TEXT: HIGA-03 
   
   
   
   
   
   
   
   
   
   
  Scavenger Hunt 
   
  A One-Round D&D LIVING GREYHAWK®  
  Highfolk Introductory Regional Adventure 
  Version 1.0 
  Round One 
   
   
  by Greg Marks 
   
   
   
   
   
   
  The Town Council Square is brightly decorated with Brewfest excitement when one booth catches your 
  eye.  The Patron’s Guide of Norebo is sponsoring games.  Just five solars to enter with the chance to win 
  one hundred!  How can you lose?  An introductory regional module set in Highfolk for first level PCs only. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of 
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, 
  Inc. Scenario detail copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be 
  reproduced without approval of the RPGA Network.  
   
  
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three hours. The rest of the time is spent in 
  preparation before game play, and scoring after the 
  game. The following guidelines are here to help you 
  with both the preparation and voting segment of the 
  game. Read this page carefully so that you know 
  and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than seven players participating 
  in the game. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is playing 
  which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rule books during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who 
  are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal and 
  event information, but does not rate the players 
  as a team or vote for players. This method is 
  used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10  
  minutes for voting. This 
  method is used when the players want to know 
  who played the “best” amongst the group, or 
  when the adventure is run in tournament format 
  with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
  Scavenger Hunt 
  [Round One] 
  Page 2 
  
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  It players fo not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  you may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of 
  Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates 
  that the animal will not attack that round. 
  This is a free action (spoken command) 
  that may be attempted each round. If an 
  animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
   
   
  CR 
  1 
  2 
  3 
  4 
   
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  Time Units and Upkeep 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
  This is an introductory one-round Regional 
  adventure, set in Highfolk.  Characters native to 
  Highfolk pay one Time Unit per round, all others 
  pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per round.  Rich 
  Upkeep costs 50gp per round.  Luxury Upkeep 
  costs 100gp per round. 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure – round up. 
   
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  Scavenger Hunt 
  [Round One] 
  Page 3 
  
  Adventure Summary and 
  Background 
  Brewfest has come to Highfolk under the 
  changing leaves of autumn.  Sounds of songs 
  and mouth-watering aromas drift to you across 
  the crowd.  It is a week of celebration sacred to 
  many deities, but especially Wenta, goddess of 
  the brew.  As such, you are just helping 
  yourself to a tall stout when a brightly colored 
  man catches your attention.  “Come one, come 
  all, to the Brewfest Hunt, sponsored by the 
  Smiling Halls of Good Fortune.  For a small 
  entry fee, you will walk away with one hundred 
  solars!  Teams are already forming - hurry, and 
  you too can be a winner.”  Considering the 
  man’s offer to the crowd, you realize you could 
  use one hundred solars, but you don’t have a 
  team to compete with.  Fortunately it looks like 
  several others are without a team as well. 
   
  NOTE: This is introductory module for the region 
  of Highfolk for first-level characters only.  Only first 
  level characters may participate.  Magic item 
  creation is not allowed at the end of this module.  
  As this module is an introductory module, it is 
  primarily designed as a role-playing introduction to 
  the town of Highfolk.  Much of the outcome of the 
  module is left to the imagination and adjudication 
  of the DM.  Reasonable plans should be offered a 
  good chance of success.   
   
  Introduction. The PCs are at the Brewfest 
  celebration in the Town Council Square of the 
  Merchant District.  While moving through the 
  various booths and games, they take notice of a 
  game being offered by the Smiling Halls of Good 
  Fortune.  For a small entrance fee, they can take 
  part in a contest with a chance to earn a larger 
  prize.  The PCs are given a list of four things to 
  acquire any way they see fit, and the winning team 
  wins 100 gp each!   
   
  The brightly dressed crier is Mercermillion, a cleric 
  of Norebo (the Suel god of luck and gambling) 
  from the Smiling Halls of Good Fortune in Verbeeg 
  Hill.  He is here because the temple is sponsoring 
  a series of games for Brewfest.  The PCs are just 
  in time to sign up for the Brewfest Hunt, a 
  scavenger hunt game in which the players form 
  teams of four to six and each pay in five solars 
  (gold pieces) to compete.  The winning team 
  walks away with one hundred solars each.  While 
  this might not seem that profitable, the temple 
  actually makes the majority of its money by taking 
  side bets on who will win.   
   
  Each of the four encounters may be played in any 
  order, is up to the PCs to decide how to proceed.  
  Careful track of time in game is important to the 
  outcome of this event. 
   
   
  The PCs are the only people interested in 
  competing who have not yet formed a team; as 
  such, they will be put together.  Mercermillion will 
  ask their team name, and collect 5 gp from each 
  PC.  If someone cannot pay, he will look to the 
  other team members to cover for their friend.  “It 
  never hurts to have more people on a team, I’m 
  sure your investment will be well worth it when 
  you win the 100 solars.”  After all the PCs have 
  paid and come up with a team name, they will be 
  given a list of four things they must find (Player 
  Handout #1).  Each list is unique, and the first 
  team to find all four of their items and return to the 
  square will win.  Good Luck! 
  Encounter One. The PCs must go to the Elven 
  District to find and recover a teacup from the 
  ambassador of the elven court bearing his clan 
  seal. 
   
  Encounter Two. The PCs must go to the Temple 
  District and acquire the get a cloak designating 
  membership in the Helping Hands of Ehlonna. 
   
  Encounter Three. The PCs must go to the 
  Merchant District to get a masterwork elven 
  dagger crafted by Taral Moonsteel. 
   
  Encounter Four. The PCs must go to the Poor 
  District to the Old Skull Tavern on Tannery Row.  
  There, they must get a silver-plated ogre skull 
  mug. 
   
  Side Bets 
  The clerics from the Smiling Halls of Good Fortune 
  are taking side bets from all comers.  However, 
  there are special rules concerning bets from those 
  participating in the contest.  While normally you 
  are allowed to bet for or against a team, 
  contestants are only allowed to bet that their team 
  will win.  This prevents teams from throwing the 
  race.  Odds are two to one.  A PC may place a 
  bet, as much as one hundred solars (the clerics 
  will not take bets larger than that), and if they win, 
   
  Conclusion.   The PCs either do, or don’t win the 
  contest, and are rewarded appropriately. 
   
  Introduction 
   
  Scavenger Hunt 
  [Round One] 
  Page 4 
  
  the betting PC receives double the money they 
  wagered. 
   
  The symbol of Clan Shandareth (the ruling clan of 
  the elves) displayed on the door can be found in 
  Player Handout 2A. 
   
