TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
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  DYVIntro5-03 
    
   
   
   
   
   
   
   
  Nature’s Child 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Dyvers Introductory Adventure 
  Version 1.0 
  Round 1 
  by Eddie Montague Jr. 
  Triad Edit: Michael Mockus 
   
   
  An ally from the Gnarley Forest has asked for the temple of Obad-hai’s blessing upon his child, and they need someone 
  to chaperone the child from the forest back to the temple.  A short trip through the Gnarley to escort the child to Obad-
  hai’s temple can’t be too difficult for a group of adventurers can it?  A Dyvers introductory adventure for 1st-level 
  characters.    
   
   
   
  
  DYVIntro5-03 Nature’s Child 
   
  Page 2 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an RPGA 
  even from the RPGA website, or you received it from your 
  senior gamemaster. To play this adventure as part of the 
  LIVING GREYHAWK campaign------a worldwide, ongoing 
  D&D campaign set in the GREYHAWK setting------you must 
  sanction it as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a group of 
  friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL gamemaster. The person who sanctions the 
  event is called the senior gamemaster, and is in charge of 
  making sure the event is sanctioned before play, runs 
  smoothly on the date sanctioned, and then reported back to 
  the RPGA in a timely manner. The person who runs the 
  game is called the table DM (or usually just DM). 
  Sometimes (and almost all the time in the cases of home 
  events) the senior gamemaster is also the table DM. You 
  don’t have to be a HERALD-LEVEL GM to run this adventure 
  if you are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First it is an official game, 
  and you can use the AR to advance your LIVING GREYHAWK 
  character. Second player and DMs gain rewards for 
  sanctioned RPGA play if they are members of the 
  DUNGEONS & DRAGONS REWARDS program. Playing this 
  adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play on 
  December 31, 2006.  
   
  To learn more about the LIVING GREYHAWK character 
  creation and development, RPGA event sanctioning, and 
  DUNGEONS & DRAGONS REWARDS, visit the RPGA website 
  at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop reading 
  now. The rest of the information in this adventure is for the 
  DM only. If you read farther than this section, you’ll know 
  too much about its challenges, which kills the fun. Also, if 
  you’re playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point makes you 
  ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D books: Player’s Handbook, Dungeon 
  Master’s Guide, and the Monster Manual.  
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated form 
  in the adventure text. Full information on NPCs and 
  monsters are given in Appendix 1.  
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this adventure as 
  part of an RPGA-sanctioned event, complete and turn in 
  this sheet to your senior GM directly after play. You’ll also 
  find a LIVING GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS OF 
  PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of the 
  PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for combat 
  (most likely dogs trained for war), other than those 
  brought by virtue of a class ability (such as animal 
  companions, familiars paladin’s mounts) or the 
  warhorse of a character with the Mounted Combat 
  feat, use the sidebar chart to determine the number of 
  levels you add to the sum of step one. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with different CRs are added separately.  
  3. 
  Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. Round 
  up to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs 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 and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher or 
  lower than the APL at which this adventure is being played, 
  that character receives only one-half of the experience 
  points and gold for the adventure. This simulates the fact 
  that either the PC was not challenged as much as normal or 
  relied on help by higher-level characters to reach the 
  objectives. 
  
  DYVIntro5-03 Nature’s Child 
   
  Page 3 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may not 
  play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 2 
  and higher. Four or five 1
  st-level characters may find the 
  challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances of 
  success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  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 Time Unit. 
  Rich Upkeep costs 50gp per Time Unit.  Luxury Upkeep 
  costs 100gp per Time Unit. 
   
  Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. Characters that fail to 
  pay at least Standard Upkeep will retain temporary ability 
  damage until the next adventure, must buy new spell 
  component pouches and healer’s kits, and may suffer other 
  in-game penalties (or possibly gain in-game benefits) as 
  may be detailed in this scenario. 
   
  A character who does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild.  If the character possesses four or more 
  ranks in the Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability damage as 
  if he or she paid for Standard Upkeep, may refill spell 
  component pouches and healer’s kits, and may restock up 
  to 20 arrows or bolts if the character has at least four ranks 
  in Craft (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  Time Units and Upkeep 
  This is a standard one-round Regional adventure, set in 
  Dyvers. Characters native to Dyvers pay one Time Unit per 
  round, all others pay two Time Units per round. 
  Adventurer’s Standard Upkeep costs 12 gp per Time Unit. 
  Rich Upkeep costs 50 gp per Time Unit. Luxury Upkeep 
  costs 100 gp per Time Unit. 
   
  Adventure Background 
  Events in this adventure take place during Goodmonth CY 
  595 (late summer).  This is prior to the invasion of 
  Admundfort (DYVI5-05 Old Debts of Old Wicked) and 
  DYV5-05 Riposte. 
   
