TEXT: YEO4-IS1 
   
   
   
  Thicket’s Dirge 
   
  A One-Round D&D LIVING GREYHAWK®  
  Yeomanry Regional Adventure 
  Version 1.0 
   
  by Ric Fitzgerald & Rich Oliver 
   
   
   
  In the aftermath of the disastrous earthquake called the Landstraad, travel and trade has been disrupted 
  all across the Yeomanry League. The Escarpment has nearly doubled in size, and changed the land 
  along its length. Now, you have been asked to escort a small caravan around the northern reaches of the 
  Escarpment along the fringes of the Iron Wood. An introductory Yeomanry regional adventure for first-
  level characters, and Part 1 of the Aftershocks Series. 
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of the author. To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, and then have any players 
  without a character create one. Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by virtue 
  of a class ability (i.e. animal companions, familiars 
  paladin’s mounts, etc) use the sidebar chart to 
  determine the number of levels you add to the 
  sum above. Add each character’s animals 
  separately. A single PC may only bring four or 
  YEO4-IS1 Thicket’s Dirge 
   
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  fewer animals of this type, and animals with 
  different CRs are added separately. 
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
   
   
   
   
   
   
   
   
   
   
   
   
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  If you are running a table of six PCs, add one to 
  that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. 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 two 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal 
  or Charisma check (DC 10). Failure indicates that 
  the animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
   
   
  This is a standard one-round Regional adventure, 
  set in the Yeomanry. Characters native to the 
  Yeomanry pay one Time Unit per round, all others 
  pay two Time Units per round. Adventurer’s 
  Standard Upkeep costs 12gp per Time Unit. Rich 
  Upkeep costs 50gp per Time Unit. Luxury Upkeep 
  costs 100gp per Time Unit. 
  About the Yeomanry 
   
   
   
  The Yeomanry is situated in a valley between the 
  Jotens and the Tors in the southwest corner of the 
  Sheldomar Valley. The moderately sized realm is 
  nearly surrounded by the Crystalmists and its 
  spurs, though its eastern border with Keoland is 
  generally regarded as the eastern bank of the 
  Javan across from the county of Cryllor. Its border 
  continues south to where the great river enters the 
  Hool marshes and the lands of the Sea Princes. 
  The climate is hot nearly year-round in the central 
  valley, though the temperature moderates as one 
  approaches the foothills, particularly in late fall and 
  winter. The Yeomanry is a land populated 
  primarily by freemen Farmers, who are mostly a 
  Suel-Flan mix. 
  The Yeomanry is one of the few representative 
  democracies in the Flanaess. Any citizen of 
  majority who has carried a spear for the nation, 
  either now or in the past, is eligible to elect 
  spokesmen on his behalf from his community 
  which in turn elect Grosspokesmen that serve in 
  the Council of Common Grosspokesmen in 
  Loftwick.  
  The people of the Yeomanry are rural, cloistered 
  folk with little exposure to either foreigners or 
  magic. They are religious and superstitious, yet 
  reservedly friendly to travelers. Many Yeomen 
  have served in the Militia and are stout defenders 
  of their homes. 
  YEO4-IS1 Thicket’s Dirge 
   
