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. 
   
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  HIGE-01 
   
   
   
  Finding My Way 
   
  A One-Round Dungeons & Dragons® Living Greyhawk™  
  Highfolk Introductory Regional Adventure 
  Version 1.00 
   
  by Timothy Bailey 
   
  Editor: Todd Ammerman 
  Triad Reviewer: Todd Ammerman 
  Circle Reviewer: N/A 
  Playtesters: David Krolnik, Michael Schultz, Ray Steele, Kent Wayson 
   
   
  Some people know which way they are going with certainty and never change.  Others have change thrust upon them 
  and need some guidance to rein in their enthusiasm. A one-round Highfolk Introductory Regional adventure set in the 
  Highvale for APL 2. 
   
  Resources for this adventure include Monster Manual III [Rich Burlew, Eric Cagle, Jesse Decker, Andrew J. Finch, 
  Gwendolyn F.M. Kestrel, Rich Redman Matthew Sernett, Chris Thomasson, P. Nathan Toomey]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event 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 session 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the session DM. You must be 
  at least a HERALD-LEVEL GM to run this adventure. 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, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points. 
   
  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. 
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008. 
   
  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 rule 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. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Refer to Appendix 1 for full 
  information 
  on 
  NPCs 
  and 
  monsters. 
  For 
  your 
  convenience, Appendix 1 is split by APL. 
   
  Along with this adventure, you’ll find a RPGA 
  session 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). You need one copy of this for each participating 
  player. 
   
  AVERAGE PARTY LEVEL (APL) 
  See Chapter One of the Living Greyhawk Campaign 
  Sourcebook for details on APLs. If the APL of your 
  group is an odd number, ask them before the adventure 
  begins whether they would like to play the higher or the 
  lower adjacent APL. 
   
  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 standard Regional adventure, set in Highfolk. 
  Characters native to Highfolk pay 1 Time Unit per round; 
  all other characters pay 2 Time Units per round. 
   
  More information about Lifestyle and Upkeep can 
  be found in the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  This event is loosely tied to HIG1-08 What's a Half-Orc 
  to Do? and the Year 6-7 fey storyline. 
   
  Wilem (from HIG1-08 What's a Half-Orc to Do?) 
  has decided to undergo a life-change.  He has learned 
  about Fharlanghn and will not be dissuaded from 
  becoming a cleric of the God of Roads.  Unfortunately, 
  he has some odd ideas.  He has gotten his wagon 
  together to make a traveling shrine to Fharlanghn, and 
  is preparing to make his way to the fabled temple that 
  has heard of, the Wanderer's Way Inn.  He is looking for 
  training from Gileed Wanderfoot to become a cleric. 
  Fharlanghn is amused, and Wilem has quite a bit of 
  trouble in his travels. 
   
  Meanwhile, a small group of petals (tiny fey) has 
  been carousing in a glen in the Highvale, and turning 
  animals blue, making streams run with ale, and the like. 
   
  ADVENTURE SUMMARY 
  The PCs meet Wilem on the Quagflow Road going north 
  from Highfolk, where his wagon has broken down - it hit 
  a rut and the wheel broke. His horse has also wandered 
  off.  The PCs have an opportunity to help him fix the 
  wagon (he has the tools, but not necessarily the know-
  how).  They learn a bit about his life change. 
   
  They head after the horse - the trail leads off the 
  trail towards the forest.  Wilem comes with them, and 
  good-naturedly but ineptly helps them.  The horse has 
  gone into the nearby fields to graze, and then has gotten 
  spooked by some wildlife and goes further away into a 
  forested area. This interlude allows them to do some 
  tracking and possibly wild empathy or speak with 
  animals to find the horse. As they enter the forest, they 
  HIGE-01 Finding My Way 
   
  Page 1 
  
  hear snorting and are beset by two flower-covered boars 
  angered by the fey (CR 4). 
   
  On the track of the horse, they come across more 
  evidence of the fey and a rose bush trap left by them 
  (CR 3).  The sun shortly goes down, so they decide to 
  camp. 
   
  The PCs eventually find the horse, which has 
  wandered into a fairy ring and has become ensnared by 
  fairies (who are not currently present). They run into 
  another trap in trying to extricate the horse (CR 4) and 
  may end up poisoned. 
   
  The petals return as either the horse is being led 
  back, or the party has failed to retrieve it.  They engage 
  in some playful combat with the PCs (CR 3), trying to 
  put them to sleep with their songs.  When overmatched, 
  they decide to hand over the horse. 
   
