TEXT:  
  PAL4-01I 
   
   
   
   
   
  The Great Hippogriff 
  Hunt 
   
  A One Round D&D LIVING GREYHAWK®  
  Theocracy of the Pale Introductory Module 
  Version 1.0 
   
   
  By Glyn Dewey 
   
   
   
   
   
  The Prelate of Ogburg has offered a bounty for the destruction of the hippogriffs which have begun to kill 
  livestock and threaten travelers in the southeast region of the Pale. A Living Greyhawk Introductory 
  Adventure for first level characters. 
   
   
   
   
   
   
   
   
   
   
  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 author.  
  
  The Great Hippogriff Hunt 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  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 
  
  The Great Hippogriff Hunt 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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. 
  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 sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. 
  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 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-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 the Theocracy of the Pale.  Characters 
  native to the Theocracy of the Pale pay one Time 
  Unit per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp 
  
  The Great Hippogriff Hunt 
   
  Page 4 
  per Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  
  The Great Hippogriff Hunt 
   
  Page 5 
  Adventure Summary and 
  Background 
  A herd of hippogriffs has recently been threatening 
  agriculture and travel in the vicinity of the city of 
  Ogburg. The adventure starts when the PCs hear 
  the announcements or read the posters declaring 
  the Prelate of Ogburg, Sental Tekis, has declared 
  a beast hunt and is offering a 150 gp/head bounty 
  on 
  hippogriffs. 
  The 
  prelate’s 
  announcement 
  makes it clear these bounties will be paid at the 
  end of the week (next Godsday) and will not be 
  collectable thereafter. 
   
  The PCs set out after the beasts for whatever 
  reasons they choose—the preservation of the 
  Pale, the defense of commoners, the bounty, or 
  the challenge of defeating ferocious beasts. After 
  the Prelate publicly prays for Pholtus’s blessing 
  upon the hunt, the hunters will set off with great 
  pomp and fanfare. 
   
  The first thing the PCs are likely to do is 
  investigate the farming communities experiencing 
  problems. These communities are about one days’ 
  travel to the South. The PCs may interview the 
  farmers for information about the attacks. The 
  characters will discover the herd of Hippogriffs has 
  been raiding the farms to the south and west 
  around the road to Stradsett. However, an old and 
  diseased manticore too slow to contend with the 
  prey in the harsh environment of the Rakers has 
  moved into the foothills and has attacked some 
  farms to the east. The manticore recently killed a 
  young farmer and may have carried his lover back 
  to its lair. 
   
  At this point, the PCs will have to choose whether 
  to pursue the bounties on the hippogriffs (which 
  have been eating horses) or attempt to kill the 
  manticore that has been attacking people. 
   
  The PCs will either choose to pursue the 
  manticore or the bounty on the hippogriffs 
  immediately. Should they elect to choose the 
  hippogriffs, they will encounter a pair of hippogriffs 
  seeking new hunting territory away from the herd 
  and then a group of hippogriffs gathering at a 
  rocky pool. 
   
  Should the PCs elect to pursue the manticore, 
  they will encounter a small group of hippogriffs on 
  their way to the manticores’ cave. They will then 
  encounter the manticore and, provided they didn’t 
  wait too long, rescue the farmer’s granddaughter. 
   
  On the way back, hungry wolves are likely to be 
  drawn to either the dead bodies of the hippogriffs 
  or the PCs and their animals (if any) and will 
  attempt to attack the PCs’ camp. 
   
  If there is time in the round, some PCs may then 
  decide to complete their initial goal and hunt the 
  hippogriffs at the pool. 
   
  Upon their return, the PCs will be hailed as great 
  hunters and thanked when they reach Ogburg.  
  They will be rewarded with the bounty for the 
  hippogriffs they fought. 
   
  Introduction 
  Your characters may have heard about the 
  Great 
  Hippogriff 
  hunt, 
  which 
  has 
  been 
  announced in the vicinity of Ogburg for several 
  weeks, and have come to learn more details.  
  Perhaps you will participate or maybe just 
  watch the event.  You definitely need to see 
  what this is all about before you can come to a 
  decision. 
   
  Encounter One 
   
  As you stroll through the streets, enjoying the 
  leisurely atmosphere of Freeday in Ogburg, 
  you notice a number of roughly dressed men 
  and women gathered about an announcement 
  tacked to the wall of the Sunny Night lamp 
  makers shop (Player Handout #1). The low 
  murmur of their voices is suddenly broken by 
  an exclamation. “One hundred and fifty glories 
  each! By Kor—I mean By the Blinding Light—
  that bounty’ll wear my purse but nicely! Why, 
  that’s as much as I’ve made in six months of 
  guarding caravans between here and Rel Mord. 
  What do you say, Hrodegard?” The tall human 
  slaps a massive cloaked figure on the back. 
  “Are you ready to slay some hipp-Oh-griffs?”  
   
  Should the characters choose to ignore the 
  announcement this time, they will notice that one 
  is posted on the side of every seventh building in 
  the city. 
   
