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.  
   
  BDKA3−03 
   
   
   
   
   
   
   
   
   
  You’ve Got Missive… 
   
  An Introductory D&D LIVING GREYHAWK®  
  Bandit Kingdoms Regional Adventure 
  Version 1 
   
   
   
  by Casey Brown 
  Playtesters: Tom Brister, John Filipek, Karl Johnson, Carlos Ovalle, Marcia Schoonover 
   
   
   
  Fresh in off the farm, you find yourselves taking your ease in the Dirty Dog Tavern in Rookroost. The 
  pretty serving girl, a high-elf, wants you to do her a favor. “No problem,” you think, “piece of cake.” 
  That’s when she tells you that she wants you to deliver a letter to her sister…in the Fellreev. An 
  adventure for first level characters only. 
   
    
   
   
   
   
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario. 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.  
   
  Time Units and Upkeep 
  This is an introductory one-round Regional 
  adventure, 
  set 
  in 
  the 
  Bandit 
  Kingdoms.  
  Characters native to the Bandit Kingdoms 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. 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 3 
  Adventure Background 
  Sylvia Whitetree (Rog7/SpyMstr2, very pretty), 
  sylvan elf member of the Rookroost Thieves 
  Guild, is really a secret member of the Clan 
  Fanlareshen Scouts. Her real last name is 
  Coreandor, and she is the sister of Clan 
  Fanlareshen ranger Osiric Coreandor. Her mission 
  in Rookroost as of late has been to relay 
  information back to the Clan regarding the 
  activities occurring within the city, most notably 
  the disposition of Iuzian troops, their comings and 
  goings, etc. Meanwhile the RTG relies on her to 
  charm patrons of the Dirty Dog Tavern, hopefully 
  learning of any new gossip, rumors, and any other 
  information which might prove of importance to 
  them. 
   
  Recently, Sylvia has felt that she is being watched 
  more closely than usual, and suspects that either 
  the RTG or the Iuzians have become suspicious of 
  her activities. For this reason, she has curtailed all 
  magical communication with her brother, and is 
  seeking out an intrepid party of wet behind the 
  ears adventurers to take a note detailing recent 
  Bonefist activity to her brother, in the Fellreev. 
  Luckily for her, such a group is enjoying the 
  comforts of the Dirty Dog Tavern, fresh in off the 
  farm, so to speak. Her hope is that such a novice 
  group of adventurers will be able to leave the city 
  un-noticed by the forces of Old Wicked and 
  successfully deliver her note to the elves of Clan 
  Fanlareshen. 
   
  A decent map (such as the one from the LGG) will 
  cost the PC’s 5gp to purchase. Do not allow the 
  player’s to use such a map unless their PC owns a 
  map (duly noted on their character’s equipment 
  list). 
   
  Adventure Summary  
  In her guise as a mere serving wench at the Dirty 
  Dog Tavern, Sylvia, disguised as a high-elf, slips 
  the PC’s a note saying that she would like to meet 
  with them later that night in their room to discuss 
  a “business proposition, one that could make you 
  some quick gold at little risk to yourselves.”  
   
  Later that night, Sylvia quietly knocks on the PC’s 
  door. Once she is in their room she introduces 
  herself as Sylvia Whitetree and asks if the PC’s 
  would be able to deliver a note from her to her 
  “dear sister, Tabisha Coreandor.” She explains 
  that Tabisha and her are from the Vesve, and that 
  they moved to the Combination when Tabisha 
  married a Fanlareshen Elf warrior, whom she had 
  met while he was visiting relatives in the Vesve. 
  While Tabisha was perfectly happy to live in the 
  “dark, fearsome Fellreev”, it made Sylvia’s skin 
  crawl so she moved to Rookroost and has been 
  working in the tavern as a serving wench for a few 
  months now. Unfortunately, due to the Old One’s 
  minions keeping a close eye on the Fellreev, she 
  has been unable to return there to tell her sister 
  that she is doing fine.  
   
  Sylvia needs the PC’s to take a note to her sister 
  for her, and asks that they wait until her sister has 
  written a reply and to then bring that reply back to 
  her. She is willing to pay each PC 15gp (can be 
  bargained up to 25gp by some parties), but she 
  tells the PC’s that is all she can afford, as that is 
  how much she has managed to save up. In reality, 
  Sylvia would pay 10 times that amount, but 
  knows that by offering too much she risks news of 
  the 
  transaction 
  getting 
  out. 
  During 
  this 
  interaction, 
  Sylvia 
  keeps 
  smiling 
  at 
  and 
  pretending to flirt with any elven or half-elven 
  males with a charisma greater than 10, and looks 
  disappointed in them if they ever ask for more 
  gold.  
   
  Once the PC’s agree to the mission, she gives them 
  the trapped scroll case and suggests that they 
  leave around mid-morning, via the city’s Funery 
  Gate, so as to attract less attention from the gate 
  guards. This will give the PC’s time to purchase 
  any normal gear that they might have missed 
  during character creation. The PC’s might also 
  learn about the Defenders of the Greenkeep, and 
  the patrols from Fort Skagund. In any case, Tinral 
  (Clr2 of Iuz), an ambitious young cleric of the Old 
  One’s, has noticed the PC’s shopping or asking 
  questions of the city’s beggars and determines to 
  follow them, to see what they are up to. If all else 
  fails, 
  he 
  follows 
  them 
  because 
  they 
  look 
  suspicious.  
   