  Page 3 
  
  You can learn more about the Yeomanry at its 
  official 
  website: 
  http://yeomanry.living-
  greyhawk.com. 
  Is this a “Military Module?” 
  Since this module is an introductory scenario, it 
  can serve as a means of joining the militia, after 
  the scenario. In the unlikely event that a beginning 
  PC has joined the militia, then it does serve toward 
  the annual TU requirement for the militia. 
  The Escarpment 
  The Escarpment is a natural fault in the otherwise 
  flat land of the Yeoman interior that manifests itself 
  as a sheer cliff ranging from 80 to 150 feet high. It 
  runs for several leagues in a fairly north-south 
  direction. The land to the east is lower, and at the 
  bottom of the cliff lay several patches of thick 
  marsh 
  and 
  swampland. 
  Until 
  recently, 
  the 
  Escarpment was impassible to caravans between 
  Loftwick and Longspear, and merchants had to 
  add two to three days extra travel to their journey 
  to go around it. However, in 583 CY, a long, sturdy 
  ramp (named Farrier’s Ramp, after its designer), 
  was built to allow merchants to save time. In order 
  to fund the project, the Council of Grosspokesmen 
  agreed to levy a small toll to those utilizing the 
  ramp. 
  In 592 CY, a devastating earthquake, referred to 
  as the Landstraad, shook the center of the 
  Yeomanry and was felt as far away as Longspear. 
  The town of Hardwick stood at the epicenter and 
  was decimated by the Landstraad’s effects. While 
  the damage was great and hundreds of lives were 
  lost, its effects were greatest physically on the 
  Escarpment. It’s length increased by some 75 
  miles on either side of its previous dimensions. All 
  bridges (including Farrier’s Ramp) crossing the 
  Escarpment were destroyed, and are currently in 
  the process of being rebuilt. 
  The region surrounding the Escarpment is 
  relatively unpopulated, and various monsters and 
  bandits loom about in hopes of an easy meal or 
  ambush. Furthermore, the face of the Escarpment 
  is dotted with countless caves. Most of them are 
  so small that only birds can lair in therein, but 
  others are much larger and potentially could 
  house something much more dangerous. Some of 
  the caves are rumored to spread for miles under 
  the fertile Yeoman plain, and the Landstraad 
  almost certainly has created new ones to be 
  explored. 
  The Ruins of Hardwick and Hardwick Falls 
  Following the Landstraad, dozens of people 
  converged on Hardwick, searching for survivors, 
  and helping to clear debris and begin to rebuild. 
  Old Hardwick, as it’s begun to be called (or 
  sometimes Fallen Hardwick), now exists as a 
  small crossroads with elaborate lifts and winches 
  to raise and lower trade goods and travelers. 
  One unusual outgrowth of the changes from the 
  Landstraad involve the Sule River. In the 
  aftermath of the earthquake, the river changed 
  course, sliding to the east. Scant yards south of 
  Old Hardwick, the Sule crashes down into the 
  lowlands of the east in a spectacular waterfall. 
  Several inns have been re-established at the falls’ 
  base, and many Yeomen make a sightseeing trip 
  to view the falls and its attendant rainbow. 
  Crossing the Escarpment 
  At the approximate center of the Escarpment rest 
  the ruins of Farrier’s Ramp. While the work to 
  rebuild the ramp has proceeded apace since the 
  Landstraad, it is a years’ long effort, as was the 
  original. As with Fallen Hardwick, a complex 
  series of lifts and winches serve here to bring 
  trade past the Escarpment until the ramp is rebuilt. 
  Needless to say, the backlog of trade has 
  prompted considerable effort to find an easier way 
  across the barrier. To the north and the south, 
  enterprising merchants have forged new routes 
  around the far vestiges of the Escarpment. 
  Certainly 
  more 
  trade 
  was 
  flowing 
  through 
  Tumblebrook in the south than ever before. To the 
  north, however, the dense Iron Wood has 
  heretofore shunted trade far north, along the 
  foothills of the Jotens. 
  Recently several competing merchant companies 
  have banded together to skirt the northern edge of 
  the Escarpment, counting on the backlog at the 
  three southern routes to pave the way. Sadly, the 
  bandits and monsters haven’t seen it that way. 
  Each caravan requires more guards than the 
  merchants could have possibly imagined. 
  A solution was settled upon, and an entreaty 
  placed before the Grosspokesman. Who then laid 
  the problem at the feet of the local militia 
  contingent. Who, being short on actual militiamen 
  not already tasked, posted a bounty of 5 gp and all 
  the loot taken from any bandits (or, in small print, 
  monsters) encountered to guard the caravan, in 
  places where adventurers frequent. 
  YEO4-IS1 Thicket’s Dirge 
   
  Page 4 
  
  The Iron Wood 
  Stretching along the inside curve of the Jotens and 
  the High Crags (its southern-reaching spur), the 
  Iron Wood is a major source of timber for the 
  Yeomanry. While the name “Iron Wood” conjures 
  images of dense wood, hard and sharp, or 
  perhaps impervious to fire, and while the wood is 
  largely made up of hardwoods, it is the wood from 
  Cottonwood trees that most think of, since they 
  soak up great amounts of water, and become as 
  heavy as iron. Scattered throughout the wood are 
  isolated thickets of darkwood, fiercely guarded by 
  the wood’s protectors. Each season the protectors 
  of the wood allow the harvest of small portions of 
  the wood, but otherwise zealously guard against 
  poaching. 
  YEO4-IS1 Thicket’s Dirge 
   
