Potion of Invisibility (Value 25 gp per character), Quaal’s Feather Token(Whip) (Value 41 gp per character), Scrolls of Silence [2] (Value 13 gp per character/per scroll). APL 6: L: 162 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust), Potion of Invisibility (Value 25 gp per character), Wand of Silence (Value 375 gp per character). APL 8: L: 34 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust); Potion of Invisibility (Value 25 gp per character); Wand of Silence (Value 375 gp per character), +1 Warhammer (Value 193 gp per character), +1 Half-plate (Value 146 gp per character), +1 Battleaxes [2] (Value 193 gp per character/per axe), Scroll of stinking cloud (13 gp per character), scroll of protection from arrows (13 gp per character).

APL 10: L: 34 gp; C: 8 gp; M: Dust of tracelessness [2] (Value 20 gp per character/per Dust); Potion of Invisibility (Value 25 gp per character); Wand of Silence (Value 375 gp per character), +1 Warhammer (Value 193 gp per character), +1 Half-plate (Value 146 gp per character), +1 Battleaxes [2] (Value 193 gp per character/per axe), Scroll of stinking cloud (13 gp per character), scroll of protection from arrows (13 gp per character). Conclusion Getting paid for Escorting the lumber APL 2: C: 100 gp APL 4: C: 200 gp APL 6: C: 300 gp APL 8: C: 400 gp APL 10: C: 500gp Selling the Apes or returning them for the Reward APL 2: C: 20 gp APL 4: C: 40 gp APL 6: C: 60 gp APL 8: C: 80 gp APL 10: C: 100 gp Total Possible Treasure APL 2 384 gp APL 4 600 gp APL 6 800 gp APL 8 1,250 gp APL 10 2,033 gp Special Membership with the Lumberjack Guild – The PC has license to cut lumber on the Dyvers side of the Gnarley Forest. (At the discretion of the Gnarley Rangers and Druids.) This membership is good for one year from the date of this AR. Influence with the Gnarley Druids – For gifting them with blood apes that escaped a Verbobonc circus. Influence with the Gnarley Rangers OR the Dyvers Constabulary – The PCs caught lumber thieves and turned them in. (You may only gain influence with the rangers OR the constabulary. Judges, cross out the one that does not apply) Influence with the Merchant’s Guild –Jhered died, but the lumber was delivered to Jhered’s Merchant partner.

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Ire of a Stranger – You let some thieves live, and as a result, you are remembered… Influence with the Order of the Crimson Heart – The character treated the homeless peacefully and with honor. Favor with Jhered the darkwood craftsman - Jhered will craft this character a single item of darkwood in the future. This item must be one listed on Table 7-4: Weapons or Table 7-9: Special and Superior Items (Mighty Bows Only) in the Player’s Handbook. Purchase of weapons or equipment made of darkwood (see the Dungeon Master’s Guide for prices) (Frequency: Regional)

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Appendix One: NPC’s

Introduction:

Jhered, male human Rog3/Rgr2: CR 5; Medium-size humanoid (human); HD 3d6 + 2d10 – 5; hp 21; Init +7; Spd 30 ft; AC 15 (+2 leather armor, +3 Dex); Atk +3 melee (1d6[18-20x2], scimitar), or +7 ranged (1d6, Shortbow); SA Sneak Attack +2d6; SQ Evasion, Favored Enemy (Aberrations), Uncanny Dodge (Dex bonus to AC); AL CN; SV Fort +3, Ref +6, Will +2; Str 9, Dex 16, Con 9, Wis 13, Int 15, Cha 14. Skills and Feats: Appraise +5, Bluff +10, Craft (Woodcarving) +9, Diplomacy +14, Escape Artist +7, Forgery +5, Gather Info +4, Hide +11, Innuendo +6, Intuit Direction +5, Move Silently +11, Pick Pocket +9, Read Lips +5, Sense Motive +9, Use Rope +5, Wilderness Lore +5; Ambidexterity, Dodge, Improved Initiative, Run, Track, Two-Weapon Fighting. Possessions: Leather armor, Shortbow, scimitar, Quiver w/40 arrows, darkwood logging contract (Player’s Handout #1). Description: Jhered grew up as an orphan on the streets of Dyvers. As a child, the only way he found to stay alive was by lying and stealing. Upon his twelfth birthday, Jhered decided to become and adventurer, and went into the Gnarley forest to find fortune. Not long after he entered the woods, a Will-O-Wisp distracted him, and he followed it deep into the woods. Before the Will-O-Wisp could lead him to his death, however, a patrol of Gnarley rangers ran across him and saved him. The head of the patrol, after hearing about Jhered’s life, decided to take him in as a foster son. Thereafter, Jhered lived in the forest and learned to be a Gnarley Ranger. Sadly, Jhered never grew up to be very heroic. He took an illness when he was fifteen that left his body weak, and he was rarely sent out on patrols. One day, in his twenty-fourth year, he was sent on one of these rare patrols with a group of rangers. They were attacked by a large number of trolls, and the battle was hopeless. Jhered’s courage failed him, and he ran from the battle. As he returned alone to the ranger camp, he claimed that he had gotten lost during the battle. Shortly thereafter, his conscience forced him to say goodbye to the rangers, leaving the forest and returning to Dyvers. In Dyvers, he has managed to eke out a living as a minor craftsman and merchant. He has managed to become a member of the merchant’s guild, but has never been very important. After the dock fire, he started working as a craftsman on the docks when he