  Adventure Summary  
  The players begin in The Free City of Dyvers, at the 
  Feathery Owl Inn, where they overhear some clerics 
  talking about a mission. The clerics are looking for 
  someone to complete this mission for them.  After 
  receiving the mission from the Temple of Obad-Hai, the 
  players are sent to a Gnarley ranger to locate the Oakfather 
  to receive an acorn to be blessed.  They players are attacked 
  on the way to the meeting by a band of needlefolk.  After 
  surviving that, they meet the ranger and learn a little about 
  the Gnarley Forest. They stumble across a carcass in the 
  forest and the scavengers feasting upon the corpse. The 
  players then travel to the Fern Grove to meet with the 
  Oakfather and retrieve the acorn for the blessing. As they 
  return to Dyvers, they are stopped by a few orcs demanding 
  they either destroy or hand over the acorn.  When the party 
  defeats this last obstacle, they are free to return to Dyvers 
  and collect their reward. 
   
  Encounter 1---Welcome to Dyvers: The party finds 
  themselves in Dyvers at the Feathery Owl Inn.  They 
  overhear two modest clerics, Franz and Jolie, talking about 
  a mission a their superior, Brother Garik Greenleaf, is 
  preparing to send them on. When they see the party 
  listening in, they ask the party to meet them back at the 
  temple of Obad-hai.  
   
  Encounter 2--- Temple of Obad-Hai: The party is 
  introduced to Garik GreenLeaf who tells them he would 
  like the party to chaperone a child from a treant in the 
  Gnarley back to Dyvers.  The treant has asked that the child 
  be blessed by Obad-Hai. After agreeing to the mission, the 
  cleric directs the party to meet a ranger named Asa in the 
  Gnarley forest who can help them find the treant. 
   
   
  Encounter 3--- Needlefolk Attack: The party is attacked 
  by needlefolk while traveling in the Gnarley forest. 
   
  Encounter 4--- Gnarley Ranger: Asa directs the party to 
  the Fern Grove where they can meet the Oakfather. She 
  also informs them of a missing Ranger patrol. She gives a 
  lesson about the Gnarley Rangers and then points the party 
  in the right direction. 
   
  Encounter 5--- Flesh Feast 
  The remains of a skirmish between orcs and the missing 
  patrol are here. There are several orc bodies and a few 
  rangers and animal companions here. Beetles are feasting 
  on the corpses and attack the party if disturbed.  
   
  
  DYVIntro5-03 Nature’s Child 
   
  Page 4 
  Encounter 6---Meeting with the Oakfather 
  The PCs get to meet the Oakfather and collect his “child”. 
  . 
  Encounter 7--- Divine Intervention 
  Grummsh has spoken to his children and sent a band of 
  warriors to retrieve and destroy the boon of the characters.  
  They must overcome this last hurdle on their way back to 
  Dyvers. 
   
  Encounter 8---Back to the Temple 
   
  The party returns the acorn to the temple and is told 
  how the acorn will grow into a treant.  The party is 
  rewarded, thanked, and sent on their way. 
  
  DYVIntro5-03 Nature’s Child 
   
  Page 5 
  Introduction 
  You step off the barge onto the teeming docks of 
  Dyvers. Your last errand completed, you now have some 
  free time to visit the Great City of Dyvers itself.  The 
  Veth on the ship offered to sell you a protective charm, 
  which some consider a wise investment and some 
  consider a fool's bargain.  The trip on the Nyr Dyv was 
  pleasant and by riding the Rhennee barge, you saved a 
  couple wheatsheaves.  But you get many strange looks 
  as you merge into the crowd leading away from the 
  busy docks. 
   
  You notice many armed warriors and mercenaries from 
  far off lands as you walk through the city.  Rumors of 
  war and invasion abound.  Dyvers appears to be arming 
  itself for a battle, but against who?  The dust and heat of 
  the packed town is oppressive;, you start to look for a 
  cool place to rest. 
   
  If the PCs inquire where the mercenaries are from, a 
  Knowledge (local: Iuz’s Border States) check (DC 14) or a 
  Knowledge (local: Velverdyva, Tuflik, Fals Trade Route) 
  check (DC 24) recognizes them as Perrenlanders. If they 
  exceed the check by 5 or more, they are recognized as Pax 
  Mercuri, a Perrenland mercenary company. They will not 
  speak as to why they are in the city. 
   
  Encounter 1: 
  Welcome to Dyvers 
  Lunch time has arrived in Dyvers, and you find yourself 
  being served at the Feathery Owl inn.  A platter of some 
  kind of meat is offered along with a helping of bread.  
  You may order something to wash it down or just sit 
  back and watch the crowd filter in.  Looking around the 
  inn you see a lot of people in robes and few people in 
  armor.  There are also a large number of  small animals 
  about.  Members of the sorcerer’s guild dine here 
  between training sessions and are allowed to bring in 
  their familiars.  You are seated at a long bench with 
  several other out-of-place-looking people. 
   
  The party has a chance to introduce themselves to each 
  other at this point. 
   