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  Adventure Background 
  Ben Hartwell was just an average farmer. Or at 
  least, he hoped so. It was while serving in the 
  Yeomanry militia that Ben had learned of his 
  father’s death on their farm at the southern edges 
  of the Iron Wood. With the deaths of his brothers 
  in far off Geoff, Ben was the sole inheritor of the 
  land his father had won through militia service. 
  Because Ben hadn’t yet fulfilled his militia service, 
  he couldn’t inherit the land, but according to 
  Yeoman law, it was held in trust for him until he 
  finished his service. At the end of his hitch, Ben 
  asked for special dispensation, and was granted 
  the right to buy land adjoining his father’s for his 
  land grant. 
  After he mustered out of the militia, Ben settled his 
  land grant and his inheritance, and, gathering his 
  family, set out for his lands in the north of the 
  Yeomanry. Along the way, Ben hired several 
  hands to help with restoring the farm and clearing 
  the new land. 
  Over the next few months they settled in, and set 
  about putting the farm in shape. Finally, they had 
  the fields planted, and could see to clearing Ben’s 
  land grant. Over the coming weeks, they would 
  occasionally feel eyes upon them, but could see 
  nothing when they looked for their watchers. 
  Finally, as they were clearing last of the sparse 
  trees from Ben’s land, they caught sight of small 
  figures at the true edge of the Iron Wood. 
  Before they could do more than recognize the 
  threat of the kobolds, arrows were arcing to their 
  targets. One by one Ben and his men fell to the 
  barbed arrows of the kobolds. Only his daughter 
  survived to run for help. 
  Brack was a strange one among his fellow orcs. 
  An up-and-coming shaman of a powerful band of 
  orcs, Brack was uncommonly thoughtful. Often he 
  considered the fate of the tribe’s prisoners to be 
  wasteful, and he argued about this with the elders 
  and leaders on a daily basis. 
  The tribal shaman tried to help his young student 
  to see the error of his ways, to see the politics of 
  the tribe and the strength of their leaders. Brack 
  would not listen, certain that he knew the balance 
  of things. Soon, after a successful raid, Brack took 
  matters into his own hands. 
  Brack had become a great leader among the tribe, 
  respected for his leadership in battle. He gathered 
  his followers and set to freeing several of the 
  prisoners who he felt would be unneeded. This of 
  course outraged the tribal leaders, and they 
  attempted to kill Brack. With the help of his loyal 
  followers, Brack fought off the attack, but at heavy 
  cost. The majority of his followers were killed, and 
  the few remaining were exiled along with Brack. 
  To Brack, there was no exile; he was setting out to 
  find his place in the world. Over the next few 
  months. Brack and his band would travel the 
  length of the Jotens, both to the north and south, 
  finally settling along the southern edges of the Iron 
  Wood in the Yeomanry. There he found a densely 
  thicketed grove, surely abandoned by another 
  druid, where he settled. 
  Along the journey to his new grove, Brack and his 
  followers had encountered a tribe of kobolds. 
  Following their battle, the remaining kobolds 
  pledged their loyalty to Brack. When the kobolds 
  returned from their routine patrol of the area with 
  word that humans had come back to the 
  abandoned farm, Brack was not pleased. But, if 
  they didn’t bother Brack, Brack wouldn’t bother the 
  humans. 
  Adventure Summary 
  Introduction: PCs 
  enter 
  the 
  scenario 
  as 
  caravan guards for merchants traveling north 
  around the Escarpment. As they near the southern 
  edges of the Iron Wood, a young girl approaches 
  them for help; her family has been attacked. 
  Encounter 1: PCs arrive at the girl’s farm to find 
  all but her younger brother killed. He is at -1, and 
  can be saved. To the north are newly cleared 
  fields where the rest of the family and workers lay 
  dead. Any attempts to check or search the bodies 
  will trigger an attack from a kobold patrol. 
  Encounter 2: One of the kobolds stayed out of 
  the fight, and now races back to the grove. If the 
  PCs track him, they will find a cave which has a 
  secret door. Alerting one of the orcs, the kobold 
  then runs away. 
  Encounter 3: Once past the locked secret door, 
  the PCs will face three orc warriors. An obvious 
  exit leads south out of the room. 
  Encounter 4: Following the passage out of the 
  secret cave, the PCs will find their way blocked by 
  a briar hedge blocking exit from the caves. The 
  party can push through the hedge and suffer some 
  damage, or spend 10 minutes to clear a path 
  through. 
  YEO4-IS1 Thicket’s Dirge 
   