  The PCs will have plenty of opportunity to ask 
  around about the hippogriffs. Merchants’ guilds, 
  the mercenary’s guild (where merchants often hire 
  caravan guards), taverns (where merchants and 
  farmers might be found) and the church of Pholtus 
  
  The Great Hippogriff Hunt 
   
  Page 6 
  will all have information about the hippogriff 
  problem. 
   
  The Temple of Pholtus—the priests have been 
  answering questions about the hunt constantly 
  over the last couple of days.  They’re getting tired 
  of it so a Diplomacy check is necessary to get 
  more than basic info: 
  DC 5:  
  -The prelate is offering a bounty of 150 gp per 
  hippogriff. 
  DC 10: 
  -The hippogriffs have been troubling several 
  villages to the south and the road to Stradsett. 
  -The hunters will be setting out tomorrow morning 
  from St. Ceril’s square. 
  -Hippogriffs have the bodies of horses and the 
  wings, beak and forelimbs of an eagle. 
  DC 12: 
  -The community having the most trouble is the 
  village of Clearbrook. Several dozen head of cattle 
  and at least two good plow horses have been 
  eaten in the last fortnight. 
   
  Gather Info—the bounty is the talk of the town: 
  DC 5: 
  -The prelate is offering a bounty on hippogriffs. 
  -The hippogriffs have been troubling several 
  villages to the south and the road to Stradsett. 
  DC 10: 
  -The hunters will be setting out tomorrow morning 
  from St. Ceril’s square. 
  -Hippogriffs have the bodies of horses and the 
  wings, beak and forelimbs of an eagle. 
  --The community that’s been having the most 
  trouble is the village of Clearbrook. Several dozen 
  head of cattle and at least two good plow horses 
  have been eaten in the last fortnight. 
  DC 15: 
  -A few people from Clearbrook seem to have 
  disappeared as well. 
  -Clearbrook is about a half-day’s walk to the 
  south. 
  DC 20: 
  -One of the farmers saw a huge winged creature 
  (as big as a cart) flying east the night Minn, 
  Gillus’s granddaughter disappeared. 
  -It takes a special permit to capture hippogriffs (or 
  other magical beasts); a group of ruffians was sent 
  to a New Dawn Camp a year or two back for 
  bringing captured hippogriffs into the city without a 
  license. 
   
  Encounter Two 
  Note: it is not necessary for PCs to be present at 
  the ceremony initiating the hunt—if PCs choose 
  not to attend, they may still collect the bounty. 
   
  Early Starday morning, there is a large crowd 
  of hunters in Saint Ceril’s square. Some are 
  shabbily dressed and heavily armed like the 
  group you saw around the poster. Others are 
  dressed like peacocks in brilliant slashed and 
  puffed 
  coats 
  and 
  hose 
  with 
  bejeweled 
  weapons. Above them all, the bronze statue of 
  Ceril the Relentless glitters with blinding 
  intensity in the light of the dawn sun. Above 
  the many-pillared entrance to the temple of 
  Pholtus, double doors swing open on the 
  balcony and two armored men carrying the 
  staff of the Templars of Pholtus take up 
  position on either side of it. A woman wearing 
  prelatal robes strides confidently forward and 
  addresses the crowd: 
   
  “In the name of Pholtus, I bid you welcome. We 
  are gathered in a square named for Saint Ceril 
  the Relentless, the first theocrat of our blessed 
  land. Like Saint Ceril before you, you are going 
  forth to defend this blessed land Pholtus has 
  given to us. Do not rest until he has granted 
  you victory over the unnatural beasts plaguing 
  our cattle, eating our horses, and preying upon 
  travelers on our roads.” 
   
  “Know as you go, you do not go alone; kneel 
  and receive the power of Pholtus to protect 
  and sustain you in this quest.” As the sea of 
  people kneel, a dozen priests in white robes 
  emerge from the entrance to the temple 
  holding steaming cups in their hands. 
   
  At this point, give PCs an opportunity to have their 
  characters unobtrusively leave the square before 
  the priests reach their portion of the square. All 
  other PCs will be offered the chance to drink from 
  one of the chalices. 
   
  The priest proffers the chalice to you. The 
  liquid in it glows with a golden radiance. In 
  your mouth, it is light and tastes vaguely of 
  honey and silver. 
   
  As the last of the hunters receives the 
  blessing, the prelate intones, “Now go forth 
  and seek victory in Pholtus’s name.” 
   
  
  The Great Hippogriff Hunt 
   
  Page 7 
  Lawful Good, Lawful Neutral, and Neutral Good 
  characters that kneel to respectfully receive 
  Pholtus’s blessing will gain the effects of an 
  Unfailing Endurance spell for the duration of the 
  module. 
   
  Encounter Three: Where to 
  from here? 
   
