TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison.  
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without 
  permission of Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20. This is an official RPGA® play document. To find out more about the RPGA and to 
  learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at 
  www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. Visit the LIVING 
  GREYHAWK website at www.rpga.com 
  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  DRGNMSTR97@aol.com; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  FURintro6-01 
   
   
   
   
   
  Meals on Feet 
   
  A One-Round D&D LIVING GREYHAWK®  
  Furyondy Regional Adventure 
  Version 2 
  Round 1 
  By John du Bois 
  Edited by Michelle Sharp 
   
   
  The epic battles of the Furyondy military (and its adventurers) against the evil empire of Iuz are sure to 
  one day become legend throughout the Flaness, and the recent siege of Crockport is no exception.  But 
  what happens when the battle ends and the adventurers go on to more interesting battles?  Who cleans 
  up the mess they left behind?  Perhaps new adventurers now have an opportunity to start their careers… 
  This introductory adventure is for first level PC’s only. 
  
  FURintro6-01 Meals on Feet 
   
  Page 1 
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK™ 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO 
  FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other 
  than 
  those 
  brought by virtue 
  of a class ability 
  (such as animal 
  companions, 
  familiars paladin’s 
  mounts) 
  or the 
  warhorse 
  of 
  a 
  character with the 
  Mounted Combat 
  feat, 
  use 
  the 
  sidebar chart to 
  determine 
  the 
  number of levels 
  you add to the 
  CR 
  1 
  2 
  3 
  4 
  1/4 
  and 
  1/6 
  0 
  0 
  0 
  1 
  1/3 
  and 
  1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  
  FURintro6-01 Meals on Feet 
   
  Page 2 
  sum of step one. Add each character’s animals 
  separately. Animals with different CRs are 
  determined separately using the chart; then, take 
  the highest CR animal (or animals), and add 2 
  (drop fractions). This result is the effective 
  character level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer animals of 
  this type.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the adventure. 
  Round up to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize 
  the level of challenge the PCs face. APLS are 
  given in even-numbered increments. If the APL of 
  your group falls on an odd number, ask them 
  before the adventure begins whether they would 
  like to play a harder or easier adventure. Based on 
  their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This 
  is 
  a 
  introductory 
  one-round 
  regional 
  adventure, set in Furyondy. Characters native to 
  Furyondy pay one Time Unit per round; all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The siege of Crockport in 595 CY was a great 
  victory for the Furyondy military, as the forces of 
  the Empire of Iuz were driven back to the 
  desolation from which they came.  Following the 
  battle, 
  the 
  armed 
  forces 
  and 
  experienced 
  adventurers backing them up left, as their job was 
  done.  But, oddly enough, when the adventurers 
  departed, not all of Crockport’s troubles departed 
  with them.  Recently, a number of children have 
  been disappearing, and then reappearing after 
  about a week, remembering only beautiful if 
  strange music coming from the city walls, still 
  partially breached from the siege.  As the city’s 
  residents grow more worried about the next 
  generation of helpless commoners, they search 
  for anyone who can solve this mystery. 
  Adventure Summary 
  Encounter One: The PCs arrive in Crockport and 
  have an opportunity to enjoy a good meal and 
  learn about current events in the region. 
  Encounter Two: A frantic townswoman enters the 
  tavern, lamenting the disappearance of her only 
  son.  An old soldier in the tavern tries to lead a 
  lynch mob into the tunnels near the city walls, and 
  is promptly crushed and defeated if PCs do not 
  intervene. 
  
  FURintro6-01 Meals on Feet 
   
  Page 3 
  Encounters Three and Four: The PCs enter the 
  tunnel and explore, trying to find the child.  Along 
  the way, they are ambushed by tiny monstrous 
  spiders hiding in the ceiling, confront a natural pit 
  trap, and fight some undead in unfavorable 
  conditions. 
  Encounter Five: The PCs find the child, who may 
  or may not alert the cave’s inhabitant to their 
  presence, depending on the PC’s actions. 
  Encounter Six: The PCs encounter the orc bard, 
  who has been using suggestion to get children to 
  acquire him chickens and other kinds of food.  He 
  attempts to convince the PCs to leave him alone, 
  and is willing to negotiate. However, he fights if 
  attacked. 
  Encounter Seven: The party (hopefully) returns the 
  children to the people of Crockport and handles 
  the issue of the orc, if he is still alive. 
  Preparation for Play 
  The 
  role-playing 
  in Encounter One makes 
  reference to King Belvor’s status as revealed in 
  FUR4-06 Shadow of the Sun and FUR4-09 Errant 
  Son.  PCs should be asked if they have played 
  these adventures as they may have additional 
  information from them. 
  Prior to the adventure, ask each PC to make two 
  Sense Motive checks. These are used if the PCs 
  choose to negotiate with Sklud during Encounter 
  Six. 
  Introduction 
  You have all heard that Crockport was once a 
  prosperous town, known for its clean streets, 
  reputable inns, and kind townsfolk.  However, 
  upon arriving, you see a distinctly different 
  scene.  The city found itself in the middle of 
  the war between Furyondy and Old Wicked, 
  and much of the claimed beauty has been 
  transformed 
  into 
  ruined 
  buildings 
  and 
  crumbling walls. The defense of the city 
  against siege in 595 CY, while successful, 
  caused the city to sustain even more damage 
  despite – or perhaps because of – the actions 
  of many brave adventurers.  Even though the 
  desolate city isn’t very aesthetically appealing, 
  it does have one benefit – it’s really easy to 
  narrow down where you want to eat.  The 
  nearest inn seems to be the only one in the 
  neighborhood, especially since there seem to 
  be five other up-and-coming adventurers like 
  yourself eating there as well. 
  At this point, have characters make introductions. 
  Encounter One: Rumors and 
  Such 
  Despite the uninviting atmosphere of the town, 
  the staff and other patrons of the inn are 
  friendly and talkative. The recent conflict has 
  increased the townsfolk’s interest in current 
  events, many of which are currently being 
  discussed. Among those in the inn are a young 
  human couple, an older human man nursing 
  his beer, a gnome woman standing on a stool 
  tending the bar, and a half-elf woman with pale 
  scars waiting tables. 
  Creatures: 
  Pallabara: Female gnome Com1. 
  Chuck: Male human Ftr7. 
  Aeletha: Female half-elf Com2. 
  Samson: Male human Exp2. 
  Valerie: Female human Exp1. 
  Read this portion of text only if there are 
  nonhumanoids (e.g. centaurs) in the party: 
  You notice that everyone in the inn is looking 
  strangely at your party. The half-elf woman 
  walks up to you and scornfully says, “I’m 
  sorry, but horses aren’t allowed inside the inn. 
  You’ll have to leave your mount outside in the 
  stable.” 
  If the PCs protest, the waitress stands firm. The 
  conflict with the Old One has made the city very 
  wary of strangers, especially nonhumanoids.  
  Lengthy protest (DM’s discretion) results in a 
  threat to call the guards and the DC of all 
  Diplomacy checks in this encounter being raised 
  by 5. If the PCs protest further, the DC of all 
  Charisma-based checks (including Diplomacy) in 
  the encounter are raised by another 5 and the 
  guards are called.  They arrive in 1d4 minutes and 
  force any nonhumanoid PCs to leave, treating 
  them as condescendingly as possible. 
   
