TEXT: PPPPiiiigggg    TTTTaaaalllleeeessss
  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK™™™™    AAAAddddvvvveeeennnnttttuuuurrrreeee
  BBBByyyy    M
  M
  M
  Maaaarrrrkkkk    SSSSoooom
  m
  m
  meeeerrrrssss
  Spring comes late to the Yatil Mountains, as winter is always reluctant to loose its chilly grip. Only
  fools and adventurers willingly travel the alpine trails at this time of year. To stay alive you need to stay
  warm. To do that you need to be active, and what better way than to chase a little pig around the peaks
  and valleys?
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Pig Tales
  Page 2
  Thi s is  a RP GA N e tw or k a dv e nt ure g a m e.  A 
  f our -hour  t im e bl ock ha s be e n a llo ca t e d f or 
  pl a yi ng t he g a m e (o r t his ro und of t he g a m e) , but 
  t he a ct ua l pl a yi ng t im e w ill be a bo ut t hre e hour s.
  It is  a g oo d id e a t o a sk e a ch pl a ye r  t o put a 
  na m e ta g in f ro nt of him or  he r. The t a g sho uld
  ha v e t he pl a ye r 's  na m e a t t he bo t to m , a nd t he 
  cha r ac t er 's  na m e , ra c e,  a nd g e nde r a t t he t op . Thi s
  m a ke s it e a sie r  f or  t he pl a ye r s t o ke e p t ra ck of w ho
  is  pl a yi ng w hich cha r ac t er .
  Sc or ing t he g a m e f or  RP GA po int s: The 
  RP GA ha s t hre e w a ys  t o sc ore t his g a m e.  C onsul t
  y our  co nv e nti on co or dina t or  t o de t e rm ine w hich
  m e tho d t o use : 
  1. 
  N o- v ot e   sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd num be rs  on t he sc ori ng pa c ke t  g rid , y ou
  f ill in t he t op of t he g rid . Tha t is  a ll. N o one is 
  ra t e d. Thi s m e tho d is  use d f or  pe o ple w ho a re 
  j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r -v o ti ng 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but 
  t he 
  co nv e nti on 
  co or dina t or  
  w a nts 
  inf or m at io n a s t o how t he g a m e m a st e rs a re 
  pe r fo rm ing , or  t he g a m e 
  m a st e r w a nts 
  f e e dba c k on his  or  he r ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he be s t a m ong st t he m,  or  w he n
  t he a dv e nt ure is  run in t our nam e nt f or ma t 
  w it h 
  w inne rs 
  a nd 
  pr iz e s. 
  Mul ti -r ound
  a dv e nt ure s usua ll y re q uire d a dv a nci ng a 
  sm a lle r  num be r of pl a ye r s t ha n pl a ye d t he 
  f irs t ro und, so v ot ing is  re q uire d f or  m ult i- 
  ro und a dv e nt ure s. 
  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.
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o le a rn
  a bo ut e qui pm e nt a nd w e ap ons  t he ir cha r ac t er s a re 
  ca r ry ing .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in bo ld it a lic s. It is  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt ,
  ins te a d of re a d ing it a lo ud, a s so m e of t he t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK
  TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
  To de t e rm ine t he t ie r, a dd t he cha r ac t er  le v e ls of 
  a ll t he cha r ac t er s. In a dd it ion,  a dd t he le v e ls of a ny 
  he nchm e n or  a nim a ls a cc ord ing t o t he v a lue s on
  t he ir ce r ti fi ca t e s. C om pa re t he t ot a l t o t he cha r t
  be l ow t o f ind t he t ie r.
     4       players   
      5        players  
     6       players   
     7       players   
       Lvl       Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4th
  The level cap indicated the highest level 
  of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  LLLLiiiiffffeeeessssttttyyyylllleeee    iiiinnnn
  PPPPeeeerrrrrrrreeeennnnllllaaaannnndddd
  PCs in Living Greyhawk 
  events 
  must 
  pay a
  Lifestyle cost associated with the economic level
  of the place where the adventure takes place.
  Lifestyle costs include expenses incurred during
  the time between this adventure and the last one,
  and all training costs associated with advancing
  in levels. It does not cover cost of adventuring
  equipment. 
  PCs must 
  pay for things bought
  during the adventure (from equipment to drinks
  and meals and lodging) at the prices stated in the
  scenario, or the Player’s Handbook if the scenario
  does not specify.
  The lifestyle costs are divided according to
  the economic level that the PC wants to maintain,
  and there are Charisma-related 
  penalties 
  and
  bonuses for maintaining certain lifestyles.
  • 
  Destitute. You have no living space, and must
  carry all your gear everywhere. You have no
  skills to otherwise 
  support 
  yourself. 
  You
  stink and are undernourished. If you live in
  the wild you might soon be something’s
  dinner. You suffer a -3 on Charisma-related
  skill checks wherever you go.
  • 
  Wild. You are living in the wild, either as a
  nomad, or perhaps in a cave. You hunt and
  gather 
  your own food 
  and 
  your 
  clothes
  consist of furs and/or hand-woven items. At
  times, food is scarce and you go hungry. But
  you survive. You suffer 
  –2 on Charisma-
  related skill tests in urban areas and -1 on
  Charisma-related 
  skill tests in rural areas.
  You must have Wilderness Lore of 6 or higher
  to avoid being Destitute.
  
  Pig Tales
  Page 3
  • 
  Poor. You sleep in the common room of a n
  inn, or perhaps the loft of a stable. Your
  clothing is generally worn and patched. You
  suffer -1 on Charisma-related skill checks.
  • 
  Rough. You live in the wilderness, roaming a
  specific territory or living in a rude shack or
  tent. Your meals come from hunting 
  and
  foraging, though you may cultivate a few
  small crops or herd some animals. You get by
  well enough to barter for equipment or to
  gather coins to pay for necessary repairs. You
  suffer -1 on Charisma-related skill checks in
  urban areas. You must have Wilderness Lore
  of 4 otherwise you are Poor.
  • 
  Low. You rent a small room at a tavern,
  perhaps 
  shared 
  with one 
  or 
  two 
  other
  individuals. Perhaps you live on a small farm.
  If you own a home it is rather common. If
  you are in an urban area it wouldn't be wise
  to leave anything of value lying around. You
  suffer -1 on urban Charisma-related 
  skill
  checks and receive +1 on rural Charisma-
  related skill checks.
  • 
  Medium: You are moderately successful, and
  your equipment is plain but sturdy. You have
  your own room in an inn or boarding house,
  where you can leave items of moderate value
  without worrying about them disappearing.
  You receive a +2 bonus on Charisma-related
  skill checks in rural areas.
  • 
  High. You rent a roomy house or apartment,
  or own a nice home. You own clothes for
  many occasions, and can entertain 
  anyone
  without feeling overly ashamed. You receive a
  +1 bonus on Charisma-related skill checks in
  urban parts, and a –1 penalty to Charisma-
  related skills checks when dealing with rural
  folk.
  • 
  Luxury. You have the best of everything -
  spacious living quarters, 
  exotic 
  food, and
  expensive clothes. Your success is the envy of
  many. You have a +2 bonus on Charisma-
  related 
  skill 
  checks 
  in 
  urban 
  regions.
  However you suffer a –2 penalty to Charisma-
  related skill checks in rural areas. Equipment
  left at home is generally quite secure.
  Penalties or bonuses to CHA-related skills should
  be applied 
  at the DM's 
  discretion, 
  and 
  can
  sometimes backfire - for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not. You are encouraged to role-play these
  reactions whenever possible.
  Have the players deduct the lifestyle costs for
  their characters before play starts, 
  noting the
  lifestyle on the log sheet.
  Urban
  Rural
  Lifestyle                 Cost                    CHA       
  mod                  CHA       
  mod
  Destitute
  0
  -3
  -3
  Wild*
  0
  -2
  -1
  Poor
  1
  -1
  -1
  Rough**
  1
  -1
  0
  Low
  3
  -1
  +1
  Medium
  10
  0
  +2
  High
  100
  +1
  -1
  Luxury
  1000
  +2
  -2
  *—requires Wilderness Lore skill of 6+
  **—requires Wilderness Lore skill of 4+
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  aaaannnndddd    BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  DDDDM
  M
  M
  M’’’’ssss    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  The adventure is set in the Concatenated Cantons
  of Perrenland, in Krestible Canton to be exact. It
  takes place along the Vestertrek—a 
  trail that
  runs through the edges of the Yatil Mountains
  from Krestible to Exag—near the settlements of
  Oskindal 
  and 
  Rikkendal. 
  The 
  locale 
  is
  approximately 30 miles Northwest of the city of
  Krestible.
  The game starts with the characters travelling
  south 
  along 
  the Vestertrek, 
  headed 
  towards
  Krestible. It is nearing the end of winter, so the
  trails 
  are 
  navigable, 
  but 
  only 
  fools 
  and
  adventurers are willingly abroad at this time of
  year.
  The primary 
  action 
  centres 
  around 
  the
  Zussrig family, descendants of a famous hero,
  Aeric Zussrig. It sets the characters roving across
  snow-clad 
  and windswept 
  mountains, 
  chasing
  after a pig and an ogre. Just the sort of thing
  every adventurer 
  wants for a spot of winter
  entertainment.
  The scenario is meant to allow equal division
  between characterisation and combat, with a few
  natural 'puzzles' to keep PCs on their toes.
  The average off-road movement rate in the
  region is around 5 miles a day for Speed 20 ft. and
  8 miles a day for Speed 30 ft.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  The adventure begins with the characters lodging
  at the Zussrig household in Oskindal, on the
  Vestertrek north of Krestible. Their host, Arald
  Zussrig, is descended from a hero of old, and the
  whole family is friendly and hospitable. One of
  their members is an adolescent ogre called Little
  Janni, 
  whom 
  the Zussrigs 
  have raised 
  from
  infancy.
  Upon waking in the morning it is discovered that
  the family's truffle pig, Neussi Truflschnuit, has
  been stolen. The PCs are asked to track down the
  thief, and follow the trail into the mountains.
  