  There are several ways for the characters to arrive 
  in Clearbrook. The most obvious way would be to 
  have gathered the appropriate information. Once 
  the characters know to ask how to get to 
  Clearbrook, they will have no problem finding 
  directions. The characters could also follow other 
  hunters. The more competent looking ones 
  (Sense Motive DC 15) will go to Clearbrook first. 
  Characters who simply set off in a Southwest 
  direction, but don’t stay on the road will run into 
  Clearbrook by chance. Characters who simply 
  travel along the road to Stradsett will skip directly 
  to encounter 4b set on the road; they may use 
  Survival (DC 20) to figure out where the village is. 
  Characters who set out into the wilderness can 
  also use survival (DC 20) to find the pool where 
  hippogriffs gather to drink. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  When the characters enter the village, they will 
  see men working in the fields of the farms to the 
  west but the fields to the east are strangely empty. 
   
  Gathering Information: Everyone in town knows 
  the hippogriffs have mostly been a problem in the 
  west, but Gillus’s granddaughter and the miller’s 
  son were taken by something yesterday when they 
  met by the trysting tree to the east. If the PCs take 
  time to ask more, they’ll find out Brother Ebbelard 
  claims to have seen a large group of hippogriffs 
  gathered by a rocky pool about a day to the 
  southwest when he was returning from visiting 
  some relatives in a neighboring village. 
   
   If the PCs enter the bar, they’ll find Gillus 
  drowning his sorrows in a mug of dwarven ale 
  (Pale ale that Ibalan imported from the Steiner 
  Brewing Company). He can tell the following 
  information: 
   
  His granddaughter, Minn, went on a midnight stroll 
  with Barin, the miller’s son and never came back. 
  This morning, he went looking for them and found 
  blood and a torn cloak next to the trysting tree at 
  the top of lover’s hill to the east. He also found 
  several sharp spines (manticore tail spikes—
  recognizable with Knowledge (nature) or Survival 
  DC 20) and paw prints in the vicinity. Minn is (or at 
  least was) his only living descendant, which 
  makes her loss even more devastating. 
   
  Investigating: PCs who investigate the trysting 
  tree will find tracks (Search or Survival DC 10) of a 
  huge beast and two humans. A DC 20 Track roll 
  will show the characters the humans fought 
  against the beast but were defeated and dragged 
  a short distance before the tracks disappear.  
  Even though the manticore can fly, its weakened 
  condition leaves it unable to fly for more than short 
  hops and a DC 10 Track roll will enable the PCs to 
  track it back to its lair. 
   
  Proceeding from here: The PCs may follow the 
  manticore and try to rescue the farmers or they 
  may pursue the hippogriffs. 
   
  Encounter Four A: 
  (Manticore) 
   
  The foothills of the Rakers are a dangerous place. 
  Humanoids and wild animals abound. 
   
  If the PCs keep a campfire burning at night, it will 
  attract attention from the remnants of the 
  Dwarfkiller hobgoblin tribe, whose failure to 
  dislodge the Redsteel dwarf clan forced them out 
  from the mountains and onto the surface where 
  they prey on whatever they can find—be it two or 
  four legged. The hobgoblins know the PCs 
  outnumber them. Therefore, two will attempt to 
  lure the PCs away from their camp site by using 
  missile fire and then retreating. The last hobgoblin 
  Clearbrook (Village): Conventional; AL LN; 200 
  gp limit; Assets: 4,230 gp; Population 423; Mixed 
  (80% Human, 5% half-elf, 3% dwarf, 2% elf) 
  Authority Figures: Brother Ebbelard LN Male 
  Human Clr 4/Exp2, Gillus N Male Human 
  Commoner 10, Ibalan Redsteel LN Female Dwarf 
  Exp5. 
   
  Clearbrook is a small-unwalled farming and 
  ranching 
  community. 
  Along 
  the 
  main 
  thoroughfare, is a small tavern which doubles as 
  an inn, a mill with a waterwheel, a cobbler’s shop, 
  a half-timber temple of Pholtus, a pair of 
  farmhouses (one of which is home to Gillus and 
  his family), and a blacksmith’s shop run by Ibalan 
  Redsteel and her family. 
   
  
  The Great Hippogriff Hunt 
   
  Page 8 
  remains hidden and attempts to steal whatever he 
  can from the campsite while the PCs chase the 
  first two. He will, however, join the battle if 
  detected and will fight until it becomes clear that 
  he and his companions are outmatched. 
  Remember the PCs should get a chance to spot 
  the third hobgoblin who is sneaking into their 
  camp even if they are pursuing the other two. 
   
  APL 1: (EL 2) 3 Hobgoblins (see Monster 
  Manual pg. 153) 
   
  If the PCs don’t keep a campfire burning, they will 
  attract attention of a different kind. Although not 
  inclined to eat humans, bears have a keen nose 
  for food. A young black bear will enter the PCs’ 
  camp looking for food. If attacked he will fight 
  back—otherwise, he will tear open the PCs’ packs 
  looking for food and eating whatever he finds. 
   
  Reducing the bear to half or fewer hit points, a 
  Handle Animal check of DC 20, or Wild Empathy 
  check [DC 15] will induce the bear to leave, as will 
  the use of magic to summon any unnatural 
  creature. 
   
  APL 1: (EL 2) Black Bear (see Monster Manual 
  pg. 269) 
   
  If the bear is killed, a DC 15 Survival check to skin 
  it will yield a pelt worth 20gp. 
   