  At 
  this 
  point, 
  the 
  PCs 
  can 
  role-play 
  conversations with those in the inn.  If the players 
  role-play in character (DM’s discretion), they 
  receive a +2 circumstance bonus on their 
  Diplomacy checks to obtain the following rumors.  
  Half-orc PC’s receive a –4 circumstance penalty to 
  
  FURintro6-01 Meals on Feet 
   
  Page 4 
  these checks, as Crockport’s frequent invasion by 
  orcs under Old Wicked’s command has made the 
  city’s citizens distrustful of any with orcish blood. 
  Pallabara, the gnome bartender (DC 15): 
  • 
  If the PCs fail: “It looks like, once again, 
  there’s some kind of trouble in the Barony of 
  Littleberg. I don’t know how the Baron 
  manages to get anything done down there.” 
  • 
  If the PCs succeed: “I hear that the Claw 
  Gorge mine was re-opened a little while ago.  
  My sister’s husband’s son’s girlfriend’s father 
  said 
  there 
  was 
  some 
  hubbub 
  about 
  something, and even some adventurers got 
  lost down there.” 
  Aeletha, the half-elf waitress (DC 20): 
  • 
  If the PCs fail: “You’re staring at my scars, 
  aren’t you? Just like your kind.  Can’t leave 
  anything be, just have to know everything and 
  try to fix everything. It’s your fault we’re in the 
  situation we’re in. If it weren’t for you, none of 
  the 
  problems 
  in 
  Chendl 
  would 
  have 
  happened.” 
  • 
  If the PCs succeed: “Look, you want some 
  good advice? I’ve got it for you: stay away 
  from the capital. There’s nothing good there 
  since the king and council betrayed our trust.  
  Now the whole place is dark all day, and I 
  hear the king fled town and the whole city is 
  run by the undead now.  I even got these 
  scars when some kind of creature attacked 
  me. Luckily, a passing adventurer rescued 
  me, but I still feel weak from the attack months 
  later. Just the kind of trickery you’d expect 
  from Old Wicked (spit), isn’t it?” 
  PCs who succeed at a DC 10 Knowledge (local 
  [Iuz’s Border States]) check or a DC 15 Bardic 
  Knowledge check have previously heard more 
  reliable rumors contrary to Aeletha’s statements.  
  The king and council, excepting one member, did 
  not betray the people of Furyondy; the darkness 
  covering Chendl was the result of a complex ritual 
  gone wrong. The king has also not fled the city.  
  PCs who have played FUR4-06 Shadow of the 
  Sun or FUR4-09 Errant Son are likely aware of 
  this. However, Aeletha believes the entirety of her 
  statement to be true. 
  Samson and Valerie, the human couple (DC 10): 
  • 
  If the PCs fail, the couple simply refuses to 
  talk 
  to 
  them, 
  chastising 
  the 
  PC’s 
  for 
  interrupting a private conversation. 
  • 
  If the PCs succeed, the couple reveals that 
  they are looking for anyone who can help 
  them explain what happened to their daughter. 
  It seems that she simply wandered off one 
  night and only remembers being tied up in a 
  cave and hearing beautiful music. Any PC 
  who is a bard is aware that many bardic music 
  effects can influence people’s actions.  Any 
  PC who succeeds on a DC 19 Spellcraft 
  check knows that the modify memory spell 
  can erase memories. (This is a red herring; 
  the child simply blocked the memory due to 
  psychological trauma.) 
  Chuck, the older human man (DC 10): 
  • 
  If the PCs fail: “Oh, looking to start 
  adventuring, are ye? Forget about it. Nothing 
  good ever comes from adventuring. Either you 
  get hurt or killed every other week, or you get 
  so self-absorbed that you leave every other 
  person behind once you’ve gotten what you 
  came for. Do yourselves a favor. Just go find a 
  nice spot of land somewhere, and raise a 
  family. That’s what I should’ve done, take my 
  word for it.” 
  • 
  If the PCs succeed: “So, the king’s finally sent 
  adventurers to clean up the mess he created, 
  eh? Not that I blame him for taking so long.  
  Between fighting Old Wicked (spit), dealing 
  with the traitor in his own council, and trying to 
  deal with places like Bronzeblood, I’m 
  surprised we aren’t in debt to Veluna up to our 
  ears. Glad you can come to help us out.” 
  If the PCs ask what he’s talking about, the DM 
  should make up a red herring. The older man is 
  clearly addled by his time adventuring, and just 
  assumes there’s some problem the party is here 
  to take care of. 
  Development: If the PCs succeed at the 
  Diplomacy check with Chuck, his interactions with 
  the PCs in Encounter Two change. After the PC’s 
  talk to every NPC or decline to speak with any 
  more NPC’s, begin the next encounter. 
  Encounter Two: A Plea for 
  Help 
  In this encounter, the PCs receive their mission.  It 
  is recommended that the DM role-play Jelila in as 
  exaggerated and theatrical a manner as possible. 
  Just as your party is getting settled and 
  starting to have a good time, the door flies 
  open in what you feel to be an excessively 
  