  DM Note: The following four encounters may be 
  down in any order the PCs desire.  Once all four 
  items 
  have 
  been 
  found, 
  proceed 
  to 
  the 
  Conclusion. 
   
  All 
  of 
  the 
  encounters 
  are 
  approximately the same distance apart and thus 
  assume a quickly walking team takes 15 minutes 
  to move from one to the next for PCs with a base 
  speed of 30.  If the party moves at a different 
  speed, consult the following chart and adjust the 
  travel time appropriately.  The party can only move 
  as fast as the slowest member can. 
   
  The ambassadorial residence houses the 
  patient and somewhat skeptical high elf Lorian 
  and his youthful maid Sherel.  It is up the PCs how 
  to proceed.  They can attempt to break in, bluff 
  their way to the cup, or simply ask.  Each choice is 
  listed below.  These options take between five 
  minutes to an hour (or possibly longer in extreme 
  circumstances) depending on the approach. 
   
  Sherel: Female elf, Com3. 
   
  Base Speed 
  Travel Time (Min) 
  15’ 
  30 
  20’ 
  23 
  30’ 
  15 
  40’ 
  12 
  60’ 
  8 
  Lorian: Male elf, Wiz9. 
   
  Theft 
  This is perhaps the hardest choice given the PCs’ 
  level and the level of the people living at the 
  ambassadorial 
  residence. 
   
  The 
  doors 
  and 
  windows are all locked (Open Locks, DC 25).  
  Anyone entering the home without being invited 
  will trigger an audible alarm spell.  However, both 
  the sitting room and the kitchen are on the ground 
  floor.  When the PCs arrive, Lorian is on the top 
  floor in his room and Sherel is on the ground floor 
  washing dishes.  It is possible that a determined 
  thief could quickly move to one of those areas 
  before Lorian the ambassador could respond from 
  one of the upper floors.  Sherel will attempt to flee 
  from any intruders while screaming a warning to 
  Lorain. 
   
   
  Encounter One – The Elven 
  District 
  The first item on the PCs list is a teacup with the 
  personal seal of the envoy from Flameflower.  It is 
  likely that the PCs will not know Ambassador 
  Lorian and will need to find him somehow.   
   
  The PCs have two ways to find the 
  ambassador.  Any PC with the skill Knowledge 
  (local - Highfolk) may make a DC 15 check to 
  know where the ambassadorial residence is 
  located in the Elven District.  Elven PCs from the 
  Highfolk region receive a +2 circumstance bonus 
  to this roll.  This takes no time.   
   
  Bluffing 
  This is perhaps the most difficult to adjudicate.  
  Neither the maid, nor the ambassador are foolish 
  people and are likely to be suspicious of a lie that 
  requires that they turn over a teacup.  A lie that 
  requests an audience with the ambassador is 
  more likely to be successful.  If this is done, Sherel 
  the maid seats the PCs in the library while going to 
  retrieve the ambassador.  This gives the PCs an 
  opportunity to retrieve one of the eight teacups 
  from the tea service in the library.   
   
  If none of the PCs know where the 
  ambassador lives, or no one has the skill, the PCs 
  will need to make a Gather Information DC 15 roll. 
   Each PC may make this roll for 15 minutes of 
  their time concurrent with any other PCs.  If all 
  PCs who try fail, they may try again, but each set 
  of rolls cost the PCs an additional 15 minutes.  
  The PCs can gain a +1 circumstance bonus for 
  each 5 gp they spend while asking directions (to a 
  maximum of +5).  The PCs may not take 20 on 
  this roll (unless they wish to spend 300 minutes 
  doing so). 
   
  The young elven girl who answered the door 
  asks you to wait in a small study while she 
  retrieves her master.  Musty smells of ancient 
  tomes and old tea are ever present.  You can't 
  help 
  but 
  settle 
  into 
  one 
  of 
  the 
  many 
  comfortable chairs, as you notice the tea set 
  arrayed on a slim table near the window. 
   
  You arrive in front of the beautiful ground level 
  of a large elven tree house whose collection of 
  buildings wind up into the distant branches.  
  Except for the symbol of a burning rose set 
  upon a field of green, nothing sets this house 
  apart from any of its neighbors. 
   
  Truth/Asking 
  Should the PCs actually offer up the truth to the 
  ambassador, he refuses to offer up one of his 
  teacups unless the PCs give him a good reason to 
  Scavenger Hunt 
  [Round One] 
  Page 5 
  
  do so.  Lorian is a very patient man and is happy 
  to listen to the PCs’ offer.  Seeing the larger 
  picture, he may be willing to trade future offers of 
  help for the teacup now.  However, if they are 
  unsuccessful in convincing him, all is not lost.  
  Young Sherel is a fan of the Brewfest games and 
  may be willing to help.  Should a male elven PC 
  with a Charisma of 12+ catch her eye, or the PCs 
  suggest that she help them, Sherel slips the PCs a 
  teacup if they promise to return it after they win the 
  Hunt. 
   
  Development: Should the PCs forcibly break into 
  the ambassadorial residence and precipitate a 
  conflict, they will likely lose.  Sherel will flee from 
  combat, but Lorian will move to quickly immobilize 
  the PCs using non-lethal spells such as dominate, 
  hold person, or mass suggestion.  PCs captured in 
  such a manner are subject to the law.  Should the 
  PCs escape, Lorian begins scrying for them the 
  next day when he can prepare his spells.  Stealing 
  the teacup carries a fine of 5 gp.  Assaulting either 
  Lorian or Sherel results in imprisonment in The 
  Roots (the prison underneath Highfolk) for a half-
  year (26 TUs) and being fined half of the PC’s total 
  worth.  If the PCs kill either Lorian or Sherel, they 
  are taken into custody, and hung to death within a 
  few days' time. 
   
   
  Encounter Two – The Temple 
  District 
  The PCs have come to this district to acquire one 
  of the brown cloaks signifying membership in the 
  Helping Hands of Elhonna.  To acquire one they 
  have find the Helping Hands, which in Highfolk are 
  generally found in and around the Sacred Home of 
  the Forest Mistress (Temple of Ehlonna).  
   
  The PCs have two ways to find the location of 
  the Helping Hands.  Any PC with the skill 
  Knowledge (local - Highfolk) may make a DC 10 
  check to know where the temple is located in the 
  Temple District.  Divine casters of Ehlonna from 
  the Highfolk region gain a +4 circumstance bonus 
  to this roll, and may attempt the roll even if they do 
  not possess ranks in the skill (albeit without the +4 
  bonus).  This takes no time.    
   