  Pig Tales
  Page 4
  They discover the thief, Wenkel Strube, has been
  captured 
  by 
  a 
  gnomish 
  druid/illusionist,
  Lentiddly Zibwickling. She will return Neussi to
  them, 
  having 
  saved 
  the pig from 
  becoming
  Strube's dinner.
  Upon returning to Oskindal, they discover that
  the Zussrigs have all been killed, and that Little
  Janni is missing. Some local hunters are already
  there, and are preparing to hunt down and kill
  Janni. A closer investigation 
  reveals that the
  killings are too precise, and that there have been
  other people here. It also looks like someone has
  set off after Little Janni.
  Following 
  Janni's 
  trail—aided 
  by 
  Neussi's
  delicate 
  nose—they 
  came 
  across 
  the 
  ogre
  besieged by mercenaries. After rescuing Janni,
  they can find out that the mercenaries are part of
  a larger band who murdered the Zussrigs and
  stole a family heirloom—a magical spear. The
  rest of the mercenary band have made their way
  to the nearby village of Rikkendal.
  Janni leads the PCs to Rikkendal, where—at The
  Strangled Goose Inn—they can confront Nürbert
  Brunegger, 
  the 
  leader 
  of 
  the 
  band. 
  Upon
  defeating the remaining mercenaries in a vicious
  little fight, they can recover the spear and avenge
  the Zussrigs.
  Upon completion of the scenario, the PCs may
  win the favour of the citizens of Rikkendal. They
  might also find themselves in the possession of a
  trained truffle pig, and possibly with a teenage
  ogre as a henchman.
  PPPPllllaaaayyyyeeeerrrr    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Winters 
  chill 
  still 
  grips 
  the 
  highlands 
  of
  Perrenland, and its mountains and valleys lie
  enshrouded in snow and mist. The folk of the
  realm remain warm and secure in their holdings,
  rarely venturing far in the cold. Only restless
  souls with a taste for adventure willingly endure
  the frosty outdoors—restless folk such as your
  self.
  Pickings have been slim in the last week or so,
  as you find your way along the winding trail that
  the locals call the Vestertrek. Your thoughts turn
  to well-cooked meals and fire-warmed taverns,
  and it seems that the gods have heard your
  wishes. Ahead of you lies a way marker, showing
  that a house of hospitality lies over yonder rise.
  With the taste of a meal and a warm drink
  already in your mind, you struggle along the side
  trail and crest the ridge that lies below a tall
  white peak. Below you lies a glacial valley with a
  frozen lake sheltered within. The trail leads down
  a steep slope to a small stadt, no more than a few
  buildings. Smoke rises from the low conical
  thatch of the main house. Just what you need—a
  fire to warm your chilled hands over.
  Show the players the map of the region, 
     Player
  Handout       #1   . They are in the northwest corner of
  the map, where the first trail branches from the
  Vestertrek.
  The trail to the stadt is steep and tricky. Any
  mounted character must make a Ride check with
  a DC of 15 to successfully 
  descend 
  whilst
  mounted. Failure results in a fall that delivers 1
  point of damage—not 
  serious, but enough to
  bruise an ego.
  Once the characters have made the descent
  they can see the stadt more clearly.
  You pant your breath into the cold air and look
  back at the deceptively tricky descent that you
  have just made. After that short ordeal a warm
  hearth is very inviting.
  The stadt itself is a simple affair, a huddle of
  small 
  buildings 
  around 
  a 
  larger 
  central
  homestead. You identify what must be a barn; a
  storage shed and what must be a smokehouse.
  The main stead is bigger than it appeared from
  atop the ridge, and must be able to hold twenty or
  so people in comfort. Circular in design, it has
  solid stone walls and a conical thatch roof.
  Tendrils of smoke drift from the thatch—good, it
  will be warm inside.
  As you approach, a hound barks a warning
  and a man, wisely rugged up in furs, comes from
  within 
  the 
  stead. 
  “Greetings 
  travelers,” 
  he
  rumbles, “welcome to Oskindal!”
  The characters have had the good fortune 
  to
  arrive 
  at 
  the 
  stadt 
  of 
  the 
  Zussrig
  family—members 
  of 
  Clan 
  Vuurzward—who
  adhere to the old 
  traditions 
  of hospitality.
  Travelers are welcomed with a smile, a warm
  hearth, and a hearty meal.
  The man who has welcomed them is Arald
  Zussrig, the head of the family. He is a broad-
  shouldered fellow in his late forties, and he walks
  with the aid of a stick—thanks to an old battle
  wound.
  Arald Zussrig, male human Ftr3: CR 3; Medium
  humanoid (5 ft. 10 in. tall); HD 3d10+9; hp 24; Init
  +0; Spd 30; AC 13 (+3 hide); Atks +7 melee (1d8+3
  [crit x3], shortspear); SA none; SQ none, AL LG;
  SV Fort +6, Reflex +1, Will +2.
  Str 17, Dex 10, Con 16, Int 11, Wis 13, Cha 11
  Skills: Climb +5, Craft (brewing) +2; Craft
  (stonemason) 
  +4, Handle Animal 
  +2, Ride +2.
  Feats: Cleave, Improved Bull Rush, Power Attack,
  Weapon Focus (shortspear);
  Equipment: shortspear; hide armor
  Arald invites the characters into the stead.
  Your eyes adjust to the interior of the stead as
  you bask in the warmth. A central stone fireplace
  serves to heat the room and to provide a place to
  cook. The household is clean and tidy, and the
  smoky smell is not unpleasant. Fur rugs cover the
  hard floor, and private areas are hidden by hide
  screens. Several dogs lounge by the fire, their
  tails wagging lazily when you enter.
  
  Pig Tales
  Page 5
  Around the edges of the room, small niches
  are carved into the walls. Lying within these
  niches are the mummified heads of defeated
  enemies and fallen family members. One in
  particular seems to hold a special place of honor,
  and a shortspear of fine quality is mounted above
  it.
  Within the stead are the members of Arald’s
  family. These include his wife, Lijén; his mother-
  in-law, Hetti Gruner; his two youngest children,
  Pett and Hildi; and his nephew Abret.
  Lijén Zussrig (female human Com1; Profession
  (cook) +3)
  Arald’s wife is a pleasant welcoming woman
  who mothers the characters.
  Hetti Gruner (female human Com1; Profession
  (clothier) +2)
  Lijén’s mother is mostly deaf and is in the
  early stages of senility.
  Abret 
  Zussrig (male 
  human 
  Com1; 
  Handle
  Animal +2)
  This spotty teenager is the son of Arald’s dead
  brother (Aeric). Abret would dearly love to be a
  brave adventurer and will pester the PCs for
  tales.
  Pett Zussrig (male human Com0)
  Hildi Zussrig (female human Com0)
  Arald’s children are 10 and 7 respectively.
  They are wide-eyed and shy.
  The 
  family 
  will 
  make 
  the 
  characters
  welcome—they are very hospitable. Lijén cooks a
  filling meal of a broth followed by roasted meat
  and vegetables, and Arald is proud of his fine
  mead. A further delicacy comes in the form of
  local truffles.
  Should 
  anyone 
  ask 
  about 
  the 
  obviously
  honored head, Arald will explain that it is that of
  his ancestor, Aeric Zussrig. The spear mounted
  above is a family heirloom and is said to be
  magical and blessed by the god Allitur.
  Arald will tell the tale of Aeric Zussrig. Give
  the players Player Handout #2. Any character that
  succeeds at a Knowledge (history) check against
  (DC 20) will already be familiar with this tale.
  Should the PCs investigate the spear, it is indeed
  magical. It has the following properties.
  Spear of Allitur: Shortspear +2
  This spear has an ornate bone shaft covered in
  ancient runic carvings. The blade is razor sharp
  and crafted from a dark metal. Should anyone
  other than a Zussrig wield this weapon, it will
  become a –2 weapon in his or her hands. In
  addition, on a roll of 1, their opponent may have a
  free attack of opportunity and the wielder’s Dex
  bonus will not apply.
  Eventually the characters will be fed and thawed
  out. By this time it is becoming late in the
  evening and Lijén will prepare bedding for them.
  It 
  would 
  be 
  uncomfortable 
  and 
  possibly
  dangerous 
  to spend 
  the night 
  outside. 
  The
  Zussrigs will expect the party to spend the night
  in the stead. Wise PCs will accept the offer.
  Once everyone has settled down and relaxed,
  the last two members of the family will return
  home.
  You have been well fed and treated to warmth
  and hospitality. If only all households you visited
  were like this. As you prepare to settle down for
  the evening, the door opens and a large figure
  enters. It is an ogre!
  This is indeed an ogre. His name is Little Janni
  and the Zussrigs adopted him as a baby, after
  Arald 
  and 
  some 
  companions 
  had 
  slain 
  his
  parents. Little Janni is now in his adolescence
  and is treated as a member of the family. Though
  a little slow, he is actually well mannered and
  good intentioned. He does, however, look like a
  hulking brute.
  Little Janni, male ogre Com1: CR 2; Large Giant (9
  ft. tall); HD 4d8+11 (ogre) + 1d4+2; hp 31; Init +0;
  Spd 30; AC 14 (-1 size, +5 natural); Atks +5 melee
  (1d6+5, quarterstaff), +0 ranged (1d4+5, rock); SA
  none; SQ none; AL LG; SV Fort +6, Ref +0, Will +0
  Str 21, Dex 10, Con 15, Int 10, Wis 8, Cha 8.
  Skills: Climb +7, Handle Animal +3, Jump +7.
  Feats: Toughness.
  Equipment: Walking stick (quarterstaff)
  The danger here, of course, is that the PCs will
  leap to the attack. Arald will immediately stop
  them and calm the situation down. The fact that
  there is no obvious malice in the young ogre will
  likely help. If the PCs settle down and introduce
  themselves then Little Janni will happily shake
  their hands with a shy, dopey smile. The only
  danger 
  the ogre 
  presents 
  to 
  the 
  group 
  is
  disrupting their sleep with his snoring.
  Janni has quite obviously been out collecting
  truffles, as evidenced by the large basket of them
  that he has brought back.
  When things calm down, everyone can sleep.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111
  TTTThhhheeee    M
  M
  M
  Miiiissssssssiiiinnnngggg    PPPPiiiigggg
  It has been some time since you had such a
  pleasant night’s sleep. 
  The furs 
  that 
  Lijén
  provided were clean and warm, and you slept like
  a babe. As you contemplate whether to spend
  another few minutes languishing in comfort, you
  hear a howl of dismay from outside.
  
