TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of 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.  
   
  HIG3−07 
   
   
   
   
   
   
  Women and Children 
  First 
   
  A One-Round D&D Living Greyhawk®  
  Highfolk Regional Adventure 
  Version 1 
   
  by William Best 
  Reviewed by Jason Bulmahn 
   
   
  As evil armies move across the Vesve and great commanders vie for control, a small village suffers a siege of their own. 
  A Highfolk regional module recommended for PCs level 1 through 7 who are truly good at heart. 
  
  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. 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 three 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. 
   
  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. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  Women and Children First 
   
  Page 2 
  
  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, ant then have any 
  players without a character create on.  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. 
  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 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 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 
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  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. Three or four, or 
  sometimes even five 1
  st-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 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  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. 
  Time Units and Upkeep 
   
   
   
  This is a standard 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 Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
   
  Women and Children First 
   
  Page 3 
  
  Adventure Background 
  For years, the Redeye clan of gnolls has lived at the 
  northeastern edges of the Vesve, hunting in their 
  territory relatively unhindered and separated from the 
  more civilized humanoids. As the orcish hoards of Iuz 
  pushed out from the east, the clan was forced deeper into 
  the forest, and into the settled lands. 
   
  In the past, orcish warlords would raid their camp 
  and steal their winter supplies or conscript the occasional 
  fighter. The camp had taken these set backs in stride, 
  mumbled a few gnollish curses, and continued on. But a 
  few months ago, the orcs started raiding their camp 
  regularly for supplies, weapons, and warriors to join the 
  siege of Quaalsten. At this point, the camp has been 
  striped of almost everything, including supplies, and able 
  bodied males. All that remain are the elderly, non-
  combatant females, children, and one patrol party that 
  was out during the initial raid. Since then, the patrol has 
  stayed hidden in the camp, either disguised as invalids or 
  underneath trap doors, trying to save themselves for any 
  attacks the camp may come under. 
   
  Unfortunately, that leaves the camp without 
  anything, so they’ve taken it upon themselves to take 
  what they need from the human town near them, just so 
  they can arm and feed themselves while they try to 
  restock. Unfortunately, the humans of Borderbrook 
  haven’t noticed that it’s been primarily females and 
  children raiding their town. Instead, they think the fate 
  of Quaalsten will soon befall all of the towns and villages 
  of the forest.  
   
  To make matters worse, a local girl by the name of 
  Delinae decided to fake her abduction so she could run 
  off to Verbeeg Hill to be with her ‘long lost love’, Ormeto. 
  Ormeto came through town a few months ago 
  masquerading as a traveling minstrel, and has been 
  writing her ever since. While her job at faking wasn’t 
  exactly very good, the town had no reason to disbelieve, 
  given gnollish tendencies to take slaves. 
   
  So they’ve sent all their women and children to 
  Highfolk to stay. Sienwen, a comely, charismatic, and 
  extremely shy half-elf woman, has taken it upon herself 
  to shepherd the townsfolk, and to try to recruit any 
  adventurers. Unfortunately, due to the state of Quaalsten, 
  her choices have become somewhat limited. Enter the 
  heroes. 
   
  Adventure Summary  
  The PCs meet in the Dead Goblin Inn and talk to a half-
  elf female named Sienwen. She tells them that her town 
  is being raided by gnolls and requires help. The PCs then 
  visit the town and talk to the townsfolk. It’s likely they’ll 
  find out about how the daughter of the town mayor, 
  Delinae, was abducted by the gnolls (or so the town 
  thinks). If the PCs stay the night, then they’re part of a 
  small gnoll raid on the town.  
   
  Otherwise, when they head towards the gnoll tribe 
  they run into an orc camp just as most of the orcs from 
  the camp who were out on patrol arrive themselves. In 
  the camp they both find a dead orc and gnoll. If they 
  search quickly enough, they can find the still-warm trail 
  of the other gnoll that escaped (only to die shortly 
  thereafter). Hopefully at this point the PCs have figured 
  out that there’s more to this story than meets the eye. 
  From here they have two options: 
   
  1.) At the gnoll camp, if the PCs run in and slaughter 
  them, then they’re warmly greeted at Borderbrook when 
  they come back, but when they return to Highfolk they 
  later find that the town was over run by orcs, razed, and 
  everyone there was slaughtered. 
   
  2.) If, at the gnoll camp, the PCs talk to the gnolls 
  and convince them to leave the town alone, then when 
  they go back they won’t be as warmly greeted, and even 
  less so if they don’t find anything out about Delinae, but 
  the town will be safe, as the orcs come in a few days and 
  slaughter the gnolls and go home.  
   
  2b.) As a side to option 2, the PCs, if they talk to the 
  gnolls enough and find out about it, may offer to help the 
  gnolls defend themselves from the orc onslaught. In this 
  case, the gnolls won’t be wiped out, but they will move 
  away to find a “more convenient” source of resources. 
   
  Introduction 
  Pouches of jerky are wonderful things. When you 
  first open the drawstrings, you’re greeted with the 
  subtle smell of salt and smoke, mixed with the sweet 
  odor of meat. Those first pieces are huge and 
  succulent, but as time goes on, the larger pieces are 
  slowly extracted, piece-by-piece, until you’re left with 
  nothing but small hard nubs and shreds at the 
  bottom… 
   
  And here in the common room of ‘Dead Goblin 
  Inn,’ it smells a bit like the bottom of a rotten jerky 
  pouch, so that makes you the hard l ttle nubs.  
  i
  i
   
   
  Rumors, as rumors are prone to do, have been 
  sl pping from one mouth to another for the past few 
  days about a forest town, full of women, under siege 
  by a great army of gnolls. In a bold move, a beautiful 
  sergeant of their forces broke free and came to the 
  great city of Highfolk to recruit brave and stout 
  adventurers to help them hold off the encroaching 
  menace. But as you sit here surrounded by the smell 
  of rendering fat, in front of a small half-elven woman
  and her two dumpy companions, you find that 
  rumors are also prone to exaggerations; severe 
  exaggerations. 
  Women and Children First 
   
  Page 4 
  
   
  As reality sets in, you take a moment to survey 
  the scene. Sitting around the same table as you is a 
  motley crew, which you can only assume are other 
  adventurers. Then again, this is the only table in the 
  common room, primarily due to the fact that it’s the 
  only table left right side up and not in splinters. It 
  would appear that last night was a bit rowdy around 
  here. There’s even a dagger stuck in the rafter above 
  you. Off in the corner you see a gnome with a 
  handcart full of thin boards and nails trying to piece 
  the tables and chairs together as best he can. You can’t 
  make out what he’s mumbling, but his eyes suggest 
  it’s not fit for the squeamish. 
   
   
  l
  f
   
   
  i
  Behind you, the door to the outside opens and a serving 
  women walks in. She quickly slams the door shut, 
  removes the towel she had over her nose to block the 
  stench of Tannery Row, and squeezes by one of the 
  chubby humans on her way to the kitchen  
   
  Where am I? 
  You are in the Dead Goblin Inn on Tannery Row in 
  the city of Highfolk. There’s some sort of rendering 
  shop on one side, and a tannery on the other. This is 
  the poor section of town, and the stench is horrible. 
  Why am I here? 
  One of the rumors you heard piqued your interest 
  and you came to see if it were true. The rumors varied 
  greatly in content, so you can make up your own 
  reasons, but all of them ended with you meeting a 
  half-elf woman by the name of Sienwen here in the 
  Dead Goblin Inn. 
   
  Who is (are) this (these) woman? 
  Maybe you should ask them. 
   
  What does the half-elf/Sienwen look like? 
  She is a lithe half-elven woman with very soft and 
  beautiful features. She’s wearing an ankle-length, 
  cream colored, muslin dress with a deep blue girdle 
  and sandals. Her long golden hair is pulled back and 
  braided along with a blue and a silver sash with small 
  bells at the bottom. Orate silver earrings run the ridge 
  of her ear, with fine chains that run up to a circlet at 
  the base of your braid. She stares at each of you with 
  hopeful eyes and a faint smile.door. 
   
  Now is the time for the PCs to describe their characters 
  to one another. They may also ask a few questions. 
   
  Sienwen is a bit nervous right now, as she’s not 
  familiar with swarthy adventurers, and she’s not the 
  bravest person to begin with. She’s just waiting for 
  someone to say something even remotely in regards to 
  her plight, so she can beg for help. Her fat friends are, for 
  the most part, tagalongs, and not good for much beyond 
  moral support. They don’t know anything beyond what 
  Sienwen knows, and they’ll refer all questions to her (as 
  their honorary leader). 
   
  When any PC beings to talk to her, in a non-
  aggressive or hateful way, she interrupts them and blurts 
  out the following monolog. She will not be deterred from 
  reciting it (baring some sort of physical or magical 
  interrupt), as she’s been psyching herself up for the past 
  few days to get the nerve to talk to people. 
   
  “I knew someone would come to our aid!” the half-
  elven woman blurts out, “My name is Sienwen. When 
  we first arrived here in Highfolk last week, I had no 
  idea how I would go about contacting brave souls to 
  combat the gnollish hoards, and here you are, p ain as 
  day, sitting here in the Inn with me … ” she trails off 
  slightly and titters a short nervous laugh before 
  continuing. “It’s just terrible! Horrible, even! They’re 
  stealing our townsfolk, and raiding and razing our 
  town! The men folk are trying to hold them off, but 
  it’s not looking so good. They sent all of us women 
  and children to Highfolk for safety. We ... we just 
  didn’t know what to do, so we took a little collection 
  and sold some of our belongings, and we’ve come up 
  with some coin. 15 gold for each of you if you’ll go 
  and help the men stop those gnolls! Please help us! 
  We just want to return to our families …” and with 
  that trails off, staring longingly into each o  your 
  eyes. 
  Most PCs may ask questions about this. She is willing to 
  tell all she knows (which isn’t a whole lot). The following 
  questions are only guides, and anything close to them 
  earns the same answer. If it’s not one of these topics, then 
  feel free to adlib her response. She’s very timid and not all 
  that knowledgeable. She is a relatively good cook though. 
   
  What town? 
  “I come from the town of Borderbrook in the eastern 
  part of the Vesve. Our families have lived there for a 
  couple hundred years, just outside the edge of the 
  lands of the Timeless Tree.” 
   
  Do you know anything more about the history of the 
  town? 
  “Hmm ... well it got it’s name from the stream it’s 
  built next to was the border that the Olves of the Tree 
  told our forefathers that they could proceed no 
  further. So they just set up camp there. Originally, 
  they were woodsmen and hunters, but it’s since 
  grown into a small commun ty.” 
  Women and Children First 
   
  Page 5 
  
   
  What do you want us to do? 
  “Well ... ideally ... if you could ... it would be great if 
  you could stop the gnolls. Please? Could you do that 
  for us?” 
   
  What about the ‘gnollish hoards’? 
  “Oh, they’re just terrible. They’ve been attacking the 
  town for weeks now, stealing in under the cover of 
  night and smashing everything to pieces!” Small tears 
  begin to well up in her eyes, “And … and ... poor 
  sweet Delinae ... they whisked her off to do who 
  knows what with her! My mind reels at the horror ...” 
  she trails off, puts her head down slightly and lets out 
  a small sob. Her cherubic friends coo softly and rub 
  her back. 
   
  What about this Delinae girl? 
  “Oh the horror of it all! The sheer TRAVESTY… They 
  snuck into town, quiet as mice, and whisked her away 
  before anyone could do anything ... All her poor 
  father heard was a short scream and some thumping 
  coming from upstairs from upstairs." 
   
  15 gold each? Why should I help you? I could make more 
  beating up little kids! 
  “I’m sorry, that’s all we have! We’ve had to start 
  washing clothes and barmaiding to make ends meet 
  since we got here. I could knit you all nice sweaters! 
  Or maybe a hat ... or mittens ... or a nice scarf. Do you 
  like scarves?” 
   
  If the PCs agree to go to Borderbrook, then she says: 
  “Oh joy! Oh joy!” She smiles with obvious relief, “I 
  just KNEW the goodfolk of this town would come to 
  our aid! Oh, I can’t wait to see those horrible beasts 
  brought to justice. When you get there, you should 
  find the mayor, Hiner. He’s been organizing and 
  leading the men.” And with that, she gives you a 
  crude map with directions on it. She then turns to her 
  friends and whispers, “They’l  just be SO proud of me! 
  I bet I’ve saved the whole village. They’ll probably 
  name a tree after me!” She turns back to you and says, 
  “We’ll be awaiting your safe return!” and with that, 
  her and her friends curtsey and begin to walk 
  upstairs. 
  l
   
   
  l
   
   
  Mostly, Sienwen is done. She’s said what she knows and 
  she feels “the deal is done”, and she’s too nervous to stick 
  around. She’ll stop and talk to the PCs if they ask her 
  more questions, but she doesn’t know that much else.  
   
  Encounter One: Borderbrook 
  The trip to Borderbrook has, for the most part, been 
  quiet an uneventful. During the past 20 miles or so, 
  you’ve been followed and observed by some elves in 
  the distance, but they seem to mean no harm, and any 
  attempt at approaching or contacting them has ended 
  in their disappearance for a short while. 
   