  If none of the PCs know where the temple is 
  the PCs must make a Gather Information DC 10 
  roll.  Each PC may make this roll for 15 minutes 
  concurrent with other PCs.  If all PCs who try fail, 
  they may try again, but each set of rolls cost the 
  PCs an additional 15 minutes.  The PCs can gain 
  a +1 circumstance bonus for each 5 gp they spend 
  while asking directions (to a maximum of +5). The 
  PCs may not take 20 on this roll (unless they wish 
  to spend 300 minutes doing so). 
   
  The 
  homes 
  of 
  the 
  Temple 
  District 
  sit 
  comfortably in the early autumn sun. Nestled 
  amongst these serene homes and many shops 
  are the temples and shrines that give rise to 
  the district’s name.  The beginning of Brewfest 
  has brought a sense of excitement to this 
  otherwise quiet district, as folk go about their 
  daily business with an extra smile or good 
  word for their neighbor.  An elven woman 
  hangs flowers from her home’s windows while 
  a group of boys run through the street chasing 
  a dog.  In the distance a large wooden 
  structure with a peaked roof displays a shining 
  silver unicorn rearing on two legs - the Sacred 
  Home of the Forest Mistress. 
   
  The holy symbol of Ehlonna can be found in 
  Player Handout 2B.  Once again, it is up the PCs 
  how to proceed.  There are several ways to 
  attempt to get a cloak from the temple.  Likely 
  choices, and their outcomes, are discussed below. 
   The DM is free to adjust accordingly based upon 
  the PC’s approach. These options take between 
  five minutes to an hour (or possibly longer in 
  extreme 
  circumstances) 
  depending 
  on 
  the 
  approach. 
   
  The inside of the Sacred Home of the Forest 
  Mistress is decorated for the season.  Colored 
  leaves decorate shrines to Ehlonna as sunlight 
  is filtered through stained glass of pleasant 
  forest scenes.  Parishioners sit in quiet 
  meditation while a young brown robed acolyte 
  tends a table of lit candles that surround a 
  statue of rampant unicorn. 
   
  The young acolyte is Nolthen.  He has been a 
  cleric in the temple for nearly two years, and is 
  quite happy here.  He tries to be helpful if asked 
  for assistance. 
   
  Nolthen: Male human, Clr1. 
   
  Temple Affiliation 
  It is possible that one of the PCs is a member of 
  the Sacred Home of the Forest Mistress Temple 
  Affiliation Meta-Organization.  These clerics will be 
  give much broader latitude by the clerics in the 
  temple, as the PC is one of their brethren.  Such a 
  PC can simply explain why he desires a cloak and 
  ask to borrow one, and will be granted one with 
  the promise that it is to be returned as soon as the 
  Hunt has ended. 
   
  Scavenger Hunt 
  [Round One] 
  Page 6 
  
  Theft 
  This could be very easy or rather hard depending 
  on the approach.  People come in and out of the 
  temple quite frequently, so it would be quite easy 
  to move about the temple.  Trying to take a cloak 
  by force, however could spell disaster.  In addition 
  to Nolthen, at least six other clerics of levels 1 to 
  10 staff the temple, and they would take a dim 
  view of such an enterprise.  Sneaking into the 
  back of the temple should be quite simple (Hide 
  vs. Nolthan’s Spot +1).  Searching the rear rooms 
  of the temple, PCs can find a brown Helping 
  Hands cloak quite easily (Search DC 15 per two 
  minutes).  For each Search check made, there is a 
  20% chance that Nolthan (or a similar first level 
  cleric) move to the back for some reason, unless 
  distracted by other PCs.  If captured by the clerics, 
  the would-be thieves are ejected if they have not 
  caused any damage or harm.   
   
  Truth/Asking 
  If the PCs ask Nolthen for a cloak he is uncertain 
  about giving one over.  He understands the 
  games, and wants to be helpful, but considering 
  the situation with the Old One and his ever-
  present spies, he is reluctant to hand a cloak over 
  that might be used for nefarious purposes.  Asking 
  for a cloak results in Nolthan asking his superiors. 
   He returns with the Voice of the Whispering 
  Leaves, high priestess Renae Wenyd (female half-
  elf, Clr10).    Renae calmly listens to the PCs, and 
  should their request appear honest, she loans 
  them her cloak, if they promise to return it after the 
  Hunt. 
   
  Bluff 
  This approach is open to wide interpretation.  
  Many of Nolthan’s answers are the same as 
  above.  Generally, he retrieves Renae if there is 
  any question.  Perhaps the best bluff would be to 
  claim to be a high placed Helping Hand from 
  Quaalsten and order the young naïve acolyte to 
  get a new cloak.  Nolthan does not know many of 
  the traveling Helping Hands or those who are 
  stationed at the Hearth of Unicorn’s Heart in 
  Quaalsten, and might be convinced the PCs are 
  his ecclesiastical superiors. Nolthan’s Sense 
  Motive is +2, modified by any circumstance 
  modifiers due to the believability of the PC’s lie. 
   
  Development: It is possible the PCs may attempt 
  to acquire a brown cloak and disguise it as one of 
  the Helping Hand’s cloaks.  A cloak can be quickly 
  found and purchased in 5 minutes and for 2 sp.  
  Disguising the cloak requires a Knowledge (Local 
  or Religion) DC 18 check to recall what the cloaks 
  look like.  Those that fail by 5 or more believe they 
  know well enough, but do not.  Following that 
  check, the PCs must make a Craft (tailoring, 
  weaving, or sewing) DC 15 check to make the 
  appropriate alterations.  This takes 30 minutes, 
  decreased by 5 minutes for every 5 the DC is 
  exceeded.  For example, a PC making a DC of 20 
  takes 25 minutes.  Up to two PCs may attempt to 
  aid this check. 
   
   
  Encounter Three – The 
  Merchant District 
  The PCs have come to this district to acquire one 
  of the finely crafted daggers made by Taral 
  Moonsteel, the grumpier half of a pair of elven 
  brothers who live and work in the Merchant 
  District.  To acquire one they have to find the 
  Moonsteel Armories.  
   
  The PCs have two ways to find the location of 
  the home/store.  Any PC with the skill Knowledge 
  (local - Highfolk) may make a DC 18 check to 
  know where the store is located in the Merchant 
  District.  Making this check takes no time. 
   
  If none of the PCs know where the 
  Moonsteels’ store is, the PCs must make a Gather 
  Information DC 15 roll.  Each PC may make this 
  roll for 15 minutes concurrent with any other PCs.  
  If all PCs who try fail, they may try again, but each 
  set of rolls cost the PCs an additional 15 minutes.  
  The PCs can gain a +1 circumstance bonus for 
  each 5 gp they spend while asking directions (to a 
  maximum of +5). The PCs may not take 20 on this 
  roll (unless they wish to spend 300 minutes doing 
  so). 
   
