TEXT: VERIntro6-02 
   
   
   
   
  Forest for the Trees 
  A Two-Round D&D® Living Greyhawk™ 
  Verbobonc Introductory Adventure 
  Version 1.1 
  By Gregg Homerding and Nathaniel Mohler 
  Triad Edit: Vernon L. Vincent 
  For thirty years the residents of Hommlet have seen heroes and villains come and go. As you spend a quiet day at the 
  Inn of the Welcome Wench, you can’t help but wonder if there might be an adventure here for you. A two-round 
  continuous play Verbobonc Introductory adventure for first level characters only.  
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission 
  of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit 
  www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other countries. This 
  material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the 
  material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This 
  product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 
  Wizards of the Coast, Inc and the adventure author or authors. 
  Visit the LIVING GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region, visit the Verbobonc website at www.verbobonc.net and  e-
  mail your triad point of contact (POC). For LIVING GREYHAWK campaign questions email rpgahq@wizards.com 
  
  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. 
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  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. 
   
  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 1st-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 two-round Regional adventure, set in 
  Verbobonc.  Characters native to Verbobonc pay one 
  Time Unit per round (2 TUs total), all others pay two 
  Time Units per round (4 TUs total).  Adventurer’s 
  Standard Upkeep costs 12gp per round.  Rich Upkeep 
  costs 50gp per round.  Luxury Upkeep costs 100gp 
  per round. 
  Preparation Notes 
  Parts of this adventure take place in Hommlet and 
  Nulb.  The authors referenced these areas as originally 
  presented in the commercially published products 
  The Temple of Elemental Evil and Return to the Temple 
  of Elemental Evil.  The authors also reviewed 
  Verbobonc regional campaign material from Journal 
  of the Wanderer: The Wayfarer’s Guide to Verbobonc 
  as well as several current and retired Living 
  Greyhawk scenarios.  While none of these are 
  necessary in order to run this adventure, judges are 
  encouraged to incorporate familiar material from 
  them in order to enhance the role-playing enjoyment 
  and regional flavor of this adventure.  
  This adventure should not be judged without 
  preparation.  Judges are encouraged to flesh out and 
  role-play the NPCs of Hommlet.  Judges who love to 
  portray varied NPC characters should have plenty of 
  material.  A great deal of latitude exists for 
  presentation, and that’s well and good as long as the 
  relevant scenario information is conveyed to the 
  players. 
  The information available to the PCs in Hommlet is 
  presented in a nonlinear manner.  It’s up to the PCs to 
  get curious, initiate conversations, and explore the 
  town in order to find an adventure. The mod is 
  designed to encourage role-playing rather than using 
  skill checks to uncover information. DM’s may wish 
  to consider all NPC encounters in Hommlet to have 
  Gather Information or Diplomacy checks of DC 0 as 
  long as the PCs are roleplaying well and engaging the 
  appropriate NPCs in conversation). While some 
  parties may need encouragement in this sort of 
  adventure, the judge is urged to let the players 
  determine their own course. It’s not necessary for the 
  PCs to make contact with every NPC presented in 
  order to find adventure hooks and clues, but some 
  initiative on the part of the players is required. 
  As all PCs are first level, and there are not any great 
  time pressures upon them, the judge should feel 
  comfortable allowing them to return to Hommlet in 
  between encounters if they choose.  In the winter 
  conditions it’s about a half-day walk from Hommlet 
  to Nulb, and less than that from Nulb to the wagon 
  (a likely overnight campsite).  Encounters 5-9 all take 
  place in the area of the Gnarley east of Nulb and 
  west of Twilight Falls, on or near the old route of the 
  Forest Road (see Appendix Two for map of 
  Verbobonc). The clearing where Yundi can be found 
  is relatively near Twilight Falls.  If the PCs take a 
  beating in Nulb, less experienced players may benefit 
  from a gentle reminder that their characters may 
  retreat to Hommlet and return the next day.  Some 
  parties may need NPC spell casting after Nulb, or 
  choose to return the wagonload of goods to Hommlet 
  before setting out again to explore deeper into the 
  Gnarley.  Some may complete only a part of the 
  adventure and call it quits.  The judge should have 
  sufficient material herein to allow the players to 
  choose their course of action. 
  Adventure Background 
  The PCs begin the adventurer in the warm comfort 
  of The Inn of the Welcome Wench in Hommlet.  It’s 
  been an unusually hard winter in Verbobonc, and the 
  PCs are enjoying a pleasant day free from cold and 
  hunger.  After a filling meal in the common dining 
  area, they converse with other patrons and learn some 
  things of interest.  Once they venture outside the inn, 
  the PCs have the opportunity to explore some of 
  Hommlet’s historic sites and speak with a few more 
  of its residents.  Based on what they’ve learned, they 
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  should head east in search of adventure and good 
  deeds. 
  Over the course of a few days the PCs may encounter 
  undead in the ghost town of Nulb, a family of black 
  bears acting strangely, a werebear native of the 
  woods, a fun-loving fey prankster, and an embittered 
  and crazy Gnarley druid. They may recover lost trade 
  goods and/or discover the cause of some strangeness 
  in the Gnarley.  Or, they may spend a week’s worth 
  of lifestyle eating and drinking at The Inn of the 
  Welcome Wench.  It’s really all up to them.   
  Welcome to the new Verbobonc.  
  Persons of Note  
  Yundi 
  Yundi was born and raised in Hommlet.  As a lad he 
  worked as a potboy at the Inn of the Welcome 
  Wench.  Later he became assistant to Jaroo Ashstaff, 
  the town druid and spiritual leader.  He knew almost 
  everyone and was generally well liked.   
  About five years ago Jaroo was murdered by the Cult 
  of the Elder Elemental Eye.  A doppelganger replaced 
  Jaroo and had everyone fooled for a while.  Yundi 
  knew early on that something was wrong with Jaroo, 
  and he was heartbroken when he eventually learned 
  the truth.  Still, he tried for a while to carry on as he 
  thought Jaroo would have wanted.  It was no good, 
  though, and Yundi and Hommlet soon parted ways 
  By the time Jaroo was killed, nearly all the townsfolk 
  had converted to worship in the new temples.  Jaroo’s 
  death at the hands of yet another group of temple 
  worshippers was too much for Yundi to bear.  After 
  only a short time he abandoned the grove and left the 
  town of Hommlet to the temple clerics.  He went 
  deep into the Gnarley and started a new life as a 
  hermit, speaking only with his fellow forest dwellers. 
  It was not long after Yundi settled into his hermitage 
  that a new town sprang into existence nearby.  The 
  town 
  was 
  Twilight 
  Falls, 
  and 
  its 
  residents 
  immediately 
  began 
  an 
  aggressive 
  pattern 
  of 
  expansion, mining, trade, temple-worship, and worst 
  of all, hunting and foresting. The final straw was last 
  autumn, when some adventurers from the town 
  released unnatural and chaotic energy directly into 
  this part of the forest.  Most wildlife now shuns the 
  area, and that which has stayed often acts in 
  unnatural ways.  Yundi believes that the Gnarly has 
  suffered too much abuse and corruption because of 
  civilized towns like Twilight Falls, and it’s time for 
  some retribution.    