  Any player who makes a Listen check (DC 10) can overhear 
  the entire conversation from a nearby table.  If nobody 
  makes the Listen check, skip to the last paragraph below 
  and modify it as you see fit. 
   
  Behind you at a smaller table, a pair of humans sit, and 
  you overhear them say: 
   
  “Jolie, brother Greenleaf is getting quite anxious to 
  complete the blessing.  I know one of us will be asked 
  to go get the child, but I don’t want to leave Dyvers just 
  now.  Sister Hilo and I have just about finished training 
  that owlbear, and if I leave now she will take all the 
  credit for taming him.  I just don’t want to leave.” The 
  man downs a large portion of his ale and sits back.   
   
  The woman speaks, “I know, Franz. I don’t want to go 
  either.  Hugh just started to show me how to make 
  healing potions, and I don’t want to leave. Besides, 
  Hugh is rather comely, and I think he may feel the 
  same about me.  I did convince Greenleaf to let 
  someone else go fetch the stupid child, but he said they 
  must leave today if the child will be back in time for the 
  ceremony.  Where will we find someone to go?” 
   
  Franz, sits up and says to Jolie, "I think I found the 
  perfect group of people.  He then looks past Jolie at 
  your table and says,  “I noticed you listening to our 
  conversation, and I’d be grateful if you would help us 
  out.  Our, umm, sacred duties at the temple prevent us 
  from performing another task assigned to us by one of 
  our senior brothers.  If you would come back to our 
  temple, I’m sure we could arrange a fair offer for your 
  services?” 
   
  Franz and Jolie are two initiates of Obad-Hai and have their 
  own reasons for not wanting to leave Dyvers right now.  
  They would like the party to travel back to the Temple of 
  Obad-Hai and run an errand for Brother Garik Greenleaf.  
  They won’t give out the details of the errand and will want 
  the adventurers to actually talk to Garik to get the details.  
   
  They will promise at least a small gold reward (25 gp per 
  PC) from the temple if the adventurers ask.  They would 
  have to ask Garik for a final total of gold, but they inform 
  the adventurers that they would have to discuss with Garik 
  any larger amount.   
   
  Should the PCs agree read the following, otherwise the 
  adventure ends here. 
   
  “The temple of Obad-Hai is just a short walk south of 
  the city. If you exit the south gate it will be easy to find. 
  I must go back and speak with brother Greenleaf. We 
  will meet you there shortly.”  
   
   
  
  DYVIntro5-03 Nature’s Child 
   
  Page 6 
   
   Encounter 2: 
  The Temple of Obad-Hai 
   
  You exit the south gate from Dyvers and travel a short 
  distance to a grove which must be where the temple is 
  located. Bordered on one side by the Flint Creek and a 
  short hike off the road, you find the temple of Obad-
  Hai surrounded by the towering trees of various types 
  and sizes.  Wildlife is abundant here and you feel many 
  eyes upon you. As you approach the temple, the male 
  cleric you met back at the Feathery Owl Inn comes out 
  to greet you. “Welcome in the Name of the Shalm. 
  Thank you for responding to our request.  Come, let me 
  show you in to see senior brother Greenleaf. It is his 
  mission that requires your help.”    
   
  When the players reach the temple, Franz comes out of the 
  temple to greet them and ushers them into a courtyard to 
  meet Garik Greenleaf, cleric of Obad-Hai.  Garik provides 
  the following information: 
   
   
  He has been requested to bless the child of the 
  Oakfather, an ally of the temple in the Gnarley forest.  The 
  Oakfather is a treant living in the Gnarley.  He would like 
  the party to enter the Gnarley and escort the child back to 
  the temple of Obad-Hai.  The temple will bless the child 
  and then return him to his father. 
   
   
   
  Garik is busy setting up the ceremony, and has no time 
  to go retrieve the child.   
    
   
  While Garik does not know the location of the 
  Oakfather, he tells the players how to find Asa Thornbrair. 
  Since the Oakfather has no permanent residence, Asa, a 
  Gnarley ranger, should know how to find the Oakfather. 
  . Asa is at the Gilded Acorn Inn in Corustaith, deep within 
  the Gnarley Forest. 
   
   
  Garik also offers 75 gp per PC (450 gp max) to the party 
  and the gratitude of the Temple for this small task.  If the 
  players make a successful  Diplomacy check for more help, 
  Garik helps them in the following ways: 
   
  • 
  DC 14: He gives the party a potion of cure 
  light wounds. 
   
  • 
  DC 18: He gives the party a 25-gp bonus each. 
   
  • 
  DC 22: He gives the party another potion of 
  cure light wounds. 
  The items will be provided up front. The gold is payable 
  half now, half upon their return. 
   
  The Diplomacy checks are cumulative, and the party 
  receives everything for the highest Diplomacy check and 
  the items for each DC below it. 
    
   
  Garik Greenleaf is an 8
  th-level Neutral Cleric of Obad-
  Hai.  Garik is busy setting up the ceremony and has no time 
  to chat.  He is short with the characters as he has taken too 
  much time out of his schedule to talk with them already. 
   