  Encounter Four B: 
  (Hippogriff) 
   
  On the Road 
  Along the road, PCs face different dangers. Most 
  travelers in the Pale are honest but occasionally 
  the PCs run into ne’er-do-wells. If the PCs travel 
  along the road they will run into several of these 
  encounters (as time allows). However, they should 
  always run into the pickpockets and the Pale 
  Patrol. 
   
  Farmer 
  Dell (male human Com 3) is a middle-aged farmer 
  driving a cart of chickens from his home in the 
  outlying village of Abbotsford to Ogburg. He’s 
  nervous about the hippogriffs but needs to take 
  the animals to market if he’s to be able to afford a 
  fancy wedding for his daughter. He’s more than 
  willing to talk and share some liquor from his flask 
  and rumors from the last travelers to pass through 
  his village. His news will be a selection of rumors 
  from Appendix VI; also, one of his cousins tried to 
  take a shortcut to visit the blacksmith in 
  Clearbrook and got lost last week; on his way he 
  said he saw a whole flock of hippogriffs around a 
  rocky pool in the northern Gamboge. A Knowledge 
  (local – Nyrond and Her Environs) check or a 
  Knowledge (Geography) check (both DC 15) will 
  enable a PC to recognize a landmark from the 
  story and find the pool; a PC with this information 
  can also make a Survival check (DC 15) to find the 
  pool within 1d2 days. 
   
   
  Successful Hunters 
  A group of hippogriff hunters is returning to 
  Ogburg after a successful hunt. Although their 
  fancy 
  clothes 
  make 
  them 
  look 
  somewhat 
  dandified, the pair of hippogriff heads hanging 
  from their leader’s saddlebow demonstrates their 
  competence. 
   
  Failed Hunters 
  A group of hippogriff hunters is returning after an 
  unsuccessful hunt. At the DM’s discretion, they will 
  either be discouraged because they were unable 
  to find any hippogriffs or will sport serious injuries 
  and be carrying a dead companion with them—the 
  consequences 
  of 
  ill-prepared 
  and 
  unskilled 
  warriors assaulting a pair of hippogriffs. 
   
  Pickpockets 
  Evkum and his companion, Cypriah are two such 
  ne’er-do-wells. Evkum is a wandering Flan con 
  man that makes his living by seducing women or 
  through confidence games in various towns. 
  Cypriah is a young Flan runaway who escaped 
  from Stonetower before it became a New Dawn 
  camp in response to the violent anti-Pholtan riot in 
  the winter of CY 593. He met Evkum on the road, 
  and the two paired up in order to fleece 
  unsuspecting travelers of their money. 
   
  Their usual modus operandi is for Evkum to 
  distract their marks while Cypriah uses sleight of 
  hand to take gold from their pockets. Evkum’s 
  distraction gives Cypriah a +2 bonus to his Sleight 
  of Hand roll.  PCs living high lifestyle are targeted 
  first—ones in wealthy clothing or who look 
  inattentive second. They want to avoid trouble with 
  the clergy so they won’t pick the pockets of any 
  Pholtan priest. They don’t want to take needless 
  risks so they won’t attempt to lift money from 
  characters not paying lifestyle either unless the 
  character successfully disguises the fact through 
  the use of prestidigitation, etc. 
   
  
  The Great Hippogriff Hunt 
   
  Page 9 
  Evkum will ask about news from Ogburg and 
  Clearbrook and share news about the events of 
  the closing of the Scars of Nerull in the vicinity of 
  Stradsett or rumors from Appendix VI. A Sense 
  Motive against Evkum’s Bluff roll will reveal 
  Evkum’s attempt at distraction for what it is. 
   
  Cypriah needs to succeed at a DC 20 Sleight of 
  Hand check to steal 1d6 gp. A successful opposed 
  Spot check will allow the PC to notice the theft 
  regardless of whether or not it succeeds. 
   
  Once Cypriah has stolen 12 gp from any character 
  he will move on to another and when he has taken 
  25 gp from the party, he will comment, “It’s late.  
  We’ll have to get moving if we want to reach 
  Ogburg before the gates close.” 
   
  If the PCs discover the theft, Evkum and Cypriah 
  will attempt to flee. They will fight if cornered but 
  will surrender if reduced to half hp or below or if 
  faced with overwhelming odds (being tripped or 
  grappled and outnumbered would suffice). Pale 
  Law varies slightly by prelacy, but in general, a DC 
  5 Knowledge (local – Nyrond and Her Environs) 
  check will indicate apprehended thieves should be 
  taken to the nearest representative of the law 
  whether a clergy member, Pale Patrol member, or 
  village Gorman. A Knowledge (Law) check (DC 5) 
  will indicate not only is turning captured bandits 
  the lawful thing to do, but will also indicate that 
  killing apprehended thieves out of hand after 
  capture is punishable with a two to four week stay 
  in a New Dawn Camp to teach the killer mercy in 
  the eyes of Pholtus. 
   
  Simply killing the thieves out of hand (after 
  capturing them) is an evil act and should be noted 
  as such on the characters’ AR. 
   