  Pig Tales
  Page 6
  Little Janni comes stomping into the stead
  with tears brimming in his large eyes. He moans
  “Someone take Neussi!”
  At this stage the characters are no doubt a little
  confused. Who the heck is Neussi? Arald will
  explain 
  that 
  Janni 
  is 
  referring 
  to 
  Neussi
  Truflschnuit, the family’s pet pig. She is, however,
  no ordinary pig—Neussi is a crack truffle sniffer.
  She is worth quite a bit to the Zussrigs, as they
  make a good part of their living selling truffles to
  folk in the nearby town of Rikkendal. The loss of
  the pig would adversely affect their livelihood.
  The whole family will be roused to search for
  the pig, and the PCs will also be drafted into this.
  A successful Search check (DC 15) will reveal
  footprints in the slush outside of the barn. A
  Search (DC 20) inside the barn will bring to
  attention threads of hemp from a rope caught in
  splinters on the barn doorframe.
  There are tracks that can be followed as well.
  Track (DC 15) will show that an average sized
  humanoid led a pig away from the stadt and down
  to the lakeshore to the east. (DM’s Note: The trail
  is shown on the DM’s Map.)
  Arald will ask that the characters follow the
  trail and recover his missing pig. One look at the
  distraught faces of the ogre and the children
  should be enough to set proper heroes hot on the
  trail. If need be, Arald will offer up to 50gp in
  goods to get the party to agree 
  to recover
  Neussi—but this will be as a last resort 
  if
  pleading doesn’t work.
  Should none of the party be able to track,
  Arald will loan them one of his hounds.
  Dog: CR 1/3; Small Animal; HD 1d8+2; hp 6; Init
  +3 (Dex); Spd 40; AC 15 (+1 size, +3 Dex, +1
  natural); Atks +2 melee (1d4+1, bite); SA none; SQ
  Scent; AL N; SV Fort +5, Ref +7, Will +2.
  Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6.
  Skills: Listen +5, Spot +5, Swim +5, Wilderness
  Lore +1.
  SQ: Scent: Dogs receive a +8 racial bonus to
  Wilderness Lore check when tracking by scent
  The trail is not all that hard to follow. It leads
  around the northern end of the lakeshore and
  over a ridge and down to the shores of another
  smaller lake. Overall, the distance the party will
  have to travel is around 3 miles, or half a day’s
  walk in mountainous terrain.
  TTTThhhheeee                            
  RRRRoooocccckkkkffffaaaallllllll::::
  When the PCs approach the next lake, they have
  to pass by an area where the ridgeline of a
  mountain slopes steeply down to the shore. This
  area 
  is 
  unstable 
  and 
  dangerous, 
  and 
  the
  movement of the party will start a rock fall.
  As you carefully make your way along the
  lakeshore, you hear an ominous rumbling from
  the steep slope above you. Oh dear, it looks like
  there’s a rockfall…
  Each character may make a Listen (DC 12) or Spot
  (15) check 
  to notice 
  the impending 
  danger.
  Awareness of the situation means a reduction of
  –5 to the DC for the listed Reflex saves.
  Falling Rock: 2d4; Reflex 
  save 
  (DC 15 half
  damage, DC 20 to avoid)
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    TTTTwwwwoooo
  PPPPiiiiggggggggyyyy    iiiinnnn    tttthhhheeee    M
  M
  M
  Miiiiddddddddlllleeee
  After some nervous moments on the slick
  lakeside rocks, you make your way to the end of
  the 
  mountain 
  lake. 
  The 
  ever-present 
  mist
  obscures your view a little, but you think there is
  a small wooded glade ahead of you. It looks like
  that’s where the pignapper’s trail is headed.
  The small wood is the domain 
  of Lentiddly
  “Greentoes” Zibwickling, a gnomish druid and
  illusionist. 
  The pig thief 
  unwisely 
  chose 
  to
  blunder through Zibwickling’s 
  wood and the
  gnome captured him. When the party arrives in
  the wood, the thief is ensnared in leaves and
  vines, and Neussi is snuffling around 
  in the
  undergrowth.
  It is quite pleasant within the cover of the trees.
  They provide shelter from the icy wind and stop
  most of the snow from hitting the ground. The
  trees seem to grow in height towards the center,
  eventually forming a strange sort of natural
  cavern. A few old boulders surround a deep pool
  of water, the surface of which is remarkably not
  frozen over. Rather, steam rises from its surface,
  and bubbles occasionally rise from below.
  Dangling headfirst from the trees is what
  looks like a man wrapped in vines and leaves. He
  seems to be struggling against his confinement,
  and his eyes are wide with terror. Whatever he
  appears to be crying is muffled by the greenery
  that covers his mouth.
  Behind one of the large boulders you can hear
  a snuffling noise. A small brown pig makes its
  way around the rock, snout working busily in the
  undergrowth. When it spies you, it stops and
  regards you with intelligent eyes. “Hello,” says
  the pig, in a husky feminine voice, “who are you
  then?”
  No, Neussi cannot speak. Zibwickling is using a
  Ventriloquism spell to make the pig seemingly
  speak. She is hidden nearby via an invisibility
  spell, and is trying to gauge the party 
  and
  determine their intentions. The fact that their
  reactions to a talking pig are quite humorous is
  an added bonus.
  
  Pig Tales
  Page 7
  After a little conversation—as 
  Zibwickling
  ‘interrogates’ the PCs—the characters may make
  a Will check (DC 14) to recognize the pig’s voice
  as illusory. Otherwise, they are convinced that
  they have found a talking pig!
  Once the game is up, Zibwickling will end her
  spells and make an appearance. (DM’s Note: she
  has already cast invisibility once, as well as
  entangle)
  Lentiddly 
  Zibwickling, 
  female 
  gnome
  Drd3/Wiz(Ill)4: CR 6; Small humanoid (3 ft. 4 in.
  tall); HD 3d8+4d4+7; hp 27; Init +1; Spd 20; AC 16
  (+1 size, +2 Dex, +3 barkskin); Atks +1 melee (1d4-
  1, dagger), +4 ranged (1d4-1, sling); SA spells; SQ
  none, AL NG; SV Fort +4, Reflex +3, Will +5.
  Str 8, Dex 14, Con 13, Int 16, Wis 15, Cha 12.
  Skills: 
  Animal Empathy 
  +8, Concentration
  +11, Handle 
  Animal 
  +8, Intuit 
  Direction 
  +4,
  Knowledge (arcane) +11, Knowledge (nature) +11,
  Scry +7, Spellcraft +7, Wilderness Lore +11; Feats:
  Scribe Scroll, Silent Spell, Still Spell;
  Equipment: dagger; sling
  Wizard Spells (7/6/5/4): 0—dancing 
  lights,
  detect 
  magic (x2), flare (x2), ghost 
  sound 
  (x2);
  1st—change self, color 
  spray, hypnotism, 
  sleep,
  ventriloquism 
  (x2); 2nd—blur, hypnotic 
  pattern,
  invisibility (x2), mirror image; 3rd—dispel magic,
  displacement, lightning bolt, sleet storm.
  Druid Spells (6/4/3): 0—cure minor wounds,
  detect 
  magic, 
  flare, 
  guidance, 
  read 
  magic,
  resistance; 
  1st—entangle, 
  obscuring 
  m i s t;
  2nd—barkskin, charm person, chill metal.
  Zibwickling is concerned about Neussi’s welfare.
  She will only turn the pig over to the PCs when
  she is convinced that their motives are good. A
  successful Diplomacy (DC 10) check should be
  enough to ensure this.
  Once she is happy with the party, Zibwickling
  will explain that she came across the pig thief
  preparing to slaughter Neussi for dinner—in her
  grove, of all places! She entangled him and has
  left him dangling there as a lesson. She has no
  idea who the thief is.
  At the urging of the PCs, Zibwickling will let
  the unfortunate 
  fellow 
  down. His 
  name 
  is
  Wenkel Strube, and he is a servant whose master
  has cast him away.
  Wenkel Strube, male human Com1: CR 1/2;
  Medium humanoid (5 ft. 5 in. tall); HD 1d4; hp 4;
  Init +2 (Dex); Spd 30; AC 12 (+2 Dex); Atks +0
  melee (1d6, club); SA none; SQ none, AL CN; SV
  Fort +0, Reflex +2, Will +0.
  Str 10, Dex 14, Con 10, Int 9, Wis 10, Cha 8
  Skills: Handle Animal +1, Wilderness Lore +1.
  Equipment: club, dagger
  Wenkel is an ugly little scruff who was cast off by
  his owner after some ill-chosen remarks about
  his master’s wife-to-be (in his defense, she was
  rather unattractive). He has since been living
  rough, foraging or stealing for his needs. He used
  his ability with animals to sneak into Oskindal
  overnight and steal Neussi, whom he was going to
  carve up and smoke for supplies. The reason he
  came so far out of his way is that he wanted to
  put some distance 
  between himself 
  and 
  the
  stadt…and he got lost! There’s little malice in
  Wenkel. He’s none too bright and not overly
  reliable, but he will follow orders given to him.
  He’s too scared to do otherwise.
  Once Zibwickling is convinced that Wenkel
  really is as pitiful as he seems, she will turn him
  over to the PCs. The little gnome recommends
  that the group camp overnight in her grove and
  then she will show them a shortcut back to
  Oskindal. The thermal pool is pleasant to bathe
  in, even in winter.
  Assuming they take her up on the offer,
  Zibwickling will lead them through a tunnel that
  passes through the ridge to the east of Oskindal.
  This will shorten their return journey to two or
  three hours, and get them back to Oskindal at
  mid-morning the next day.
  Should they choose to return straight away,
  they are 
  going to have to camp 
  overnight
  anyway—and with far less comfort.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    TTTThhhhrrrreeeeeeee
  TTTThhhheeee    TTTTrrrraaaaggggeeeeddddyyyy
  It is a gloomy, overcast day when the PCs return
  to Oskindal. As they approach, they are aware of
  armed men moving around the stadt.
  Brooding clouds threaten miserable weather as
  you return to Oskindal. At least you can expect a
  hospitable welcome from the Zussrigs. As you
  come around the ridge at the lake's edge, you can
  see that there is a group of men looking around
  the stadt. On closer inspection, they appeared to
  be armed. Something is not right here…
  The men are local hunters, led by a fellow called
  Tangbert Rodder. They were hunting a pack of
  wolves that are led by a worg, and came to
  Oskindal to warn the Zussrigs. However, what
  they found 
  was that 
  the 
  family 
  has 
  been
  murdered. When the party turns up with the
  famous Neussi Truflschnuit, they are suspicious
  in the extreme.
  You make your way to the men, who eye you
  suspiciously. Behind them, lying on the ground,
  there is a figure covered by a cloak—obviously a
  dead body. The leader of the group, a hulking
  fellow with an unfriendly stare, asks "Who are
  you? What are you doing with Arald's pig?"
  The body on the ground is that of Abret. The rest
  of the family lies slain within the stead. Little
  Janni is missing, which has caused the warriors
  to suspect that he is the culprit.
  
