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HIc+++

A CNCN'S AFFAIK
A Cne-Kound D&D LIVINC CKYHAwK
^

HiqIIolk Keqionul Adventure
Version +


bq Andreu Puulinski






As an aspiring hero of Highfolk and the lanaess, you are asked to come to a feast of small proportions to celebrate your
deeds. A homecooked meal, a warm cozy fire, a hearty tale from an old gnome, a journey deep in the Vesve again, where
no one can hear you scream.. Recommended for Rangers of the Vesve, naturebased, and/or demihuman Pcs. or
characters levels +o.









LUNcLONS & LRAcONS, L&L, cRLYHAWK and RPcA are registered trademarks of Wizards of
the coast, Inc. IVINc cRLYHAWK is a trademark of Wizards of the coast, Inc. Scenario detail
copyright ioo+ by Wizards of the coast, Inc. A RIcH1S RLSLRVLL. 1his scenario is intended for
tournament use only and may not be reproduced without approval of the RPcA Network.
A Gnenc's A((cr Page 2
1his is an RPcA Network scenario for the Lungeons &
Lragons game. A fourhour time block has been
allocated for each round of this scenario, but the actual
playing time will be closer to three hours. 1he rest of the
time is spent in preparation before game play, and
scoring after the game. 1he 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 RPcA scenario.

Preparation
irst you should print this scenario. 1his scenario was
created to support doublesided printing, but printing it
single sided will work as well. 1here 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. 8e 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 RPcA L&L adventure we
assume that you have access to the following books. the
Iicycr's IcnJoeel, the Lungcen \cstcr's GuJc, and the
\enstcr \cnuci. We also assume that you have a set of
dice ,at least one d, do, d8, d+o, d+i, and dio), some
scrap paper, a pencil, an RPcA scoring packet, and your
sense of fun. It is also a good idea to have a way to track
movement during combat. 1his 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 LM), for the game session to be
a sanctioned RPcA 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. 1he
tag should have the player's name at the bottom, and the
character's name, race, and gender at the top. 1his makes
it easier for the players ,and the LM) to keep track of
who is playing which character.
1he players are free to use the game rules to learn
about equipment and weapons their characters are
carrying. 1hat said, you as the LM can bar the use of even
core rule books during certain times of play. or
example, the players are not free to consult the Lungeon
Master's cuide 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. 1ext 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
LM score the game. 1he RPcA has three ways to score
its games. consult your convention coordinator to
determine which method to use for this scenario.
+. Novote scoring. 1he players write their names and
RPcA numbers on the scoring packet grid. You fill
in the top of the grid. 1hat is all. No one is rated.
1his method is used for people who are just playing
for fun.
i. Partial scoring. 1he players rate the game master and
the scenario on their player voting sheet, and
provide personal information, but don't vote for
other players. 1he game master rates the scenario
and completes personal and event information, but
does not rate the players as a team or vote for
players. 1his 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 +,io
minutes for the players to briefly describe their
characters to the other players, and about ,+o
minutes for voting. 1his 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. 1his is a IVINc cRLYHAWK Adventure. As
a iving adventure, it is expected that players will
bring their own characters with them. If players do not
have a IVINc cRLYHAWK character generated, get a
copy of the current IVINc cRLYHAWK character
generation guidelines, a character sheet, and a IVINc
cRLYHAWK log sheet from your convention
coordinator or the RPcA Web site, and then have any
players without a character create one. Once all players
have a IVINc cRLYHAWK character, play can begin.
Along with the other materials that you are
assumed to have in order to run a L&L game, it is also
recommended that you have a copy of the LIVIKG
GRLxIAVK Gc:cttccr.

A Gnenc's A((cr Page 3
DTKNININC AVKAC
PAKTY LVL (APL)
8ecause players bring their own characters to IVINc
cRLYHAWK games, this adventure's challenges are
proportioned to the average character level of the Pcs
participating in the adventure. 1o determine the
Average Party evel ,AP).
+) Letermine the character level for each Pc
participating in the adventure.
i) If Pcs bring animals that have been trained
for combat ,most likely 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 following 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.
cR + i
,
+/ and +/o o o o
+
+/ and +/i o o +
+
+ + + i

i i
,
,
o
, o
,
) Sum the results of + and i, and divide by the
number of characters playing in the
adventure-round up.
) If you are running a table of six Pcs, add one
to that average.

8y following these four steps, you will have determined
the AP. 1hroughout this adventure, APs categorize
the level of challenge the Pcs will face. APs are given
in evennumbered increments. If the AP 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. 8ased on their choice, use
either the higher or the lower adjacent AP.
AP also affects the amount of experience you may
gain at the end of an adventure. If your character is
three character levels or more either higher or lower
than the AP that this adventure is played at playing at,
that character will receive only half of the experience
points awarded for the adventure. 1his simulates the
fact that either your character was not as challenged as
normal, or relied on help by higherlevel characters to
reach the objectives.

Ketc. IVINc cRLYHAWK adventures are designed for
AP i and higher. 1hree or four, or sometimes even
five +
st
level characters may find difficulty with the
challenges in a IVINc cRLYHAWK adventure. If your
group is AP + there are three things that you can do to
help even the score.
+) Attempt to create a table of six +
st
level
characters, or try to enlist higherlevel
characters to play at that table.
i) 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 dog to attack they must succeed at
a Handle Animal or charisma check ,Lc +o).
ailure indicates that the animal will not
attack that round. 1his 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.
) A group of AP + adventurers who desire an
extra hand can enlist an iconic.' 1he stats for
the +
st
level versions of 1ordek, Mialee, idda
and Jozan are given at the end of each
adventure. 1he group may pick one of these
characters to joint them on this adventure.
1he LM controls that NPc.

If you are using a ,,+ cY adventure ,campaign year +)
that uses the old 1iers, assume that the 1ier multiplied
by i is the AP suitable for that encounter.

Is it a ull Moon
Since the hazards of lycanthropy are a current part of
the IVINc cRLYHAWK campaign, it may be necessary
to determine if this adventure takes place during a full
moon. or game purposes, the full moon lasts three
days of each month. or a given scenario that does not
state the phase of the moon, roll +d+o before play
begins. On a result of +, the first day of the scenario is a
night of the full moon ,roll +d to determine where in
the sequence of three nights it falls).

Lifestyle
At the beginning of every scenario, each Pc is required
to pay upkeep costs matching the level of lifestyle they
wish to maintain. 1he lifestyles, and the effects that
each has on play, are.

Lestitute. You have no living space, and must carry all
your gear everywhere. You eat poor quality food. You
wear a peasant outfit, your only change of clothes.

Poor. You sleep in poor accommodations, and eat poor
quality food. You wear a peasant outfit, and have two
sets of clothing.

common. You have common lodgings, and eat
common quality food. You have normal clothing for
A Gnenc's A((cr Page 4
your profession ,adventuring), nothing fancy. You
probably have two or three sets of clothing.

High. You stay in good quality lodgings, and eat good
quality food. You wear anything in value up to
courtier's outfits, and generally buy a new set of
clothing every two weeks.

Luxury. You have luxurious accommodations ,twice
the cost of good accommodations), and you eat
excellent foods. You can throw a banquet for your
friends every day, and frequently do. You wear clothing
up to the value of noble's outfit, and buy a new set of
clothes every week.

ifestyles come with bonuses or penalties to
Liplomacy, Intimidate, Lisguise, and 8luff skill checks.
1hese penalties, shown below, should be applied at the
LM's discretion, and can sometimes backfire-for
example, a Pc with a poor lifestyle would not have a
penalty when talking to a beggar, but would when
talking to a city official. A Pc with a high lifestyle
should have a penalty when dealing with a group of
street thugs, where a Pc with a destitute lifestyle might
not.
LMs are encouraged to roleplay these reactions
whenever possible.

ifestyle cost Skill Modifier
Lestitute + sp i
Poor sp +
common +i gp o
High i,o gp ++
uxury ,oo gp +i