  The Merchant District is bustling with activity 
  this Brewfest afternoon.  Barkers hawk wares 
  from streetside stalls, while more prosperous 
  merchants hang colorful garlands of fall leaves 
  from the eves of their stores.  To the left, a 
  woman is purchasing a bushel of apples from 
  a cart in front of a large building of obvious 
  elven design that looks more a home than a 
  business.  A shield shaped sign sways in the 
  breeze over the door reads, “Moonsteel 
  Armories.”   
   
  Entering the store, the PCs find a large number of 
  weapons, 
  many 
  of 
  which 
  are 
  masterwork, 
  displayed in cases spread about a comfortable 
  sitting room.  Daggers, short and longswords, 
  arrows, and bows are most common.  Two 
  similarly appearing male elves, Tanal and Taral 
  Moonsteel, staff the store.  While Tanal is an 
  accomplished bowyer, Taral crafts the metal 
  Scavenger Hunt 
  [Round One] 
  Page 7 
  
  blades that the PCs have come looking for.  There 
  are also four other people shopping in the store 
  when the PCs arrive (see below).  There are many 
  ways the PCs may attempt to acquire one of the 
  daggers; some of the options are discussed 
  below.  In all dealings, Tanal will be polite and 
  Taral will be quiet but rude, in particular to non-
  elves.   
   
  Tanal Moonsteel (male elf Exp9). 
  Taral Moonsteel (male elf Exp5; Cha 8). 
   
  Buy It 
  It is possible that the one of the PCs may have 
  enough money to purchase one of the daggers.  If 
  so, they can easily purchase one for 302 gp.  Non-
  elves draw a few questions from Taral as to why 
  the PC would want a fine elven weapon, but he 
  sells it to them after a few words from Tanal. 
   
  Truth/Asking 
  An explanation as to why the PCs may need the 
  dagger results in mumbling from Taral followed by 
  him asking the PCs to leave the store and come 
  back when they have money.  Tanal apologizes 
  for his brother’s gruff behavior but agree that they 
  simply cannot give away such a valuable item.   
   
  Any other plan should be pre-empted by the 
  following theft attempt by the other shoppers.  
  Otherwise, the theft occurs as soon as the PCs 
  have had a chance to deal with the Moonsteels. 
   
  Creatures: The other four shoppers are here 
  looking at the wares deciding what to steal.  The 
  PCs offer a convenient distraction for their plan, 
  which begins as soon as the players have had a 
  chance to look around or inquire about the dagger. 
   Assume 
  this 
  combat, 
  and 
  talking 
  to 
  the 
  Moonsteels above, takes about five minutes.   
   
  APL 2 (EL 4) 
  Salith: hp 6, See Appendix 1. 
  Burble: hp 11, See Appendix 1. 
  Tern: hp 6, See Appendix 1. 
  Marn: hp 6, See Appendix 1. 
   
  Tactics: The thieves are not here to kill anyone.  
  They are on a simple smash and grab job.  Salith 
  reaches 
  down 
  and 
  grabs 
  an 
  armload 
  of 
  masterwork blades from an open case and moves 
  toward the door while everyone is surprised.  This 
  prompts the Moonsteels to yell for help.  Burble 
  moves to interpose himself between any possible 
  pursuers, while appearing to be uninvolved.  Both 
  Tern and Marn appear to not act, but are in fact 
  readying actions to flank someone moving to past 
  them to stop Salith, and attack with their saps.  It 
  is important to note that no one is attacking for real 
  damage, and the thieves do not wish to kill 
  anyone.  Burble, Tern, and Marn are only there to 
  slow pursuit of Salith for three rounds and then 
  they plan to flee as well.  Should any of the three 
  fall unconscious, the other two attempt to flee 
  before that.   
   
  Development: The Home Guard arrives in ten 
  rounds, responding to cries for help and the 
  sounds of combat.  If the PCs kill anyone, they are 
  fined 20 gp on the spot for their excessive use of 
  force and are given a strong lecture by one of the 
  Home Guard.  If the offending PC does not have 
  enough coin, equipment is sold to make up the 
  difference.  If the PCs manage to stop the thieves 
  and recover the stolen goods, Tanal suggests to 
  Taral that the brothers reward the PCs by giving 
  them one of the daggers.  Taral’s mood depends 
  on how the PCs acted.  If they were slow to act, or 
  were especially gentle to the thieves he grudgingly 
  offers up a masterwork dagger.  If the PCs 
  severely beat the thugs or were particularly brutal 
  in the defense of his store and home, he happily 
  offers up a masterwork silver dagger.  Note that 
  looting the bodies takes 10 minutes, which can be 
  done as the PCs explain their part in capturing the 
  thieves to the Home Guard.  The PCs can avoid 
  talking to the Home Guard and spending these 10 
  minutes, but then they do not gain the loot from 
  the thieves’ gear. 
   
  Treasure: The PCs receive a dagger from the 
  Moonsteel brothers for stopping the thieves and 
  will be allowed to keep it after the contest 
  concludes.  In addition, they may keep the thieves’ 
  gear as well.  If the PCs receive the masterwork 
  silver dagger (instead of a regular dagger) they 
  receive an extra 2 gp per PC. 
   
  APL 2 – loot - (60 gp), coin - (2 gp). 
   
   
  Encounter Four – The Poor 
  District 
  The PCs have come to this district to acquire a 
  silver-plated ogre skull mug from the Old Skull Inn 
  on Tannery Row in the Poor District.  To acquire 
  one, they have to locate the Old Skull.  
   
  The PCs have two ways to find the location of 
  the inn, and realize that it is the place to go to find 
  such an item.  Any PC with the skill Knowledge 
  (local - Highfolk) may make a DC 20 skill check to 
  know where to find such a mug, and where the inn 
  is located in the poor district.  Rogues from the 
  Scavenger Hunt 
  [Round One] 
  Page 8 
  
  Highfolk region receive a +2 circumstance bonus 
  to this check, as the Old Skull is well known in 
  underhanded circles, and may attempt this roll 
  even if they do not possess the skill (albeit without 
  the bonus).   
   
  If none of the PCs know where the Old Skull 
  Inn is or that it is the place to find specialty mugs 
  made of monster skulls, the PCs must make a 
  Gather Information DC 20 roll.  Each PC may 
  make this roll taking 15 minutes concurrent with 
  any other PCs attempting the roll.  If all PCs who 
  try fail, they may try again, but each set of rolls 
  cost the PCs an additional 15 minutes.  The PCs 
  can gain a +1 circumstance bonus for each 5 gp 
  they spend while asking directions (to a maximum 
  of +5). The PCs may not take 20 on this roll 
  (unless they wish to spend 300 minutes doing so). 
   