  The Pale Patrol 
  Marius and his troop patrol this road fairly regularly 
  on the lookout for bandits or monsters coming 
  north from the Gamboge. They are cordial to 
  Pholtans or Oeridians but are rather standoffish 
  towards heathens. They are, however, more than 
  willing to take the pickpockets off the PCs’ hands. 
  Marius (Male Human Rgr 3) 
  4x Pale Patrol (Male human War 2) 
   
  Encounter Five A: 
  (Manticore) 
   
  By midday on the second day after the beginning 
  of the hunt, the characters manage to climb to the 
  opening of the manticore’s cave. The creature is 
  out hunting to satisfy its voracious appetite and will 
  return a few minutes after the characters find the 
  cave entrance. 
   
  APL 
  1-EL 
  4 
  (EL 
  Reduced 
  due 
  to 
  the 
  manticore’s 
  stat 
  modifiers)—Diseased 
  Manticore: hp 45; see Appendix I. 
   
  Minn’s unconscious form is tossed beside the 
  mostly eaten corpse of Barin on top a pile of cow 
  bones and a half-eaten hippogriff (the head is still 
  in good enough condition to be worth a bounty). If 
  the PCs did not delay, Minn (Female Human Com 
  2) is currently stable at –8 hp. 
   
  A +1 longsword and a gold-damasked hauberk of 
  +1 chain mail that the manticore keeps as trophies 
  of the last would-be hero to attack him are set on a 
  natural ledge on one rock wall. The remnants of 
  many of the manticore’s meals also have some 
  treasure remaining on them. A DC 15 Search 
  check will find a half-eaten body with a still-intact 
  money pouch containing 20pp and 33gp.  
  Encounter Five B: 
  (Hippogriff) 
   
  There are several ways characters could attempt 
  to kill hippogriffs. Tracking them to the pool they 
  commonly drink from is the most certain way to 
  find hippogriffs. However, simply travelling down 
  the road with livestock, setting out snares, finding 
  out whose herds they have recently raided and 
  lying in wait there are also possibilities. If the PCs 
  decide on any such plan, the DM should decide 
  how likely it is to find hippogriffs and then roll to 
  see how long it takes for a hippogriff or two to 
  come by. (For a good plan, I’d suggest success in 
  1d3 day with a 50% chance for 1 hippogriff and a 
  50% chance for 2 hippogriffs). 
   
  If the PCs discover the pool where the hippogriffs 
  often stop to drink, there are special rules for the 
  encounter below: 
   
  The Pool: 
  Several hippogriffs are sipping from different parts 
  of a rocky pool of water fed by a small waterfall. 
   
  APL 1 (EL 4) 2 hippogriffs, (hp 25, MM 118). 
   
  See the Hippogriff Pool map for more details. 
  
  The Great Hippogriff Hunt 
   
  Page 10 
   
  PCs who remain near this pool will be able to 
  catch more hippogriffs here if they remove any 
  evidence of the previous battle. Since there are 
  more hippogriffs in the area than the PCs could kill 
  in a week, there is no limit to the number of 
  hippogriffs they could kill though XP and gp 
  rewards are capped at 450xp and 400gp per 
  character. 
   
  Every day they remain here, there is a 65% 
  chance they will encounter 1 hippogriff [EL 2], a 
  25% chance they will encounter a mated pair of 
  hippogriffs [EL 4], and a 10% chance a flock of 
  hippogriffs [2d6—EL 4 to 7] will come to the pool 
  to drink. (It should not need saying, but first level 
  PCs are not expected to survive conflict with a 
  flock of hippogriffs. If they stay out of sight and 
  creep away, however, they should be able to 
  escape; after all, these hippogriffs are there to 
  drink not hunt).  Please ensure players are aware 
  the module still maxes out on XP and gold at 450 
  and 400 respectively. 
   
  Should the PCs decide to attempt to track the 
  hippogriffs from here, a DC 18 tracking check will 
  locate some hippogriff nests. They don’t contain 
  any young hippogriffs or hippogriff eggs at this 
  time of year though the PCs may find the shards 
  of some egg shells woven into the nests. They are 
  all at least 30 feet up in either trees or on cliff 
  faces and are home to a dozen hippogriffs. (Use 
  the percentages for the pool to determine how 
  many there are when the PCs arrive but, should 
  they wait, the entire flock will return). 
   
  Bonus Encounter: Predators 
  This encounter should be used only if the party did 
  not receive Encounter Five A and Encounter Five 
  B or if the party did not do Encounter Five A and 
  only killed the initial two hippogriffs at Encounter 
  Five B.  If the party already did Encounter Five A 
  and Five B, they should not receive this bonus 
  encounter. 
   
  The large number of hippogriffs and the presence 
  of a manticore in this region have upset the normal 
  balance of predators and prey.  This has driven 
  wolves out of their normal hunting grounds in the 
  Gamboge and the Rakers to seek prey closer to 
  civilized lands. At night, when the PCs camp, 
  hungry wolves will attempt to sneak in and attack 
  the PCs—preferring animals to people but 
  attacking PCs rather than fleeing immediately 
  upon discovery. 
   