  Pig Tales
  Page 8
  There are eight hunters at the stadt. They are
  from the nearby village of Rikkendal. Initially
  they are suspicious of the party, but it is obvious
  from the PCs appearance that they have been
  traveling 
  for some time and have only just
  arrived. 
  Thus, 
  after 
  initial 
  reservations, 
  the
  hunters are willing to listen to their tale.
  Tangbert will declare that it is obvious that
  the ogre has shown his true colors and killed the
  family. That's what comes of such foolishness as
  taking such a beast into the family. He and the
  others intend to track down Little Janni and see
  that justice is done.
  Tangbert Rodder, male human War3: CR 2;
  Medium humanoid (6 ft. 2 in. tall); HD 3d8+9; hp
  21; Init +1 (Dex); Spd 30; AC 14 (+3 hide, +1 Dex);
  Atks +7 melee (1d8+4 [crit x3], shortspear), +4
  ranged (1d6 [crit x3], shortbow); SA none; SQ
  none, AL N; SV Fort +5, Reflex +1, Will +0.
  Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 12
  Skills: Climb +3, Wilderness Lore +2. Feats:
  Point Blank Shot, Power Attack;
  Equipment: 
  shortbow, 
  arrows 
  (20),
  shortspear; hide armor
  Tangbert once wooed Lijén as a youth, but lost
  out to Arald. He has no hard feelings about this,
  but he has always had a soft spot for her. Her
  death has upset him and he is looking 
  for
  revenge. A Sense Motive (DC 15) check will reveal
  that he is more upset than normal about the
  deaths. It will take some convincing for him to
  believe there is a chance that it wasn't Little
  Janni who killed the Zussrigs. This requires a
  Diplomacy or Bluff test (DC 20; reduce to DC 15 if
  a sound argument is used).
  Rikkendal Hunters (7), male human War1: CR
  1/2; Medium humanoid 
  (5 ft. 10 in. tall); HD
  1d8+2; hp 6; Init +1 (Dex); Spd 30; AC 14 (+3 hide,
  +1 
  Dex); 
  Atks 
  +3 
  melee 
  (1d8+2 
  [crit 
  x3],
  shortspear), +2 ranged (1d6 [crit x3], shortbow);
  AL N; SV Fort +4, Reflex +1, Will +0.
  Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 10
  Skills: Climb +3, Wilderness Lore +2. Feats:
  Power Attack;
  Equipment: 
  shortbow, 
  arrows 
  (20),
  shortspear; hide armor
  Tangbert is the obvious leader of the group, and
  the others usually follow his orders, regardless of
  their own feelings. None of them particularly
  want a fight with the PCs, so they will back down
  if things become heated. If attacked, they will
  respond, of course.
  Should it become 
  necessary, 
  the hunters
  know 
  the 
  following 
  information 
  about 
  the
  Zussrigs.
  • 
  There is an older son, Fraedrig, who is serving
  in the army near Krestible. 
  With Arald's
  death, the steading becomes his.
  • 
  Lijén has a younger sister in Rikkendal.
  • 
  There is also 
  a cousin of Arald's 
  (name
  unknown) who is a cooper in Krestible.
  • 
  Everyone in the area knows of the Spear of
  Allitur. No one would buy it, and they would
  know it to be stolen if they see it.
  If the PCs decide to have a look around there are
  a few vital clues.
  • 
  It looks like the family was badly battered to
  death. 
  The 
  battering 
  hides 
  precise 
  stab
  wounds, either from arrows or swords. A
  successful Heal (DC 20) check will reveal this.
  If a PC specifically mentions looking for this,
  the DC drops to 10.
  • 
  If they deliberately look for the spear, the PCs
  will notice that it has gone. Otherwise they
  must make a Search (DC 15) test to notice
  this.
  • 
  There 
  are 
  some 
  other 
  small 
  valuables
  missing. Search (DC 20) will reveal this.
  • 
  Someone has left behind an old belt, but the
  buckle is missing—Search (DC 25) to notice.
  • 
  There are footprints astride Abret's body, one
  either side, as though someone had stood
  looking down at him. They are human sized
  and booted. Search (DC 15) to discover.
  • 
  Neussi is snuffling about the yard and has
  picked up a scent. An Animal Empathy (DC
  15) check will reveal this. The scent is that of
  Little Janni.
  • 
  Janni has run off south along the lakeshore,
  with three or four men in pursuit. Track (DC
  15) to discover.
  Should anyone actually stand in front of the
  mummified head of Aeric Zussrig, they will hear
  a whispered voice say "Avenge my family." This
  will be accompanied by a chill down the spine and
  should put the willies up the PC in question. If
  they don't think of using Neussi as a tracker
  themselves, the head will whisper "The pig will
  lead you to the killers."
  The hunters will declare their intention to
  return to Rikkendal to inform people of what has
  happened. If the PCs don't suggest it themselves,
  Tangbert will implore them to hunt down the
  killer (if he thinks it's Little Janni) or the killers
  (if he's been convinced otherwise). Once again,
  should the party appear 
  reluctant, 
  they will
  eventually 
  be 
  offered 
  payment 
  as 
  bounty
  hunters—though 
  the 
  men 
  will 
  look
  contemptuous. Hopefully their heroic instincts
  will kick in.
  W
  W
  W
  Whhhhaaaatttt    aaaabbbboooouuuutttt                                
  W
  W
  W
  Weeeennnnkkkkeeeellll????
  Note that if Wenkel Strube is with the party they
  have to decide what to do with him. The hunters
  don't want him, and he has very few useful skills.
  They can either let him go—pig rustling seems
  very innocuous in the circumstances—or 
  take
  him with them. He won't be a hindrance, but he
  won't be much help either. The murder of the
  family will have obviously shaken him.
  
  Pig Tales
  Page 9
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFoooouuuurrrr
  TTTTrrrraaaaiiiilllliiiinnnngggg    tttthhhheeee    M
  M
  M
  Muuuurrrrddddeeeerrrreeeerrrrssss
  The gloomy 
  weather 
  now 
  seems 
  somehow
  appropriate. With heavy hearts you set off to
  follow Little Janni's trail. The deaths of the
  Zussrigs seem so senseless. Perhaps you can find
  out why they died.
  Little Janni's trail leads south along the western
  shore of the lake, before turning to the east and
  heading up into the mountains. If the team has a
  PC with the ability 
  to Track, it requires 
  a
  Wilderness Lore (DC 25) test. If they also have
  Neussi on the trail, then the DC for the tracker
  drops to 10. If there is no tracker then they must
  rely 
  wholly 
  upon 
  Neussi, 
  which 
  requires
  someone to make an Animal Empathy (DC 15)
  test to keep her focused.
  Neussi Truflschnuit, Pig: CR 1/3; Small Animal;
  HD 1d8+2; hp 6; Init +3 (Dex); Spd 30; AC 15 (+1
  size, +3 Dex, +1 natural); Atks +0 melee (1d3+1,
  bite); SA none; SQ Scent; AL N; SV Fort +4, Ref +5,
  Will +2.
  Str 7, Dex 17, Con 14, Int 4, Wis 12, Cha 6.
  Skills: Listen +4, Spot +4, Swim +3, Wilderness
  Lore +1.
  Special Qualities: Scent: Neussi receives a +15
  racial bonus to Wilderness 
  Lore check when
  tracking by scent
  Snuffling away busily, Neussi is hot on the trail.
  She leads you south along the lakeshore before
  swerving east to a narrow spur between the lake
  and another to the south. Beyond a stretch of
  slippery looking ice, the mountain rises up
  sharply. Joy, oh joy, it looks as if the trail is
  heading up.
  DDDDaaaannnnggggeeeerrrroooouuuussss    IIIIcccceeee::::
  See the DM's map for the route of trail, which
  crosses to the eastern side of the valley and rises
  up into the mountains. The way is not so easy, of
  course, as they have to cross some ice along the
  way…ice that is ready to give way.
  The passage of Little Janni and his pursuers
  has crossed a frozen section of the lake, and has
  weakened the ice. It can now bear no more than
  100 lbs. of weight at any one time. Anything
  heavier than this will cause the ice to give way.
  Should the ice give way under a PC they can avoid
  falling into the water with a successful Reflex
  save (DC 12). PCs may notice that the ice is brittle
  if they 
  make 
  a Wilderness 
  Lore 
  (DC 
  10),
  Knowledge (nature) (DC 15) or Spot (20) check.
  This will allow them a Reflex save (DC 10) to
  'walk lightly' and avoid cracking the ice. (Failure
  means they still must make the second Reflex
  save as the ice cracks under them).
  Natural Ice Trap: 1d6 (Ice Shards); Reflex save
  (DC 12 to avoid); followed by:
  Freezing Water: 1d4 per round; Fortitude save
  (DC 15 for half damage)
  After this little obstacle it is simply a matter of
  continuing to follow the trail. Apart from the
  extreme discomfort of frigid winds and the odd
  bit of sleet, there is little to bother the PCs. A
  cruel DM, though, might describe precipitous
  drops by the side of the trail, buffeting gusts of
  wind, and slippery ice under foot, etc. Should any
  PCs decide to play the clown, of course, then
  suitable punishment may be merited.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFiiiivvvveeee
  AAAA    CCCCoooorrrrnnnneeeerrrreeeedddd    OOOOggggrrrreeee
  There is little doubt, your legs are going to be like
  jelly when this is all over. The romantic notions
  of roving over hill and dell are all very fine to a
  bard who doesn't have to darn well do it! Oh, for a
  pot of ale and a nice warm fire.
  Then the wind carries the sound of yelling
  from over the ridge. You hear crashing and other
  such hallmarks of something that's bound to
  warm you up—a fight!
  As you rush over the rise, you come to a small
  valley. Across from you, on the opposite slope,
  stands Little Janni. Blood stains the side of his
  jerkin and he is clutching a rock. It seems that it
  is his intention to hurl it at the half dozen
  assailants below. One seems to have already been
  felled by a rocky missile from the young ogre,
  who is roaring in fear and anger.
  The young ogre has finally been tracked down by
  the mercenaries pursuing him. Desperately, he
  has made a stand, fighting back by throwing large
  rocks at his attackers.
  There are six mercenaries, one of whom has
  already been knocked senseless by a flung rock.
  Two of their number are archers, and have taken
  cover behind boulders. They are intending to
  provide 
  covering 
  fire 
  whilst 
  a spearman, 
  a
  swordsman, and a dwarf with an axe, try to flank
  and attack Little Janni.
  Should the PCs decide to sneak into the fray,
  they will receive a bonus of +4 to their tests, due
  to the others being distracted. This will give the
  PCs one round of surprise actions.
  If the party noticed the old belt with the
  missing 
  buckle at Oskindal, they might 
  also
  notice—Search 
  (DC 
  20)—that 
  the 
  fallen
  mercenary has a brand new belt with an old
  buckle.
  