  Having recovered the horse, the PCs return to the 
  Quagflow Road and continue north.  They get to the 
  Wanderer's Way Inn.  Gileed is reluctant to accept the 
  inept half-orc as an acolyte.  Presumably, the party 
  pleads his case to the cleric, and he is accepted. 
   
  PREPARATION FOR PLAY 
  Highfolk Influence Chart: PCs may wish to spend 
  various Regional Influence Points during this adventure. 
  Refer to the Supplemental Highfolk Influence Chart for 
  guidelines. 
   
  INTRODUCTION 
  The PCs are traveling north from Highfolk along the 
  Quagflow Road, and fate (or Fharlanghn) has brought 
  their separate ways together. 
   
  You are traveling north from Highfolk, in order to 
  seek your fortune, or to visit family, or just perhaps 
  get out of town ahead of someone. The day is clear 
  and not too hot nor cold; a perfect day for traveling. 
  It seems that there are others that have similar 
  ideas, and fate has brought your steps into close 
  harmony. They seem to be adventurers as well, and 
  perhaps the company would do you good. 
   
  The PCs should introduce themselves at this point. 
   
  1: TRAVELING WITH THE HALF-ORC 
  After a few more hours, you come across a sorry 
  sight. There is a fully-loaded wagon broken down in 
  the middle of the road, which used to be traveling 
  the same direction as you. There is no horse, nor 
  any sign of people in sight. No, wait - over to the 
  right, there is movement in the brush. Maybe it's 
  bandits returning to finish the job. 
   
  Wilem is returning from the woods with a tree limb that 
  he is hoping to use as a lever so he can jack up the 
  wagon and fix the wagon's wheel. He may notice the 
  PCs, depending on how they approach. (Let them do 
  this however they wish - stealthily, by running in, etc.) 
  They likely notice that he is a half-orc fairly quickly, and 
  that he is armed (with a sickle). Let them sneak up 
  almost to him if they wish. He starts when he sees them. 
  Adjust the following as necessary, depending on their 
  reaction. 
   
  "Hey, who're you?" says a neatly-dressed half-orc 
  male, about 20 summers old. He drops the tree limb 
  he is carrying, and snatches up a sickle from his 
  belt. "I'm warnin' ya - I'm a powerful cleric! I'll blast 
  ya bandits!" 
   
  Wilem is wearing his "nice" clothes, which are clean and 
  tidy, but fairly shabby and show no sense of style. He is 
  wearing around his neck what apparently is a disk cut 
  from a tree (with bark still around the edges), and a 
  slash cut across it (this is his crude holy symbol of 
  Fharlanghn, that he made himself). 
   
  Wilem is initially quite hostile towards the PCs that 
  suddenly appeared in front of him (at least, to his 
  perception), but is easily talked down if the PCs explain 
  to him that they are not bandits. When roleplaying 
  Wilem, consider a “Forest Gump-like” accent: 
   
  "Maybe ya can help me. Wilem lookin' ta go be a 
  Fharlanghn cleric, cuz' that's what he said eyes 
  should do. Wilem load up wagon to be like temple 
  for God of Roads, and make holy symbol, and then 
  me and Turnip (that's me horse) set off to talk wit' 
  that halfling cleric. All de other clerics move around 
  a lot - dey may be avoidin' me. But this Gileed, he 
  stays in one place, and runs a traveler’s house. 
  Fharlanghn told me to go talk with him to learn 
  more, and then I can travel around with me temple 
  and tell everybody 'bout how great Fharlanghn is! 
  Ya wanna hear?" 
   
  Oddly enough, it seems that while this eccentric 
  half-orc has trouble pronouncing most words, the 
  name "Fharlanghn" trips off his tongue lightly, and 
  he certainly seems enthusiastic. 
   
  If the PCs look at the wagon, it seems that the front right 
  wheel has hit a rut, and has split apart. Wilem has some 
  information to share: 
   
  • What's in the wagon? "Things Fharlanghn likes - 
  shoes, maps, turnips, cloaks, mushrooms 
  (mmmm, good), sticks, radishes, rugs, rabbit 
  jerky, tent pegs, and o' course, waffles. 
  (Fharlanghn loves his waffles)." He licks his lips 
  and rubs his belly. (Feel free to elaborate on 
  what's in the wagon - it is a very odd collection of 
  travel-related things that a half-orc farmer can get 
  his hands on, or things that he might think are 
  travel-related. While he has tent pegs, he seems to 
  have forgotten a tent, which doesn't bother him in 
  the least - he's a tough half-orc. They are all neatly 
  arranged and clean, and most of it is actually very 
  well-made. He does have some carpentry tools in 
  there as well, which can help get the wheel fixed.) 
  • Do you have any maps of the Vesve? "Yep!" He digs 
  around a bit and pulls out a piece of parchment that 
  HIGE-01 Finding My Way 
   