  The encounter distance is equal to 35 feet plus ten 
  feet for every point by which the PCs’ spot check 
  exceeds 13 to a maximum of 70 feet. 
   
  EL 3 (3 wolves—see Monster Manual, pg 283) 
   
  Conclusion 
  If the PCs are able to return Minn alive to her 
  grandfather, Gillus will butcher a goat in order to 
  hold a feast in their honor. He will also reward 
  them with a yearling warhorse (light warhorse). 
   
  Upon seeing Minn alive, Gillus leaps out of his 
  seat, knocking his ale over the table and 
  shouts in joy. He runs to you and kisses your 
  cheeks in gratitude, then calls out inviting the 
  entire tavern to a feast in your honor for you 
  have returned his granddaughter to him when 
  he thought all hope was lost. His laborers 
  slaughter a goat and uncork a new cask of 
  wine to celebrate Minn’s return. In the morning 
  he expresses his thanks again—though in a 
  less exuberant fashion. He leads out a 
  magnificent yearling stallion he had been 
  raising to sell to the army as a warhorse and 
  insists that you take it as a sign of his 
  gratitude. 
   
  If they return with Minn’s body or only with news of 
  her passing, he will be grateful but will express his 
  gratitude with less expensive hospitality. 
   
  Upon learning of Minn’s demise, Gillus cries in 
  grief and tears his robes. For five minutes, he 
  wails in his grief then, without wiping the tears 
  from his eyes, he stands and says “thank you 
  for bringing my Minn back to me. Though I 
  shall have no more descendants, at least she 
  shall not rest in unhallowed ground and I have 
  been avenged upon the beast that slew her. If 
  there is anything I can do to aid you in the 
  future, I shall do it but now I must grieve.” 
   
  If the PCs were quick, they may still have as many 
  as four days to hunt hippogriffs. 
   
  After the PCs return to Ogburg, they are given the 
  promised bounty and the hippogriff heads are 
  presented to Pholtus as a burnt offering in a public 
  ceremony commemorating the success of the 
  Great Hippogriff Hunt. For various reasons—
  failure to find the hippogriffs, inability to kill them, 
  and falling to their talons—the attendance at the 
  final ceremony is about half the attendance of the 
  
  The Great Hippogriff Hunt 
   
  Page 11 
  initial ceremony. Still, it’s quite a merry feast and 
  characters 
  who 
  enjoy 
  food, 
  wine, 
  and 
  entertainment, will have a good time. 
   
  As dusk descends upon Ogburg on Godsday, 
  the hunters gather in Saint Ceril’s square. 
  There are fewer of you than there were at the 
  opening festival and many of those that are 
  there bear the marks of hard-fought victories 
  or narrow escapes. As the sun descends 
  below the horizon, a row of acolytes bearing 
  torches carry the grisly trophies of your 
  victories to a pyre in the center of the square 
  and, one by one, cast them upon the wood. 
   
  The doors above the balcony open revealing 
  the prelate and two priests. She begins to 
  speak. “In Pholtus’ name you went forth and 
  slew the beasts that preyed upon us. Tonight, 
  let us offer up to Pholtus a token of that 
  victory.” The acolytes spread out into a circle 
  surrounding the pyre. “Let the smoke of this 
  offering convey out thanks for his protection 
  as the flesh of these beasts demonstrates our 
  commitment to protect and care for this land.” 
  The acolytes lower their torches, igniting the 
  edge of the pyre. “Pholtus,” the prelate says, 
  “accept this offering.” The priest on her right 
  raises his hands and, as the fire of the acolytes 
  torches begins to lick the sides of the wood, a 
  blinding column of fire flashes from the sky, 
  illuminating the square and setting the center 
  of the pyre ablaze. 
   
  “Now,” says the prelate, “let us celebrate the 
  victory that Pholtus has given to us and the 
  answer to our prayers.” Once more, acolytes 
  issue forth from the temple. But this time, they 
  bear platters of sizzling meat and kegs of ale 
  and cider. The celebration is beginning. 
   
  Wrapping Up:  Red Ache 
  It is quite possible PCs could end up with the Red 
  Ache—quite a debilitating condition. Fortunately, 
  brother Ebbelard is a skilled healer. 
   
  If the PCs succeed in rescuing Minn, brother 
  Ebbelard will be willing to treat any diseased PCs. 
  If they wish to spend a TU he will treat them for 
  free, Taking ten and curing them of their disease 
  through his medical knowledge—note “1 TU for 
  medical treatment from Brother Ebbelard—no 
  upkeep costs” on the AR. While brother Ebbelard 
  cannot afford to support a PC himself, Gillus is 
  more than willing to support the PC until he or she 
  recovers. 
   
  If the PCs are unsuccessful in rescuing Minn, 
  brother Ebbelard will still treat diseased PCs, but 
  he will ask them to reimburse him for his time and 
  materials. This will run the PCs 25 gp in addition to 
  their standard upkeep for the TU. 
   