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  Encounter 5: Through the briars, the PCs will 
  climb a stairway of tree roots into a grove. At the 
  center of the druid’s grove stands an enormous 
  tree in a natural clearing. At the base of the tree 
  stands a single orc, Brack, and a large dog. Tall 
  grass conceals caltrops spread in front of the tree. 
  The PCs will be told to leave in orcish. While a 
  fight may ensue, the party may be able to talk with 
  Brack and negotiate a peaceful solution. 
  Introduction 
  Traveling with three wagons in a merchant 
  caravan is not the exciting life of an adventurer 
  of which you have always dreamed. In fact, it’s 
  downright boring. The only saving grace is 
  listening to the other guards in the caravan, six 
  Yeomanry militia and Hankle, their Yeoman 
  leader, who have been trading old stories to 
  pass the time. 
  Because of the difficulty getting trade goods 
  over or around the Escarpment since the 
  Landstraad, there was no shortage of caravans 
  looking for guards, even green amateurs like 
  yourselves. And you were lucky enough to be 
  paired with an experienced group of the militia, 
  which means you might make it around the 
  Escarpment if the boredom doesn’t kill you. 
  At the crumbing edges of the Escarpment in 
  the far northern reaches of the massive cliff, 
  it’s strange to think of such a small-seeming 
  split in the dirt growing to the great divide. 
  Some distance to the north, you can see the 
  southern edges of the Iron Wood. Green, 
  spreading branches of cottonwood trees move 
  gently with the wind amid other hardwoods. 
  One of the militiamen points, and you can see 
  a lone figure running toward the caravan. 
  Encounter 1: 
  A Plea for Help 
  As she approaches, you can see the lone 
  figure is a young girl, obviously in distress. 
  She wears a blue dress covered in blood and 
  dirt. She is obviously Suel and has blue eyes 
  and blonde hair. Between sobs and gasps for 
  breaths, she haltingly tells you of the attack on 
  her family. 
  “We were out in the new fields, clearin’ trees, 
  and all of a sudden there were arrows 
  everywhere. An’ they shot my ma an’ da. An’ 
  all of the helpers too. An’ I had to drag poor 
  Roy off back to the house. I didn’t want to 
  leave, but he was gaspin’ and we need help!” 
  Give the players some time to discuss their 
  options, and then have the militia Yeoman step in, 
  if need be. 
  As you’ve been discussing the girl’s plight the 
  Yeoman has been talking quietly with his men, 
  and with an angry gesture, Hankle turns to 
  you. “As you no doubt have guessed, while my 
  orders are to see this caravan safely to the 
  Outpost, most of my men want to head on off 
  to this girl’s farm. In fact, it’s what I want to do 
  as well. But my orders are specific. 
  “Now, I can’t make you help her, but I’m asking 
  you to face this challenge. Go and help the 
  girl’s family. 
  “Supposing you all come out of this with your 
  skins, catch up with us at the Outpost. I know, 
  I know, just follow this track around to the 
  southwest, and you’ll find it.” 
  If the PCs decline to help, or wish to guard the 
  caravan while the militia checks out the farm, the 
  adventure is essentially over. 
  The militia will help to outfit the PCs if they lack 
  anything reasonable (whatever a typical Yeomanry 
  militia patrol would have) to help the girl and her 
  family. 
  Once on the road to the girl’s farm, a dirt path 
  really, she tells you a bit about herself and the 
  farm. Her answers are a bit disjointed, and 
  frequently she breaks out in terrified sobs. 
  • 
  My name is Tamara, Tamara Hartwell. 
  • 
  My da’s name is Ben Hartwell, my ma’s is 
  Kamela. 
  • 
  I think my brother’s still alive, his name is Roy. 
  • 
  They were so hard to see in the woods. 
  • 
  I think they were all brown, and they shot 
  arrows at us. 
  • 
  I think everyone else is dead. 
  • 
  Da got out of the militia last year. 
  • 
  We come up here to where granpa had his 
  farm and got extra land too. 
  • 
  We been clearin the trees off the new land this 
  whole week. 
  • 
  Someday I’m gonna be a adventurer and get 
  my land too. 
  After a mile or more down the farm trail, you 
  come over a slight rise to find an ordinary 
  Yeoman farm. In a small clearing surrounded 
  YEO4-IS1 Thicket’s Dirge 
   