  FURintro6-01 Meals on Feet 
   
  Page 5 
  dramatic fashion. A Baklunish woman runs in 
  and screams before collapsing to the floor, 
  appearing to be deliberate in not hurting 
  herself while doing so. Samson rolls his eyes 
  before taking minimal effort to revive her.  
  Once she is clearly awake, the woman looks at 
  your party and practically shrieks, “My baby!  
  You have to save my baby!” Samson tries to 
  reassure her, to no avail. She seems to be 
  singularly focused on your party. 
  The woman is clearly exaggerating her distress to 
  get the party’s attention. After she calms down, 
  she reveals the following information: 
  • 
  Her name is Jelila, and her husband died 
  defending Crockport during the siege. 
  • 
  Her son, Rakan, disappeared about two days 
  ago at some point during the evening.  He is 
  five years old. 
  • 
  At the same time of Rakan’s disappearance, 
  someone stole the beef stew Jelila was 
  preparing for their supper. 
  • 
  Jelila lives near the western wall of the city.  
  Samson and Valerie are her next-door 
  neighbors. 
  • 
  There seems to be a pattern where one child 
  disappears for a week, returns, and another 
  child disappears. 
  • 
  The first child disappeared about a week after 
  adventurers drove away an invading force 
  from the Empire of Old Wicked.  
  • 
  Late at night, Jelila hears music coming from 
  the area of the wall. 
  Allow the PCs to ask Jelila more questions.  
  However, despite her theatrics, Jelila is truly 
  distressed and only repeats the answers she 
  previously gave. After about thirty seconds of 
  more questioning, Chuck comes over to the 
  party’s table. 
  “What’re ya missing, the ears on yer face or 
  the brain in yer skull? It’s clear to me what’s 
  going on! Old Wicked’s up to his old tricks 
  again, tainting our childrens with his evil 
  magic! Well, I may be old, but I ain’t standin’ 
  for this no more! You heard Jelila; the kid’s 
  near the western wall. Let’s go in those tunnels 
  and get ‘im out! Everyone who’s with me, meet 
  me at the wall in five minutes!” 
  If the PCs succeeded in their Diplomacy check in 
  Encounter One, Chuck specifically asks the PC’s 
  to help. Otherwise, he leaves on his own. The 
  other NPCs encourage the PCs to go to the wall to 
  “make sure Chuck doesn’t do anything stupid… 
  again.” 
  Give the PCs an opportunity to acquire any gear 
  they wish to purchase, then read the following text: 
  Chuck 
  was 
  surprisingly 
  effective 
  in 
  marshalling support for his mission. That, or 
  people want to see the show. Among the 
  crowd are members of the city watch, who 
  have brought dogs. Chuck turns and starts 
  giving a slightly slurred speech to the gathered 
  townsfolk. “For far too long have we allowed 
  the forces of evil to prosper within the walls of 
  our own city! I say we go in and root these 
  fiends out of our walls once and for all!  Who’s 
  with me?” 
   
  One of the city guards, a gnome wearing 
  studded leather armor with sheathed short 
  sword and long sword at his belt and a badger 
  on a leash quickly walks up to you. “Look, he’s 
  going into the wrong tunnel. The scent of the 
  child is in the tunnel to the left. You’ve got to 
  stop him; he won’t listen to us.” 
   
  Chuck 
  immediately 
  begins 
  to 
  charge 
  toward the tunnel the guardsman identified as 
  “wrong”. You guess that you might have one 
  chance to stop him. 
  Creatures: 
  Chuck: Male human Ftr7, hp 67. See Appendix. 
  At this point, enter initiative. The players start five 
  feet behind Chuck, and the tunnel is twenty feet 
  away from Chuck and ten feet wide. PCs can stop 
  Chuck in the following ways (other creative 
  options are also acceptable): 
  • 
  Grease or a similar spell, when cast directly in 
  front of Chuck, causes him to slip and fall, as 
  he always tries to charge. 
  • 
  If the PCs succeeded at being diplomatic with 
  Chuck in Encounter One, a DC 20 Diplomacy 
  check (more difficult because they are rushed) 
  allows the PCs to talk sense into him. 
  • 
  The calm emotions spell. 
  • 
  A successful trip attack embarrasses Chuck 
  into giving up. The modifier to Chuck’s 
  opposed roll is +3 (his Strength modifier).  
  Chuck does not attempt to trip any PC whose 
  attempt fails. 
  
  FURintro6-01 Meals on Feet 
   
  Page 6 
  • 
  Blocking the cave entrance and successfully 
  defending against an overrun attempt by 
  Chuck prevents him from entering. It takes two 
  PCs to defend the ten foot wide entrance. 
  Chuck’s modifier to his overrun attempt is +7 
  (+3 from his Strength bonus, +2 Improved 
  Overrun feat and +2 from the charge). He 
  always attempts to overrun the PC directly in 
  front of him. 
  If any PC tries to deal damage to Chuck, even 
  nonlethal damage, remind the PC that attacking a 
  well-known 
  citizen 
  of 
  Crockport 
  might 
  be 
  construed as assault by the multiple well-armed 
  city guards looking directly at the party. If the PC 
  persists in dealing damage to an NPC that has no 
  intent to hurt them, arrest them and remove that 
  PC from the adventure – after Chuck grapples 
  them into submission using nonlethal damage.  
  Hey, you warned them. 
   
  If the PCs are successful in blocking Chuck, 
  read the following boxed text: 
  Sheepishly, Chuck stands back up, and then 
  redirects his anger toward you. “I see how it is. 
  I didn’t see you giving out any bright ideas in 
  the inn, but you feel free to criticize me?  Fine. 
  Rescue the whelp yourself. But if anything 
  unseemly happens to him, it’s on your head, 
  remember!” With that, Chuck storms off, 
  presumably to get himself another beer. 
   
  The watchman who asked you to stop 
  Chuck thanks you, and then points out the 
  correct tunnel. “Good luck.  If my badger 
  smells what he says he is, you’ll need it.” 
  If the PC’s are unsuccessful, read the following. 
  As Chuck runs into the tunnel, the gnome who 
  warned you to stop him gets a look of panic on 
  his face. “Dive for cover!” he yells as he runs 
  to hide behind a nearby building.  Before you 
  have a chance to react, you hear a sickening 
  crunch of bones, and a second later, a 
  hideously mauled body flies out of the cave 
  and lands about thirty feet away. 
  The PCs may guess this is Chuck’s body; a DC 10 
  Heal check confirms it. 
  The gnome watchman blanches and walks 
  back up to your party. “Um… that’s definitely 
  not the tunnel you want to take. No sirree. You 
  want the tunnel over there. Much safer. Still 
  risky, but you probably won’t get thrown out of 
  there by an earth elemental. We’ve been 
  looking into that, but nobody’s been willing to 
  go in yet. Anyway, you want to go in that hole. 
  Good luck.” He makes sure to point out the 
  correct tunnel, then scampers away. 
  If the party chooses to enter the tunnel and less 
  than six PCs are present, read the following text: 
  Suddenly, you hear a shout from the back of 
  the crowd. “Wait!”  As the assembled mass of 
  people makes way, you see a stunningly 
  beautiful Flan female wearing scale mail and 
  carrying a light mace and a heavy wooden 
  shield prominently displaying a white heart. 
  A DC 10 Knowledge (religion) check reveals a 
  white heart to be the holy symbol of Rao. This 
  check is an automatic success for worshippers of 
  Rao and clerics, paladins, or favored souls of 
  Allitur, Zilchus, and Zodal. 
  The woman smiles at you and introduces 
  herself as Faith. “Forgive me for being so 
  forward, but it appears as though you may be 
  in need of some assistance recovering the 
  child from this dangerous place. Don’t you 
  agree, Andy?” 
   