  Once at the Funery Gate, the PC’s encounter the 
  surly half-orc Grindell. However, today Grindell 
  is in as good a mood as he ever is, having won big 
  at cards the night before. Hopefully the PC’s pay 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 4 
  the toll and be on their way, otherwise Grindell 
  could get very angry! 
   
  Once the PC’s have left the city, Tinral goes to 
  “requisition” some skeletons, a tracker and a 
  horse, and sets off after the PC’s. He catches up to 
  them the night before they enter the Fellreev. That 
  night, Tinral arrogantly walks into the PC’s camp, 
  surrounded 
  by 
  his 
  skeletons 
  and 
  tracker. 
  Hopefully the PC’s have a sentry up, to avoid total 
  surprise. Once in the camp, Tinral arrogantly says, 
  “In the name of Iuz, I demand that you hand over 
  that scrollcase!” Just prior to entering the camp, he 
  had cast detect magic, and is now scanning the 
  party members for signs of magic. He will detect 
  the glow of the magically trapped scroll case 
  Sylvia gave to them, and will demand that the 
  party hand it over to them. This should be a shock, 
  since the party should not know the scroll is 
  magical unless they thought to cast their own 
  detect magic on it. The PC’s will either have to 
  surrender the scroll, at which point Tinral hands it 
  to one of his skeletons to open (and probably gets 
  blasted) and then scans the scroll that was inside 
  by moonlight, or fight. The PC’s might end up 
  being Wanted! due to this encounter. 
   
  The PC’s have two choices when it comes to 
  entering the Fellreev, a) cross the Artonsamay and 
  enter the forest from the south, b) head straight 
  into the forest from the east. If they choose option 
  A, then they will run into a Defender scouting 
  party. Successful negotiation that mentions their 
  mission (Diplomacy, DC 15) and a small bribe will 
  get them led to the Defender’s border with the 
  Alliance inside the forest, the southern bank of the 
  inter-forest Artonsamay. If the party fails to 
  negotiate and/or bribe, the Defenders forcibly 
  march the PC’s back out of the Fellreev. If the 
  party chooses option B, they will run into a patrol 
  of hobgoblins, east of the Cold Run. If they 
  survive, they may cross the Cold Run. 
   
  Once they cross the Artonsamay or the Cold Run, 
  they are in Alliance territory and are soon 
  surrounded by the elves. They will demand to 
  know what the PC’s are doing, in elven. If they see 
  any half-orcs in the party they will first say, 
  “Speak any words or move one inch, half-breed, 
  and you will die!” They will not hesitate to 
  slaughter a half-orc that moves to attack. Once the 
  PC’s have mentioned Sylvia and Tabisha, the elves 
  relax a little and their leader steps forward, asking 
  for the message. If the PC’s explain that they have 
  no message, having lost it, Osiric will be very 
  angry. 
   
  If the PC’s successfully deliver the note and make 
  a successful Diplomacy check (DC 15), Osiric will 
  even have a 3rd level elven cleric cast up to 3 cure 
  light wounds spell on any non-half-orc character 
  that needs one. If Osiric learns that the PC’s killed 
  Tinral, a cleric of Iuz, he will reward the party 
  with an additional 50gp each, and pat the PC’s on 
  the back, even the half-orc. He will then allow his 
  priest to heal any half-orcs.  
   
  The next day, Osiric returns with the scrollcase 
  and hands it over to the party. The party sets back 
  off towards Rookroost.  
   
  Once in the city, the PC’s can find Sylvia in the 
  tavern. This sets up the Conclussion, and the 
  ending of the mod. 
   
  Encounter 1: The Note 
  The 
  adventure 
  begins 
  with 
  the 
  characters 
  receiving a secretive note while relaxing in the 
  Dirty Dog Tavern, in Rookroost. The note offers 
  the possibility of employment of some sort. The 
  serving wench makes it clear that she will meet 
  with the PC’s later that night to discuss the matter. 
   
  Encounter 2: Bedside Chatter 
  The serving wench, Sylvia, enlists the party’s aid 
  in taking a note to her sister in the Fellreev. The 
  party negotiates for a higher rate of pay. Sylvia 
  flirts with any handsome elves or half-elves. 
   
  Encounter 3: Shopping for Info 
  The characters, with some time and coin on their 
  hands, can peruse Rookroost’s markets for any 
  last minute items they feel essential. During this 
  time, quick-witted PC’s will talk to beggars, 
  learning vital information about the Fellreev and 
  it’s inhabitants. The PC’s are spotted and followed 
  by Tinral, cleric of Iuz. 
   
  Encounter 4: The Funery Gate 
  The party is ready to leave the city and, lucky for 
  them, Grindell is in a good mood. However, if 
  things get hot, the party can always make a break 
  for it. Tinral scurries off to procure a horse and 
  some skeletons and then sets out after the PC’s. 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 5 
   
  Encounter 5: Bones and Stars 
  Tinral, following on his hunch that the characters 
  are up to good, boldly confronts the party in the 
  middle of the night. He demands that the party 
  turn over Sylvia’s scroll to him.  
   
  Encounter 6: That’s a big forest… 
  The PC’s enter the Fellreev, and if coming from 
  the east they might notice an owl following them. 
   