overheard a foreman complaining about the lack of darkwood. Inspired, he contacting his old druid friends and managed to get the exclusive logging rights for darkwood on this side of the Gnarley. This business opportunity has the potential to grant him wealth and power, and he has put himself deeply in debt to make the trip, forming a partnership with a merchant by the name of Levyn. Jhered has been a coward ever since the battle with the trolls. He is too afraid to attack, and will always try to escape to look for reinforcements.

Homeless, male human Com1: CR ½; Medium-size humanoid (human): HD 1d4 + 5; hp 9; Init +1; Spd 30 ft; AC 11; Atk +1 melee (1d6 + 1, club), or +1 melee (1d3+1 subdual, fist); AL CN; SV Fort +4, Ref +1, Will –2; Str 13, Dex 12, Con 15, Int 10, Wis 7, Cha 6. Skills and Feats: Spot +2, Swim +5; Great Fortitude, Toughness. Possessions: Peasant’s outfit, club.

Lumberjack, male human Com1: CR ½; Medium-size humanoid (human); HD 1d4 + 2; hp 6; Init +0; Spd 30 ft; AC 10; Atk +3 melee (1d6 +3, handaxe); AL N; SV Fort +1, Ref +0, Will –1; Str 16, Dex 10, Con 14, Int 8, Wis 9, Cha 8. Skills and Feats: Climb +7, Jump +7; Martial Weapon Proficiency (Handaxe). Possessions: Peasant’s Outfit, Handaxe, 5 lbs. Trail Rations.

Cart Drivers, male human Com1: CR ½; Medium-size humanoid (human): HD 1d4 + 1; hp 5; Init +3; Spd 30 ft; AC 10; Atk +0 ranged (1d6, whip); AL N; SV Fort +1, Ref +3, Will +0; Str 14, Dex 18, Con 12, Int 7, Wis 10, Cha 10. Skills and Feats: Handle Animal +7, Ride +7; Mounted Combat. Possessions: Peasant’s outfit, whip, 3 lbs. of trail rations.

Encounter Two: Wasps All APLs (Various ELs)

Phase Wasp (from p.168 of Monster Manual II): CR 2; Tiny Magical Beast (18 in. long); HD 2d10; hp 11; Init +4(+4 Dex); Spd 10 ft., fly 60 ft.(perfect); AC 17 (+2 size, +4 Dex, +1 natural); Atk +0 melee (1d4-4, Sting); 2 ½ ft. by 2 ½ ft./0ft.; SA Magic missile; SQ Darkvision 60 ft., low-light vision, see invisibility; AL N; SV Fort +3, Ref +7, Will +2; Str 3, Dex 19, Con 10, Int 2, Wis 15, Cha 6

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Skills: Listen +6, Spot +6, Wilderness Lore +3. Feats: Alertness. SA: Magic Missile (Sp) A phase wasp can produce an effect that functions like a magic missile spell (caster level 3rd). Once it has used this ability, it must wait 1d4 rounds before it can do so again. SQ: See Invisibility (sp) A phase wasp produces an effect like that of a see invisibility spell (caster level 3rd), except that is always active.