  The gnome ranger who wishes you luck 
  sheepishly re-emerges from the crowd. “It 
  does seem that way.  If there’s things in those 
  tunnels that can make mincemeat of ol’ Chuck, 
  they could probably use all the help they could 
  get.  I reckon if you needed help, I could be of 
  assistance. My badger won’t go near there, but 
  I’ve had a couple encounters with some of the 
  stuff that’s been in those tunnels.” 
   
  Faith smiles at him, then turns back to you. 
   “While I wouldn’t be able to be much of a 
  combatant, I would be able to offer my 
  services as a medic. I believe that the Mediator 
  has chosen me for great deeds, and what deed 
  could be greater than aiding in the defense of 
  helpless children?” 
  Both Faith and Andy are willing to accompany the 
  PCs into the tunnel. If there are four PCs, both 
  may accompany them. If there are five PCs, they 
  must choose between Andy and Faith. 
  Creatures: 
  Andy: Male gnome Rgr1, see Appendix. 
  Faith: Female human Fav1, see Appendix. 
  Tactics: Andy is more than willing to take point, 
  tracking if necessary. In combat, he attempts to 
  maneuver into a flanking position with the PC with 
  the highest Strength score, if at all possible. Keep 
  in mind his favored enemy of undead in Encounter 
  
  FURintro6-01 Meals on Feet 
   
  Page 7 
  Four. Faith stays as far away from combat as 
  possible. She casts bless when it appears that the 
  party is unable to hit foes, but otherwise keeps her 
  spells reserved for healing. If threatened, she 
  attacks with her light mace for nonlethal damage, 
  taking a -4 penalty to hit. The only exception to 
  this is when fighting undead. In this circumstance, 
  Faith attacks for lethal damage. 
   
  Allow the PCs to make any preparations they 
  wish. When they are ready to enter the tunnel, 
  proceed to Encounter Three.  
   
  If the PCs persist in going down the “wrong” 
  tunnel, Andy calls out for them to stop (whether he 
  is chosen to accompany the party into the tunnel 
  or not). If the PCs continue, draw out a ten foot 
  wide tunnel extending one hundred feet into the 
  cavern. Both Andy and Faith have well-developed 
  common-sense survival instincts and do not follow 
  the PCs into this tunnel. When a PC has traveled 
  twenty feet into the tunnel, read the following text: 
   
  After a short trip into the tunnel, you notice 
  that the tunnel ends in a wall.  On top of that, 
  the wall seems to be moving… toward you… 
  slowly, but much more quickly than a wall 
  should… 
   
  A successful DC 12 Knowledge (arcana) 
  check identifies this creature as an earth 
  elemental. It is easily identified as Large size.  
  PCs with a Sense Motive modifier of more than -2 
  are automatically aware that this creature is a 
  tough challenge to them. If the PCs do not figure 
  out that they should go the other way on their own, 
  a DC 8 Sense Motive check reveals that this 
  creature is a dire threat to the PCs. If the PCs 
  decide to fight the creature, allow them to do so. 
  Do not take attacks of opportunity if they choose to 
  flee. The elemental is primarily concerned with 
  protecting its territory. The PCs receive no 
  experience points or treasure for defeating the 
  earth elemental. 
  Creatures: 
  APL 2 (EL 5) 
  Large Earth Elemental: hp 68; see Monster 
  Manual page 97. 
  Development: If the PCs choose not to attempt 
  the rescue mission, a party of three citizens 
  (including Faith and Andy) attempt to rescue 
  Rakan themselves. If the PCs choose not to 
  follow, the adventure is over. If the PCs choose to 
  follow, modify future encounters as follows: 
  • 
  The PCs do not receive any help from NPCs, 
  even if their party contains less than six 
  members. 
  • 
  In Encounter Three, Faith lies helpless as a 
  result of Strength damage in the corner where 
  the party would encounter the monstrous 
  spiders. The spiders have all been killed, and 
  their webs burned by torches wielded by the 
  other NPCs. The PCs can receive no 
  experience 
  for 
  this 
  encounter. 
  Faith’s 
  equipment cannot be used as treasure. 
  • 
  In Encounter Four, the pit trap has been 
  sprung. Rakan lies at its bottom, dead from 
  the fall. The PCs can receive no experience 
  for the trap or for the Story Award, nor can 
  they receive the monetary reward in the 
  conclusion. 
  • 
  In Encounter Four, Andy lies dead from 
  drowning in the tunnel where the party would 
  encounter the undead. The troglodyte zombie 
  and skeletons are still present. The party 
  cannot use Andy’s gear as treasure, but can 
  receive the experience from defeating the 
  undead as well as find the coin in the water. 
  • 
  In Encounter Five, the PCs fail to find Rakan 
  (since he’s already dead), but they can still 
  recover the equipment in the encounter for 
  treasure. 
  • 
  In Encounter Six, a halfling rogue lies in 
  Sklud’s chamber unconscious and dying at -3 
  hp. Sklud already has resistance, mirror 
  image, and blur active and attacks the PC’s 
  without mercy. The PCs can collect treasure 
  and experience from defeating Sklud, but no 
  longer have the opportunity to negotiate.  They 
  cannot use the rogue’s gear as treasure. 
  • 
  The 
  party 
  receives 
  no 
  discretionary 
  roleplaying experience for the adventure. 
  If the PCs ask about payment, the townspeople 
  reply that they will see what they can do, but times 
  are tough. If the PCs insist upon payment, they 
  are told that they will be paid. In this circumstance, 
  award the party half of the coin awarded in the 
  conclusion instead of the full amount. 
  Encounter Three: Into the 
  Orc’s Den 
  Please refer to the map of the tunnel for the 
  remainder of this adventure. 
  
  FURintro6-01 Meals on Feet 
   
  Page 8 
  Entering the tunnel, you notice that while the 
  normal unpleasant underground stench is 
  present, the tunnel itself seems unusually 
  smooth for a stone tunnel. From the light 
  outside, you can tell that the tunnel proceeds 
  about forty feet, then takes a sharp turn to the 
  left. 
  A DC 18 Knowledge (arcana) or Knowledge 
  (dungeoneering) check reveals that this tunnel 
  was created by a Large earth elemental. PCs with 
  Stonecunning can make this check untrained and 
  with a +2 circumstance bonus. PCs who chose to 
  go down the “wrong” tunnel already know what 
  created these tunnels. 
   
  After the turn, PCs without darkvision need a 
  light source to see any further. Once the PCs have 
  determined their light source, ask the PCs for Spot 
  checks. Any PC who succeeds at a DC 20 check 
  notices a web in the corner, and can make a 
  second Spot check. A successful DC 25 check 
  reveals the presence of two Tiny Monstrous 
  Spiders in the web. 
   