  By nearly any civilized standard Yundi is now crazy.  
  He has witnessed (personally or through his forest 
  friends) countless atrocities committed against the 
  forest.  He blames the so-called “civilized” churches 
  and temples for the death of his mentor and the 
  corruption of both the Gnarley and the people of 
  Hommlet.  Those who cut living wood, turn under 
  growing earth, or worship at the temples will receive 
  no quarter from Yundi. 
  Adventure Summary 
  Encounter One: The PCs relax in the comfort of The 
  Inn of the Welcome Wench in Hommlet.  After a 
  filling meal in the common dining area, they converse 
  with other patrons and learn some things of interest 
  to adventurers. 
  Encounter Two: Exploring the town of Hommlet, the 
  PCs have the opportunity to visit some historic sites 
  and speak with more residents.  Based on what they 
  learn, they should be inspired to head northeast the 
  next day in search of adventure and good deeds. 
  Encounter Three: The PCs are attacked by two 
  vargouilles just before they enter the ruins of Nulb. 
  Encounter Four: The PCs are attacked by two ghouls 
  as they leave the ghost city Nulb. 
  Encounter Five: The PCs encounter a family of black 
  bears.  The bears should be hibernating, but their 
  actions are unnaturally strange.  How the PCs resolve 
  this situation determines their next encounter, as well 
  as how some of the denizens of the Gnarly may feel 
  about them. 
  Encounter Six: A werebear of the Gnarley thanks the 
  PCs for dealing with the black bears in a restrained 
  way, and offers to befriend them.  He accompanies 
  them on the next stage of their journey, shows them 
  where to find a lost horse and wagon, and shares 
  information about the forest. 
  Encounter Seven: A brown bear of the Gnarley 
  attacks the PCs as they try to recover a lost wagon.  
  After defeating it, the PCs are able to follow the bear 
  and his secret human companion if they choose. 
  Encounter Eight: During the night one or more of the 
  PCs are tormented by a pixie. 
  Encounter Nine: The PCs must travel through a 
  gauntlet of traps in order to get to the mysterious 
  man they have learned about. 
  Encounter Ten:  The PCs discover Yundi.  How they 
  deal with him determines the conclusion of the 
  adventure, and perhaps more.  
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  Conclusion: The characters are left with more 
  questions then answers.  
  Encounter One: The Inn of 
  the Welcome Wench 
  Read or paraphrase the following: 
  Today is another unusually cold winter day, but 
  the historic Inn of the Welcome Wench in Hommlet 
  is warm and comfortable.  Famous throughout 
  Verbobonc and beyond, even novice adventurers 
  know something of its history.  
  Having 
  arrived 
  in 
  town, 
  and 
  secured 
  accommodations, all that remains is to rustle up 
  some grub. Finding an open table in the common 
  dining room was not hard.   
  The hard winter was forgotten for a time as you 
  enjoyed a luncheon of roast venison steak, stuffed 
  trout, poached salmon, boiled crawfish in drawn 
  butter, kidney pie, or some other local delicacy. In 
  other times, this would be considered standard 
  fare, but with the loss of the Viscounty’s food 
  harvest late last year, it takes on a new meaning.   
  Several would-be heroes also visiting Hommlet 
  share your table.  Eventually all of your stomachs 
  are full and your tankards, mugs, and goblets are 
  empty.  Ordering another round of drinks allows 
  you and your lunch companions to continue your 
  conversation. 
  Allow the characters to introduce themselves to each 
  other and talk briefly among themselves.   
  Read or paraphrase the following: 
  After your drinks arrive, you look around to see the 
  crowd has thinned and only a few customers 
  remain in the dining room.  It looks like it’s going 
  to be a quiet afternoon.  Other than you, only a few 
  other individuals are enjoying the hospitality of the 
  Inn.  
  Warming themselves at a table near the fireplace 
  are two obvious humans in winter traveling clothes.  
  An Oeridian man with a longbow sits near the 
  door, his legs stretched out before him. 
  A lone figure sits reading a book and sipping from 
  a small cup. 
  Not far from the bar, a man and woman sit quietly, 
  picking at their food. 
  The innkeeper (a kind lady who earlier took your 
  coin and showed you to your room) surveys the 
  whole of the dining area while talking with a man 
  behind the bar.  
  All seem to be keeping to themselves.  
  This is the first of several opportunities the PCs have 
  to talk with the locals in this famous town. Those 
  currently present in the Inn of the Welcome Wench 
  include. 
  Vesta Gundigoot: The innkeeper and hostess, Vesta 
  Gundigoot is a warm and friendly human woman 
  who welcomes all of the PCs to the Inn of the 
  Welcome Wench. 
  If a PC approaches her she will smile in greeting. 
  What can I get for you, dearie? 
  In addition to providing general information about 
  the town, Vesta knows a few specifics regarding 
  current events and happenings: 
  If asked about the unhappy couple (or merchants 
  from Sobanwych), or if asked about any worthy tasks 
  for adventurers, read or paraphrase the following as 
  appropriate. 
  “Oh yes, they were bringing a shipment of 
  provisions to help us get through this dreadful 
  winter. We’re managing okay, but if we don’t get 
  them soon, we’ll be out of food before long.” 
  Vesta looks at you, a sparkle suddenly gleaming in 
  her eye. “You all look like the sort to go off into the 
  wild. If you could find someway to recover the 
  supplies, I could see my way clear to take care of 
  your room and board.” 
  She offers to provide free rooms and meals (lifestyle) 
  for the PCs if they recover the goods within a few 
  days.  Any longer and the food may be spoiled and 
  worthless.   
  If asked about the missing Old Faith druid or the 
  druid’s grove: 
  “Jaroo Ashstaff was a wonderful man who looked 
  after our town for years.  It was a terrible blow to 
  all when he was murdered a few years ago.  Jaroo’s 
  young assistant Yundi tried to maintain the old 
  grove for a while, but eventually he left town in 
  frustration. 
  “You folks wouldn’t know, but Yundi worked here 
  at the Inn many years ago.   He was a potboy back 
  when my father ran the place.  I was still a girl, but 
  I remember how Yundi used to run errands for 
  Jaroo.  He admired Jaroo very much.   Oh, I do 
  hope he’s well – wherever he is.” 
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  NOTE:  If the players return for the evening meal or 
  on a subsequent day, they may find most or all of the 
  same patrons present. Individuals that appear in 
  Encounter Two may be here also if the actions of the 
  PCs make it necessary. In general the PCs should have 
  a reasonable chance to find any listed NPC whom 
  they seek. 
  Two Pilgrims: Two pilgrims, Darman and Melis, 
  arrived here last night from Verbobonc City. If 
  questioned, they say that they wanted to get away 
  from the city after witnessing the terrible food riots 
  earlier in the month. They chose to visit Hommlet 
  because in their youth they heard of the beautiful 
  druid’s grove here.  They hoped to meet other 
  worshippers of the Old Faith and find peace for a 
  time at the grove.  Now they are very disappointed 
  because it turns out their information was out of 
  date.  The druid is gone, the grove is abandoned, and 
  they’ve met no one in Hommlet who still follows the 
  Oak Father and Oerth Mother.  It seems that all the 
  townsfolk now worship at local churches. Even the 
  temple to Ehlonna sees fewer people.  It’s all made 
  for a very disheartening day. 
  A Hunter: A hunter, Bolivar Rho, is sipping warm 
  soup and nursing some scratch wounds.  If asked 
  about them, he tells how a strangely aggressive wolf 
  attacked him yesterday.  The attack took place about 