  Page 2 
  
  he has apparently done himself, with his house, his 
  barn, his field, and a couple trees. (He doesn't have 
  any maps that seem exceptionally useful.) 
  • Sticks? "To walk with!" 
  • Rugs? "To wipe your feet off on, when you get 
  where you're goin'!"  
  • What's with the stick? "I wuz gonna use it to help fix 
  the wheel - lift up the wagon. Don't wanna get 
  my Fharlanghn sticks dirty!" 
  • Where are you from? "Mama raised me to be a 
  farmer, but she went away a long time ago; I 
  wuz one for a long time, but now Fharlanghn 
  tells me to go see the world and tell folk 'bout 
  him." 
  • Where's your horse? "Unhitched 'er to graze - she's 
  right over dere..."  He looks to the field to the 
  left of the road, and starts. "She's traveled off, 
  just like Fharlanghn. Let's get wheel fixed, she'll 
  come back when she need to…" 
   
  With the PCs' aid and a successful DC 10 Craft 
  (woodworking) or Profession (wainwright) check, he is 
  able to get the wheel fixed pretty quickly (or the PCs 
  may be able to offer help in their own ways). It takes an 
  hour to repair; if the attempt is failed, a retry may be 
  attempted after spending another hour. 
   
  Wilem: male half-orc Expert 1 (Profession (farmer) +2 
  and Craft (woodworking) +2) 
   
  TROUBLESHOOTING 
  If the PCs show no interest in helping or accompanying 
  Wilem, he suggests that if they do help, Fharlanghn will 
  give them great blessings when they are on the road. 
  Also, he is sure that the halfling cleric he plans to talk to 
  is quite rich (he has an inn, after all) and will surely 
  reward them for helping.  He seems a bit disappointed, 
  though, that they are not enthusiastic in helping a fellow 
  traveler.  If they still show no interest, they leave Wilem 
  and the adventure behind. 
   
  2: ALL ABOARD! 
  With the wagon fixed and moved off to the side of the 
  road, Wilem goes into the field to try to find Turnip, who 
  has not in fact returned. Alternately, if the PCs press, 
  they can go after the horse before fixing the wagon, and 
  Wilem accompanies them to ‘protect them’. He 
  continues to talk about how great Fharlanghn is, and to 
  spout half-garbled teachings; see the LG Deities 
  document entry of Fharlanghn for ideas. 
   
  The horse’s trail is not actually very hard to follow – 
  just a DC 9 Track check on the soft ground of the field is 
  needed to find the trail of the horse. Her path meanders 
  into the field (which is well-suited for grazing) and she 
  seems to have encountered something that spooked 
  her. She ended up trotting into the forest to the east 
  edge of the field. 
   
  They trail her tracks for a very short while into the 
  forest (although the Track DC goes up to 14 upon 
  entering the Vesve). If they wish to, they can easily find 
  some wildlife for a speak with animals about the horse 
  (or the petals, once the PCs learn of their existence) - 
  this negates the need for this Track check. They soon 
  hear some grunting and snorting. When they approach 
  the noise, they come near to a clearing where two boars 
  are resting. They have been tormented by the petals, 
  and are thus on edge. 
   
  You glance into the clearing, and see something 
  quite odd. There are two mounds of daisies moving 
  around. As you look closer, you see one of the 
  mounds turn about, and two beady eyes look in 
  your direction. A pig snout emerges from behind a 
  layer of daisies, and the grunting is explained - this 
  seems to be a boar, albeit a festively floral one. 
   
  Roll Listen (+7) and Spot (+5) for the two boars for each 
  round that the PCs are nearby. They somehow sense 
  something is up, and actively Listen and Spot each 
  round. They do not move from the clearing until they 
  notice the PCs, at which point they decide to take their 
  anger at their predicament out on the PCs. If there are 5 
  or 6 PCs present, Wilem bravely swipes at but misses 
  the boars with his sickle. If there are only 4 PCs at the 
  table, allow Wilem to fully participate in combat (but 
  keep him alive!). 
   