  Page 7 
  
  by trees a farmhouse sits to one side, a small 
  outbuilding nearby. On the other side of the 
  clearing you see a barn and an attached 
  chicken coop. 
  Tamera points farther north to the newly 
  cleared fields, “My parents are out there.” She 
  points down to the farm, and you can see 
  someone propped up against the well, “and 
  that’s where I left Roy.” 
  In the quiet farmyard, you can see an obvious 
  trail of blood leading from the boy back into 
  the fields. Tamara rushes to the boy, begins to 
  cry, and again asks for your help. 
  A Heal check, DC 15, shows that the boy is hurt, 
  but stable at -1. 
  Quickly you determine that the boy is hurt, but 
  with rest and care, he will recover. 
  Checking the farmhouse and barn will reveal 
  nothing out of the ordinary. 
  Standing at the edge of the newly cleared 
  fields, you can see felled trees all about you. 
  Some have been stripped while others rest on 
  their branches as if trying to push themselves 
  upright again. 
  As you get closer, you can see the bodies of 
  four men, a young boy, and a woman. The men 
  are scattered across the field, and the woman 
  over the boy, as if trying to protect him still. 
  One of the men, near the center of the cleared 
  trees, has been struck by over a dozen arrows. 
  Nearby, the woman is pinned to the ground by 
  the broken haft of a spear, and the arrow which 
  killed 
  the 
  young 
  boy 
  seems 
  enormous 
  compared to his tiny frame. Farther out into 
  the fields the other men seem to have put up a 
  fight before being killed. 
  If any of the bodies are searched or examined, an 
  attack by the kobold patrol is triggered. Note that 
  only ten of the eleven kobolds attack. 
  APL 2 (EL 3) 
  KOBOLDS (10): Small Humanoid (Reptilian); hp 
  6; see Appendix I and Monster Manual, pg 161. 
  One of the kobolds, Javier, stays back out of the 
  fight and watches from hiding. On round two, 
  regardless of how well or poorly the battle is going 
  for the kobolds, he will call out in kobold, “Me get 
  help!” While hiding, Javier will run north into the 
  woods, heading for the orcs’ den. Give the PCs a 
  Listen check, DC 10, to hear Javier, and a Spot 
  check, DC 23, to see him rushing away. 
  Encounter: 2 
  Yon Dark Cave 
  Following the tracks of the last kobold, you 
  have arrived at the opening of a cave in a 
  hillside. 
  The 
  low 
  cave 
  entrance 
  is 
  approximately 30 feet wide, and slopes down 
  going back. 
  Give the players whatever time they need to 
  prepare their PCs. 
  Entering the cave, you are greeted with the 
  stale aromas of turned earth, animal musk, 
  mildew and mould, and yes, poop. Near the 
  middle of the cave, you can see several boxes 
  and crates, identical to the type used in the 
  merchant caravans, scattered and stacked 
  along the walls. Some have been opened and 
  some are still intact. 
  You nearly jump out of your skin when you 
  hear a noise from behind the crates, but you’re 
  relieved to see it’s only a mule pulling against 
  its halter, trying to get out of the cave. It seems 
  to have been tied to one of the crates. 
  Behind the crates at the rear of the cave is a 
  secret door, which the PCs can find on a Search 
  check, DC 20, (Search check, DC 16, if the boxes 
  have been moved out of the way). 
  The secret door is locked and requires an Open 
  Locks check, DC 13, to open it. 
  Beyond the secret door, you see a rough 
  passage, ten feet wide, leading back into the 
  hill. After a few steps, you realize that it slopes 
  downward as well. 
  Encounter 3: 
  Orcs Before the Hedge 
  After following the rough passage as it turns 
  back and forth under the hill, you find yourself 
  before a cave opening. In the dim torchlight, 
  you can see three orcs waiting for you. 
  Strewn about the floor of the cave that the orcs 
  guard are rough cots and mounds of furs and 
  skins, as well as other debris. Apparently, this 
  is the orcs’ sleeping area. 
  The orcs have been warned by Javier, the kobold 
  who fled from the attack on the farm in Encounter 
  YEO4-IS1 Thicket’s Dirge 
   
  Page 8 
  
  1. If the PCs show any signs of caution they will 
  not be surprised, otherwise, give the rocs one 
  round of surprise. 
  APL 2 (EL 3) 
  ORCS (2): Medium-size Humanoid (Orc); hp 7; 
  see Appendix I and Monster Manual, pg 203. 
  OLEG: MALE ORC WARRIOR 2; hp 14; see 
  Appendix I and Monster Manual, pg 203. 
   
  Encounter 4: 
  Thorny Briar 
  Your journey through the caves of the hillside 
  has become cautious since the orcs fell upon 
  you. Every drip, or scuffle in the dark beyond 
  your light makes you jump, reaching for your 
  weapons. 
  Slowly the rough cavern passage begins to 
  slope upwards. After many twists and turns, 
  you see a bit of light against the unending 
  blackness. The air is fresh, and you can smell 
  water ahead. 
  Suddenly, after a sharp turn, you arrive in a 
  small cave, about 30 feet across. On the other 
  side of the cave you can see bits of sky; 
  you’ve reached the other side of the caves! 
  Unfortunately, you’ve got to get through the 
  huge briar hedge which has overgrown the 
  cave exit. The brambles are thick, and 
  intertwined like the snakes of a medusa’s 
  head. After tentatively pushing at the wall, you 
  can tell that the briar hedge has been here for 
  years. 
  This hedge is maintained by the orc druid, Brack 
  (remember, with Woodland Stride, Brack can 
  move through the hedge without harm). It extends 
  a full 10 feet beyond the cave exit, and grows 
  upward another 10 feet as well. 
  Pushing their way through the hedge will deal 1d4 
  points of damage. A small, passable hole can be 
  cut in the hedge in 10 minutes. 
  Encounter 5: 
  Druid’s Grove 
  Emerging from the briar hedge that blocked 
  the caves, you find yourself again on the 
  surface. Once again, however, nature presses 
  close.  
  To either side of you, tall oak trees send 
  gnarled and knobbed roots across your path. 
  You stand at the top of a stairway made from 
  the giant roots, leading down into a grove 
  some 30 yards deep with a breadth of 20 yards. 
  Directly ahead, you see a lone oak, incredibly 
  tall, and the trees of the forest fall back from 
  this giant as if to give it room. The trees which 
  ring the grove are tall as well, and their canopy 
  spreads across the floor of the grove. 
  Across the grove, tall grass sways in a slight 
  breeze welcome on the warm, humid day. 
  Somewhere in the distance, you can hear the 
  race of a stream. As you look again to the giant 
  oak at the center of the grove, you now see a 
  man standing before it, gazing back at you. At 
  his side sits a dog. 
  Before you can speak, or raise your hand in 
  greeting, he speaks in a harsh, guttural 
  language. 
  If none of the PCs knows the orc language, you 
  should 
  speak 
  gibberish. 
  Otherwise, 
  after 
  “shouting” in gibberish, take the player(s) whose 
  PCs do understand orc aside and explain what 
  Brack has shouted. Of course, if all the PCs 
  understand orc, you can simply read the following. 
  “Get out of my woods! You are trespassing!” 
  If the party attacks, Brack will attack as well, see 
  below. If they decide to speak to Brack, in orc, he 
  may talk with them. Note that Brack only speaks 
  orc. 
  Some of Brack’s possible responses follow: 
  • 
  You destroy woods. Must pay. 
  • 
  You trespass in woods. My lands. 
  • 
  Kill animals. Kill trees. Destroy even of land. 
  • 
  You plant crops across tree land. Must stop. 
  • 
  Too many peoples too many axes. 
  If the party can negotiate with Brack regarding the 
  clearing of the land, i.e. it is unlikely to happen 
  again (remember, the Hartwell family is dead, 
  except for the children, Tamela and Roy), he will 
  stop sending patrols out to attack. 
  If the party makes a favorable impression on 
  Brack, they will be able to keep the cleared land. 
  If, in the future, other settlers come, however there 
  will be problems. 
  YEO4-IS1 Thicket’s Dirge 
   