  Rising out of the clearing ahead of you, glowing 
  from the late-day sun’s aura, you see a rickety looking 
  tower lashed together from rough-cut trees. On top 
  you can make out a humanoid form that rings a bell 
  twice, and shouts something down to the ground. 
  The party has been spotted by the town’s watchtower. 
  Irrelevant of the form of transportation that they took to 
  get here it’s now late afternoon.  When they choose to 
  approach the town, or whoever first is in a position to 
  view the scene (due to scrying or whatever) then read: 
   
  Borderbrook seems to be a relatively small village. To
  the northeast is a meandering brook next to which, 3 
  one-story houses and a smithy have been built. To the 
  south is a larger two-story manor house, with a 
  fenced-in field behind it and a barn. In the center of 
  town 
  is 
  a 
  strange 
  wooden 
  platform 
  that’s 
  whitewashed along with a pi e of wood on top. 
  Towering over it is a 50’ tall watchtower, composed of 
  3 rough-cut trees standing on end, and lashed 
  together with various cross-members. On the west 
  side of town, where the path leads in, are two houses 
  with a porch built in-between and a animal skin tent 
  with various boxes, barrels, and drying skins are 
  strewn about. You can make out the faint silhouette 
  of heads peaking out of the windows in each of the 
  buildings. 
  This is a pretty free-form encounter. PCs are welcome to 
  pick and choose where they go. To an extent, try to keep 
  track of time in your head. They enter in the late 
  afternoon, and they continue on from there. The sun 
  begins to dip down in a couple hours, and twilight 
  continues for another hour and a half. If they decide to 
  crash here for the night, any of the townsfolk are glad to 
  accommodate them, as long as they weren’t rude to them 
  or anything. Try to give them plenty of time to chat with 
  people. 
   
  Area A: The Watchtower 
  The tower is composed of 3 rough-cut trees standing 
  on end and supported by various cross-members 
  lashed between them. On top a makeshift platform 
  has been erected, with a short ‘wall’ of sorts around 
  Women and Children First 
   
  Page 6 
  
  the edge. You can make out a 2-foot square hole in the 
  platform by one of the support beams. Beneath the 
  tower is a round wooden platform that’s been 
  whitewashed. Stacked on top is a pile o  whitewashed 
  lumber, some of which appears to have been worked, 
  including balusters, dowel p ns, and jointed ends. The 
  top of a head stares down at you from the hole above. 
  f
  i
   
   
  Originally, this town had a nice gazebo in the middle. 
  There were flowers planted, and during nice nights, a few 
  women of town would sing and play harps for the rest of 
  the town. A Knowledge (architecture and engineering) or 
  an appropriate Profession (carpentry) reveals what this 
  pile of wood is with a DC 5 check. Otherwise, they just 
  don’t know.  
   
  Since the start of the raids though, the gazebo was 
  taken down, and this tower erected in its place. They 
  keep a man on watch during all hours. He has a decent 
  supply of bolts and two crossbows, a bell, rations, water, 
  sleeping accruements, and various light sources (candles, 
  lanterns, oil, etc) up top. He has a long knotted rope that 
  they let down when they switch shifts, and promptly take 
  back up. They shift doesn’t change much though, as 
  Radlie spends about 18 hours a day up there. 
   
  If the PCs yell up at the Radlie the Watchman he 
  looks down and says: 
   
  “What? I’m on duty here. If I let my guard down this 
  whole town will be in jeopardy. Nope, can’t let the 
  town down, gotta go back to the watch.” 
  For the most part he ignores the PCs as best as he can. If 
  they get up top through one manner or another (scaling 
  the tower is a DC 15 Climb check, or levitate, or fly, or 
  use a grappling hook, etc), he’ll ring the bell and do his 
  best to shoo the PCs away. If this happens, the Mayor 
  comes out of the Manor house and asks them to come 
  inside and talk. Jump to area C. 
   
  � Radlie: Male human Com2. 
   
  Radlie is the town nice guy. Everyone likes him, and 
  many people use him. He’s generally jovial by nature, but 
  when asked to perform some service, he focuses and 
  gives it his all. Unfortunately, ‘his all’ isn’t always that 
  good, but everyone knows he tries his best. In this case, 
  he’s agreed to Mayor Hiner that he’s going to do his best 
  and make sure nobody sneaks up on the town, and he 
  plans to do just that.  
   
  Radlie took in Sienwen (the half-elf who hired the 
  heroes) when she was a very young orphan. He loves her 
  very much and brooks no ill will or slander about her. 
  Area B: Crazy Gobo’s Tent 
  Surrounding the tent are piles and piles of boxes, 
  barrels, and frames. The frames are composed of 
  sticks and have animal hides stretched across which 
  are drying in the breeze. The tent itself is composed 
  of various tanned and oiled hides that are roughly 
  sewn together. Your eyes begin to water, and you’re 
  reminded of the stench of Tannery Row as you 
  approach. From within the tent you hear the sound of 
  grunting with the occasional short and high-pitched 
  squeal. 
   
   
  Gobo is currently inside trying to speak to a wild boar 
  piglet he caught. Being as he has no ability to speak with 
  animals magically, he’s trying to ‘learn the language’. If 
  the PCs begin to rifle through the stuff without any 
  attempts at subterfuge, Gobo comes out and ‘talks’ to 
  them (skip to his conversation). If they try to hide it, 
  make opposed Listen/Move Silently rolls. Gobo gets a –5 
  to his check, because he’s ‘talking’ to the piglet. 
   
  Most of the barrels are full of water, a few are full of 
  pickled vegetables, and one is full of syrup. The boxes 
  contain a mixture of mundane and useful items, like 
  rope, knives, traps, etc, and then completely random 
  forest items, like dirt, leaves, dried animal parts (like 
  teeth, bones, claws, horns). A Knowledge (nature) check 
  DC 5 identifies these parts as harvested from local 
  wildlife, like wolves, badgers, bears, boars, and deer. The 
  same is true about the hides being stretched and tanned 
  on the frames. 
   
  If the PCs look into the tent or open the flap: 
  The tent is actually rather spacious. It has two main 
  poles, and probably about 150 square feet of space 
  inside. To one side are a few piles of furs and a couple 
  boxes that seem to have become a makeshift table of 
  sorts. Upon the "table" are hideous creations formed 
  of animal parts, sticks, stones, mud, nuts, and various 
  other natural bits have been lashed together. They 
  seem to resemble some sort of creature.  
   
  On the other side there’s a small humanoid 
  roughly clothed with fur in key places and covered in 
  mud and ichor. He’s leaning over a wooden cage with 
  a boar piglet in it. Both pig and man are making the 
  grunting and squealing noises you heard from the 
  outside. 
   
  If the PCs are detected outside rifling through 
  his stuff: 
  From the inside the tent the snorting noises begin to 
  increase in volume and fierceness. From out of the 
  flap bursts a small humanoid roughly clothed with fur 
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  allowing for the barest of modesty; he is covered in 
  mud and ichor. 
   
  Continuation of either path: 
  If the PCs are detected (as in, they didn’t do anything 
  sneaky to hide their entrance or spying, Or he bursts out 
  of the tent, he begins ‘speaking’): 
   
  The humanoid looks around and starts grunting in 
  your general direction while flailing h s hands wildly. 
  After a long string o  grunts, he ends with a shrill 
  squeal and calmly stares in your direction for a few 
  seconds before saying in Common, “I see the words of 
  the boar are lost on such simpletons as you. Have you 
  come to pay respects to my greatness, or possibly 
  purchase one of my forest creatures?” As you spend 
  more time looking at him, you realize he’s actually a 
  dwarf - a very short and somewhat disproportional 
  dwarf. He’s completely covered in mud from head to 
  toe. He has a long tangled beard and matted hair, but 
  only on one side of his face. The other side of his 
  head is shaven clean. He has scraps of hide 
  strategically strapped to his body to cover the 
  “sensitive” parts, a dwarven war axe on his back, and 
  not much else. He smells like a pile o  dung and 
  mildew. 
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  The PCs may propose the following questions. He 
  answers a single question from each PC. After the first, 
  they’ll have to make a Diplomacy check at 5+APL. The 
  DC goes up by 5 for every question thereafter. If it’s on a 
  subject he doesn’t know, or they ask the same question 
  trying to get more info, the DC goes up, but he just 
  “humphs” at them and says something in his made-up 
  ‘boar’ language. 
   
  Who are you? 
  “Well I’m” and with that, he lets out a stream of 
  grunts, snorts, and squeals. 
   
  Um … got any more? Where you came from, what’s your 
  past? 
  “I’m the demi-god of these here woods. I capture all 
  the mundane animals and make super animals out of 
  the parts. Soon, the world will know the greatness of 
  ...” and he bursts into a stream of grunts, snorts, and 
  squeals. 
   
  Great… So what do you know about the gnoll invasions? 
  “Nasty little buggers… and that’s what they are ... 
  little. Smallest gnolls you ever saw! Well, cept me. 
  I’ve 
  seen 
  everything. 
  Seen 
  everything, 
  done 
  everything. I’m the greatest dwarf that ever was. Why 
  just the other day, I scared off a whole army of gnolls. 
  There they were ... sneakin and crawling out of the 
  forest right over their on their bellies! Comin’ for all 
  my god-type creature makin’ stuff. But I fixed them 
  good. I yelled at them in fluent boar and showed 
  them my Chook-lerdg, which I had just finished 
  creating. It hadn’t learned to attack yet, but that 
  didn’t stop those gnollies from runnin for the hills! At 
  least, they woulda ... if there were hills around here 
  ...” and he beings to mumble something about making 
  hills at some later point. 
   
  Right. So about that girl, Delinae? 
  “I know not what you speak of. I have no time to deal 
  with your petty woman problems. If you can’t keep 
  track of your females, then that’s your fault.” 
  What are your super animals? What are those hideous 
  statues in your tent? 
  “Ah, those are my precious creations. Each one is a 
  beauteous work of art. They’re special too, I tell ya. 
  Given time, and the right kinda handling, they turn 
  into fearsome and powerful beasties! Oh yes… I’m a 
  master!” and with that, he dances a little jig singing 
  “master” each time his heels click together. The smell 
  of sweat, mixed with his already odoriferous scent, 
  just makes matters worse. 
  Can I have one of your animals? Can I buy one? 
  “Well, why else woulda ya be here?” and with that he 
  stares at you for a long while before saying, “Well ... 
  I’ll cut ya a deal. With the happenin’s in the woods as 
  of late, business has been kinda sparse. I’ll let ya pick 
  any one you want, for a paltry price of 250 golden 
  solars!” 
  The PCs are welcome to purchase as many of these as 
  they want. It won’t require any Diplomacy checks, but 
  they DO cost 250 gp. They are, completely mundane, and 
  utterly useless statues made of various bits and pieces of 
  nature. They’re very nice though, in a creepy sort of way. 
  If the PCs are belligerent to him, the price goes up to 300. 
   
  What do you know about <Insert some town member>? 
  “You mean the ‘little’ people? They’re just tag-alongs 
  to my greatness! Wherever I set up camp a throng of 
  people flock to me. Like a god has time to get to know 
  each lump of flesh? They’re useless anyway.” 
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  � Crazy Gobo (Bel’Dan): Male dwarf Bbn5/Rgr3. 
   
  Gobo is, as his name suggests, completely crazy. He 
  fancies himself a lesser deity of nature, and on par with 
  the likes of Ehlonna and Obad-Hai. As a result, he’s 
  grown a bit apathetic to the rights of those around him, 
  and garnered quite the hatred among just about anyone 
  he’s met. The elves consider him an affront to nature and 
  guilty of myriad violations of good conscience. The 
  townsfolk mostly detest him, but have no real way to get 
  him to leave. Any attempt to politely ask him has resulted 
  in, as far as they can tell, a misunderstanding of what 
  they’re asking of him. 
   
  Area C: The Manor House 
  The manor house looks rather grand in contrast to 
  the rest of the village. It’s a two storied, whitewashed 
  house with wooden siding and a huge veranda on the 
  east side that opens onto a fenced-in garden. Carved 
  wooden columns silhouette an ornate entranceway in 
  the front. You can make out a large fenced-in field 
  and a barn behind the house. All the windows appear 
  to be boarded shut. 
   
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  If the PCs investigate the garden or veranda: 
  There’s a side path from the front into the fenced 
  garden and veranda in the back. On the veranda is an 
  unmanned bar with a few tapped kegs of something 
  behind 
   and ornately carved steins hanging on a 
  rack at the back. A few tables and chairs are scattered 
  about. The garden seems to have once been a well-
  groomed flower garden and small hedge maze, but 
  small weeds appear to have sprung up all over, 
  suggesting that it hasn’t been maintained in a few 
  weeks. A few wrought iron benches are scattered 
  amidst the paths, and the head of a stone statue peaks 
  out from above the top of the hedge maze. 
   
  The PCs are welcome to run around in this as much as 
  they want, but if they haven’t met the mayor yet, then 
  he’ll come out an introduce himself as if they met him at 
  the front door. 
   
  If the PCs approach the front door: 
  As you get closer, the front entryway looks a bit 
  strange in contrast the rest of the house. The carved 
  pillars and ornate archway are a sharp contrast to the 
  simple lines of the rest of the house. Besides it, the 
  only thing to mar wall of siding are larger windows, 
  which seem to all have been boarded shut with 
  rough-hewn boards. 
   