  a full days walk northeast of here (DC 10 Knowledge 
  [Local–VTF] or Knowledge [Geography] to know 
  this would be in the Gnarley a few miles east of 
  Nulb).  He never has seen such a wolf in these parts 
  before, and he’s been hunting around here for years.  
  In fact, these times are the hardest he’s ever seen, and 
  the pickings are slim for hunters.  He has to range 
  farther than ever into the woods to hunt enough 
  game to make a living.  Hunting like that is 
  dangerous, because strange things can happen to folks 
  who venture too deeply into the forest.    
  Man with a Book: The local sage Todariche Nem is 
  here reading and drinking tea.  He is friendly enough, 
  but is quite preoccupied with his reading and wants 
  to get back to it.  If asked, he reveals that he has lived 
  in the town for a good many years now, but he 
  spends most of his time reading and doesn’t know 
  many people,  He does know (and can refer the party 
  to) the cleric Nerris at the local Temple to Pelor, 
  where he worships.  If a party is willing to pay for his 
  services, Todariche is an expert in history, nature, 
  geography, and arcane, and offers a +15 competence 
  bonus to a single Knowledge check in any of these 
  areas.  This takes one hour for Todariche to consult 
  his books. 
  Husband and Wife: A husband and wife – Lor’kan 
  and Julia –  are picking at their half-eaten lunches.  If 
  questioned, they say that they’re from Sobanwych, 
  but they volunteer nothing else at first.  They are too 
  glum.  If pressed to talk more, they say that they were 
  bringing a wagonload of ale, wine, and foodstuffs here 
  to the Inn of the Welcome Wench.  It was their first 
  ever trip through the forest, and they tried to save 
  time by taking a shortcut along the old forest road.  
  They stopped and made camp a few miles east of the 
  ruined town of Nulb.  Something attacked their camp 
  last night (they describe balls of flashing lights akin to 
  a Will-o-the-Wisp).  They fled for their lives, leaving 
  their cargo behind, and ran all the way here.  Now 
  they are tired, broke, hopeless, and desperate.  Nearly 
  everything they own was tied up in that shipment.  
  They’re too frightened to go back for their lost horse 
  and wagon, but if a PC volunteers to recover it they 
  perk up and immediately accept the offer.  They offer 
  to reward anyone who brings in the cargo with half 
  the profits.   
  Encounter Two: Old Hommlet 
  The bright sunshine does nothing to warm you as 
  you emerge from the Inn of the Welcome Wench.  
  Winter’s teeth sheer through your regular gear like 
  paper, but the fresh air does feel good after hours 
  inside the common room.  Standing at the old 
  crossroads in front of the inn you can see most of 
  southeastern Hommlet. 
  Adjacent to the inn is the trading post that is older 
  than the town itself.  To the north, the road twists 
  away towards three local churches, including the 
  great Temple to Saint Cuthbert where Canoness 
  Y’day presides.  To the east, standing watch over 
  the town, is Doomwatch Keep, home to noble Lords 
  Rufus and Burne.  To the southeast and directly 
  across from the inn is a large open space overgrown 
  with wild plant life.   In a land battered by the 
  harshest winter in memory, it looks to be the most 
  forlorn and abandoned place of all. 
  PCs who look more closely toward the open space, or 
  look around for people, notice a man standing across 
  the road.  He is unmoving and facing away from 
  them, staring out towards the overgrown area. 
  Allow (or gently encourage :-) the PCs to explore any 
  of the following areas of the town.  Most likely it is 
  afternoon when they emerge, so they should have a 
  few hours of useful daylight left before they return to 
  the inn for dinner and a comfortable night’s sleep (for 
  which they’ve already paid, if they need a reminder). 
  At the abandoned druid’s grove: 
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  Tarim is a human male in his early fifties.  For years 
  he was the village woodcutter, but now his children 
  run the business.  He spends a lot of afternoons at the 
  inn or visiting old friends.  Sometimes (like today) he 
  visits the overgrown grove and remembers the old 
  times.  He was a good friend of Jaroo back in the day, 
  and grew to know and like Yundi when he was 
  Jaroo’s apprentice.   
  If asked, Tarim tells the PCs that for many years the 
  local druid, Jaroo Ashstaff, beautifully maintained this 
  grove.  Jaroo once was the spiritual leader of the 
  town, and he fought hard for many years to better the 
  town.  When Jaroo grew old he took on Yundi as his 
  assistant.  It was Yundi who maintained the beautiful 
  grove in Jaroo’s later years.  Yundi was heartbroken 
  when Jaroo was killed by the cult of the Elder 
  Elemental Eye.  After Jaroo’s death, Yundi tried to 
  maintain the grove and be a spiritual leader in the 
  town.  As the people of Hommlet continued to 
  abandon the grove in favor of the newer temples, 
  Yundi became discouraged and embittered.  He left 
  the town several years ago to become a hermit in the 
  Gnarley, and no one in Hommlet has seen him since.  
  Tarim would like to see Yundi again and would help 
  him in any way he could. 
  At Doomwatch Keep 
  A couple of Burne’s Badgers will chat with them, but 
  under no condition will PCs be admitted to the keep. 
   If the PCs persist for a couple of rounds, Captain 
  Bishop arrives and tells the wet-behind-the-ears 
  adventurers to go away.  The Lords have no time for 
  such folk. 
  The PCs may notice a large cart of ipp wood waiting 
  to be brought into the keep.  If they ask, they’re told 
  that the ipp wood comes in trade from foresters in 
  the Gnarley.  A lot of quality ipp-lumber has come 
  from there in the last few years, although shipments 
  have slowed in the last year or so.     
  At the Temple to Ehlonna 
  Jennithar Rhengold is a golden-haired half-elf cleric.  
  She has been the lone cleric here for several years.  
  She is reserved around anyone not of her faith.  Not 
  many human townsfolk worship here, but some 
  halflings and elves of the Gnarley visit occasionally.  
  For PC worshippers of Ehlonna only, Jennithar will 
  cast any first-level divine spell from the Player’s 
  Handbook, or sell 1 cure light wounds potion for a 
  donation equivalent to PHB price. 
  Ingrith the Gnarley Ranger is visiting with Jennithar 
  today.  She is a female half-elf who has spent many 
  years ridding the surrounding land of monsters and 
  evil beasts.  If a Protector of the Gnarley talks with 
  her, Ingrith will share her sense that things are not 
  well in the Gnarley Forest.  It’s more than just the 
  effects of a cold hard winter, but she can’t explain 
  what it is exactly that she senses.  It seems unnatural 
  somehow.   
  At the Temple to Pelor 
  The leader of this church is Yether the Keen but he is 
  away for the day.  PCs may speak with his assistant 
  Nerris, a tall, thin, pale, balding human male.  Anyone 
  who makes an appropriate donation (matching prices 
  listed in the Player’s Handbook) can obtain as much 
  as desired of holy water and/or scrolls of bless, cure 
  lights wounds or daylight. 
  For PCs that worship Pelor, Nerris donates at no cost 
  one item from the above list to a character that 
  persuade him that they are doing something 
  beneficial to Hommlet. 
  At the Temple to Saint Cuthbert 
  This is the oldest church in Hommlet, and the largest. 
  Venerable Canoness Y’day presides here, but the PCs 
  do not get to meet her without an appointment or 
  very special circumstances. In normal circumstances 
  their contact here is Derim, a cautious but helpful 
  human male cudgeller.  He’ll meet with them in a 
  small side room of the church that opens directly to 
  the outside.  PCs are left alone for a few minutes to 
  stand or sit on hard benches.  Religious texts and a 
  poor box are left within easy reach while they wait.  