DN'S INTKCDUCTICN
1he Rangers of the Vesve are in a whole lot of trouble.
Humanoid and bandit raids in the Highvale are a large
cause of concern amongst their ranks, and the Rangers
simply do not have enough people or money to deal
with other problems that have risen. Lnter, then, the
cnomish consortium of Merchants, Moneylenders,
Miners, and cemcutters. champions of equal affairs
among all demihumans, they have taken interest in the
Rangers' plight. currently, the only beings admitted
into the Rangers of the Vesve are those of human stock
,humans and halfelves), as the Rangers have
traditionally drawn many of their men and women
from the woodsmen in the Vesve orest. 1he
consortium has a simple deal. they give the Rangers
money, as long as the Rangers allow demihumans into
their ranks. Llrenn Walthair and a council of gnomes
have been corresponding with each other for a while,
and now plan to meet personally. 1hey send off a
dispatcher, a halfelven ranger named Sarall, with a
message to Verbeeg Hill. 1hat message contains the
date of their meeting and other important information
regarding this transaction'.
1his message, however, was never to be received.
Sarall was waylaid by an encampment of humanoids
and killed. His message still remains in the camp, along
with the body of a cleric of Norebo, from the Smiling
Halls of cood ortune in Verbeeg Hill.
In the meantime, old 8odri clitterfoot, a retired
gnome ranger and good friend of several members of
the cnomish consortium, hears of Sarall's
disappearance. He is a strong advocate of including
demihumans to the Rangers' ranks, and tells the
consortium not to worry, he shall find worthy
adventurers for this cause. 1he old gnome sends out
several hundred letters to different heroes of the
lanaess, each with the promise of a good celebration
in thanks of their good work. 1he Rangers of the Vesve
send Lathgar, one of their own, to meet with all parties
and ask for assistance.
1anal Moonsteel, an elven weaponsmith, is also
another advocate of the inclusion of the demihumans
in the Rangers' ranks. He knows of 8odri's plan ,and
the heroes' journey to Quaalsten), and agrees to meet
the party after they leave. A shipment of his goods to
Quaalsten had never been received, and he hopes the
Pcs can help him in this matter. 1he same group of
humanoids that killed the cleric of Norebo and Sarall,
also stole 1anal's weapons. A sickly giant owl witnessed
the acts. Her name is Velira, and she is an old friend of
8odri's. She wishes to see her gnomish friend again, to
take care of her surviving egg before it is too late.

ADVNTUK SYNCPSIS
1he adventure begins with players receiving a note
from 8odri asking them to come to his home in
Highfolk. After receiving a hearty meal and a long tale
by the warmth of the fire, a Ranger of the Vesve
interrupts their tranquillity. He desperately needs the
help of the heroes, and after 8odri explains why he
brought the heroes here, they leave.
1hey are met by 1anal Moonsteel outside, who
asks them to look for clues on his missing wares. He
offers a reward to those he's already met.
1he heroes then journey deep into the Vesve,
where they encounter a giant owl trying to fend off
several humanoids. She tells them of what she
witnessed, and asks any naturebased hero to take care
of her egg, for she fears she will die soon.
1he heroes then wander into the humanoid camp,
where they find the mutilated body of the Ranger and
his note, the body of a cleric of Norebo ,with another
strange note), the elven weapons, and the grandson of
8odri. 1he heroes are either stealthy or must fight their
way through the small camp.
1he heroes then enter Quaalsten, where they are
thanked but told that a meeting is taking place in
Verbeeg Hill. 1hey may either give them the note here
or decide to press further.
If they decide to continue, they journey along the
Highvale and encounter a frantic woman worried about
her husband. 1hey find out about the raids and the
A Gnenc's A((cr Page 5
problems the Rangers are facing, and finally discover
what this journey was all about.
inally, they get to Verbeeg Hill and deliver the
note to the meeting held in the Smiling Halls. Here
they may deal with the body. Afterwards, they go
return to Highfolk.

Rangers of the Vesve
or more information on the Rangers of the Vesve and
their metaorganization, read Appendix I or go to the
Highfolk webpage. www.highfolk.oerth.com. Players
may be playing Ranger characters. 1his scenario counts
for an event played in the Vesve orest.

PLAYK INTKCDUCTICN
Hand out the letter that 8ordi sends the Pcs ,Player
Handout =+) before beginning the event. 1his way, a
player can choose a different character if his/her
currently selected character would never answer such a
letter. Make sure to give demihuman ,gnome, halforc,
elven, halfling) characters the postscript 8odri gives
them ,Player Handout =+a).
Now that players have chosen their characters ,or
left the table), it is time to begin.

..1ucs c ieng tnc cge, nccriy (ergettcn oy nest, uhcn
yeung 1cnerey e( IcrJoy tcnturcJ nte eur nJst. Ic ucs c
geeJ icJ, streng e( hccrt out uccl e( (icsh, cnJ thc (rcsh Jccis
e( Igh(eil stunncJ hn. 'Vhcrc crc thc tcnics te Vcc Jcs,
(ciieus`' hc'J csl hs cencnens. 1hcy'J icugh, cnJ scy shc
ucsn't lneun nuch 'reunJ thcsc crts, cnJ thct cngcrcJ hn
se nuch hc'J gct rcJ n thc (ccc ilc c tencte Jecs uhcn t gcts
tee rc. 'AnJ uhcrc crc thc uencn` 1hs iccc, t's run oy c
ncn'' Vcii, thcy teiJ hn. 1eiJ hn thct ( t ucs run ct cii,
t ueuiJ oc run oy ctcryenc. '1hs cn't eiJ FcrrenJ cnynerc,
oey. Leel creunJ.'
8ut yeung 1cnerey ucs stuooern, hc JJn't scc. Ic ucs
cccencncJ oy c yeung (eeish ittic hci(ing ncncJ \crcth
shc ucs utc thc ieelcr. 1hcrc ucs cise 8cr, c (crncr e( thc
Ightcic uth c streng sclic. AnJ thc ethcrs, out I (ergct
thcr ncncs. 1hcy tee hctc occn iest n ths eiJ ncn's
neggn. 1hc greu e( thcn, sx n cii, hcJ such grcnJ
cJtcnturcs. 1cnerey cnJ hs (rcnJs ueuiJ (ght cgcnst cti
cnJ ncrreuiy un cinest ctcry tnc. Yct ctcn theugh hc ucs
sctcJ oy hci(ings cnJ citcs cnJ ethcr serts e( 'eJJtcs', cs hc
cciicJ 'cn, hc ucs stii cs stuooern cs c Vcstrcn, cnJ-
LcJ' Arc yeu stii tciing thct stery` Len't oug thcn
uth yeur eiJ cJtcnturc stercs. It's tnc te cct. Cenc, cii.'

8odri's story is interrupted by his daughter, Lmila, who
coaxes the adventurers to sit down at her table. 8odri
stubbornly gets up and goes to the table, where dinner
awaits the Pcs.
1he table is a mediumsized table, which Lmila
claims she got just for this meeting. It is difficult for
small characters to eat, but she offers booster chairs' to
the smaller Pcs.
1he dinner is delicious. 1here are a variety of
different foods offered, including rare gnomish
delicacies and Ilymirth wine ,One of the last bottles!').
eel free to elaborate on the different kinds of food
available.
1here are three NPcs in the room. 8odri, Lmila,
and her young son igil. 8odri is quiet throughout the
meal, Lmila polite and answering questions when
asked, and igil very enthusiastic about adventurers
being in the house, asking several inane ,and not so
inane) questions about their adventures. et this
encounter last for only a few moments. 1he point to get
across is that igil really wants to join the Rangers of
the Vesve to be just like crampa' someday.

8odri, Rgre
Personality. 8odri is a quiet and insightful old gnome,
yet tends to forget details. He is pleasant to talk to, and
will regale old tales about himself if asked for a story.

8odri does not answer any questions concerning his
postscript, claiming that he has forgotten, or that the
answers lie in due time'.

Lmila, com
Personality. Lmila is the widowed daughter of 8odri.
She is a pleasant woman and a wonderful cook, but
quiet and reserved, only speaking when spoken to. She
is also very apologetic about the smallest inconsistency.

Lmila does not know anything about the Ranger
problem, just that the letters her father sent are
important.

igil, com+
Personality. igil is the epitome of boyish curiosity. He
strives to become as good as an adventurer as his
grandfather was so long ago, and asks any adventurer
he meets tons of questions.

igil only knows that these people are heroes.
1herefore, he must annoy them to no end. At one
point, he says that he wishes to be a Ranger of the
Vesve.

A pounding on the door interrupts the Pc's dinner. co
to Lncounter +.

NCCUNTK :
INTKKUPTICNS
Yeur ncci s ntcrrutcJ oy c ieuJ eunJng en thc Jeer.
8eJr stcnJs (ren hs chcr, cnJ ncncgcs te ueooic hs ucy
ccress thc reen. Ccnng thc Jeer rctccis c hci(citcn ncic,
hs sln cic cnJ shtcrng (ren thc ceiJ eutsJc. 8eJr stcs
csJc cnJ ciieus hn cntry utheut scyng c uerJ, cnJ
Lnic icts eut c gcs cnJ scurrcs cucy te (nJ c ucrn teuci.
Fgi's censtcnt yc hcs JccccscJ, hs jcu uJc ecn.
I.cn serry (er thc ntcrruten, ctcryenc.' 1hc eiJ
gnenc neJs cnJ ciescs thc Jeer, uhic Lnic ucliy rcnetcs
A Gnenc's A((cr Page 6
hs chiicetcrcJ ciecl cnJ hcnJs hn thc teuci. Icrhcs t s
ocst ( uc ge n thc ethcr reen, 8eJr.'
Ycs.' Ic ieels te cii e( yeu. Iiccsc, ny (rcnJs, cenc
uth nc.'