  If the PCs do nothing to hide their presence, then Mayor 
  Hiner exits and greets them when they get close. Waiting 
  in the doorway behind him his ranch hand, Cheil, awaits 
  any aggressive action the PCs might make, before 
  rushing to the aid of his boss.  
   
  The door ahead of you opens and a short, well dressed 
  human man steps out. You can make out the hulking 
  form of some other human in the shadows behind 
  him. “Greetings,” he says, “I’m Hiner, Mayor of 
  Borderbrook. How about we relax on the veranda and 
  knock a few back while you tell me why you’re here?” 
  and with that he motions towards the bar and begins 
  to walk. The hulking form behind him steps out of 
  the shadows and follows. The mayor is a short man, of 
  some girth, dressed in fine clothes and jewelry. His 
  clothes include a jacket, vest, frocked shirt, tights, 
  and shoes with spats. In sharp contrast, the man 
  shadowing him is astoundingly huge. If his features 
  weren’t obv ously human, you would think he was 
  possibly of half orcish blood. He’s dressed simply in 
  loose fitting muslin shirt, pantaloons, and a worn 
  leather apron. 
   
  The mayor finally reaches a table and sits down. 
  The larger man removes two steins from the rack and 
  fills one full o  ale and one full of wine from two of 
  the kegs behind the counter. He hands the wine to 
  the mayor, and settles down with the mug of ale on a 
  stool behind the bar. The mayor smiles and says, “So, 
  what is it that brings you folks to our fine little 
  town?” 
   
  If the PCs explain to them they’re here to help the town 
  with the gnoll problem, and mention Sienwen sent them, 
  then Hiner relaxes and says:  
   
  “Ah, so she went and did something anyway did she? 
  She’s a good lass, even if she is a bit uppity for a 
  woman. Ah well. I can’t look a gift horse in the mouth 
  though; those gnolls could tear in here any minute 
  and slaughter us all. Actually, they could have for a 
  while, but it seems they haven’t noticed how few of us 
  that are left, yet. Anyway, I’d be happy to answer any 
  questions you have, and I’m sure the rest of the 
  townsfolk would too. About all that’s left now is me, 
  my ranch hand Cheil here, the brothers Polk and 
  Paen, and Athinasin the smith. A few o  the families 
  packed up and went to visit their kin in the Highvale 
  when all the trouble started. Boy, I knew I should 
  have done 
   too, but I was pig headed and didn’t 
  think it was anything we couldn’t handle. Then those 
  beasts broke into my house and stole my daughter, 
  Delinae!  So the rest of us sent our women and 
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  children to Highfolk for safekeeping. It’s been pretty 
  sad around here ever since.” 
   
  If the PCs say they’re there to help, but don’t mention 
  Sienwen, then he says: 
   
  “Wel , I’m not a big fan of mercenaries running 
  around my town no matter how noble their 
  inten ions, but I guess in this case I don’t have much
  of a choice. The gnoll incursions have been getting 
  worse as of late, and I think it’s only a matter of time 
  before they storm in here and slaughter us all. If you 
  could put an end to this whole mess, we’d all sure be 
  grateful. I know I’ve lost my fair share to this horror.” 
  And with that he trails off, swirling h s wine around 
  in h s mug and staring into the ripp es. 
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  If the PCs don’t tell him they’re there for help and just 
  start grilling him, he tries to get them to leave. 
   
  “Ah, well, you see, this town’s got a lot going on right 
  now, and we’re all k nd of busy. So if you could just 
  wander off somewhere, you’d make all our lives a bit 
  easier. It’s not that we’re not normally a friendly lot 
  here, but it just hasn’t been a good month for 
  visitors.” 
   
  The Mayor’s willing to answer any questions the PCs 
  have, even if he asks them to leave.  
   
  Who are you? 
  “I told you, I’m Mayor Hiner. I’ve been mayor of this 
  town for a good 10 years or so, ever since the twin’s 
  father passed away.  
  Who’s the big guy with you? 
  “That’s Chei . He’s been my ranch hand for the past 
  few years. He takes care of my livestock and makes 
  sure the estate’s running while I tend to running this 
  town.” 
  What’s in the barn out back? 
  “That’s just our livestock. We had to start bringing 
  them in at night and locking it up to keep the gnolls 
  from stealing us blind. All that’s left at this point is a 
  few cattle and pigs. The hen house has long since 
  been stripped clean. Bo, I miss having eggs in the 
  morning.” And with that he lets out a long sigh. 
  What’s the deal with the gnolls? 
  “We’re not really sure. The olvenfolk of the Timeless 
  Tree asked the founders of this town not to cross the 
  brook, so we never really explored that way much. 
  Then, a few weeks ago, we started having petty thefts 
  and such, final y, the smith, Athinasin, ran into a 
  small group of gnolls that were stealing some of our 
  chickens and tools from the barn. He’s a dead shot 
  with his longbow, and he nai ed one right n the 
  chest. The rest of them drug the hurt one and their 
  loot across the river and into the woods. Since then, 
  we’ve been on the watch every night. For a while we 
  thought that it was over with, but then they started 
  coming again. Stealing things here or there in the 
  night. Then, out of the blue, they stole into my house 
  and kidnapped my daughter, Delinae! We’ve been 
  trying to capture one of those beasts ever since!” and 
  with that, he chokes up a bit and takes a big swig of 
  his wine. 
   
  What happened to Delinae? 
  Hiner lets out a wistful sigh, and after a long pause he 
  begins, “It’s all my fault. I can’t say that I really 
  bel eved Athinasin when he made with his whole 
  gnoll story. It just seemed a bit too convenient to me. 
  He’s owed me some money for a while, then all of a 
  sudden stuff started disappearing, and he started 
  paying, it just seemed a bit fishy…" and with that he 
  sighs yet again. 
   
  Can we see Delinae’s Room? 
  “Hmmm”, Hiner thinks for a second and then says, “I 
  guess it would be OK" and with that he stands up and 
  motions for you to follow him. Inside, the boarded up 
  windows don’t allow much ligh  to come in. On the 
  veranda side of the house, a large dining area is set up, 
  though it doesn’t look like it’s uses very often. On the 
  other side is a sitting room, where the family must 
  have entertained guests. Hiner leads you to the rear, 
  through the kitchen, and up a tight spiraling 
  staircase. At the top the stairwell opens into a T 
  shaped hallway, with a bedroom on each end. The 
  door to the right is closed. He walks up to the closed 
  door, pulls out a tiny key from his waistcoat, unlocks 
  the door, and opens i  for you.  
  Inside is obviously a girl’s room. Everything is 
  clean and tidy. An armoire on the wall next to the 
  door has porcelain dol s neatly arrayed on top of t, as 
  does the bed, and on the far wall is a small wooden 
  desk. Through the dim light from the boarded 
  window, lace valances adorn a wrought iron curtain 
  rod and bed posts. Hiner walks in and lights the 
  lantern on her end table. “Well,” he says, “here we 
  are.” 
  The PCs are each welcome to Search if they wish, as well 
  as take 20. Here’s what they’ll find based on their results. 
  Women and Children First 
   
  Page 10 
  
  � DC 5+APL: There’s a series of parallel scratch marks 
  between the door and the armoire. It looks like 
  something pushed it against the door to barricade it.  
  � DC 10+APL: There aren’t any sheets on the bed 
  underneath the comforter. 
  � DC 15+APL: The armoire is mostly empty. 
  � DC 20+APL: You find Ormeto’s note to Delinae. See 
  Player Handout #1. 
   
  Who’s this Ormeto guy? 
  “Cursed be that scoundrel! I told him to never come 
  around this part of the forest again, else I’d cover him 
  in honey and raw meat and tie him to a tree in the 
  woods” and with yet another long sigh he says, “But 
  alas, I guess his devotions will go unanswered for sure 
  now. At least my fair daughter will live on in his 
  dreams and atrocious poems.” And with that, he walks 
  downstairs. 
   
  If the PCs investigate the rear of the house or 
  field or barn: 
  The rear of the house is even more spartan than the 
  front. The few windows on this side have been 
  boarded up. The upper window on the east side seems 
  to be doubly boarded. A small, nondescript door is in 
  the exact center of the house. A larger apple tree 
  resides under the doubly boarded window. Behind 
  the house is a large fenced-in field with a big red barn 
  in it. The field looks empty, as far as you can tell. 
   
   
   
  If the PCs go to investigate the barn its two doors are 
  locked with a good (DC 30 Open Lock check) lock made 
  of steel. If they somehow make it in, it’s a simple barn 
  with 8 cow pens on one side, a hayloft above, and a 
  pigpen on the other side. A few miscellaneous items, like 
  tools and rope and such are hung upon the wall. 
   
  � Mayor Hiner Keperny: Male human Rog2/Ari3 
   
  Hiner is a short and shady sort of fellow who’s done his 
  best to appear to be an upstanding individual. How he 
  came to this town is a mystery, but what the townsfolk 
  know is that he conveniently showed up right after the 
  twin’s parents were killed on the way back from a visit in 
  Highfolk, and purchased their farm from the twins. In 
  their grief, the twins had decided to go out adventuring 
  and track down their parents killer. He had Athinasin try 
  to spruce up the house to make it more presentable, and 
  eventually declared himself mayor of the town. Most of 
  the townsfolk humor him out of politeness. 
   
  � Cheil: Male human Com3 
   
  Cheil is a large, plain, and quiet man. Hiner brought him 
  back one day and nobody has ever gleaned where he 
  came from. He’s a kind-hearted person though, so 
  everyone lets him be and is thankful for his constant 
  help. 
   
  Area D: The Brook Houses 
  There are three one-story houses here that all look 
  rather dark, and two of which have their windows 
  boarded up with roughly hewn boards. No light 
  escapes from the boards, and their smokeless 
  chimneys suggest no ones' at home. In contrast, the 
  final house looks a bit plain, but in decent condition. 
  It’s actually more of a log cabin than a house, 
  composed of mostly pine trees and joints that look 
  like they were mortared with river clay. A few wafts 
  of smoke float gently up from its chimney. 
   
  The first two houses are empty. The families that were 
  living there moved in with their families in the Highvale 
  to escape the problems. If a PC manages to get into one of 
  these houses somehow (they’re locked with a good lock 
  [DC 30]), then they’re completely empty with the 
  exception of some larger furniture. The families basically 
  moved out.  
   
  If the PCs approach the final house, it’s Radlie the 
  Watchman’s and he yells down: 
   
  "Hey, that’s my house. There’s nobody in there right 
  now, so why don’t you just leave it alone, OK? Yeah 
  that’s great ... Move along ..." 
  If the PCs attempt to make any commotion about it, or 
  Radlie sees them breaking into anywhere, he rings the 
  bell atop his tower and Mayor Hiner and Cheil come out 
  to investigate. They won’t look very kindly on any 
  infractions, and ask the PCs to leave if caught (or told by 
  Radlie). 
   
  If the PCs make it into Radlie’s house somehow, it’s 
  basically one big room. There’s a big bed on the far side 
  and a smaller one by the fireplace. A fireplace which has a 
  cooking pot on a swing arm, a kitchen area, and a small 
  storage area with foodstuffs and various trinkets. There’s 
  a lute on the mantle. This is also Sienwen’s house. Radlie 
  is her guardian. She doesn’t know her parents (though it’s 
  obvious one was an elf and one was a human, given her 
  half-elf heritage). 
   
  Area E: The Smithy 
  The smithy is actually rather large for such a small 
  village. There’s an exposed and a covered section of 
  the workshop, a stable to the side, and an ornate 2-
  story house attached to the shop. A water wheel 
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  dangles in the stream behind the shop. A shaft from 
  the water wheel runs through the work area and 
  stokes the fires. In the stable, a dappled riding horse 
  shifts restlessly and whinnies. 
   
  The Stable 
  The stable is composed of 6 good-sized stalls, a 
  hayloft, and a buggy house. There’s just one horse in 
  the stable - a large, silver, dappled riding horse. The 
  whole place looks very tidy. The tack and tools are 
  hung neatly on the wall, the buggy is clean and well 
  taken care off, and the hay and water in the stalls 
  looks fresh and clean. This stable looks better than 
  most of the houses in this town. 
   
  The Workshop 
  The workshop is split into two sections - an open 
  section that’s has a roof and no walls, and an enclosed 
  section that leads onto the open section. A large shaft 
  runs down the length of the workshop, which slowly 
  turns via the water wheel behind the shop. Lobes 
  attached to the shaft provide the pumping action to 
  power the bellows, which fan the fires in the forge. 
  Anvils and workbenches line the floor, and tools are 
  arrayed cleanly and neatly within arm’s reach of each 
  area. Horseshoe blanks and miscellaneous building 
  items are neatly arrayed upon shelves in the rear, next 
  to which are racks that look like they were designed 
  to hold arms and armor. 
   
  The House 
  The two-story house is almost as large as the manor 
  house, and considerably more ornate. Carved reliefs 
  and fascia adorn the eaves, windows, and entryway. 
  Through the windows you can make out beautiful 
  window treatments. The house is painted in mellow 
  browns and greens, and actually fits in rather well 
  with the scenery. 
   