  After a few minutes, Derim will return and meet 
  with them.  He offers no information about the town 
  or the forest, but he will suggest that Saint Cuthbert 
  helps best those who help themselves.  PCs can 
  obtain holy water, scrolls, and potions of 1st or 2nd 
  level divine spells, as listed in the Player’s Handbook.  
  NPC casting of a 1st level divine spells can be 
  obtained from Derim.  Higher level NPC spellcasting 
  can be obtained from Canoness Y’day per Living 
  Greyhawk and Verbobonc campaign guidelines. 
  At the Old Trading Post 
  Joman Dart is the male halfling proprietor here, and 
  has been for nearly a decade.  Joman is courteous to 
  all, but PCs who make purchases will find him 
  willing to share information as well as courtesy.  Since 
  nearly everyone in town passes through here, Joman 
  might know a lot.  Also, any NPC in town might be 
  found here and one time or another (though none are 
  present when the PCs first enter).  All standard gear 
  and equipment can be bought and sold here per the 
  LGCS.   
  Note: All standard cold weather gear and equipment 
  is available for standard price, but Joman has to dig 
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  around for “the last few” because “there’s been a real 
  run on this stuff what with the hard winter and all.” 
  DM Tip: If this is one of the last stops the party 
  makes, this encounter can be used to convey any 
  essential info the party may have missed elsewhere in 
  their investigation.  If they visit here before the other 
  town encounters, Joman is less revealing.  He should 
  give away no more than one piece of information that 
  the party could discover elsewhere.  Use this with 
  restraint, but this is a good spot for well-meaning 
  parties who need a push to get on track. 
  Encounter Three: Welcome to 
  Nulb 
  The next day dawns cold and a little snowy.  The 
  nature lovers among you find it a good day for 
  walking, at least for those with good boots and 
  heavy cloaks.  Your party sets off on an old and 
  nearly forgotten route out of Hommlet.  Your path 
  takes you north toward the ruined ghost town of 
  Nulb.  Sensible folk don’t travel this way any more, 
  but as heroes on a mission you forge onward.  The 
  day ahead promises adventure and opportunity. 
  PCs without cold weather gear or other protections 
  will suffer the standard effects of traveling for hours 
  in sub-freezing weather. 
  The snowfall gradually increases throughout the 
  morning.  The day is nearly half-gone when your 
  party rounds a bend to see the ruins of what once 
  was a bridge. Pausing for a moment, you realize 
  that the frozen water before you must be Imerdys 
  Run, and just beyond it are the remains of the ghost 
  town, Nulb. While there is very little bridge 
  remaining, the water of the run is frozen solid and 
  seems quite passable.  
  Allow the players to describe how they are crossing 
  the ice.  It is 40 feet across the ice, with ordinary 
  snow-covered footing on either shore.  When the lead 
  PC has advanced 20-30 feet onto the ice (about the 
  middle), read the following. 
  From the first ruined building across the frozen run 
  you see a shape rise into the air and move toward 
  you.  As it gets closer you notice it has a small 
  body and is flying with wings. 
  A successful Spot check DC 10 by any PC looking 
  towards Nulb will see a second winged creature 
  flying up to join the first one (it arrives one round 
  after the first). 
  � Vargouilles (2) EL 4, see Monster Manual 
  Tactics: In the first round the lead Vargouille will fly 
  close to the party and shriek, while the second 
  appears behind it.  In subsequent rounds the two 
  Vargouilles attack normally. 
  Be sure to account for PCs moving on the icy surface 
  of Imerdys Run. 
  Having defeated the winged terrors, you finish 
  crossing the ice and stand on the edge of what once 
  was the town of Nulb. People call it a ghost town 
  now, and it looks the part. The forest has taken 
  back this place almost entirely. Still, you can see 
  where the old road passes through and continues 
  on to the east. 
  Spot check DC 10 for each PC to see something shiny 
  off the path. 
  In the ruined doorway of a crumbled building lies a 
  dead body. Upon inspection you see that it is 
  headless and has been ravaged by a few days in 
  the wild.  The armor still shines, but there is very 
  little flesh on the bones inside. You also spot well-
  crafted weapons, a backpack, a coin purse, and 
  some bits of jewelry.  
  The PCs may think this is an undead creature, but 
  this is simply the body of a recently slain adventurer. 
  This adventurer did not have good luck against the 
  Vargouille, which is why the PCs encountered two of 
  them.  (A successful Knowledge [Religion] check 
  reveals how vargouilles cause victims to lose their 
  heads.) 
  It’s a sad sight, but on the bright side, there’s a good 
  selection of quality adventurer gear left here that can 
  be used by the next heroes who pass by.  There is a 
  necklace, a finger ring, a masterwork longsword, a 
  masterwork battleaxe, masterwork chain armor, a 
  backpack containing 50 feet of rope and some rations, 
  and a pouch containing many coins of Verbobonc 
  mintage. 
   Encounter Four: Thank You 
  for Visiting Nulb 
  The remains of the old town are a depressing sight, 
  but it’s apparent that within a few years the forest 
  will have reclaimed it all. It’s still possible, 
  however, to follow the old road as it makes its way 
  through Nulb.   
  Spot or Listen check DC 10 to avoid surprise. 
  Twenty feet off the path the snow covered earth 
  moves violently.  Bursting forth come two gruesome 
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  creatures.  They appear more or less humanoid, but 
  their eyes burn like hot coals in sunken sockets.  
  They eye your party with ravenous desire and 
  prepare to move toward you.   
  � Ghouls (2) EL 2, see Monster Manual 
  Encounter Five: Three Bears 
  Your route now continues east, leaving the ruins of 
  Nulb behind. Ahead looms the great Gnarley 
  Forest, with ancient trees standing out in the 
  background. Twisted oak intertwines with ipp 
  creating a thick canopy, even in the wintertime. The 
  edge of the forest is young, doubtless due to 
  woodcutting in the past, with the thorns of bare 
  yarpick trees creating a menacing wall through 
  which one must fight to gain entrance to the forest 
  proper.  
  The road becomes dark in the forest, but away from 
  the road it quickly turns to black. The snow is 
  heaviest in the path, but lessens under the thick 
  canopy. The air is silent and crisp, with the 
  occasional creaking of a tree being all that you 
  hear. As the darkness closes in around you, you 
  cannot help but wonder what else lurks in the silent 
  dark. 
  The PCs travel for a bit into the forest before they 
  encounter a young bear cub that has forsaken his 
  hibernation (an unnatural act caused by chaos effects 
  in the area) to see the world around him.  He has lost 
  his way and has been wandering for some time 
  searching for his cave.  At this point he is sitting in 
  the middle of the path crying out in hopes that his 
  mother will come find him. 
  At 100 feet have the PCs make a Listen check (DC 5) 
  to hear the bear cub (Knowledge [Nature] DC 20 to 
  know it is the cry of a bear cub).  They cannot see it 
  at this time because of a snowdrift in their way.  At 
  50 feet have the PCs make a Spot check (DC 10) to 
  see the cub (Knowledge [Nature] DC 11 to identify it 
  as a bear cub).  Also, at this time, the mother and 
  father bears have heard the cry and are approaching.  
  As soon as the first PC comes within 10 feet of the 
  cub, the parents (Spot or Listen DC 20) enter the 
  roadway 30 feet past the cub and move as fast as 
  possible to either side of the cub.  Enter initiative 
  with the parents having moved in the surprise round. 