  Encounter 6a: Hobgoblins gone wild! 
  A few miles inside the Fellreev’s eastern edge, the 
  party stumbles across a hobgoblin patrol out of 
  Fort Skagund. It’s time to fight! 
   
  Encounter 7: I assure you, it’s not stolen. 
  While skirting the Fellreev to approach from the 
  south, the PC’s run into a Rhennee trading barge. 
  The PC’s have a chance to make some purchases 
  at a discount, as well as get across the river 
  without getting wet. 
   
  Encounter 8: Defenders who? 
  A few miles after having entered the Fellreev from 
  the south, the party is surrounded by Defenders of 
  the Greenkeep. Negotiation and Diplomacy are 
  needed here! If successful, the Defenders lead the 
  party to the southern bank of the Artonsamay. If 
  the party fails, they are “escorted” out of the 
  forest, and may re-enter the forest from the east 
   
  Encounter 9: We have a delivery for… 
  The PC’s, having crossed either the Artonsamay 
  or the Cold Run, are surrounded by a group of 
  sylvan elves, members of the famed Clan 
  Fanlareshen. The party explains what they are 
  doing in the forest to Osiric Coreandor, Sylvia’s 
  true brother, and hands over her note if they still 
  have it. Osiric gives them a note to take back to 
  Sylvia, providing some healing, and perhaps a 
  small monetary reward for a job well done…so 
  far. 
   
  Conclussion… 
  Sylvia, happy that the party has returned alive, 
  meets with the PC’s again in their room. Any 
  number of outcomes could occur. 
   
  Regional Warning for New 
  Characters 
  It is important to realize at all times that the 
  Bandit Kingdoms are under the control of Iuz, the 
  Old One, a chaotic, evil deity who revels in 
  torture, depravity and trickery. Government 
  officials tend to imitate many of the attributes of 
  their dread lord. Things that you might take for 
  granted in other lands, such as freedom of worship 
  and the rule of law, are not valued by the rulers of 
  the Combination of Free Lords. You may be able 
  to strike at Iuz, but seldom can you strike at him 
  overtly without paying the final price. Be warned, 
  life is short for those who openly defy Old 
  Wicked. 
   
  Introduction 
  It is a brisk, late fall evening in the “Free” City of 
  Rookroost, a walled, bustling city of nearly 
  20,000. Full of intrigue and danger, Rookroost is 
  situated on a large hill, north of the Artonsomay 
  river and a day’s ride east of the mysterious and 
  dangerous 
  Fellreev 
  Forest. 
  Many 
  consider 
  Rookroost to be the Bandit Kingdom’s un-official 
  capital, and it is the largest of the Old One’s 
  regional capitals, outside of Dorakaa itself. While 
  it is true that no Boneheart calls Rookroost home, 
  the town is very much under the control of the 
  Old One, via his servant Lord Marshall Arus 
  Mortoth, ruler of the “Free” City of Rookroost for 
  the past 7 or so years. Lately the Bonefist Legion 
  has kept the town peaceful, in a “kill anything 
  that moves after dusk” kind of way. 
   
  It is a good night to be in out of the cold, and 
  you find yourselves in the surprisingly nice Dirty 
  Dog Tavern, sitting at a table next to a nice, cozy 
  fire. A few of the other tables are empty this 
  evening, but a few are occupied by parties of 
  gritty and road weary travelers, clearly identified 
  as either adventurers or mercenaries, or both, by 
  their arms, armor, clothing and copious amounts 
  of coin they have to spend on ale. Several other 
  tables are occupied by patrons who appear to be 
  bar regulars, but they too have an air about them 
  that declares them to be experienced in a fight. 
  Rumor has it that the owner of this particular 
  Tavern is actually an adventurer!  
   
  As your eyes follow the meanderings of the 
  tavern’s serving wench, a high-elf of uncommon 
  beauty and grace named Sylvia, you think another 
  ale would suit you fine and you turn to your 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 6 
  companions at the table, trying to remember 
  whose turn it is to buy the next round. 
   
  Allow the players to describe their characters and 
  make any character introductions that they wish 
  to make at this point. Characters with Knowledge: 
  Local (Iuz’s Meta-Region), or Bardic Knowledge 
  may make a check (DC 10) to know the name of 
  the adventurer that owns the inn, Braeger of the 
  Box. 
   
  Be sure to note if any of the PC’s belong to any 
  meta-orgs, particularly those based in the Fellreev. 
  These PC’s will automatically know how to get to 
  the Fellreev, and their meta-org membership 
  could affect the module in several ways, spelled 
  out during the adventure. There are also several 
  opportunities for PC’s to join several meta-orgs. If 
  any do so, please have the player’s email their 
  respective meta-org coordinators. Be sure to have 
  a few BKMCL’s on hand to facilitate meta-org 
  joining. Copies of the relevant pages from the 
  BKMG should also prove useful. 
   
  Encounter 1: The Note 
  After the party have acquainted themselves with 
  each other, and determined who is going to buy 
  the next round, read or paraphrase the following 
  to them: 
   
  With light spirits, and a shrinking purse, you 
  summon Sylvia for the next round. With a nod 
  and a smile, the beautiful elf relays the order to 
  the barkeep, who quickly loads her darkwood tray 
  up with a round of drinks. With nary a spilled 
  drop, she winds her way between the tables, 
  colorful skirts swaying, and is soon depositing 
  your next round of drinks in front of you.  
   