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  If the PCs go to the door and knock, then Athinasin 
  comes to the door.  He’s been watching the party since 
  the bell rang. If someone is sneaking around, make 
  opposed Hide and Spot checks (his Spot is +10). He won’t 
  act upon this knowledge unless the sneaking parties 
  attempt to enter his house, or do anything uncouth like 
  stealing his tools. If that happens, he’ll ask them to cease 
  any injustices and make amends, otherwise he’ll have to 
  contact the mayor. 
   
  The door opens and a tall, well-built elf steps out. His 
  long silver hair is pulled back and clasped beh nd his 
  head, and his violet eyes are soft and friendly. He’s 
  wearing a fine blue woolen tunic, loose pantaloons, a 
  long leather apron, and tall boots. He holds a pair of 
  leather gloves loosely in his hands. He smiles and 
  says, “Greetings and salutations, my name is 
  Ath nasin  What brings you to our fair village?” 
   
  Athinasin is a grey elf from the Timeless Tree who’s 
  chosen to leave (basically exile), to life closer to the other 
  races. He’s very curious and friendly by nature, but he 
  won’t brook any disrespect of him or the town. He and 
  Sienwan have been flirting with each other for years, but 
  he’s never wanted to suffer the pain of loosing her in 100-
  120 years, so nothing ever happens. He’ll still react 
  warmly of any mention of her or what she’s doing. She 
  decorated most of the interior of the house, and she takes 
  care of his household when she’s around. 
   
  What’s going on with this gnoll invasion? 
  He sighs and says, “I honestly don’t know. They sneak 
  in under the cover of darkness and loot like common 
  thieves. They sto e all the weapons and armor from 
  my shop, as well as 2 of my horses. I’ve had to put my 
  one remaining horse in Mayor Hiner’s barn at night 
  so Cheil can keep an eye on it. One night I heard 
  some muffled barks, so I grabbed my bow and went to 
  investigate. I saw some leaving Hiner’s barn so I 
  loosed a shot. I didn’t think I would actually hit 
  anyone from that range, as I didn’t want to engage in 
  a skirmish outnumbered 10 to 1, but I ended up 
  hitting it dead square in the chest. We thought it was 
  mostly over, as the raids mostly stopped thereafter, 
  but all of a sudden they snuck in and stole poor 
  Delinae right out from under our noses. I still don’t 
  see how they did it ...” and with that he stares off into 
  space for a few seconds, then shrugs. 
  Where are the gnolls? 
  They’re across the creek from my house. There’s a 
  game trail right across the way that they come down. 
  I haven’t really gone very far in, but their track was 
  pretty easy to follow for what little I did search. 
   
  What happened to Delinae? 
  “I’m not sure really. I heard from Mayor Hiner that 
  they snuck in through her window at night and stole 
  her away. I went over and investigated later, but the 
  two of them had already destroyed any tracks that 
  might have been there by stomping around 
  ‘searching’ on their own.” 
  What do you know about Sienwan? 
  He smiles broadly and says, “Quite a handful that one 
  is. She may not win any forward engagements, but the 
  war will always end in her favor. I’m glad she’s safe. I 
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  hope this who e gnoll thing comes to an end soon. 
  It’d be nice to see the town get back to normal again.” 
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  “
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  What do you know about Mayor Hiner? 
  “Hiner came into power a few years ago when the 
  twin’s mother and father were lost on a tr p back from
  Highfolk. We all took turns searching for a while, but 
  we never found them. Then Hiner came in and 
  bought up the farm from the twins, who fancied 
  themselves adventurers at the time and didn’t care all 
  that much about managing a farm. He decided he was 
  the town mayor a while back, and nobody really cared 
  one way or the other. I’m sorry his daughter was 
  kidnapped though. She was a very sweet and 
  considerate girl.” 
   
  What do you know about the Polk and Paen (the twins)? 
  “Little strange, those two, but good at heart. I knew 
  their parents pretty well. They lived in the manor 
  house where Heiner is now. But, sometime back, they 
  took a trip to Highfolk and never made it back. As 
  best as we could tell, they were on their way home 
  and just disappeared. Must have been attacked or 
  something. Either way, the twins took it upon 
  themselves to go out ‘adventuring’ to make a name for 
  themselves and maybe find out what happened to 
  their parents. In the meantime, they sold their farm 
  to Heiner. After a few years, they came back and 
  didn’t talk about it anymore. I helped them build 
  their house, and they’ve haven’t left since.” 
  What do you know about Crazy Gobo? 
  Athinasin grimaces and says, I really wish he’d leave. 
  All he does is cause trouble around here. He goes out 
  hunting and trapping for weeks at a time, and it’s nice 
  and quiet, then all of a sudden he shows up and chaos 
  ensues. How he stays alive with all h s enemies is 
  beyond me. I wouldn’t put it over on him that this 
  whole gnoll thing isn’t his fault.” 
   
  � Athinasin: Male elf Rgr 5/Exp 3 
   
  Athinasin is a gray elf from the Timeless Tree. He doesn’t 
  tell anyone this, and nobody knows enough to ask him 
  otherwise (elves are elves, right?).  
   
  His attitude and nature is traditionally elvish, but 
  he’s a bit more inquisitive than you would expect, 
  especially for his age (268). 
   
  He came to this town shortly after Nyk Erb set up 
  camp. He was enamored by the drunken braggart, and 
  decided to stay a while to listen to his stories. After a 
  while, the two became friends (baring their occasional 
  fight), and Athinasin has lived here since. At this point, 
  he’s long out-lived the original residents, and he’s become 
  as much a fixture as the terrain as far as they’re 
  concerned. 
   
  He’s helped Radlie, on and off, take care of Sienwan, 
  and during those years she’s become quite attached to 
  him. He reciprocates her feelings somewhat, but he’s not 
  willing to take up the problems of a relationship with one 
  of human blood (even if she’s half-elven) and it’s a little 
  strange since he’s known her since she was a small child, 
  and that was only a few short years ago. 
   
  Area F: The Twins' Houses (Polk and Paen) 
  It’s hard to tell if the houses ahead are two houses 
  with a porch in between, or one long house with the 
  middle busted out of it. Either side looks like it 
  probably only has two rooms in it, and one story. The 
  porch itself is covered, and on it are two rocking 
  chairs and a small table. 
  If the PCs go closer without sneaking: 
   
  As you approach the houses, a door opens from each 
  onto the porch, and two men walk out and sit down 
  in the rocking chairs in unison. Both men have short 
  blond hair, loose breeches, pull over shirt, and a rope 
  belt. They aren’t wearing any form of shoes or boots. 
  In fact, i  appears both men are identical, down to the 
  loaded 
  and 
  cocked 
  heavy 
  crossbow 
  leveled 
  menacingly in your direction. The left one says, “I’m 
  Polk”, the right says, “an I’in Paen”, and in unison 
  they say, “What brings you ‘round these parts?” 
   
  The brothers, for the most part, answer the questions in 
  any order. They’re not really looking to shoot anyone, 
  they just don’t know if the PCs are here as looters or 
  opportunists. It doesn’t occur to them unless someone’s 
  with them (like the mayor) that the PCs are here to help. 
  The twins are hardcore, backwoods hicks.  
   
  We’re here because some lady told us to be here? 
  Polk says, “What lady are you talkin’ about?” 
   
  Yeah, Sienwen told us to come here and help? 
  Paen says, “You talked to miss Sienwen? You’s sho 
  lucky. She’s thar prettiest thin’ in these he’ah woodz. 
  I knews she dun fixin’ tuh do sumfin al  uppity likes. 
  She’in aah-ays plannin’ up sumfin fierce!” and he 
  turns and looks at his brother and says, “Whats you 
  thinkin’ bro?”
   
  “Whelp,” Polk beings, “She’s always been fulla 
  smarts! If she dun sends ya’ll here, whelp we dun be 
  accepin' your help.” And with a smile he puts down 
  his crossbow, pul s out a jug from behind his rocking 
  hair and takes a big long swig before handing it to his 
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  brother. With a gargle and a bitter grimace he yodels 
  in the air and says “We’s gunna give them gnolls what 
  for, ain't that right Paen!” Paen appears to be too 
  engaged with the jug to respond. 
   
   
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  What do you know about Delinae? 
  As soon as you say her name, Polk puts his head 
  between his hands and sighs. Paen turns to you and 
  says, “Oh, now yah dun it. Polk ‘taint been the same 
  since them thar Gnolls dun sto e’s ‘ole Delinae. 
  Accordin’ ta Hiney, they done snuck n through her 
  winder, tossed her in a gunnysack and made off into 
  the night al  sneaky l ke. We dun think he wuz 
  ribbin' us at farst, cuz we dun never heard no Gnolls 
  bein’ all sneak n' like, but when Sienwan tole’ us, we 
  knew she never dun tells no lie. ‘Ole Polk’s not been 
  the same since ... see’s hee’d dun been courtin’ ‘er for 
  years now. The day after she gots taken wus Polk’s day 
  ta asks her ta be his wife. He dun asks her every 
  Freeday.” And with that, you hear a tiny sob from 
  beneath Polk’s hands. Undeterred, Paen continues, 
  “He use ta do it on thar gazebo, but whens we took it 
  down fur tha tower, he was all reddy ta ... Polk? Is you 
  cryin again? You’s the sofest bro I ever dun had. I’m 
  fixin ta slap the woman out of you.” You can barely 
  make out him mumbling under his breath something 
  about ‘mama’s boy’ and ‘the good twin’. 
   
  What can you tell us about the gnolls/invasion? 
  Paen’s face darkens and he scratches his head for a 
  bit, takes a glance at Polk, then says, “Them’s dogmen 
  been cumin' ‘round these parts fur the past month er 
  so. At first we wus thinkin’ it wus critters ur sumfin 
  sneakin’ in at night and steelin' our vittles, but then’s 
  ‘ole Athinasin, he dun caught them sneakin' into 
  town. He plugged one right in its gizzard, and the rest 
  of ‘em drug the shot one and their loot off into the 
  woods off yonder across the streams. There’s a game 
  trail they done went down.” 
   
  Who’s this Athinasin person? 
  “Athinasin’s the smithy. He’s not so bad as elves go, 
  ‘specially round these parts. Not like those crazy tree 
  elves. They’re always checkin’ up on us, from a 
  distance-like. Makin’ sure we’s keeping our end of the 
  bargain and not goin’ cross the river. Uh course, they 
  ain’t seem ta do nutin’ bout the gnollies. Good fur 
  nutin tree elves.” 
   
  Who’s the dwarf/Crazy Gobo? 
  Both bro hers being to laugh as you bring it up, Paen
  finally grabs a breath and says, “Thas ole Crazy Gobo. 
  He’s crazy as a woodchuck. He’s a trapper in these 
  parts, and dun sets up camp here now and again ... 
  though why he picked now just goes to show ya how 
  crazy he is. I don’t think he gets along with the other 
  people in these parts. He’s a scrapper, tried and true.” 
   
  What the hell are you talking about, "tree elves"? 
  “You know, them tree elves. They all live in a big tree. 
  They cum stopin our gran’pappy when he dun show 
  up here. They sayin' “Ya betta not cross this’in heer 
  river, else we fixin' ta throws you a beatin’. An so’s, 
  that’s where he stopped and sets up this town. He 
  names that stream “Borderbrook” on account of them 
  durn tree elves.” 
   
  Who’s your grandfather? 
  “Our granpappy wus nun other than, Nyk Erb the 
  great adventurer. We hears they still dun tellin’ his 
  stories all abouts the city of Greyhawk and such.” 
   
  You were adventurers? 
  Polk looks over at Paen, then back to you and says, 
  “We’s not eva talkin’ about that. Wherevers you heard 
  that from, you’s best tell them to shut their pie hole 
  befores we shuts it for them. Same goes fur you.” Paen 
  nods n agreement and taps his fingertips on his 
  crossbow to hammer the point home. 
   
  If the PCs find some way into one of the brother houses, 
  they both look almost exactly the same, with the noted 
  exception in Polk’s place. 
   
  The main room, while small, is actually rather spartan
  inside. There’s a table with benches, and a fireplace 
  with a cooking pot dangl ng from a wrought iron 
  hangar. The furniture is made up of roughly hewn 
  wood and seems to have been patched and repaired a 
  few times. To the back you can see a bedroom, which 
  is partially hidden by a half-open curtain that seems 
  to be there to separate the two rooms and provide a 
  little privacy. The beds are straw pallets with furs and 
  sheets thrown on top. 
   
  In addition, in Polk’s (the southern house of the two): 
   
  Next to the bed is a small end table with a fine 
  porcelain bowl and pitcher as well as a small mirror. 
  Hanging on the wall behind is a painting of a 
  beautiful young woman and a handsome man, 
  standing in front of a white gazebo. 
   
  If Polk is asked about this, and the PCs didn’t come upon 
  this information illegally, he’ll tell them that the painting 
  is of his mother and father in the town square, and the 
  porcelain was his mother’s. 
   