  PCs hear the cub: 
  The silence of the forest is broken by what seems to 
  be the soft cry of an animal. Ahead of you is a 
  snowdrift and the noise is coming from the other 
  side.  
  PCs spot the cub: 
  Cresting the snowdrift you see a black furry 
  creature about the size of a dog sitting in the road. 
  It is crying out continuously and shifts directions as 
  if it is scanning the forest. 
  PCs approach within 10’: 
  Two larger versions of this creature bound forth 
  from the forest, roar and move quickly in your 
  direction. 
  � Black Bears (2) EL 4, see Monster Manual 
  A successful Knowledge [Nature] check will indicate 
  that black bears are not normally hostile, the cub is 
  too young to have been out and about alone, it’s 
  unusual for both parents to appear together to 
  protect the cub,  and all the bears should be 
  hibernating at this time.  
  Tactics: The bears take no offensive actions except to 
  defend themselves or the cub.  They rush up to flank 
  the cub in the surprise round.  If the PCs move no 
  closer, they hold their position and look menacing.  
  They will not move from this location until all PCs 
  have left their view.  While flanking the cub they 
  ready to attack anyone that comes within reach.  
  Because of their chaotic state they interpret any 
  recognizably direct action toward themselves or the 
  cub as an attack.  Once provoked they cannot be 
  calmed, but they won’t leave the spaces adjoining the 
  cub.  The agitated state they’re in causes a -5 penalty 
  to any Wild Empathy attempts, and they cannot be 
  moved farther than Indifferent.  Note that the cub 
  has only 3 hp if a particularly cruel PC decides to 
  attack it. 
  Encounter Six: Bear … Were? 
  How the PCs handle the previous encounter is 
  witnessed by a denizen of the Gnarley.  If the party 
  acts in a way respectful of the Gnarley, they earn a 
  chance to talk with this creature and perhaps learn 
  something that can help them later – maybe that 
  there is a hermit druid nearby who sometimes helps 
  those in the Gnarley.  If there are Protectors of the 
  Gnarley in the party, they may even be warned about 
  the pit trap (first trap) on the way to the druid’s 
  place.  
  If the PCs avoid combat with the bears, a friend with 
  some information will approach them. 
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  A few minutes after your encounter with the black 
  bears, a new sound is heard.  Another set of feet 
  crunches in step with yours.  You look behind you 
  and a large man with a shaggy, full beard follows 
  your trail.  His appearance is that of a lumberjack 
  and his long strides cover nearly twice the distance 
  of your own.  He has a large axe on his back but 
  otherwise seems quite underdressed for the cold 
  weather. 
  Without waiting for you to acknowledge his 
  presence, he speaks to you all.  “I thank you for 
  your patience back there.  Not all adventurers 
  would have stepped around when faced with a 
  roaring bear.  Things are not all what they used to 
  be here in the forest, and I appreciate your 
  restraint.”  He extends his massive hand to one of 
  you (choose a small or timid PC traveling at the rear 
  of the party) in greeting.  “My name is Baer.” 
  � Baer, Werebear, EL 4 (will not do lethal damage 
  to PCs even if attacked) see Monster Manual 
  Assuming the party takes no aggressive actions and 
  speaks civilly with him, the werebear continues.   
  “I would show my thanks by helping good folks 
  such as yourselves.  I have knowledge of many a 
  thing in the forest, and perhaps I may know a thing 
  or two that you would find useful.  If you like, I 
  will accompany you for a ways and you may tell 
  me about where you are traveling or what you may 
  be seeking.” 
  If the party is willing, Baer will accompany them for a 
  while on their journey.  He knows this part of the 
  forest well, but hasn’t been east of here for several 
  days.   
  Baer is a werebear who has lived in the Gnarley 
  Forest for years.  He keeps mostly to himself but does 
  what good he can for those who treat the forest and 
  it’s creatures with respect.   
  He knows that the forest has been changing.  
  However, he is not the sort to worry about such 
  things, preferring to live each day as it comes.  The 
  “Protectors” (Gnarley Druids and Rangers) do a good 
  job looking out for the forest, and he sometimes 
  passes along to them anything he learns that might be 
  useful. 
  If the PCs ask about the wagon, he hasn’t seen it but 
  is willing to guide them along the old road until they 
  find it.  
  If the PCs ask about Yundi, Baer knows who he is.  
  Baer doesn’t know him very well, as he is young 
  Protector and has lived in the Gnarley only a short 
  time (as such things are reckoned in the Gnarley).  
  Baer knows he lives as a hermit a little ways east of 
  here.  
  Accompanied by Baer, you travel for another hour 
  or more without incident. Gradually the wind dies 
  down and the snow stops falling. 
  Finally, stepping through some especially heavy 
  growth, you step into a small clearing.  It is set up 
  as a camp, but everything is covered with a dusting 
  of fresh snow.  To one side you see a wagon loaded 
  with good and covered by a tarp.  Nearby stands a 
  draft horse, covered by a blanket and whinnying.   
  The party, guided by Baer, eventually finds the hastily 
  abandoned campsite, complete with horse and 
  wagon.  The horse is suffering from mild exposure 
  and has emptied its feedbag, but is otherwise all right. 
   The goods on the wagon seem to be in perfect shape, 
  and in fact the cold has kept them perfectly 
  preserved.  Baer will help the party care for the horse. 
   He also suggests that this is an excellent campsite, 
  and reminds them that dark comes early in the 
  Gnarley. 
  If no one has yet asked specifically about Yundi or a 
  druid hermit, Baer will volunteer at this point that 
  that there is a hermit Protector who lives nearby and 
  may have more information.  He can give directions 
  how to find him, but it’s a couple of hours walk and 
  it would be dangerous to travel there at night.    
  If the party includes a druid, ranger, or other 
  Protector of the Gnarley, or the PCs have expressed a 
  willingness to investigate what’s going wrong in the 
  forest, Baer will tell them to beware the pit trap on 
  the route to Yuindi’s hidden hermitage.  “Watch your 
  step, for Yundi has funny friends,” he will add with a 
  wink.   
  After Baer helps the PCs care for the horse he bids 
  the PCs goodbye and leaves them. 
  Encounter Seven: Bear … 
  Where? 
  This encounter only happens for parties who did not 
  learn of the hermit via peaceful means in the previous 
  encounter.  This encounter puts the party at risk but 
  will yield the needed information that there is a 
  hermit druid nearby (sans helpful hints, of course). 
  You’ve followed the old road east for over an hour 
  and seen no sign of a wagon or a horse.  Of course, 
  the Gnarley in winter is not the easiest place to find 
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  something.  At least the wind has died down and 
  the snow has stopped falling. 
  Finally, stepping through some especially heavy 
  growth, you step into a small clearing.  It is set up 
  as a camp, but everything is covered with a dusting 
  of fresh snow.  To one side you see a wagon loaded 
  with goods and covered by a tarp.  Nearby stands a 
  draft horse, covered by a blanket and whinnying.   
  Give the PCs a few rounds to arrange themselves 
  relative to the wagon.  Everything is in the same 
  shape as in Encounter 6A. 
  Suddenly your joy at finding the wagon dies in 
  your throat.  It’s replaced by a feeling of dread as 
  you hear a ferocious roar nearby.  Turning, you see 
  a great bear preparing to attack. 
  � Brown Bear, EL 4, see Monster Manual 
  A successful Knowledge [Nature] check tells a PC 
  that this is a brown bear, which is naturally 