  Before any of you has a chance to drop some 
  coins on her tray she says, “This one’s on me. The 
  table of barflies over there in the corner just gave 
  me one heck of a tip, and you all have behaved 
  yourselves quite nicely tonight. Call it my way of 
  saying thanks, and enjoy! Let me know if you 
  need anything else!” With that she returns to her 
  duties, leaving behind a fragrance of fresh flowers 
  in the springtime. You notice that she is paying 
  particularly sure that the tables of regulars, 
  “barflies” as she called them affectionately, are 
  never staring at an empty mug. 
   
  IF NONE OF THE PC’S WILL DRINK: Don’t be 
  surprised if the PC’s think the drinks are 
  poisoned, but don’t let them waste too much time 
  debating the issue. If this is the case, read the 
  following:  
   
  As you all are staring at your ales, suspicious as 
  to why a pretty lady would buy you a round of 
  ale, you notice one of the nearby “barflies”, a 
  rather large human male in heavy armor, an 
  assortment 
  of 
  weapons 
  around 
  his 
  waist, 
  standing up from his table and moving towards 
  your group. His Suelish features are smiling as he 
  says, “Bahh, yer naught but a bunch of children if 
  yer too scared to be drinking Braeger o’ da Box’s 
  ale.” With that, the huge human downs <insert a 
  PC’s name>’s ale in one large pull! 
   
  Laughing at you, the strange adventurer 
  wanders off towards the jakes out back, when he 
  suddenly makes a strange “Gak” sound and keels 
  over, completely obliterating a chair in his fall! 
  His five large, heavily armed friends all rise out of 
  their chairs, eyeing your group angrily, while one 
  of them shouts, “You’ve poisoned Berkthgar! 
  You’ll pay for this!” 
   
  Have the PC’s roll initiative. Regardless of what 
  they roll, Sylvia wins. Read the following: 
   
  Just as you are preparing to do something, even if 
  you are not quite sure what, the pretty high-elf 
  serving wench grabs the bucket of water the 
  barkeep has been using to clean mugs, dances 
  nimbly over to the Suel’s prone form, and dumps 
  the entire bucket’s contents right onto his head! 
  With a sputtering curse, the Suel pushes himself 
  upright, shaking his long blonde hair to rid 
  himself of the less than fresh water.  
   
  “Awww, Sylvia, yer ruinin’ our fun!” he says, 
  looking at his companions, who are all doubled 
  over laughing, and appear to be having the time of 
  their lives, as are many of the other patrons in the 
  tavern. With a sheepish look at your party, the 
  large man says, “I guess I deserved that. A round 
  on Berkthgar for everyone!” Sylvia merely snorts 
  despite the mass cheering, throwing the empty 
  pail at the sopping wet northman, before heading 
  off to get the ales. You can’t help but notice that 
  she is trying very hard not to laugh. She soon 
  returns with the ales, and the inn is far more 
  rowdy and boisterous than it was before. 
  Berkthgar’s companions even begin to pull chairs 
  up to your table, regaling you with tales of daring 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 7 
  do. You hear one of them say, “Welcome to the 
  BK!”, and everyone’s mug is raised high in a 
  toast. 
   
  In either case, read or paraphrase the following to 
  the party’s highest charisma male elf, preferably a 
  Fanlareshen Elf. If there are no elves, then use the 
  party’s highest charisma male half-elf, male 
  human, female elf, female half-elf, or female 
  human, in that order. If none of the above applies, 
  she gives it to whoever has the highest charisma in 
  the party. 
   
  As you raise your mug for a drink, a small, folded 
  up piece of parchment detaches itself from the 
  bottom of the mug and falls into your lap. No one 
  else in the Tavern appears to have noticed this 
  odd occurrence. 
   
  Should the PC open the note and read it, give 
  them Player’s Handout #1. If the PC does not read 
  the note and say “A great night to enjoy pleasant 
  company, and a warm fire,” then the adventure is 
  over as Sylvia will look to find someone else to 
  help her.  
   
  In either event, the rest of the night goes by un-
  eventfully 
  (albeit 
  perhaps 
  boisterously). 
  Determine sleeping arrangements for the night. 
  PC’s who paid for adventurer’s standard will be 
  sharing a room, as there is only one standard 
  room available for the night. PC’s who paid for a 
  higher upkeep will have their own rooms. PC’s 
  who are living off the wild will have to sleep on 
  the common room’s floor, in front of the fire, 
  unless they have relations in the city.  
   
  Sylvia: Female wood-elf (disguised as a high elf, 
  Bluff 
  +26, 
  Diplomacy 
  +19, 
  Disguise 
  +35) 
  Rog7/SpyMstr2. Cha 20. See Appendix. 
   
  Encounter 2: Bedside Chatter 
  Read or paraphrase the following to the PC who 
  received and read the note. Other PC’s might be in 
  the room, and privy to the conversation, which is 
  fine with Sylvia. 
   
  At three tolls past the turn of the night, and about 
  two hours after Sylvia kicked everyone out of the 
  common room who was not sleeping on its floor, 
  you hear a quiet knock on your door. “Psst, it’s 
  me, Sylvia,” you hear her whisper. “Can I come in 
  please?” 
   