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  � Polk: Male human Rgr1 
   
  Polk is the more ‘cultured’ of the two brothers, at least in 
  contrast to each other. When their parents were around, 
  Polk was the younger of the two, and the mamma’s boy. 
  When their parents were lost, Polk was the one who 
  convinced Paen to go looking for their killer (as they 
  assumed it was murder and not an accident). Polk studied 
  from any adventurer he ran into, and practiced every day. 
  When Paen finally convinced him to come home, 
  Athinasin gave him his mother’s porcelain set, which he 
  had the foresight to save from their house when they 
  fool-heartedly sold it to Hiner. He also helped the two 
  build the cabins they currently live in. 
   
  After they came back, he started taking a shining to 
  Hiner’s daughter, Delinae. Six years her senior, she wasn’t 
  nearly as thrilled with him and suffered his infatuation 
  out of boredom. Since her supposed abduction, Polk has 
  become quiet and morose, having lost the two women he 
  ever loved.  
   
  � Paen: Male human War1 
   
  Paen, in contrast to Polk, is a jovial ‘good ‘ole boy’. He 
  puts up with Polk’s attitude because of his strong family 
  ties, but it annoys the heck out of him. He’d rather spend 
  the day telling stories and drinking moonshine that he 
  distilled out of woodchips from a still he has hidden 
  beneath his cabin.  
   
  The brothers as a whole don’t really do anything. 
  They mostly just fish during the day and live off what 
  they can scrounge up. It’s a miracle they’re still alive (or 
  maybe it’s because of Athinasin’s pity). 
   
  Encounter Two:  
  The Daring Midnight Raid 
  If the PCs stay the night in the town, then they have a 
  chance to participate in this encounter. If they didn’t, and 
  went charging into the woods after the gnoll camp, then 
  it takes place anyway.  
   
  If the PCs aren’t around: 
  Cheil killed one gnoll, and the remaining one threw two 
  lit flasks of oil into the barn. The rest of the town was able 
  to put it out, but not before the barn was severely 
  scorched. Cheil was hurt pretty badly in the combat and 
  resulting fire, and will be bedridden for a while. 
   
  If the PCs are around: 
  Two gnoll boys have taken it upon themselves to ‘pay 
  back’ Athinasin for foiling their raid a few weeks back. 
  They plan on sneaking into the barn, stealing what they 
  can, and lighting the place on fire. Unbeknownst to 
  them, Cheil has started sleeping there at night and 
  locking the door. 
   
  The encounter begins with the gnolls trying to bust 
  into the barn about an hour before midnight, at which 
  point Cheil begins to shout. If the PCs are outside and/or 
  near enough to hear him, they can make Listen checks. 
  Otherwise, in 4 rounds, the gnolls bust in and start 
  attacking Cheil. The next round, Radlie rings the bell (or 
  sooner if he sees or hears the PCs acting). All PCs 
  currently awake will hear the bell; make your own 
  judgment for the sleeping PCs. 
   
  The gnolls attempt to kill Cheil if they can. It takes 
  10 rounds to bludgeon Cheil to unconsciousness. If the 
  two gnolls work together, they can do it in 5. 
   
  They may take on one PC if they look wimpy, 
  otherwise they’ll bark at each other and attempt to flee. If 
  both are still alive, they’ll flee in opposite directions (and 
  not towards their camp).  
   
  If the PCs have no way to beat their speed or stop 
  them, then make opposed Constitution checks (add +4 
  for PCs with the Endurance feat). If one creature/PC 
  loses 3 times in a row, then they’re ‘out’ of the run.  If it’s a 
  gnoll he’s caught, and if it’s a PC he/she is lost in the 
  woods enough to be out of the chase. The gnolls are at +1 
  to the roll. If cornered (a.k.a. caught) the gnolls fight to 
  the death. 
   
  If the PCs subdue or catch the gnolls, they are 
  unwilling to talk without some sort of coercion. They 
  only speak gnoll. They know the following: 
   
  Who are you? 
  One is named Ropyf and one is named Ridoc. 
   
  What are you doing here? 
  “We’re teaching those stupid humans a lesson for 
  hurting us.” 
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  Hurting you? 
  "Yeah, they killed our littermate, Forazg. Sho  h m 
  dead with an arrow." 
   
  Where are you from? 
  “From our camp. No, we’re not going to tell you 
  where it is, so kill us or let us go.” 
   
  Why are you raiding their village? 
  “Because we need it, and we deserve it. The humans 
  will always make more. That’s what they’re good for.” 
   
  If the PCs let them go, they take an extremely 
  roundabout way of getting home. It takes them over a day 
  to get back to the camp (which is only about a 3 hour 
  walk away). 
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  All APLs 
  � Gnoll Boys (2): hp 10, 9; see the Monster Manual for 
  statistics.  
  Exception: these gnolls are missing armor, a shield, 
  and the weapons.  
  Armor Class: 11 (+1 natural), touch 10, flat-footed 11 
  Attack: Club +3 (1d6+2) 
   
  Tactics: Gang up on a single person if possible, but if the 
  odds start looking worse than that, run like the wind.  
   
  Encounter Three: 
  The Orc Camp 
  The gnolls have been using this path for a while, and 
  some of them aren’t very adept at (or cared to) cover their 
  tracks, so it’s a DC 8 Survival or Search check to follow. 
  In most cases, the path is about 2’ wide, and a lot of times 
  the brush is only cleared off for about 4’ up, since it’s used 
  primarily by animals, and the gnolls just duck. Large 
  animal companions have to be careful about moving, and 
  mounts must be lead. 
   
  As you trek deeper into the woods, the brush begins 
  to grow closer and thicker around you as the trail 
  starts twist to and fro. At some points you end up 
  skirting the edge of a small creek, or walking down a 
  dried ravine, before climbing back into the confines 
  of the vegetation. At other times the vegetation lets 
  off as the older tree’s canopies block the sun, and 
  you’re left with the stark contrast of a dark and almost 
  barren landscape. A tiny microcosm, hidden from the 
  sight of the world around, clothed in a soft brown 
  floor, rough wooden pillars, an ethereal atmosphere, 
  and an eerie silence. Then the path leads back into 
  the vegetation and you’re left with the confines of 
  briars and scrub brush. 
   
  t
  This trip has taken about 3 hours. The orcs have started to 
  wise up to the possibility that some of the gnoll males are 
  hiding out. They planned to raid the village, pretend to 
  leave, and then set up a watch somewhere else to find out 
  what the gnolls were hiding. As a result, the orcs came 
  back here with 2 gnoll captives. They left one guard to 
  watch the captives and went back to watch the camp. 
  While they were gone, the gnolls tried to escape, and 
  fought with the orc guard. The orc and one of the gnolls 
  died in the camp (orc axed one, the other one proceeded 
  to crack the orc’s skull open with one of the rocks from 
  the fire pit), and the remaining gnoll crawled into the 
  woods a ways before collapsing and dying.  
   
  Anyway, a few seconds after the PCs enter the camp 
  the other orcs come back. Read them the box text, and 
  then find out what each of them is doing (approximately 
  1 round of actions). Combat begins as normal because 
  both parties are surprised, but with the PCs in whatever 
  position and job they were doing in that round. If a single 
  PC gets to the camp (scouting) first, it’s still in effect. If 
  he’s sneaking or hiding, make the appropriate Spot and 
  Listen rolls. If the orcs fail, they’ll begin to survey the 
  scene and clean up the camp, and mutter about “those 
  damn gnolls, we’ll teach them a lesson” etc. in Orcish. 
   
  Abrup ly, the foliage opens up and path you’ve been 
  following widen into a small clearing. Bags, boxes, 
  food, and debris lie strewn about haphazardly. The 
  embers of a dying fire smoke faintly in the middle. 
  Ahead, you can make out two slumped humanoid 
  forms on the other side. 
   
  Again, the path is about 2’ wide. The clearing is about 15’ 
  wide and 20’ long. Outside the clearing is heavy brush. A 
  humanoid can move through it, but at half speed, and for 
  every square of brush between it and its target, the target 
  gains ¼ cover. The remains of a fire is in the exact center 
  of the clearing, along with some wooden sticks used for 
  cooking. A pile of boxes and bags were on the side where 
  the PCs came into the clearing, but they’ve been knocked 
  over. Inside the boxes are dirt, leaves, bags of nails, 
  animal skulls, rope, lanterns, animal feed of some kind, 
  and miscellaneous trinkets. 
   
  Inspection of the bodies finds a dead gnoll and a 
  dead orc. A DC 5 Heal check on the gnoll shows he has a 
  few gaping wounds, and both bones in his left forearm 
  are broken. A DC 15 + APL Heal or Search check finds a 
  line of fur missing, and rope burn marks around his 
  wrists. A DC 2 Heal check on the orc shows his head 
  cracked open by something blunt. Brain matter appears 
  to have a nasty habit of sticking to everything around. 
   
  The following can be found through searching the 
  clearing. Note: the last item, the blood trail, can’t be 
  followed if the PCs take 20 to find it, as the stream he 
  crossed will have washed the rocks he climbed over clean 
  of blood. 
   
  � DC 10: You find there’s a rock missing from the fire 
  circle. 
  � DC 15: You find the missing rock, covered in ash, 
  blood, and brain matter, over by the edge of the 
  clearing near the orc. 
  � DC 18:  You find a bloody greataxe beneath the pile 
  of boxes. 
  � DC 20+APL:  You find some bloody, frayed, and 
  ripped chunks of knotted rope. 
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  � DC 22+APL (For only the first 3 rounds after combat 
  ends):  You find a trail of blood leading off into the 
  woods away from the path. 
   
  This trail can be followed with a Track (Survival) check of 
  DC 15+APL.  
   
  You follow the blood through a tight patch of brush 
  and foliage, at times crawling on your hands and 
  knees through briars and muck. You finally come to a 
  stream, and barely make out the bloody paw prints on 
  the rocks as your quarry climbed up the stream to 
  avoid detection. A few hundred feet up, hidden in the 
  woods beyond beneath a fal en tree, you find another 
  dead gnoll. His arms are tied in front of him with 
  stout rope. His muzzle is bloodied, and grievous cuts 
  and gashes are all about his body. His fur is almost 
  matted with gore. The blood still appears fresh. 
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  If the PC does a Heal check on him, he’s dead. A DC 15 
  Heal check suggests he’s only been dead for a short while 
  (under an hour). 
   
  If the PCs capture one of the orcs that come into the 
  camp, then they only speak orc. They’ll talk with a little 
  motivation, as they have no reason to care one way or the 
  other. They all know basically the same thing (which is a 
  lot of nothing). If they somehow have a way to speak 
  with dead, the dead orc knows the same thing. The gnolls 
  are just from the gnoll camp.  
   
  Who are you? 
  “We’s great n powerful Jebli orxes ... we crush you.” 
   
  Why are you here? 
  “We's roundin' up them weedy gnolls ta fights fur us 
  against the stupid humans and elvesies.” 
   
  What gnolls? 
  “All the gnolls in the area. We’s gunna rounds them 
  all up. Hopefully they all get p ugged with arrows. I 
  hate gnollies.” 
   
  What happened here? 
  “Why you askin. me? You busts up our camp guud, 
  and gutted our guard and our slaves. Just like you 
  people, always killing and looting. Someday Gruumsh
  pay you back ... you see. He get you guud.” 
   
  We’re scary, powerful PCs - tell us more or we’ll kill you! 
  “Whut? Yuu gunna kill me anyway. That what yuu 
  people do. Breed and kill. Well and steal, and loo , but 
  mostly breedin and killin", and with that he spits and 
  says, “I spit upon your pointy-horse lady!”
   
  APL 2 (EL 3) 
  � Jebli orcs (6): hp 5 each; see Appendix A. 
   
  APL 4 (EL 5) 
  � Jebli orcs (6): hp 5 each; see Appendix A. 
  � Jebli patrol boss: hp 33; see Appendix A. 
   
  APL 6 (EL 7) 
  � Jebli orcs (10): hp 5 each; see Appendix A. 
  � Jebli patrol boss: hp 47; see Appendix A. 
   
  Tactics: The orcs basically stumble out of the woods in a 
  big pack. As far as they know, the PCs slaughtered the 
  camp members, so they’re enraged and just attack. Being 
  orcs, they’ll try to cut down the weaker party members 
  first if they’re able. 
   
  Treasure:  
  APL 2: loot- 46 gp; coin- 10 gp. 
  APL 4: loot- 132 gp; coin- 20 gp. 
  APL 6: loot- 163 gp; coin- 20 gp. 
   
  Encounter Four:  
  The Redeye Tribe Camp 
  If the PCs continue on down the path, they’ll come to the 
  edge of the gnoll camp in about 30 minutes. 
   
  The foliage begins to thin out somewhat as the path 
  widens and looks extremely well traveled. Ahead of 
  you, you make out a strange ‘whooping’ sound along 
  with some shrill barks. 
   
  The camp is currently still in an uproar. The gnoll scouts 
  noticed the orcs trying to pull a fast one on them, and 
  then leave, so they were expecting another raid. The PCs 
  are welcome to sneak up to the camp, or walk up to the 
  camp. Even if the gnolls see them, they’re not going to 
  react unless they enter their camp. If so, then cut to the 
  confrontation. They’re welcome to scout from a distance 
  as much as they want though. The gnolls have far too 
  much to worry about to go chasing after some silly 
  adventurers. 
   
