TEXT: Feather, Feather, Where is the Feather? 
  Round 1 
  Page 1 
  DYV3-1 
   
   
   
   
   
   
   
   
   
   
  Feather, Feather, 
  Where is the Feather? 
   
  A One-Round D&D 3
  rd Edition Living Greyhawk  Dyvers 
  Regional Adventure 
   
  Round 1 
   
  by Andy Morrical 
  Triad Edit: Phil Thompson 
  Circle Edit: David Christ 
   
   
  Murder has disturbed the characters while they are passing through the lovely Halfling village of Banebridge. The 
  town’s marshal is away in Dyvers on business, and won’t be back for days. Are the intrepid heroes up to the task of 
  finding the perpetrator? And adventure for characters 1 – 8. 
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA Network.  
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 2 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the game. 
  The following guidelines are here to help you with both 
  the preparation and voting segment of the game. Read this 
  page carefully so that you know and can communicate to 
  your players the special aspects of playing an RPGA 
  scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. The RPGA has three ways to score its 
  games. Consult your convention coordinator to determine 
  which method to use for this scenario: 
  1. 
  No-vote scoring: The players write their names and 
  RPGA numbers on the scoring packet grid. You fill in 
  the top of the grid. That is all. No one is rated. This 
  method is used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the event 
  coordinator wants information on how the game 
  masters are performing, or the game master wants 
  feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the “best” amongst the group, or when the 
  adventure is run in tournament format with winners 
  and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. It’s a good idea to have the players vote while you 
  determine treasure and experience awards for the scenario.  
   
  After voting, give the Scoring Packet to your event 
  coordinator.  
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the 
  current LIVING GREYHAWK character generation 
  guidelines, and a character sheet from your convention 
  coordinator or the RPGA Web site, ant then have any 
  players without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can begin. 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 3 
  Along with the other materials that you are assumed to 
  have in order to run a D&D game, it is also recommended 
  that you have a copy of the LIVING GREYHAWK 
  Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the 
  PCs participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the 
  following chart to determine the number of 
  levels you add to the sum above. Add each 
  character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, 
  and animals with different CRs are added 
  separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  6 
  7 
  8 
   
  5 
  5 
  7 
  8 
  9 
   
   
  6 
  6 
  8 
  9 
  10 
   
   
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure.  
  Round to the nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience you may 
  gain at the end of the adventure. If your character is three 
  character levels or more either higher or lower than the 
  APL this adventure is being played at, that character will 
  receive only half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or relied on 
  help by higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Three or four, or sometimes even five 
  1
  st-level characters may find difficulty with the challenges 
  in a LIVING GREYHAWK adventure. If your group is 
  APL 1 there are three things that you can do to help even 
  the score. 
  1. 
  Attempt to create a table of six 1
  st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. If 
  an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  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 round.  
  Rich Upkeep costs 50gp per round.  Luxury Upkeep costs 
  100gp per round. 
   
   
  The Current Effect of the Dock Fire on the 
  Populace of the Free and Independent City 
  of Dyvers  
   
  At this point in time the Free and Independent City of 
  Dyvers is continuing to reel from the after effects of the 
  massive fire in the dock district. Although the Magistrar 
  and Gentry have tried their best to aid the displaced and 
  shore up the economy prices are still rising (Any item 
  purchased from the PHB in this scenario, unless 
  otherwise noted in this module, is 30% above normal 
  value). The poor are present almost everywhere except in 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 4 
  the Gentry district and have begun to take to the road to 
  look for greener pastures and will demand the PCs give 
  them aid  (see Optional Encounter #1). If aid isn’t given 
  the homeless may try to take it.  Hoarding has begun. PCs 
  paying Rich and Luxury lifestyles receive reverse the 
  normal charisma modifiers from the poor and gentry 
  unless they have aided the poor (This means the PCs have 
  donated at least 3 GP per APL per PC) in Dyvers hour of 
  need. All the cathedrals of Dyvers have begun to take in 
  the homeless  and offering them a safe place to sleep 
  along with a morning meal. 
   
  Using Divination Spells in  
  This  Module 
   
   
  While it may be possible for the PCs and/or NPCs to use 
  divination spells in this module the priesthood is  loathe 
  to do so partly because of public opinion and because of 
  potential negative feedback (why are they wasting spell 
  slots for such spells when they could be taking spells to 
  help the needy in their time of woe). 
   
  Adventure Summary and 
  Background 
   
  Pada Aemyrth, a Free City of Dyvers merchant, has been 
  waiting patiently for his appointment, but this is about to 
  end. The client asked specifically to be met in a private 
  setting. Usually when Pada grants a request like this, the 
  client is always early, and they never keep him waiting as 
  long as this one has. When Pada gets up to leave, the door 
  to the small private chamber opens and an individual that 
  could possibly be a man walks in. This individual is 
  cloaked and hooded. The interior of the hood is a deep 
  black. The man reaches up and pulls back his hood. Pada 
  catches his breath, is both relieved, and disappointed, 
  that the man before him is nondescript. Using his ring, 
  Pada checks out his customer, and he is moderately 
  surprised to see him radiating magic, all over. Pondering 
  this Pada thinks to himself, “he must be in disguise or 
  protected.” Still, there is nothing exceptionally unusual 
  about this. 
   
   
  “You are Pada Aemyrth, yes?” The man made a slight 
  hissing sound as speaks. 
   
   
  “I am, and who do I have the honor of addressing?” 
   
   
  “That matters not. I understand you are a man who 
  can ‘obtain’ things, yes?” The man’s abrupt manner, and 
  that he was late as well, has Pada turning red. “Ah, anger, 
  yes? Good, I can deal with this emotion. Yes.” After this 
  the man stands there and stares at Pada, who starts 
  shaking. 
   
   
  Pada realizes that he is still standing, and quickly sits 
  down to cover his slip in demeanor. He thinks, “this man 
  is irritating me. He better get the point soon, or I am 
  leaving.” It is then that Pada figures out that the man is 
  waiting for him to answer the question of “obtaining 
  things.” While he does have contacts within the Alliance, 
  this is not the type of thing you just bandy about. “Well, I 
  do have contacts with many caravans, merchants, and 
  other people throughout the land.” 
   
   
  “I care not how you get it. You will get for me a 
  feather.” 
   
   
  “A ‘Feather’?” It can’t be that simple. “What kind of 
  feather?” 
   
   
  “A special feather. A feather of a griffin. An old 
  griffin.” Pada can tell the man is getting agitated as he 
  says this, possibly even angry. “A griffin of Greyhawk’s 
  Air Patrol.” 
   
   
  So it won’t be “that simple”, but still all things are 
  “obtainable.” “You realize, of course, that this will cost you 
  a pretty coin.” 
   
   
  “Greed is good, yes. Money is of no concern, yes. You 
  will give it to me in 5 days time, yes.” 
   
   
  “Well, I will have to check with the market, but I 
  expect that this is possible. How may I reach you?” 
   
   
  “I will reach you, yes.” The man then seems to lean 
  forward and grows in stature. He becomes menacing to 
  Pada. “You will not fail me, no.” This last statement was a 
  low hiss that made Pada’s skin crawl. With this last 
  remark, the man puts his hood up, and turns to go. He 
  stops at the door, and tosses a bag to the table. From the 
  clink, Pada estimates 100 GP (Wheatsheafs) are in the 
  bag, and this is confirmed when he counts it. 
   
   
  “I guess my ‘Contacts’ will have to earn their keep on 
  this one. Luckily I happen to know of just such a feather.” 
  Pada Aemyrth then goes out to make some money. 
  Through the standard contacts, drops, and messages the 
  job found its way to Mother Flaytung. 
   
   
  Mother Flaytung is actually the cover name for 
  Gryth Fasthan, a rogue who bases his operations in 
  Dyvers. He uses a disguise of an old woman as a cover, he 
  is quite accomplished at this disguise, and it has proven 
  an excellent cover for him. Gryth has learned that a 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 5 
  Halfling by the name of Captain Alistar Windrider has 
  recently retired from the Griffin Patrol, and that he is 
  heading home to determine how to live out said 
  retirement. Gryth, and his back up, set off for Captain 
  Alistar Windrider’s most likely stop over, Banebridge. 
  This is likely because the Halfling is a member of the 
  Darkleaf clan that virtually owns the town of Banebridge. 
   
   
  The characters have been traveling together for 
  safety or as an already formed adventuring group on their 
  trip to Dyvers. Mid-morning they are passing through 
  the village of Banebridge, and they hear a scream from 
  the Sleeping Sparrow Inn. The characters learn that this 
  was from a chambermaid, and she had let loose when she 
  found the body of a dead Halfling, Captain Alistar 
  Windrider. The Captain had just retired from the Griffin 
  Patrol in Greyhawk, and he was returning to his clan 
  home outside Dyvers. 
   
   
  Pilnoe Safehome, the innkeeper and a friend of the 
  Captain, asks for volunteers to investigate the murder of 
  the Captain. Being the heroes the characters are, they 
  should step up to the task at hand. The characters find 
  the Captain's room has been ransacked, but it appears 
  that nothing of value was taken, other than money. 
  Sword and whatnot are left behind. Questioning reveals 
  the only other things missing is a Griffin feather from the 
  Captain's mount and a pin that was a family heirloom. 
   
   
  The characters should conduct questioning, and run 
  into what appears to be at least one random fighting 
  encounter while tracking the perpetrator down. There 
  will be a show down with the evildoer, who has friends.  
   
  Adventure Synopsis 
   
  Encounter 1: Murder most foul-The PCs hear the maid 
  scream, and find out about the murder. Because the 
  marshal is out of town, the innkeeper asks them too look 
  into it. The PCs learn that there were 4 suspects (Mother 
  Flaytung, Turnas the blacksmith, Softpetal, and Joran the 
  cobbler) in the Inn after the Captain went to bed. 
   
  Encounter 2: Examining the Evidence-This describes 
  the Captain’s room and it contents. The PCs learn these 
  things are missing, money, the Griffin feather, and a pin 
  that is an heirloom. 
   
  Encounter 3: Turnas the Blacksmith-Turnas is a 
  taciturn old Dwarf, and will give the PCs lip about the 
  questioning of upright citizens. The PCs may learn that 
  Joran appeared jealous of the Captain. 
   
  Encounter 4: Softpetal-Softpetal is an attention starved 
  young woman that was conversing with both the Captain 
  and Joran late into the night, but Joran walked her home.  
   
  Encounter 4A: Chat Birdcall-Owner of the town’s livery 
  and a suspect in the case.  
   
  Encounter 4B: Cilis Brighteye-A furrier,  
  vagabond and possible suspect. 
   
  Encounter 4C: Mrs. Talltree-A sharp-tongued older 
  woman whom can vouch for her family’s innocence. 
   
  Encounter 4D: Montor Fleetfoot-The town’s sage.  
   
  Encounter 4E: Sjid Crooktoe-A possible suspect due to 
  his reputation. Fortunately for him he has a strong alibi. 
   
  Encounter 5: Joran the Cobbler. Joran is Softpetal’s 
  current interest, but has been badly beaten. The PCs walk 
  in as it is happening. The PCs may learn that Mother 
  Flaytung has left town. 
   
  Encounter 6: Mother Flaytung’s Room. Mother 
  Flaytung has left town, but left a nasty surprise for the 
  PCs. 
   
  Encounter 7: A Chance Meeting. Once the PC’s decide 
  to give chase to Mother Flaytung, this is their next 
  encounter. The PCs chance to meet a fellow traveler that 
  may be able to tell them about the rode ahead. 
   
  Encounter 8: The confrontation. Sticking to his alter 
  ego, Mother Flaytung, Gryth Fasthan is traveling at a 
  slow rate, and is waiting for his henchmen to catch up. 
  The PCs will catch up to him for sure, and of course a 
  fight ensues. 
   
  Conclusion A: If the PCs Save the Day 
   
  Conclusion B: If the PCs Fail and Live to Tell  the  
  Tale 
   
  Appendices: 
  Appendix 1: NPC’s 
  Appendix 2: The Sleeping Sparrow Inn 
  Appendix 3: The Darkleaf Clan 
  Appendix 4: Zilchus 
   
  Handouts: 
  Judge’s Handout 1: Dyvers area 
  Judge’s Handout 2: Banebridge Village 
  Judge’s Handout 3: The Sleeping Sparrow Inn 
  Judge’s Handout 4: Joran’s Shop 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 6 
  Judge’s Handout 5: The Ambush 
   
  Player Handout 1: Banebridge Village 
  Player Handout 2: Joran’s Shop 
  Player Handout 3: The Ambush 
   
   
  Introduction 
   
  The characters are on their way to Dyvers, and they are 
  traveling together either for safety or because they are an 
  adventuring group. It is mid-morning, and they are 
  passing through the town of Banebridge. 
   
  Banebridge is a small village of about 400 citizens. It is 
  made of wood and stone buildings as well as having 
  burrow residences that Halflings are partial to. There is a 
  main street that runs through the village, and has most of 
  the storefronts on it. 
   
  Half-orc characters are typically treated with suspicion 
  until they prove they have business in town. Stopovers 
  are accepted/tolerated, and good company is also taken 
  into account. 
   