He waits for everyone to follow him into his bedroom.
If someone refuses to go, he asks that Lmila and igil
go into the other room instead. 8odri refuses for the
two to get involved. Once everyone is separated from
his family, 8odri speaks.

I nust ceieg:c (er ths, (er ths s strctiy ny eun c((cr,
cnJ net ny (cniy's. Lcthgcr, ths (nc icJ hcrc, s c ncnocr
e( thc Rcngcrs e( thc Vcstc, cnJ I hctc cciicJ yeu hcrc (er
sencthng nuch nerc nertcnt thcn c snic ncci cnJ c
chct. Ccn yeu (ergtc cn eiJ gnenc (er trclng yeu ilc ths`'

If/when the Pcs agree to hearing them out, Lathgar
continues.
8eJr s c geeJ (rcnJ e( eurs cnJ thc Gnensh Censertun
e( Vcroccg Iii. Ic rccenncnJcJ yeu cii te nc, cnJ teiJ nc
thct hc ueuiJ orng yeu hcrc. Fer thct, I cn grctc(ui. I thcnl
yeu. Yeu ucrc cciicJ hcrc occcusc thc Rcngcrs crc n nccJ e(
cssstcncc. Vc crc nssng cn nertcnt ncnocr e( eur
rcnls, c VeeJs Lcutcncnt. I cn n nccJ e( hcrecs te (nJ
hn, er uerJ e( uhct occcnc e( hn. Arc yeu u te such c
tcsl`'

N Why is he so important to find
Ic ucs ccrryng c tcry nertcnt netc (ren Quccistcn te
Vcroccg Iii.'

N What is a Woods ieutenant
1hcrc crc thrcc rcnls e( thc Rcngcrs. It nccns thct hc iccJs c
greu e( Rcngcrs. 8ut ths tnc, hc ucnt cienc.'

N can't the Rangers take care of themselves
Ycs, out uc hctc net hccrJ (ren hn n nerc thcn c nenth.
Rcngcrs, ( en cn nertcnt nssen, sencheu n(ern thcr
cencnens thct thcy uii oc ictc (er Juty. Is sicncc nust
nccn hc s cthcr ccturcJ, JccJ, er. sencthng uersc. Vc
nust (nJ ths eut ct encc cnJ Jcci uth t.'

N What was his name What does he look like
Is ncnc s scrcii. Ic s c hci(ci( e( creunJ (erty yccrs e(
cgc, cnJ uccrs Jccrsln iccthcr cnJ tue shert suerJs, hcs
ieng Jcrl hcr, cnJ hcs c sccr ccress hs nesc cnJ chn.
8cccusc hc ucs en cn nertcnt nssen, hc JJ net uccr hs
scsh. scrcii s tcry ccsy te cl eut oy hs sccr cnJ unceuth
Jcnccner.'

N What is the cnomish consortium What do they
have to do with anything
1hc Gnensh Censertun e( \crchcnts, \encyicnJcrs,
\ncrs, cnJ Gcncuttcrs crc (eunJ cii creunJ thc crcc, uth
ncjer ecrctens n Vcroccg Iii, Igh(eil, cnJ thc scc
UicnJs. 1hcy icnJ nency cnJ Jcci uth ousncss, thct sert e(
thng. I Je net lneu nuch coeut thcn, ner lneu uhy uc crc
cerrcsenJng uth thcn. I cn net e( hgh rcnlng n thc
Rcngcrs, cs I'n eniy c Iretccter. Aii I lneu s thct scrcii ucs
te Jcitcr thc ncsscgc te thcn n Vcroccg Iii.'

N Where in the world will we be able to find him
AJtcnturcrs hctc thcr ucys, cs Je uc. I cn surc ( uc eei
eur rcseurccs tegcthcr uc shcii (nJ sencthng. I uii tclc yeu
cieng thc reutc thct scrcii ucs te tclc. Icrhcs uc shcii (nJ
sencthng thcrc.'

8eJr sccls u. An eiJ (rcnJ e( nnc itcs n thc Vcstc.
Icr ncnc s Vcirc. I( yeu tcil te hcr, shc ncy oc coic te hci
yeu. shc ccn ccsiy set yeu.'

N Who is Velira
,8odri) shc s c geeJ (rcnJ e( nnc, out I'tc net sccn hcr (er
utc c ieng tnc. scrcii lneus thc ucy te hcr henc n thc
Vcstc, ( yeu ucnt te tcil te hcr. Vcirc hcs geeJ cycs, cnJ
ncyoc shc's sccn sencthn'. Iiccsc tst hcr cnJ csl heu shc's
occn. I ush I ceuiJ cenc uth yeu, out thcsc eiJ oencs e(
nnc cchc tee nuch.'

N How much will we get paid
I ccnnet cy yeu cnythng, out lneu thct yeu uii oc grcctiy
rcucrJcJ uhcn thc CiJ Cnc s (nciiy ushcJ eut e( thc icnJs
thct ucrc encc eurs.'

N No, really. What do we get out of this
Icrhcs I sheuiJ csl icss grccJy cJtcnturcrs, 8eJr.'
I'n serry, Lcthgcr. I nust hctc scnt thc nttcten oy
cccJcnt. \y nnJ Jecs tcnJ te ucnJcr.'

N 8odri, why can't your family know about this
It's strctiy enc gnenc's c((cr, ny eun. \y (cniy hcs
nethng te Je uth thc Rcngcrs, cnJ I ueuiJ ilc te lcc t
thct ucy.'

N When do we go
I ueuiJ rc(cr cs seen cs essoic. I shcii uct (er yeu hcrc (
yeu nccJ cny suics er nccJ te gct thngs.'

When all questions have been answered and the party
agrees to it.

1hcnl yeu, ny (rcnJs. 1hc Rcngcrs crc (erctcr n yeur
(cter.'

As the Pcs leave the room, igil scrambles away from
the door. He has been listening to every word, but
denies it. Lmila wishes the Pcs luck in whatever it is
that they are doing.

Lathgar now accompanies the party to show them
where to go.

Lathgar, male halfelf Rgr. Medium Humanoid
,elf), HL d+o+o, hp i8, Init +i`, Spd o ft., Ac +,
,touch +i, flatfooted +), Atks +/+ melee ,+do+i/+,-
io, short sword/short sword), or +, ranged ,+d8/x,
longbow), SA avored Lnemy ,orc), SQ +i Init bonus
A Gnenc's A((cr Page 7
during encounters in the Vesve, Vesve uncanny dodge
,Lex bonus to Ac), A Nc, SV ort +,, Ref +, Will +i,
Str +, Lex +, con +, Int +i, Wis +i, cha +o.
sliis cnJ Fccts. Hide +,, Knowledge ,nature) +,,
isten +,, Move Silently +,, Spot +,, Wilderness ore
+,, Weapon ocus ,short sword), Alertness.
Iesscssens. studded leather armor, short sword ,i),
longbow, quiver of io arrows.

`Ranger of the Vesve. Initiative receives a +i bonus to
Initiative rolls while in the Vesve forest. Vesve
uncanny dodge - as a rogue or barbarian's first 'level' of
uncanny dodge ,Lex bonus to Ac) ability, but only in
the Vesve.


NCCUNTK 2: YT
ANCTHK INTKKUPTICN
As yeu cxt thc nttng ucrnth thct ucs thc gnenc's henc
nte thc ceiJ untcr e( Igh(eil, yeu set cn citcn ncn
hurryng teucrJs yeu. Ic uctcs cnJ sheuts (er yeu te ste.

Pcs who played C( Litcn \clc recognize the elven man
as 1anal Moonsteel ,male high elf Lxp,), one of the
weaponsmiths that they assisted. He tries to catch up to
the Pcs in hopes that they stop to chat.

1hc ci( slJs te c ste, nccriy (ciing etcr. Ic rghts hnsci(
cnJ snics, thcn ieels etcr cii e( yeu. Ch, thcnl Cerciien'
I'tc ccught yeu n tnc.'

If anyone who's played C( Litcn \clc is in the party, he
says. It s utc c cencJcncc thct I'tc (eunJ yeu hcrc. It
ueuiJ oc cn hener te csl (er yeur cssstcncc cgcn.'