  As always, remove disease spells are readily 
  available from the Church of Pholtus in Ogburg, 
  however, PCs may think the 150gp price too 
  steep. (It is reduced for some characters as 
  follows: 135gp for followers of Pholtus with the 
  Pale as a home region (this is an exception to the 
  usual rule that a player must have Pholtus listed 
  as a patron deity on the current and previous 
  AR—since this is an intro scenario, this will not be 
  possible for many characters) or for foreigners 
  who cast divine spells through the worship of 
  Pholtus, and 120gp for Palish characters who cast 
  divine spells through the worship of Pholtus). 
   
  PCs may, of course, attempt to fight off the 
  disease on their own; in this case, note that the 
  PC is infected on the AR. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus role-playing) to each 
  character. 
   
  Encounter Four A 
  Thwarting the hobgoblins or driving off the 
  bear. 
  60 xp;  
  Encounter Four B 
  Thwarting the thieves. 
   
  60 xp; 
  Encounter Five A 
  Defeating the manticore 
  120 xp;  
  Encounter Five B 
  Defeating the hippogriffs 
  120 xp;  
  And 
  60 xp for each additional hippogriff slain 
  Bonus Encounter 
  Defeating the wolves 
  90 xp;  
  
  The Great Hippogriff Hunt 
   
  Page 12 
   
  Story Award 
  Minn Rescued from the Manticore: 
  45 xp 
   
  Discretionary role-playing award 
  45 xp 
   
  Total possible experience:   
  450 xp 
   
  Treasure Summary 
   
  Encounter Four a 
   
  Bear pelt- 20gp 
   
  Hobgoblins defeated 
   
  (c-2gp, g-10gp) 
   
  Encounter Five a 
   
  Manticores Defeated 
   
  (c-39gp, m-301gp) 
   
  Conclusion 
  Rescuing Minn 13gp 
  Hippogriff Bounties 25 gp/hippogriff 
   
  Adventure Maximums 
  400 gp 
   
   
  
  The Great Hippogriff Hunt 
   
  Page 13 
  Appendix I 
   
  Evkum: Male Human (Flan) Exp 2; CR 1; HD 2d6+6; hp 13; Init +1 (Dex); Spd 30 ft.; AC 13 (touch 11, 
  flat-footed 12) [+1 dex, +2 leather armor]; BAB +1; Grap +2; Atk/Full Atk: +2 melee (1d6+1 quarterstaff) or 
  +3 ranged (1d4+1 dagger); AL CN; SV Fort +3, Ref +2, Will +2; Str 12, Dex 13, Con 17, Int 12, Wis 9, Chr 
  15 
   
  Skills and Feats: Appraise +7 (Exp +5), Bluff +10 (Exp +5) Diplomacy +7 (Exp +7), Knowledge Local-
  NMR +6 (Exp +5), Ride +7 (Exp 5), Sense Motive +4 (Exp +5), Sleight of Hand +7 (Exp +5), Spot +2 (Exp 
  +3], Survival +1 [Exp +2]; Skill Focus (Bluff), Run. 
   
  Equipment: Quarterstaff, dagger, artisan’s clothing, Cold Weather Gear, leather armor, 25 cp, 50 sp, 
  11gp, signet ring. 
   
  Cypriah: Male Human (Flan) Exp 1; CR 1/2; HD 1d6+2; hp 6; Init +2 (Dex); Spd 30 ft.; AC 14 (touch 11, 
  flat-footed 13) [+3 dex, +1 padded armor]; BAB +0; Grap -1; Atk/Full Atk: -1 melee (1d4-1 dagger) or –1 
  melee (1d3-1 unarmed), or +3 ranged (1d4-1 dagger); AL CE; SV Fort +2, Ref +2, Will +2; Str 8, Dex 15, 
  Con 14, Int 11, Wis 10, Chr 12 
   
  Skills and Feats: Appraise +2 (Exp +2), Bluff +5 (Exp +4) Diplomacy +5 (Exp +4), Knowledge Local-
  NMR +2 (Exp +2), Open Lock +7 [Exp +4], Sense Motive +4 (Exp +4), Sleight of Hand +8 (Exp +4), Spot 
  +2 (Exp +2], Use Rope +7 [Exp +2]; Deft Hands, Improved Unarmed Strike. 
   
  Equipment: dagger, Cold Weather Gear, Padded armor, 35 cp, 29 sp, 4 gp. 
   
  Manticore, diseased: CR 5; Huge magical beast; HD 6d10+12; hp 45; Init +0; Spd 30 ft., fly 50 ft. 
  (clumsy); AC 15 (touch 10, flat-footed 14) [+2 Dex, –1 size, +6 natural]; BAB/Grap: +6/+11; Atk +6 melee 
  (2d4+1, claws); Full Atk +6 melee (2d4+1, 2 claws), +5 melee (1d8, bite), or +6 ranged (6 spikes 1d8+1); 
  Face/Reach: 10 ft./5 ft. SQ Disease, Spikes, Scent; AL LE; SV Fort +9, Ref +7, Will +3; Str 13, Dex 11, 
  Con 14, Int 9, Wis 13, Cha 13. 
   