  The PCs hear a scream coming from the Sleeping 
  Sparrow Inn. In the event the PCs are not curious 
  enough to check out the inn. Pilnoe will send out Rednar 
  to find someone to “help”. The young Halfling spots the 
  PCs on their way by, and thinks they look very “helpful”. 
  He asks the PCs to help, and appeals to their heroic 
  nature if they are not initially willing to follow. 
   
   
  Encounter #1 
  Murder Most Foul 
   
  Pilnoe Safehome, the Sleeping Sparrow’s owner and 
  innkeeper, is in a state of great agitation. He is in charge 
  while the marshal is out of town, and is unsure what to 
  do. He is positively sure that having someone murdered 
  in your inn is quite bad for business.  
   
  The Sleeping Sparrow is at location 1 on Judge’s Handout 
  #2: Banebridge Village. 
   
  Upon entering the Sleeping Sparrow, you see the 
  common room with its many tables, benches, bar, and 
  chairs. There is a fireplace in the North wall, a stair 
  case along the West wall, a bar along the South wall 
  with a door at the West end under the stairs, and the 
  smell of the morning’s fresh bread is heavy in the air. 
  Gathered in the common room is a well dressed male 
  Halfling with gray hair, who appears to be agitated, a 
  Halfling wearing an apron, and a female Halfling 
  with a kerchief in her hair that is sobbing. 
   
  These Halflings are Pilnoe the innkeeper, Shri the 
  chambermaid, and Bargrid the cook. 
   
  �Pilnoe: male halfling Com3; hp 15; see Appendix 1 
  �Shri: female halfling Com1; hp 4; see Appendix 1 
  �Bargrid: male halfling Com2; hp 9; see Appendix 1 
   
  Upon seeing the party, Pilnoe realizes that a group of 
  strangers couldn’t possibly be the perpetrators of this 
  crime. He will try to “deputize” the party, and offers them 
  each 25 gold pieces. A “bonus” of 50 gold pieces per 
  character will be awarded for the capture of those 
  responsible. Once the PCs accept, Pilnoe will relate what 
  happened. 
   
  “As you may know, Captain Alistar Windrider is err… 
  was recently retired from the Greyhawk Griffin 
  Patrol, and he was returning home to determine his 
  next step in life. As we are old friends, he decided to 
  stay here last night, and catch up on the local events. 
   
  Shri my chambermaid found him this morning, 
  dead. Shri, please tell these deputies about the events 
  of this morning.” 
   
  Sobbing through out the story, Shri’s tale is as follows. 
   
  “Well, I was going about my morning’s duties. 
  Tidying up the rooms after the guests. When I got to 
  the Captain’s room, I knocked on the door as I always 
  do. No one answered, and as he was only going to be 
  here one night, I tried the latch. The door swung 
  open, and I got two steps in before I realized anything 
  was wrong. Then I saw the room in a shambles and 
  his body…” 
   
  At this point she trails off, crying and sobbing 
  uncontrollably. When she recovers she doesn’t have 
  anything more to add. 
   
  Bargrid, the cook, will tell the PCs that all was quiet since 
  he got there this morning before first light. 
   
  At this point in the questioning Driphen Curehand 
  comes down the stairs. Driphen is wearing the robes and 
  a holy symbol of Zilchus, and is a middle-aged Human. 
  He reports that the Captain died late in the night, about 2 
  a.m. If asked, Driphen says his findings are based on his 
  examination of the Captain, and communing with 
  Zilchus. This should get the cook and the chambermaid 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 7 
  off the hook. Drephin casts “Discern Lies” if asked to 
  verify those in the room. Driphen was called in because 
  the Darkleaf clan employs him and the Captain is of the 
  clan. Driphen also explains that the murder weapon was 
  something with a long thin point, like a stiletto or a 
  rapier. 
   
  �Driphen Curehand, male human Exp1/Clr7; hp 51; 
  see Appendix 1 
   
   
  Pilnoe will tell the PCs that there were 4 people in the 
  inn after the Captain went to bed. One is a guest that 
  checked in two days ago, but who was not in the 
  common room last night. The other three were 
  customers of the bar, and not staying the night. 
   
  • 
  Mother Flaytung, the guest 
  • 
  Turnas the blacksmith 
  • 
  Softpetal the seamstress 
  • 
  Joran the cobbler 
   
   
  Encounter #2 
  Examining the Evidence 
   
  This describes the route to the Captain’s room, the room, 
  and it’s contents. The PCs learn that two things are 
  missing as well as the money, the Griffin feather and a 
  pin that is an heirloom. 
   
  Pilnoe leads you up the stairs on the west wall, and 
  down a hall with doors on either side, nine total. 
  Pilnoe stops at the third door on the right, and pushes 
  the door open to reveal the room. 
   
   
  This spacious (to a Halfling) room is in a shambles. 
  The bed mattress is shredded, and ticking is strewn 
  throughout the room. The wardrobe is open with the 
  left door hanging by one hinge. The one table, which 
  normally could be used for writing or taking a meal in 
  the room, is in three pieces. In the center of the 
  pieces is the face-up body of Captain Windrider. You 
  would judge, by the blood on the body, that he was 
  stabbed through the heart by a thin weapon. 
   
  Pilnoe laments, “I can not believe all of this damage. I 
  heard nothing last night, and my room is below this 
  one.” Pilnoe is obviously grieving as much for the late 
  Captain as he is for the condition of the room. 
   
  If the characters search the room, they won’t find 
  anything missing, except the Captain’s money. Pilnoe can 
  tell the PCs that there are 2 things missing. 
  “Well as I said before, the Captain and I are, err... 
  were, old friends, and we were talking last night 
  before he went to bed. I noticed that he had that pin 
  that he always wore, but I don’t see it now. It was a 
  gold pin in the shape of griffin. But he was more 
  proud of the feather he had. The feather was from his 
  mount in the Griffin Patrol of Greyhawk. Evidently, 
  the beast made a special point of giving it to the 
  Captain when he retired. The Captain said that he and 
  ‘Kilsef’ (that’s the name of the griffin) had been 
  together since his commission.” 
   
  On a successful Search check (DC15+APL) a PC will see 
  signs on the window that it was forced open, from the 
  outside. There are no other signs found outside or inside 
  the room. 
   
  Pilnoe will give the PCs directions to the shops of Turnas, 
  Softpetal, and Joran. Turnas’ is closest, and Joran’s is 
  farthest. Due to this, and the fact that the character’s have 
  never seen the pin, makes using Locate Object from 
  within the Inn will fail. 
   
  No one has seen Mother Flaytung since yesterday’s 
  evening meal. 
   
   
  Encounter #3 
  Turnas the Blacksmith 
   
  Turnas is a taciturn old dwarf, and will give the PCs lip 
  about the questioning of upright citizens. The PCs may 
  learn that Joran appeared jealous of the Captain. 
   
  Turnas’ smithy is at location 2 on Judge’s Handout #2: 
  Banebridge Village. 
   
  � Turnas, male dwarf (hill) Exp2; hp 9; see Appendix 1 
   
  Turnas is the town blacksmith, and he is one of the 
  few dwarves in town. He is wearing a leather apron, is 
  broad shouldered, and is covered with soot and sweat. 
  He appears to be working on horseshoes. 
   
  He isn’t be particularly inclined to talk to the PCs. Turnas 
  is suffering from a hangover, and all of this pounding has 
  really soured his mood. If the characters see this, Sense 
  Motive (DC 7, 5 for dwarves) and commiserate with him 
  he will be more helpful. Eventually he will talk to the 
  PCs. 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 8 
  “Yeah, I was there. Always go there for supper. Pilnoe 
  and I have a deal, I get free supper, and he gets a 
  discount on my services. Nothing much going on. I 
  was 
  there 
  and 
  Softpetal, 
  she’s 
  Banebridge’s 
  seamstress. Oh, and there was that kid Joran. He’s 
  been trying to get Softpetal to accept him for ages 
  now. They were talking to the Captain for a while. I 
  had my drinks umm… supper and then went home.” 
   
  Turnas knows of Mother Flaytung as a exceedingly 
  opinionated woman. 
   
  If he is being more helpful or is asked outright, he will 
  add the following. 
   
  “Joran didn’t seem to appreciate the Captain’s 
  company. If’n yeah get my meaning. I think Softpetal 
  was playing one ‘gainst the t’other.” 
   
  Otherwise, he has not seen anyone, or anything, unusual 
  today. 
   
   
  Encounter #4 
  Softpetal the Seamstress 
   
  Softpetal is an attention starved young woman that was 
  conversing with both the Captain and Joran late into the 
  night, but Joran walked her home. Local gossip says she is 
  way too much the “flirt”. 
   
  Softpetal’s shop is at location 3 on Judge’s Handout #2: 
  Banebridge Village. 
   
  The shop of Softpetal the Seamstress is very tidy, even 
  from the outside. Inside there are several shelves with 
  bolts of fabric, and mannequins with partially done 
  dresses hanging on them. 
   
  A young, female Halfling wearing a kerchief over her 
  head and a nice dress is working on one of the 
  mannequins. She looks up as you enter, and eyes the 
  party. 
   
  If there is a young, male Halfling in the party she  focuses 
  on him. 
   
  “Hello gentle people. How can I be of service to you?” 
   
  If the PCs tell her of the morning’s events, she will be 
  quite mortified. 
   
  “Oh, how dreadful! He was such a nice old man. He 
  told such lovely stories of flying into adventure on 
  Kilsef.” 
  She will not care to be implicated in the murder, and will 
  get upset if the characters press her like she is a criminal. 
  On the other hand, if the PCs treat her like she is helping 
  with the case, she will be a fount of information. Most of 
  it will not be useful. 
   
  � “Well, Chat Birdcall is a burly sort, and is mean 
  tempered.” 
  � “And Cilis Brighteye is certainly spiteful 
  enough.” 
  � “Joran told me he was a little jealous last night.” 
  � “Oh, and Mrs. Talltree could flay a person with 
  her tongue if they offended her. Wouldn’t be 
  much a stretch for her. I should think not.” 
  � “And then there is Montor Fleetfoot, a snootish 
  old man if there ever was one.” 
  � “And Sijd Crooktoe, not a nice person at all.” 
   
  There are many more like this that she could rattle off, 
  but they will all be as vague as the ones above except for 
  Joran’s, the third one listed above. 
   
   
  Encounter #4A 
  Chat Birdcall 
   
  Chat Birdcall is the owner of the livery, and is a burly 
  man, for a Halfling. He is a straightforward type of 
  person and will tell it like it is. He has seen the way that 
  Softpetal treats people, and refused her advances when 
  she set her sites on him. He not only refused to court her, 
  but actually told her why he refused to. Needless to say 
  this did not work well with Softpetal’s world view. So 
  even though this happened two years ago she still takes 
  every opportunity to “show him the error of his ways.” 
  Upon arriving at the livery the characters see the 
  following. 
   
  The livery is at location 5 on Judge’s Handout #2: 
  Banebridge Village. 
   
  Chat is sitting on a wagon with a woman next to him, 
  and three children in the back. They are all listening 
  to Rednar’s version of what has happened. Chat is 
  shaking his head from side to side. The woman has 
  her hand over her mouth, but she is leaning forward 
  to be sure she catches every word. The children 
  appear to be edging closer to the front of the wagon 
  to better hear the news. 
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 9 
  The woman is the widow Straighttree. Chat knows 
  nothing about the murder, and he has an alibi. He is 
  currently courting the Widow, whose barn was damaged 
  in the last storm. He had dinner with her and her three 
  children, and proceeds to spend most of the night 
  repairing the barn with her oldest son Wilfed. They 
  worked so late that they actually slept in the barn. Chat 
  and the Straighttrees did not get back to town until just a 
  few moments ago. The Straighttrees have come into town 
  for supplies. If he hears that his name was obtained from 
  Softpetal he will sigh, shake his head, and will say the 
  following. 
   
  “I am sorry, but your time has been wasted. You see 
  Softpetal and I don’t get along so well.” He glances at 
  the widow. “It doesn’t surprise me that she indicated 
  that I might had something to do with this, but I 
  assure you that I could never have done this thing.” 
   
  At this point, the widow and her family will pitch in to 
  support his story. 
   
   
  Encounter #4B 
  Cilis Brighteye 
   
  Cilis Brighteye is one of the few who has tried to court 
  Ms. Softpetal, but has not been “worth her time”. This 
  might be because Cilis is a trapper, and is a typically 
  unwashed. He also has all the social graces of Tarasque 
  that hasn’t eaten for about 500 years. That is to say none at 
  all. Since Softpetal refused his suit, he has viewed her as 
  someone that is the cause of most of the world’s 
  problems. 
   
  Cilis is currently in town selling some furs, and catching 
  up on his drinking. He has set up camp South of town (at 
  location 6 on Judge’s Handout #2: Banebridge Village) 
  that most people know about, and they can give 
  directions to the PCs. 
   
  You find Cilis sitting in front of a fire, a blanket over 
  his shoulders, and a cup of something steaming (that 
  vaguely smells like tea) cradled in his hands. Cilis 
  appears to be a tall, thin Halfling with oily hair 
  hanging down the sides of his face. He has some big 
  dark circles under his eyes. 
   