Encounter Five: Handling the Thieves APL 2 (EL 4)

Ehmyr: male human Brd1/Sor1;CR 2; Medium-size humanoid (human); HD 1d6 + 1d4 + 6; hp 18(+3 toughness); Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +2 ranged(1d2 subdual, whip) or +2 ranged (1d4, sling); SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort +3, Ref +4, Will +5; Str 10, Dex 14, Con 16, Int 14, Str 13, Cha 17. Skills and Feats: Bluff +7, Concentration +8, Diplomacy +7, Disguise +6, Escape Artist +5, Gather Info +7, Sense Motive +5, Spellcraft +6, Use Magic Device +6; Silent Spell, Toughness. Possessions: 12gp, whip, sling, 100 sling bullets, potion of invisibility, Quaal’s Feather Token(whip), 2 scrolls of silence. Bard Spells Known (2; base DC = 13 + spell level): 0-daze, ghost sound, light, resistance. Sorcerer Spells Known (5/4; base DC =13 + spell level): 0-detect magic, detect poison, flare, ray of frost; 1st-mage armor, magic missile.

Straern and Hrolf: male humans Rog1; CR 1; Medium-size humanoid (human); HD 1d6 + 2; hp 8; Init +4; Spd 30 ft.; AC 16 (+2 leather armor, +4 Dex); Atk +1 melee (1d8 + 1[20x3], battleaxe); SA: Sneak Attack +1d6; AL NE; SV Fort +2, Ref +6, Will +0; Str 12, Dex 18, Con 15, Wis 10, Int 10, Cha 8. Skills and Feats: Climb +5, Escape Artist +8, Hide +8, Innuendo +4, Intimidate +3, Jump +5, Move Silently +8, Listen +4, Tumble +8; Dodge, Martial Weapon Proficiency (battleaxe). Possessions: 12gp, leather armor, battleaxe, dust of tracelessness.

Ramm: male human Ftr1; CR 1; Medium-size humanoid (human); HD 1d10 + 3; hp 13; Init +1; Spd 30 ft.; AC 17(+7 half-plate); Atk +7 melee (1d8+6 [20x3], MW warhammer); SA Power Attack; AL NE; SV Fort +5, Ref +1, Will +1; Str 18, Dex 12, Con 17, Int 7, Wis 9, Cha 8.

Skills and Feats: Climb +8, Jump +8; Iron Will, Power Attack, Weapon Focus(warhammer). Possessions: 12gp, MW Warhammer, Half-Plate Armor.

APL 4 (EL 6)

Ehmyr: male human Brd2/Sor1; CR 3; Medium-size humanoid (human); HD 2d6 + 1d4 + 9; hp 25(+3 toughness); Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +3 ranged(1d2 subdual, whip) or +3 ranged (1d4, sling); SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort +3, Ref +5, Will +6; Str 10, Dex 14, Con 16, Int 14, Str 13, Cha 17. Skills and Feats: Bluff +9, Concentration +8, Diplomacy +11, Disguise +6, Escape Artist +5, Gather Info +7, Sense Motive +7, Spellcraft +6, Use Magic Device +7; Combat Casting, Silent Spell, Toughness. Possessions: 12gp, whip, sling, 100 sling bullets, potion of invisibility, Quaal’s Feather Token(whip), 2 scrolls of silence. Bard Spells Known (3/1; base DC = 13 + spell level): 0-daze, ghost sound, light, mage hand, resistance; 1st–unseen servant, expeditious retreat. Sorcerer Spells Known (5/4; base DC =13 + spell level): 0-detect magic, detect poison, flare, ray of frost; 1st-mage armor, magic missile.

Straern and Hrolf: male humans Rog2; CR 2; Medium-size humanoid (human); HD 2d6 + 4; hp 14; Init +4; Spd 30 ft.; AC 17 (+3 MW studded leather armor, +4 Dex); Atk +3 melee (1d8 + 1[20x3], MW battleaxe); SA: Sneak Attack +1d6; SQ: Evasion; AL NE; SV Fort +2, Ref +7, Will +0; Str 12, Dex 18, Con 15, Wis 10, Int 10, Cha 8. Skills and Feats: Climb +6, Escape Artist +9, Hide +9, Innuendo +4, Intimidate +3, Jump +8, Listen +5, Move Silently +9, Tumble +11; Dodge, Martial Weapon Proficiency (battleaxe). Possessions: 12gp, MW studded leather armor, MW battleaxe, dust of tracelessness.