  The Old Skull sports some of the finest skulls 
  in the business. Hanging just beside the door 
  to this large building is a rusted cage with a 
  small skeleton inside. A sign posted on the 
  cage reads, in many languages, “Come pet the 
  goblin. Watch out, ‘e bites.” 
   
  Stepping inside, you find skeletons of all 
  different types adorn the walls.  Skulls, some 
  plated with gold and silver, serve as mugs. 
  Other rare memorabilia, including stuffed 
  corpses of orcs and xvarts, are used as 
  mannequins to display the food selections in 
  this tavern. 
   
  The tavern is incredibly loud at the 
  moment, and you can barely hear your own 
  thoughts.  
   
  A PC can Spot (DC 10) a small silver whistle and 
  a plaque hanging on the wall next to the door. The 
  plaque reads: “Want service? Wet your whistle! 
  Blow for assistance!” The PCs must blow the 
  whistle for the tavern to quiet down. 
   
  The whistle must be magical. When you blow 
  it, the noise of the crowd dims down almost 
  into silence without notice from the patrons. 
  The bartender, a middle-aged rotund fellow 
  with lots of body hair, stops drying off the 
  dragon skull and looks at you. “Yes, can I help 
  you,” he says, as if making a statement rather 
  than asking a question. 
   
  Looking around the inn, the heroes quickly (five 
  minutes) note that there does not appear to be an 
  ogre skull mug anywhere in the common room.  If 
  the PCs inquire about the mug, the bartender jerks 
  his thumb back towards a door. If they ask about 
  the bar and its now quieted “inhabitants”, he 
  claims that of course, they are real (which most 
  aren’t). 
   
  If the PCs knock, they can hear a guttural 
  “come in.”  The door is unlocked. 
   
  Inside the back room is a small circular table, 
  just tall enough for … a dwarf? A dwarf is 
  lounging on a smaller chair and drinking from 
  a large ogre skull mug. The dwarf raises his 
  head, noticing your presence, then smiles and 
  motions you forward. 
   
  “Hot forge and cold ale” he says. “I am 
  Relger Hammerstrike, and this is the Dwarf 
  Room.” The dwarf smoothes his graying 
  braided beard. “No one is allowed here unless 
  it’s important, so I guess you must be here on 
  business. Have a seat, and start drinking. 
  Della, we have company!” 
   
  A perky young halfling emerges from 
  another door in the room, carrying several 
  large skull mugs on a tray. Della sets the tray 
  down with ease and starts offering each of you 
  a mug of ale. 
   
  When she leaves, Relger nods and asks, 
  “Now, tell me who you are and what you 
  need.” 
   
  The dwarf is Relger Hammerstrike, and the 
  halfling serving girl is Della Wood.  Both note the 
  approach of the PCs and smile. Della is a cousin 
  to Engert and Logan Wood. She is very perky, and 
  swoons over any male halfling PCs.  None of the 
  mugs Della brings for the PCs are made from ogre 
  skulls.  In fact, Relger has the only one like that in 
  the inn. 
   
  Della Wood (female halfling Com5; Cha 17). 
   
  Relger has a problem.  Relger has been to the 
  various Brewfest games and has lost quite a lot of 
  money gambling on the outcomes.  He is now in 
  the Old Skull Inn, drinking the last of his coppers 
  and hiding from his wife Mertia, who most certainly 
  does not appreciate how he spent his afternoon.  
  As such he needs the use of his favorite mug.  He 
  is willing to go along with giving it to the PCs if 
  they help him with his problem.  Della allows the 
  PCs to take the mug if Relger agrees to give it up, 
  and the PCs agree to bring it back after the Hunt is 
  finished.   
   
  The Plan 
  “Ah, you see lads, I’m a bit short on coin after 
  today’s festivities.  That wouldn’t bother me, 
  but my wife Mertia, will not be pleased with 
  where the coins went.  So I’m willing to make 
  you a deal.  I need to be robbed - or at least I 
  Scavenger Hunt 
  [Round One] 
  Page 9 
  
   
  need to appear robbed.  If you boys ‘id be 
  willing to give me a few good shots, I’ll give up 
  my favorite mug here and go home to my wife. 
   Then I can tell her that a gang of ruffians 
  robbed me while I was passing through the 
  celebration to pick up some of those apple 
  tarts she likes so much.  What’ll you say?” 
  Consult the time worksheet (Appendix 2) to add 
  up the total time the PCs have taken on the Hunt.  
  If the PCs have taken 180 minutes or less, they 
  have taken first place and receive 100 solars each 
  plus double any money bet with the clerics.  If not, 
  they are congratulated on a fine run, but informed 
  they have not won this year.  Come back next 
  year, your luck is sure to change! 
   
  The part of the plan that Relger has not told the 
  PCs is that no dwarf is just going to let someone 
  beat 
  him 
  up, 
  he 
  intends 
  to 
  fight 
  back.  
  “Negotiating” with Relger takes five minutes of the 
  PCs’ time.  Should the PCs offer to simply give 
  Relger the money he lots, he is short 300 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 roleplaying) to each 
  character. 
   
  APL 2 (EL 4) 
  Relger: hp 31, See Appendix 1. 
   
  Tactics: Relger plans to hit the first person that 
  hits him, laughing all the way.  Relger is not 
  trained in unarmed combat, so he punches for 
  1d3+1 points of subdual damage and draws 
  attacks of opportunity from armed opponents. 
  Should Relger defeat the entire party, he leaves 
  the mug behind for them.  He does not do real 
  damage unless the PCs do so, in which case he 
  switches to his battle axe to better defend himself 
  while shouting for the madmen to stop.  If the PCs 
  begin to use real damage, he targets the 
  spellcasters first, afraid they might be able to 
  immobilize him before he can get away.   
   