  Cilis happens to be suffering from dysentery right now, 
  and refuses to see a healer or herbalist about it. Instead, 
  he is trying to treat himself by drinking lots of a 
  traditional herbal recipe of his grandmother’s, and 
  supplementing that with beer. So far his “treatment” has 
  given him hangovers and some serious diarrhea Needless 
  to say he is in not in the best of moods, and will excuse 
  himself after a few minutes to go relieve himself behind 
  some bushes (downwind). He will tell the PCs this about 
  last night. 
   
  “I was treating my ailment to a few over ‘ta The 
  Leather Jack. I think someone brought me back here.” 
   
   
  If the PCs mention the captain he also says.. 
   
  “I don’t know nothin’ about no Captain. And just why 
  are you comin’ ‘round here and naggin’ me about it?” 
   
  When he hears that Softpetal gave out his name, he will 
  start into a tirade, stop suddenly, a pained expression will 
  cross his face, he will throw off his blankets, and he will 
  excuse himself while holding his stomach and stumbling 
  towards the bushes. If the PCs follow him or try to detain 
  him, he has this to say. 
   
  “I have to go! These are my only breeches! Leave off, 
  unless you want to pay for some cleaning!” 
   
  Cilis was born after the Captain left Banebridge, and 
  really knows nothing about him. 
   
   
  Encounter #4C 
  Mrs. Talltree 
   
  Softpetal was unfortunate enough to sell a dress with a 
  flaw in it to Mrs. Talltree. Mrs. Talltree is a practical 
  woman who does have a very sharp tongue when she 
  pays good money for something that turns out to be a 
  waste. Most citizens of Banebridge Village can direct the 
  PCs to her burrow, at location 7 on Judge’s Handout #2: 
  Banebridge Village. 
   
  Mrs. Talltree is a short, plump female Halfling of 
  advanced years. She is wearing a homespun gown, 
  and has an apron on over it. She doesn’t look like she 
  could give a cat a hard time much less the Captain. 
  She is currently digging up potatoes in her garden, 
  which is in front of her burrow. The burrow and the 
  surrounding area looks to be well kept. Upon seeing 
  the characters she will stand up and say, “Hello 
  travelers, what brings you to my door step?” 
   
  When asked about last night she will relate that she was 
  home with her family. Her husband is inside repairing a 
  chest of drawers, and will support her statements. She 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 10 
  can not think of anyone that would want to do such a 
  terrible thing. 
   
  Encounter #4D 
  Montor Fleetfoot 
   
  Montor Fleetfoot is a retired sage. He is especially good 
  with lore about Halfling’s and Halfling Dogriders. It is 
  actually more a hobby for him, and as Banebridge is the 
  home base of the Darkleaf Clan’s Dogrider Brigade he 
  moved here after he retired. He is actually an 
  accomplished Dogrider himself. He is a prominent 
  member of the Banebridge citizenship, and is well 
  respected by most. Most people can direct the characters 
  to his establishment. 
   
  He has a tendency to talk down to Softpetal, and as she 
  does not understand half of what he is saying it annoys 
  her a great deal. Thus the snooty comment. In spite of 
  her ill temper towards him, he tends to think of her as a 
  misunderstanding young adult.  
   
  Montor’s residence is at location 8 on Judge’s Handout 
  #2: Banebridge Village. 
   
  Montor Fleetfoot’s home is a two-floor dwelling of 
  wood and stone. Two windows and a door face the 
  road. As you enter, you are immediately enveloped by 
  the smell of parchment (somewhat mildewy). It 
  appears the first floor is a large room, which is 
  devoted almost entirely to books, parchments, and 
  scrolls. There are stairs leading up along the south 
  wall, and a small alcove with a small stove in it. 
   
  Montor himself is seated in a chair in front of a 
  fireplace. He is peering at you over the top of a large 
  book. He smiles and asks, “Hmm… travelers. Looking 
  to learn something of the Dogrider Brigade, are you?” 
   
  The book he is reading is “Marvelously Monstrous 
  Mounts”. 
   
  Montor knows nothing of the Captain as he moved to 
  Banebridge after the Captain left the village. 
   
  “Captain Alistar Windrider you say? Windrider… no 
  I don’t know that name at all. I was here last night 
  taking notes from this marvelous book. It is a bit 
  arcane in places, but it if one wades through those 
  thick 
  passages 
  one 
  is 
  rewarded 
  with 
  much 
  understanding in the nature of mounts of monstrous 
  origin. But getting back to business, why would you 
  come to me? Or are you investigating everyone in this 
  village?” 
   
  Upon learning of Softpetal’s involvement he will thus 
  respond. 
   
  “Ah yes, a sweet child Softpetal. A mite confused 
  about this world. Her outlook can be quite refreshing 
  at times, and other times it can be extremely 
  bothersome.” He frowns, and goes on. “I am afraid she 
  has given you faulty information, or perhaps 
  incomplete information. You see she has trouble 
  following my work, and while I continually try to 
  explain it to her, I am afraid she gets tired of hearing 
  about my passion.” 
   
   
  Encounter #4E 
  Sijd Crooktoe 
   
  Sijd Crooktoe is a vagrant, and happens to be in the 
  lockup. He has been there for a day, so everyone in the 
  village will know where to find him. Of all the leads 
  Softpetal has provided, Sijd is actually the best one. Sijd is 
  a low-level thief, but is not very good at burglary. He was 
  caught stealing about 3 days ago. As it was only a loaf of 
  bread, he is serving a 5-day term. There are 4 Halflings 
  that take shifts watching him night and day, and they can 
  vouch that he did not get out and then back in. 
   
  The Sheriff’s office is at location 9 on Judge’s Handout #2: 
  Banebridge Village. 
   
  As you approach the sheriff’s office, you see a stout 
  Halfling sitting on a rocking chair just inside the 
  door. He stands as you approach, and says, “Ah you 
  must be those adventuring sorts that Pilnoe hired. He 
  came over a while ago, told me what had happened, 
  and said that I might expect you. I’m Nervid Greytoe. 
  So now that you are here how may I be of service?” 
   
  This is not normally his shift. Pilnoe got him up in 
  anticipation of questions. When asked about Sijd he says 
  this. 
   
  “Sijd?!?! Nah, he couldn’t have done it. He was in 
  there all night. He and I played cards late last night, 
  and then he went to sleep. I smoked my pipe and did 
  some whittling. You are welcome to look around, but 
  you won’t find anything.” 
   
  Sijd himself has this to say about the murder. 
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 11 
  “Kill someone? Me?!?! That’s not my style. Besides 
  why would I kill this fellow?” 
   
  And he will say this about Softpetal. 
   
  “Softpetal, eh? Well she is pretty to look at, but hasn’t 
  much to work with if’n yeah get my meanin’.” 
   
   
  Encounter #5 
  Joran the Cobbler 
   
  Joran is Softpetal’s current interest, is currently being 
  badly beaten. The PCs walk in as some of Mother 
  Flaytung’s flunkies are trying to plant some evidence. 
   
  Mother Flaytung wants it to look like the jealous lover 
  tried to hire some toughs to do a job on the Captain. Then 
  something went wrong with the payoff, and Joran was 
  killed. The Captain’s pin was to be left to connect the two 
  events. The thugs know they are to beat Joran to death, 
  leave the pin on the floor by the body, and to take all the 
  money they can find. 
   
  Joran’s shop is at location 4 on Judge’s Handout #2: 
  Banebridge Village. 
   
  The thugs have Vash posted as a lookout. The PC’s can 
  spot her by making a Spot check (DC 10+APL). If the 
  PC’s are doing nothing to hide themselves then Vash will 
  spot the PCs on a DC 10, or when the PCs are within 30 
  feet from the building. The PCs may decide to enter the 
  building from the rear entrance, and if they do so they 
  will catch the thugs unaware. 
   
  If the thugs are aware of the PCs they will try for an 
  ambush. They will wait for all of the PCs to get into the 
  building and will attempt to catch the PCs flat-footed. 
  The thug nearest the door will try to close it to prevent 
  “help” from coming in. 
   
  The thugs will fight until they are down to about 4 hit 
  points, and then will try to make a break for it. The back 
  door is unlatched to allow free movement through it. If 
  any thugs get away they will catch up to and warn Gryth. 
   
  Vash has the Griffin pin. 
   
  APL 2 (EL 4) 
  �Vash: hp 20; see Appendix 1 
  �Jullana: hp 24; see Appendix 1 
   
  Vash and Jullana are here. If they know the party is 
  coming then Vash will be hiding behind the door, and 
  Jullana will be in the back room. Vash will wait until the 
  party is all in the store before making his move, and 
  Jullana is waiting for Vash to make the first move. 
   
  APL 4 (EL 7) 
  �Erik: hp 28; see Appendix 1 
  �Vash: hp 22; see Appendix 1 
  �Jullana: hp 28; see Appendix 1 
  �Muktor: hp 28; see Appendix 1 
   
  Erik, Vash, Jullana, and Muktor are here. If they know 
  the party is coming then Vash will be hiding behind the 
  door, and Jullana will be behind the counter. Everyone 
  else will be in the back room. Vash will wait until the 
  party is all in the store before making his move, and the 
  rest will wait for Vash to make the first move. 
   
  APL 6 (EL 9) 
  �Salmond: hp 17, see Appendix 1 
  �Erik: hp 44; see Appendix 1 
  �Vash: hp 34; see Appendix 1 
  �Jullana: hp 44; see Appendix 1 
  �Muktor: hp 28; see Appendix 1 
   
  Salmond, Erik, Vash, Jullana, and Muktor are here. If 
  they know the party is coming then Vash will be hiding 
  behind the door, and Jullana and Salmond will be behind 
  the counter. Everyone else will be in the back room. Vash 
  will wait until the party is all in the store before making 
  his move, and the rest will wait for Vash to make the first 
  move. 
   
  APL 8 (EL 11) 
  �Salmond: hp 17, see Appendix 1 
  �Thranor: hp 28, see Appendix 1 
  �Erik: hp 70; see Appendix 1 
  �Vash: hp 42; see Appendix 1 
  �Jullana: hp 60; see Appendix 1 
  �Muktor: hp 44; see Appendix 1 
   
  Salmond, Thranor, Erik, Vash, Jullana, and Muktor are 
  here. If they know the party is coming then Vash will be 
  hiding behind the door, and Jullana and Salmond will be 
  behind the counter. Everyone else will be in the back 
  room. Vash will wait until the party is all in the store 
  before making his move, and the rest will wait for Vash to 
  make the first move. 
   
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 12 
  Treasure: 
   
   
  APL 2: L: 5 gp; C: 3 gp; M: +1 Ring of Protection 
  (Value 167 gp per character) 
   
  APL 4:  L: 10 gp; C: 3 gp; M: +1 Ring of Protection 
  (Value 167 gp per character); +1 Studded Leather (Value 
  98 gp per character); +1 Shortsword (Value: 193 gp per 
  character) 
   
  APL 6:  L: 38 gp; C: 5 gp; M: +1 Ring of Protection 
  (Value 167 gp per character); +2 Chain Shirt (Value:  354 
  gp per character); +1 Studded Leather (Value 98 gp per 
  character); +1 Shortsword ( Value: 193 gp per character); 
  +1 Small Wooden Shield (Value: 96 gp per character); +1 
  Studded Leather (Value 98 gp per character) 
   
  APL 8:  L: 60 gp; C: 5 gp; M: +1 Shortsword (Value: 
  193 gp per character); +2 Chain Shirt (Value:  354 gp per 
  character); +2 Ring of Protection (Value: 667 gp per 
  character); +2 Chain Shirt (Value:  354 gp per character); 
  +1 Shortsword ( Value: 193 gp per character); +1 Small 
  Wooden Shield (Value: 96 gp per character); +2 Chain 
  Shirt (Value:  354 gp per character); +1 Greataxe (Value: 
  193 gp per character); +1 Studded Leather (Value 98 gp 
  per character); +1 Shortsword (Value: 193 gp per 
  character); +1 Studded Leather (Value 98 gp per 
  character) 
   
   
  Encounter Six: 
  Mother Flaytung’s room 
   
  Mother Flaytung has left town, but left a nasty surprise 
  for the PCs. The doors to the room and wardrobe are 
  locked, but Pilnoe has a key if the characters ask for it.  
   
  Pilnoe himself will be very agitated if asked to open the 
  door, and will actually out right refuse to. He will say that 
  he has no desire to incur the sharp, tongued woman’s 
  wrath. 
   
  When the door is opened, the room itself appears to have 
  not been used, and searching will only turn up the trap in 
  the wardrobe. 
   
  This room is a little cramped for someone of human 
  size, but is accommodated with well made items. A 
  bed along the South wall, a wardrobe on the East wall 
  directly opposite the door, a rug in the center of the 
  room, and a table in the North east corner, make up 
  the room’s furniture. Everything appears to be as if 
  the maid had just left. 
   
  When the door of the wardrobe is opened something will 
  be fired at any character standing in the doorway, and 
  possibly anyone standing around them. 
   
  Pilnoe will be distraught that she hasn’t paid her bill. 
   