1hc truth s, I nccJ c ittic (cter. I cn n c ot e( c onJ, cnJ
nccJ yeur hci. 8ut cenc, cenc, ict's gct eut e( thc ceiJ.' Ic
ents etcr te c tctcrn cciicJ thc Vcstc's 1cnlcrJ. '1hs shcii
Je ncciy.'

He is talking about the Vesve's 1ankard, a wellknown
elven establishment. 1anal offers to buy them all drinks
if they come with him. Lathgar remains silent
throughout the whole ordeal. He knows what 1anal's
problem is that his weapons never made it to
Quaalsten and allows 1anal to explain it himself.

1hc Vcstc's 1cnlcrJ s c nerc thcn ucicenc ste te gct eut e(
thc ceiJ, cnJ sctcrci ctrens crc scctcJ creunJ c tcoic ieelng
ct cn citcn ncic JrcsscJ n oiccl. Ic s scrtng thcn Jrnls
cnJ uciiJsguscJ jocs. An cttrccttc citcn uencn s ochnJ
thc ocr, stuJyng c oeel e( crccnc ergn. 8chnJ hcr en thc
ucii s c cntng e( thc 1cnlcrJ's (erncr ocrnstrcss,
scrnJnc, uhe ucs nurJcrcJ c (cu nenths cge nccr thct
tcry set. 1hc 1cnlcrJ sccns te hctc rcgcncJ ts nernci
geeJncturcJ srts.
1cnci sts ct cn cnty tcoic cnJ cciis eut te thc uencn.
Rucnc' Gct ny (rcnJs thc ocst e( thc heusc'' 1hc uencn
ieels u (ren hcr oeel, c ot stcrticJ, cnJ netcs te gct thc
Jrnls.

N So, who were you again
Ch, ycs. Fergtc ny ncnncrs. \y ncnc s 1cnci \eenstcci,
cnJ I cn c snth e( citcn uccens. 1hcy scy I'n enc e( thc
ocst, out I Jen't ocictc thcn.' Ic unls.

N What seems to be the problem
Vcii, I ucs Jcitcrng c ucgen (uii e( ny geeJs te Quccistcn
(er thc Rcngcrs. I theught thcy ceuiJ usc senc hci n thcr
c((erts te hci rJ thc Vcstc e( thc ctis thct icguc t. It turns
eut thct thcy nctcr get thcn, cnJ ne enc lneus uhcrc thcy
ucnt. 1hs s thc sccenJ tnc uccens hctc occn steicn (ren
nc.'

N 1he second time
Auhic cge, Jurng thc 8rcu(cst (csttci yeu nust net oc
(ren creunJ hcrc senc uccens ucrc steicn (ren nc cnJ
ny orethcr, 1crci. 1hc thctcs ucrc Jccit uth, out sencenc
cisc nust cise ucnt ny uerl (er senc uresc, I gucss.

N Who is Sarindina ,the woman in the picture)
shc ucs thc hccJ ocrnstrcss e( ths iccc, cnJ shc. lncu
thngs. Acrcntiy shc ucs thc icsen octuccn thc citcn cicns
e( thc Vcstc, er se I'tc hccrJ. Cnc nght, uhcn shc nttcJ
cJtcnturcrs hcrc te Jcci c reoicn cnengst thc citcn cicns,
shc rccctcJ c Jccth thrcct. Cthcrs ucnt ths ucy cnJ thct,
cnJ tucnty er se hcrecs e( Igh(eil stcycJ ochnJ te retcct
hcr. A nghtncrc crccturc sheucJ u te csscssnctc hcr, cnJ
eniy tue e( thc tucnty cJtcnturcrs steeJ thcr greunJ te (ght
thc Jcnenthng. scrnJnc ucs liicJ, cs ucii cs enc e( hcr
tue Jc(cnJcrs. A oieeJy ncsscgc 'thct ucs thc icst tnc,
trcter' ucs (eunJ uth thc oeJcs. Anyucy, thct gri scrtng
Jrnls s enc e( hcr sstcrs.'

N What do you want us to do
I ucnt yeu te (nJ eut uhct's hccncJ te ny shncnt. Any
n(erncten yeu ccn (nJ ueuiJ oc cxtrcnciy hci(ui te thc
teun.'

N What's in it for us
I( yeu cenc occl uth ree( e( thc uccens' uhcrccoeuts, I
ccn cy yeur greu :cc geiJcn seicrs. Aise, thcrc s thct ittic
(cter thct I'tc occn nccnng te cy senc e( yeu occl.'
Vhcn yeu'rc Jenc uth yeur jeurncy, just ncct nc occl
hcrc. Vc ccn Jcci uth trcnscctens ictcr. 1hcnls''

Pcs may also wish to talk to Ruana, the Owner of the
bar, or several patrons. 1he patrons have nothing of
import to say.
Ruana ,female high elf Wiz8, rng e( nnJ
shielding) is a very easily startled and jumpy elven
woman. She does not care to speak about her sister
Sarindina, and refuses to make any comment.
1he owner ,male elf Rog8, 8luff ++,) is a more
open individual, however. He hits on any goodlucking
woman, and is smooth and sly. 1he owner never reveals
his name in any circumstance. He claims to know
A Gnenc's A((cr Page 8
nothing more than what 1anal has told them, but when
asked about Sarindina.

Ah, shc ucs enc e( ny ocst gris. se ccrng, se hcrJ uerlng,
se srtcJ. I nss hcr grcctiy. It Jecs net ncttcr te nc. 1rcter
er net, shc ucs enc e( ny eun.'


NCCUNTK 3: VLIKA
After everything has been settled, the heroes can depart
for the Vesve orest, with Lathgar in tow. 1he judge
should get marching order and watch schedule from
the Pcs at this time.

sctcrci Jcys hctc genc oy sncc yeur tcil uth 8eJr. Yeu crc
neu n thc Vcstc Fercst, henc e( ncny crccturcs, oeth geeJ
cnJ ocJ. sctcrci ight sneu ctchcs Jet thc (eicgc hcrc cnJ
thcrc. 1hc Jcys hctc csscJ unctcnt(uiiy, sctc (er c (cu run
ns uth thc counJcnt uiJi(c.
It s c (cu nerc Jcys tii uc rccch Quccistcn, ny (rcnJs,'
Lcthgcr (nciiy scys c(tcr yeur (eurth Jcy e( trctci cnJs n
Jcrlncss. Vc sheuiJ rcst (er thc nght.' As hs uerJs crc
selcn, c herroic scrccchng seunJ cencs (ren u chccJ n
thc uiJcrncss.

1he gnoll attack is fifty feet ahead. 1hirty feet up is
Velira, the giant owl mother, who is desperately trying
to protect her egg.

U chccJ n thc sneuy trccs s c strcngc sght. sctcrci gneiis
crc cttcntng te elc ct sencthng u n thc orcnchcs uth
iengsccrs. 1hc crccturc ieels te oc c icrgc orJ, cnJ t rc(uscs
te (iy cucy (ren ts cttcclcrs. 1hc orJ turns ts cycs teucrJs
yeu, cs ( iccJng (er yeur cssstcncc.

APL i ,LL ,)
cnolls ,). hp +o, ++, +i. See the \enstcr \cnuci
,pages +o,+oo), in addition to normal equipment, they
are each carrying one longspear.

APL , ,LL e)
cnolls ,o). hp 8, ,, +o, ++, +i, +. See the \enstcr
\cnuci ,pages +o,+oo), in addition to normal
equipment, they are each carrying one longspear.

APL e ,LL 8)
cnolls ,+i). hp o, ,, 8, ,, +o, ++, +i, +, +, +,, +o, +,.
See the \enstcr \cnuci ,pages +o,+oo), in addition to
normal equipment, they are each carrying one
longspear.

1reasure ,taken off the gnolls' bodies).
N i, gp
N One has a silver owl pin with the initials cc ,,o
gp)

A(tcr yeur octtic uth thc geoins, Lcthgcr rushcs etcr te thc
cing orJ, uhe hcs hetcrcJ uccliy te thc sneucetcrcJ
greunJ. shc stcnJs cn nrcsstc nnc (cct tcii, cnJ neu
cccrs te oc c icrgc eui. Ieuctcr, hcr sneuy uhtc (ccthcrs
crc neitng cnJ crc c oieeJy ncss. shc Jecs net ieel ucii.
Icrhcs nerc stcrting te senc e( yeu, shc ocgns te sccl n
Cennen.
1hcnl yeu. (er sctng nc. IcJ t net occn (er yeu,
ny chiJ. ueuiJ oc JccJ. I eniy hctc se nuch tnc ic(t
(er ths ueriJ. Iiccsc. sccl ucliy.'