  Page 9 
  
  If the party has become best buddies with Brack, 
  they may be able to convince him to allow future 
  settlers, if they compensate Brack, and ask for 
  permission first. 
  If, however the party is unable to understand orc, 
  or is hostile, Brack will attack if the party steps 
  further into the grove, or makes any hostile moves. 
  Spread out 15 ft. in front of Brack are caltrops, in a 
  row 20 ft. deep by 60 ft. across. Caltrops make an 
  attack roll versus the creature. Shield and 
  deflection bonuses do not apply. If the creature’s 
  feet are protected, they get a +2 armor bonus to 
  AC. Caltrops deal 1 hp of damage and Speed is 
  reduced by ½ due to the foot wound. This 
  movement penalty lasts for 1 day or until treated 
  (Heal check DC 15), or by 1 hp of magical curing. 
  A charging or running creature must immediately 
  stop if it steps on a caltrop. Any creature moving at 
  ¼ normal speed (usually ½ speed, but the tall, 
  waist high grass adds to the need to go slowly) 
  can pick their way through the bed of caltrops with 
  no trouble. 
  In addition, Brack will use one or both of his scrolls 
  of summon nature’s ally I before entering melee 
  with the party (usually when the party encounters 
  the caltrops). 
  APL 2 (EL 3) 
  ORC (1): MALE ORC DRUID 2; hp 20; see 
  Appendix I and Monster Manual, pg 203. 
  WAR DOG (DOG, RIDING) (1): hp 15; see 
  Appendix I and Monster Manual, pg 272. 
  Conclusion 
  You arrive at the Outpost, the lonely watch 
  station built at the top of the Escarpment next 
  to the New Road. The Landstraad shook the 
  northern end of the Escarpment far less than it 
  did the Old Hardwick area. Still, one of the 
  outbuildings collapsed, and the entire north 
  barracks leans heavily to the west. 
  As you approach the open gate, with the 
  young Hartwells in your charge, you notice 
  that something’s not right. There’s no guard 
  posted, no activity apparent in the courtyard. 
  Farther on toward the Escarpment, you can 
  see no there’s no one working on rebuilding 
  the Ramp. 
  Quietly you and your fellow adventurers 
  spread out and enter the Outpost. A small 
  shriek escapes from Tamera, as she is 
  reminded of the slaughter at her home. The 
  bodies 
  of 
  dead 
  Yeomen 
  are 
  scattered 
  throughout the fort, fallen in a pitched battle 
  which you can believe only happened a short 
  time ago. 
  Sudden movement catches your eye, and you 
  see Hankle, the Yeoman in charge of the militia 
  patrol crawling out of a nearby building. With a 
  heavy heart, you rush to him as he gasps in 
  agony, “They came from below, slaughtered us 
  all, man, woman and child.” With a racking 
  cough, he grasps your tunic, “We only found 
  this,” and shoves an amulet covered in blood 
  into your hands. With a final breath, his head 
  falls back, and your hear Hankle whisper, 
  “Avenge us… avenge us and save the free—
  uhhggnn…” 
  The clatter of many hooves announces the 
  arrival of a Militia patrol. As you stand with the 
  bloody amulet in hand, you wonder what the 
  coming days will bring. 
   