  CREATURES 
  APL 2 (EL 4) 
  Floral Boars (2): hp 25; MM 270 (typical, except they are 
  covered with flowers) 
   
  Tactics 
  The boars charge in and take out their frustration on the 
  PCs. They don't coordinate attacks at all, and stop 
  attacking a PC once he stops moving, as moving targets 
  are more interesting to vent upon. 
   
  DEVELOPMENT 
  The daisies don't fall off from their normal movement, 
  but wilt and die shortly after the boars are killed, and can 
  be easily plucked away. 
   
  Treasure: The boars have no treasure. 
   
  3: A NEEDLE IN A HAYSTACK 
  The boars defeated, the party continues along the track 
  of the horse. Another DC 14 Track check is required to 
  pick up the trail again after the boar fight. If they aren't 
  able to follow the trail due to not having a tracker, they 
  eventually stumble upon the right path, since the fey are 
  drawing creatures in. In this case, they get to the trap 
  around dusk, so it is harder to see. Adjust the text below 
  if they're just stumbling through the forest. 
   
  You follow Turnip's trail through the forest, seeing 
  many multicolored flowers along the way.  The 
  number and variety seems quite odd. You soon 
  come to a small stand of densely-packed pine trees, 
  garlanded with lilies. The trail leads through them. 
  HIGE-01 Finding My Way 
   
  Page 3 
  
  Wilem says, "Well, that must be where she's; good 
  place to rest, like a barn." He goes to enter the 
  stand. 
   
  If the PCs should follow immediately and take the lead, 
  read the following; otherwise, it is Wilem that trips the 
  trap: 
   
  You dislodge a vine that has been carefully laid on 
  the ground, which causes a couple rose bushes 
  (with multicolored flowers) to come loose and swing 
  towards you. 
   
  TRAP 
  There is no trap inside the stand; it is actually just 
  beyond it, where the trail leads into some underbrush (5 
  foot wide path). There is a tripwire placed across the 
  horse's trail, which releases a rosebush (that has been 
  tied down) to whip into the PC. 
   
  APL 2 (EL 3) 
  Rosebush: CR 3; mechanical; location trigger (tripwire); 
  2 5-foot squares; manual reset; Attack +15 (2d4); 
  Search DC 22; Disable Device DC 22. 
   
  Treasure: There are some small multicolored gems 
  uncovered by the movement of the rose bushes.  
   
  APL 2: Coin 200 gp; Total 200gp 
   
  DEVELOPMENT 
  If a PC takes damage from the thorns (and even after 
  they get healed), rainbow-colored splotches form around 
  where the thorns hit. 
   
  It gets dark soon after this encounter (or perhaps 
  just before, if the PCs have been lost), so the party 
  hopefully plans to camp. They are relatively unmolested 
  during the night; however, the petals do come visiting to 
  do some mischief.  Allow those PCs on second watch to 
  make Spot and Listen checks opposed by the petals’ 
  Hide of +17 and Move Silently of +9.  If detected, the 
  bouquet flies off.  Otherwise, the party finds the petals’ 
  handiwork in the morning. All of their bags (backpacks, 
  haversacks, and the like) have been sewn shut with 
  gossamer thread. All of their weapons have been sealed 
  with beeswax into their sheaths (if possible). Allow each 
  PC one DC 13 Spot check to notice now as they suit up 
  and gather their belongings the next morning. If noticed, 
  a DC 5 Strength check releases the equipment, as does 
  two full-round actions of picking away at the beeswax or 
  cutting or breaking the stitching. If the PCs all fail this 
  Spot check, they obviously discover the prank when 
  they next attempt to use their items. 
   
   
  4: MAGIC MUSHROOMS 
  Another DC 14 Track check brings the PCs successfully 
  along the trail to Turnip. Otherwise, they need to 
  stumble around the forest for a while, and perhaps find 
  the petals' lair by noticing their floral arrangements. The 
  flowers seem to get more frequent and more 
  extravagant as the PCs get closer to the fairy ring. 
   
  Just when Wilem is starting to question that he will 
  ever recover Turnip, you reach the end of your 
  journey. In the midst of a grouping of maple trees 
  (enhanced by garlands of gladiolus), there is a light 
  brown horse with a ridge of violets going down her 
  back. She is nervously pacing around a circle in the 
  small clearing. Wilem calls to her, and she looks at 
  him sadly… and then at the ground at her feet.  You 
  see a wide swath of mushrooms between you and 
  her, and she seems reluctant to cross it.  Wilem 
  starts to run up the dandelion-bedecked path 
  towards his horse. 
   