   
  If the party does not accept the terms of Garik at this 
  point the adventure is over. 
   
  Garik hands you an oaken holy symbol of Obad-Hai and 
  speaks, “Present his symbol to the Oak Father, and he 
  will bring forth his child for you to guide back to our 
  temple.  The child should be returned back here in no 
  more than fifteen moons.” 
   
  Corusaith can easily be found without any need for 
  Survival checks as the Gnarley Road leads there by way of 
  Beltander. It is a 110 mile trek each way, so the party 
  should have plenty of time should they not daudle. If 
  anyone is slowed to a base movement of 15 feet, they will 
  not be able to make it in time. You should refer to the 
  Movement and Distance table (DMG p162). 
   
  Encounter 3: 
  Needlefolk Attack 
   
  Your travels finally find you walking through the 
  Gnarley forest which is not entirely unpleasant.  The 
  weather is mild, and following the twisting dirt road to 
  Corustaith has provided no hazards, yet…  Occasionally 
  wagons of the Dyvers Lumberjack Guild pass you, but 
  mostly you have the road to yourselves.  The day passes 
  away, and setting up camp tonight would be a good 
  idea.    
   
   
  The players have picked up a follower in the form of a 
  needlefolk.  The needlefolk attack the party when it feels 
  the time is best. It has lowlight vision so it would attack in 
  the evening as they make camp or early in the morning 
  where it can use its lowlight vision to full advantage.  
  Needlefolk hate elves, so it attacks any elven party 
  members before any other choice.   
   
  For a map, either have the characters set up a campsite off 
  to one side of the road or, if you have the attack happen 
  while they are traveling, use a winding 15-foot-wide road 
  with trees and shrubs on both sides. 
   
  
  DYVIntro5-03 Nature’s Child 
   
  Page 7 
  Tactics:    With it’s hide bonus it tries to attack from 
  ambush The needlefolk prefers to attack with its ranged 
  needle attack, not resorting to melee unless it is attacked in 
  melee.   
   
  Upon spotting the creature, a Knowledge (Nature) check 
  reveals the following information: 
   
  • 
  DC 12:  Needlefolk hate Elves. 
   
  • 
  DC 17:  They are immune to sleep, stunning, 
  paralysis, poison, and critical hits. 
   
  • 
  DC 22: They have a ranged attack where they can 
  spray needles from their body at their opponents 
   
  APL 2 (EL 4) 
  Needlefolk(2): hp 16; see Appendix One 
   
  Treasure:  
  APL 2 – L: 0 gp, C: 0 gp, M: 0 gp 
   
  Encounter 4: 
  Gnarley Ranger 
   
    This woodland village fills a natural clearing, 
  comprising some 40 wooden cabins and huts inside a 
  palisade wall. A small stream wanders through the 
  village powering a mill and suppling fresh water to the 
  population.  The only Inn in town seems to be the 
  Gilded Acorn.  There are only a few shops scattered 
  around this small town, but traveling supplies can be 
  readily found. 
   
  DC 10: Knowledge (VTF) reveals the following about 
  Corustaith : 
   
  • 
  The community of  woodsmen is effectively ruled 
  by Parsimmon Turmercan, a high-level Ranger 
  Knight of the Gnarley. 
   
  • 
  Corustaith is the place where rangers, woodsmen 
  of renown, swanmays and agents of good know 
  how to meet discreetly and among good 
  fellowship. Brownies prowl the fringes, so none 
  approaches unknown. Likewise, an old mated pair 
  of talking owls spies from the trees around the 
  village. Those who come unbidden receive food 
  and shelter, but are treated coolly unless they are 
  acting in the service of good. 
   
  When the party enters the inn Asa waves them over and 
  invites them to have a meal with her.   Though the 
  characters mission is important, the current orcish 
  situation prevents her from accompanying them or 
  completing their task for them. 
   
  “Hello visitors to Corustaith. My forest friends have 
  told me to expect guests. So what brings you to our 
  humble village this day?” 
   
  Asa relates the following information to the party: 
   
  • 
  The Oakfather is located north of Corustaith  
  towards the Fern Grove, several hours walk 
  from Corustaith.  This location is easily 
  found, and is often a peaceful retreat for the 
  Oakfather. 
   
  • 
  There are rumors of orcs about in the forest, 
  and the rangers are finding it difficult to 
  exterminate them. 
   
  • 
  There is an overdue Ranger patrol out in the 
  forest, and she wants to know if the party has 
  seen them or has any information about 
  them.  She requests the party pass on any 
  information to Brother Garik back in Dyvers 
  upon their return. 
   
   
  She also relays the following information about the Gnarley 
  Rangers: 
   
   
  The rangers of the Gnarley are some 200 strong, most of 
  them born woodsmen, with a few half-elves among them. 
  The group has become more cohesive during the Greyhawk 
  Wars, and no few of them fought in Furyondy as 
  volunteers. Tales of that war leave them in little doubt of 
  the threat evil presents.  
   