  aggressive. 
  This brown bear was originally Jaroo’s companion.  It 
  is old now but still quite ferocious.  Yundi sometimes 
  keep company with it, and has sent it to attack the 
  PCs.  He will not, however, allow it to be killed or 
  seriously wounded in the battle.  If the brown bear is 
  in danger (half hit points or tactically in peril), Yundi 
  will call it off, and both Yundi and the bear flee into 
  the woods. 
  If the party succeeds in driving off the brown bear, it 
  flees into the woods.   
  A successful Spot DC 10 indicates a shadowy 
  humanoid figure covering its retreat and then 
  following after it.   
  A Search DC 10 of the area where the figure was 
  spotted turns up a battered wooden holy symbol.  A 
  successful Knowledge [Religion] check identifies it as 
  that of the Oak Father.  
  Another Search or a Track (DC 10 for either) will 
  find tracks in the snow.  They can be followed easily, 
  but if night is falling the DC will rise accordingly.  
  The tracks will remain relatively undisturbed for 
  three days, though the PCs will not know that. 
  The PCs have choices to make now so let them do so. 
   The horse and wagon are safe here for now, though 
  the PCs have no way of knowing that for sure.  The 
  horse will need some basic care to make it through 
  another night in the woods, but if tended to it will be 
  fine by morning.   
  Encounter Eight: Silent 
  Night, Scary Night 
  This event occurs if the PCs make camp in the forest 
  (likely in the same area as the merchant wagon).  
  During the first watch a chaotic pixie spies on the 
  camp and decides to have a little fun.  The pixie casts 
  Dancing Lights to mimic Will-o-Wisps in the 
  distance, slowly moving closer.  PCs on watch should 
  make Spot DC 10 checks each round until the lights 
  are noticed.  Two rounds after any PC visibly reacts 
  to the Dancing Lights, the pixie will cast Otto’s 
  irresistible dance on that PC before sneaking away.  
  After these few moments of entertainment, the pixie 
  leaves and the spells end. 
  Encounter Nine: Fey Gauntlet 
  The tracks in the snow lead the PCs along a narrow 
  path that gradually becomes a narrow twisting ravine 
  with steep sides.  Single file is the only way to go.  
  Along the route are three traps (the party may have a 
  clue about the first, a pit trap).  Eventually the path 
  the PCs are taking will lead them alongside a cliff and 
  begin to dip into a gorge. 
  The path leads you slowly alongside a growing cliff 
  face.  What little of a brook that isn’t frozen, 
  babbles with ferocity.  The path runs directly into a 
  narrow gorge running parallel to, but above the 
  brook.  The cliffs are rough and covered in snow.  
  Beneath the snow, you catch the familiar sight of 
  sandstone.  Old trees line both sides of the gorge, 
  seemingly creating a barrier against the rest of the 
  forest.  The ice of the brook breaks in several places 
  for small waterfalls and rapids.  Aside from the 
  flowing water, the air continues to be still and 
  silent. 
  The path the PCs are traveling along is 10’ wide and 
  runs 20’ above the stream, 30’ below the top of the 
  cliffs.  The path is not treacherous and should only 
  require a balance check if a PC decides to attempt 
  something acrobatic.  The climb DC for the cliff is 15 
  (10 for surface with ledges, +5 for slippery) 
  Fool me once...  
  After about 30 minutes of travel within the gorge 
  have the lead PC(s) make a Spot check (DC 24) to 
  notice a camouflaged pit trap in the path.  This is 
  created by intentional and specific damage to the 
  sandstone pathway and once triggered results in the 
  collapse of a small portion of the path.  The PCs will 
  have to find a way across the gap. 
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  � Camouflaged Pit Trap, EL 2: CR 2; mechanical; 
  location trigger; no reset; Reflex save (DC 20) avoids; 
  20’ deep (2d6, fall); Search DC 24; Disable Device DC 
  19. Note: The first 1d6 is non-lethal damage due to 
  the snow, mud and water. 
  Fool me twice…. 
  This occurs 40’ beyond the pit trap.  The path 
  narrows to 5’ wide, but still is not treacherous.  The 
  next trap is a hail of needles that spray down from a 
  tree above when a PC enters the square.  The trigger 
  is a small tripwire.  Allow and searching PCs to roll 
  before reading the following text. 
  The path narrows slightly further up the gorge.  The 
  other side of the gorge is visible now around a 
  shallow curve.  The brook, through a series of 
  waterfalls and rapids, has become almost level 
  with the path and continues to ascend to the 
  beginning of the gorge. 
  � Hail of Needles, EL 3: CR 3; mechanical; location 
  trigger; manual reset; Atk +20 ranged (2d4); Search 
  DC 22; Disable Device DC 22. 
  Fool me thrice… 
  This occurs 30’ beyond the needle trap.  The path is 
  still 5’ wide, but the brook (5’ effective width) is the 
  same level and is considered difficult terrain.  The 
  path is about to rise out of the gorge, but one last 
  trap is placed here.  Allow and searching PCs to roll 
  before reading the following text. 
  Ahead, the path rises out of the gorge and beyond 
  view.  The brook has one last waterfall to climb 
  before also disappearing beyond the edge of the 
  gorge.  The trees here seem much larger than at the 
  beginning of the gorge.  Gigantic ipp trees dwarf 
  monstrous oak trees.  The trees must be ancient in 
  years beyond counting. 
  Just before making the last slope up out of the gorge, 
  a pile of rocks is placed precariously such that the 
  first person to pass that way will cause them to 
  tumble into the lead 5’ square and the 5’ square 
  directly behind it on the path. 
  Searching PCs can Spot DC 10 a small sack amongst 
  the rocks.  The sack was left by the pixie as bait, and 
  as a reward for anyone who successfully disables the 
  trap.  If the trap is disabled the sack is recovered, 
  otherwise it tumbles away with the rocks and is lost 
  in the water.  If the sack is recovered and opened, it is 
  found to contain many coins of assorted mintage.  
  � Rocks from Cliff, EL 2: CR 2; mechanical; location 
  trigger; manual reset; Atk +12 ranged (2d6, bricks); 
  Search DC 20; Disable Device DC 20. 
  Once the third trap is sprung and/or bypassed, read 
  the following text. 
  Ahead, you hear something giggling.  “You big 
  folks is funny,” comes a voice from nowhere.  The 
  giggling continues, but begins to fade away into the 
  forest.  Climbing up out of the gorge and peering 
  into the forest, you find no sign of the owner of the 
  voice.   
  The giggling comes from the pixie that has been 
  toying with the party for a night and a day now.  He 
  and his fey companions befriend Yundi, and they 
  created the gauntlet of traps to help protect his 
  privacy.  Plus, it’s always funny to watch blundering 
  big folks stumble into traps. 
  Encounter Ten: A Really 
  Gnarley Druid 
  The party will encounter Yundi muttering and 
  addled.  If they take time to listen, they may hear 
  useful fragments interspersed with his ravings. 
  After leaving the gorge, the path turned sharply 
  away from the brook.  The constant babbling has 
  been replaced with an eerie silence.  The trees 
  continue to be large and ancient, one after another; 
  the tops shrouded in darkness. 
  The path makes yet another sharp turn, but this 
  time you see something very, very different.  
  Instead of continuing on, the path opens into a 
  most unnatural looking clearing.  All the area 
  around you is open to the sky.  The ground is 
  broken by dozens of sawed off ipp tree stumps.  It’s 
  obvious to even the most urban among you that this 
  is a very unnatural situation. 
  Looking around the artificially created clearing, 
  you see a man striding to and fro about 30 feet from 
  you.  He is waving his arms and appears to be 
  alternately muttering and shouting.  Trailing 
  behind him as he walks back and forth is a large 