  TRAP 
  The PCs find that there is indeed a ring of mushrooms in 
  the center of the clearing; there is a 10-foot-radius open 
  area in the middle, surrounded by between 5 and 10 feet 
  of mushrooms (basically, put down a 10-foot radius spell 
  template, surrounded by a 20-foot template; the 
  mushrooms are the squares in between them). There is 
  an open area of 10-15 feet wide between the 
  mushrooms and the trees. 
   
  APL 2 (EL 4) 
  Magic Mushrooms: CR 4; mechanical; location trigger; 
  no reset; 10 foot cube insanity mist poison (Fort DC 15; 
  1d4 Wis/2d6 Wis); Search DC 15; Disable Device DC 20 
   
  Treasure: There are some platinum coins simply buried 
  in the middle of the ring (Spot DC 10 to see that 
  something is buried). 
  APL2: Loot 0 gp; Coin 100 gp; Total 100 gp. 
   
  TROUBLESHOOTING 
  The PCs need to determine a way to get Turnip out; 
  Wilem is of the opinion that he should just tramp in and 
  get her. The PCs may have a general idea that 
  marching into a fairy ring is a dangerous idea. In this 
  case, it is; stepping on the mushrooms sets off the trap; 
  a 10-foot cube of spores (as described below). The 
  effect of the Wisdom damage is to start seeing more 
  vivid colors about, fairies appearing behind each tree, 
  and so forth. After someone is affected by the spores, 
  get Spot checks from everyone and have the PC(s) who 
  took the Wisdom damage "see" fairies that the others do 
  not. Once the trap is set off once, additional trampled 
  mushrooms give off a spore cloud, but the spores won't 
  have the same effect; just hint at it - feel free to call for 
  more Fortitude saves, although failing them has no 
  consequence. (Disable Device, in this instance, would 
  be clearing away enough mushrooms to open up a path 
  without them exploding.) 
   
  DEVELOPMENT 
   
  The PCs need to figure out a way to get Turnip out 
  of the ring; she won't come on her own, but might be 
  able to be led out, perhaps with a wild empathy and/or 
  Handle Animal check. The PC needs to have crossed 
  HIGE-01 Finding My Way 
   
  Page 4 
  
  into the fairy ring to lead her out, though. Let the PCs be 
  ingenious in doing this, and allow reasonable methods 
  with reasonable skill or ability checks being passed 
  (Jump, for example). 
   
  The violets on Turnip's back, despite looking as if 
  they’re quite solidly attached, easily come loose when 
  brushed or plucked away. 
   
  5: PETALS ON THE WIND 
  If the PCs found the fairy ring through luck (and 
  therefore, extra time was spent), the petals arrive as 
  Turnip is being extracted. Otherwise, the petals catch up 
  with the PCs as they lead Turnip back through the 
  forest. 
   
  You hear some singing, and a fluttering of wings. 
  Shortly, you see a group of fairies fly into view. 
  They are about a foot and a half tall, and seem to 
  have flowers in place of hair. Their butterfly wings 
  have colors matching with their floral hair. 
   
  The 
  fairies 
  say 
  in 
  Common, 
  "Greetings, 
  travelers, how are you? We are Peaseblossom, and 
  Cobweb, and Mustardseed, and Moth. We would like 
  you to return our horse to us. We have not yet given 
  her enough flowers." 
   
  The four petals (see Knowledge (nature) DCs, below) 
  keep flitting about during the conversation, and 
  responding to questions in somewhat round-robin 
  fashion. Wilem is awestruck by the presence of the 
  petals, and just stares at them slack-jawed. He 
  occasionally reaches out with a finger to try to touch 
  one, but they don't come near enough. Wilem responds 
  to direct questions, but the presence of the fey has 
  thoroughly distracted him from his goal. 
   
  Example dialogue: 
   