  Assuming the PC opens the door: 
   
  You open the door to see Sylvia looking nervously 
  about the halls. Her beauty is undiminished, even 
  at this late hour. She turns her attention to you, 
  eager to be out of the hall, and swiftly glides by 
  you, into your room. 
   
  “Shut the door,” she says in a hushed voice as 
  she moves to sit in the room’s only chair. “I see 
  that you are interested in my proposal.” 
   
  At this point, allow the party to gather their 
  missing party members (if any). Sylvia waits 
  patiently until the PCs are ready to hear her 
  proposal. Once they are ready, continue: 
   
  “I asked to meet with you because I need a group 
  of experienced travelers to deliver a note to my 
  dear sister, Tabisha Coreandor. I can’t offer your 
  much, but I do have some gold saved up. I’m 
  willing to pay each of you 15 Solars each, half up 
  front, and half when you deliver my sister’s 
  response to me. Are you interested?” 
   
  At this point, the PCs will undoubtedly have 
  several questions for her: 
    
   
  Where is your sister? 
  “She lives in the Fellreev. We moved here from the 
  Vesve after she married a sylvan elf warrior of one 
  of the eastern Fellreev clans.” (false, Bluff +26)  
   
   
  Why don’t you just take the note yourself? 
  “Unfortunately, it’s easier to get out of the 
  Fellreev than it is to get into it. The Old One’s 
  forces are very suspicious of any elves. I was able 
  to sneak out of the Fellreev once, I don’t want to 
  push my luck.” (mostly true, she could enter it 
  with no problem due to her skills, but she thinks 
  she might be under surveillance at this time, Bluff 
  +26) 
   
   
  What the heck is a Solar? 
  “It’s the Highfolk equivalent of a Gold Skull. You 
  look like you travel around a lot, you will be able 
  to spend it much easier than I.” (true, she keeps 
  the Solars to help with her background story for 
  this disguise). 
   
   
   
  Where in the Fellreev should we go? 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 8 
  “My sister’s husband’s tribe lives between the two 
  rivers, the Artonsamay in the south and the Cold 
  Run in the east. Cross either river and I am sure 
  that they will find you. Any leader of their 
  scouting parties should be able to take my note 
  from you to my sister.” (mostly true, she has no 
  sister, Bluff +26) 
   
   
  Why don’t you live with them, in the Fellreev? 
  “Are you kidding? That place is haunted and full 
  of monsters! I spent one night in it’s embrace 
  before leaving for Rookroost. No thanks, I make 
  good money here, and the adventurers tend to 
  behave themselves and keep less savory sorts out 
  of the tavern.” (mostly true, but she was born and 
  raised in the Fellreev, Bluff +26) 
   
   
  How long have you been working here? 
  “Several months now, ever since my first day in 
  the city. I stopped here for lunch, and Braeger 
  hired me on the spot to be his waitress.” (mostly 
  true, she has been in Rookroost for years, in 
  varying disguises, but the owner did hire her the 
  first time she was in the tavern, Bluff +26)  
   
   
  Fifteen gold pieces isn’t a lot of money, we 
  want more.  
  -Diplomacy check DC 15 successful (no assisting): 
  “Well, it’s nearly all of my savings, but business 
  has been good in the inn so far…Ok, I am willing 
  to give you each 25 Solars, but not a copper 
  more!” (false, she’s rich, Bluff +26) 
  -Diplomacy check DC 15 unsuccessful: “I’m afraid 
  I really can’t offer you any more money. It should 
  be an easy task, if that makes you feel any better.” 
  (false, she’s rich and she is aware that the trip can 
  sometimes be quite dangerous, Bluff +26) 
   
   
  Are there any dangers? 
  “Well, the eastern forest is thick with humanoids, 
  orcs, goblins, bugbears, and hobgoblins. In the 
  south live a strange group of bandits. It’s possible 
  though that they might leave you alone.” (true) 
   
   
  Is there anything we should say or do to let 
  the elves know we that we were sent by you? 
  “Just mention that you carry a letter from me, 
  Sylvia 
  Whitetree, 
  to 
  my 
  sister, 
  Tabisha 
  Coreandor. The leader of the elven scouting party 
  will then take the note from you to my sister. 
  Once she writes a reply, I’m sure they will bring it 
  back to you for you to deliver to me.” (She says 
  the following if the party has any half-orcs in it) 
  “Oh, and I suggest that you half-orcs remain very 
  still and quiet once the elves have found you. 
  These elves tend to kill half-orcs on sight, due to 
  their problems with the Dazark orc tribe.” (true) 
   
  Once the PCs have had their fill of questioning 
  her, proceed with the following: 
   
  “So, will you help me? As I said, I can pay you 
  half up front, and half upon your return with my 
  sister’s reply.”  
   
  Assuming the PCs agree, or the adventure ends: 
   
  “Great! I knew I could count on you! Here is the 
  missive I need you to take to her, and here is your 
  gold” she says as she pulls a leather scroll case 
  and a leather pouch out of the folds of her skirt, 
  handing both over to your party. “There’s no 
  hurry, in fact I suggest you leave tomorrow 
  around mid-morning, when the traffic at the gates 
  will be at its highest. The Funery Gate will be the 
  one you want. Best of luck, and I will see you 
  when you return!” With that, she stands, quietly 
  opens the door, glances up and down the hall, and 
  then slips out of the room. 
   