Velira has been poisoned with wyvern poison, and dies
in just another minute or so ,just long enough to have
the heroes ask her a few quick questions). Anyone
making a Heal skill check ,Lc +8, Lc + with , or
more ranks of Handle Animal or Wilderness ore) can
verify this, as well as the fact that she is beyond healing
,both mundane and magical). cive the Pcs a reasonable
amount of information, but remind them that she is
dying and cannot talk long.

N Are you Velira
Ycs. I cn shc. Yeu nust oc c (rcnJ e( 8eJr's.er thc
Rcngcrs. Cniy thcy lneu uhe I cn.'

N What is wrong with you
I (ccr I hctc occn esencJ oy thc gneiis. Ltcn neu, t s
tclng thc icst e( ny strcngth te tcii yeu ths.'

N Why were those gnolls attacking you
1hcrc s c gneii ccn net tee (cr (ren hcrc. 1hcy theught
e( nc cs senc sert. I ceuiJ hctc cscccJ cnJ stcycJ citc
iengcr, out ny cgg s nerc rcceus..'

N What can you tell us about the camp / Has there
been anyone else around
1hc ccn s sctcrci heurs nerth e( hcrc. I hctc sccn thrcc
cenc creunJ ny Jencn. Cnc c Rcngcr, enc uccrng reocs
e( c rcstiy (cth, cnJ c sncii yeung oey..'

N What can you tell us about the Ranger
Ic ieelcJ ilc yeu, Lcthgcr. Ic uerc Jccrsln iccthcr cnJ
hcJ c sccr en hs (ccc... Ic ucs rcthcr ruJc. cnJ iest. I
teiJ hn net te ge (urthcr, out hc JJ net istcn te nc. I cn
gucssng thc gneiis hctc hn.'

N What can you tell us about the cleric
Ic ucs c ncc huncn uhe cciicJ hnsci( VcnticnJ, uhe
cslcJ ( hc ceuiJ hcci nc. cnJ tcilcJ c iet coeut geeJ iucl
cnJ (ertunc. Ic cslcJ nc uhcrc te (nJ Ficnc(ieucr, out I
ceuiJ net tcii hn uhcrc. 1hc huncn cicncJ te oc (ren
Vcroccg Iii.'

N What can you tell us about the young boy
Ic ucs c yeung cJtcntureus gnenc uhe rcnnJcJ nc e(
8eJr. Ic scJ hc ucs tryng te trccl hs ucy te Quccistcn,
cnJ JscccrcJ eniy c (cu heurs cge.'

Once time is up, and if there is a naturebased Pc
,particularly woodlands) in the party, Velira says.
A Gnenc's A((cr Page 9
I (cci ny Jccth Jrcung nccrcr. Iiccsc, enc e( yeu, tclc ccrc
e( ny eniy chiJ.. Is i(c JccnJs en yeu.' shc ciescs hcr
cycs, cnJ (ciis te thc greunJ. 1hc esen hcs run ts ceursc.
Vcirc s JccJ.

1reasure ,from Velira).
N ciant Owl Lgg.


NCCUNTK 4: CNCLL
CANP
1he Pcs may wish to rest near their encounter with the
giant owl, as night is already upon them. Lathgar
suggests as much, and also suggests that they remain
ever vigilant while on watch tonight. In the morning,
the heroes can trudge ahead to the encampment.
1he gnoll camp is four hours north of Velira. It is a
small camp, but blends well into the forest. 1wo tents
are what make up the camp, and there are no guards
present. 1he camp's dimensions are a simple ,o' by ,o',
covered in the foliage of the forest, the tents are in the
center. A covered pit is located in the back with the
body of Wentland.

1hc JccJ eui's uerJs ucrc truc. AhccJ e( yeu, senc enc
hunJrcJ (cct, s c sncii ciccrng. A Jyng (rc iiunnctcs thc
ncny trcc stuns rcncn, cs ucii cs tue tcnts. Ke gucrJs ccn
oc sccn, out thcrc s c sgnest u chccJ ncxt te uhct cccrs
te oc c icrgc eojcct en c stcl. sneu(iclcs uh creunJ n thc
cr, cnJ thc unJ ocgns te cl u.

A closer look, or a Spot check ,Lc io), reveals this to be
Sarall's head stuck on a javelin. 1here is no mistaking
his scars ,and if the Pcs do cast doubt, Lathgar
confirms that this is their man). 1he sign reads in
cnollish.

Kcc eut. 1hs s uhct hccns te thesc uhe Jc(y us.

1he Larger 1ent
1his tent is io' by o'. 1wo gnolls lie about in the room.
8odri's grandson, igil, is tied and gagged, sleeping in
the middle of the floor. 1here is nothing else in the
room. If the Pcs try to move in stealthily, make
opposed Move Silently/isten checks. If they ungag
igil, he shouts out excitedly, and wakes up the gnolls.
Any large amount of noise from the tent wakes up the
gnolls in the other tent.

All APL ,LL )
cnolls ,i). hp ,, +. See the \enstcr \cnuci ,pages
+o,+oo), in addition to normal equipment, they each
have one longspear.

1he Other 1ent
1he other tent is io' by io'. Several gnolls lie about on
mats, asleep, and a large pile of elven made weapons lie
in the corner of the room. 1hey all bear the maker's
symbol of 1anal Moonsteel. ,io longbows, +o
shortbows, +, longswords, and +o short swords
remain.)

APL i ,LL )
cnolls ,i). hp 8, +i. See the \enstcr \cnuci ,pages
+o,+oo), in addition to normal equipment, they each
have one longspear.

APL , ,LL ,)
cnolls ,). hp 8, +o, +i, +. See the \enstcr \cnuci
,pages +o,+oo), in addition to normal equipment, they
each have one longspear.

APL e ,LL ,)
cnolls ,8). hp 8, ,, +o, ++, +i, +, +, +,. See the
\enstcr \cnuci ,pages +o,+oo), in addition to normal
equipment, they each have one longspear.


1he Pit
Inside the pit is the mangled body of Wentland, broken
and battered after being tossed into the pit and being
used as a chewtoy. On his body is a holy symbol that
has a pair of eightsided dice. 1hose followers of
Norebo can easily make it out to be a holy symbol of
their god, while a simple Knowledge ,religion) check
,Lc +o) tells everyone else. On his body is also a note
,Player Handout =i).
Just as the heroes investigate the pit, the leader of
the band, a gnoll druid named Husul, comes back from
walking his wolf pet. Of course, his guards were
supposed to be alert and watchful for trouble, but they
took the opportunity to nap. If he spots the heroes
from the brush ,opposed Spot/Hide skills checks, add
+, to the heroes' roll, as Husul has to see them through
the forest), he hides ,Pcs looking out into the woods
for more trouble can make opposed Spot/Hide checks
to see him), and prepares his attack by casting a sunnen
ncturc's ciiy spell ,and possibly other spells). Once that
is done, he leaps out from cover with his wolf pet, yells
'Intruders!' in cnollish, and attacks ,not knowing that,
most likely, all of his other gnolls have been killed).

APL i ,LL ,)
Husul, male gnoll Lrd. cR , Mediumsize
Humanoid ,cnoll), HL ,d8++o, hp 8, Init +o, Spd io
ft., Ac +o ,touch +o, flatfooted +o), Atks +o melee
,+do+, club), SA Spells, SQ Nature sense, spells,
trackless step, woodland stride, A NL, SV ort +8, Ref
++, Will +,, Str +o, Lex +o, con +, Int +o, Wis +,, cha
++.
sliis cnJ Fccts. Animal Lmpathy +i,
concentration +, Handle Animal +i, Intuit Lirection
+, isten +o, Spot +o, Wilderness ore +o, combat
casting, Power Attack.
A Gnenc's A((cr Page 10
Iesscssens. Oak club, hide armor, large wooden
shield, pouch with +, gp and 8 sp.
sciis IrccrcJ ,//i, base Lc = +i + spell level).
o-crcctc uctcr, curc nner ueunJs, lneu Jrccten, ur(y
(eeJ cnJ Jrnl, +st-curc ight ueunJs, cntcngic, shiicicgh;
ind-ocrlsln, sunnen ncturc's ciiy II.

Volf. hp +,. See the \enstcr \cnuci ,page io).