  • This horse is ours! "We found her, and she followed 
  us home. I don't think she's yours. She wants to 
  stay here." You can almost see Turnip shaking 
  her head “no”, with wild eyes. 
  • What is with the flowers? "We're petals, silly. That's 
  what we do - festoon things with flowers. It 
  makes them look nicer. Would you like some?" 
  Mustardseed seems to produce a garland of 
  lilies from nowhere and drops it on you. 
  • Don't you think that you are going a little overboard? 
  These are a lot more flowers than normal. "No, this 
  is what we always want to do. It's just normally 
  the other fairies are always keeping us from 
  spreading joy and beauty.  But they're all 
  concerned about that green dragon wandering 
  around the forest now." 
  • Green dragon? "Oh, I wouldn't worry about it too 
  much.  She's a little grumpy, but we haven't had 
  problems.  Maybe she just needs some restful 
  sleep.  Our cousin Blossom says that she’s 
  seen the dragon up close, and even fought her." 
  Cobweb says the last part in an awed tone. 
  Moth retorts, “Of course, I think that she’s 
  fibbing… and she does like that Thistleprong 
  fellow. He’s not even a petal!” The other three 
  start 
  singing 
  in 
  a 
  mocking 
  manner, 
  “Thistleprong, thistle wrong! Smells as bad as 
  the day is long! Boring thorn, too careworn, 
  about as fun as an ear of corn!” 
  • Why don't you let us leave? Peaseblossom says, 
  "Well, maybe if you give us a dance!" The other 
  three 
  take 
  up 
  the 
  chorus 
  "Dance! 
  Dance! Dance!" 
   
  If the PCs take them up on the offer to dance, get 
  Perform (dance) checks; the petals are pleased if they 
  get some DC 15s, and very impressed at DC 20s.  They 
  sing along to help out the dance, but partway into it, 
  Moth accidentally uses her lullaby song, affecting a 
  couple PCs. This likely starts the fight, and they 
  concentrate on knocking out those who didn't try 
  dancing first. 
   
  If the PCs try to just leave, the petals are quite 
  offended and start their lullaby songs and the combat. 
   
  Knowledge (nature) DCs on Petals: 
   
  11: These are good-aligned fey called "petals". They are 
  usually servants and messengers to more prestigious 
  fey. 
  16: They are quite mischievous, and sing songs that lull 
  travelers to sleep. 
  21: They have resistance to all weapons, other than 
  those of cold iron. They have access to two different 
  sleep songs, one which merely makes one drowsy, and 
  the other which requires more than one petal to join their 
  voices. 
   
  CREATURES 
  APL 2 (EL 3) 
  Petals (4): hp 5; MMIII 120 (and appendix) 
   
  Tactics 
  The PCs that have taken damage from the Insanity Mist 
  have extra trouble here; they can’t quite focus on the 
  fairies. Put three extra petals in the fight as hallucinatory 
  opponents. Only those who have been affected by the 
  mist see them, but they seem real to those PCs.  Move 
  them to tempt attacks from any affected PCs and 
  basically cause them confusion.  The fake petals always 
  somehow manage to miss their attacks on any affected 
  PCs, of course. 
   
  The petals are not out to harm the PCs; they only 
  wish to lull them to sleep so that they can have a good 
  rest (they seem a bit grumpy), and bedeck them with 
  flowers. During the combat, they are quite open about 
  this, saying things like “It looks like you need some 
  rest.” They use their lullaby and then sleep songs, only 
  attacking with their daggers if one of the petals looks like 
  they might soon be rendered unconscious (and the PCs 
  still standing have made their saves against the sleep 
  song. Note that elves and half-elves are immune to the 
  sleep effects. The petals try nonlethal attacks unless it 
  HIGE-01 Finding My Way 
   
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  looks like the PCs are out for blood. If a petal takes 
  more than half damage (that is, 3 of her 5 hp - note their 
  DR), she flies away, using her Tumble as needed. 
   
  Note that Turnip is a Heavy Horse, and her Will 
  save is +2. Wilem's is +4 (+2 for class, +2 for Wisdom). 
  He is pretty enamored of the petals, though, and won't 
  fight them, trying to scare them off instead. 
  DEVELOPMENT 
  If the PCs lose the fight (and are therefore asleep), the 
  petals remove their armor, weapons and equipment and 
  pile them neatly nearby, and festoon the equipment and 
  the PCs with flowers. The PCs awake quite refreshed 
  and unmolested by the wildlife (although likely quite 
  chagrined.) 
   
  Treasure: Cobweb and Moth are each wearing a vest of 
  resistance. 
  APL2: Loot 0 gp; Coin 0gp; Magic: vest of resistance +1 
  (x2) (166 gp); Total 166 gp. 
   
  Detect Magic Results: Vest of resistance (faint 
  abjuration). 
   