Ramm: male human Ftr2; CR 2; Medium-size humanoid (human); HD 2d10 + 6; hp 22; Init +1; Spd 30 ft.; AC 17(+7 half-plate); Atk +8 melee (1d8+6 [20x3], MW warhammer); SA Cleave, Power Attack; AL NE; SV Fort +6, Ref +1, Will +1; Str 18, Dex 12, Con 17, Int 7, Wis 9, Cha 8. Skills and Feats: Climb +9, Jump +9; Cleave, Iron Will, Power Attack, Weapon Focus(warhammer). Possessions: 12gp, MW Warhammer, Half-Plate Armor.

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APL 6 (EL 8) Ehmyr: male human Brd3/Sor2;CR 5; Medium-size

humanoid (human); HD 3d6 + 2d4 + 15; hp 38(+3 toughness); Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +5 ranged(1d2 subdual, whip) or +5 ranged (1d4, sling); SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort +4, Ref +5, Will +7; Str 10, Dex 14, Con 16, Int 14, Str 13, Cha 18. Skills and Feats: Bluff +11, Concentration +10, Diplomacy +15, Disguise +7, Escape Artist +5, Gather Info +8, Sense Motive +9, Spellcraft +9, Use Magic Device +11; Combat Casting, Silent Spell, Toughness. Possessions: 12gp, whip, sling, 100 sling bullets, potion of invisibility, wand of silence. Bard Spells Known (3/2; base DC = 14 + spell level): 0-daze, ghost sound, light, mage hand, read magic, resistance; 1st–expeditious retreat, grease, unseen servant. Sorcerer Spells Known (6/5; base DC = 14 + spell level): 0-detect magic, detect poison, flare, prestidigitation, ray of frost; 1st-mage armor, magic missile.

Straern and Hrolf: male humans Rog4; CR 4; Medium-size humanoid (human); HD 4d6 + 12; hp 30; Init +4; Spd 30 ft.; AC 17 (+3 MW studded leather armor, +4 Dex); Atk +5 melee (1d8 + 1[20x3], MW battleaxe); SA: Sneak Attack +2d6; SQ: Evasion, Uncanny Dodge (Dex bonus to AC); AL NE; SV Fort +4, Ref +8, Will +1; Str 12, Dex 18, Con 16, Wis 10, Int 10, Cha 8. Skills and Feats: Climb +8, Escape Artist +11, Hide +11, Innuendo +6, Intimidate +5, Jump +10, Listen +7, Move Silently +11, Tumble +13; Dodge, Martial Weapon Proficiency (battleaxe), Mobility. Possessions: 12gp, MW studded leather armor, MW battleaxe, dust of tracelessness.

Ramm: male human Ftr4; CR 4; Medium-size humanoid (human); HD 4d10 + 16; hp 44; Init +5; Spd 30 ft.; AC 17(+7 half-plate); Atk +10 melee (1d8+8[20x3], MW warhammer); SA Cleave, Power Attack; AL NE; SV Fort +8, Ref +2, Will +2; Str 18, Dex 12, Con 18, Int 7, Wis 9, Cha 8. Skills and Feats: Climb +11, Jump +11; Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus(warhammer), Weapon Specialization (warhammer). Possessions: 12gp, MW Warhammer, Half-Plate Armor.

APL 8 (EL 10) Ehmyr: male human Brd3/Sor4;CR 7; Medium-size

humanoid (human); HD 3d6 + 4d4 + 21; hp 50(+3 toughness); Init +6; Spd 30 ft.; AC 12 (+2 Dex); Atk +6 ranged(1d2 subdual, whip) or +6 ranged (1d4, sling); SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort +5, Ref +6, Will +8; Str 10, Dex 14, Con 16, Int 14, Str 13, Cha 18. Skills and Feats: Bluff +11, Concentration +13, Diplomacy +15, Disguise +7, Escape Artist +5, Gather Info +8, Knowledge(Arcana) +6, Sense Motive +9, Spellcraft +12, Use Magic Device +11; Combat Casting, Improved Initiative, Silent Spell, Toughness. Possessions: 12gp, whip, sling, 100 sling bullets, potion of invisibility, wand of silence, scroll of stinking cloud, scroll of protection from arrows. Bard Spells Known (3/2; base DC = 14 + spell level): 0-daze, ghost sound, light, mage hand, read magic, resistance; 1st–expeditious retreat, grease, unseen servant. Sorcerer Spells Known (6/7/4; base DC = 14 + spell level): 0-dancing lights, detect magic, detect poison, flare, prestidigitation, ray of frost; 1st-mage armor, magic missile, shield; 2nd-glitterdust.