APL i ,LL e)
Husul, male gnoll Lrd,. cR o, Mediumsize
Humanoid ,cnoll), HL ,d8++, hp ,i, Init +o, Spd io
ft., Ac +o ,touch +o, flatfooted +o), Atks +, melee
,+do+, club), SA Spells, uiJ shcc +/day, SQ Nature
sense, resist nature's lure, spells, trackless step, uiJ
shcc +/day, woodland stride, A NL, SV ort +,, Ref
++, Will +8, Str +o, Lex +o, con +, Int +o, Wis +o, cha
++.
sliis cnJ Fccts. Animal Lmpathy +,
concentration +,, Handle Animal +, Intuit Lirection
+,, isten +o, Spot +o, Wilderness ore +8, combat
casting, Iron Will, Power Attack.
Iesscssens. Oak club, hide armor, large wooden
shield, pouch with +, gp and 8 sp.
sciis IrccrcJ ,,///i), base Lc = + + spell
level). o-crcctc uctcr, curc nner ueunJs, guJcncc, lneu
Jrccten, ur(y (eeJ cnJ Jrnl, +st-curc ight ueunJs,
cntcngic, (ccrc (rc, shiicicgh; ind-ocrlsln, chii nctci,
ucr ueeJ; rd-ccii ightnng, sunnen ncturc's ciiy III.

Volf. hp +,. See the \enstcr \cnuci ,page io).

APL e ,LL 8)
Husul, male gnoll Lrd,. cR 8, Mediumsize
Humanoid ,cnoll), HL ,d8++8, hp ,o, Init +o, Spd io
ft., Ac +o ,touch +o, flatfooted +o), Atks +,/+ melee
,+do+, club), SA Spells, uiJ shcc /day, SQ Nature
sense, resist nature's lure, spells, trackless step, uiJ
shcc /day, woodland stride, A NL, SV ort ++o, Ref
+, Will +,, Str +o, Lex +o, con +, Int +o, Wis +o, cha
+i.
sliis cnJ Fccts. Animal Lmpathy +,,
concentration +o, Handle Animal +,, Intuit Lirection
+o, isten +o, Spot +o, Wilderness ore ++o, combat
casting, Iron Will, ightning Reflexes, Power Attack.
Iesscssens. Oak club, hide armor, large wooden
shield, pouch with +, gp and 8 sp.
sciis IrccrcJ ,o/,///i, base Lc = + + spell
level). o-crcctc uctcr, curc nner ueunJs, (icrc, guJcncc,
lneu Jrccten, ur(y (eeJ cnJ Jrnl, +st-curc ight
ueunJs ,x:), cntcngic, (ccrc (rc, shiicicgh; ind-ocrlsln,
chii nctci, rcsst cicncnts, ucr ueeJ; rd-ccii ightnng,
esen ,x:); th-(icnc strlc, sunnen ncturc's ciiy IV.

Volf. hp +,. See the \enstcr \cnuci ,page io).

1actics. Husul casts as many spells as possible before
entering combat. At higher tiers, he starts off by casting
ccii ightnng; once that is done, he continues casting
other defensive spells. At 1ier , he sets his rcsst
cicncnts to fire. Right before charging into combat, he
casts his sunnen ncturc's ciiy spell, to confuse the
heroes and add more combatants to his side.

1reasure on Husul's body.
N +, gp and 8 sp.

Interrogating the cnolls
All of the gnolls ,except Husul) know nothing more
than they were brought along to help Husul get
weapons. 1hey were promised good pay, and good food
if they accepted. Most of them are lazy, and attempt to
get away with whatever they can when Husul isn't
around. 1he Pcs need to communicate in cnollish to
get this information.
Husul can only speak and understand cnollish,
and the secret language of druids. He seeks only to
cleanse the forest of the weak, and leave the strong as
is done in nature. If pressed, Husul can reveal that he
has seen a dark cloaked humanoid in his dreams, the
being spoke to him, and told him that great rewards
could be had if he did what the being said to do. Husul
accepted the task, and was told that when the time was
right, the cloaked being would come for the weapons,
and give Husul his reward. A Sense Motive check ,Lc
i,) reveals that Husul is under a sort of magical
influence. No other information can be gained from
the gnolls.

Interrogating the NPcs
1he 8ody of Sarall
Pcs may want to cast sccl uth JccJ on the head of
Sarall. Remember that his body is not mostly intact, so
therefore gives only partial answers. Also remember
the saving throw should the caster's alignment be
different than his ,cN).

N Who are you
I.scrcii.'

N What happened
Lest. cienc. CeuiJ net (nJ Vcroccg. terturcJ.'

N Where is your note
In. eclct..'

N Where is the rest of your body
Len't. lneu.'

N What do you want us to do with your head
Rcngcrs. orng occl.. Cr ourn.'

1he 8ody of Ventl and
Wentland is more intact and more cooperative.

N Who are you
Ah, hciie thcrc. I cn VcnticnJ e( Kercoe.'

A Gnenc's A((cr Page 11
N Why are you here
Intcrcstng stery, thct. I ucs trctcing te Ficnc(ieucr uhcn
I sccncJ te gct c ot iest. \ct c cureus tcilng eui en thc
ucy. shc ucs utc ntcrcstng, nJccJ. 1hcn thcsc orutsh
gneiis sheucJ u, cnJ ueuiJ hctc liicJ nc rght thcrc, hcJ I
net surrcnJcrcJ. Let e( geeJ thct JJ nc, ch`'

N What do you want us to do with your body
1clc nc te thc sning Iciis e( GeeJ Fertunc n Vcroccg
Iii. 1hcy uii lneu uhct te Je.'

igil
igil is again talkative and thankful for his rescue from
such strong adventurers.

Vcii, uh, I lnJc istcncJ n uhcn yeu ucrc tciln' uth
grcns.cnJ I ucntcJ te ge en cn cJtcnturc uth yeu. se I
teel e((, cnJ sencheu get chccJ e( yeu cnJ iest. Rcciiy
cnocrrcssng, out t ucs ncct thct I nct grcns' eiJ (rcnJ'
Kctcr lncu shc ucs cn eui' shc teiJ nc net te ge eut cienc
cnJ te uct (er sencenc te gct nc, out I lnJc JJn't istcn,
cnJ teel e(( cnJ (eunJ ths ccn hcrc. AnJ. I get ccturcJ.
8ut t ucs rcciiy ncct. I ut u c struggic cnJ I (eunJ ths
rcciiy susceus netc.' 1hc yeung gnenc heiJs u c ccc e(
urnlicJ crchncnt.

1he parchment ,Player Handout =) is the note Sarall
was to deliver to Verbeeg Hill.
Lathgar suggests rushing to Quaalsten to see if the
note needs to be delivered. 1he Pcs have a choice to go
to Quaalsten, go to Verbeeg Hill, or go back to
Highfolk. 1heir mission is technically over.

NCCUNTK 5: QUAALSTN
1he journey to Quaalsten is three days away. Lathgar is
anxious to go back there, but does not offer much in
the way of conversation. He is constantly on guard for
humanoid ambushes.
1he Pcs finally arrive in Quaalsten. 1hey may visit
the temple to Lhlonna ,Hearth of the Unicorn's Heart)
or just visit the sites here ,a few inns, some homes).
Lathgar immediately excuses himself and heads
towards the Rangers headquarters, telling the Pcs to
meet them at the temple. After a few hours, he returns.

It sccns thct ths ncctng s geng e(( rcgcrJicss e( thc
Jcitcry e( ths netc.

,If there are any Rangers of the Vesve in the party).
'Yeu (ciieu Rcngcrs ncy ucnt te cenc uth nc (er ths enc.'

1hc rcst e( yeu crc ucicenc te cenc cieng ( yeu ucnt.' Fer
thc (rst tnc sncc yeu'tc nct hn, hc snics. I( yeu ucnt te
cenc, uc nust hurry te Vcroccg Iii. Vc shcii tclc thc
Ightcic reutc. I ocictc senc e( yeu ncy hctc tclcn ths
reutc oc(erc.'

He is talking about the route taken in the annual Race
of Heroes, which showed up in the first Highfolk
adventure, A Icth Lcss 1rctcicJ.
Again, he waits for everyone to stock up before they
leave.


NCCUNTK 5: FINALLY.
1he quickest and easiest way to go to Verbeeg Hill is to
take the Highvale path. It takes four days to get from
Quaalsten to Verbeeg Hill.

1hc snciis e( cci jciiy hts yeur nesc cs yeu nclc yeur ucy
teucrJs thc teun e( Vcroccg Iii. In ths teun crc ncny
gcnoing cstcoishncnts; out thc enc thct stcnJs eut cnengst
thcn cii s thc sning Iciis e( GeeJ Fertunc. Lcthgcr
rcncrls, Vc sheuiJ ge te thc sning Iciis rght cucy.
1hct s uhcrc thc ncctng s tclng iccc.'