  APL 2 (EL 3) 
  Arrow trap: CR 3; mechanical; +10 ranged (1d6, arrow 
  [x3]); Search (DC 20); Disable Device (DC 20). Note: 20-ft. 
  max range, 1d4 multiple targets determined randomly 
  from those in its path. 
   
  APL 4 (EL 5) 
  Fusillade of Poisoned Darts trap: CR 5; mechanical; +14 
  ranged (1d4+1, plus poison dart); poison (medium-sized 
  spider venom poison, Fort save [DC 12] resists, 1d4 
  Str/1d4 Str); multiple targets (1d8 darts per targets in a 
  10-ft.-by-10-ft. area); Search (DC 22), Disable Device (DC 
  22). 
   
  APL 6 (EL 7) 
  Fusillade of Poisoned Darts trap: CR 7; mechanical; +18 
  ranged (1d4+1 plus poison, dart); poison (large scorpion 
  venom poison, Fort save [DC 14] resists, 1d6 Str/1d6 Str); 
  multiple targets (1d8 darts per targets in a 10-ft.-by-10-ft. 
  area); Search (DC 24), Disable Device (DC 24). 
   
  APL 8 (EL 9) 
  Fusillade of Poisoned Darts trap: CR 9; mechanical; +18 
  ranged (1d4+1 plus poison, dart); poison (Purple Worm 
  poison; Fort save [DC 16], 1d6 Str/2d6 Str); multiple 
  targets (1d8 darts per targets in a 10-ft.-by-10-ft. area); 
  Search (DC 29), Disable Device (DC 24). 
   
   
  Encounter Seven: 
  A chance meeting 
   
  Once the PC’s decide to give chase to Mother Flaytung, 
  this is their next encounter. Here the PCs have the 
  chance to determine that the one they are in pursuit of is 
  just around the bend. Possibly waiting in ambush if 
  anyone got away in Encounter Five. 
   
  A man riding on a wagon is slowly approaching. He is 
  leaning back on the wagon seat in a very calm and 
  relaxed position. One would almost think he was a 
  sleep. 
   
  This is Rithdryt (Rith to his friends), and he is making a 
  delivery to the Darkleaf clan. His insolent manner can be 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 13 
  attributed to his being a teamster. He is tall and lanky, or 
  at least that is how he appears from his seated position. 
  He is wearing sturdy work clothing. There are a few 
  crates in the back of the wagon, but there are no 
  markings on them. 
   
  If the PCs ask about the road ahead he will say the 
  following. 
   
  “Well, I did see sumptin. Oddest thing I ever did see, 
  but it doesn’t pay to poke one’s nose inta other 
  peoples’ business, or at least that’s what I’s always say. 
  Just around the bend, there were this/these 
  characters crouching down in the brush ‘long side the 
  rode. They was obviously waiting… hmm” He trails 
  off as he looks at the PCs, back the way he came, and 
  then back at the PCs. “Nope, don’t remember 
  anything about ta rode back thare. Likes I always says, 
  ‘Doesn’t pay to stick yere nose inta others’ business.’” 
  He flips his reins to get the team moving again. 
   
  He can easily be persuaded for 10 Wheatsheafs (GP), 5 if 
  they haggle and a Diplomacy Check (Diplomacy +0) is 
  made, to draw them a map in the dirt of the ambush that 
  is being set up. Give the PCs the “Ambush” map. 
   
  If he is Intimidated (DC 9+APL) into telling he will 
  “forget” about 1 – 2 of Gryth’s people, and will only relate 
  their positions by word of mouth. 
   
  If the PCs ask about the crates he will say the following. 
   
  “Well these here boxes are some of the personal 
  effects of Justin Darkleaf. He evidently wasn’t much 
  of an adventurer.” 
   
   
  Encounter Eight: 
  The Confrontation 
   
  Gryth Fasthan had a henchman watching Joran’s shop to 
  make sure the operation went smoothly. As such he is be 
  warned of the impending arrival of the PCs and has have 
  shucked his alter ego of Mother Flaytung. Of course a 
  fight ensues.  
   
  Gryth has set up a trap. There is razor-wire strung across 
  the road, and he plans on springing his attack when the 
  PCs are dealing with it. 
   
  Gryth and possibly Jasmine will be situated in trees about 
  15 feet up, and have 50% cover from the road. Their cover 
  is cut to 25% if the attacker is below and next to the tree. 
  Note that Gryth has chosen his position so that attackers 
  are not afforded the same benefit. They will fire 
  crossbows until they need to run and then use tumble to 
  get out of the tree, following their clear path through the 
  caltrops. 
   
  Those next to the road will fire crossbows until melee is 
  inevitable. All of the crossbow bolts are poisoned see the 
  specific APL for the type. 
   
  APL 2 (EL 5) 
  �Gryth Fasthan: hp 19; see Appendix 1 
   
  Razor-wire trap across road: CR 1; mechanical; location 
  trigger; no reset; Atk +10 melee (2d6, wire); multiple 
  targets (all targets in the first rank of marching order); 
  Search (DC 22), Disable Device (DC 15). 
   
  APL 4 (EL 7) 
  �Gryth Fasthan: hp 19; see Appendix 1 
  �Thugs (2): hp 20, 21; see Appendix 1 
   
  Razor-wire trap across road: CR 1; mechanical; location 
  trigger; no reset; Atk +10 melee (2d6, wire); multiple 
  targets (all targets in the first rank of marching order); 
  Search (DC 22), Disable Device (DC 15). 
   
  APL 6 (EL 9) 
  �Gryth Fasthan: hp 23; see Appendix 1 
  �Jasmine: hp 32; see Appendix 1 
  �Miron: hp 21; see Appendix 1 
  �Thugs (2): hp 28, 27; see Appendix 1 
   
  Razor-wire trap across road: CR 1; mechanical; location 
  trigger; no reset; Atk +10 melee (2d6, wire); multiple 
  targets (all targets in the first rank of marching order); 
  Search (DC 22), Disable Device (DC 15). 
   
  APL 8 (EL 11) 
  �Gryth Fasthan: hp 31; see Appendix 1 
  �Jasmine: hp 44; see Appendix 1 
  �Miron: hp 29; see Appendix 1 
  �Thugs (4): hp 28, 27, 25, 24; see Appendix 1 
   
  Razor-wire trap across road: CR 1; mechanical; location 
  trigger; no reset; Atk +10 melee (2d6, wire); multiple 
  targets (all targets in the first rank of marching order); 
  Search (DC 22), Disable Device (DC 15). 
   
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 14 
  Treasure: 
   
  APL 2: L: 7 gp;  C: 3 gp; M: +1 Leather Armor (Value: 97 
  gp per character); Spool of Endless Rope (Value: 167 gp 
  per character) 
   
  APL 4:  L: 33 gp; C: 3 gp; M: +1 Leather Armor 
  (Value: 97 gp per character); Spool of Endless Rope 
  (Value: 167 gp per character)  
   
  APL 6:  L: 41 gp; C: 6 gp; M: +1 Leather Armor 
  (Value: 97 gp per character); Spool of Endless Rope 
  (Value: 167 gp per character); Cloak of Resistance +1 
  (Value: 83 gp per character); +1 Leather Armor (Value: 97 
  gp per character); +1 Shortsword ( 
  Value: 193 gp per 
  character); +2 Ring of Protection (Value: 667 gp per 
  character); Wand of Fireballs (Value: 94 gp per character); 
  Spellbook (Value: 18 gp per character) 
    
  APL 8:  L: 68 gp; C: 6 gp; M: +3 Leather Armor 
  (Value: 763 gp per character); Spool of Endless Rope 
  (Value: 167 gp per character); Cloak of Resistance +1 
  (Value: 83 gp per character); +1 Leather Armor (Value: 97 
  gp per character); +1 Shortsword ( 
  Value: 193 gp per 
  character); +2 Ring of Protection (Value: 667 gp per 
  character); Wand of Fireballs (Value: 94 gp per character); 
  Spellbook (Value: 28 gp per character) 
   
   
  Conclusion 
  If the PCs Are Successful 
   
  The marshal returns early, congratulates the PC’s, takes 
  Gryth Fasthan off their hands (if need be), and 
  commends them. The Darkleaf Clan gives a reward. 
   
  Assuming the players prevailed, the marshal will 
  encounter the group when they take the bodies or 
  prisoners to the Banebridge Marshal’s office. 
   
  You see several diminutive forms riding toward you. 
  They appear to be Halflings on ponies. They slow as 
  they approach with crossbows readied at first, but 
  soon relax at a signal from the lead rider. 
   
  If the characters went to the Marshal’s office earlier then 
  they will recognize Nervid next to the leader. 
   
  “Well, I see congratulations are in order. I am Drif 
  Sharpthorn, and I am the Marshal of Banebridge. 
  Thank you for your service in my absence.” He 
  nudges his pony over to the captives/bodies. “Ah, 
  Gryth. I should have known when Pilnoe described 
  Mother Flaytung. The Watch will be happy to hear 
  that this one won’t be much of a problem anymore. 
  Well, thank you again for your aid. I can take over 
  what’s left of these.”  
   
  If the characters return the Griffin feather and pin a 
  member of the Marshal’s party will come forward to 
  claim it. 
   
  “Drif, I will take those. They belong to the Darkleafs.” 
  Turning to the characters, “Thank you for returning 
  that which was taken. You deserve a bit of reward for 
  your effort.” He pulls out a sack that clinks and 
  chinks nicely of coin, and hands it over. 
   
  A day after the PCs are back in the Free and Independent 
  City of Dyvers they are contacted by the Halfling Society 
  to congratulate them and ask if they are interested in 
  joining the society. 
   
  Treasure: 
   
  All APL’s:  L: 0 gp; C: 75 gp; M: 0 
   
   
  Conclusion B 
  Should the PCs Fail But Some of 
  Them Survive 
   
   
  Should the PCs not be able to save the day the marshal 
  returns early and is told of the situation. He thanks the 
  PCs for trying. The PCs receive 25 gp per character for 
  expenses. 
   
  Treasure: 
   
  All APL’s:  L: 0 gp; C: 25 gp; M: 0 
   
   
  The End 
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 15 
  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 #5: Joran the Cobbler 
  Defeat or run off the Flunkies: 
   APL2 120 xp 
   APL4 210 xp  
   APL6 270 xp 
   APL8 330 xp 
   
  Encounter #6: Mother Flaytung’s Room 
  Disarming or avoiding damage from the trap: 
   APL2 90 xp 
   APL4 150 xp  
   APL6 210 xp 
   APL8 270 xp 
   
  Encounter #8:  The Confrontation 
  Defeat Gryth and his men: 
   APL2 150 xp 
   APL4 210 xp  
   APL6 270 xp 
   APL8 330 xp 
   
  Story Award:  
  Returning the Feather  
        APL2 30 xp 
   
  APL4 60 xp  
   
  APL6 90 xp 
        APL8 120 xp 
   
  Discretionary role-playing award 
   APL2 30 xp 
   APL4 60 xp 
   APL6 90 xp 
   APL8 120 xp 
   
  Total possible experience:  
   
   APL2 420 xp 
   APL4 675 xp  
   APL6 900 xp 
   APL8 1,125 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. 
   