Straern and Hrolf: male humans Rog6; CR 6; Medium-size humanoid (human); HD 6d6 + 12; hp 44; Init +4; Spd 30 ft.; AC 17 (+3 MW studded leather armor, +4 Dex); Atk +6 melee (1d8 + 2[20x3], +1 battleaxe); SA: Sneak Attack +3d6; SQ: Evasion, Uncanny Dodge (Dex bonus to AC, can’t be flanked); AL NE; SV Fort +5, Ref +9, Will +2; Str 12, Dex 18, Con 16, Wis 10, Int 10, Cha 8. Skills and Feats: Climb +10, Escape Artist +13, Hide +13, Innuendo +8, Intimidate +7, Jump +12, Listen +9, Move Silently +13, Tumble +15; Dodge, Martial Weapon Proficiency (battleaxe), Mobility, Spring Attack. Possessions: 12gp, MW studded leather armor, +1 battleaxe, dust of tracelessness.

Ramm: male human Ftr6; CR 6; Medium-size humanoid (human); HD 6d10 + 24; hp 64; Init +5; Spd 30 ft.; AC 17(+7 half-plate); Atk +12/7 melee (1d8+9[20x3], MW warhammer); SA Cleave, Great Cleave, Power Attack, Sunder; AL NE; SV Fort +9, Ref +3, Will +3; Str 18, Dex 12, Con 18, Int 7, Wis 9, Cha 8. Skills and Feats: Climb +13, Jump +13; Cleave, Great Cleave, Improved Initiative, Iron Will, Power Attack, Sunder, Weapon Focus(warhammer), Weapon Specialization(warhammer). Possessions: 12gp, +1 Warhammer, +1 Half-Plate Armor, Potion of Haste.

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APL 10 (EL 10) Ehmyr: male human Brd3/Sor4;CR 7; Medium-size

humanoid (human); HD 3d6 + 4d4 + 21; hp 50(+3 toughness); Init +6; Spd 30 ft.; AC 12 (+2 Dex); Atk +6 ranged(1d2 subdual, whip) or +6 ranged (1d4, sling); SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort +5, Ref +6, Will +8; Str 10, Dex 14, Con 16, Int 14, Str 13, Cha 18. Skills and Feats: Bluff +11, Concentration +13, Diplomacy +15, Disguise +7, Escape Artist +5, Gather Info +8, Knowledge(Arcana) +6, Sense Motive +9, Spellcraft +12, Use Magic Device +11; Combat Casting, Improved Initiative, Silent Spell, Toughness. Possessions: 12gp, whip, sling, 100 sling bullets, potion of invisibility, wand of silence, scroll of stinking cloud, scroll of protection from arrows. Bard Spells Known (3/2; base DC = 14 + spell level): 0-daze, ghost sound, light, mage hand, read magic, resistance; 1st–expeditious retreat, grease, unseen servant. Sorcerer Spells Known (6/7/4; base DC = 14 + spell level): 0-dancing lights, detect magic, detect poison, flare, prestidigitation, ray of frost; 1st-mage armor, magic missile, shield; 2nd-glitterdust.

Straern and Hrolf: male humans Rog6; CR 6; Medium-size humanoid (human); HD 6d6 + 12; hp 44; Init +4; Spd 30 ft.; AC 17 (+3 MW studded leather armor, +4 Dex); Atk +6 melee (1d8 + 2[20x3], +1 battleaxe); SA: Sneak Attack +3d6; SQ: Evasion, Uncanny Dodge (Dex bonus to AC, can’t be flanked); AL NE; SV Fort +5, Ref +9, Will +2; Str 12, Dex 18, Con 16, Wis 10, Int 10, Cha 8. Skills and Feats: Climb +10, Escape Artist +13, Hide +13, Innuendo +8, Intimidate +7, Jump +12, Listen +9, Move Silently +13, Tumble +15; Dodge, Martial Weapon Proficiency (battleaxe), Mobility, Spring Attack. Possessions: 12gp, MW studded leather armor, +1 battleaxe, dust of tracelessness.