  At this point, allow the PCs to plan for the 
  following day. Spell selections, final purchases, 
  etc.  
   
  Development: She never once mentions the trap 
  on the scroll case, nor does she stress that the PC’s 
  should not read the scroll. She is counting on them 
  not being that inquisitive to save their lives. If the 
  PC’s move to open the scrollcase in front of her, 
  she snatches it out of their hands, demands her 
  gold back, and scolds them for not minding their 
  own business. The adventure ends in this 
  eventuality. Only a Diplomacy check, DC 25 
  (assisting allowed, but each failed assist gives an 
  additional -2 penalty as well) can reverse this 
  outcome, convincing her to trust the PCs one more 
  time. At this point, she is fully expecting one of 
  the PCs to open the scroll case and get themselves 
  killed, something she will not feel sorry about as 
  they should not be opening the scroll case in the 
  first place. 
   
  Inside the scrollcase there is indeed a note, written 
  in Sylvan, in a code known only to her and her 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 9 
  brother, and protected by a Glyph of Warding. 
  Anyone who opens the scrollcase without saying 
  “Rillifane, guide the Clan,” in either Elven or 
  Sylvan, sets off the glyph. 
   
  IF THE PC’s WANT TO ATTACK SYLVIA: 
  Inform them that it would be an evil act to attack 
  Sylvia and that you would have to confiscate their 
  characters if they insist on attacking. 
   
  APL 1 (EL 3) 
  Trapped Scroll case: Hardness 0; hp 1; Break (DC 
  10). 
   
  Magic Glyph of Warding Trap: CR 3; +6 ranged 
  touch attack (3d8/20, Searing Light); Search (DC 
  28); Disable Device (28). 
   
  Encounter 3: Shopping for Info 
  The next morning dawns bright and clear, as if 
  Pelor himself is taunting the Old One with the 
  sheer beauty of the sun. You enjoy a hearty, warm 
  breakfast in the Dirty Dog’s common room, along 
  with many of the tavern’s patrons from the 
  evening before. Sylvia graces your party with one 
  of her heart melting smiles, as she cleans off a 
  recently vacated table. While she serves you 
  breakfast, she makes no mention of your 
  conversation from the night before, but she does 
  give your group a subtle wink as she gathers your 
  plates to be cleaned. 
   
  After availing yourselves of the facilities, and 
  donning your various arms and armor, you decide 
  it might be good to stretch your legs before 
  leaving town. You have some time to kill before 
  you should head to the Funery Gate, and 
  Rookroost boasts vendors that are often well 
  stocked, even in these troubled times.  
   
  As you work your way through the streets, 
  you note that the city is bustling. Merchants, 
  artisans, 
  and 
  guildsmen 
  wend 
  their 
  way 
  throughout the city, each intent on their personal 
  business. Rumor mongers ply their trade, hoping 
  for scraps of coins to be tossed their way so that 
  they might buy the next bottle which will keep 
  them warm throughout the cold fall nights. Most 
  noticeable of all, clerics of Iuz and their orcish 
  guards wander the streets slowly, arrogantly, and 
  completely sure that they are the masters of this 
  city.  
   
  As you stand aside to let an Iuzian cleric and 
  his dozen heavily armed orc guards by, he stops, 
  stares at your group, and says, “Hail Iuz!” From 
  up and down the street, you hear “Hail Iuz!” 
  called out with varying degrees of enthusiasm by 
  the general population. 
   
  Hopefully the PCs realize by now that they need 
  to say, “Hail Iuz!” back. Have the PC’s who say 
  “Hail Iuz!” roll a Bluff check (no assisting), with a 
  +2 circumstance modifier if they are particularly 
  quick and enthusiastic with their response, or a –5 
  if they are slow or not convincing. If the PC 
  displays a holy symbol of Iuz, the PC auto-
  succeeds. Secretly roll the cleric’s Sense Motive 
  check, but regardless of what you roll he gets a 20 
  and adds +3 for his Wisdom modifier and 
  subtracts 5 because he wants to believe the PCs, 
  for a score of 18. Should anyone in the party not 
  say “Hail Iuz!” AND/OR fail the DC 18 Bluff 
  check, Tinral will slyly follow them and encounter 
  them later in the mod. Should every single PC 
  pass the DC 18 Bluff check, Tinral does not show 
  up during Encounter 5.  
   
  IF A PC REFUSES TO SAY “HAIL IUZ!”: Have 
  the cleric harangue them for a bit while his guards 
  menacingly move in and draw their weapons.  
   
  Development: Once all of the PCs have said, 
  “Hail Iuz!”, the cleric and his retinue wander off 
  down the street. Any PC who fails to please the 
  cleric or resists is beaten down and captured, and 
  sent to Fort Skagund for 12 TU’s, where they 
  receive Whip Scars. In either event, Tinral 
  encounters them later for sure. At no point in time 
  does the cleric, or his orcs, attack the PC’s without 
  provocation.  
   
  APL 1 (EL 6) 
  Tinral: Male human Clr2, see Appendix.  
   
  Orcs (12): see Monster Manual, page 203. 
   
  At this point, allow the PC’s to make any normal 
  purchases, per the LGCS rules, that they have 
  access to. Remember, new characters will only be 
  able to buy certain items, per pg. 10 of the LGCS. 
  If any PC’s wish to buy potions or scrolls of cure 
  light wounds, or anything else of that nature, 
  remind them that they will be purchasing them 
  from a cleric of Iuz.  
   