  Encounter One 
  Acquire the teacup 
   
  APL 2 – 40 xp 
   
  Encounter Two 
  Acquire the cloak  
  APL 2 – 40 xp 
   
  Encounter Three 
  Acquire the dagger 
   
  APL 2 – 40 xp 
   
   
  Development: Should the PCs break any of the 
  furniture, Della yells at them to stop, but she does 
  not involve herself in the fight unless the PCs draw 
  blood.  In that case, she calls for aid from the 
  common room.  Four thugs from the common 
  room come to her aid, hoping to impress the 
  comely Della.  The PCs receive no extra 
  experience for fighting these thugs.  Should the 
  PCs succeed in killing anyone, they are subject to 
  the law.  The PCs eventually are captured and 
  found guilty of murder, as everyone in the bar can 
  testify against them.  They are forced to spend two 
  years (104 TUs) in The Roots.  
  Defeat the thieves 
   
  APL 2 – 120 xp 
   
  Encounter Four 
  Acquire the mug  
  APL 2 – 40 xp 
   
  Defeat Relger 
   
  APL 2 – 120 xp 
   
  Discretionary roleplaying award 
  APL 2 – 50 xp 
   
   
  Total possible experience:   
   
  APL 2 – 450 xp. 
  Conclusion 
   
   
  You hurriedly make your way back toward 
  Town Council Square, all four of your items 
  held tightly.  Along your way, you pass 
  through many celebrants enjoying some of the 
  holiday brews and others singing songs.  
  Excitement welling, you can see the Town 
  Council Square just ahead.  If you are lucky 
  you may still win the Brewfest Hunt yet.   
  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, 
  Scavenger Hunt 
  [Round One] 
  Page 10 
  
  Side Bets  
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
  APL 2 – up to 200 gp 
   
  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. 
  Adventure Maximums 
  APL A – 364 gp 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is 
  the number of gold pieces a characters total and 
  coin value increase at the end of the adventure.  
  Write the total in the GP Gained field of the 
  adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  Encounter Three 
  Defeat the thieves and get their gear and dagger 
  APL 2 – 62 gp 
   
  -or- 
   
  Defeat the thieves and receive a silver MW dagger 
  instead of regular dagger 
  APL 2 – 64 gp 
   
  Conclusion 
  Win the Contest  
  APL 2 – 100 gp 
   
  Scavenger Hunt 
  [Round One] 
  Page 11 
  
  Appendix #1: NPC Statistics 
  Skills: Craft (cooking) +4, Craft (sewing) +6, 
  Handle Animal +2, Listen +4, Ride +2, Spot +5, 
  Swim +2, Use Rope +3. Feats: Simple Weapon 
  Proficiency: Short Spear, Skill Focus Craft. 
   
  Encounter One: The Elven District 
   
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: 
  longsword or rapier, proficient: longbows and 
  shortbows. 
  Lorian, male high elf Wiz9: CR 9; Medium-size 
  Humanoid; HD 9d4; hp 28; Init +1 (Dex); Spd 30 ft; 
  AC 18 (+1 Dex, +4 bracers, +3 ring); Atks +6 
  melee (1d6+2 staff); SA spells; SQ elven traits, 
  summon familiar (raven); AL NG; SV Fort +3, Ref 
  +4, Will +8. 
  Equipment: Shortspear, needles, thread. 
  Personality: Sherel is quiet, demure, and sweet.  
  As a commoner of clan Shandareth, Sherel has 
  served as maid for Lorian during the last ten 
  years.  Far too youthful for Lorian, she attempts to 
  amuse herself during her off hours by participating 
  in the various games and festivals of Highfolk 
  town. 
  Str 10, Dex 13, Con 10, Int 18, Wis 14, Cha 12. 
  Skills: 
  Alchemy 
  +10, 
  Concentration 
  +14, 
  Diplomacy 
  +5, 
  Knowledge 
  (arcana) 
  +14, 
  Knowledge (history) +7, Knowledge (local) +7, 
  Knowledge (nobility & Royalty) +7, Knowledge 
  (the Planes) +8, Scry +9, Sense Motive +4, 
  Spellcraft +9. Feats: Alertness, Craft Wand, 
  Combat Casting, Quicken Spell, Scribe Scroll, 
  Spell Focus: Enchantment. 
   
  Encounter Two: The Temple District 
   
  Nolthen, 
  male 
  human 
  Clr1: 
  Medium-size 
  Humanoid (human); HD 1d8; hp 6; Init +0; Spd 30 
  ft; AC 10; Melee dagger +0 (1d4/crit 19-20); 
  Ranged dagger +0 (1d4/crit 19-20); SA spells, turn 
  undead; AL NG; SV Fort +2, Ref +0, Will +4; Str 
  10, Dex 11, Con 11, Int 12, Wis 15, Cha 12. 
  Equipment: Robe, Quartstaff +2, Bracers of Armor 
  +4, Ring of Deflection +3, Wand of Hold Person. 
  SQ: Elven Traits (Ex)–Sleep immunity, +2 save 
  vs. Enchantment, low-light vision, proficient: 
  longsword or rapier, proficient: longbows and 
  shortbows. 
  Skills and Feats: Concetration +4, Diplomacy +5, 
  Knowledge (religion) +5, Spellcraft +5; Extra 
  Turning, Scribe Scroll. 
  Wizard Spells Prepared (4/5/5/4/3/1, base DC = 
  14 (16 if enchantment) + spell level): 0—Daze, 
  Detect Magic, Mending, Prestidigitation; 1st—
  Charm 
  Person, 
  Comprehend 
  Languages, 
  Hypnotism, Shield, Sleep; 2nd—Continual Flame, 
  Fog Cloud, Fox’s Cunning, Mirror Image, Tasha’s 
  Hideous Laughter; 3rd—Dispel Magic, Fly, Hold 
  Person, Suggestion; 4th—Confusion, Quickened 
  Magic Missile, Minor Globe of Invulnerability, 
  Stoneskin; 5th—Dominate Person, Teleport, Wall 
  of Force; 6th—Mass Suggestion. 
  SA–Turn Undead (Su): 8/day, Nolthen can attempt 
  to turn undead creatures. He can turn undead with 
  no more than (1d20-6)/3 HD. Each attempt, he 
  turns 2d6+2 total HD. Undead with 1/2 or fewer 
  HD are destroyed instead. 
  Cleric Spells Prepared (3/2): 0th – create water, 
  detect magic, detect poison; 1st – bless water, 
  comprehend languages. 
  Domain Spells (animal, plant): 1st – calm animals 
  Personality: Lorian is calm and patient. It’s not that 
  Lorian doesn’t have opinions of his own on how 
  things should be run.  His general view of life 
  could 
  be 
  best 
  explained 
  as 
  a 
  policy 
  of 
  containment.  If the minions of Iuz enter the 
  Vesve, make certain they cannot advance.  If the 
  men of Highfolk begin clear cutting, prevent them 
  from cutting in other areas.  In general, his 
  philosophy is classically elven.  Outlive your 
  enemies.  Wait, plan, and minimize the damage 
  the shorter-lived races can cause until someone 
  more reasonable or controllable comes along.  
  Lorian is a member of Clan Shandareth. 
  Equipment: Holy symbol, dagger, scroll of cure 
  light wounds. 
  Personality: Nolthen is devote by naïve.  He has 
  not traveled much, having come into the faith of 
  Ehlonna early in life.  Pure of heart, Nolthen 
  assumes the best of people and tries to offer the 
  same. 
   