   
  Encounter Five: Joran the Cobbler 
  Defeat the Thugs and take their gear 
   
   
  APL 2: L: 5 gp; C: 3 gp; M: +1 Ring of Protection 
  (Value 167 gp per character) 
   
  APL 4:  L: 10 gp; C: 3 gp; M: +1 Ring of Protection 
  (Value 167 gp per character); +1 Studded Leather (Value 
  98 gp per character); +1 Shortsword (Value: 193 gp per 
  character) 
   
  APL 6:  L: 38 gp; C: 5 gp; M: +1 Ring of Protection 
  (Value 167 gp per character); +2 Chain Shirt (Value:  354 
  gp per character); +1 Studded Leather (Value 98 gp per 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 16 
  character); +1 Shortsword ( Value: 193 gp per character); 
  +1 Small Wooden Shield (Value: 96 gp per character); +1 
  Studded Leather (Value 98 gp per character) 
   
  APL 8:  L: 60 gp; C: 5 gp; M: +1 Shortsword (Value: 
  193 gp per character); +2 Chain Shirt (Value:  354 gp per 
  character); +2 Ring of Protection (Value: 667 gp per 
  character); +2 Chain Shirt (Value:  354 gp per character); 
  +1 Shortsword ( Value: 193 gp per character); +1 Small 
  Wooden Shield (Value: 96 gp per character); +2 Chain 
  Shirt (Value:  354 gp per character); +1 Greataxe (Value: 
  193 gp per character); +1 Studded Leather (Value 98 gp 
  per character); +1 Shortsword (Value: 193 gp per 
  character); +1 Studded Leather (Value 98 gp per 
  character) 
   
  Encounter Eight: Final Confrontation 
   
   
  APL 2: L: 7 gp;  C: 3 gp; M: +1 Leather Armor (Value: 
  97 gp per character); Spool of Endless Rope (Value: 167 
  gp per character) 
   
  APL 4:  L: 33 gp; C: 3 gp; M: +1 Leather Armor 
  (Value: 97 gp per character); Spool of Endless Rope 
  (Value: 167 gp per character)  
   
  APL 6:  L: 41 gp; C: 6 gp; M: +1 Leather Armor 
  (Value: 97 gp per character); Spool of Endless Rope 
  (Value: 167 gp per character); Cloak of Resistance +1 
  (Value: 83 gp per character); +1 Leather Armor (Value: 97 
  gp per character); +1 Shortsword ( 
  Value: 193 gp per 
  character); +2 Ring of Protection (Value: 667 gp per 
  character); Wand of Fireballs (Value: 94 gp per character); 
  Spellbook (Value: 18 gp per character) 
    
  APL 8:  L: 68 gp; C: 6 gp; M: +3 Leather Armor 
  (Value: 763 gp per character); Spool of Endless Rope 
  (Value: 167 gp per character); Cloak of Resistance +1 
  (Value: 83 gp per character); +1 Leather Armor (Value: 97 
  gp per character); +1 Shortsword ( 
  Value: 193 gp per 
  character); +2 Ring of Protection (Value: 667 gp per 
  character); Wand of Fireballs (Value: 94 gp per character); 
  Spellbook (Value: 28 gp per character) 
   
   
  Conclusion: 
  For accepting the mission and accomplishing it 
   
   
  All APL’s:  L: 0 gp; C: 75 gp; M: 0 
   
  For accepting the mission but failing to capture Gryth 
   
   
  All APL’s:  L: 0 gp; C: 25 gp; M: 0 
   
   
   
   
  Total Possible Treasure 
   
   
  APL 2: 400 gp 
   
  APL 4: 600 gp 
   
  APL 6: 800 gp 
   
  APL 8: 1,250 gp 
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 17 
  Appendix One: NPC’s 
   
  Encounter One: Murder Most Foul 
   
  �Pilnoe Safehome, male halfling (lightfoot) Com3:  
  CR 2; Small-Sized Humanoid; HD 3d4+6; hp 15; Init +4 
  (+4 Dex); Spd 20 ft.; AC 15 (touch 15, flat-footed 11); 
  Attack +2 melee (1d6, club) or +6 ranged (1d4, dagger); 
  SV Fort +4, Ref +6, Will +4; AL LG; Str 10, Dex 19, Con 
  14, Int 15, Wis 15, Cha 8. 
   
  Skills: Appraise +5, Climb +2, Hide +8, Jump +2, 
  Listen +10, Move silently +6, Profession (Merchant) +5, 
  Ride +11, Spellcraft +4.5, Spot +2 
   
  Feats: Skill focus (ride), Two-weapon fighting 
   
  Possessions: N/A 
   
  Description: A well dressed Halfling of advancing 
  years, meaning a bit of gray in his hair. 
   
  Role-playing notes: Innkeeper/owner. Pilnoe is 
  something of a high-strung individual, but tries to 
  maintain a gentleman’s gentleman image in front of 
  guests. 
   
  �Shri, female halfling (lightfoot) Com: CR 1; Small-
  Sized Humanoid; HD 1d4; hp 4;: chambermaid – works 
  for Pilnoe 
   
  �Bargrid, male halfling (lightfoot) Exp2: CR 1; Small-
  Sized Humanoid; HD 2d6; hp 9;: cook – works for 
  Pilnoe 
   
  �Driphen Curehand, male human Exp1/Clr7; CR 7; 
  Medium-Sized Humanoid (human); HD 1d6+2 + 
  7d8+14; hp 51; Init -1 (-1 Dex); Spd 30 ft.; AC 9 (touch 
  9, flat-footed 9); Attack +6 melee (1d6, light mace) or +4 
  ranged (1d4, sling); SQ spells, Domains Law and 
  Knowledge; SV Fort +7, Ref +1, Will +8; AL LG; Str 13, 
  Dex 8, Con 14, Int 11, Wis 16, Cha 13. 
   
  Skills: Climb +3, Craft +6, Diplomacy +11, Hide -1, 
  Knowledge (arcana) +1, Listen +5, Move silently -1, 
  Scry +9, Spot +5 
   
  Feats: Alertness, Craft wand, Craft wondrous item, 
  Extra turning. 
   
  Spells: (6/5+1/4+1/3+1/1+1) 0-level 
   
  Possessions: N/A 
   
  Description: N/A 
   
  Role-playing notes: Journeyman – hired by the 
  Darkleaf clan. 
   
   
   
   
  Encounter 3: Turnas the Blacksmith 
   
  �Turnas, male dwarf (hill) Exp2: CR 1; Medium-Sized 
  Humanoid; HD 2d6; hp 9; blacksmith 
   
   
  Encounter 4: People about Banebridge 
   
  �Softpetal, female halfling (lightfoot) Exp2: CR 1; 
  Small-Sized Humanoid; HD 2d6; hp 9; seamstress 
   
  �Joran, male halfling (lightfoot) Exp2: CR 1; Small-
  Sized Humanoid; HD 2d6; hp 9; cobbler 
   
   
  Encounter 5: Joran the Cobbler 
   
  APL 2 (EL 5) 
  �Vash: human, female Ftr3; CR 3; Medium-Sized 
  Humanoid; HD 3d10; hp 22; Init +4; Spd 30 ft.; AC 17 
  (touch 15, flat-footed 13); Atk melee +7 (1d6+2, Short 
  Sword (19-20), or ranged +7 (1d4, Dagger (19-20); AL 
  LE; SV Fort +4, Ref +5, Will +0; Str 14, Dex 18, Con 10, 
  Int 10, Wis 8, Cha 10. 
  Skills and Feats:  Hide +5, Intimidate +3, Listen +1, 
  Move Silently +5, Spot +1; Ambidexterity, Dodge, 
  Power Attack, Two-Weapon Fighting, Weapon finesse 
  (Short Sword), 
   
  Equipment: Short Sword, Leather Armor, 6 
  Daggers, 50’ Rope, 15 gp, Ring of Protection +1 
   
  Description: Tight-lipped, average woman with 
  kinky red hair, and who has had enough of being 
  pushed around. 
   
  Role-playing notes: Vash relies on her speed to 
  win her battles. Vash is a flunky of Gryth’s. She is 
  considering being a Rogue, and will probably be the 
  one sneaking around. 
   
  �Jullana: human female Ftr2; CR 2; Medium-Sized 
  Humanoid; HD 2d10+4; hp 20; Init +4; Spd 30 ft.; AC 
  12 (touch 10, flat-footed 12); Atk melee +7 (1d6+4, 
  Short Sword) or ranged +2 (1d4+4, dagger (19-20); AL 
  CE; SV Fort +5, Ref +0, Will -1; Str 18, Dex 10, Con 15, 
  Int 8, Wis 8, Cha 10. 
  Skills and Feats: Climb +5, Hide +1, Intimidate +1; 
  Improved Initiative, Power Attack, Weapon Focus 
  (Short Sword). 
   
  Equipment: Leather Armor, 3 Daggers, Short 
  Sword, 10 sp  
   
  Description: Average looking woman with 
  straight brown hair, and well-defined biceps. 
   
  Role-playing notes: Jullana is a flunky of Gryth’s. 
  Not the brightest star in the night, but she sure does 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 18 
  pack a wallop. She tends to jump into combat without 
  analyzing who or what she is attacking. 
   
  APL 4 (EL 7) 
  �Vash: human, female Ftr3; CR 3; Medium-Sized 
  Humanoid; HD 3d10; hp 22; Init +4; Spd 30 ft.; AC 17 
  (touch 15, flat-footed 13); Atk melee +7 (1d6+2, Short 
  Sword (19-20), or ranged +7 (1d4, Dagger (19-20); AL 
  LE; SV Fort +4, Ref +5, Will +0; Str 14, Dex 18, Con 10, 
  Int 10, Wis 8, Cha 10. 
  Skills and Feats:  Hide +5, Intimidate +3, Listen +1, 
  Move Silently +5, Spot +1; Ambidexterity, Dodge, 
  Power Attack, Two-Weapon Fighting, Weapon finesse 
  (Short Sword), 
   
  Equipment: Short Sword, Leather Armor, 6 
  Daggers, 50’ Rope, 15 gp, Ring of Protection +1 
   
  Description: Tight-lipped, average woman with 
  kinky red hair, and who has had enough of being 
  pushed around. 
   
  Role-playing notes: Vash relies on her speed to 
  win her battles. Vash is a flunky of Gryth’s. She is 
  considering being a Rogue, and will probably be the 
  one sneaking around. 
   
  �Jullana: human female Ftr3; CR 3; Medium-Sized 
  Humanoid; HD 3d10+6; hp 28; Init +4; Spd 30 ft.; AC 
  15 (touch 10, flat-footed 15); Atk melee +9 (1d6+5, 
  Short Sword) or ranged +3 (1d4+4, dagger (19-20); AL 
  CE; SV Fort +5, Ref +1, Will +0; Str 18, Dex 10, Con 15, 
  Int 8, Wis 8, Cha 10. 
  Skills and Feats:  Climb +5, Hide +1, Intimidate +1; 
  Improved Initiative, Power Attack, Weapon Focus 
  (Short Sword). 
   
  Equipment: +1 Studded Leather Armor, 3 
  Daggers, +1 Short Sword, Small Wooden Shield, 10 sp  
   
  Description: Average looking woman with 
  straight brown hair, and well-defined biceps. 
   
  Role-playing notes: Jullana is a flunky of Gryth’s. 
  Not the brightest star in the night, but she sure does 
  pack a wallop. She tends to jump into combat without 
  analyzing who or what she is attacking. 
   
  �Erik: human male Ftr3; CR 3; Medium-Sized 
  Humanoid; HD 3d10+6; hp 28; Init +2; Spd 30 ft.; AC 
  14 (touch 12, flat-footed 12); Atk +6 melee (1d8+2 
  Morningstar) or ranged +5 (1d8, Light Crossbow (19-
  20)), AL LE; SV Fort +5, Ref +3, Will +0; Str 14, Dex 15, 
  Con 15, Int 11, Wis 8, Cha 11 
  Skills and Feats: Hide +3, Listen +1, Move Silently +3, 
  Spot +1; Blind-fight, Dodge, Power Attack, Weapon 
  Focus (Morningstar). 
   
  Equipment: Leather Armor, 3 Daggers, Light 
  Crossbow, Case w/10 Bolts, Morningstar, 10 sp 
   
  Description: A tall, lean man with a clean-shaven 
  face and dark black hair give him a youthful 
  appearance. 
   
  Role-playing notes: Erik is a straightforward kind 
  of guy, and he is very practical. If you owe money, you 
  should pay up, or expect to have your legs broken. Erik 
  is a flunky of Gryth’s. 
   
  �Muktor: human male Ftr3; CR 3; Medium-Sized 
  Humanoid; HD 3d10+6; hp 28; Init +1; Spd 30 ft.; AC 
  14 (touch 11, flat-footed 13); Atk +4 melee (1d12+3, 
  Greataxe [x3]) or ranged +4 (1d8, Light Crossbow [19-
  20]); AL NE; SV Fort +5, Ref +2, Will +1; Str 15, Dex 13, 
  Con 14, Int 12, Wis 11, Cha 10. 
  Skills and Feats:  Hide +3, Intimidate +1, Listen +1, 
  Move Silently +3, Search +1, Spot +1; Mobility, Power 
  Attack, Cleave, Dodge, Weapon Focus (Greataxe) 
   
  Equipment: Studded Leather Armor, Light 
  Crossbow, Case w/10 Bolts, 3 Daggers, Greataxe, 10 sp  
   
  Description: Muktor is a short, broad human, and 
  he has an unkempt black beard. 
   
  Role-playing notes: Muktor is a flunky of Gryth’s. 
  People tend to think that Muktor should have been 
  born a dwarf. He tends to bull into situations, and has 
  an obstinate nature. 
   
  APL 6 (EL 9) 
  �Vash: human, female Ftr5; CR 5; Medium-Sized 
  Humanoid; HD 5d10; hp 34; Init +8; Spd 30 ft.; AC 21 
  (touch 15, flat-footed 17); Atk melee +9 (1d6+2, Short 
  Sword [19-20]), or ranged +9 (1d4, Dagger [19-20]); AL 
  LE; SV Fort +5, Ref +5, Will +0; Str 14, Dex 19, Con 10, 
  Int 10, Wis 8, Cha 10. 
  Skills and Feats:  Hide +7, Intimidate +3, Listen +1, 
  Move Silently +5, Spot +1; Ambidexterity, Dodge,  
  Improved Initiative, Power Attack, Two-Weapon 
  Fighting, Weapon finesse (Short Sword), 
   
  Equipment: Short Sword, Chain Shirt +2, 6 
  Daggers, 50’ Rope, 15 gp, Ring of Protection +1 
   
  Description: Tight-lipped, average woman with 
  kinky red hair, and who has had enough of being 
  pushed around. 
   
  Role-playing notes: Vash relies on her speed to 
  win her battles. Vash is a flunky of Gryth’s. She is 
  considering being a Rogue, and will probably be the 
  one sneaking around. 
   