  6: WANDERING TO THE WAY 
  Read or paraphrase the following:  
   
  You have finally recovered this strange half-orc's 
  horse, and with a newly fixed wagon, you 
  accompany him to the Wanderer's Way Inn. Its 
  proprietor, Gileed Wanderfoot, listens to Wilem's 
  wildly-embellished story about your adventures in 
  the forest with the fairies. You make out quite well in 
  these stories, having beaten back hordes of pixies 
  and dryads in saving his horse. Wilem finally gets to 
  his request to learn to be a cleric of Fharlanghn 
  under Gileed's tutelage, and the halfling's eyes 
  widen slightly. 
   
  He says, "That's pretty irregular... I need to 
  consult Fharlanghn about this." He addresses you. 
  "Do you have any words on Wilem's behalf as 
  well?" 
   
  Have the PCs say any words they wish on Wilem's 
  behalf (or even against him, if they wish).  Afterwards, 
  have the PC who talked the most make a Diplomacy 
  check, assisted by the others who made a plea.  (Wilem 
  automatically succeeds in his check to assist.) A DC 15 
  check convinces Gileed to take Wilem on an as acolyte, 
  although he does not announce such until the next day. 
   
  TROUBLESHOOTING 
  If the PCs argue against Wilem (a Diplomacy check that 
  Wilem does not support), a DC 20 check will convince 
  Gileed not to take him as an acolyte. 
   
  CONCLUSION 
  The PCs are put up in the Inn overnight, and the next 
  day, Gileed tells of his decision. 
   
  If the PCs have convinced Gileed to take on Wilem: 
   
  While you are eating breakfast with the very 
  nervous Wilem, Gileed approaches solemnly. "Well, 
  I cast some spells to consult with Fharlanghn about 
  you, and given the results..." He breaks into a big 
  grin. "Welcome to the clergy, Wilem. Fharlanghn 
  seems to want you and your wagon spreading the 
  faith. We'll start teaching you just as soon as the 
  breakfast rush is over. Thank you kindly, sirs (and 
  ma'ams), for helping him find his way here." 
   
  Treasure: Gileed has seen the need to give everyone 
  two potions of cure light wounds potions to help make 
  up for the trouble they went through to get Wilem here. 
   
  APL 2: Loot 0 gp; Coin 0 gp; Magic 12 potions of cure 
  light wounds (50 gp); Total 50 gp. 
   
  Detect Magic Results: Potions of cure light 
  wounds (faint conjuration). 
   
  If the PCs have convinced Gileed not to take on Wilem: 
   
  While you are eating breakfast with the very 
  nervous Wilem, Gileed approaches solemnly. "Well, 
  I cast some spells to consult with Fharlanghn about 
  you, and given the results...  I’m afraid that you just 
  don’t have the right stuff to be a cleric.  Fharlanghn 
  suggests that you go back to your home and raise 
  crops.  That is where your heart truly lies."  Wilem is 
  crestfallen.  With a hurt look in your direction, he 
  slinks out of the inn. 
   
  Gileed 
  says, 
  “He 
  seems 
  to 
  have 
  some 
  promise… but he’ll have a much better life, and live 
  longer, as a farmer.” 
   
  If neither Diplomacy check succeeded: 
   
  While you are eating breakfast with the very 
  nervous Wilem, Gileed approaches solemnly. "Well, 
  I cast some spells to consult with Fharlanghn about 
  you, and given the results...  I’m afraid that you’re 
  just not ready to be a cleric.  Fharlanghn suggests 
  that you go back to your home and raise crops for 
  another season.  He will give you a sign when 
  you’re ready to travel the world, and then you can 
  come back here."  Wilem is crestfallen, but still 
  manages to put away quite an impressive stack of 
  waffles. 
   
  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 
  roleplaying) to each character. 
   
  2: ALL ABOARD! 
  Defeat the floral boars 
  APL 2  120 XP 
   
  HIGE-01 Finding My Way 
   
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  HIGE-01 Finding My Way 
   
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  3: A NEEDLE IN A HAYSTACK 
  Survive the trap 
  APL 2  90 XP 
   
  4: MAGIC MUSHROOMS 
  Survive the trap 
  APL 2  120 XP 
   
  5: PETALS ON THE WIND 
  Defeat the petals 
  APL 2  90 XP 
   
  STORY AWARD 
  Plead Wilem's case to Gileed 
  APL 2  15 XP 
   
  DISCRETIONARY ROLEPLAYING AWARD 
  APL 2  15 XP 
   
  TOTAL POSSIBLE EXPERIENCE 
  APL 2  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 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.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  3: A NEEDLE IN A HAYSTACK 
  APL2: Loot 0 gp; Coin 200 gp; Total 200gp. 
   