Ramm: male human Ftr6; CR 6; Medium-size humanoid (human); HD 6d10 + 24; hp 64; Init +5; Spd 30 ft.; AC 17(+7 half-plate); Atk +12/7 melee (1d8+9[20x3], MW warhammer); SA Cleave, Great Cleave, Power Attack, Sunder; AL NE; SV Fort +9, Ref +3, Will +3; Str 18, Dex 12, Con 18, Int 7, Wis 9, Cha 8. Skills and Feats: Climb +13, Jump +13; Cleave, Great Cleave, Improved Initiative, Iron Will, Power Attack, Sunder, Weapon Focus(warhammer), Weapon Specialization(warhammer). Possessions: 12gp, +1 Warhammer, +1 Half-Plate Armor, Potion of Haste.

All APLs (Various ELs) Blood Ape (from p.32 of Monster Manual II): CR 6;

Large Magical Beast (6 ft. tall); HD 4d10+8; hp 30; Init +2 (+2 Dex); Spd 30 ft., climb 30 ft.; AC 14 (-1 size, +2 Dex, +3 natural); Atk +8 melee (1d6+5, 2 claws), and +3 melee (1d8+2, bite); 5 ft. by 5 ft./10 ft.; SA Growth, improved grab, rend 2d4+7; SQ Darkvision 60 ft., low-light vision, scent; AL N; SV Fort +6, Ref +6, Will +2; Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7. Skills: Climb +15, Listen +3, Spot +3. Feats: Power Attack. Growth (Sp): The alpha male in every group of blood apes can use this power up to eight times per day. It functions like an animal growth spell (caster level 9th), except that it works only on adult male blood apes. The following changes apply to all subject blood apes as long as the effect of growth lasts: SZ Huge; HD 8d10+32 (76 hp); Init +1; AC 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14; Atk +15 melee (2d4+9, 2 claws) and +10 melee (2d6+4 bite) SV Fort +10, Ref +7, Will +3; Face/Reach 10 ft. by 10 ft./10 ft.; Str 29, Dex 13, Con 18; Climb +19. Improved Grab (Ex): If a blood ape hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +13, or +25 if under growth effect). If it hits with both claws, it can also rend in the same round. Once it has the hold, the blood ape has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-20 penalty on grapple check, but the blood ape is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. Rend (Ex): If a blood ape hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+7 points of damage (or 2d4+13 if under a growth effect; see above). Scent (Ex): A blood ape can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

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Appendix Two: New Rules

Phase Wasp as presented in Monster Manual Two

______________ __________PHASE WASP Tiny Magical Beast Hit Dice: 2d10 (11 hp) Initiative: +4 (+4 Dex) Speed: 10 ft., fly 60 ft. (perfect) AC: 17 (+2 size, +4 Dex, +1 natural) (touch 16, flat-footed 13) Attacks: Sting +0 melee Damage: Bite 1d4-4 Face/Reach: 2 ½ ft. by 2 ½ ft./0 ft. Special Attacks: Magic Missile Special Qualities: Darkvision 60 ft., low-light vision, see invisibility Saves: Fort +3, Ref +7, Will +2 Abilities: Str 3, Dex 19, Con 10, Int 2, Wis 15, Cha 6 Skills: Listen +6, Spot +6, Wilderness Lore +3 Feats: Alertness Climate/Terrain: Any temperate or warm land Organization: Swarm (5-20) Challenge Rating: 2 Treasure: None Alignment: Always neutral Advancement: 3-4 HD (Tiny); 5-6 HD (Small) Phase wasps are 18-inch-long insects that can see and attack invisible and ethereal creatures (in the latter case, without crossing the planar boundary). They rarely attack creatures three more ore size categories larger then themselves unless provoked. Like ordinary wasps, these creatures line in large colonies. Each colony builds a next about 10 feet in diameter out of “paper” that its members have made from chewed-up wood or paper and their own saliva. Because such a nest requires a tremendous amount of paper, many wizards and libraries offer bounties for the destruction of nearby phase wasp nests. Though they do not speak, phase wasps utilize an elaborate signaling system to communicate within their hives. Their “signal language” seems to be based on a system of subtle smells, body postures, and flight patterns. Combat Normally, phase wasps attack only to defend themselves or their nests. They converge on intruders in swarms, fire their magic missiles, and then swoop in to sting until they can use their missiles again. Magic Missile (Sp): A phase wasp can produce an effect that functions like a magic missile spell (caster level 3rd). Once it has used this ability, it must wait 1d4 rounds before it can do so again. See Invisibility (Sp): A phase wasp produces an effect like that of a see invisibility spell (caster level 3rd), except that it is always active.