  �Jullana: human female Ftr5; CR 5; Medium-Sized 
  Humanoid; HD 5d10+10; hp 44; Init +4; Spd 30 ft.; AC 
  16 (touch 10, flat-footed 16); Atk melee +11 (1d6+5, 
  Short Sword) or ranged +3 (1d4+4, dagger [19-20]); AL 
  CE; SV Fort +6, Ref +1, Will +0; Str 18, Dex 10, Con 15, 
  Int 9, Wis 8, Cha 10. 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 19 
  Skills and Feats:  Climb +5, Hide +2, Intimidate +2; 
  Blind Fighting, Cleave, Great Cleave, Improved 
  Initiative, Power Attack, Weapon Focus (Short Sword). 
   
  Equipment: +1 Studded Leather Armor, 3 
  Daggers, +1 Short Sword, +1 Small Wooden Shield, 
  Light Crossbow, 10 bolts, 3 daggers, 10 sp  
   
  Description: Average looking woman with 
  straight brown hair, and well-defined biceps. 
   
  Role-playing notes: Jullana is a flunky of Gryth’s. 
  Not the brightest star in the night, but she sure does 
  pack a wallop. She tends to jump into combat without 
  analyzing who or what she is attacking. 
   
  �Erik: human male Ftr5; CR 5; Medium-Sized 
  Humanoid; HD 5d10+10; hp 44; Init +2; Spd 30 ft.; AC 
  18 (touch 13, flat-footed 15); Atk +8 melee (1d8+4 
  Morningstar) or ranged +8 (1d8, Light Crossbow [19-
  20]), AL LE; SV Fort +6, Ref +3, Will +0; Str 14, Dex 16, 
  Con 15, Int 11, Wis 8, Cha 11 
  Skills and Feats: Hide +5, Listen +1, Move Silently +5, 
  Spot +1; Blind-fight, Combat Reflexes, Dodge, Power 
  Attack, 
  Weapon 
  Focus 
  (Morningstar), 
  Weapon 
  Specialization (Morningstar) 
   
  Equipment: Chain Shirt, Small Wooden Shield, 3 
  Daggers, Morningstar, 10 sp 
   
  Description: A tall, lean man with a clean-shaven 
  face and dark black hair give him a youthful 
  appearance. 
   
  Role-playing notes: Erik is a straightforward kind 
  of guy, and he is very practical. If you owe money, you 
  should pay up, or expect to have your legs broken. Erik 
  is a flunky of Gryth’s. 
   
  �Muktor: human male Ftr3; CR 3; Medium-Sized 
  Humanoid; HD 3d10+6; hp 28; Init +1; Spd 30 ft.; AC 
  14 (touch 11, flat-footed 13); Atk +4 melee (1d12+3, 
  Greataxe [x3]) or ranged +4 (1d8, Light Crossbow [19-
  20]); AL NE; SV Fort +5, Ref +2, Will +1; Str 15, Dex 13, 
  Con 14, Int 12, Wis 11, Cha 10. 
  Skills and Feats:  Hide +3, Intimidate +1, Listen +1, 
  Move Silently +3, Search +1, Spot +1; Mobility, Power 
  Attack, Cleave, Dodge, Weapon Focus (Greataxe) 
   
  Equipment: Studded Leather Armor, Light 
  Crossbow, Case w/10 Bolts, 3 Daggers, Greataxe, 10 sp  
   
  Description: Muktor is a short, broad human, and 
  he has an unkempt black beard. 
   
  Role-playing notes: Muktor is a flunky of Gryth’s. 
  People tend to think that Muktor should have been 
  born a dwarf. He tends to bull into situations, and has 
  an obstinate nature. 
   
  �Salmond: human male Rog3; CR 3; Medium-Sized 
  Humanoid; HD 3d6+3; hp 17; Init +7; Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14); Atk +5 melee (1d8+1, 
  Longsword [19-20]), +5 Ranged (1d8, Light Crossbow 
  [19-20]; AL NE; SV Fort +2, Ref +6, Will +1; Str 12, Dex 
  16, Con 12, Int 11, Wis 10, Cha 13. 
  Skills and Feats:  Appraise +2, Climb +4, Disable Device 
  +6, Disguise +5, Gather Information +4, Hide +8, 
  Innuendo +2, Intimidate +4, Listen +3, Move Silently 
  +7, Open Locks +7, Pick Pocket +4, Search +4, Spot +5, 
  Tumble +6  
   
  Feats: Dodge, Improved Initiative, Weapon 
  finesse (Longsword) 
   
  Equipment: Studded Leather Armor +1, 10 
  Daggers, Short Sword, Masterwork  Thieves’ Tools, 
  Light Crossbow, Case w/10 Bolts, 10 Wheatsheafs (GP) 
   
  Description: Greasy, black hair pulled back into a 
  ponytail is one of the more likable characteristics of 
  Salmond. He is slightly shorter than average, and is 
  tending towards the dumpy side. 
   
  Role-playing notes: Salmond is Gryth’s  
  apprentice. He is sly, and very willing to let others take 
  their turn getting hurt ahead of him. He likes to sit 
  back and use his ability with daggers to attack people 
  from a distance. Otherwise, he is thoroughly smarmy. 
   
  APL 8 (EL 11) 
  �Vash: human, female Ftr5/Rog2; CR 7; Medium-
  Sized Humanoid; HD 5d10+2d6; hp 42; Init +8; Spd 30 
  ft.; AC 22 (touch 16, flat-footed 18); Atk melee +13/+8 
  (1d6+3, Short Sword [19-20]), or ranged +11/+6 (1d4, 
  Dagger [19-20]); AL LE; SV Fort +6, Ref +8, Will +1; Str 
  14, Dex 19, Con 10, Int 10, Wis 8, Cha 10. 
  Skills and Feats:  Hide +11, Intimidate +3, Listen +5, 
  Move Silently +9, Spot +5; Ambidexterity, Dodge,  
  Improved Initiative, Power Attack, Two-Weapon 
  Fighting, Weapon finesse (Short Sword), Weapon 
  Focus (Short Sword) 
   
  Equipment: +1 Short Sword, Chain Shirt +2, 6 
  Daggers, 50’ Rope, 15 gp, Ring of Protection +2 
   
  Description: Tight-lipped, average woman with 
  kinky red hair, and who has had enough of being 
  pushed around. 
   
  Role-playing notes: Vash relies on her speed to 
  win her battles. Vash is a flunky of Gryth’s. She is 
  considering being a Rogue, and will probably be the 
  one sneaking around. 
   
  �Jullana: human female Ftr7; CR 7; Medium-Sized 
  Humanoid; HD 7d10+14; hp 60; Init +4; Spd 30 ft.; AC 
  18 (touch 10, flat-footed 18); Atk melee +13/+8 (1d6+7, 
  Short Sword +1), or ranged +7/+2 (1d4+4, dagger [19-
  20]); AL CE; SV Fort +7, Ref +4, Will +1; Str 18, Dex 10, 
  Con 15, Int 9, Wis 8, Cha 10. 
  Skills and Feats:  Climb +6, Hide +3, Intimidate +2; 
  Blind Fighting, Cleave, Great Cleave, Improved 
  Initiative, Lightning Reflexes, Power Attack, Weapon 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 20 
  Focus (Short Sword), Weapon Specialization (Short 
  Sword) 
   
  Equipment: +2 Chain Shirt, 3 Daggers, +1 Short 
  Sword, +1 Small Wooden Shield, Light Crossbow, 10 
  bolts, 3 daggers, 10 sp  
   
  Description: Average looking woman with 
  straight brown hair, and well-defined biceps. 
   
  Role-playing notes: Jullana is a flunky of Gryth’s. 
  Not the brightest star in the night, but she sure does 
  pack a wallop. She tends to jump into combat without 
  analyzing who or what she is attacking. 
   
  �Erik: human male Ftr5/Rog3; CR 8; Medium-Sized 
  Humanoid; HD 5d10+15 + 3d6+9; hp 70; Init +2; Spd 
  30 ft.; AC 18 (touch 13, flat-footed 15); Atk +10/+5 
  melee (1d8+4 Morningstar) or ranged +10/+5 (1d8, 
  Light Crossbow [19-20]), AL LE; SV Fort +8, Ref +6, 
  Will +1; Str 14, Dex 16, Con 16, Int 11, Wis 8, Cha 11 
  Skills and Feats: Hide +11, Listen +7, Move Silently 
  +11, Spot +7; Blind-fight, Cleave, Combat Reflexes, 
  Dodge, Power Attack, Weapon Focus (Morningstar), 
  Weapon Specialization (Morningstar) 
   
  Equipment: Chain Shirt, Small Wooden Shield, 3 
  Daggers, Morningstar, 10 sp 
   
  Description: A tall, lean man with a clean-shaven 
  face and dark black hair give him a youthful 
  appearance. 
   
  Role-playing notes: Erik is a straightforward kind 
  of guy, and he is very practical. If you owe money, you 
  should pay up, or expect to have your legs broken. Erik 
  is a flunky of Gryth’s. 
   
  �Muktor: human male Ftr5; CR 5; Medium-Sized 
  Humanoid; HD 5d10+10; hp 44; Init +1; Spd 30 ft.; AC 
  18 (touch 12, flat-footed 16); Atk +8 melee (1d12+6, 
  Greataxe [x3]) or ranged +7 (1d8, Light Crossbow [19-
  20]); AL NE; SV Fort +6, Ref +2, Will +1; Str 15, Dex 13, 
  Con 14, Int 12, Wis 11, Cha 10. 
  Skills and Feats:  Hide +5, Intimidate +1, Listen +1, 
  Move Silently +5, Search +1, Spot +1; Cleave, Dodge, 
  Mobility, Power Attack, Weapon Focus (Greataxe), 
  Weapon Specialization (Greataxe) 
   
  Equipment: +2 Chain Shirt, Light Crossbow, Case 
  w/10 Bolts, 3 Daggers, +1 Greataxe, 10 sp  
   
  Description: Muktor is a short, broad human, and 
  he has an unkempt black beard. 
   
  Role-playing notes: Muktor is a flunky of Gryth’s. 
  People tend to think that Muktor should have been 
  born a dwarf. He tends to bull into situations, and has 
  an obstinate nature. 
   
  �Salmond: human male Rog3; CR 3; Medium-Sized 
  Humanoid; HD 3d6+3; hp 17; Init +7; Spd 30 ft.; AC 17 
  (touch 13, flat-footed 14); Atk +5 melee (1d8+1, 
  Longsword [19-20]), +5 Ranged (1d8, Light Crossbow 
  [19-20]; AL NE; SV Fort +2, Ref +6, Will +1; Str 12, Dex 
  16, Con 12, Int 11, Wis 10, Cha 13. 
  Skills and Feats:  Appraise +2, Climb +4, Disable Device 
  +6, Disguise +5, Gather Information +4, Hide +8, 
  Innuendo +2, Intimidate +4, Listen +3, Move Silently 
  +7, Open Locks +7, Pick Pocket +4, Search +4, Spot +5, 
  Tumble +6  
   
  Feats: Dodge, Improved Initiative, Weapon 
  finesse (Longsword) 
   
  Equipment: Studded Leather Armor +1, 10 
  Daggers, Short Sword, Masterwork  Thieves’ Tools, 
  Light Crossbow, Case w/10 Bolts, 10 Wheatsheafs (GP) 
   
  Description: Greasy, black hair pulled back into a 
  ponytail is one of the more likable characteristics of 
  Salmond. He is slightly shorter than average, and is 
  tending towards the dumpy side. 
   
  Role-playing notes: Salmond is Gryth’s  
  apprentice. He is sly, and very willing to let others take 
  their turn getting hurt ahead of him. He likes to sit 
  back and use his ability with daggers to attack people 
  from a distance. Otherwise, he is thoroughly smarmy. 
   
  �Thranor: human male Ftr3; CR 3; Medium-Sized 
  Humanoid; HD 3d10+6; hp 28; Init +4; Spd 30 ft.; AC 
  15 (touch 10, flat-footed 15); Atk melee +9 (1d6+5, 
  Short Sword) or ranged +3 (1d4+4, dagger (19-20); AL 
  CE; SV Fort +5, Ref +1, Will +0; Str 18, Dex 10, Con 15, 
  Int 8, Wis 8, Cha 10. 
  Skills and Feats:  Climb +5, Hide +1, Intimidate +1; 
  Improved Initiative, Power Attack, Weapon Focus 
  (Short Sword). 
   
  Equipment: +1 Studded Leather Armor, 3 
  Daggers, +1 Short Sword, Small Wooden Shield, 10 sp  
   
  Description: Thranor is a fairly average looking 
  man. He has well kept blond hair, and a nearly 
  trimmed goatee.  
   
  Role-playing notes: Thranor is the captain of 
  Gryth’s flunkies. He usually lets others plow into 
  combat first, while he throws a dagger to distract 
  spellcasters. He then will go to where he is needed. 
   