  As you get closer you can see a large encampment 
  ahead of you. There looks to be 20-30 hide tents of 
  various sizes, and a few wooden lean-tos. Most of the 
  structures are arrayed around 3 fire-pits, a large 
  central pit, and two smaller side pits. A few hyenas 
  are roaming around loose, and fighting over a few 
  scraps of dead animal. Whenever one wrestles the 
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  prize away from someone else they let out the strange 
  whooping sound you heard earlier.  
   
  For as many tents as are around, there’s 
  surprisingly few gnolls evident, and those that you do 
  see are about the sorriest excuse for a gnoll you’ve 
  ever come across. Many are walking around stooped 
  over, their hair dirty yellow and ratty. Many look so 
  small as to be children or midgets. In the larger tent 
  in the center circle you can make out what looks like 
  a gathering of sorts. A few gnolls are standing at the 
  door ooking in through open flaps, and the tent 
  looks to be full. 
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  If the PCs approach the camp, then make Listen and Spot 
  checks. There are about 30 non-combatant gnolls and 
  about 5 hyenas. It’s likely they’ll be spotted. If not, and 
  they figure out how to look in the large tent, it’s packed 
  to the brim with gnolls. Most are crippled, elderly, 
  women, and children, but one large male stands in the 
  center and is talking to them in Gnoll about what they’re 
  going to do, whether they should move again, or whether 
  they should disperse as a tribe, or what have you. 
   
  When the PCs are spotted (assuming they’re not 
  charging forward, weapons drawn), then read: 
   
  A call goes out from the gnolls around you. It’s 
  obvious that you’ve been spotted. One of the gnolls 
  from the entrance to the large tent walks towards you, 
  growls, and shouts at you in Gnoll. 
  The gnoll shouts “Go away and leave us be, we’ve had 
  enough trouble today, and won’t suffer your presence in 
  our lands any longer.”  
   
  If the PCs stop and try to talk with the gnoll, be it in 
  Common or Gnoll, then read: 
   
  From your side, a decrepit-looking, gnarled, and 
  stooped gnoll hobbles out, barks at the guard, and 
  turns to you and says in Common, “Please, leave these 
  lands. In the past, our tribe would have cut you down, 
  cried out in victory, and feasted on your flesh while 
  giving gloried thanks to Erythnul. But those times 
  have passed. Leave us, before our tribe finds solace in 
  your death as our last bitter act.” 
   
  If the PCs continue to talk or ask questions: 
  This is what the old gnoll, Yata, knows. 
   
  Who are you? 
  “I am Yata, a devout worshipper of the Many and his 
  lunar cycles. Once, long ago, I hunted with my pack 
  mates and found much glory in the slaughter of the 
  weaker races. Now, I am just old and waiting to die. If 
  our leader was stronger, he would have butchered me 
  when I first faltered, but instead I am left to die in 
  shame like a crippled deer…” 
   
  What is this place? 
  “This is the camp of our tribe, the Redeye. Or at least, 
  the remnants of it.” 
   
  Why do you keep attacking Borderbrook? 
  “We’re just raiding that village for supplies that the 
  cursed orcs keep robbing from us. They should be 
  thankful we aren’t as powerful as we once were, or 
  we’d cut through that village like a great thunderbo t 
  and burn everything to the ground.” 
   
  What did you do with Delinae? 
  “We don’t know what you’re talking about. We 
  haven’t taken slaves in over a season. In fact, all we’ve 
  ever done from those humans is run. One of them 
  even killed one o  our pups for stealing a food bird.” 
   
  The orcs?  The remnants? Why are there only women, 
  children, and elderly around? What’s going on? 
  “The pack leader of the east has sent his orcs to round 
  up anyone they can find and force them into their 
  armies. At first we gathered our bravest warriors and 
  extra supplies and sent them gladly into the fray, but 
  they kept coming. Soon they were taking our winter 
  stores and pups not even of age yet. We’ve tried 
  moving further and further away, but somehow they 
  always track us and take whatever we’ve stored up. 
  Once a week a pack of orcs comes from the north and 
  robs us of whatever we’ve acquired. We hide what we 
  can, but if we give them nothing, they kill some of us 
  out of rage.”
   
  Look, how about you stop attacking the humans, and 
  we’ll give you stuff, or not kill you, or whatever?  
  “I hesitate to trust any words that come from your 
  deceitful mouths, but I will ask our pack leader and 
  see what he has to say.” and with that, the old gnoll 
  beings to hobble over to the large tent. 
   
  If the PCs attempt to follow, he turns around and says: 
  “Go not any further, we’ll not have your kind so close 
  as to strike us down before we can react. Stay where 
  you stand or this uneasy truce will surely fall.” 
   
  After Yata enters the tent: 
  Loud barking and yapp ng in gnoll erupts from the 
  tent soon after Yata enters. It’s obvious they’re 
  conversation has turned heated. Eventually the 
  sounds die down, and the old gnoll comes hobbling 
  out and towards you. As he walks, some of the smaller 
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  gnolls, that must be children, throw stones at him and 
  let out a shrill cackling sound. 
   
  “The leader has accepted your offer. To that 
  human village we will never go again. Now take your 
  leave, lest this uneasy truce turn into a trial in blood.” 
   
  Oh, those orcs. Yeah, we killed them good. Don’t worry 
  about it! 
  “What? You’ve doomed us for sure. I knew last nights' 
  golden moon was a sure sign of trouble. You fools, f 
  killing them was all it would take to stop the raids, 
  don’t you think we would have a pile of orc skul s? 
  No, now they’ll be more coming back for sure, more 
  than we can handle, and more than enough to 
  slaughter us al . Your kind brings nothing but death 
  with you.” 
  i
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  i
   
   
   
   
  Hey … why don’t we stay and help? We’ll kill those orcs 
  too! 
  “I hesitate to trust any words that come from your 
  deceitful mouths, but I will ask our pack leader and 
  see what he has to say.” and with that, the old gnoll 
  beings to hobble over to the large tent. 
   
  If the PCs attempt to follow, he turns around and says: 
  “Go not any further, we’ll not have your kind so close 
  as to strike us down before we can react. Stay where 
  you stand or this uneasy truce will surely fall.” 
   
  After Yata enters the tent: 
  Loud barking and yapp ng in gnoll erupts from the 
  tent a while after Yata enters. It’s obvious they’re 
  conversation has turned heated. Eventually the 
  sounds die down, and the old gnoll comes hobbling 
  out and towards you. As he walks, some of the smaller 
  gnolls, that must be children, throw stones at him and 
  let out a shrill cackling sound. 
  “The leader has accepted your offer. You may stay 
  in the smaller circle that is furthest from the center. 
  The few cubs that remain in those tents will vacate to
  our circles. If you make any sudden actions, we will 
  be forced to kill you.” 
   
  But wait, why don’t we just talk to the pack leader 
  ourselves? We’re smart! 
  “No. Our few remaining warriors must stay in hiding, 
  so as to not be found out by the cunning orcs. No one 
  outside the Redeye will know who is, or is not, our 
  leader. Stay where you are!” 
   
  If the bloodthirsty PCs attack the gnolls instead 
  or at any later time:  
  Let the players roll initiative like normal, but secretly roll 
  the gnolls also. When the first gnoll’s initiative comes up, 
  then read: 
   
  From out of fleeing and cowering gnolls around you, 
  a few decrepit old forms begin to stand tall. Their 
  mangy fur is shrugged off like a coat, and underneath 
  lies a snarling beast suited in leather armor and red, 
  hate-filled eyes. From out of the large tent a huge 
  gnoll swaggers out, and lets loose the brace on his 
  hyena companion. 
   
  APL 2 (EL 4) 
  � Gnoll: hp 11; see the Monster Manual.  
  � Hyena: hp 13; see the Monster Manual. 
  � Redeye pack leader: hp 27; see Appendix A. 
   
  APL 4 (EL 6) 
  � Gnolls (2): hp 11, 11; see the Monster Manual. 
  � Hyena: hp 13; see the Monster Manual. 
  � Redeye pack leader: hp 51; see Appendix A. 
   
  APL 6 (EL 8) 
  � Gnolls (4): hp 11, 11, 11, 11; see the Monster Manual. 
  � Hyena: hp 13; see the Monster Manual. 
  � Redeye Pack Leader: hp 67; see Appendix A. 
   
  Tactics:  The gnolls come in from all sides of the PCs if 
  they were in the camp. Otherwise, they come in a group 
  from the edge of the camp. The gnolls aren’t looking for 
  an honorable fight, they’re looking to kill, and they’re 
  going to choose the weakest perceived target if they can. 
  Spell casters, bards, lightly armored people, whatever. 
  This doesn’t mean they’ll keep whacking at a mage who’s 
  AC is buffed to high to hit though. If the target turns out 
  to be difficult, they’ll switch to the next best. 
   
  Treasure: 
  APL 2: loot- 39 gp; coin- 5 gp. 
  APL 4: loot- 46 gp; coin- 5 gp. 
  APL 6: loot- 90 gp; coin- 5 gp. 
   
  Encounter Five:  
  Murder O'Clock in the Camp 
  If the PCs asked to stay and help, then they get this 
  encounter, otherwise they don’t.  
   
  You spend a night and a day at the gnoll camp, which
  seems all the more subdued with your presence. Red 
   
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  eyes stare out of the darkness of tent flaps and watch 
  you. The tents you were assigned aren’t the cleanest 
  of places, and smell like wet dog and rotting flesh. As 
  the light begins to fade on the 2
  nd day you hear the 
  hyenas begin to growl and whoop again. Finally, after 
  a short time, a curdling cry is heard and orcs begin to 
  pour out of the woods towards the camp. 
   
  From out of fleeing and cowering gnolls around 
  you, a few decrepit old forms begin to stand tall. Their 
  mangy fur is shrugged off like a coat, and underneath 
  lies a snarling beast suited in leather armor. From 
  beneath the mundane items around them they pull 
  their weapons, and begin to stride forward with red 
  hate-filled eyes. 
   
  The gnolls the PCs would have fought in Encounter 5 are 
  now on their side. Fight, fight!  
   
  APL 2 (EL 5) 
  FRIENDLY: See combatants in Encounter 4 (APL 2). 
  � Jebli orcs (3): hp 5 each; see Appendix A. 
  � Orc sorcerer: hp 11; see Appendix A. 
  � Orc sergeant: hp 24; see Appendix A. 
   
  APL 4 (EL 7) 
  FRIENDLY: See combatants in Encounter 4 (APL 4). 
  � Jebli orcs (6): hp 5 each; see Appendix A. 
  � Orc sorcerer: hp 21; see Appendix A. 
  � Orc sergeant: hp 38; see Appendix A. 
   
  APL 6 (EL 9) 
  FRIENDLY: See combatants in Encounter 4 (APL 6). 
  � Jebli orcs (10): hp 5 each; see Appendix A. 
  � Orc sorcerer: hp 31; see Appendix A. 
  � Orc sergeant: hp 52; see Appendix A. 
   
  Tactics: The orcs are on a mission of genocide, a.k.a. the 
  extermination of all life in this camp. They’ll move as a 
  mob, with the sorcerer in back and the sergeant in front, 
  flanked by his common orcs, attacking whoever gets to 
  them first. If someone makes an obvious target of himself 
  or herself, the sergeant moves toward dealing with that 
  person. 
   
  Treasure:  
  APL 2: L: 46 gp; C: 42 gp; M: wand of enlarge person (15 
  charges, 38 gp per character), pipes of the sewers (96 gp 
  per character). 
  APL 4: L: 129 gp; C: 75 gp; M: (15 charges, 38 gp per 
  character), pipes of the sewers (96 gp per character), salve 
  of slipperiness (83 gp per character). 
  APL 6: L: 160 gp; C: 95 gp; M: wand of enlarge person (15 
  charges, 38 gp per character), pipes of the sewers (96 gp 
  per character), salve of slipperiness (83 gp per character), 
  boots of the winterlands (208 gp per character). 
   
  After It's All Done 
  The gnolls show a grudging amount of gratitude to the 
  PCs for their help in repelling the orcs, and swear a blood 
  oath to leave the human community alone. PCs are 
  welcome to stay for as long as they wish, although 
  eventually the gnolls tire of the heroes, and tell them to 
  go.  
   
  Any PC that displays a great amount of battle 
  prowess (DM's discretion) during the battle with the orcs 
  earns the Favor of the Redeye Tribe (see the Treasure 
  Summary for details). 
   