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Blood Ape as presented in Monster Manual Two

______________ __________BLOOD APE Large Magical Beast Hit Dice: 4d10+8 (30 hp) Initiative: +2 (+2 Dex) Speed: 30 ft., climb 30 ft. AC: 14 (-1 size, +2 Dex, +3 natural) (touch 11, flat-footed 12) Attacks: 2 Claws +8 melee and bite +3 melee Damage: Claw 1d6+5, bite 1d8+2 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Growth, improved grab, rend 2d4+7 Special Qualities: Darkvision 60 ft., low-light vision, scent Saves: Fort +6, Ref +6, Will +2 Abilities: Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7 Skills: Climb +15, Listen +3, Spot +3 Feats: Power Attack Climate/Terrain: Warm forest and mountains Organization: Solitary, patrol (1 alpha male plus 1-4 males), or colony (1 alpha male plus 2-5 males And 7-21 noncombatants) Challenge Rating: 6 Treasure: None Alignment: Usually neutral Advancement: 5-8 HD (Large); 9-12 HD (Huge) Blood apes are peaceful diurnal foragers with a unique defense mechanism. The alpha male (or leader) of a troop or patrol has the magical ability to make himself and other members of the group larger. Their Huge forms (see Growth below) allow them to deal more damage in combat, but the ability to return to Large size means that they require substantially less food than Huge creatures would. Sages and scholars suggest that this ability is a residual effect of exceptionally strong growth and form-altering magic practiced on the ancestors of the current blood apes millennia ago. A blood ape resembles a red-furred mountain gorilla. Its body is compact but muscular, and its sinewy arms end in humanlike hands. The alpha male is typically the largest ape in a group. Unlike the rest of the group, he has silvery fur and a balding head. Blood apes are exceptionally territorial, and they fight to the death to protect their young and their land from intruders. Patrols occasionally forage far from the colony lair in search of new feeding grounds. Combat The alpha male in any group of blood apes begins using his growth ability on the other males at the first sign of intruders. After receiving the benefit of this power, all the males pair up to attack specific opponents. Blood apes give no warning and make no display before attacking. The alpha male uses his growth ability on himself last, then enters melee. If females and young are present, they beat a hasty retreat while the males fight. Growth (Sp): The alpha male in every group of blood apes can use this power up to eight times per day. It functions like an animal growth spell (caster level 9th). Except that it works only on adult male blood apes. The following changes apply to all subject blood apes as long as the effect of growth lasts: SZ Huge; HD 8d10+32 (76 hp); Init +1; AC 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14; Atk +15 melee (2d4+9, 2 claws) and +10 melee (2d6+4, bite); SV Fort +10, Ref +7, Will +3; Face/Reach 10 ft. by 10 ft./10 ft.; Str 29, Dex 13, Con 18; Climb +19 Improved Grab (Ex): If a blood ape hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity (grapple bonus +13 or +25 if under growth effect). If it hits with both claws, it can also rend in the same round. Once it has a hold, the blood ape has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-

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20 penalty on grapple check, but the blood ape is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. Rend (Ex): If a blood ape hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+7 points of damage (of 2d4+13 if under a growth effect, see above). Scent (Ex): A blood ape can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Blood Ape Society One-third of the noncombatants in any colony are infants and youths, and the balance are adult females. The females have the same statistics as the males, but with the growth, improved grab, and rend abilities. The young have no combat ability. The alpha male of a colony is the only one permitted to mate with the females of that group. As a colony grows larger, the younger males eventually break off and attempt to form their own colonies by stealing a few females. A male who succeeds immediately gains the growth ability, and over a period of six months he develops thee characteristic silver fur and bald head of an alpha male.

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Player’s Handout #1 (The writing is scratched, in sylvan, on a piece of bark.)

Rights To lumber Let it be known, that the Gnarley druids, protectors of the green and watchers of the forest, have come to an agreement with Jhered of Dyvers, to allow him to cut an amount of darkwood that does not exceed four standard lumber wagons. This contract binds all responsibility for the cutting and hauling to Jhered’s discretion. He must be present at all times for the cutting and hauling, and must honor the code of the forest during his stay. The rangers will be watching. (there is a unique arcane mark on the page, seemingly a signature. In addition, on the reverse side there is writing in common that seems to be a bill of sale, granting a merchant by the name of Levyn partial ownership of the contract.)