  Skills and Feats: Listen +5, Spot +9*, Survival +1; Flyby Attack, Multiattack, Track, Weapon Focus: 
  Spikes. 
  Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action. This 
  attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack 
  roll of 19 or 20. The creature can launch only twenty-four spikes in any one day. 
  Disease (Ex): This manticore is infected with Red Ache; its skin is a blotchy livid red rather than the dull 
  red that appears to be its natural color. This disease is transmitted via injury; therefore any creature 
  injured by one of the manticore’s natural attacks must make a fort save (DC 15) or be infected with the 
  Red Ache. (Transmitted via injury; DC 15; Incubation period: 1d3 days; damage: 1d6 strength). 
  Skills: *Manticores receive a +4 racial bonus to Spot checks. 
   
   
   
  
  The Great Hippogriff Hunt 
   
  Page 14 
  Appendix II: Clearbrook Village 
   
  Clearbrook (Village): Conventional; AL LN; 200 gp limit; Assets: 4,230 gp; Population 423; Mixed (87% 
  Human, 5% half-elf,  5% half-orc, 3% dwarf) 
  Authority Figures: Brother Ebbelard LN Male Human Clr 4/Exp2, Gillus N Male Human Commoner 10, 
  Ibalan Redsteel LN Female Dwarf expert 5. 
   
  Clearbrook is a small unwalled farming and ranching community about a half day’s travel south of 
  Ogburg. Along the main thoroughfare are a small tavern which doubles as an inn, a mill with a 
  waterwheel, a cobbler’s shop, a half-timber temple of Pholtus, a pair of farmhouses (one of which is home 
  to Gillus and his family), and a blacksmith’s shop run by Ibalan Redsteel and her family. 
   
   
   
   
   
   
  
  The Great Hippogriff Hunt 
   
  Page 15 
  Appendix III: New Rules 
   
   
  Unfailing Endurance (Defenders of the Faith, pg. 91) 
  Transmutation 
  Clr 4 
  Components: V, S 
  Casting Time: 1 full round 
  Range Touch 
  Targets: One living creature/level 
  Duration: 1 day/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  You can render living creatures virtually immune to fatigue or exhaustion. You must touch each creature 
  to be affected as you cast the spell. The benefits include: 
  Endurance: This feat confers a +4 bonus on any check made for performing a physical action that 
  extends over a period of time (running, swimming, holding breath, and so on). 
  Morale Bonus: Subjects gain an additional +4 morale bonus that stacks with the bonus from the 
  Endurance feat. This bonus also applies to saving throws against spells and magical effects that cause 
  weakness, fatigue, exhaustion, or enfeeblement. 
  Extended Activity: Affected creatures may engage in up to 12 hours of hard labor or forced marching 
  without suffering from fatigue or continue up to 16 hours and become fatigued instead of exhausted (see 
  Forced March, page 143 of the Player’s Handbook, and Exhausted and Fatigued, page 84 of the 
  Dungeon Master’s Guide). 
  
  The Great Hippogriff Hunt 
   
  Page 16 
  Appendix IV: Player Handouts and DM Maps 
   
   
  Player Handout #1 
   
  
  The Great Hippogriff Hunt 
   
  Page 17 
  Appendix V: Maps 
   
  
  The Great Hippogriff Hunt 
   
  Page 18 
   
  
  The Great Hippogriff Hunt 
   
  Page 19 
  Appendix VI: Rumors 
   
  • 
  I hear the boy, Garreth, will be traveling to stay with Louis Phillip Gaston II for his training soon. 
  • 
  There is going to be war with Nyrond soon.  The Pale will invade Midmeadow by the end of the year. 
  • 
  They say the troll king is searching for some ancient artifact in the Pale. 
  • 
  There has been an increase in undead in the Troll Fens, possibly due to the presence of a group of 
  death worshippers. 
  • 
  Now that the ether threat is finally defeated, the Pale is preparing to re-enter the duchy of Tenh. 
  • 
  There is a cult of Old Wicked active in the Phostwood. 
  • 
  There is a group of fanatical Pholtans who are trying to enforce a return to the old days of the 
  persecution of outsiders. 
  • 
  I heard the Flan Freedom Fighters are actually just a bunch of bandits, they’re not real rebels 
  because they don’t have the guts to face the Prelatal Army or even the Pale Patrol. 
  • 
  There’s a secret organization of sorcerers in the Pale engaged in a secret war against the Arcanist 
  Guild. 
  • 
  There was once a group of evil sorcerers active in the region now controlled by the Theocracy of the 
  Pale. 
  • 
  The trolls from the Fens have been searching the Pale for something, possibly an ancient artifact to 
  aid the Troll King in his machinations against the Pale. 
  • 
  They say the lack of any new machinations on the part of Winterwind is an indication he has been 
  slain by another dragon or possibly an unknown group of adventurers. 
  • 
  Winterwind is not dead, he’s just more subtle and patient then most enemies of the Pale. 
  • 
  The Phostwood is being corrupted by strange powers from another plane. 
  
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