  Encounter Three: The Merchant District 
   
  Burble, 
  male 
  half-orc 
  Ftr1: 
  Medium-size 
  Humanoid; HD 1d10+1; hp 11; Init +0; Spd 30 ft; 
  AC 13 (+3 studded leather); Atks +4 melee 
  (1d6+3, sap), or +5 melee (1d10+4, greatclub), or 
  +4 melee (1d6+4, club), or +1 ranged (1d6, club); 
  SQ half-orc traits; AL CN; SV Fort +3, Ref +0, Will 
  +0. 
   
  Sherel, female elf Com3: CR 1; Medium-size 
  Humanoid; HD 3d4+3; hp 12; Init +1 (Dex); Spd 30 
  ft; AC 11 (+1 Dex); Atks +1 melee (1d8/crit x3, 
  shortspear), or +2 ranged (1d8/crit x3, shortspear); 
  AL CG; SV Fort +2, Ref +2, Will +2. 
  Str 16, Dex 11, Con 12, Int 8, Wis 10, Cha 8. 
  Skills: Climb +5, Handle Animal +1. Feats: Combat 
  Reflexes. 
  Str 10, Dex 13, Con 12, Int 12, Wis 12, Cha 11. 
  Scavenger Hunt 
  [Round One] 
  Page 12 
  
  Equipment: Sap, studded leather armor, MW 
  greatclub, 5 gp. 
  SQ: Half-Orc Traits (Ex)–60 foot darkvision, orc 
  blood. 
  Personality: Burble has lived in Highfolk all his life. 
   He is a dim thug not capable of much inventive 
  thinking. 
   
  Marn & Tern, male half-elf Rog1: Medium-size 
  Humanoid; HD 1d6; hp 6; Init +2 (Dex); Spd 30 ft; 
  AC 14 (+2 leather, +2 Dex); Atks +1 melee 
  (1d6+1, sap), or +1 melee (1d4+1/crit 19-20, 
  dagger), or +2 ranged (1d4/crit 19-20, dagger); SA 
  sneak attack; SQ half-elven traits; AL CN; SV Fort 
  +0, Ref +4, Will +0. 
  Str 12, Dex 15, Con 11, Int 10, Wis 11, Cha 11. 
  Skills: Appraise +4, Bluff +4, Climb +5, Hide +6, 
  Move Silently +6, Open Lock +6, Pick Pockets +6, 
  Tumble +6. Feats: Quickdraw. 
  Equipment: Sap, dagger, leather armor, thieves 
  tools, 2 gp. 
  SA: Sneak Attack (Ex)–Tern & Marn deals +1d6 
  damage against an opponent with a discernible 
  anatomy who is denied a Dex bonus or is flanked. 
  SQ: Half-Elven Traits (Ex)–Sleep immunity, +2 
  save vs. Enchantment, low-light vision, elven 
  blood. 
  Personality: The siblings Marn and Tern have 
  been on the street living by their wits.  They do 
  everything together, including steal. 
   
  Salith, 
  female 
  human 
  Rog1: 
  Medium-size 
  Humanoid; HD 1d6; hp 6; Init +3 (Dex); Spd 35 ft; 
  AC 13 (+3 Dex); Atks +0 melee (1d6, sap), or +0 
  melee (1d4/crit 19-20, dagger), or +3 ranged 
  (1d4/crit 19-20, dagger); SA sneak attack; AL N; 
  SV Fort +0, Ref +5, Will +0. 
  Str 10, Dex 17, Con 11, Int 10, Wis 11, Cha 12. 
  Skills: Appraise +4, Bluff +5, Disguise +5, Forgery 
  +4, Hide +7, Move Silently +7, Pick Pockets +7, 
  Tumble +7. Feats: Dash, Run. 
  Equipment: Sap, dagger, backpack, 3 gp. 
  SA: Sneak 
  Attack 
  (Ex)–Salith 
  deals 
  +1d6 
  damage against an opponent with a discernible 
  anatomy who is denied a Dex bonus or is flanked. 
  Personality: Salith combines a talent for running 
  very fast with a desire to be rich; which leads to 
  her present line of work.  Not very confrontation, 
  her response to most situations in life is to outrun 
  any problems. 
   
  Encounter Four: The Poor District 
   
  Della Wood, female halfling Com5: Small-size 
  Humanoid (halfling); HD 5d4; hp 16; Init +1; Spd 
  20 ft; AC 12 (+1 Size, +1 Dex); Melee dagger +2 
  (1d4-1/crit 19-20); Ranged dagger +4 (1d4-1/crit 
  19-20); SQ halfling traits; AL CG; SV Fort +2, Ref 
  +3, Will +4; Str 8, Dex 13, Con 10, Int 12, Wis 11, 
  Cha 17. 
  Skills and Feats: Listen +3, Profession (waitress) 
  +9, Spot +5, Use Rope +4; Iron Will, Skill Focus 
  (Profession). 
  SQ–Halfling Traits (Ex): +2 save vs. fear, +1 
  attack with thrown weapons. 
  Equipment: Dress, serving tray, dagger. 
  Personality: Della is perky and generally pleasant, 
  unlike many of her more famous relatives.  She is 
  happy to flirt with male PCs (it gets her bigger 
  tips!) while working at the Old Skull and cares 
  about her regular customers.  They return that 
  loyalty. 
   
  Relger Hammerstrike, male dwarf Exp3, Ftr2: 
  Medium-size Humanoid; HD 3d6+2d10+5; hp 31; 
  Init +0; Spd 20 ft; AC 10; Atks +6 melee 
  (1d8+1/crit x3, battleaxe); SQ dwarven traits; AL 
  CG; SV Fort +5, Ref +3, Will +3. 
  Str 13, Dex 10, Con 13, Int 12, Wis 10, Cha 10. 
  Skills: Appraise +7, Bluff +6, Craft (armorsmith) 
  +7, Diplomacy +6, Handle Animal +6, Innuendo 
  +6, Profession (smith) +7, Sense Motive +6. 
  Feats: Blind-Fight, Endurance, Lightning Reflexes, 
  Power Attack, Weapon Focus (Battleaxe). 
  Equipment: Battleaxe, 5 cp. 
  SQ: Dwarven Traits (Ex)–60 foot darkvision, 
  stonecunning, +2 save vs. poison, +2 save vs. 
  spells or spell-like abilities, +1 attack vs. 
  goblinoids or orcs, +4 dodge vs. giants, +2 craft 
  with stone or metal. 
  Personality: Relger is boisterous dwarf with a taste 
  for a good ale and a straight game.  Unfortunately 
  he is much better at finding the former than the 
  later, and thus he is often explaining the 
  disappearance of his purse to his stern wife, 
  Mertia. 
   