  Pig Tales
  Page 10
  Lutho Hooss, male human Rgr1: CR 1; Medium
  humanoid (5 ft. 9 in. tall); HD 1d10+2; hp 7; Init +2
  (Dex); Spd 30; AC 16 (+3 studded leather, 
  +1
  buckler, +2 Dex); Atks +3 melee (1d6+1 [crit 19-
  20/x2], short sword), +3 ranged (1d6+2 [crit x3],
  composite 
  shortbow); 
  SA none; 
  SQ 
  favored
  enemies—elves; AL N; SV Fort +2, Reflex +2, Will
  +0.
  Str 14, Dex 15, Con 14, Int 11, Wis 13, Cha 8.
  Skills: Climb +4, Hide +4, Intuit Direction +3,
  Knowledge 
  (nature) 
  +4, 
  Move 
  Silently 
  +4,
  Wilderness 
  Lore +5. Feats: 
  Point Blank Shot,
  Precise Shot, Track.
  Equipment: mighty composite shortbow (+1
  Str bonus), arrows 
  (20), short 
  sword, dagger,
  studded leather armor, buckler, pouch with 5 gp
  and 12 sp.
  Bógg Riddel, male human Ftr1: CR 1; Medium
  humanoid (5 ft. 9 in. tall); HD 1d10+2; hp 7; Init +2
  (Dex); Spd 30; AC 16 (+3 studded leather, 
  +1
  buckler, +2 Dex); Atks +3 melee (1d6+2 [crit 19-
  20/x2], short sword), +3 ranged (1d8 [crit x3],
  longbow); SA none, SQ none, AL LE; SV Fort +2,
  Reflex +2, Will +0.
  Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 10.
  Skills: Knowledge (military) +2. Feats: Point
  Blank Shot, Far Shot, Precise Shot;
  Equipment: 
  longbow, 
  arrows 
  (20), 
  short
  sword, studded leather armor, buckler, 
  pouch
  with 2 gp and 5 sp.
  Lutho 
  and Bógg much prefer 
  to fight 
  at a
  distance. They use their bows to keep opponents
  pinned down, so that their companions can get
  close and attack. They will only shoot at someone
  engaged in melee with one of their companions if
  absolutely necessary. If they can avoid melee
  combat they will do so. If any elves make a n
  appearance, Lutho will do all he can to kill them.
  Greeg Vasker, male humans Ftr1: CR 1; Medium
  humanoid (5 ft. 9 in. tall); HD 1d10+6; hp 11; Init
  +1 (Dex); Spd 30; AC 14 (+3 chainmail, +1 Dex);
  Atks +3 melee (1d8+2 [crit x3], shortspear); AL LE;
  SV Fort +4, Reflex +1, Will +0.
  Str 15, Dex 12, Con 15, Int 10, Wis 10, Cha 10.
  Skills: 
  Climb +4. Feats: 
  Endurance, Power
  Attack, Toughness.
  Equipment: shortspear, short sword, dagger,
  studded leather armor, pouch with 3gp.
  Greeg doesn't know whether his pal Linden is
  alive or not. His temper is up, so he will fight
  until he drops, or until all his opponents are
  down.
  Linden Jigge, male human Ftr1: CR 1; Medium
  humanoid (5 ft. 9 in. tall); HD 1d10+6; hp 11; Init
  +1 (Dex); Spd 30; AC 14 (+3 chainmail, +1 Dex);
  Atks +3 melee (1d8+2 [crit x3], shortspear); AL LE;
  SV Fort +4, Reflex +1, Will +0.
  Str 14, Dex 12, Con 14, Int 11, Wis 10, Cha 11.
  Skills: 
  Knowledge 
  (military) 
  +2. 
  Feats:
  Endurance, Power Attack, Toughness;
  Equipment: shortspear, shorts word, dagger,
  studded leather armor, pouch with 3gp.
  Linden has been struck by a couple of rocks
  thrown by Janni, and is currently unconscious
  and at 0hp. He will take no part in the combat.
  Brigley Doone male human Ftr1: CR 1; Medium
  humanoid (6 ft. 2 in. tall); HD 1d10+6; hp 12; Init
  +0; Spd 30; AC 15 (+3 chain shirt, +2 shield); Atks
  +5 melee (1d8+2 [crit 19-20/x2], longsword); SA
  none, SQ none, AL LN; SV Fort +4, Reflex +0, Will
  +0.
  Str 17, Dex 11, Con 16, Int 10, Wis 9, Cha 8.
  Skills: 
  Climb +2, Knowledge 
  (military) 
  +2,
  Ride +2. Feats: Power Attack, Toughness, Weapon
  Focus (longsword).
  Equipment: 
  longsword, 
  dagger, 
  studded
  leather armor, large wooden shield, pouch with
  6gp and 8sp.
  Brigley is here because he was ordered to by his
  captain, and is supporting his mates. He has no
  desire to be killed over this sordid little affair,
  but neither does he want to be seen as a coward.
  He values his life above all else, though, and will
  stop fighting when he drops to 2 hp or less. That
  said, if it looks like he'll be killed if he surrenders
  then he will try to flee or fight to the death.
  Ranter Gravemaker male dwarf Ftr2: CR 2;
  Medium humanoid (4 ft. 5 in. tall); HD 2d10+8; hp
  21; Init +0; Spd 20; AC 16 (+4 chain shirt, +2 shield);
  Atks +5 melee (1d8+3 [crit x3], battleaxe); 
  SA
  dwarven traits, SQ dwarven traits, AL LE; SV Fort
  +9, Reflex +0, Will +4.
  Str 16, Dex 10, Con 18, Int 10, Wis 15, Cha 6
  Skills: 
  Climb +6, Knowledge 
  (military) 
  +4.
  Feats: Power Attack, Cleave, Great Fortitude;
  Equipment: 
  battleaxe, 
  chain 
  shirt, 
  large
  wooden shield, pouch with 5gp.
  Ranter is a lieutenant in the mercenary band, and
  is the leader of this little group. He understands
  the need for Little Janni to be silenced, and if the
  PCs appear to help him then they need to be
  removed too. He will do what he can to avoid
  capture and won't easily talk under interrogation
  if he is. Ranter likes to hurt people, and the
  others in the band are frightened of him. If the
  PCs are defeated and captured, he will gloat and
  take all their equipment, 
  leaving 
  only their
  underclothes. He will then have them left to die
  in the wilderness.
  CCCCoooom
  m
  m
  mbbbbaaaatttt    W
  W
  W
  Wiiiizzzzaaaarrrrdddd::::
  To facilitate 
  quicker 
  combat 
  resolution, 
  the
  following 
  initiative 
  rolls 
  have 
  been 
  pre-
  generated:
  • 
  Lutho Hooss: 17
  • 
  Greeg Vasker: 13
  
  Pig Tales
  Page 11
  • 
  Brigley Doone: 10
  • 
  Little Janni: 9 (has taken 6hp damage)
  • 
  Ranter Gravemaker: 8
  • 
  Bógg Riddel: 7
  The characters have     one    surprise round when the
  combat starts. The NPCs start at the following
  ranges:
  • 
  60 ft.: Lutho Hooss, Bógg Riddel
  • 
  80 ft.: Ranter Gravemaker
  • 
  90 ft.: Greeg Vasker, Brigley Doone
  • 
  150 ft.: Little Janni
  There are enough rocks and boulders 
  strewn
  around for all characters (apart from Little Janni)
  to assume _ cover as they wish.
  The mercenaries are not fools. They don't
  fight like it either. They try to maintain cover
  using shields and the environment whilst they
  move into melee range. Their archers provide
  supporting 
  fire, especially 
  at attackers 
  using
  ranged combat.
  If half their number are down, or they are all
  at one quarter hit points or fewer, then they will
  attempt 
  to retreat 
  or 
  surrender. 
  With 
  the
  exception of Greeg, they'd rather not fight to the
  death.
  Little Janni will lend a hand in the fight, if it
  looks bad for the party. As stated, he has taken 6
  hp of damage so far.
  AAAAfffftttteeeerrrr    tttthhhheeee    ffffiiiigggghhhhtttt::::
  As far as Little Janni is concerned, the party are
  good people and he trusts them. He will say "Dey
  bad men hurt da family!" and then burst into
  tears. It will require some consoling to calm him
  down.
  Given that Linden Jigge was unconscious, the
  PCs should be able to take at least one captive.
  With a suitable bit of interrogation—Diplomacy
  (DC 18) or Intimidation 
  (DC 15)—they 
  can
  extract the story, which is:
  The 
  mercenaries 
  stayed 
  overnight 
  at
  Oskindal, enjoying the Zussrigs' hospitality. Their
  captain, Nürbert Brunegger, spied the spear in
  the place of honour and decided to steal 
  it.
  However, they were caught in the act and reacted
  violently, killing the family. The ogre managed to
  escape and ran off. After 'doctoring' the bodies to
  make it look like the ogre was responsible, this
  group was sent by Brunegger to hunt the ogre
  down. Once they had done so, they were to
  rendezvous with the others at The Strangled
  Goose Inn, in the village in Rikkendal.
  Apart from Brunegger, there are three other
  mercenaries—a sorcerer, a cleric and a rogue.
  (DM's 
  Note: they 
  will 
  not 
  volunteer 
  this
  information unless specifically asked for it.)
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    SSSSiiiixxxx
  AAAAvvvveeeennnnggggiiiinnnngggg    tttthhhheeee                            
  ZZZZuuuussssssssrrrriiiiggggssss
  The village in Rikkendal is about a three-mile
  hike away. Should the characters decide to push
  on and march for the remainder of the day, it will
  likely be on dusk or after dark when they arrive.
  They may decide to camp overnight—it will be
  chilly but clear.
  There is a cold determination in your hearts, now
  that you know the Zussrigs were murdered for
  the greed of another. You barely notice the
  discomfort as you make your way over the
  mountain to Rikkendal. Where the wind was
  gnawing at your bones, it now passes by you as
  though a warm summer breeze.
  After a time you crest the peak and start
  marching downwards. You are stiff and weary but
  your will to set things right drives you on. You
  can see columns of smoke rising from the
  chimneys of a village nestled in the mountain
  bowl below you. The descent seems to be over so
  swiftly, as you soon reach the outskirts of the
  town. Now, to find The Strangled Goose and a
  villain whose just punishment awaits…
  When they arrive in the village there will be few
  people out and about, but barking guard dogs will
  herald their arrival. At this stage Tangbert and
  his companions have yet to return (they were
  delayed by the worg and its pack) so nobody
  knows about the Zussrigs’ fate. A few of the local
  warriors will come out to make sure the party is
  ‘safe’. They will recognize Neussi and Little Janni,
  which will make them wonder what is going on.
  If 
  the 
  party 
  has 
  dragged 
  any 
  surviving
  mercenaries along as prisoners, then the locals
  will be doubly curious. Their curiosity turns to
  anger when they hear the truth of what has
  happened. If the PCs are sensible, there should be
  no risk of trouble from the villagers.
  Rikkendal Villagers, human War1 (8): CR 1/2;
  Medium humanoid (5 ft. 10 in. tall); HD 1d8+1; hp
  5; Init +1 (Dex); Spd 30; AC 11 (+1 Dex); Atks +3
  melee (1d8+2 [crit x3], shortspear); AL N; SV Fort
  +3, Reflex +1, Will +0.
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10.
  Skills: Climb +3, Wilderness Lore +2. Feats:
  Power Attack.
  Equipment: shortspear.
  The immediate reaction from the villagers is to
  form a lynch mob. The Zussrigs 
  were 
  very
  popular. However, it soon becomes apparent that
  there is trouble afoot. Some of the thatched roofs
  are alight, and the fires are growing. This will
  draw the villagers’ attentions—they would rather
  see their village safe than worry about a lynching.
  While all this commotion is happening, the
  PCs may make Spot (DC 18) tests to notice several
  