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 10 
  One of Rookroost’s most valuable commodities is 
  information, and if the PC’s think to ask a beggar, 
  street urchin, map maker or information broker 
  questions about the Fellreev, allow them to role a 
  Gather Info check (of Bardic Knowledge with a 
  DC of those listed below +5). This will cost the 
  PC’s one silver piece, with each additional silver 
  piece adding a +1 bonus to the check.  
   
   
  DC 5 
  The 
  Fellreev 
  Forest 
  is 
  very 
  dangerous, and to the west.(true) 
   
  DC 10 
  The elves in the forest have 
  resisted Old Wicked’s forces thanks in part to   an 
  alliance they have with some human bandits. 
  However, not all bandits in the Fellreev are 
  members of this alliance. While not all elves in 
  the Fellreev are of this Clan, the Old One’s 
  minions tend to distrust elves, and often kill them 
  for any slight, real or imagined. (true) 
   
   
  DC 13 
  A large tribe of orcs and half-orcs 
  roams much of the Fellreev. They call themselves 
  the Dazark, and they do not work for the Old 
  One.  
   
  DC 15 
  South of the Artonsamay in the 
  Fellreev is Defender territory. They are bandits 
  that survived the Steelbone Meadows massacre, 
  and are not directly allied with the elves across 
  the river. (true) 
   
  DC 18 
  Watch out for patrols from Fort 
  Skagund, this side of the Cold Run River. Orcs, 
  ogres, hobgoblins and worse patrol the area for 
  the Old One. (true) 
   
  DC 22 
  The elven tribe between the rivers 
  is Clan Fanlareshen. They are allied with Reyhu 
  humans. Watch out, for these elves do not suffer 
  many to walk in their woods, especially half-orcs 
  or those foolish Johrase mercenaries! (true) 
   
  Development: The PCs should now be ready to 
  leave the city, equipped with both gear and 
  knowledge about their destination. Also, it is 
  highly likely that they are being followed by 
  Tinral, who watches them leave via the Funery 
  Gate. Once the PCs have left the city, Tinral goes 
  off to requisition a horse and some skeletons, and 
  he trails the PCs with the best tracker he can find 
  on short notice. 
   
  Encounter 4: Grindell 
  As you approach Rookroost’s westernmost gate, 
  the Funery Gate, you can see that the line is 
  already starting to grow long. In front of you 
  stand people resigned to being fleeced as they 
  leave the city. You can just make out the murmurs 
  of those around you, quietly wishing a quick 
  death upon someone named Grindell. 
   
  As the line moves forward and you approach 
  the gate, the scene resolves itself. You can now 
  make out that there are roughly a score of heavily 
  armed orcs and half-orcs standing around the 
  gate. All appear to wear the livery of Iuz, and one 
  in particular seems to be in charge. This huge half-
  orc is wearing scale mail, with a throwing axe 
  tucked into his belt, while a many notched and 
  probably often used greataxe rests across his right 
  shoulder. “So, that’s Grindell,” you think to 
  yourself.  
   
  You can just hear Grindell barking out orders 
  to his soldiers, apparently directing them to 
  search wagons entering and leaving the city. They 
  also appear to be collecting the toll, five Silver 
  Ladies to enter the city, one Silver Lady to leave 
  it. Beyond the gate, you can make out the sea of 
  tents and ramshackle huts that comprises 
  Rookroost’s western Outwall district. Fully half 
  of Rookroost’s population lives in either the 
  western or eastern Outwall districts.  
   
  A few minutes later, and you find yourselves 
  at the head of the line, ready to leave the city 
  proper. The half-orc, Grindell, turns towards your 
  party and says, “’ere now, yous lot look pretty 
  well off. Grindell say we charge yous a Gold Lord 
  each to leaves the city, on accounts of your fine 
  armors and weapons. Calls it a mercenary tax.” 
  You notice that about half of his troops have 
  turned towards you, falchions and crossbows at 
  the ready. 
   
  At this point, allow half-orc PCs a diplomacy 
  check to lower the price back down to 1sp per PC 
  (DC 17) if they think to try it. Add a +2 
  circumstance bonus if they pull off a Bluff 
  claiming that they work for Iuz (DC 17). If 
  unsuccessful with the Bluff, Grindell just doesn’t 
  care if they work for the Old One or not. If 
  unsuccessful with the Diplomacy check, Grindell’s 
  just not a mood where he cares to be nice to other 
  half-orcs. 
   
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 11 
  If any PC other than a half-orc attempts to bargain 
  with him, Grindell says: 
   
  “Grindell no talk with you! Grindell no bargain! 
  Now give Grindell tax!” 
   
  If the PC pushes the issue, Grindell clearly gets 
  very angry and readies his greataxe. If the PC still 
  persists, roll initiative. Grindell will attempt to 
  subdue this PC with the flat of his axe and power 
  attacking for full. If successful, Grindell removes 
  that character’s coin purse while the other guards 
  prevent the PC’s friends from interfering. If the PC 
  tries to draw a weapon, the PC gets dog piled by 
  Grindell’s troops (the ones with falchions have 
  readied actions), subdued (or killed if an elf), 
  stripped of all their gear except for one item (or 
  killed if they find a non-Iuz holy symbol), and 
  tossed out of the city. Explain to the other PCs that 
  it is obvious that his troops will attack if they 
  make the slightest movement.  
   