  Common Room Thugs (4), male human War1: 
  Medium-size Humanoid; HD 1d8+2; hp 6; Init +1 
  (Dex); Spd 30 ft; AC 13 (+2 leather, +1 Dex); Atks 
  +4 melee (1d6+3, club), or +3 ranged (1d6, club); 
  AL CN; SV Fort +4, Ref +1, Will +1. 
  Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
  Skills: Intimidate +3. Feats: Power Attack, Weapon 
  Focus (club). 
  Equipment: Club, leather armor. 
  Personality: These men are rough drinkers who 
  hope to impress Della Wood. 
  Scavenger Hunt 
  [Round One] 
  Page 13 
  
  Appendix #2: Time Worksheet  
   
   
  Encounter One:   
  1. Locating the embassy:   
   
   
  - By Knowledge (Local) – 0 minutes 
   
   
   
  -or- 
   
   
  - Each Gather Information Roll – 15 
  minutes 
  2. Travel time – 15 minutes (consult chart for 
  those with unusual movement rates) 
  3. Getting the Cup – varies  
   
   
  - 5 to 60 minutes to ask for, or steal the 
  cup 
   
  Total Time Enc. One: _______________ 
   
   
  Encounter Two:   
  4. Locating the temple:   
   
   
  - By Knowledge (Local) – 0 minutes 
   
   
   
  -or- 
   
   
  - Each Gather Information Roll – 15 
  minutes 
  5. Travel time – 15 minutes (consult chart for 
  those with unusual movement rates) 
  6. Getting the cloak – varies  
   
   
  - 5 to 60 minutes for dealing with the 
  temple 
   
   
  - 2 minutes per check searching the 
  back rooms of the Temple for a cloak 
   
   
   
  -or- 
   
   
  - 5 minutes to purchase a fake cloak 
  and < 30 minutes to make alterations 
   
  Total Time Enc. Two: _______________ 
   
   
  Encounter Three:   
  7. Locating the store:   
   
   
  - By Knowledge (Local) – 0 minutes 
   
   
   
  -or- 
   
   
  - Each Gather Information Roll – 15 
  minutes 
  8. Travel time – 15 minutes (consult chart for 
  those with unusual movement rates) 
  9. Getting the dagger 
   
   
  - 5 minutes to talk to the Moonsteel 
  brother and stop the thieves 
   
   
  - 10 minutes to loot the thieves and 
  report to the Homegaurd 
   
  Total Time Enc. Three: _______________ 
   
   
  Encounter Four:   
  10. Locating the inn:   
   
   
  - By Knowledge (Local) – 0 minutes 
   
   
   
  -or- 
   
   
  - Each Gather Information Roll – 15 
  minutes 
  11. Travel time – 15 minutes (consult chart for 
  those with unusual movement rates) 
  12. Getting the mug  
   
   
  - 5 minutes to search the inn for the mug 
   
   
   
  -or- 
   
   
  - 0 minutes to ask for the location of the 
  mug 
   
   
  - 5 minutes to “negotiate” with Relger for 
  the mug 
   
  Total Time Enc. Four: _______________ 
   
   
  Conclusion:   
  13. Travel time – 15 minutes (consult chart for 
  those with unusual movement rates) 
   
  Total Time Enc. Conc.: _______________ 
   
   
   
  Total Time: _______________ 
   
   
  The PCs must complete the Hunt in 180 
  minutes or less to take first place. 
  Scavenger Hunt 
  [Round One] 
  Page 14 
  
  Appendix #3: New Rules 
   
   
  Feats (from Song and Silence, p. 38) 
   
  Dash [General] 
  You move faster than normal for your race. 
  Benefit: If you are wearing light armor or no armor 
  and are carrying a light load, your speed is 5 feet 
  faster than it normally would be. 
   
  Spells (from Tomb and Blood, p. 89) 
   
  Fox’s Cunning 
  Transmutation 
  Level: Brd 2, Clr 2, Sor/Wiz 2 
  Components: V, S, M/DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level   
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  The transmuted creature becomes smarter.  The 
  spell grants an enhancement bonus to 
  Intelligence of 1d4+1 points, adding the usual 
  benefits to Intelligence-related skills.  Wizards 
  who receive fox’s cunning do not gain extra 
  spells, but the save DCs for their spells 
  increase.   
  Arcane Material Component: A few hairs, or a 
  pinch of dung, from a fox. 
   
   
   
  Scavenger Hunt 
  [Round One] 
  Page 15 
  
  Appendix #4: Highfolk Map 
  With Hunt locations marked 
   
   
   
   
  Key: 
  1. Town Council Square 
  2.  Ambassadorial Residence 
  3.  Sacred Home of the Forest Mistress 
  4.  Moonsteel Armories 
  5.  Old Skull Inn 
   
  Scavenger Hunt 
  [Round One] 
  Page 16 
  
  Appendix #5: Highfolk Meta-
  Organizations 
   
   
  There 
  are 
  several 
  meta-organizations 
  encountered in this event, further information 
  about them is included here for the DM’s 
  reference.   
   
   
   
  Elven Clans Intro plus Shandareth 
  Helping Hands of Ehlonna 
  Temple Affiliation: Sacred Home of the Forest Mistress 
  Hammerstrike Clam
  Scavenger Hunt 
  [Round One] 
  Page 17 
  
  Player Handout #1: Scavenger Hunt List 
   
   Welcome to the Brewfest Hunt, sponsored by the 
  Smiling Halls of Good Fortune, where everybody is a 
  winner!  Your team, while staying together, must find 
  the following four items and return them to Town 
  Council Square of the Merchant District.  The first team 
  with all four items on their list wins the jackpot! 
   
   
  1.  A teacup from the elven ambassador that bears his 
  personal seal. 
   
  2. A cloak designating membership in the Helping 
  Hands of Elhonna. 
   
  3. A masterwork elven dagger forged by the elven smith 
  Taral Moonsteel. 
   
  4. A silver-plated ogre skull made into a mug. 
   
   
  Scavenger Hunt 
  [Round One] 
  Page 18 
  
  Player Handout #2: Symbols 
   
  A 
   
  B 
   
  C 
   
  D 
   
  Scavenger Hunt 
  [Round One] 
  Page 19 
  
  Player Handout #3: Map of Highfolk 
   
   
   
   
  Scavenger Hunt 
  [Round One] 
  Page 20 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuzs Border States/Highfolk/HIG1-A03 - Scavenger Hunt.pdf