  Pig Tales
  Page 12
  people fleeing from the inn. This is Nürbert
  Brunegger and his remaining fellows. The rogue,
  upon 
  hearing 
  the 
  barking 
  dogs, 
  went 
  to
  investigate. Seeing the PCs accompanied by Little
  Janni, he realised there was trouble afoot. He set
  alight some roofs to cause a diversion and went
  to warn his fellows.
  CCCCoooom
  m
  m
  mbbbbaaaatttt    W
  W
  W
  Wiiiizzzzaaaarrrrdddd::::
  To facilitate 
  quicker 
  combat 
  resolution, 
  the
  following 
  initiative 
  rolls 
  have 
  been 
  pre-
  generated:
  • 
  Didwick Lubdud: 23
  • 
  Ogberg Schuss: 12
  • 
  Gleuelle Knoophaar: 11
  • 
  Nürbert Brunegger: 10
  The NPCs start at the following ranges (the range
  in parentheses is used if the PCs stopped to help
  put out fires):
  • 
  60 ft. (120 ft.): Gleuelle Knoophaar, Nürbert
  Brunegger
  • 
  30 ft. (90 ft.): Ogberg Schuss
  • 
  30 ft. to the side of the PCs: Didwick Lubdud
  (Hide roll of 19)
  The group’s tactic is to get the heck out of there!
  Only when they think they have a chance of
  winning will they stop and make a fight of it.
  They will use ranged attacks to soften up any
  pursuers. The rogue will use his skills at stealth
  to hide and attack the group from behind, using
  his Sneak Attack to the fullest.
  If they are forced to fight it out, the group
  will use every dirty tactic they know. It will be
  quite brutal and very nasty. Brunegger will be
  hampered by the fact that he is fighting with the
  Spear of Allitur, which is a cursed weapon in his
  hands.
  Nürbert Brunegger, male human Ftr3: CR 3;
  Medium humanoid (5 ft. 11 in. tall); HD 3d10+12;
  hp 27; Init +5 (Dex, improved initiative); Spd 30;
  AC 16 (+2 Dex, +4 chain shirt); Atks +7 melee
  (1d8+3 [crit x3], shortspear); SA see below; SQ
  none, AL NE; SV Fort +6, Reflex +3, Will +2.
  Str 16, Dex 14, Con 16, Int 12, Wis 13, Cha 14.
  Skills: 
  Climb +6, Knowledge 
  (military) 
  +5,
  Ride +6. Feats: Improved Initiative, Endurance,
  Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus
  (shortspear).
  Special Attacks: So long as he uses the Spear
  of Allitur, he has a –2 attack penalty. If he rolls a
  1 then his opponent receives a free attack of
  opportunity.
  Equipment: shortspear, short sword, dagger,
  chain shirt, pouch with 10gp, Spear of Allitur.
  Brunegger is not a nice fellow. He cares only for
  himself and will sacrifice his companions if it
  will save his skin. He has seduced Gleuelle to a
  degree that she will do whatever he wishes. In
  addition to being cruel and murderous, he is also
  greedy. Thus he will not willingly give up the
  Spear. (DM Note: He has been wise enough to
  keep it hidden from the villagers thus far.)
  Gleuelle Knoophaar, female half-elf Clr2: CR 2;
  Medium humanoid (5 ft. 11 in. tall); HD 2d8+2; hp
  10; Init +1 (Dex); Spd 30; AC 15 (+1 Dex, +3 studded
  leather, +1 shield); Atks +2 melee (1d8+1 [crit x2],
  light flail); SA half-elven 
  traits, 
  spells, 
  Smite
  ability; SQ half-elven traits, AL LE; SV Fort +4,
  Reflex +1, Will +5.
  Str 12, Dex 12, Con 12, Int 13, Wis 15, Cha 13.
  Skills: Concentration +5, Heal +6, Knowledge
  (religion) 
  +5. Feats: 
  Combat 
  Casting, 
  Martial
  Weapon Proficiency (Light Flail), Weapon Focus
  (Light flail).
  Special 
  Attacks: 
  Smite—Once 
  per 
  day,
  Gleuelle may use this ability to add +6 damage (+4
  base, +2 level) to one attack.
  Cleric 
  Spells 
  (6/4+1): 
  0—inflict 
  minor
  wounds, 
  detect 
  magic, guidance, 
  mending, 
  read
  magic, 
  resistance; 
  1st—bane, 
  cause 
  fear,
  command; doom, Domain—inflict light w o u n d s
  <or> magic weapon.
  Equipment: light flail, studded leather armor,
  small wooden shield, pouch with 5gp and 2sp.
  Gleuelle is a cleric of Hextor, and has chosen the
  domains of War and Destruction. She is smitten
  with Brunegger and obeys him completely, a fact
  which he takes advantage of. Gleuelle gives no
  quarter and expects none. If Brunegger is slain
  she will enter a rage and will fight to the death.
  Otherwise she will urge retreat 
  if things are
  going against the mercenaries. She will use her
  Cause Fear and Command spells to ward off
  attacking PCs.
  Didwick Lubdud, male gnome Rog1: CR 1; Small
  humanoid (3 ft. 5 in. tall); HD 1d6+1; hp 4; Init +8
  (Dex, improved initiative); Spd 20; AC 16 (+1 size,
  +3 Dex, +2 leather); Atks +0 melee (1d6 [crit 19-
  20/x2], short sword), +3 range (1d8 [crit 19-20/x2],
  light crossbow]; SA gnomish traits; SQ gnomish
  traits, AL CN; SV Fort +1, Reflex +5, Will +2.
  Str 10, Dex 16, Con 12, Int 10, Wis 9, Cha 9
  Skills: Balance +6, Climb +3, Hide +7, Jump +4,
  Listen +5, Move Silently +7, Search +4, Spot +3,
  Tumble +5. Feats: Improved initiative;
  Equipment: 
  short 
  sword, 
  dagger, 
  light
  crossbow, bolts (10), leather armor, pouch with
  9gp and 13sp.
  Lubdud has a keen sense of self-preservation and
  recognises that surrendering 
  here will likely
  result in a hanging. Thus if escape is impossible
  then a quick death in combat might be the next
  best option. But flight is his first choice. He has
  absolutely no loyalty to his companions beyond
  safety in numbers, so he cares little for their well
  being. If it seems best to abandon them, he will.
  Ogberg Schuss, male human Sor1: CR 1; Medium
  humanoid (5 ft. 11 in. tall); HD 1d4+1; hp 6; Init +2
  
  Pig Tales
  Page 13
  (Dex); Spd 30; AC 12 (+2 Dex); Atks +0 melee (1d9
  [crit x3], shortspear), 
  +2 range 
  (1d4 [crit x2],
  sling]; SA spells; SQ none, AL LE; SV Fort +2,
  Reflex +2, Will +3.
  Str 11, Dex 14, Con 14, Int 14, Wis 12, Cha 14.
  Skills: Concentration +6, Knowledge (arcane)
  +4, 
  Spellcraft 
  +4. 
  Feats: 
  Combat 
  Casting,
  Toughness.
  Sorcerer Spells (7/5): 0—daze, d e t e c t magic,
  mage hand, ray of frost; 1st—burning 
  hands,
  magic missile.
  Equipment: shortspear, dagger, sling, bullets
  (10), pouch with 3gp.
  Ogberg, for all that he is as cruel and pitiless as
  his companions, has a sense of honour. If he gives
  his word he keeps it, and he tries to fight fair.
  This does not mean he fights stupid. He is also
  very loyal to his band, and will stick with them to
  the end. If they run so does he. If they stay, he
  backs them up.
  AAAAfffftttteeeerrrr    tttthhhheeee    ffffiiiigggghhhhtttt::::
  After hopefully defeating the mercenaries the
  PCs will see that the villagers have put out the
  fires. They can reclaim the Spear of Allitur take
  any captives back to the village.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  LLLLaaaasssstttt    RRRRiiiitttteeeessss
  Having recovered Neussi, rescued Little Janni,
  recovered the Spear of Allitur and avenged the
  Zussrigs, the PCs have every right to feel good
  about themselves. The folk of Rikkendal certainly
  think 
  so. 
  They 
  will 
  treat 
  the 
  party 
  like
  heroes—housing them, feeding them and tending
  to their wounds.
  Later in the day, Tangbert and his little band
  will return, a little worse for wear having found
  and killed the worg. When the story comes out
  they will apologize to Little Janni for suspecting
  him and thank the characters profusely. They are
  obviously impressed.
  It will be agreed that someone has to go to
  Oskindal to properly bury the Zussrigs. If the PCs
  wish to assist, they will be welcome.
  The Spear of Allitur is the property of the
  Zussrig family—or at least the son in Krestible.
  It should be obvious to the party that taking it is
  the wrong thing to do. It is best if they leave it
  with someone in Rikkendal. Should they take it,
  the ‘curse’ will eventually get them killed.
  Both Neussi and Little Janni are available as
  companions. However they should be considered
  unique, 
  and 
  may only be allocated 
  to one
  character each—chosen from those playing in the
  premiere of the event.
  Tangbert will inform the characters that they
  are welcome in the region whenever they wish,
  and their deeds will be remembered. They may
  leave the Oskindal-Rikkendal area knowing that
  they depart with good names.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt
  SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary role-playing experience
  award. The role-playing award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  role-playing amounts to different characters.
  Award the total value (objectives plus role-
  playing) to each character.
  Encounter One
  Taking no damage from falling rocks
  25 xp
  Encounter Two
  Discovering Zibwickling on their own
  25 xp
  Encounter Three
  Noticing, on their own, the spear 
  is
  missing
  25 xp
  Noticing the 'hidden' stab wounds
  25 xp
  Deciding, on their own, to use Neussi
  25 xp
  Encounter Four
  Taking no damage from the ice trap
  25 xp
  Encounter Five
  Defeating the mercenaries
  150 xp
  Encounter Six
  Defeating Brunegger's group
  250 xp
  Helping to put out the fire
  50 xp
  Total experience for objectives
  600 xp
  Discretionary role-playing award
  0-50 xp
  Total possible experience
  650 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g. armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  
  Pig Tales
  Page 14
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPC's,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than [insert campaign value] that
  are of personal 
  significance 
  to the owner
  (including family heirlooms), and all magical
  items, will be discovered in the possession of
  the character by one means or another. The
  character must return the item and pay a fine
  equal to three times the value of the item
  stolen. In addition, the PC caught receives
  campaign-decided penalties for being known
  as a thief, such as Infamy. For other stolen
  items which meet the criteria in #1 above, use
  your judgment and the circumstances within
  the game to determine whether a PC thief
  gets away with the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable but 
  which 
  were
  allowed at the time.
  Encounter One
  • 
  Dog (Value 
  25gp): This hound 
  acts as a
  personal 
  companion, 
  a guard, 
  a faithful
  defender and an expert tracker. So long as he
  is treated well he will be loyal and obedient.
  Dog: CR 1/3; Small Animal; HD 1d8+2; hp 6;
  Init +3 (Dex); Spd 40; AC 15 (+1 size, +3 Dex, +1
  natural); Atks +2 melee (1d4+1, bite); SA none;
  SQ Scent; AL N; SV Fort +5, Ref +7, Will +2.
  Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6.
  Skills: Listen 
  +5, Spot 
  +5, Swim 
  +5,
  Wilderness Lore +1.
  Special Qualities: Scent: Dogs receive a +8
  racial bonus to Wilderness Lore check when
  tracking by scent
   
   Encounter Two
  • 
  Club (0gp)
  • 
  Dagger (2gp)
   Encounter Five
  • 
  24gp, 25sp
  • 
  Arrows (40) (Value 2gp)
  • 
  Battleaxe (Value 10gp)
  • 
  2 Bucklers (Value 16gp each)
  • 
  Chain Shirt (Value 100gp)
  • 
  4 Daggers (Value 2gp each)
  • 
  2 Large Wooden Shields (Value 8gp each)
  • 
  Longbow (Value 75gp)
  • 
  Longsword (Value 16gp)
  • 
  Mighty Composite Shortbow (+1 Str Bonus)
  (Value 150gp) Should you have a Strength
  bonus you may add part of it—no more than
  +1—to damage from missile attacks when
  using this bow.
  • 
  2 Shortspears (Value 2gp each)
  • 
  3 Short swords (Value 10gp each)
  • 
  5 sets of Studded Leather (Value 25gp each)
   Encounter Five
  • 
  27gp, 13sp
  • 
  Bolts (10) (Value 1gp)
  • 
  Bullets (10) (Value 1sp)
  • 
  Chain Shirt (Value 100gp)
  • 
  3 Daggers (Value 2gp each)
  • 
  Leather Armor (Value 10gp)
  • 
  Light Crossbow (Value 35gp)
  • 
  Light Flail (Value 8gp)
  • 
  2 Shortspears (Value 2gp each)
  • 
  2 Short swords (Value 10gp each)
  • 
  Sling (Value 0gp)
  • 
  Small Wooden Shield (Value 3gp)
  • 
  Studded Leather Armor (Value 25gp)
  Encounter Six
  • 
  Favor 
  of 
  the 
  Residents 
  of 
  Oskindal 
  &
  Rikkendal. 
  (One per PC): 
  You 
  are 
  well
  regarded in the Oskindal-Rikkendal region.
  Locals of this area will automatically have a
  beginning reaction of Friendly towards you.
  They will provide you with basic meals and
  accommodation so long as you do nothing to
  break their trust.
  