  If the PCs fail at the initial Spot check, the first 
  PC to step into one of the occupied corners 
  (marked on the map) is instantly entangled in the 
  web. Escape Artist and Break DC’s are provided 
  on page 289 of the Monster Manual. 
  Creatures:  
  APL 2 (EL 3) 
  Monstrous Spiders, Tiny (8): hp 2 each; see 
  Monster Manual page 288 
  Tactics: If the PCs fail to spot the webs, the 
  spiders wait until at least one PC is trapped in a 
  web, then the furthest spiders shoot a web at a 
  small PC or NPC (until each small creature has 
  been fired at once) while the nearest spiders 
  attack any entangled characters. 
   
  If the PCs spotted the webs but not the 
  spiders, the spiders wait until the PCs have 
  passed the webs to attack from behind, again 
  firing webs at small PCs and attacking the nearest 
  PC as above. 
   
  If the PCs spot the spiders, the spiders each 
  attack the nearest PC to them as soon as the PC’s 
  attack. 
   
  If any unentangled PC attacks a web in any 
  way, all eight spiders immediately attack that PC. 
   
  Note that while the spiders are tiny and must 
  move into the PCs square to attack, only PCs that 
  succeeded at their Spot checks to see the spiders 
  are allowed an attack of opportunity against them 
  until a spider has attacked that PC. 
  Treasure: There is some random adventuring 
  gear and coin on the webs from previous victims. 
  APL 2: Loot – 60 gp, Coin – 18 gp, Magic – 0 gp. 
  Encounter Four: Time to Get 
  Wet 
  After the tunnel takes a turn to the right, it 
  starts going deeper into the ground. About 
  twenty-five feet after the turn, you see an 
  intersection and the tunnel leads either to the 
  left or the right. 
  As the party moves beyond the encounter with the 
  spiders, they approach an intersection. PCs can 
  make a DC 24 Knowledge (dungeoneering) check 
  to notice that the ground up ahead is a little bit 
  unsafe, all the way across the tunnel, immediately 
  prior to the intersection. 
  Camouflaged Pit Trap (EL 1): CR 1; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 10 ft. deep (1d6, fall); Search DC 24; 
  Disable Device DC 20; Market value 1,800 gp. 
   
  At the intersection, have the PCs make a DC 
  20 Listen check. Success allows the PCs to hear 
  the faint sound of water lapping in the tunnel to the 
  left. If the PCs decide to turn right, skip to 
  Encounter Five. Otherwise, continue with this 
  encounter. 
  The tunnel goes another twenty feet into the 
  space under Crockport’s city walls. As the 
  tunnel turns your path right, you start to think 
  that it would be really bad if this tunnel 
  collapsed when you were still in it. This causes 
  you to think about the various things that 
  could result in the tunnel’s collapse, like sonic 
  spell effects, adamantine weapons, and natural 
  erosion. Then you remember that Crockport is 
  on Wystul Lake and that water can be certainly 
  be erosive. This is probably a bad time to see a 
  cave-in sixty feet ahead of you. It would 
  probably also be bad to see slow, steady 
  seepage coming through the smooth, muddy 
  walls, filling most of the tunnel with foot-deep 
  standing water that looks really cold. And, of 
  course, seeing a zombie and two skeletons 
  walking around can’t be good. Unfortunately, 
  that is exactly what you see! 
  After the tunnel turns, it goes slightly deeper into 
  the earth. This has caused the seepage from the 
  
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  walls to form a foot-deep murky pool that extends 
  all the way across the ten foot wide tunnel and 
  forty-five feet deeper into the tunnel. The undead 
  are positioned at the far lower end (in reference to 
  the map) of the tunnel. There is a relatively dry 
  10x15 chamber on the opposite end of the pool 
  from the PC’s. 
  Creatures: 
  APL 2 (EL 3) 
  Troglodyte Zombie: hp 29; see Monster Manual 
  page 266 
  Half-Orc Warrior Skeleton (2): hp 6 each; use 
  Human Warrior Skeleton from Monster Manual 
  page 226 
  The water in this hallway is one foot deep, still, 
  and very cold. It is necessary to track the amount 
  of time each PC remains in the water, since this 
  provides the following environmental conditions: 
  • 
  Both PCs and NPCs (including the undead) 
  move at half speed in the water. 
  • 
  PCs are in situations of severe cold. Upon 
  entering the water and each ten minutes 
  thereafter, he or she takes 1d6 points of 
  nonlethal damage. A DC 15 (+1 per previous 
  check) Fortitude save negates.  Any PC who 
  fails the save and thus takes nonlethal 
  damage 
  from 
  the 
  cold 
  suffers 
  from 
  hypothermia and thus is fatigued. PCs who fail 
  a 
  second 
  save 
  advance 
  to 
  moderate 
  hypothermia and become exhausted. PCs 
  who fail a third save have severe hypothermia 
  and are disabled. The zombie is subject to 
  damage, but not fatigue, and the skeletons are 
  immune to both. 
  • 
  Any PC who falls unconscious for any reason 
  while standing in the water immediately starts 
  drowning. 
  Treasure: The PCs must succeed at a DC 15 
  Search check to find a bag of coins dropped by 
  one of the skeletons (in the square marked 
  undead on the map; note that the undead do move 
  toward the PCs as soon as PCs come around the 
  corner). PCs can take 20, but this takes twenty 
  rounds (two minutes) for each two five-foot 
  squares so searched. PCs must specify each time 
  what squares they are searching as they may 
  become incapacitated from the cold before 
  finishing. Remember to check the amount of time 
  in the water in this case as this may result in a 
  need for an additional save subjecting each PC 
  taking 
  20 
  to 
  2d6 
  nonlethal 
  damage 
  from 
  hypothermia and causing them to become 
  fatigued. 
  APL 2: Loot – 0 gp, Coin – 120 gp, Magic – 0 gp. 
  Encounter Five: Finally, 
  Some Plot Development 
  The path to the right of the intersection goes 
  twenty or twenty-five feet before there are a 
  couple side tunnels made by slightly smaller… 
  whatever made these tunnels.  One side tunnel 
  is to the right, the other is to the left. 
  The room to the left is rather uninteresting, 
  although it is the largest room (20x15) that the 
  PCs have encountered yet.  A cursory search (so 
  easy that there isn’t even a DC for it) reveals some 
  mundane tools, falchions and spears, and what 
  appears to be some improvised shields.  The 
  falchions and spears are of non-masterwork 
  quality and can be used by any medium-sized 
  PCs, if they wish. 
   