  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. 
  Encounter 1 
  Heal Roy Hartwell. 
  30 xp. 
  Defeat the kobolds. 
  60 xp. 
  Overcome Javier. 
  30 xp. 
  Encounter 2 
  Find the cave. 
  30 xp. 
  Find the secret door. 
  30 xp. 
  Encounter 3 
  Overcome the orcs. 
  60 xp. 
  Encounter 4 
  Get past the thorn hedge 
  30 xp. 
  Encounter 5 
  Defeat Brack. 
  60 xp. 
   
  OR 
  Successfully negotiate with Brack. 
  90 xp. 
  Discretionary Roleplaying Award 
  Judge may allocate up to the following for good 
  role-playing 
   
  YEO4-IS1 Thicket’s Dirge 
   
  Page 10 
  
   
  APL 2 – 90 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. Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
  L: Looted gear from enemy 
  C: Coin, Gems, Jewelry, and other valuables 
  M: Magic Items (sell value)  
  Encounter 1: 
   
  APL 2: L: 131 gp; C: — gp; M: — gp. 
  Encounter 3: 
   
  APL 2: L: 124 gp; C: 23 gp; M: Potion of Cure 
  Light Wounds (25 gp). 
  Encounter 5: 
   
  APL 2: L: 9 gp; C: 300 gp; M: Sickle +1 (2,153 
  gp); 2 Scrolls of Summon Nature’s Ally I (50 gp); 
  Scroll of Cure Light Wounds (25 gp). 
  Total Possible Treasure (Maximum Reward 
  Allowed) 
   
  APL 2: L: 264 gp; C: 323 gp; M: 188 gp) – 
  Total: 775 gp (450 gp). 
  Items for the Adventure 
  Record 
  Special 
  Favor of the Yeomanry Militia 
  For service to the Yeomanry League, in time of 
  great and dire need, you receive the favor of the 
  Yeomanry Militia. This favor may be redeemed at 
  a later date to serve as a countering vote for 
  promotion, on a one-to-one basis (if only one vote 
  prevents promotion, one favor of this type will 
  suffice). See the promotion rules per the 
  Yeomanry Militia or Army meta-org certificates. 
  Notice of Tamera Hartwell 
  You have piqued the interest of a local NPC, 
  Tamera Hartwell. On subsequent adventures in 
  the Yeomanry, you may encounter her again. 
  Whether the PC returns the notice of young 
  Tamera is up to the player. 
  Favor/Disfavor of the Orc 
  In recent interactions with the orc Brack and his 
  tribe, you have earned favor/disfavor. 
  If the PCs have successfully negotiated with 
  Brack, they receive his Favor, and are welcome to 
  return to the hidden grove once for special 
  healing; the PC may receive one of the following: 
  Cure Moderate Wounds, Lesser Restoration, or 
  Remove Disease. Once used, the favor leaves the 
  YEO4-IS1 Thicket’s Dirge 
   
  Page 11 
  
  mark of an oak leaf on the left cheek, (Spot check 
  DC 24 to detect). 
  If the PCs kill or defeat Brack, they receive his 
  disfavor. A garish mark appears on the right 
  cheek, the three leafed poison ivy. All druids 
  recognize their fellow druid’s disfavor and may 
  react appropriately; PCs take a -2 circumstance 
  penalty to all interactions with druids (rangers and 
  other woodland types should make a Knowledge: 
  Nature check DC 20 to recognize the mark). After 
  one calendar year, the mark fades, and druids 
  must notice the mark (Spot check DC 24) as 
  above (other woodland types no longer detect it). 
  Disfavor Date _______ DM Sig _____________ 
   