  Encounter 8: The Confrontation 
   
  APL 2 (EL 5) 
  �Gryth Fasthan: human male Rog4; CR4; Medium-
  Sized Humanoid; HD 4d6; hp 19; Init +3; Spd 30 ft.; AC 
  16 (touch 13, flat-footed 13); Atk +4 Melee (1d6+1, 
  Short Sword [19-20]), or +6 ranged (1d8, Light 
  Crossbow [19-20]); AL NE; SV Fort +1, Ref +7, Will +1; 
  AL NE; Str 12, Dex 17, Con 10, Int 12, Wis 10, Cha 14. 
  Skills and Feats:   Climb +6, Disable Device +4, 
  Disguise +9, Gather information +4, Hide +10, 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 21 
  Innuendo +2, Intimidate +8, Listen +4, Move Silently 
  +9, Open Lock +6, Search +7, Spot +4, Tumble +10, Use 
  Magic Device +5; Dodge, Point Blank Shot, Run. 
   
  Possessions: Spool of Endless Rope, Leather 
  Armor +1,  3 Daggers, Light Crossbow, Quarrel w/10 
  bolts (The tips are coated with medium-size spider 
  venom poison), Short Sword, Thieves’ Tools, 15 gp 
   
  Crossbow poison: medium-sized spider venom 
  poison (Fort save to resist (DC 14); 1d4 Str / 1d4 Str) 
   
  Description: Gryth is of average height and look, 
  but is slightly on the thin side. He typically wears 
  brown breeches with an off-white blouse, some might 
  think it is just dirty. 
   
  Alias: Mother Flaytung  
   
  Role-playing notes: When on a job as himself 
  Gryth is cold and calculating. 
   
  Tactics: Gryth is alone here, and has taken up a 
  position in a tree, for cover. The tree’s base is 
  surrounded by caltrops, but there is a clear path that he 
  knows about for an escape. 
   
   APL 4 (EL 7) 
  �Gryth Fasthan: human male Rog4; CR4; Medium-
  Sized Humanoid; HD 4d6; hp 19; Init +3; Spd 30 ft.; AC 
  16 (touch 13, flat-footed 13); Atk +4 Melee (1d6+1, 
  Short Sword [19-20]), or +6 ranged (1d8, Light 
  Crossbow [19-20]); AL NE; SV Fort +1, Ref +7, Will +1; 
  AL NE; Str 12, Dex 17, Con 10, Int 12, Wis 10, Cha 14. 
   
  Skills and Feats:   Climb +6, Disable Device +4, 
  Disguise +9, Gather information +4, Hide +10, 
  Innuendo +2, Intimidate +8, Listen +4, Move Silently 
  +9, Open Lock +6, Search +7, Spot +4, Tumble +10, Use 
  Magic Device +5; Dodge, Point Blank Shot, Run. 
   
  Possessions: Spool of Endless Rope, Leather 
  Armor +1,  3 Daggers, Light Crossbow, Quarrel w/10 
  bolts (The tips are coated with medium-size spider 
  venom poison), Short Sword, Thieves’ Tools, 15 gp 
   
  Crossbow poison: medium-sized spider venom 
  poison (Fort save to resist (DC 14); 1d4 Str / 1d4 Str) 
   
  Description: Gryth is of average height and look, 
  but is slightly on the thin side. He typically wears 
  brown breeches with an off-white blouse, some might 
  think it is just dirty. 
   
  Alias: Mother Flaytung  
   
  Role-playing notes: When on a job as himself 
  Gryth is cold and calculating. 
   
  Tactics: Gryth is alone here, and has taken up a 
  position in a tree, for cover. The tree’s base is 
  surrounded by caltrops, but there is a clear path that he 
  knows about for an escape. 
   
  � Thugs: human male Ftr2; CR2; Medium-Sized 
  Humanoids; HD 2d10+4; hp varies; Init +0; Spd 30 ft.; 
  AC 17 (touch 10, flat-footed 17); Atk +5 (1d6+2, short 
  sword [19-20]), or +2 ranged (1d8, Light Crossbow [19-
  20]); AL LE; SV Fort +5, Ref +1, Will +1; Str 14, Dex 10, 
  Con 14, Int 10, Wis 10, Cha 10 
   
  Skills and feats: Climb +3, Hide +1, Move Silently 
  +1; Blind-fight, Power Attack, Weapon focus (Short 
  Sword). 
   
  Possessions: Chainmail, Large Wooden Shield, 
  Dagger 3, Light Crossbow, Short Sword, 3 sp 
   
  Description: Tall, thickly muscled, menacing 
  men. Wearing Chainmail armor. 
   
  Role-playing notes: These thugs are Gryth’s 
  flunkies, and will do as he tells them to. 
   
  APL 6 (EL 9) 
  �Gryth Fasthan: human male Rog5; CR5; Medium-
  Sized Humanoid; HD 5d6; hp 23; Init +3; Spd 30 ft.; AC 
  16 (touch 13, flat-footed 13); Atk +4 Melee (1d6+1, 
  Short Sword [19-20]), or +6 ranged (1d8, Light 
  Crossbow [19-20]); AL NE; SV Fort +2, Ref +8, Will +2; 
  AL NE; Str 12, Dex 17, Con 10, Int 12, Wis 10, Cha 14. 
  Skills and Feats:  Climb +7, Disable Device +4, Disguise 
  +10, Gather information +5, Hide +11, Innuendo +3, 
  Intimidate +8, Listen +5, Move Silently +10, Open 
  Lock +7, Search +7, Spot +4, Tumble +11, Use Magic 
  Device +5; Dodge, Point Blank Shot, Run. 
   
  Possessions: Spool of Endless Rope, Cloak of 
  Resistance +1, Leather Armor +1,  3 Daggers, Light 
  Crossbow, Quarrel w/10 bolts (The tips are coated with 
  medium-size spider venom poison), Short Sword, 
  Thieves’ Tools, 15 gp 
   
  Crossbow poison: medium-sized spider venom 
  poison (Fort save to resist (DC 14); 1d4 Str / 1d4 Str) 
   
  Description: Gryth is of average height and look, 
  but is slightly on the thin side. He typically wears 
  brown breeches with an off-white blouse, some might 
  think it is just dirty. 
   
  Alias: Mother Flaytung  
   
  Role-playing notes: When on a job as himself 
  Gryth is cold and calculating. 
   
  Tactics: Gryth is alone here, and has taken up a 
  position in a tree, for cover. The tree’s base is 
  surrounded by caltrops, but there is a clear path that he 
  knows about for an escape. 
   
  �Jasmine: human female Rog5; CR5; Medium-Sized 
  Humanoid; HD 5d6+10; hp 32; Init +3; Spd 30 ft.; AC 
  16 (touch 13, flat-footed 13); Atk +6 Melee (1d6+3, 
  Short Sword [19-20]), or +9 ranged (1d8, Light 
  Crossbow [19-20]); AL NE; SV Fort +3, Ref +7, Will +3; 
  Str 15, Dex 17, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +6, Disable Device +6, 
  Disguise +6, Gather Information +2, Hide +12, 
  Innuendo +2, Intimidate +5, Listen +4, Move Silently 
  +8, Open lock +8, Search +8, Spot +5, Tumble +12, Use 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 22 
  Magic Device +3; Feats: Dodge, Point Blank Shot, Iron 
  Will 
   
  Possessions: Leather Armor +1, Daggers (3), Light 
  Crossbow, Quarrel w/10 Bolts, Short Sword +1, 
  Thieves’ Tools, 15 gp 
   
  Description: Jasmine is an average looking 
  woman that can blend in with a crowd. She favors tan 
  or olive colors in clothing. 
   
  Role-playing notes: Jasmine is loyal to Gryth but 
  not to the point of giving her life for him. 
   
  �Miron: human male Wiz5 (Trans); CR5; Medium-
  Sized Humanoid; HD 5d4+5; hp 21; Init +6; Spd 30 ft.; 
  AC 14 (touch 14, flat-footed 12); Atk +3 melee (1d6+1, 
  Quarterstaff) or +4 Ranged (1d4, Dagger [19-20]); AL 
  NE; SV Fort +4, Ref +5, Will +4; Str 12, Dex 14, Con 12, 
  Int 17, Wis 10, Cha 10. 
   
  Skills and Feats: Alchemy +10, Concentration +8, 
  Knowledge Arcana +10, Spellcraft +10, Spot +4;  Dodge, 
  Great Fortitude, Improved Initiative, Lightning 
  Reflexes, Scribe Scroll, Spell Focus (Transmutation) 
   
  Possessions: Daggers (3), Quarterstaff, +2 Ring of 
  Protection, Wand of Fireballs 5
  th lvl caster (3 Charges) 
  Spells Prepared (4/4/3/2; Base DC 13 + spell level; +2 
  DC Transmutation; 5
  th level caster): 0
  th – Daze, Detect 
  Magic, Flare, Mage Hand; 1
  st – Burning Hands x2, 
  Mage Armor, Magic Missile; 2
  nd – Cat’s Grace, Flaming 
  Sphere, Summon Monster II; 3
  rd – Haste, Lightning 
  Bolt 
   
  Spellbook: 0 - all cantrips; 1
  st – Burning Hands, 
  Change Self, Charm Person, Endure Elements, Mage 
  Armor, Magic Missile, Shield; 2
  nd – Cat’s Grace, 
  Flaming Sphere, Resist Elements, Summon Monster 
  II; 3
  rd – Haste, Lightning Bolt 
   
  Description: Miron is a tall, sullen individual that 
  prefers deep blue clothing.  
   
  Role-playing notes: Miron owes Gryth his life 
  and will stay with the rogue until the end. 
   
  �Thugs: human male Ftr3; CR3; Medium-Sized 
  Humanoids; HD 3d10+6; hp varies; Init +1; Spd 30 ft.; 
  AC 18 (touch 11, flat-footed 17); Atk +8 melee (1d8+4, 
  Longsword [19-20]), or Ranged +4 (1d8, Light 
  Crossbow [19-20]); AL LE; SV Fort +5, Ref +2, Will +0; 
  Str 18, Dex 12, Con 14, Int 8, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +6, Hide +2, Move Silently 
  +2; 
  Blind-fight, 
  Power 
  Attack, 
  Weapon 
  focus 
  (Longsword). 
   
  Possessions: Chainmail, Large Wooden Shield, 
  Dagger 3, Light Crossbow,  Longsword, 3 Wagons sp 
   
  Description: Tall, thickly muscled, menacing 
  men. Wearing Chainmail armor. 
   
  Role-playing notes: These thugs are Gryth’s 
  flunkies, and will do as he tells them to. 
  APL 8(EL 11) 
  �Gryth Fasthan: human male Rog7; CR7; Medium-
  Sized Humanoid; HD 7d6; hp 31; Init +3; Spd 30 ft.; AC 
  18 (touch 13, flat-footed 15); Atk +8 Melee (1d6+1, 
  Short Sword [19-20]), or +8 ranged (1d8, Light 
  Crossbow [19-20]); AL NE; SV Fort +3, Ref +9, Will +3; 
  AL NE; Str 12, Dex 17, Con 10, Int 12, Wis 10, Cha 14. 
  Skills and Feats:  Climb +7, Disable Device +4, Disguise 
  +10, Gather information +5, Hide +14, Innuendo +3, 
  Intimidate +8, Listen +6, Move Silently +13, Open 
  Lock +9, Search +11, Spot +8, Tumble +13, Use Magic 
  Device +5; Dodge, Point Blank Shot, Run; Weapon 
  Finesse (Short Sword) 
   
  Possessions: Spool of Endless Rope, Cloak of 
  Resistance +1, Leather Armor +3,  3 Daggers, Light 
  Crossbow, Quarrel w/10 bolts (The tips are coated with 
  medium-size spider venom poison), Short Sword, 
  Thieves’ Tools, 15 gp 
   
  Crossbow poison: medium-sized spider venom 
  poison (Fort save to resist (DC 14); 1d4 Str / 1d4 Str) 
   
  Description: Gryth is of average height and look, 
  but is slightly on the thin side. He typically wears 
  brown breeches with an off-white blouse, some might 
  think it is just dirty. 
   
  Alias: Mother Flaytung  
   
  Role-playing notes: When on a job as himself 
  Gryth is cold and calculating. 
   
  Tactics: Gryth is alone here, and has taken up a 
  position in a tree, for cover. The tree’s base is 
  surrounded by caltrops, but there is a clear path that he 
  knows about for an escape. 
   
  �Jasmine: human female Rog7; CR7; Medium-Sized 
  Humanoid; HD 7d6+14; hp 44; Init +3; Spd 30 ft.; AC 
  16 (touch 13, flat-footed 13); Atk +10 Melee (1d6+3, 
  Short Sword [19-20]), or +8 ranged (1d8, Light 
  Crossbow [19-20]); AL NE; SV Fort +4, Ref +8, Will +4; 
  Str 15, Dex 17, Con 14, Int 10, Wis 10, Cha 10. 
   
  Skills and Feats: Climb +6, Disable Device +6, 
  Disguise +6, Gather Information +2, Hide +12, 
  Innuendo +2, Intimidate +6, Listen +9, Move Silently 
  +12, Open lock +8, Search +8, Spot +9, Tumble +12, Use 
  Magic Device +3; Feats: Point Blank Shot, Iron Will, 
  Weapon Focus (Short Sword), Weapon Finesse (Short 
  Sword) 
   
  Possessions: Leather Armor +1, Daggers (3), Light 
  Crossbow, Quarrel w/10 Bolts, Short Sword +1, 
  Thieves’ Tools, 15 gp 
   
  Description: Jasmine is an average looking 
  woman that can blend in with a crowd. She favors tan 
  or olive colors in clothing. 
   