  Encounter Six:  
  Back to Borderbrook   
  As you break the edge of the forest into the clearing 
  between the woods and the creek, the sound of the 
  watchtower bel  begins to ring out again. From out of 
  their houses, Mayor Hiner and Athinasin walk 
  towards you to meet you as you reach the bank on the 
  town side.  From up above, Radlie bellows “Hail 
  adventurers, what news bring ye?” 
  l
   
  Tell them they attacked the gnolls: 
  Hiner and Athinasin l sten to your story. Finally 
  Hiner pipes up and says, “I’m glad you taught those 
  brigands who was boss. Now everyone can come back 
  and resume business as usual ... other than poor 
  Delinae I guess ...” and with that he puts his head 
  down and lets out a long sigh before turning around 
  slowly and returning to his house. Athinasin says, 
  “We thank you for your hard work. It’s not easy to 
  storm nto the dark woods and bring down a tribe of 
  gnol s. I have one ast request of you though, if one of 
  you is returning to town, could you tell Sienwan that 
  she can come home? It would be nice to have our 
  families back. Good day, and safe journeys, friends.” 
  i
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  l
   
  Tell them about bargaining with the 
  gnolls: 
  Hiner and Athinasin l sten to your story. Hiner’s face 
  grows progressively redder before he bursts out, “I’ll 
  hear nothing more of this. How could you look those 
  thieves, killers, and k dnappers in the eye and not 
  strike them down for their transgressions. What a 
  waste! I knew I should have hired some adventurers 
  from Dyvers. I KNOW they know how to get the job 
  done right.” And with that, he turns around in a huff 
  and stomps off to his house. 
  i
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  If the PCs haven’t told him about Delinae: 
  Athinasin glares at Hiner as he leaves and then turns 
  to you and says, “Did you find out anything about 
  Delinae though?” 
   
  If the PCs found out that the gnolls didn’t have anything 
  to do with Delinae: 
  “Hmmm, this is strange news indeed. But at least I 
  think it should be safe for people to come home now. 
  Please tell Sienwan about what you learned so that 
  they can come home. Good day and safe journeys, 
  friends.” 
   
   
   
  i
   
  Otherwise, if the PCs failed to ask: 
  “That’s too bad. It would have been nice to have some 
  closure on the subject. I guess we’ll never know. I’m 
  sure the women will be able to make ends meet for a 
  while in Highfolk. I just hope that this town is still 
  around for them to come back to. Good day and safe 
  journeys.” 
  Athinasin thanks the heroes profusely for what they've 
  done, knowing that they've averted a threat to the 
  community. He does not seem overly concerned with the 
  fact that the heroes bargained with the gnolls to get them 
  to cease their depredations, so long as they honor their 
  accord.  
   
  Conclusion 
  Your trip back to Highfolk is quick and uneventful, 
  with the worst part of the trip at the end of your 
  journey as you suffer the stench of Tannery Row on 
  your way to the Dead Goblin. After a few drinks, and a 
  few drunken jokes at the bar maid’s expense, Sienwan 
  and her two cherubic companions quietly enter the 
  bar and sits down. Her prev ously pristine clothes 
  seem a bit worse for wear, but it doesn’t hide her 
  glowing eyes and obvious excitement at seeing you, 
  “So, what happened, how is the town?”
   
  Attacked the gnolls: 
  “Oh, how dangerous! I’m glad I’m not an adventurer. 
  I’m also glad we can go home though. I don’t like 
  these big cities. It’s all rush-rush everywhere. Do this, 
  don’t do this, don’t’ step on that. What’s a girl to do? 
  We , here’s your pay. G’bye!” and with that, the 3 of 
  them giggle at each other, wave, and head out the 
  door. 
  ll
  l
   
   
  A few weeks later the chatty mouths are at it 
  again, but instead of grand stories of Amazon cities 
  under siege, it’s about a town by the name of 
  Borderbrook that was recently razed by an orcish 
  hoard, and how a party of adventurers led to the 
  downfal  and slaughter of a whole town of people. 
  Just think of the rumors that this is going to generate. 
  Hard nubs and shreds, indeed. 
  Since Athinasin is either dead or lost, the heroes do not 
  earn his gratitude. Cross that item off of each of the 
  heroes' Adventure Records. 
   
  Bargained with the gnolls: 
  “Oh I just KNEW you were the right people for the 
  job. That’s just the cleverest thing I’ve ever heard. I 
  bet Ath nasin will just be so proud of me! Here’s your 
  pay for a job well done. G’bye!” and with that, the 3 of 
  them giggle at each other, wave, and head out the 
  door.  
  i
   
   
   
   
  Around you the inn is a flutter with people 
  talking to people about myriad things. Rumors are 
  again in motion and the day is still young. 
  A few weeks later, the heroes receive word that Athinasin 
  wishes to give them a reward for their hard work. He 
  sends a message, inviting the heroes to return to 
  Borderbrook again someday soon, so that he may craft a 
  suit of armor for each of them. See the Treasure Summary 
  for the details of his gratitude. 
   
  Bargained with the gnolls and didn’t find 
  out about Delinae: 
  “Oh pooh! I guess a little more time here can’t hurt” 
  and she ets out a long sigh. “Thanks for help ng us 
  out. Here’s the money as we agreed. I’ll take my leave 
  now.” And with a curt curtsey, she drops a bag of coin 
  on the table and heads out quietly with her 
  companions in tow. 
  l
  i
   
   
  The chatty mouths are at it again, but some tell of 
  a gnoll run slave train to the north where beautiful 
  maidens are auctioned off to the highest bidder. Oh 
  well, there’s always tomorrow. 
  A few weeks later, the heroes receive word that Athinasin 
  wishes to give them a reward for their hard work. He 
  sends a message, inviting the heroes to return to 
  Borderbrook again someday soon, so that he may craft a 
  suit of armor for each of them. See the Treasure Summary 
  for the details of his gratitude. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
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  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter Three  
  APL 2 90 xp; APL 4 150 xp; APL 6 210 xp. 
   
  Encounter Four (does not earn Story Award) 
  APL 2 120 xp; APL 4 180 xp; APL 6 240 xp. 
   
  Encounter Five (only if they bargained with the 
  gnolls) 
  APL 2 150 xp; APL 4 210 xp; APL 6 270 xp. 
   
  Story Award (no XP for Encounter Four) 
  Successfully bargained with the gnolls: 
  APL 2 90 xp; APL 4 135 xp; APL 6 180 xp. 
   
  Total possible experience (bargaining with the 
  gnolls):   
  APL 2 330 xp; APL 4 495 xp; APL 6 660 xp. 
   
  Total possible experience (killing the gnolls):  
  APL 2 210 xp; APL 4 330 xp; APL 6 450 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. 
   
  L:  Looted gear from enemy 
   
  C:  Coin, Gems, Jewelry, and other valuables 
   
  M:  Magic Items (sell value)  
   
  Encounter Three:  The Orc Camp 
   
  APL 2: L: 46 gp; C: 10 gp; M: 0 gp. 
   
  APL 4: L: 132 gp; C: 20 gp; M: 0 gp. 
   
  APL 6: L: 163 gp; C: 20 gp; M: 0 gp. 
   
  Encounter Four:  The Redeye Tribe Camp 
   
  APL 2: L: 39 gp; C: 5 gp; M: 0 gp. 
   
  APL 4: L: 46 gp; C: 5 gp; M: 0 gp. 
  APL 6: L: 90 gp; C: 5 gp; M: 0 gp. 
   
  Encounter Five: Murder O'Clock in the Camp 
   
  APL 2: L: 46 gp; C: 42 gp; M: wand of enlarge person 
  (15 charges, 38 gp per character), pipes of the sewers (96 
  gp per character). 
   
  APL 4: L: 129 gp; C: 75 gp; M: (15 charges, 38 gp per 
  character), pipes of the sewers (96 gp per character), salve 
  of slipperiness (83 gp per character). 
   
  APL 6: L: 160 gp; C: 95 gp; M: wand of enlarge person 
  (15 charges, 38 gp per character), pipes of the sewers (96 
  gp per character), salve of slipperiness (83 gp per 
  character), boots of the winterlands (208 gp per 
  character). 
   
  Total Possible Treasure 
  APL 2: L: 92 gp; C: 52 gp; M: wand of enlarge person 
  (15 charges, 38 gp per character), pipes of the sewers 
  (96 gp per character)  - Total: 226 gp. 
  APL 4: L: 261 gp; C: 95 gp; M: wand of enlarge person 
  (15 charges, 38 gp per character), pipes of the sewers 
  (96 gp per character), salve of slipperiness (83 gp per 
  character) - Total: 573 gp. 
  APL 6: L: 323 gp; C: 115 gp; M: wand of enlarge 
  person (15 charges, 38 gp per character), pipes of the 
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  sewers (96 gp per character), salve of slipperiness (83 
  gp per character), boots of the winterlands (208 gp 
  per character) - Total: 800 gp. 
   
  Items for the Adventure Record 
  Items Found During the Adventure 
  APL 2 
  • 
  • 
   
  • 
  • 
  • 
  Wand of enlarge person (Adventure, DMG) 
  Bladed 
  gauntlets
  (Adventure, 
  Arms 
  and 
  Equipment Guide) 
  Pipes of the sewers (Adventure, DMG) 
   
  APL 4 (All of APL 2 plus the following) 
  Salve of slipperiness (Adventure, DMG) 
   
  APL 6 (All of APLs 2-4 plus the following) 
  Boots of the winterlands (Adventure, DMG) 
   
  Special (new items to be listed on the Adventure 
  Record) 
  Gratitude of Athinasin: For helping out the community 
  of Borderboork, the elven smith Athinasin has agreed to 
  craft one mithral suit of light or medium armor from the 
  Player's Handbook for half the normal cost (+500 gp for 
  light armor, +2,000 gp for medium armor). The armor 
  may be selected before or after any Highfolk regional 
  scenario; once used, write "used" across this text. 
  Armor chosen ____________________________ 
   
  Favor of the Redeye Tribe:  For your prowess in battle, 
  the leaders of the gnoll tribe have scarred your left arm 
  with an eye sigil. If you encounter the Redeye tribe again, 
  you are treated with an initial reaction of "friendly" 
  instead of any other reaction. In a combat situation, the 
  Redeye gnolls will not fight against you (although they 
  may still fight your allies). Only those specifically 
  selected by the tribe receive this favor, and only if the 
  hero fought alongside them to repel the orc threat. 
   
  Bladed Gauntlet: The bladed gauntlet has two blades 
  that extend from the back of the wrist following the 
  forearm. Unlike with a standard gauntlet, an attack with a 
  bladed gauntlet is not considered an unarmed attack. The 
  bladed gauntlet does 1d6 damage, has a critical threat 
  range of 19-20, and is considered a slashing weapon. You 
  may purchase any version of the bladed gauntlet as if it 
  were a Player's Handbook weapon (note that the item 
  still has a frequency of adventure, however). This item 
  appears in the Arms and Equipment Guide, pages 5-6.  
   
  Caster Level: N/A; Prerequisites: N/A; Market Price: 
  30 gp (per gauntlet); Weight: 2 lb. (per gauntlet). 
   
   
   
   
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  Appendix A 
  Encounter 3 – The Orc Camp 
  All APLs 
  � Jebli orc: Male Medium-sized Humanoid (Orc); HD 
  1d8+1; hp 5; Init +0; Spd 30; AC 13 (flat footed 13, 
  touch 10); Atk +4 melee (1d12+5 [crit x3], greataxe) or 
  +1 ranged (1d6 [crit x3], short bow); SQ: Light 
  sensitivity, darkvision 60 ft.; 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 +4 Spot +3, Alertness. 
   
  Equipment: Studded leather armor, greataxe, short 
  bow, and 20 arrows. 
   
  APL 4 
  � Patrol Boss: Male Medium-sized Humanoid (Orc) 
  Brb2/Rgr2; HD 2d12+2d8+4; hp 33; Init +0; Spd 40; AC 
  14 (flat footed 14, touch 10); Atk +7 melee (1d8+4 [crit 
  x3], masterwork orc double axe) and +7 melee (1d8+2 
  [crit x3], masterwork orc double axe) or +4 ranged (1d6 
  [crit x3], short bow); SA: Rage 1/day, uncanny dodge, 
  favored enemy (elf +2), wild empathy; SQ: Light 
  sensitivity, darkvision 60 ft.; AL CE; SV Fort +7, Ref +3, 
  Will –2; STR 18, DEX 11, CON 12, INT 8, WIS 7, CHA 
  6. 
   
  Skills and Feats: Survival +5, Hide +5, Move 
  Silently +5, Listen +5, Spot +5, Knowledge (nature) +3, 
  Climb +8, Heal +2, Swim +8, Search +4, Alertness, 
  Track, Exotic Weapon Proficiency (orc double axe), 
  Two-Weapon Fighting (when in light armor). 
   
  Equipment: Masterwork studded leather armor, 
  masterwork orc double axe, short bow, and 20 arrows. 
   
  APL 6 
  � Patrol Boss: Male Medium-sized Humanoid (Orc) 
  Brb3/Rgr3; HD 3d12+3d8+6; hp 47; Init +0; Spd 40; AC 
  14 (flat footed 14, touch 10); Atk +9/+4 melee (1d8+4 
  [crit x3], masterwork orc double axe) and +9 melee 
  (1d8+2 [crit x3], masterwork orc double axe) or +6 
  ranged (1d6 [crit x3], short bow) and +1 ranged (1d6 
  [crit x3], short bow); SA: Rage 2/day, uncanny dodge, 
  favored enemy (elf +2), wild empathy, trap sense +1; 
  SQ: Light sensitivity, darkvision 60 ft.; AL CE; SV Fort 
  +7, Ref +4, Will +0; STR 18, DEX 11, CON 12, INT 8, 
  WIS 7, CHA 6. 
   