  wolf. 
  PCs who stop for one round may attempt a Listen 
  check to hear Yundi alternately muttering and yelling 
  the following: 
  “…bah civilization!... forest will reclaim its own… 
  curse all the temples… corruption of the people… 
  my poor ipp trees… the ur-flan had the key… the 
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  thing has come, it will come… curse the cudgeller 
  and all his ilk… they began it all… they forget the 
  oak father… twilight will come to twilight… the 
  urn, the damn urn… d’imutto… alas for the return 
  of the eye…” 
  � Yundi, EL 3, male human druid 3 with wolf 
  companion, see Appendix 
  Yundi is currently mentally and emotionally unstable, 
  so the PCs must approach him very carefully or he 
  will fly into a rage and attack them with lethal force.  
  Yundi begins this encounter as Unfriendly if the PCs 
  have dealt peacefully with all residents of the forest 
  to this point.  If the PCs dealt lethal damage to the 
  family of bears, have cut living wood, or done 
  anything else destructive to the Gnarley during this 
  adventure, 
  Yundi 
  begins 
  the 
  encounter 
  as 
  Threatening.  (Note that Yundi knows of PC actions 
  from his many forest friends.)  If Yundi becomes 
  Hostile he and his wolf attack the PCs in lethal 
  combat to the best of their abilities. 
  NOTE:  PC(s) who physically attack Yundi or his 
  wolf (even nonlethal) automatically make him 
  Hostile and trigger immediate and lethal combat. 
  The encounter is designed so that PCs who quickly 
  and diplomatically provide more positive triggers 
  than negative may calm or even befriend Yundi.   
  Yundi will react negatively to any of the following (-2 
  penalty to any Diplomacy checks for each trigger): 
  • 
  PC(s) showing visible signs of the following 
  churches:  Tharizdun, St. Cuthbert, The 
  Elder Elemental Eye, Lolth, Pelor, Iuz, 
  Ehlonna (he calls them “traitors”), or any 
  Elementalist worship. 
  • 
  PC(s) who indicate they are from Twilight 
  Falls. 
  • 
  PC(s) who give any indication they support 
  hunting, foresting, or any other atrocities 
  that have been taking place in the Gnarley. 
  • 
  PC(s) have previous Disfavor with Gnarley 
  organizations or Old Faith. 
  On the other hand, Yundi will react positively to any 
  of the following (+2 circumstance bonus to any 
  Diplomacy checks for each trigger).   
  • 
  PC(s) mention that they’ve been to the old 
  grove, and that it’s nice (or once must have 
  been). 
  • 
  PC(s) indicate they are recognized Protectors 
  of the Gnarley. 
  • 
  PC(s) speak well of Vesta Gundigoot. 
  • 
  PC(s) speak well of Tarim. 
  • 
  PC(s) 
  express 
  sorrow 
  or 
  admiration 
  regarding Jaroo Ashstaff. 
  • 
  PC(s) show evidence they worship the Oak 
  Father and/or Oerth Mother. 
  • 
  PC(s) have previous Favor with Gnarley 
  organization or Old Faith. 
  • 
  PC(s) 
  express 
  negative 
  feelings 
  or 
  impressions about the town of Twilight Falls 
  • 
  PC(s) 
  express 
  negative 
  feelings 
  or 
  impressions about Church of St. Cuthbert or 
  other “civilized” temples. 
  Development: The resolution of this encounter is up 
  to the PCs.  Any fight with Yundi will be to the 
  death from his perspective (the PCs may fight to 
  subdue him if they so choose), as he will be 
  convinced that they are part of the corruption and 
  must be eliminated at any cost.  Capturing him by 
  force and taking him alive from the forest will 
  infuriate him (and his forest friends), and he (and 
  they) will make every attempt to get free and flee 
  into the heart of the Gnarley.  PCs who move him to 
  Friendly are safe, and may converse with him for up 
  to one hour if they wish.  If he becomes very friendly, 
  the PCs may even convince him to return to 
  Hommlet with them for a brief visit.  If they part 
  ways peacefully in the forest, the PCs will have some 
  news to report back in Hommlet if they choose. 
  If the PCs have a peaceful (if somewhat irrational) 
  discussion with Yundi, he will  convey some or all of 
  the following, as the conversation dictates: 
  • 
  People of Twilight Falls have for several 
  years 
  been 
  despoiling 
  the 
  forest 
  by 
  expansion, hunting, foresting, and trade. 
  Though they have recently stopped their 
  depredations, the damage has been done and 
  is far too extensive to simply ignore. 
  • 
  Last fall, the forest was further corrupted. 
  Several groups of adventurer poured the 
  contents of some strange and foreign goblet 
  in many areas around the forest. Since that 
  time, most animals have shunned the areas, 
  and the animal and plant life that remains 
  has been changed by the unnatural energy. 
  Yundi followed several of the groups to 
  Twilight Falls. He does not know if they live 
  there, but given the town’s reputation – he 
  would not be surprised if it was the case. 
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  • 
  Other towns also are responsible for 
  despoiling the forest, either directly or by 
  trade.  No doubt corrupt churches like the 
  ones that “civilized” Hommlet lead all of 
  those towns.  The forest has suffered enough 
  and will strike back against all the guilty, 
  each in turn. 
  • 
  There are secrets hidden deep within the 
  Gnarley that others do not know.  Long ago 
  the Ur-Flan tried to corrupt the Gnarley and 
  turn it against its people, but they were 
  defeated and destroyed.  The Gnarley lives 
  on and is eternal despite all atrocities 
  committed against it. 
  • 
  The PCs should throw off their corrupt 
  ways and learn to be one in harmony with 
  the forest.  It’s a great life, and when 
  everything and everyone else has been 
  destroyed the PCs will be on the winning 
  side. 
  Conclusion 
  Read or paraphrase the following; 
  If the PCs leave Yundi in peace: 
  As you leave the crazed hermit behind and head 
  back to Hommlet, you have a fresh perspective on 
  the Gnarley Forest. You also have news to convey 
  to those who live outside its borders. 
  If the PCs kill Yundi before learning any of his 
  information: 
  It may be that you will never know what drove the 
  crazy druid to fight you, but you’re glad to have 
  escaped alive. 
  If the PCs bring Yundi back to Hommlet by force: 
  The crazy druid screams and curses at your 
  attempts to restrain him by force. Around you, the 
  animals of the forest respond to his screams with 
  anger of their own and growls of protest reach your 
  ears. With a howl of rage, a sudden burst of power 
  throws all of you back several feet into the brush of 
  the forest. Where Yundi once stood is nothing more 
  than a pile of ash, but the howls of his 
  unintelligible curses resound for several seconds in 
  the deep forest before lapsing into silence. 
  The return through the forest is quiet. Though you 
  are not attacked, an unease creeps into your mind – 
  the certain dread that you are being watch and 
  have been marked as an enemy by those in the 
  forest. 
  If Yundi accompanies the PCs willingly back to 
  Hommlet: 
  Yundi 
  is 
  an 
  interesting 
  but 
  unpredictable 
  companion, but you are very safe traveling with 
  him through the forest, which it nice. It never hurts 
  to have another friend in the Gnarley Forest. 
  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 role-playing) to each character. 
  Encounter 3: 
  Defeat the two vargouilles. 
  APL 2:   
  120xp 
  Encounter 4: 
  Defeat the two ghouls. 
  APL 2:   
  60xp 
  Encounter 5: 
  Defeat or bypass the family of bears. 
  APL 2:   
  120xp 
  Encounter 6: 
  Buddy up with the werebear, or defeat the brown 
  bear. 
  APL 2:   
  120xp 
  Encounter 8: 
  Bypass or survive the three traps. 
  APL 2:   
  210xp 
  (Trap #1 =60xp; Trap #2 =90xp; Trap #3 =60xp) 
  Encounter 9: 
  Survive or defeat or befriend Yundi. 
  APL2:   
  90xp 
  Discretionary role-playing & story award 
  APL 2:   
  180xp 
  Total possible experience:  
   