  Pig Tales
  Page 15
  AAAAppppppppeeeennnnddddiiiixxxx::::    EEEEnnnnccccoooouuuunnnntttteeeerrrr    SSSSttttaaaattttiiiissssttttiiiiccccssss
  PPPPllllaaaayyyyeeeerrrr    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Arald Zussrig, male human Ftr3: CR 3; Medium
  humanoid (5 ft. 10 in. tall); HD 3d10+9; hp 24;
  Init +0; Spd 30; AC 13 (+3 hide); Atks +7 melee
  (1d8+3 [crit x3], shortspear); SA none; SQ none;
  AL LG; SV Fort +6, Reflex +1, Will +2.
  Str 17, Dex 10, Con 16, Int 11, Wis 13, Cha 11.
  Skills: Climb +5, Craft (brewing) +2; Craft
  (stonemason) +4, Handle Animal +2, Ride +2.
  Feats: 
  Cleave, 
  Improved 
  Bull 
  Rush, 
  Power
  Attack, Weapon Focus (shortspear).
  Equipment: shortspear; hide armor.
  Little Janni, male ogre Com1: CR 2; Large Giant
  (9 ft. tall); HD 4d8+11 (ogre) + 1d4+2; hp 31; Init
  +0; Spd 30; AC 14 (-1 size, +5 natural); Atks +5
  melee (1d6+5, quarterstaff), +0 ranged (1d4+5,
  rock); SA none; SQ none; AL LG; SV Fort +6, Ref
  +0, Will +0
  Str 21, Dex 10, Con 15, Int 10, Wis 8, Cha 8.
  Skills: Climb +7, Handle Animal +3, Jump
  +7. Feats: Toughness.
  Equipment: Walking stick (quarterstaff).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    OOOOnnnneeee
  Dog: CR 1/3; Small Animal; HD 1d8+2; hp 6; Init
  +3 (Dex); Spd 40; AC 15 (+1 size, +3 Dex, +1
  natural); Atks +2 melee (1d4+1, bite); SA none;
  SQ Scent; AL N; SV Fort +5, Ref +7, Will +2.
  Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6.
  Skills: Listen 
  +5, 
  Spot 
  +5, 
  Swim 
  +5,
  Wilderness Lore +1.
  Special Qualities: Scent: Dogs receive a +8
  racial bonus to Wilderness Lore check when
  tracking by scent.
  Falling Rock: 2d4; Reflex save (DC 15 half
  damage, DC 20 to avoid); Listen (12) or Spot (15)
  for warning and –5 to listed Reflex save DCs.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    TTTTwwwwoooo
  Lentiddly 
  Zibwickling, 
  female 
  gnome
  Drd3/Wiz(Ill)4: CR 6; Small humanoid (3 ft. 4
  in. tall); HD 3d8+4d4+7; hp 27; Init +1; Spd 20; AC
  16 (+1 size, +2 Dex, +3 barkskin); Atks +1 melee
  (1d4-1, dagger), +4 ranged (1d4-1, sling); SA
  spells; SQ none, AL NG; SV Fort +4, Reflex +3,
  Will +5.
  Str 8, Dex 14, Con 13, Int 16, Wis 15, Cha 12.
  Skills: Animal Empathy +8, Concentration
  +11, Handle Animal +8, Intuit Direction +4,
  Knowledge (arcane) +11, Knowledge (nature)
  +11, Scry +7, Spellcraft +7, Wilderness Lore +11;
  Feats: Scribe Scroll, Silent Spell, Still Spell;
  Equipment: dagger; sling
  Wizard Spells (7/6/5/4): 0—dancing lights,
  detect magic (x2), flare (x2), ghost sound (x2);
  1st—change self, color spray, hypnotism, sleep,
  ventriloquism 
  (x2); 
  2nd—blur, 
  hypnotic
  pattern, 
  invisibility 
  (x2), 
  mirror 
  image;
  3rd—dispel magic, displacement, lightning bolt,
  sleet storm.
  Druid 
  Spells 
  (6/4/3): 
  0—cure 
  minor
  wounds, 
  detect 
  magic, 
  flare, 
  guidance, 
  read
  magic, 
  resistan c e; 1st—entangle, 
  obscuring
  m i s t; 2nd—barkskin, charm person, chill metal.
  Wenkel Strube, male human Com1: CR 1/2;
  Medium humanoid (5 ft. 5 in. tall); HD 1d4; hp 4;
  Init +2 (Dex); Spd 30; AC 12 (+2 Dex); Atks +0
  melee (1d6, club); SA none; SQ none, AL CN; SV
  Fort +0, Reflex +2, Will +0.
  Str 10, Dex 14, Con 10, Int 9, Wis 10, Cha 8
  Skills: Handle Animal +1, Wilderness Lore
  +1.
  Equipment: club, dagger
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    TTTThhhhrrrreeeeeeee
  Tangbert Rodder, male human Wrr3: CR 1.5;
  Medium humanoid (6 ft. 2 in. tall); HD 3d8+9;
  hp 21; Init +1 (Dex); Spd 30; AC 14 (+3 hide, +1
  Dex); Atks +7 melee (1d8+4 [crit x3], shortspear),
  +4 ranged (1d6 [crit x3], shortbow); SA none; SQ
  none, AL N; SV Fort +5, Reflex +1, Will +0.
  Str 18, Dex 13, Con 16, Int 10, Wis 10, Cha 12
  Skills: Climb +3, Wilderness Lore +2. Feats:
  Point Blank Shot, Power Attack.
  Equipment: 
  shortbow, 
  arrows 
  (20),
  shortspear; hide armor
  Rikkendal Hunters (7), male human Wrr1: CR
  1/2; Medium humanoid (5 ft. 10 in. tall); HD
  1d8+2; hp 6; Init +1 (Dex); Spd 30; AC 14 (+3 hide,
  +1 Dex); 
  Atks 
  +3 melee 
  (1d8+2 
  [crit 
  x3],
  shortspear), +2 ranged (1d6 [crit x3], shortbow);
  AL N; SV Fort +4, Reflex +1, Will +0.
  Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 10.
  Skills: Climb +3, Wilderness Lore +2. Feats:
  Power Attack;
  Equipment: 
  shortbow, 
  arrows 
  (20),
  shortspear; hide armor
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFoooouuuurrrr
  Neussi Truflschnuit, Pig: CR 1/3; Small Animal;
  HD 1d8+2; hp 6; Init +3 (Dex); Spd 30; AC 15 (+1
  size, +3 Dex, +1 natural); Atks +0 melee (1d3+1,
  bite); SA none; SQ Scent; AL N; SV Fort +4, Ref
  +5, Will +2.
  Str 7, Dex 17, Con 14, Int 4, Wis 12, Cha 6.
  Skills: Listen 
  +4, 
  Spot 
  +4, 
  Swim 
  +3,
  Wilderness Lore +1.
  
  Pig Tales
  Page 16
  Special Qualities: Scent: Neussi receives a
  +15 racial bonus to Wilderness 
  Lore check
  when tracking by scent.
  Natural Ice Trap: 1d6 (Ice Shards); Reflex save
  (DC 12 to avoid); followed by:
  Freezing Water: 1d4 per round; Fortitude save
  (DC 15 for half damage)
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFiiiivvvveeee
  Lutho Hooss, male human Rgr1: CR 1; Medium
  humanoid (5 ft. 9 in. tall); HD 1d10+2; hp 7; Init
  +2 (Dex); Spd 30; AC 16 (+3 studded leather, +1
  buckler, +2 Dex); Atks +3 melee (1d6+1 [crit 19-
  20/x2], short sword) +3 ranged (1d6+2 [crit x3],
  composite 
  shortbow); 
  SA none; SQ favored
  enemies—elves; AL N; SV Fort +2, Reflex +2,
  Will +0.
  Str 14, Dex 15, Con 14, Int 11, Wis 13, Cha 8
  Skills: Climb +4, Hide +4, Intuit Direction
  +3, Knowledge (nature) +4, Move Silently +4,
  Wilderness Lore +5. Feats: Point Blank Shot,
  Precise Shot, Track.
  Equipment: mighty composite shortbow (+1
  Str bonus), arrows (20), short sword, dagger,
  studded leather armor, buckler, pouch with 5gp
  and 12sp.
  Bógg Riddel, male human Ftr1: CR 1; Medium
  humanoid (5 ft. 9 in. tall); HD 1d10+2; hp 7; Init
  +2 (Dex); Spd 30; AC 16 (+3 studded leather, +1
  buckler, +2 Dex); Atks +3 melee (1d6+2 [crit 19-
  20/x2], short sword), +3 ranged (1d8 [crit x3],
  longbow); SA none, SQ none, AL LE; SV Fort +2,
  Reflex +2, Will +0.
  Str 15, Dex 14, Con 14, Int 10, Wis 10, Cha 10.
  Skills: Knowledge (military) +2. Feats: Point
  Blank Shot, Far Shot, Precise Shot.
  Equipment: 
  longbow, arrows 
  (20), short
  sword, studded leather armor, buckler, pouch
  with 2gp and 5sp.
  Greeg Vasker, male humans Ftr1: CR 1; Medium
  humanoid (5 ft. 9 in. tall); HD 1d10+6; hp 11; Init
  +1 (Dex); Spd 30; AC 14 (+3 chainmail, +1 Dex);
  Atks +3 melee (1d8+2 [crit x3], shortspear); AL
  LE; SV Fort +4, Reflex +1, Will +0.
  Str 15, Dex 12, Con 15, Int 10, Wis 10, Cha 10.
  Skills: Climb +4. Feats: Endurance, Power
  Attack, Toughness.
  Equipment: 
  shortspear, 
  short 
  sword,
  dagger, studded leather armor, pouch with 3 gp.
  Linden Jigge, male human Ftr1: CR 1; Medium
  humanoid (5 ft. 9 in. tall); HD 1d10+6; hp 11; Init
  +1 (Dex); Spd 30; AC 14 (+3 chainmail, +1 Dex);
  Atks +3 melee (1d8+2 [crit x3], shortspear); AL
  LE; SV Fort +4, Reflex +1, Will +0.
  Str 14, Dex 12, Con 14, Int 11, Wis 10, Cha 11
  Skills: 
  Knowledge 
  (military) 
  +2. Feats:
  Endurance, Power Attack, Toughness.
  Equipment: 
  shortspear, 
  shorts 
  word,
  dagger, studded leather armor, pouch with 3gp.
  Brigley Doone male human Ftr1: CR 1; Medium
  humanoid (6 ft. 2 in. tall); HD 1d10+6; hp 12; Init
  +0; Spd 30; AC 15 (+3 chain shirt, +2 shield); Atks
  +5 melee (1d8+2 [crit 19-20/x2], longsword); SA
  none, SQ none, AL LN; SV Fort +4, Reflex +0,
  Will +0.
  Str 17, Dex 11, Con 16, Int 10, Wis 9, Cha 8.
  Skills: Climb +2, Knowledge (military) +2,
  Ride 
  +2. Feats: 
  Power 
  Attack, 
  Toughness,
  Weapon Focus (longsword).
  Equipment: 
  longsword, 
  dagger, 
  studded
  leather armor, large wooden shield, pouch with
  6gp and 8sp.
  Ranter Gravemaker male dwarf Ftr2: CR 2;
  Medium humanoid (4 ft. 5 in. tall); HD 2d10+8;
  hp 21; Init +0; Spd 20; AC 16 (+4 chain shirt, +2
  shield); 
  Atks 
  +5 
  melee 
  (1d8+3 
  [crit 
  x3],
  battleaxe); 
  SA dwarven 
  traits, 
  SQ dwarven
  traits, AL LE; SV Fort +9, Reflex +0, Will +4.
  Str 16, Dex 10, Con 18, Int 10, Wis 15, Cha 6
  Skills: Climb +6, Knowledge (military) +4.
  Feats: Power Attack, Cleave, Great Fortitude;
  Equipment: 
  battleaxe, 
  chain shirt, 
  large
  wooden shield, pouch with 5gp.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    SSSSiiiixxxx
  Rikkendal Villagers (8), human Wrr1: CR 1/2;
  Medium humanoid (5 ft. 10 in. tall); HD 1d8+1;
  hp 5; Init +1 (Dex); Spd 30; AC 11 (+1 Dex); Atks
  +3 melee (1d8+2 [crit x3], shortspear); AL N; SV
  Fort +3, Reflex +1, Will +0.
  Str 12, Dex 12, Con 12, Int 10, Wis 10, Cha 10
  Skills: Climb +3, Wilderness Lore +2. Feats:
  Power Attack;
  Equipment: shortspear.
  Nürbert Brunegger, male human Ftr3: CR 3;
  Medium humanoid 
  (5 ft. 11 in. tall); 
  HD
  3d10+12; 
  hp 
  27; 
  Init 
  +5 
  (Dex, 
  improved
  initiative); Spd 30; AC 16 (+2 Dex, +4 chain
  shirt); 
  Atks 
  +7 
  melee 
  (1d8+3 
  [crit 
  x3],
  shortspear); SA see below; SQ none, AL NE; SV
  Fort +6, Reflex +3, Will +2.
  Str 16, Dex 14, Con 16, Int 12, Wis 13, Cha 14
  Skills: Climb +6, Knowledge (military) +5,
  Ride +6. Feats: Improved Initiative, Endurance,
  Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus
  (shortspear);
  Special Attacks: So long as he uses the
  Spear of Allitur, he has a –2 attack penalty. If he
  rolls a 1 then his opponent receives a free
  attack of opportunity.
  Equipment: 
  shortspear; 
  short 
  sword,
  dagger, chain shirt, pouch with 10gp, Spear of
  Allitur.
  Gleuelle Knoophaar, female half-elf Clr2: CR 2;
  Medium humanoid (5 ft. 11 in. tall); HD 2d8+2;
  hp 10; Init +1 (Dex); Spd 30; AC 15 (+1 Dex, +3
  studded leather, 
  +1 shield); 
  Atks +2 melee
  (1d8+1 [crit x2], light flail); SA half-elven traits,
  