1he Smiling Halls of cood ortune is the temple of
Norebo. Lathgar says that the meeting is private, and so
only Rangers of the Vesve should come with him. He
takes these heroes into one of the back rooms. 1he
others may ask about Wentland or gamble as they so
desire.

Returning Ventland
Asking about Wentland, the heroes get the response
that he left several days before on a mission of his own
accord. 1hey are not sure what it was about, but if the
heroes insist they shall contact them at a later date.
Wentland was a higherranking cleric in their temple,
and they are going to attempt to have him brought back
from the dead. If the heroes bring back Ventland's
body, they receive an Influence Point in the Patron's
cuild of Norebo.

cambling at the 1emple
Heroes may play a form of craps ,using two eightsided
dice).
+. Rolling a i always losses
i. Rolling a , or a +, on the first roll wins
. Rolling anything else ,not i, ,, or +,) requires you to
roll that number again before rolling a i, ,, or +, to win
. 1he shooter ,rolling the dice) can only bet for
himself and doubles his money if he wins
,. Others at the table can bet for the Shooter to win
and double their money if he does, or bet that the
shooter will lose ,betting for the house) but they only
get +.,x their money if they take this option.
o. You cannot, ever, use your own dice! 1he temple
provides all lucky dice!!!

Rangers of the Vesve
Lcthgcr iccJs yeu occl nte thc occl e( thc tcnic. A sngic
gnenc gucrJ JrcsscJ n chcn shrt neJs ct yeu cnJ stcs
csJc (ren thc Jeer. 1hc scclcr lnecls, cnJ sctcrci Lntcr's
cenc (ren nsJc.
A Gnenc's A((cr Page 12
1hc Jeer ecn, yeu neu stcnJ oc(erc c icrgc ceunci e(
gnencs cnJ c sngic huncn ncic. 1hcy crc scctcJ ct c icrgc
tcoic, cnJ crc ieelng ct Lcthgcr cxcctcntiy.
LerJ \crshcii, sr. Vc hctc (eunJ scrcii's oeJy, er uhct s
ic(t e( t, cnJ thc netc. It sccns thct hc ucs ccturcJ oy c
greu e( gneiis.'
Yeu crc utc tnciy, Rcngcrs', enc e( thc gnencs stctcs.
Cur Jcci hcs occn circcJy sgncJ uen cnJ cenciuJcJ. Vc'J
ocst oc en eur ucy.' 1hc hci( Je:cn gnencs stcnJ cnJ tclc
thcr icctc (ren thc Jeer.
Lircnn ieels ct Lcthgcr, thcn yeu. It s Jenc, scclcrs. Cur
rcnls shcii seen oc (iicJ encc cgcn.'

1he gnomes and Llrenn go out a back exit. Lathgar
excitedly tells the other Pcs what has transpired
demihumans are now allowed into the Rangers' ranks
though he still does not know what the cnomish
consortium has to do with it.
It is now time to go back to Highfolk.

CCNCLUSICN
1hc tr occl te Igh(eil s ieng out unctcnt(ui. Yeu css oy
sctcrci sncii tiicgcs cnJ hci(ing nns, nciuJng steutstun
cnJ thc VcnJcrcrs' Vcy, ocng rcouit (ren c (rc thcrc c (cu
nenths cge. Lcthgcr stii cccencncs yeu, chcttcrng cucy
coeut heu uenJcr(ui t uii oc te (nciiy hctc nerc Rcngcrs
en thcr sJc. Fgi s cise cxtrcnciy cxctcJ. Keu hs Jrccns
e( occenng ilc hs grcnJ(cthcr ccn cenc truc.

1he Pcs have two things they can do. go see 1anal at
the Vesve's 1ankard and see 8odri.

cnome Hill, Maple Leaf
At thc sght e( hcr sen, Lnic oursts nte tccrs cnJ thcnls yeu
cii re(usciy. Lcthgcr cics hs hcnJ en 8eJr's sheuiJcr. It's
Jenc. 1hc rcccs hctc occn untcJ unJcr thc Rcngcrs' ocnncr.'
8eJr sniy neJs, out unJcr hs ieng grcy occrJ yeu ccn't
hci out netcc c orecJ snic.

8odri's family is extremely grateful. Lmila offers the
heroes food and shelter whenever they need it.

Vesve's 1ankard
1anal is waiting for the heroes to arrive. He orders
another round of drinks and waits for the heroes' tale.
When he receives his weapons, or proof, he gives the
heroes their ioo gp.

1o those who possess the Fcter e( 1cnci \eenstcci ,from
the Highfolk regional scenario C( Litcn \clc).

I hctc c (rcnJ, cn cxcciicnt crnercr, uhe eucs nc c nthrci
shrt. 8cccusc yeu'tc hcicJ nc oc(erc, I ucs uenJcrng ( yeu
ucrc ntcrcstcJ n urchcsng t (ren nc. ct c Jsceunt, e(
ceursc.'

In other words.
+ favor = 1anal sells it for +ooo gp
i favors ,pooled at the table) = 1anal sells it for ,oo gp
favors ,pooled at the table) = 1anal gives it for free

Heroes can still redeem their unused favors at some
other point in time. 1his is only the second time that
favors could have been redeemed. ,1he first time was
the Rubycon III interactive, sunncr Siucs.)

Yeur ieng trcl threugh thc Vcstc hcs (nciiy cnJcJ, out nerc
ucstens hctc crscn. Vhy crc citcn uccens stii ocng
steicn` Vhct s thc rccsen (er thc ncrccsc n huncneJ
rcJs` Vhct ics n sterc (er thc Rcngcrs e( thc Vcstc, thc
Ightcic, cnJ thc 1eun e( Igh(eil tsci(` 1hc Jcy Jrcus te
cn cnJ, orngng yeu ciescr te thc cnJ e( thc nenth e(
sunscoo, cnJ thc cnJ e( ths yccr. Vhe lneus uhct ncy
cenc n thc Cennen Yccr ,,:` Cniy tnc uii tcii.

TH ND

XPKINC PCINT
SUNNAKY
1o award experience for this adventure, add up the
values for the objectives accomplished. 1hen assign the
discretionary roleplaying experience award. 1he
roleplaying award should be given for consistent
character portrayal and contribution to the fun of the
game. You can award different roleplaying amounts to
different characters.
Award the total value ,objectives plus roleplaying)
to each character.

Lncounter +
Agreeing to come with Lathgar i, xp

Lncounter i
Agreeing to help 1anal i, xp

Lncounter
Lefeating the gnolls ,o xp
1aking care of the egg i, xp

Lncounter ,
Lefeating the humanoids in the tents +oo xp
Lefeating Husul +i, xp
Interrogating Husul i, xp

Lncounter ,
8ringing back Sarall i, xp

Lncounter ,
8ringing Wentland's body back to the temple i, xp


Liscretionary roleplaying award o,o xp

Maximum possible XP award. ,,, xp


A Gnenc's A((cr Page 13
TKASUK SUNNAKY
Note that any magical or special items that do not have
certificates cannot be obtained in the scenario. 1he
following treasure could be obtained in the scenario.
N ciant Owl Lgg from Velira in Lncounter .
ciant Owl's Lgg ,+o lb., ,oo gp). Velira, an ailing
giant owl that lives in the Vesve orest, has asked
you to take care of her egg before she died. 1he egg
is not like normal giant owl eggs, and is dull and
deformed rather than shiny and perfect. You, as its
caretaker, must decide what to do with Velira's
remaining egg. Merchants will not take the egg for
full value ,i,oo gp), but will buy it for i,o gp. If
decided that you want to hatch the egg, you must
make a Knowledge ,nature), Heal, or Handle
Animal check ,Lc +o) at the beginning of each
scenario you play and have the LM record the
results on the space provided below. If you fail at
one check, the egg is ruined. If you play an outof
region scenario, you may either make a donation
of ,, gp to the Helping Hands of Lhlonna to take
care of the egg while you are away or bring it with
you ,though they advise against it). Alternatively,
if you do not wish to make the checks or do not
have one or more of the skills, you may donate
money to the Helping Hands in the form of i, gp
for each skill check needed. Unless a fellow Pc is
in the same adventuring company ,a Highfolk
metaorganization) as your character, no other
characters may make the checks for you. If traded,
the trade must be noted on the next available line
along with ,, gp to the Helping Hands for proper
transfer, and the new owner must continue the
egg's care. All results/actions must be recorded on
the space. Alternatively, you may spend i 1ime
Units and pay ioo gp, and the egg is hatched. After
twenty scenarios ,not rounds) or after the 1ime
Unit expenditure, turn the cert in to the Highfolk
1riad.