  The room to the right is a little more 
  interesting, as there is a sleeping, bound, and 
  gagged six-year-old Baklunish boy. There are no 
  negative consequences if the PCs leave him there 
  until they complete the last combat. However, if 
  they decide to wake him up and ungag him, the 
  following things happen: 
  • 
  Rakan immediately starts crying because he 
  doesn’t recognize the PCs. This results in 
  Skuld being aware of the PCs presence. 
  • 
  If the PCs unbind the boy and let him go, there 
  is a 50% chance that he is unconscious 
  (stable at –1 hp) at the bottom of the pit trap 
  when the PCs leave. They automatically 
  notice him, but may wish to revive him before 
  leaving. 
  The PCs can look around this room all they want, 
  but there’s nothing else here…just a knocked-out 
  kid. 
  Creature: 
  Rakan: male human Com1; hp 4. 
  Treasure: The stuff from the room on the left. 
  APL 2: Loot – 462 gp, Coin – 0 gp, Magic – 0 gp. 
  Development: Depending on whether or not the 
  PCs ungagged Rakan, the orc may or may not be 
  ready for them. 
  
  FURintro6-01 Meals on Feet 
   
  Page 10 
  Encounter Six: He’s an Orc 
  What!? 
  In this encounter, the PCs finally encounter the 
  protagonist. The NPC tactics notes are VERY 
  IMPORTANT in this combat, as without them, 
  Sklud likely makes quick work of the PCs. Be 
  especially aware that negotiation is possible 
  (indeed, preferable for many parties). 
  The path takes yet another turn, this time to 
  the left. You start to wonder if whatever made 
  these tunnels knew where it was going, or if it 
  knew what a straight line was. After going yet 
  another thirty feet deeper into the tunnel, it 
  opens up into a small cavern. As soon as you 
  turn the bend, you hear a male orc voice yell, 
  “Who are you?  Why are you here?  Can’t you 
  just let me be?”  Looking ahead, you see an 
  orc in a chain shirt aiming a shortbow at you. 
  If the PCs did not awaken Rakan, read the 
  following text instead: 
  The path takes yet another turn, this time to 
  the left. You start to wonder if whatever made 
  these tunnels knew where it was going, or if it 
  knew what a straight line was. After going yet 
  another thirty feet deeper into the tunnel, it 
  opens up into a small cavern. As you turn the 
  bend, you notice an orc hungrily devouring a 
  small chicken. As you approach, he quickly 
  picks up his shortbow and aims it at you.  He 
  mumbles something, then swallows and says, 
  “Who are you?  Why are you here?  Can’t you 
  just let me be?” 
  Sklud, the orc bard, does not fire at PCs unless 
  provoked. The PCs have the opportunity to 
  negotiate with Sklud – ask him what he’s doing 
  and why he’s doing it, etc. If they forego the 
  opportunity to negotiate, skip this section. 
   
  Sklud attempts to convince the PCs to leave 
  him alone. If the PCs just leave without securing 
  Sklud’s promise to stop kidnapping children, they 
  have forfeited their opportunity to complete the 
  mission. Go to the appropriate Conclusion and do 
  not award the PCs any experience or treasure 
  from Encounter Six or the Story Award. 
  Creatures: 
  APL 2 (EL 5) 
  Sklud: male orc Brd6 (Bluff +13); hp 32; see 
  Appendix. 
  Tactics: Sklud has no desire to fight and does not 
  attack the PCs until he literally has no other 
  option. The PCs can defeat the encounter by 
  negotiating prior to combat or by asking Sklud to 
  surrender during combat. This combat does NOT 
  need to be fought out. See either Negotiation or 
  Combat below, depending on PC actions.  
  Negotiation: Sklud allows the PCs to ask him any 
  questions they wish and answers truthfully unless 
  noted otherwise. Some possible questions and 
  their answers are listed below. Note that if any 
  PCs choose to detect evil or use a similar ability, 
  Sklud’s alignment is Chaotic Neutral, not the 
  Chaotic Evil of most orcs. In situations where 
  Sklud lies, the Sense Motive checks recorded at 
  the beginning of the adventure should be chosen 
  at random and opposed by Sklud’s Bluff. A 
  successful check on the part of the PCs leads 
  them to distrust the answer. Success by 5 or more 
  leads them to be fairly confident he is lying. If any 
  PC failed to reach DC 5 in either set of Sense 
  Motive checks, that PC distrusts one of Sklud’s 
  true statements (DM’s discretion, but try not to 
  start the fight because of this). 
   
  If the PCs successfully avoid combat through 
  negotiation, 
  they 
  should 
  be 
  awarded 
  full 
  experience points for this encounter. 
  • 
  What are you doing down here?  Sklud admits 
  coming to Crockport with Old Wicked’s army.  
  However, he insists that he did not believe in 
  The Old One as a deity and only came 
  because he thought it would allow him to 
  come back home – he grew up in Crockport 
  and anti-orc sentiments by the Furyondy 
  military caused him to be run out of town. 
  • 
  Why did you kidnap the children?  Sklud 
  denies kidnapping anyone (this is a lie).  If his 
  bluff is called, he admits that maybe he used 
  suggestion to convince some children to bring 
  him food. However, that’s all he wanted and 
  he made sure not to keep the children for 
  more than a few days, lest their parents think 
  them dead. (Sklud is bluffing here. While it’s 
  true that he worried about the parents’ 
  reaction to their children going missing, he 
  was also concerned that the parents would 
  seek him out and kill him.) 
  • 
  Who brought the children down here, if you 
  didn’t? Sklud admits that he may have 
  suggested to the child that he needed help 
  getting food, and may have used magical 
  persuasion to get him to do so. However, he 
  insists that it was out of need, not greed. 
  