  The group is democratic and has no leaders who issue 
  orders or directives, but there are seven Ranger Knights 
  who meet at Corustaith every two or three months to share 
  information at the Gilded Acorn there. Each Knight has his 
  own following of younger rangers who swear a personal 
  allegiance to him. In return, each Knight undertakes to 
  train the younger rangers as needed, and holds an annual 
  feast for all his juniors each Brewfest. The oath is not very 
  restrictive, involving promises to protect the integrity of 
  the forest, to help good folk in need, and to revere a Power 
  of Good (usually Ehlonna).  
   
  
  DYVIntro5-03 Nature’s Child 
   
  Page 8 
  Ranger Knights do not have formal delineations of 
  terrirtory or spheres of control, although each has a 
  particular area (which may overlap with others) where he 
  has good friends and expends most of his protective efforts.  
   
  The rangers strive to bring good folk together. They have 
  very warm relations with gnomes, most woodsmen, and 
  with the swanmays and werebears of the Gnarley. They are 
  very cautious in dealings with elves; they are respectful to 
  them but do not trust them. Cool politeness is the order of 
  the day.  
   
  The Gnarley Rangers are concerned with the forest's 
  welfare, not with politics, and they do not care about the 
  squabbles of Dyvers and Greyhawk over territory. They 
  would like to see Celene's influence diminish, but they 
  don't regard the Free City as exactly a bastion of 
  righteousness and morality. However, they are glad to see 
  the militia helping to protect woodsmen, and individual 
  friendships between rangers and militia leaders have begin 
  to blossom.  
   
   
  Encounter 5: 
  Flesh Feast 
  Traveling north to Fern Grove is a rather short trip,  
  The forest thickens out the closer you get to the grove, 
  yet somehow light manages to reach the ground  As you 
  approach the grove the buzzing of insects and the cry of 
  carrion birds fill the air.  The stench of something quite 
  dead fills your nose. 
   
  A battle has taken place here. There are corpses strewn 
  about the ground. Searching the ,area the party sees a wide 
  mix of races amongst the corpses: human, elvish, gnome, 
  and many orcs.  Insects, birds, and some other scavengers 
  are picking at the remains. This is the remains of the 
  missing ranger patrol, and their orc opponents.  
   
  If the party takes its time and approaches cautiously let 
  them make a spot check. 
   
  DC 17: Spot and the party sees the below: 
   
  • 
  Most of the corpses have been chewed upon, and 
  are covered with flies, some have birds and other 
  carrion creatures picking at them, others are 
  missing whole chunks of flesh.  You notice a few 
  corpses are jerking about in a most un-natural 
  way. 
   
  Otherwise 
   
  If the party does not move cautiously, and instead just 
  moves into the battlefield, give the insects a surprise round. 
   
  Either way the party is going to be attacked by: 
   
  APL 2 (EL 4) 
  Giant Bombardier Beetle: hp 13; see Monster Manual 
  page 284. 
  Giant Fire Beetle(6): hp 4; see Monster Manual page 
  285. 
   
  For the layout of the area, simply have the adventurers 
  entering the grove from the south. The battle took place 
  just inside the grove and there should be a mix of orcs and 
  rangers dead in random configuration.  Because of the 
  small size of the beetles, the corpse and the brush would 
  provide cover. 
   
  If the party searches all the corpses they will find the 
  following items: 
   
  1 short sword, 2 long swords, 1 great axe, 2 falchions, 4 
  daggers 3 sets of leather armor, 1 scale armor, 2  light 
  wooden shields, 2 long bows, 27 arrows,  all size medium.  1 
  short bow, 1 set of leather armor, and 14 arrows (size small). 
   
  Treasure:  
  APL 2 – L: 82 gp, C: 0 gp, M: 0 gp 
   
   
  Encounter 6: 
  Meeting with the Oakfather 
   
  Covering the floor of the forest as far as you can see are 
  ferns.  Wandering amongst the ferns, almost tending to 
  them as a farmer would a field is a treant.  His motions 
  are slow but deliberate, as he carefully moves through 
  the ferns trying not to crush any under his massive feet. 
   
   
  The Oak Father is a treant of immense wisdom, who resides 
  in the Gnarley forest.  When the party approaches him, he 
  will already know why they have come. He just needs to 
  see the holy symbol of Obad-Hai before he hands over his 
  child. 
   
  "Why, that is the holy symbol of Shalm, you truly have 
  been sent to me from Garik Greenleaf.  That means he 
  will honor my request to bless my child."  With that, 
  the Oak Father reaches up into his branches and pulls 
  
  DYVIntro5-03 Nature’s Child 
   
  Page 9 
  down an acorn to give you.  "Here is my seed. Take this 
  acorn to Greenleaf, and he will bless this child.  His 
  leaves shall provide shade to the creatures of the forest, 
  and his limbs will be strong, and he will grow to 
  withstand the forces of the coming storm.  My father 
  was so blessed, I was so blessed, and now my child will 
  receive the same blessing.  Thank you, little ones, for 
  taking my child to the Temple.  My remaining time 
  here is short and I want to make sure my successor, my 
  child, is blessed. 
   