  Role-playing notes: Jasmine is loyal to Gryth but 
  not to the point of giving her life for him. 
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 23 
   
  �Miron: human male Wiz7 (Trans); CR7; Medium-
  Sized Humanoid; HD 7d4+7; hp 29; Init +6; Spd 30 ft.; 
  AC 14 (touch 14, flat-footed 12); Atk +4 melee (1d6+1, 
  Quarterstaff) or +5 Ranged (1d4, Dagger [19-20]); AL 
  NE; SV Fort +5, Ref +6, Will +7; Str 12, Dex 14, Con 12, 
  Int 17, Wis 10, Cha 10. 
   
  Skills and Feats: Alchemy +10, Concentration +12, 
  Knowledge Arcana +10, Spellcraft +12, Spot +4;  Dodge, 
  Great Fortitude, Improved Initiative, Iron Will, 
  Lightning Reflexes, Scribe Scroll, Spell Focus 
  (Transmutation) 
   
  Possessions: Daggers (3), Quarterstaff, +2 Ring of 
  Protection, Wand of Fireballs 5
  th lvl caster (3 Charges) 
   
  Spells Prepared (4/6/5/4/2; Base DC 13 + spell 
  level; +2 DC Transmutation; 5
  th level caster): 0
  th – Daze, 
  Detect Magic, Flare, Mage Hand; 1
  st – Burning Hands 
  x2, Mage Armor, Magic Missile x3; 2
  nd – Bull Strength, 
  Cat’s Grace x2, Flaming Sphere, Summon Monster II; 
  3
  rd – Dispel Magic, Haste, Lightning Bolt, Slow; 4
  th – 
  Ice Storm, Minor Glove of Invulnerability 
   
  Spellbook: 0 - all cantrips; 1
  st – Burning Hands, 
  Change Self, Charm Person, Endure Elements, Mage 
  Armor, Magic Missile, Shield; 2
  nd – Bull Strength, Cat’s 
  Grace, Flaming Sphere, Resist Elements, Summon 
  Monster II; 3
  rd – Dispel Magic, Haste, Lightning Bolt, 
  Slow; 4
  th – Ice Storm, Minor Glove of Invulnerability 
   
  Description: Miron is a tall, sullen individual that 
  prefers deep blue clothing.  
   
  Role-playing notes: Miron owes Gryth his life 
  and will stay with the rogue until the end. 
   
  �Thugs: human male Ftr3; CR3; Medium-Sized 
  Humanoids; HD 3d10+6; hp varies; Init +1; Spd 30 ft.; 
  AC 18 (touch 11, flat-footed 17); Atk +8 melee (1d8+4, 
  Longsword [19-20]), or Ranged +4 (1d8, Light 
  Crossbow [19-20]); AL LE; SV Fort +5, Ref +2, Will +0; 
  Str 18, Dex 12, Con 14, Int 8, Wis 8, Cha 10. 
   
  Skills and Feats: Climb +6, Hide +2, Move Silently 
  +2; 
  Blind-fight, 
  Power 
  Attack, 
  Weapon 
  focus 
  (Longsword). 
   
  Possessions: Chainmail, Large Wooden Shield, 
  Dagger 3, Light Crossbow,  Longsword, 3 Wagons sp 
   
  Description: Tall, thickly muscled, menacing 
  men. Wearing Chainmail armor. 
   
  Role-playing notes: These thugs are Gryth’s 
  flunkies, and will do as he tells them to. 
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 24 
  Appendix Two: The Sleeping Sparrow Inn  
   
  The Sleeping Sparrow Inn is a wood and brick building with wooden shingles. It has a nice porch upon which chairs, 
  some rocking, and benches are evident. There are shade trees to keep the glare from the setting sun from offending the 
  eyes of the gentle customers. The building is in good shape. 
   
  Upon entering the Inn, people see the common room in the one story portion of the building with its many tables, 
  benches, bar, and chairs. There is a fireplace in the North wall, a staircase along the West wall, and a bar along the South 
  wall. A curtain leading into the kitchen is at the West-end of the bar. The stairs lead to rooms above the kitchen. The 
  Sleeping Sparrow Inn has rooms for all races, but are typically a little more expensive. They all have beds with fine 
  mattresses, a bed stand, a writing desk or table, and a wardrobe. All of these items appear to be of good quality, and have 
  a high polish on them. The rooms on the East side are those for human sized guests. 
   
  The Inn typically has a fire in the fireplace, and smells of fresh food can be had throughout the day. Bread and 
  sausages in the morning, beef and barley stews are typical around noon, and roast chicken or pork in the evenings. 
  Pilnoe’s cook, Bargrid, is an expert chef and many people come just for the food served. 
   
  The Inn is owed by Pilnoe Safehome, a Halfling, and is one of the few buildings and businesses in town that does 
  not have a backer from the Darkleaf clan. As such Pilnoe always tries to keep the establishment clean and proper. 
  Otherwise the Darkleaf clan may see an opportunity. As it is the Inn does more business in meals than in overnight 
  guests. 
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 25 
  Appendix Three: The village of Banebridge 
   
  Banebridge (Village):  
   
  Government: NG 
   
  Population 664; Halfling 96%, Human 2%, Elf 1%, Other Races 1% 
   
  Authority Figures:  
   
   
  Pilnoe Safehome – Sleeping Sparrow Inn owner – well respected and head of member council 
   
   
  Drif Sharpthorn – Marshal employed by village and the Darkleaf clan – member of elder council 
   
   
  Driphen Curehand – Journeyman priest of Zilchus working for the Darkleaf clan 
   
   
  Mextra Tanglebeard – Head priest of Yondalla in the village – member of elder council 
   
   
  Venisera Darkleaf - Mayor of Banebridge – head of elder council 
   
  Others: Adp4; Adp2(X2); Ari2; Bbn1; Brd1; Clr3; Clr1(X2); Com6; Com3(X2); Drd3; Drd1(X2); Exp5; Exp2(X2); 
  Ftr4; Ftr2(X2); Ftr1(X4); Rog1; Sor2; War3; Wiz2; Ari1(X3); Adp1(X3); War1(X32); Exp1(X19); Com1(X578). 
   
  Notes: Banebridge is a town that caters to the needs of the large Halfling clan in the area, clan Darkleaf, and to the 
  many travelers along the Gnarley Road. As such, it is a relatively small village with businesses specific to the needs of 
  the community. It sits on the banks of Flint Creek, and has a bridge that crosses the creek. The Bane Bridge is a fortified 
  bridge that was the site of a battle long ago. On the bank opposite the village are burial mounds of the dead from that 
  battle. The population is Halfling, but for specialized needs there are experts that have been imported. The community 
  is also where the clan’s farming help goes to relax after a long day of tending the fields. Half-orcs are typically treated 
  with suspicion until they prove they have business in town, and their stopovers are accepted/tolerated. Good company 
  is also taken into account.  
  Religion: There are two religions represented in the village Zilchus and Yondalla. Driphen and his “employees” run an 
  accounting house, and handle most of the Darkleaf clan accounts in the area represent Zilchus. Yondalla is represented 
  by Mextra, and is the real religion of the community. 
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 26 
  Appendix Four: The Darkleaf Clan 
   
  Clan Race: Halfling 
  Clan Symbols and/or Heraldry: A dark green tobacco leaf on a white background 
  Clan General Alignment: LG 
  Primary Clan Profession: Merchant - Farmer 
  Clan Primary Deity: Zilchus -  
  Clan Size: 150 
  Clan Location: Banebridge, Dyvers 
  Allies/Rivals/Enemies of the Clan: None 
   
  Clan Leaders: Jonas, Eldert, and Wencil 
  Common Clan Weapons: Light Crossbow and Short Sword 
  Clan’s Relationship/Tolerance towards Other Races: As merchants and farmers the clan’s view of others is fairly 
  indifferent. Unless the others don’t smoke, and then they are looked down on. 
  Common Clan Features/Dress/Tattoos: Traditional Halfling clothing (full-length breeches, blouse, belt, and a bright 
  colored vest). 
  Clan Laws/Traditions/Rules: Don’t hurt the tobacco industry. 
  Punishments for Breaking Laws/Traditions/Rules: Exile from the clan. 
  View of the Clan on War/Combat: Traditionally war is bad for business if it is in region, but can be a boon if the 
  supply lines can be kept in tacked. 
  Nonstandard Holidays/Festivals that the Clan Celebrates: Smokeday – day are the drying is done. 
  General History of the Clan: 
  Jonas Brightweed founded the Darkleaf clan. Jonas was 
  a farmer of tobacco, outside of Dyvers in the location of 
  what is now know as the village of Banebridge, who 
  would travel great distances, and adventure along the 
  way, to sell his crop. It is hard to tell which was more 
  profitable, but he was able to make enough to buy 
  more land. This in turn required more farming help, 
  and Jonas invited his brothers and sisters to come help. 
  Jonas and his family enjoyed much success, and they 
  have continued to buy land and produce tobacco. 
  Today the family has two branches that are not based 
  on birth, but rather they are based on inclination. A 
  council of three, comprised of the heads of both clans 
  and the direct descendant of the founder, directs the 
  clan: Jonas the XVI, Eldert, and Wencil. 
   
  The first branch is that of farming. After all, someone 
  has to grow the merchandise. This branch is the most 
  Halfling typical aspect of the clan, and it comprises 
  approximately 85% of the clan. The Halflings of this 
  branch are solid farmers, and are not likely to wander 
  off on non-sensible adventures. The head of this 
  branch is Eldert, and he acts as the mediator between 
  the different families with in the branch. He also 
  oversees the buying of materials and resources in bulk 
  to get the most for their coinage. Yep, he probably has 
  at least study with priests of Zilchus. 
   
  The other branch is that of the merchants, explorers, 
  and adventures. Yep, one must sell what one raises, or 
  at least the leftovers. The other 15% of the clan have the 
  wanderlust that the farmers frown on, and of course 
  this branch frowns on the farmers as being too tied 
  down. The Halflings of this branch are typically 
  characterized by shrewd minds, and are always up for 
  an adventure. The head of this branch is Wencil “the 
  weasel” Darkleaf. The unfortunate nickname is the 
  result of business dealings that are often so shrewd, 
  sometimes cruel, as to be almost illegal. 
   
  As the clan children grow they apprentice with both 
  branches to determine which they have a preference 
  for. This is not to say that they can not switch from one 
  to the other branch through out their life. This is 
  actually the case more often than not. Those with the 
  wanderlust will take to the merchant branch of the 
  family, but will often retire at some point and take up 
  farming in the farming branch of the family. As such 
  one family within the clan may have children in both 
  branches. The clan has a strong sense of doing what is 
  right for the clan. This includes defending Dyvers and 
  the capitalistic ways it fosters. Especially as Dyvers is a 
  main trading point for the clan. The clan maintains an 
  office in the city of Dyvers to provide an easier means 
  for others to make merchandise orders. The clan also is 
  known for its unique militia element, the Dogrider 
  Brigade. This is a troop of Halflings that have all 
  learned the arts of fighting and shooting from the back 
  of a riding dog. They all are expert animal handlers and 
  marksmen.
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 27 
  Judge’s Handout #1 
   
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 28 
  Judge’s Handout #2 
   
   
   
  1 = Pilnoe Safehome’s The Sleeping Sparrow Inn 
  2 = Turnas’ smithy  
  3 = Softpetal’s seamstress shop 
  4 = Joran’s cobbler shop 
  5 = Chat’s livery 
  6 = Cilis’ camp 
  7 = Mrs. Talltree’s residence 
  8 = Montor’s residence 
  9 = The sheriff’s office 
  10 = The Leather Jack tavern 
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 29 
  Judge’s Handout #3: 
   
  Each square is 5ft. 
   
   
   
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 30 
  Judge’s Handout #4 
   
   
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 31 
  Judge’s Handout #5 
   
  1 =  Jervis 
  2 =  Malin 
  3 =  Althon 
  4-6 are trees 
  T =  Miron in a tree 
  S = Jasmine 
  G = Gryth in a tree 
  X = The approximate position of the party at the time they meet Encounter #7 
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 32 
  Player Handout #1 
   
   
   
   
   
   
   
   
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 33 
  Player Handout #2 
   
   
   
   
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 34 
  Player Handout #3 
  Ambush drawing in dirt. The arrow marks the ambush, and you are at the other X. 
   
   
    
  
  Feather, Feather, Where is the Feather? 
  Round 1 
  Page 35 
  Critical Events Summary 
   
   
  Did the PC’s return the feather? 
   
   
  Did any of the following survive? If so who? 
   
   
  Althon, Grimick, Gryth, Jasmine, Jervis,  Juliana, Lesler, Malin, Miron, Muktor, 
  Salmond, Thranor, Vash 
   
   
  Put an X through the ones that died. 
   
   
  Email the results to jcts@iland.net 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/City of Dyvers/DYV3-01 - Feather, Feather, Where is the Feather.pdf