  4: MAGIC MUSHROOMS 
  APL2: Loot 0 gp; Coin 100 gp; Total 100 gp. 
   
  5: PETALS ON THE WIND 
  APL2: Loot 0 gp; Coin 0gp; Magic: vest of resistance +1 
  (x2) (166 gp); Total 166 gp. 
   
  6: WANDERING TO THE WAY 
  APL 2: Loot 0 gp; Coin 0 gp; Magic potion of cure light 
  wounds (x2) (50 gp); Total 50 gp. 
   
  TREASURE CAP 
  APL 2: 450 gp. 
   
  TOTAL POSSIBLE TREASURE 
  APL 2: Loot 0 gp; Coin 300 gp; Magic potion of cure 
  light wounds (x2) (216 gp); Total 516 gp. 
   
  ADVENTURE RECORD 
   
  ITEMS FOUND DURING THE ADVENTURE 
  APL 2: 
  None
  
  APPENDIX 1: ALL APLS/NEW RULES ITEMS 
  W I L L E M 
  CR  1 
  Male half-orc expert 1 
  NG Medium humanoid (half-orc) 
  Init -1; Senses Listen +2, Spot +2 
  Languages Common  
  AC 11, touch 11, flat-footed 10 
   (-1 Dex, +9 armor, +3 shield) 
  hp 8 (1 HD) 
  Fort +2, Ref +1, Will +4 
  Speed 30 ft. (6 squares) 
  Melee sickle +2 (1d6+2/x2) 
  Base Atk +0; Grp +2 
  Abilities Str 14, Dex 12, Con 14, Int 6, Wis 14, Cha 8 
  Feats Animal Affinity  
  Skills Craft (woodworking) +2, Handle Animal +4, 
  Heal +6, Jump -3, Proficiency (farmer) +6 
  Possessions cart of junk, holy symbol, sickle 
  Physical Description: Wilem has the unremarkable 
  appearance of a typical half-orc, except for the kind 
  and caring look of his child-like face. 
  NEW MONSTER 
  P E T AL 
  CR  1 
  Female 
  NG Tiny Fey 
  Init +9; Senses Listen +4, Spot +4, low-light vision 
  Languages Sylvan, Common 
  AC 17, touch 17, flat-footed 12 
  hp 5 (1d6+2 HD); DR 5/cold iron 
  Fort +2, Ref +7, Will +2  
  Speed 15 ft. (3 squares), fly 60 ft (good) 
  Melee Dagger +7 (1d2-4/19-20) 
  Space 2-1/2 ft.; Reach 0 ft. 
  Base Atk +0; Grp -12 
  Atk Options Sleep songs 
  Abilities Str 3, Dex 20, Con 15, Int 15, Wis 10, Cha 
  18  
  Feats Improved Initiative, Weapon Finesse  
  Skills Craft (flower arranging) +6, Escape Artist +9, 
  Hide +17, Knowledge (nature) +6, Listen +4, Move 
  Silently +9, Spot +4, Tumble +9 
  Possessions Dagger 
  Sleep Songs (Su): Petals can sing two kinds of 
  songs that deal no damage but can lull a creature 
  into a state of relaxation or sleep. 
   
  Lullaby: Any creature within a 20-ft. radius that 
  fails a DC 14 Will save is affected as though by the 
  lullaby spell. A creature that successfully saves 
  cannot be affected again by that petal’s lullaby 
  song for 24 hours. 
   
  Sleep: This song requires two or more petals 
  separated by no more than 100 feet to be singing 
  in unison. Any creature within 100 feet of either 
  singer that hears the song must succeed on a DC 
  14 Will save or be affected as though by a sleep 
  spell. Additional petals within 100 feet can lend 
  their voices to the song, strengthening it and 
  increasing the save DC by 1 per additional singer. 
  A creature that successfully saves cannot be 
  affected again by those petals’ sleep song for 24 
  hours. The save DC is Charisma-based. 
  Physical Description: The skin color of a petal 
  resembles the color of a flower, ranging from pale 
  pastels to vibrant red or yellow. In place of hair 
  atop their heads, they have blossoms. These are 
  often a different shade or color than their skin. 
  Often, 
  the 
  blossoms 
  have 
  different 
  hues, 
  sometimes with paler tips or centers, even 
  speckles or strips. Their wings are of the same 
  shades and patterns as their blossoms. A typical 
  petal stands 1-1/2 feet tall and weighs 3 pounds. 
   
   
  Source: Monster Manual III 120. 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Highfolk/HIG5-A01 - Finding My Way.pdf