N Influence Points ,Lncounter ,).
or delivering the note to the meeting in Verbeeg
Hill. One Influence Point in the cnomish
consortium of Merchants, Moneylenders, Miners,
and cemcutters.
or delivering the body of Wentland to the
temple. One Influence Point in the Patron's cuild
of Norebo.

N Mithral shirt from 1anal in conclusion.
Mithral shirt ,Value ++oo gp, 1radable No, Rarity
Unusual, Weight +o lbs.). 1his greentinted
mithral shirt was given to you by 1anal Moonsteel
for your aid to him. It is custommade only to fit
you.

A Gnenc's A((cr Page 14

HANDCUT

Deaiesl __________,

I knov llal you do nol knov ne, lul voids spiead aloul youi deeds
saving lle Ilanaess. I visl only lo congialulale you on youi effoils in llis
nassive sliuggle. Ilease cone lo ny addiess in lle lovn of Higlfolk,
Cnone Hill of Maple Ieaf Slieel, al lle dale of Sunsell 15, 591. Seveial
ollei advenluieis lave also leen inviled. I undeisland if you do nol visl
lo allend. Ilease do so al youi convenience. Il vill give an old gnone nucl
pleasuie.
Sinceiely,
Bodii Clitteifoot of Highfolk


A Gnenc's A((cr Page 15
HANDCUT A
,In yeur ncttc icngucgc gnenc, citcn, hci(ing, er erc).

It is of the gieatest impoitance that you attend. - Bodii
A Gnenc's A((cr Page 16
HANDCUT 2
1his is a scrap of paper with scribbles written in common.

|:.. (: .. \...
(: S..c.. :-.:... ,.. . c. .: . ....,
(: !.,:,
(: |c. ,.... .c..:,
(: (.c.:
(: \:-,.. ..,.
(: |:.:,. .,.::, .. ,.

(... .. .. c.. c...,.c |...,.c c, ..

A Gnenc's A((cr Page 17
HANDCUT 3
Mcnlcrs of iIc Consoriiun,

I Iavc gonc ovcr your roosals. TIc daic sIall lc iIc 22
nd
of
Sunscll in iIc Sniling Halls. Wc sIall go ovcr dciails iIcrc.
Uniil iIcn,
Elrcnn WaliIair, Lord MarsIall

A Gnenc's A((cr Page 18
APPNDIX: KANCKS CF TH VSV

1he Rangers of the Vesve are a group of rangers and their allies that are dedicated to protecting the Vesve orest from
evil in any form. 1he Rangers have held watch over the Vesve since humans first ventured into the forest. 1hey now
guard all human settlements against the threat of humanoid bands and Iuz's forces. 1he recent threat of Iuz has had the
Rangers fighting alongside the Knights of the High orest, the 8lood Owls, and other organizations that have allied
themselves against Iuz.
1he Rangers themselves are men ,and women) of action, preferring active courses of resolution to long debates.
Many of the Rangers are very rustic folk, who have chosen the wilderness life over that of the city of Highfolk. 1he
organization numbers approximately ioo woodland warriors, all devoted to expelling Iuz from the forest. 1heir base of
operations is Quaalsten, in the Heartland of the Vesve orest.
1he Rangers are not very organized, and they prefer to operate alone or in small groups. 1hey do have a very simple
rank structure. those without leadership ,or operating alone) are called Protectors ,or simply the title 'Ranger' added
before their first name), leaders of small groups 'in the field' are known as Woods ieutenants ,or they add 'Seeker' to
their first name), and those that help coordinate matters with the ord Marshal in Quaalsten are called orest captains
,or '1racker' before their name). 1heir formal titles are often appended with 'of the Vesve', so that Kirila ayften
becomes Kirila ayften, Woods ieutenant of the Vesve, or informally, Seeker Kirila. 1he ord Marshal is elected from
the ranks of either the Woods ieutenants or the orest captains, and commonly oversees all matters that are concerns
of the Rangers.
Quaalsten is the base of operations, and it is the place where the Rangers will go to exchange information and return
with reports from scouting missions. Here, in Quaalsten, also lies the personal residence of the ord Marshal of the
Vesve, Llrenn Walthair.



NLISTINC TH ICCNIC
1ordek, male dwarf tr+. cR +, Mediumsize humanoid ,dwarf), HL +d+o+, hp +, nit ++, Spd +, ft., Ac
+, ,touch ++, flatfooted +o), Atks + melee ,+d+o+i/x, dwarven waraxe), or +i ranged ,+do/x, shortbow), SQ
Lwarven traits, AL LN, SV ort +,, Ref ++, Will ++, Str +,, Lex +, con +o, nt +o, Wis +i, cha o.
sliis cnJ Fccts. climb +o, Jump +o, Lxotic Weapon Proficiency ,dwarven waraxe), Weapon ocus ,dwarven
waraxe).
Iesscssens. 1raveler's outfit, scale mail, large wooden shield, dwarven waraxe, shortbow, quiver with io
arrows, backpack with waterskin, + day trail rations, bedroll, sack and flint and steel.

Mialee, female elf Viz+. cR +, Mediumsize humanoid ,elf), HL +d+, hp ,, nit +, Spd o ft., Ac +
,touch +, flatfooted +o), Atks +o melee ,+do, quarterstaff), or -o melee ,+do, quarterstaff) and -+o melee ,+do,
quarterstaff), or + ranged ,+do/x, shortbow), SQ Llven traits, AL N, SV ort +o, Ref +, Will +, Str +o, Lex
+o, con +o, nt +,, Wis +, cha 8.
sliis cnJ Fccts. concentration +, Knowledge ,arcane) +o, Listen +, Search +o, Spellcraft +o, Spot +,
Scribe Scroll ,virtual), 1oughness.
sciis IrccrcJ ,/i, base Lc = +i + spell level). o-Jc:c, rcy e( (rest, rccJ ncgc, +
st
-ncgc crner, sicc.
sciioeel. o-all of them, +
st
-chcrn crsen, ncgc crner, ncgc nssic, sicc, sunnen nenstcr I.
Iesscssens. 1raveler's outfit, quarterstaff, shortbow, quiver of io arrows, backpack with waterskin, + day trail
rations, bedroll, sack, flint and steel, +o candles, map case, pages parchment, ink and pen, spell pouch,
spellbook.

Lidda, female halfling Rog+. cR +, Small humanoid ,halfling), HL +do++, hp ,, nit +,, Spd io ft., Ac +o
,touch +, flatfooted +), Atks ++ melee ,+do/+,io, short sword) or + ranged ,+d8/+,io, light crossbow), or
++ melee ,+d/+,io, dagger) or +, ranged ,+d/+,io, dagger), SA Sneak attack ++do, SQ Halfling traits, AL
cc, SV ort +i, Ref +o, Will ++, Str +o, Lex +,, con +, nt +, Wis +o, cha 8.
sliis cnJ Fccts. climb +o, Lisable Levice +o, cather nformation ++, Hide +++, Jump +o, Listen +o, Move
Silently +,, Open Locks +,, Search +o, Spot +, 1umble +,, Use Magic Levice ++, mproved nitiative.
Iesscssens. Lxplorer's outfit, leather armor, shortsword, light crossbow, +o crossbow bolts, dagger, 8ackpack
with waterskin, + day trail rations, bedroll, sack, flint and steel, theives' tools hooded lantern, pints of lantern
oil.

Jozan, male human clr+. cR +, Mediumsize humanoid ,human), HL +d8+i, hp +o, nit -+, Spd io ft., Ac
+, ,touch ,, flatfooted +,), Atk ++ melee ,+d8++, heavy mace), or -+ ranged ,+d8/+,io, light crossbow), SA
1urn Undead /day ido+i, AL Nc, SV ort +, Ref -+, Will +, Str +i, Lex 8, con +, nt +o, Wis +,, cha +.
sliis cnJ Fccts. concentration +o, Heal +o, Listen +, Knowledge ,religion) +o, Spellcraft +, Spot +,
Alertness, Scribe Scroll.
sciis IrccrcJ ,/i++, base Lc +i + spell level), o-Jctcct esen, guJcncc, rccJ ncgc, +
st
-oicss, retccten
(ren cti`, shciJ e( (cth.
` Lomain spell, Lcty. Pelor, Lencns. cood ,good spells cast at ++ caster level) and Healing ,healing spells
cast at ++ caster level).
Iesscssens. cleric's vestments, scale mail, large wooden shield, heavy mace, light crossbow, +o crossbow
bolts, backpack with waterskin, + day of trail rations, bedroll, sack, flint and steel, wooden holy symbol ,sun
disk of Pelor), torches.

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