  APL  
   
  900xp 
  VERIntro6-02: Forest for the Trees 
   
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  C:  Coin, Gems, Jewelry, and other valuables 
  Treasure Summary 
  M:  Magic Items (sell value)  
  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. 
  Encounter 3: 
  Loot the body of adventurer-turned-vargouille 
  APL 2: L: 300gp; C: 300gp; M: 0gp 
  Encounter 6: 
  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. 
  Recover wagon and take goods to Hommlet 
  APL2: L: 0gp; C: 200gp; M: 0gp 
  Encounter 8: 
  Recover sack of coins in the rock trap. 
  APL2: L: 0gp; C: 200gp; M: 0gp 
  Total Possible Treasure 
  APL 2:   
  Total: 800 gp (1000gp in mod) 
  Special Reward Notes 
  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. 
  Favor of Todariche Nem: Those that interact with 
  Todariche Nem and provide the sage with 
  information or engage him in lively conversation 
  receive this entry on the AR 
  Favor of Vesta Gundigoot: PCs who bring the 
  wagonload of goods to The Inn of the Welcome 
  Wench receive this entry on the AR 
  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. 
  Influence with the Protectors of the Gnarley: PCs 
  who deal peacefully with the family of bears receive 
  this entry on the AR 
  Infamy with the Protectors of the Gnarley: PCs who 
  deal any lethal damage to bears, or to Yundi or his 
  wolf companion, receive this entry on the AR. 
  Friendship of Yundi: PCs who befriend Yundi receive 
  this entry on the AR. 
  Ire of the Gnarleyfolk: PCs who try to remove Yundi 
  by force receive this entry on the AR.  
  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. 
  Gratitude of Lords Burne and Rufus: PCs who 
  persuade Yundi to accompany them to Hommlet and 
  visit his old friends receive this entry on the AR. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  VERIntro6-02: Forest for the Trees 
   
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  Appendix One: NPC Characters 
  Encounter 9: A Really Gnarley Druid 
  Yundi: Male Human Drd3; CR 3; Medium Humanoid 
  (Human); HD 3d8+6; hp 24; Init +1; Spd 20 ft/x4; 
  AC 14 (+3 armor, +1 dex), touch 11, flat-footed 13; 
  Base Atk/Grapple +2/+3; Full Atk +4 Two-handed  
  (1d6+1;20/x2, Masterwork quarterstaff); SA&SQ 
  Restricted Spells, Spontaneous Casting, Animal 
  Companion(Ex), 
  Nature 
  Sense(Ex), 
  Wild 
  Empathy(Ex), 
  Woodland 
  Stride(Ex), 
  Trackless 
  Step(Ex); AL CN; SV Fort +5, Ref +2, Will +5; Str 
  12(+1), Dex 12(+1), Con 14(+2), Int 8(-1), Wis 
  15(+2), Cha 8(-1); 
  Skills and Feats: Handle Animal +3, Heal¹ +5, 
  Knowledge (nature) +6, Listen¹ +5, Spellcraft +0, 
  Spot¹ +4, Survival¹ +8, Swim¹ -1; Augment 
  Summoning, Spell Focus Conjuration), Track. 
  Possessions: Hide armor, masterwork, quarterstaff, 
  masterwork, Sling, 10 sling bullets, scroll of cure light 
  wounds (4), scroll of magic fang, 5 good berries, 
  Backpack, Holly sprig, Dagger, hand axe 
  Spells (4/3/2) DC 14+spell level 
  0 – detect poison, purify food and water, detect magic, 
  cure minor wounds; 1st – cure light wounds, entangle, 
  shillelagh; 2nd – bull’s strength, wood warp 
   
  VERIntro6-02: Forest for the Trees 
   
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  Appendix Two: Maps 
  Map of Verbobonc 
   
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  Encounter Five 
   
   
   
   
   
   
   
   
   
   
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  Encounter Eight 
   
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VERi6-02 Forest for the Trees (3E).pdf