  Should any of the PC be injured and someone brings this 
  up to him he will do what he can. He will not do anything 
  unless prompted. These soft things are different than the 
  treants, and he will not recognize them as being hurt. 
  Should they broach the subject read the following. 
   
  “Ah my little soft things, let me see if any of my friends 
  can do anything to help you.” The Oakfather wanders 
  over to a small bush with purplish berries on it. “My 
  friend will give his fruits to help you as best he can.” 
   
  The berries on the bush will provide the effect of the 
  goodberry spell healing 1 HP per berry. The effects may not 
  heal more than 8 hp in a 24 hour period 
   
  The Oak Father has no further words of wisdom for the 
  adventurers. He is sad to hear about the ranger patrol, and 
  curses the orcs and their foul kind if it is mentioned, calling 
  them a plague upon the forest.  But even plagues are part of 
  nature.  If pressed about his remaining time, he says even 
  trees grow old. 
   
   
  Encounter 7: 
  Divine Intervention 
   
  It is a simple walk back to Dyvers down the Gnarley 
  road.  The days of the return trip pass swiftly. You feel 
  lighthearted, beaming with extra energy as if this 
  someone has lent you strength to complete this holy 
  mission.  The miles pass by until you reach a few trees 
  fallen across the road.  A rough voice calls out from 
  behind one of the fallen trees, and you can make out a 
  large figure standing in the leaves.  My name is Hurst, 
  chosen of Gruumsh.  He told me where to find you, and 
  I know you have the child of the treant.  He cannot be 
  allowed to live.  Give him to me, and you may pass 
  unharmed.  Refuse and die with him. 
   
   
  Hurst was sent by Gruumsh to get rid of this defender of 
  the forest before he could grow to be a threat.  Hurst and 
  his men will fight to the death to prevent the child from 
  reaching the temple.  Hurst stays in the cover provided by 
  the fallen tree while his men rush the party and try to kill 
  them. 
   
  APL 2 (EL 3) 
  Hurst, Male Half Orc: hp 14; see Appendix One. 
  Orc(4): hp 4; see Monster Manual page 203. 
  Treasure:  
  APL 2 – L: 0 gp, C: 0 gp, M: 0 gp 
   
   
  Encounter 8: 
  Back to the Temple 
   
  After defeating the vile orcs, you make the rest of the 
  journey to the temple in peace.  Jolie watches you 
  approach from a second story veranda and meets you at 
  the gate.  "Greetings, friends, it looks like this small 
  mission was much harder on you then we thought it 
  would be.  Come in and let us tend to you, and when 
  you are have cleaned yourselves off I will take you to 
  meet brother Garik." 
   
  After resting and cleaning yourselves off, you are 
  ushered into Garik’s personal study, an average-sized 
  room with a simple wooden desk, a few humble 
  furnishings, and a map of the Gnarley on the far wall.  
  Garik stands and beams at you while saying, "I knew 
  this would be a simple matter for a group of hardened 
  travelers like yourselves.  Please hand over the Oak 
  father’s child.  I have been anticipating this day for 
  quite some time now.  I look forward to completing the 
  ceremony and returning this small child back to the 
  forest." 
   
  He takes the acorn and gently places it in a small chest 
  filled with leaves. He retrieves a few small pouches 
  from inside his desk and passes them to your group and 
  says: 
   
  "Now, let me reward you for this task.  Inside those 
  pouches is the gold you were promised for this task.  I 
  also insist you keep the holy symbol of Shalm you 
  presented to the Oakfather.  It has been in our temple 
  for too long.  Take it with you as a reminder of the good 
  deed you have done.  You carry the Favor of the Green 
  Father with you in that symbol, present it to any of our 
  order when you are in need of help. 
   
  "I must ask you to leave now. I still have several details 
  to complete before I can perform the blessing upon the 
  
  DYVIntro5-03 Nature’s Child 
   
  Page 10 
  acorn you have retrieved.  Thank you again for your 
  efforts in this matter. 
   
  Garik is in a rush to complete the ceremony and will listen 
  to any details the players wish to provide.  He is truly 
  grateful to them for completing this task.  However his 
  mind is on other matters, and he bids them farewell and 
  returns to the inner temple as soon as possible.. 
   
   
  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. 
   
  [To award XP for an encounter the DM should award 30xp 
  per EL defeated in the encounter. So at APL2 the party 
  defeats a monster at EL4 and gets 120xp, while at APL 4 the 
  monster is EL6 awarding the party 180x p. Each APL will be 
  written for no more than 5 times the APL in EL’s, so at 
  APL4, the highest possible XP awarded would be 600 
  (4*5*30 xp.) Up to 20% of the total xp may be used for story 
  and/or role-playing awards. So in the APL 4 example, there 
  could be 480xp for specific encounters, 60xp for a story 
  award and 60xp for role-playing.] 
   