  FURintro6-01 Meals on Feet 
   
  Page 11 
  • 
  Why don’t you leave town?  Sklud informs the 
  PCs that the tunnel out of town has collapsed 
  and filled partially with water, blocking his 
  escape. He is afraid to go through town, as he 
  thinks (correctly) that the townsfolk would take 
  their hatred of Old Wicked out on him. 
  • 
  Why do you assume that we’re a threat to 
  you? Sklud has been living in a tunnel for over 
  a month, abandoned by a god who promised 
  to help him and stuck in a town of people who 
  already tried to kill him once. He’s started to 
  assume the worst about everything. 
  • 
  Will you stop kidnapping children? If the PCs 
  are willing to convince the townsfolk that he 
  didn’t mean any harm and should be allowed 
  to leave the city peacefully, Sklud gladly 
  agrees to do so. 
  • 
  What will you do once you leave Crockport?  
  Sklud has not thought this far ahead yet. He 
  says that it is likely he will retreat to the Vesve 
  Forest and attempt to forage for whatever he 
  can find there. 
  • 
  What else is down here?  Sklud tells the PCs 
  about the storage room, the undead in the 
  water-filled tunnel, and the location of Rakan. 
  He does not tell the PCs about the spiders.  
  He saw and avoided the webs, thus he did not 
  interact with the spiders themselves. 
  At any point during this negotiation, the PCs may 
  choose to engage Sklud in combat. Since he is 
  prepared for a fight if it begins, only the PC who 
  first decides to initiate combat may act in the 
  surprise round unless the PCs specifically 
  discussed 
  another 
  strategy 
  earlier 
  in 
  this 
  adventure. After that surprise action, roll initiative 
  and run combat normally. If the PCs ungagged 
  Rakan, Sklud has cast resistance and mirror 
  image on himself. 
  Combat: Sklud fights primarily to defend himself. 
  If possible, he takes a five-foot step into a 
  nonthreatened square and casts spells to defend 
  himself or immobilize PC’s, starting with the 
  following: 
  • 
  silence centered on a spellcaster fifteen feet 
  or more away from him. 
  • 
  sleep 
  • 
  mirror image or blur 
  After these three spells, he casts spells only to 
  protect or heal himself. Once he is out of spells, he 
  attacks the PC’s with no mercy. 
  DM’s Note: Sklud only has two second-level 
  spells remaining, as he has already used one this 
  day. If Sklud cannot move into a nonthreatened 
  square, he casts defensively, starting with sleep. 
  If any PC requests that Sklud surrender, he 
  immediately does so unless he has used all his 
  defensive spells; at that point, Sklud has decided 
  that the PCs are entrenched against him and 
  fights to the death. Sklud also attempts to 
  surrender if he is below five hp and can no longer 
  cast cure light wounds on himself. 
  Treasure: If the PCs kill or subdue Sklud, his gear 
  can serve as treasure.  However, if the PCs 
  negotiate Sklud’s release from the city, he does 
  not show them the location of the gold. 
  APL 2: Loot – 807 gp, Coin – 0 gp, Magic – 0 gp. 
  Encounter Seven: Tying up 
  Loose Ends 
  At this point, the PCs may or may not have a 
  number of items to wrap up. 
  • 
  If the PCs have not dealt with the undead in 
  the tunnel, Sklud volunteers their location as 
  long as he is not dead or left for dead. 
  • 
  If the PCs have not yet attended to the storage 
  room, Sklud informs the PCs of its contents. 
  If the PCs unbound Rakan, he has wandered off 
  whether he was told to stay put or not. Encounter 
  Five has the possible consequences of this. If 
  Rakan is unconscious, inform the PC’s that unless 
  they pay to heal him, the townspeople of 
  Crockport would be very unhappy with them. If 
  there is not a PC capable of healing Rakan (Faith 
  doesn’t count), this cost comes out of their 
  treasure (15 gp each), and there is no “over cap” 
  gold in this adventure. 
  Conclusion 
  As the party leaves the tunnel, Jelila rushes 
  up, tears in her eyes. “Oh, praise Al-Akbar for 
  you all! Thank you so much!” she cries as she 
  and Rakan embrace each other like a long-lost 
  mother and son. The rest of the town crowds 
  around, eager to extend their congratulations 
  and hope that you will not be a stranger to 
  Crockport.  All in all, this was not a bad way to 
  start an adventuring career. 
  If the PCs killed Sklud or left him in the cave for 
  whatever reason and Rakan was healed (if 
  
  FURintro6-01 Meals on Feet 
   
  Page 12 
  necessary), the townsfolk reward them with a bag 
  of gold (206 gp for each PC) and the adventure is 
  over. If the PCs were too stingy to heal Rakan, 
  they get nothing. 
   
  If the PCs agreed to help Sklud get out of the 
  cave, read the following text. 
  As Sklud tries to quietly sneak away, a 
  watchman suddenly yells out, “What’s all this 
  then?  It wasn’t bad enough that this fiend was 
  in our tunnels, terrorizing families, but you’ve 
  brought it out into the open? You’d better have 
  a good explanation for this!” 
  At this point, have the PCs make their case for 
  Sklud’s release. If it is even remotely reasonable, 
  let Sklud go under the condition that the PCs 
  escort him out of town. If the PCs refused to heal 
  Rakan (if necessary), Sklud openly offers to pay 
  for healing in reparation for his actions. If this is 
  the case, Sklud’s impression of the PCs is less 
  favorable, and they only receive 240 gp each from 
  him. 
  As you escort Sklud out of town, he turns to 
  you. “I thank you all for your assistance, fine 
  adventurers. As I am not an ungrateful 
  creature, I have a not insignificant reward for 
  your help.” He leads you over to a copse of 
  dead trees, where he pushes one tree over 
  easily. He pulls out a bag of gold pieces and 
  hands it to you. “This was a bag of spoils 
  entrusted to me by Old Wicked’s forces prior 
  to the siege. Technically, it belongs to the Old 
  One’s army, but since he abandoned me and 
  you did not, I think that the reward belongs in 
  better hands.” He gives the bag to you, and 
  with a friendly wave, walks away from the city 
  of Crockport. 
  Treasure: 
  APL 2: Loot – 0 gp, Coin – 440 or 206 gp, Magic – 
  0 gp. 
   
  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 Three 
  Defeat eight Tiny Monstrous Spiders 
   
  APL2 90 xp 
  Encounter Four 
  Encounter the pit trap 
   
  APL2 50 xp 
  Defeat the undead 
   
  APL2 90 xp 
  Encounter Six 
  Defeat or negotiate with Sklud 
   
  APL2 150 xp 
  Story Award 
  Rakan ends the adventure free and fully healed, 
  and Sklud is somehow dealt with: 
   
  APL2 40 xp 
  Discretionary Role-playing XP 
   
  APL2 30 xp 
  Total possible experience: 
   
  APL2 450 xp 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  
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  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Three: 
   
  APL 2: L: 10 gp; C: 3 gp; M: 0 gp 
  Encounter Four: 
   
  APL 2: L: 0 gp; C: 20 gp; M: 0 gp 
  Encounter Five: 
   
  APL 2: L: 77 gp; C: 0 gp; M: 0 gp 
  Encounter Six: 
   
  APL 2: L: 134 gp; C: 0 gp; M: 0 gp 
  Conclusion: 
   
  APL 2: L: 0 gp; C: 340 gp or 206 gp; M: 0 gp 
  Total Possible Treasure 
   
  APL 2 (A): L: 221 gp; C: 229 gp; M: 0 gp  - 
  Total: 450 gp 
   
  APL 2 (B): L: 87 gp; C: 363 gp; M: 0 gp - Total: 
  450 gp. 
  