  Pig Tales
  Page 17
  spells, Smite ability; SQ half-elven traits, AL LE;
  SV Fort +4, Reflex +1, Will +5.
  Str 12, Dex 12, Con 12, Int 13, Wis 15, Cha 13
  Skills: 
  Concentration 
  +5, 
  Heal 
  +6,
  Knowledge (religion) +5. Feats: Combat Casting,
  Martial 
  Weapon 
  Proficiency 
  (Light 
  Flail),
  Weapon Focus (Light flail);
  Special 
  Attacks: 
  Smite—Once 
  per 
  day,
  Gleuelle may use this ability to add +6 damage
  (+4 base, +2 level) to one attack.
  Cleric 
  Spells 
  (6/4+1): 
  0—inflict 
  minor
  wounds, detect magic, guidance, mending, read
  magic, 
  resistance; 
  1st—bane, 
  cause 
  fear,
  command; doom, Domain—inflict light w o u n d s
  <or> magic weapon.
  Equipment: 
  light 
  flail, 
  studded 
  leather
  armor, small wooden shield, pouch with 5gp
  and 2sp.
  Didwick ‘Shadow’ Lubdud, male gnome Rog1:
  CR 1; Small humanoid (3 ft. 5 in. tall); HD 1d6+1;
  hp 4; Init +8 (Dex, improved initiative); Spd 20;
  AC 16 (+1 size, +3 Dex, +2 leather); Atks +0 melee
  (1d6 [crit 19-20/x2], short sword), +3 range (1d8
  [crit 19-20/x2], light crossbow]; 
  SA gnomish
  traits; SQ gnomish traits, AL CN; SV Fort +1,
  Reflex +5, Will +2.
  Str 10, Dex 16, Con 12, Int 10, Wis 9, Cha 9
  Skills: Balance +6, Climb +3, Hide +7, Jump
  +4, Listen +5, Move Silently +7, Search +4, Spot
  +3, Tumble +5. Feats: Improved initiative;
  Equipment: 
  short 
  sword, 
  dagger, 
  light
  crossbow, bolts (10), leather armor, pouch with
  9gp and 13sp.
  Ogberg Schuss, male human Sor1: CR 
  1;
  Medium humanoid (5 ft. 11 in. tall); HD 1d4+1;
  hp 6; Init +2 (Dex); Spd 30; AC 12 (+2 Dex); Atks
  +0 melee (1d9 [crit x3], shortspear), +2 range
  (1d4 [crit x2], sling]; SA spells; SQ none, AL LE;
  SV Fort +2, Reflex +2, Will +3.
  Str 11, Dex 14, Con 14, Int 14, Wis 12, Cha 14
  Skills: 
  Concentration 
  +6, 
  Knowledge
  (arcane) 
  +4, Spellcraft 
  +4. 
  Feats: 
  Combat
  Casting, Toughness;
  Sorcerer Spells (7/5): 0—daze, detect magic,
  mage hand, ray of frost; 1st—burning 
  hands,
  magic missile. Equipment: shortspear, dagger,
  sling, 
  bullets 
  (10), 
  pouch 
  with 
  3gp.
  
  Pig Tales
  Page 18
  DDDDM
  M
  M
  M    AAAAiiiidddd
  DDDDM
  M
  M
  M    AAAAiiiidddd    ####1111
  Map of the Oskindal-Rikkendal Region
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                
  Note: Map width is 10 miles
  
  Pig Tales
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  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####1111
  Map of the Oskindal-Rikkendal Region
  Note: Map width is 10 miles
  
  Pig Tales
  Page 20
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####2222
  The Tale of Aeric Zussrig
  In the dark time, when the cantons of Perrenland lay under the sway of the Arch-Mages Iggwilv, brave
  men were many, but they died all too soon. Never ones to bend to the shackles of oppression, the
  Perrenlanders fought bitterly against Iggwilv’s minions. But the she-fiend was cunning, and she sent
  her servants to seek and slay the leaders of men, those who could best direct rebellion against her.
  Many a brave fellow was slain in foul means, cruel punishment for daring to oppose the great witch. Yet
  not all of the realm’s heroes succumbed to the evil.
  One such champion was Aeric Zussrig, a warrior of Clan Vuurzward. Aeric had been a skilled warrior
  for years, even since his early youth, and a war band that counted his spear amongst their number was
  considered lucky. He was held to be a fair man—though not a priest, he was devout in his duties to
  Allitur—and his counsel was as sought after as his spear. In the time of Iggwilv’s dark dominion, Aeric
  was counted an old man, for he had seen more than six decades. Yet he was as hale as any, and had times
  been better he would have joined his fellow spearmen in the annual hire for service in foreign armies.
  Now Aeric was determined to hold against the might of the witch’s servants, and he urged his fellows to
  do likewise. He knew that Iggwilv would outreach herself and that her downfall would come in time.
  Few were as fervent in their resistance to the occupation, and this raised the ire of the foe. But Aeric
  was wily, and he could never be found if he did not wish so. He led his band on lightning raids against
  the enemy, slaying without pity before disappearing as quickly as they had arrived. Iggwilv herself
  declared that Aeric Zussrig must be slain at all costs.
  The witch ordered Jorgric Fellbrood, one of the feared Ogre Magi, to destroy Aeric. Fellbrood was a
  dangerous foe, for he was as cunning as he was evil. Through dark means he learned where the steading
  of the Zuusrig family could be found, and he sent his minions there. Aeric’s family fought bravely, his
  youngest son most of all, but they were no match for Fellbrood’s servants. They were chained and
  brought to the ogre, who let it be known that they would die unless Aeric surrendered.
  Though urged otherwise by his companions, Aeric journeyed alone to Fellbrood’s camp. Unarmored, he
  took only his spear and the strength of his heart. When Fellbrood saw Aeric, he laughed and cursed him
  for a fool, promising that his head would soon lie with those of his family. With a great cry of “Allitur!”
  Aeric sprang at the Ogre Mage, his spear alight with a holy glow. Fellbrood 
  unleashed 
  cruel
  enchantments at Aeric, yet the old warrior still charged. A vicious duel was fought between them, and
  Aeric’s body was rent by cruel wounds, yet he would not succumb. Each time the old man bowed under a
  blow the spear would flare, and Aeric would rise again. Finally, his blood flowing freely, Aeric drove his
  spear into Fellbrood’s chest, and the ogre gave a great cry of dismay and perished. The servants of
  Fellbrood, horrified at their master’s end, fled in panic.
  But Aeric’s death was assured too, for his wounds were grievous. A true warrior to the end, he urged his
  family not to mourn his passing, for had he not met a hero’s end? He implored them to strengthen their
  hearts and resist Iggwilv’s evil, for her own end would surely come, and then his soul slipped away.
  Fearful that Fellbrood’s servants might return, Aeric’s family took his head and his spear, and made
  good their escape. Upon return to their clan, they had Aeric’s head preserved in the traditional fashion,
  and placed in the position of honour within the steading.
  Soon after, as Aeric had predicted, Iggwilv overreached herself and her power slipped from her fingers.
  Its people regained dominion over Perrenland, and the witch’s forces were exterminated with great
  vigour.
  The spear of Aeric was passed down through the Zussrig family, and many of those who carried it
  became heroes in their own right. Though in appearance a plain weapon, the spear never broke, and its
  blade’s edge stayed keen. It was said that the blessing of Allitur remained upon the spear, and drove
  those who wielded it to brave deeds.
  
  Pig Tales
  Page 21
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####3333
  Views of the Region
  Oskindal
  Oskindal
  Rikkendal
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER1-01 - Pig Tales.pdf