  Encounter 2: Needlefolk Attack 
  Defeated the needlefolk 
  APL2  
  120 XP  
   
  Encounter 5: Flesh Feast 
  Defeated the beetles 
  APL2  
  120 XP  
   
  Encounter 7: Divine Intervention 
  Defeated Hurst and the orcs 
  APL2  
   
   
   
   
  120 XP 
   
   
  Discretionary Roleplay Award 
  Judge may allocate up to the following for good role-
  playing  
  APL2  
   
   
   
   
  90 XP 
   
   
  Total Possible Experience:  
   
  APL2  
  450 XP  
   
  Treasure Summary 
  During an adventure, characters encounter treasure, usually 
  finding it in the possession of their foes. Every encounter 
  that features treasure has a “treasure” section within the 
  encounter description, giving information about the loot, 
  coins, and magic items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions. Looting the bodies takes at least 10 minutes per 
  every 5 enemies, and if the characters cannot take the time to 
  loot the bodies, they do not gain this gold. If you feel it is 
  reasonable that characters can go back to loot the bodies, and 
  those bodies are there (i.e., not carted off by dungeon 
  scavengers, removed from the scene by the local watch, and 
  so on), characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a round 
  or so. If for some reason, they pass up this treasure, the coin 
  total is subtracted from the encounter totals given below. 
   
  Next, the magic items are listed. Magic item treasure is 
  the hardest to adjudicate, because they are varied and because 
  characters may want to use them during the adventure. Many 
  times characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and how to 
  activate it. Other times they may attempt to use the item 
  blindly. If the magic item is consumable (a potion, scroll, 
  magic bolts, etc.) and the item is used before the end of the 
  adventure, its total is subtracted from the adventure totals 
  below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in the GP 
  Gained field of the adventure certificate. Because this is a 
  Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Encounter 2: The Temple of Obad-Hai 
   
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 17 gp 
   
  Encounter 3: Needlefolk Attack 
   
  APL 2: Loot: 0 gp; Coin: 0 gp; Magic: 0 gp 
   
   
  Encounter 5: Flesh Feast 
   
  APL 2: Loot: 82 gp; Coin: 18 gp; Magic: 0 gp 
   
   
  
  DYVIntro5-03 Nature’s Child 
   
  Page 11 
  Encounter 7: Divine Intervention 
   
  APL 2: Loot: 59 gp; Coin: 41 gp; Magic: 133 gp 
   
   
  Encounter 7: Back to the Temple 
   
  APL 2: Loot: 0 gp; Coin: 50 gp; Magic: 0 gp 
   
   
  Total Possible Treasure 
  APL 2: Loot: 131 gp; Coin: 159gp; Magic: 150 gp - Total: 450 
  gp  
   
  Special 
  Darkwood Holy Symbol of Obad-Hai 
   
  Obad-Hai’s Blessing: You have received the holy symbol 
  of the Shalm crafted of Darkwood. This symbol is very 
  ancient, who knows what powers it has been blessed with 
  over the ages. 
   
  Favor of the Temple of Obad-Hai: In gratitude for your 
  work for the temple, Garik Greenleaf will cast any Cleric 
  spell of 3
  rd level or lower for you. This favor can only be 
  used when visiting the Temple of Obad-Hai in The City of 
  Dyvers. Cross off this favor when used. 
  
  DYVIntro5-03 Nature’s Child 
   
  Page 12 
   
  Appendix 1: NPC Stats  
   
  APL 2 
  Encounter 3: Needlefolk Attack 
  Needlefolk: CR 2; Medium Plant; HD 3d8+3; hp 16; 
  Init +0; Spd 30 ft., AC 14 (+4 Natural) touch 10, flat-
  footed 14); Base Atk +2; Grp +3; Atk +3 melee (1d4+1, 
  claw); Needles (1d12+1); Full Atk +3 melee (1d4+1, 2 
  claws), SQ Plant Traits; AL N; SV Fort +4, Ref +1, Will 
  +3; Str 12, Dex 10, Con 13, Int 6, Wis 15, Cha 5. 
   
   
   
  Skills and Feats: Hide +0* 
   
   
  Hide(Ex): A Needlefolk’s coloration and needles 
  give it excellent camouflage in the forest. While there 
  it has a +16 racial bonus on Hide checks when 
  stationary.  This bonus drops to +8 if it moves up to 
  half-speed. 
   
   
  Plant Traits(Ex): Needlefolk are immune to 
  poison, sleep, paralysis, stunning, and polymorphing.  
  They are not subject to critical hits or mind-affecting 
  effects.  The creatures also have low-light vision. 
   
    
  Needles(Ex): Each round a needlefolk can launch 
  a cluster of needles from it’s body (range increment 20 
  feet, maximum range 200 feet).  The precise number of 
  needles launched doesn’t matter, they either all hit a 
  single target as a cluster and deal 1d12 +1 points of 
  damage, or they all miss. 
   