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   Appendix One – APL 2
  Encounter Two 
   
   
   
   
  Chuck: Male human (Flan) Ftr7; CR 7; Medium 
  humanoid (human); HD 7d10+21; hp 67; Init +2; 
  Spd 20 ft; AC 18, touch 12, flat-footed 16; 
  BAB/Grp: +7/+14; Atk +11 melee (1d3+5, 
  unarmed strike); Full Atk +11/+6 melee (1d3+5, 
  unarmed strike); AL NG; SV Fort +8, Ref +4; Will 
  +1; Str 16, Dex 15, Con 16; Int 8, Wis 8, Cha 10. 
  Skills and Feats: Intimidate +10, Swim +1, 
  Improved Unarmed Strike, Power AttackB, 
  Improved 
  OverrunB, 
  Improved 
  GrappleB, 
  Weapon Focus (Unarmed Strike), Weapon 
  Specialization (Unarmed Strike)B, Cleave, Great 
  CleaveB. 
   
  Possessions: scale mail, heavy wooden 
  shield. 
  Encounter Six 
   
   
   
   
  Sklud: Male orc Brd6; CR 6; Medium humanoid 
  (orc); HD 6d6+6; hp 32; Init +1; Spd 30 ft.; AC 
  14, touch 11, flat-footed 13; BAB/Grp: +5/+7; Atk 
  +8 melee (1d8+2/X3, mw longspear) or +6 
  ranged (1d6/X3, mw shortbow); Full Atk +8 
  melee (1d8+2/X3, mw longspear) or +6 ranged 
  (1d6/X3, mw shortbow); SA spells; SQ Bardic 
  Knowledge +7, countersong 6/day, fascinate 
  6/day, 
  inspire 
  competence 
  6/day, 
  inspire 
  courage 6/day, suggestion, darkvision 60 ft., 
  Light Sensitivity; AL CN; SV Fort +3, Ref +6, Will 
  +3; Str 14, Dex 13, Con 12, Int 12, Wis 6, Cha 
  14. 
  Skills and Feats: Bluff +13, Concentration +10 
  (+14 for casting defensively), Diplomacy +17, 
  Gather 
  Information 
  +11, 
  Intimidate 
  +15, 
  Knowledge (religion) +10, Perform (oratory) +11, 
  Sense Motive +9, Combat Casting, Negotiator, 
  Persuasive. 
  Light Sensitivity (Ex): Orcs are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Countersong (Su): Sklud can counter magical 
  effects that depend on sound by making a 
  Perform check for each round of countersong.  
  Any creature within thirty feet of Sklud who is 
  affected by a sonic or language-dependent 
  magical attack may use Sklud’s Perform check 
  result in place of his or her saving throw if 
  desires.  Countersong lasts for ten rounds. 
  Fascinate (Sp): Sklud can cause up to two 
  creatures within ninety feet that can see or hear 
  him to become fascinated with him (sit quietly, -4 
  penalty on skill checks made as reactions, such 
  as Listen and Spot checks).  Sklud’s Perform 
  check result is the DC for the opponent’s Will 
  save.  Any obvious threat breaks the effect.  
  Fascination lasts six rounds. 
  Inspire Competence (Su): An ally within thirty 
  feet who can see and hear Sklud gets a +2 
  competence bonus on skill checks with a 
  particular skill for as long as he can hear the 
  music. Inspire competence lasts for up to twenty 
  rounds. 
  Inspire Courage (Su): Allies (including Sklud) 
  who can hear Sklud receive a +1 morale bonus 
  on saves against charm and fear effects and a 
  +1 morale bonus on attack and weapon damage 
  rolls. The effect lasts for five rounds after the ally 
  can no longer hear Sklud. 
  Suggestion (Sp): Sklud can make a suggestion 
  (as the spell) to a creature he has already 
  fascinated.  A DC 15 Will save negates the 
  effect. 
  Spells known (3/4/2(3-1); save DC 12 + spell 
  level): 0 – daze, detect magic, ghost sound, 
  lullaby, read magic, resistance; 1st – charm 
  person, cure light wounds, grease, sleep; 2nd – 
  blur, mirror image, silence. 
   
  Possessions: 
  masterwork 
  spear, 
  masterwork 
  shortbow, 
  masterwork 
  studded 
  leather armor, twenty arrows. 
    
  
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   Appendix Two – Iconics
   
  Andy: Male gnome Rgr1; CR 1; Small 
  humanoid (gnome); HD 1d8+2; hp 10; Init +6; 
  Spd 20 ft; AC 16, touch 13, flat-footed 14; 
  BAB/Grp +1/-1; Atk +4 melee (1d6+2/19-20, 
  longsword) or +4 melee (1d4+2/19-20, short 
  sword) or +4 ranged (1d6/X3, longbow); Full Atk 
  +0 melee (1d6+2/19-20 longsword) and -4 
  melee (1d4+1/19-20 shortsword) or +4 ranged 
  (1d6/X3, 
  longbow); 
  SQ 
  favored 
  enemy 
  (undead), wild empathy, gnome traits; AL LN; 
  SV Fort +4, Ref +4, Will +2; Str 14, Dex 14, Con 
  14, Int 10, Wis 14, Cha 8. 
  Skills and Feats: Climb +5, Hide +9, Listen +8, 
  Move Silently +6, Spot +6, Survival +6, TrackB, 
  Improved Initiative. 
  Favored Enemy (Ex): Andy gains a +2 bonus 
  on Bluff, Listen, Sense Motive, Spot, and 
  Survival checks when using these skills against 
  undead. Likewise, he gets a +2 bonus on 
  weapon damage rolls against such creatures. 
  Wild Empathy (Ex): Andy can use body 
  language, vocalizations, and demeanor to 
  improve the attitude of an animal.  This ability 
  functions just like a Diplomacy check to improve 
  the attitude of a person.  Andy rolls 1d20 to 
  determine the wild empathy check result. 
   
  Possessions: studded leather armor, short 
  sword, longsword, longbow, twenty arrows, 
  backpack with waterskin. 
  Faith: Female human (Flan) FavoredSoul1 
  (Rao); Medium humanoid (human); CR 1; HD 
  1d8+2; hp 10; Init +2; Spd 20 ft.; AC 18, touch 
  12, flat-footed 16; BAB/Grp +0/-1; Atk -1 melee 
  (1d6-1, light mace); Full Atk -1 melee (1d6-1, 
  light mace); SA spells; AL LG; SV Fort +4, Ref 
  +4, Will +3; Str 8, Dex 14, Con 14, Int 10, Wis 
  12, Cha 16. 
  Skills and Feats: Concentration +6 (+10 when 
  casting defensively), Diplomacy +7, Heal +5, 
  Combat Casting, Endurance. 
  Spells Known (5/4; save DC 11 + spell level): 0 
  – detect magic, cure minor wounds, light, read 
  magic; 1st – bless, calm emotions, cure light 
  wounds. 
   
  Possessions: light mace, scale mail, heavy 
  wooden 
  shield, 
  backpack 
  with 
  waterskin, 
  wooden holy symbol (white heart of Rao). 
  
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  DM Map – The Tunnel 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Furyondy/FUR6-A01 - Meals on Feet.pdf