  Skills and Feats: Survival +7, Hide +6, Move 
  Silently +6, Listen +6, Spot +6, Knowledge (nature) +4, 
  Climb +8, Heal +2, Swim +8, Search +4, Alertness, 
  Track, Exotic Weapon Prof: (orc double axe), Two-
  Weapon Fighting (when in light armor), Endurance, 
  Power Attack. 
   
  Equipment: Masterwork studded leather armor, 
  masterwork orc double axe, short bow, and 20 arrows. 
   
  Encounter 4 – The Redeye Tribe Camp 
  APL 2 
  � Redeye 
  Pack 
  Leader: Male Medium-sized 
  Humanoid (Gnoll) Rgr1; HD 2d8+1d8+9; hp 27; Init 
  +1; Spd 20; AC 20 (flat footed 17, touch 11); Atk +6 
  melee (1d8+4, morningstar) or +3 ranged (1d6 [crit x3], 
  short bow); SA: Favored enemy (human +2), wild 
  empathy; SQ: Darkvision 60 ft.; AL CE; SV Fort +8, Ref 
  +3, Will +1; STR 18, DEX 12, CON 16, INT 10, WIS 12, 
  CHA 10. 
   
  Skills and Feats: Survival +5, Hide +5, Move 
  Silently +5, Listen +7, Spot +7, Knowledge (nature) +4, 
  Climb +8, Heal +5, Swim +5, Search +4, Intimidate +3, 
  Power Attack, Cleave, Track. 
   
  Equipment: Banded mail armor, heavy steel 
  shield, morningstar, short bow, and 20 arrows. 
   
  APL 4 
  � Redeye 
  Pack 
  Leader: Male Medium-sized 
  Humanoid (Gnoll) Rgr4; HD 2d8+4d8+18; hp 51; Init 
  +1; Spd 20; AC 20 (flat footed 17, touch 11); Atk +9 
  melee (1d8+4, morningstar) or +6 ranged (1d6 [crit x3], 
  short bow); SA: Favored enemy (human +2), wild 
  empathy; SQ: Darkvision 60 ft.; AL CE; SV Fort +10, 
  Ref +5, Will +2; STR 19, DEX 12, CON 16, INT 10, 
  WIS 12, CHA 10. 
   
  Skills and Feats: Survival +8, Hide +8, Move 
  Silently +8, Listen +10, Spot +10, Knowledge (nature) 
  +4, Climb +8, Heal +5, Swim +5, Search +7, Intimidate 
  +3, Power Attack, Cleave, Track, Endurance, Rapid 
  Shot. 
   
  Equipment: Banded mail armor, heavy steel 
  shield, morningstar, short bow, and 20 arrows. 
   
  Spells Prepared (4
  th-level ranger; 1; base DC = 11 + 
  spell level): 1st—entangle.  
   
  APL 6 
  � Redeye 
  Pack 
  Leader: Male Medium-sized 
  Humanoid (Gnoll) Rgr6; HD 2d8+6d8+24; hp 67; Init 
  +1; Spd 20; AC 20 (+1 natural) (flat footed 17, touch 11); 
  Atk +12/+7 melee (1d8+4, morningstar) or +8 ranged 
  (1d6 [crit x3], short bow) and +3 ranged (1d6 [crit x3], 
  short bow); SA: Favored enemy (human +2, orc +4), 
  wild empathy; SQ: Darkvision 60 ft.; AL CE; SV Fort 
  +11, Ref +6, Will +3; STR 19, DEX 12, CON 16, INT 10, 
  WIS 12, CHA 10. 
  Women and Children First 
   
  Page 24 
  
   
  Skills and Feats: Survival +10, Hide +10, Move 
  Silently +10, Listen +12, Spot +12, Knowledge (nature) 
  +4, Climb +8, Heal +5, Swim +5, Search +9, Intimidate 
  +3, Power Attack, Cleave, Improved Sunder, Track, 
  Endurance, Rapid Shot, Manyshot. 
   
  Equipment: Banded mail armor, heavy steel 
  shield, masterwork morningstar, short bow, and 20 
  arrows. 
   
  Spells Prepared (6
  th-level ranger; 1; base DC = 11 + 
  spell level): 1st—entangle, longstrider. 
   
  Encounter 5 –Murder O'Clock in the 
  Camp 
  All APLs 
  � Jebli orc: See Encounter 2. 
   
  APL 2 
  � Orc sergeant: Male Medium-sized Humanoid (Orc) 
  Rgr3; HD 3d8+6; hp 24; Init +2; Spd 30; AC 16 (flat 
  footed 14, touch 12); Atk +5 melee (1d6+4 [crit 19-20], 
  bladed gauntlet) and +5 melee (1d6+2 [crit 19-20], 
  bladed gauntlet) or +4 ranged (1d8 [crit x3], longbow); 
  SA: Favored enemy (human +1), wild empathy; SQ: 
  Light sensitivity, darkvision 60 ft.; AL CE; SV Fort +5, 
  Ref +4, Will +0; STR 18, DEX 14, CON 14, INT 10, 
  WIS 8, CHA 10. 
   
  Skills and Feats: Survival +5, Hide +8, Move 
  Silently +8, Spot +4, Listen +4, Search +4, Knowledge 
  (nature) +2, Swim +6, Weapon Focus (bladed gauntlet), 
  Exotic Weapon Proficiency (bladed gauntlet), Track, 
  Two-Weapon Fighting (when in light armor), 
  Endurance. 
   
  Equipment: 
  Chain 
  shirt 
  armor, 
  2 
  bladed 
  gauntlets*, longbow, and 20 arrows. 
   
  *See Appendix D. 
   
  � Orc sorcerer: Male Medium-sized Humanoid (Orc) 
  Sor2; HD 2d4+4; hp 11; Init +0; Spd 30; AC 11 (flat 
  footed 10, touch 11); Atk +3 melee (1d6+2 [crit x3], 
  shortspear) or +2 ranged (1d8 [crit 19-20], light 
  crossbow); SQ: Light sensitivity, darkvision 60 ft.; AL 
  CE; SV Fort +2, Ref +1, Will +2; STR 14, DEX 12, CON 
  14, INT 10, WIS 8, CHA 14. 
   
  Skills and Feats: Concentration +7, Spellcraft +2, 
  Knowledge (arcana) +1, Perform (wind instruments) 
  +3, Spell Focus (evocation). 
   
  Equipment: Wand of enlarge person (15 charges), 
  pipes of the sewers, component pouch, shortspear with 
  intimidating tassels, light crossbow, and 20 bolts. 
   
  Spells Known  (6/5; base DC = 12 (13 for 
  evocation) + spell level): 0—acid splash, flare, 
  resistance, prestidigitation, ray of frost; 1st—magic 
  missile, mage armor. 
  APL 4 
  � Orc sergeant: Male Medium-sized Humanoid (Orc) 
  Rgr5; HD 5d8+10; hp 38; Init +2; Spd 30; AC 16 (flat 
  footed 14, touch 12); Atk +9 melee (1d6+4 [crit 19-20], 
  bladed gauntlet) and +9 melee (1d6+2 [crit 19-20], 
  bladed gauntlet) or +7 ranged (1d8 [crit x3], longbow); 
  SA: Favored enemy (human +2, elf +4), wild empathy; 
  SQ: Light sensitivity, darkvision 60 ft.; AL CE; SV Fort 
  +6, Ref +6, Will +0; STR 19, DEX 14, CON 14, INT 10, 
  WIS 8, CHA 10. 
   
  Skills and Feats: Survival +7, Hide +10, Move 
  Silently +10, Spot +6, Listen +6, Search +6, Knowledge 
  (nature) +2, Swim +6, Weapon Focus (bladed gauntlet), 
  Exotic Weapon Proficiency (bladed gauntlet), Track, 
  Two-Weapon Fighting (when in light armor), 
  Endurance. 
   
  Equipment: Chain shirt armor, 2 masterwork 
  bladed gauntlets*, longbow, and 20 arrows. 
   
  *See Appendix D. 
   
  � Orc sorcerer: Male Medium-sized Humanoid (Orc) 
  Sor4; HD 4d4+8; hp 21; Init +1; Spd 30; AC 11 (flat 
  footed 10, touch 11); Atk +4 melee (1d6+2 [crit x3], 
  shortspear) or +3 ranged (1d8 [crit 19-20], light 
  crossbow); SQ: Light sensitivity, darkvision 60 ft.; AL 
  CE; SV Fort +3, Ref +2, Will +3; STR 14, DEX 12, CON 
  14, INT 10, WIS 8, CHA 15. 
   
  Skills and Feats: Concentration +9, Spellcraft +3, 
  Knowledge (arcana) +2, Perform (wind instruments) 
  +3, Spell Focus (evocation), Greater Spell Focus 
  (evocation). 
   
  Equipment: Wand of enlarge person (15 charges), 
  pipes of the sewers, salve of slipperiness, component 
  pouch, shortspear with intimidating tassels, light 
  crossbow, and 20 bolts. 
   
  Spells Known  (6/7/4; base DC = 12 (14 for 
  evocation) + spell level): 0—acid splash, detect magic, 
  flare, resistance, prestidigitation, ray of frost; 1st—
  magic missile, mage armor, shield, shocking grasp; 
  2nd—scorching ray. 
   
  APL 6 
  � Orc sergeant: Male Medium-sized Humanoid (Orc) 
  Rgr7; HD 7d8+14; hp 52; Init +2; Spd 30; AC 16 (flat 
  footed 14, touch 12); Atk +11/+6 melee (1d6+4 [crit 19-
  20], bladed gauntlet) and +11/+6 melee (1d6+2 [crit 19-
  20], bladed gauntlet) or +7 ranged (1d8 [crit x3], 
  longbow); SA: Favored enemy (human +2, elf +4), wild 
  empathy; SQ: Light sensitivity, darkvision 60 ft., 
  woodland stride; AL CE; SV Fort +7, Ref +7, Will +1; 
  STR 19, DEX 14, CON 14, INT 10, WIS 8, CHA 10. 
  Women and Children First 
   
  Page 25 
  
   
  Skills and Feats: Survival +9, Hide +11, Move 
  Silently +11, Spot +8, Listen +8, Search +8, Knowledge 
  (nature) +2, Swim +6, Quick Draw, Weapon Focus 
  (bladed gauntlet), Exotic Weapon Proficiency (bladed 
  gauntlet), Track, Two-Weapon Fighting (when in light 
  armor), Endurance, Improved Two-Weapon Fighting 
  (when in light armor). 
   
  Equipment: Boots of the winterlands, chain shirt 
  armor, 2 masterwork bladed gauntlets*, longbow, and 
  20 arrows. 
   
  *See Appendix D. 
   
  � Orc sorcerer: Male Medium-sized Humanoid (Orc) 
  Sor6; HD 6d4+12; hp 31; Init +1; Spd 30; AC 11 (flat 
  footed 10, touch 11); Atk +5 melee (1d6+2 [crit x3], 
  shortspear) or +4 ranged (1d8 [crit 19-20], light 
  crossbow); SQ: Light sensitivity, darkvision 60 ft.; AL 
  CE; SV Fort +3, Ref +2, Will +3; STR 14, DEX 12, CON 
  14, INT 10, WIS 8, CHA 15. 
   
  Skills and Feats: Concentration +11, Spellcraft +4, 
  Knowledge (arcana) +3, Perform (wind instruments) 
  +3, Empower Spell, Spell Focus (evocation), Greater 
  Spell Focus (evocation). 
   
  Equipment: Wand of enlarge person (15 charges), 
  pipes of the sewers, salve of slipperiness, component 
  pouch, shortspear with intimidating tassels, light 
  crossbow, and 20 bolts. 
   
  Spells Known  (6/7/6/3; base DC = 12 (14 for 
  evocation) + spell level): 0—acid splash, detect magic, 
  disrupt undead, flare, resistance, prestidigitation, ray of 
  frost; 1st—magic missile, mage armor, shield, shocking 
  grasp; 2nd—scorching ray, levitate; 3rd—fireball. 
  Women and Children First 
   
  Page 26 
  
  Appendix B – Map of Borderbrook 
  Women and Children First 
   
  Page 27 
  Women and Children First 
   
  Page 27 
  
  Appendix C – Map of Redeye Camp 
   
  Women and Children First 
   
  Page 28 
  
  Appendix D – New Rules Items 
   
  Bladed Gauntlet: The bladed gauntlet has two blades 
  that extend from the back of the wrist following the 
  forearm. Unlike with a standard gauntlet, an attack 
  with a bladed gauntlet is not considered an unarmed 
  attack. The bladed gauntlet does 1d6 damage, has a 
  critical threat range of 19-20, and is considered a 
  slashing weapon. You may purchase any version of the 
  bladed gauntlet as if it were a Player's Handbook 
  weapon (note that the item still has a frequency of 
  adventure, however). This item appears in the Arms 
  and Equipment Guide, pages 5-6.  
   
  Caster Level: N/A; Prerequisites: N/A; Market 
  Price: 30 gp (per gauntlet); Weight: 2 lb. (per gauntlet). 
   
  Women and Children First 
   
  Page 29 
   
  
  Player Handout #1 
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  Women and Children First 
   
  Page 30 
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Highfolk/HIG3-07 - Women and Children First.pdf