  YEO4-IS1 Thicket’s Dirge 
   
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  Appendix I: NPCs
  Encounter One: 
  Kobold: CR ¼; Small Humanoid (Reptilian); HD 
  1d8; hp 6; Init +1; Spd 30 ft.; AC 15 (touch 12, flat-
  footed 14) [+1 size, +1 Dex, +1 natural,+2 leather]; 
  Base Atk/Grp +1/-4; Atk +1 melee (1d6-1; x3) 
  spear, or +3 ranged (1d3; x2) sling; Full Atk +1 
  melee (1d6-1; x3) spear, or +3 ranged (1d3; x2) 
  sling; Space/Reach 5 ft./5 ft.; SA —; SQ 
  Darkvision 60 ft., light sensitivity; AL LE; SV Fort 
  +2, Ref +1, Will -1; Str 9, Dex 13, Con 10, Int 10, 
  Wis 9, Cha 8. 
  Skills and Feats: Craft (trapmaking) +2, Hide 
  +6, Listen +2, Move Silently +2, Profession 
  (miner), Search +2, Spot +2, Alertness. 
  Possessions: Short bow, quiver of arrows, 
  spear, leather armor, waterskin, two days’ rations, 
  backpack, (2) blue silken kerchiefs w/ monogram 
  (one with KH, one with TH, in white letters). All 
  possessions (except kerchiefs) are small-sized. 
  Encounter Three: 
  Orc, 1st-Level Warrior: CR ½; Medium-size 
  Humanoid (Orc); HD 1d8+1; hp 7; Init +0; Spd 30 
  ft.; AC 13 (touch 10, flat-footed 13) [+3 studded 
  leather armor]; Base Atk/Grp +1/+4; Atk +4 melee 
  (2d4+4/18-20) falchion, or +1 ranged (1d6+3) 
  javelin; Full Atk +4 melee (2d4+4/18-20) falchion, 
  or +1 ranged (1d6+3) javelin; Space/Reach 5 ft./5 
  ft.; SA —; SQ Darkvision 60 ft., light sensitivity; AL 
  CE; SV Fort +3, Ref +0, Will -2; Str 17, Dex 11, 
  Con 12, Int 8, Wis 7, Cha 6. 
  Skills and Feats: Listen +1, Spot +1, 
  Alertness. 
  Possessions: Studded leather armor, falchion, 
  javelin, backpack, (2) waterskins, 50’ rope, bear 
  skin cloak, 10 cp, 5 sp. 
  Oleg, Orc 2nd-Level Warrior: CR 1; Medium-size 
  Humanoid (Orc); HD 2d8+2; hp 14; Init +4; Spd 30 
  ft.; AC 14 (touch 10, flat-footed 13) [+1 Dex, +3 
  studded leather armor]; Base Atk/Grp +2/+5; Atk 
  +5 melee (2d4+4/18-20) falchion, or +2 ranged 
  (1d6+3) javelin; Full Atk +5 melee (2d4+4/18-20) 
  falchion, 
  or 
  +2 
  ranged 
  (1d6+3) 
  javelin; 
  Space/Reach 5 ft./5 ft.; SA —; SQ Darkvision 60 
  ft., light sensitivity; AL CE; SV Fort +4, Ref +0, Will 
  -2; Str 17, Dex 12, Con 12, Int 8, Wis 7, Cha 6. 
  Skills and Feats: Listen +1, Spot +1, 
  Alertness, Improved Initiative. 
  Possessions: Potion of Cure Light Wounds, 
  Studded leather armor, falchion, javelin, backpack, 
  (2) waterskins, bear skin cloak, 30 cp, 10 sp, 2 pp. 
  Encounter Five: 
  Brack, Orc, 2nd-Level Druid: CR 2; Medium-size 
  Humanoid (Orc); HD 2d8+4; hp 20; Init +1; Spd 30 
  ft.; AC 13 (touch 11, flat-footed 12 ) [+2 armor, +1 
  dex]; Base Atk/Grp +1/+5; Atk +6 melee (1d6+5; 
  20/x2), sickle; Full Atk +6 melee (1d6+5; 20/x2), 
  +1 Sickle or +2 ranged (1d4+4; 20/x2), dart; 
  Space/Reach 5 ft./5 ft.; SA Spells; SQ Darkvision 
  60 ft., light sensitivity; AL N; SV Fort +5, Ref +1, 
  Will +5; Str 18, Dex 12, Con 14, Int 8, Wis 14, Cha 
  6. 
  Skills and Feats: Handle Animal +2, Heal +5, 
  Hide +2, Knowledge (nature) +3, Survival +8, 
  Toughness. 
  Spells: 4/3; 0th (DC 12) Cure Minor Wounds, 
  Flare, Detect Poison, Detect Magic, 1st (DC 13) 
  Faerie Fire, Entangle, Obscuring Mist. 
  Possessions: 2 scrolls of summon nature’s 
  ally I, scroll of cure light wounds, sickle +1, darts 
  (4), leather armor, backpack, waterskin, 50’ rope, 
  deer skin cloak, wooden holy symbol (Obad-Hai). 
  War Dog: CR 1; Medium Animal (riding dog); HD 
  2d8+4; hp 15; Init +2; Spd 40 ft.; AC 16 (touch 12, 
  flat-footed 14); [+2 Dex, +4 natural]; Base Atk/Grp 
  +1/+3; Atk +3 melee (1d6+3), bite; Full Atk +3 
  melee (1d6+3), bite; Space/Reach 5 ft./5 ft.; SA —
  ; SQ Low-light vision, scent; AL N; SV Fort +5, Ref 
  +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 12, 
  Cha 6. 
  Skills and Feats: Jump +8, Listen +5, Spot +5, 
  Swim +3, Survival +1 (+4 racial bonus on Jump 
  checks and when tracking by scent), Alertness, 
  TrackB.
  YEO4-IS1 Thicket’s Dirge 
   
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  DM Aid #1 
   
  YEO4-IS1 Thicket’s Dirge 
   
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