  The only thing that excites needlefolk is elves---they 
  hate elves passionately.  Needlefolk can sense the 
  presence of an elf within 1500 feet, and they always 
  move to attack when one is detected. 
   
  Languages: Sylvan 
   
   
  Encounter 5: Flesh Fest 
  Giant Bombardier Beetle 
  Medium Vermin 
  Hit Dice: 2d8+4 (13 hp); Initiative: +0 
  Speed: 30 ft. (6 squares); Armor Class: 16 (+6 natural), 
  touch 10, flat-footed 16; Base Attack/Grapple: +1/+2; 
  Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 
  melee (1d4+1) ; Face/Reach: 5 ft./5 ft.; Special Attacks: 
  Acid spray; Special Qualities: Darkvision 60 ft., vermin 
  traits; Saves: Fort +5, Ref +0, Will +0 
  Abilities: Str 13, Dex 10, Con 14, Int 0, Wis 10, Cha 9 
   
  These creatures feed primarily on carrion and offal, 
  gathering heaps of the stuff in which to build nests and 
  lay eggs. A giant bombardier beetle is about 6 feet long. 
  Giant bombardier beetles normally attack only to 
  defend themselves, their nests, or their eggs. 
   
  Acid Spray (Ex): When attacked or disturbed, the 
  creature can release a 10-foot cone of acidic vapor once 
  per round. Those within the cone must succeed on a 
  DC 13 Fortitude save or take 1d4+2 points of acid 
  damage. The save DC is Constitution-based. 
   
   
  Giant Fire Beetle 
  Small Vermin 
  Hit Dice: 1d8 (4 hp); Initiative: +0; Speed: 30 ft. (6 
  squares); Armor Class: 16 (+1 size, +5 natural), touch 11, 
  flat-footed 16; Base Attack/Grapple: +0/-4; Attack: Bite 
  +1 melee (2d4); Full Attack: Bite +1 melee (2d4); 
  Face/Reach: 5 ft./5 ft.; Special Qualities: Darkvision 60 
  ft.; vermin traits; Saves: Fort +2, Ref +0, Will +0; 
  Abilities: Str 10, Dex 11, Con 11, Int 0, Wis 10, Cha 7 
   
  These luminous nocturnal insects are prized by miners 
  and adventurers. They have two glands, one above each 
  eye, that produce a red glow. The glands' luminosity 
  persists for 1d6 days after removal from the beetle, 
  illuminating a roughly circular area with a 10-foot 
  radius. Giant fire beetles are about 2 feet long. 
   
   
  Encounter 7: Divine Intervention 
  Hurst, male orc Clr2: CR 2; Size M (5 ft., 5 in. tall); 
  HD 2d8+4; hp 14; Init +0; Spd 30 ft.; AC 14 (+4 armor), 
  touch 10, flat-footed 14; Attack +5 Full Atk +4 Two-
  handed  (1d8+3;20/x3, Longspear), +3 One-handed  
  (1d8+2;20/x2, Heavy Mace);melee, or +1 ranged; SQ 
  Darkvision 60 ft, light sensitivity ;SV Fort +5, Ref +0, 
  Will +5; AL CE; Str 14, Dex 10, Con 12, Int 12, Wis 14, 
  Cha 8. 
   
  Languages Spoken: Orc, Common 
   
  Skills and feats: Intimidate +5, Knowledge (Religon) 
  +3, Listen +4, Spot +3; Great fortitude, Weapon 
  Focus(Longspear). 
   
  
  <Title> 
   
  Page 13 
   
  Cleric Domains: Evil, War. 
  Cleric Spells Per Day: 4/3+1. 
   
   
  Special Qualities: Light Sensitivity: Orcs suffer a –1 
  penalty to attacks rolls in bright sunlight or within the 
  radius of a daylight spell. 
   
  Possessions: Scale mail, Longspear, Heavy Mace. 
  Potion of Cure Light Wounds, Wand of Cause Light 
  Wounds 
   
  Orc: CR 0.5; Medium Humanoid (6 ft. tall); HD 1d8; 
  hp 4; Init +0; Spd 30 feet; AC 14 (+4 scale mail); Atks +2 
  melee (1d12+3[x3], greataxe), +0 ranged (1d6+2, crit x2, 
  javelin); SQ Darkvision 60 ft, light sensitivity; AL 
  chaotic evil; SV Fort +2, Ref +0, Will -1.  Str 15, Dex 10, 
  Con 11, Int 9, Wis 8, Cha 8. 
   
   
  Skills: Listen +4, Spot +3; Feats: Alertness. 
   
  Languages Spoken: Orc 
   
   
  Special Qualities: Light Sensitivity: Orcs suffer a –1 
  penalty to attacks rolls in bright sunlight or within the 
  radius of a daylight spell. 
   
  Possessions: scale mail, greataxe, javelin. 
   
  
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