  Once all of the PCs have paid, they are free to 
  leave the city. 
   
  APL 1 (EL 8) 
  Grindell: Male half-orc Bbn4/Rog2. Sense Motive 
  +7. See Appendix.  
   
  Orcs (20): see Monster Manual, page 203, replace 
  javelins with light crossbows. 
   
  Encounter 5: Bones and Stars 
  A bit poorer, you find yourself in Rookroost’s 
  western Outwall district. There is no clear road or 
  path, in fact you think it highly likely that the 
  residents move their tents or huts a little each 
  day, just to make things confusing for outsiders. 
  That’s when you notice a gang of gaunt street 
  urchins, happily chasing after a small dog. The 
  scene brings a smile to your face until you realize 
  that the dog is running for its life… 
   
  As you head west, you notice that the 
  proximity between tents and huts grows the 
  further you get from the city’s walls. Soon enough 
  they are behind you entirely, and the open 
  scrubland of the Bandit Kingdoms stretches ahead 
  of you, the suddenly chilly wind biting at you 
  despite the sun’s warmth.  
   
  As you continue, travelers both ahead and 
  behind 
  you 
  veer 
  off 
  towards 
  their 
  final 
  destinations. Oncoming traffic is light, save for 
  the occasional Iuzian patrol. With each patrol 
  comes the obligatory “Hail Iuz!” 
   
  After half a day’s travel, you can almost sense 
  the forest looming ahead of you. By midday 
  tomorrow, you should be there, but for now it’s 
  time to camp. You find a likely spot, a lone 
  boulder which will help block the cold wind 
  singing across the landscape and protect a fire. 
  Despite your trepidation at having a beacon to 
  your presence, you will surely need a fire tonight, 
  for the temperature has dropped to near freezing. 
  Also, you think to yourself, we should probably 
  decide where we are going to enter the forest. 
   
  Note: If all the PC’s successfully bluffed Tinral, 
  then the following combat encounter will not 
  occur, proceed to Encounter 6. 
   
  Have the PC’s determine their sleeping/watch 
  arrangements, if they are sleeping in their armor, 
  etc. The PC’s will need to sleep within 10’ of the 
  fire to avoid taking non-lethal damage and being 
  fatigued the next day, 5’ if they do not have cold 
  weather gear. Determine who is awake at 
  midnight, for that is when Tinral confronts the 
  PC’s. Be sure to note the PC’s listen check 
  modifier, and type of vision and range of vision. 
  The fire’s light extends 20’. 
   
  Tactics: Tinral has been tracking the party via his 
  half-orc tracker/bodyguard. Sure now that the 
  PCs mean to enter the Fellreev, Tinral determines 
  to confront the PCs, hoping to gain influence with 
  Iuz and his superiors by capturing a group of 
  bandits. 
   
  Tinral, whose tracker can make out the glow 
  of the campfire from some distance away, leaves 
  his horse behind and approaches on foot. At a 
  distance of 120’ north of the camp, he casts two 
  spells in the following order: Protection vs. Good 
  and Detect Magic. Any sentries on watch get a DC 
  22 Listen check to hear him talking (the wind is 
  making it difficult to hear anything, +10 
  circumstance bonus to Move Silently checks). If 
  they manage to beat a DC 32, they can make a 
  Spellcraft check (if they have the skill, DC 10) to 
  recognize the talking as spell casting. 
   
  Once Tinral completes his spellcasting, he will 
  approach the camp boldly from the north at a rate 
  of 20’ per round, drawing his sword (remember, 
  concentrating on a spell is a Standard action). His 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 12 
  two skeletons will be slightly ahead and to each 
  side of him, while his bodyguard will be at his left 
  side. At 60’, those with darkvision can see him, 40’ 
  for low-light vision, 20’ for normal vision. When 
  he is 60’ away from the scrollcase’s bearer, he 
  concentrates on the magical aura for two rounds. 
  If the party has already detected him, he tries to 
  keep them talking as he scans them for magic. 
   
  Once the party reacts to him, or he makes it to 
  the firelight’s edge, read or paraphrase the 
  following: 
   
  “In the name of Iuz, I demand that you hand over 
  that scrollcase immediately!” Striding into the 
  edge of your vision is a cleric of the Old One. In 
  front of him stand two animated skeletons, the 
  walking dead! To his left side stands a large half-
  orc warrior. As the firelight dances off of his 
  features, you recognize him as the same cleric that 
  gave you grief in Rookroost a few days ago. In 
  one hand he holds his holy symbol of Iuz, and in 
  the other a greatsword, and his half-plate armor 
  is revealed as his cloak is whipped aside by the 
  stiff wind. You can almost feel a dark energy 
  connecting him to his skeletons. 
   
  At this point, allow all sleeping PC’s a DC 10 +1 
  per 10 ft. of distance Listen check to wake up (the 
  wind is not quite so overpowering this close to the 
  boulder). The dark energy is Tinral bolstering his 
  undead, per pg. 159 of the PHB. 
   
  If the PC’s attack, Tinral uses a standard action to 
  mentally command the undead to attack, OR if 
  they get turned he dispels the turning. Once he 
  has identified any clerics, he focuses all of his 
  attacks on them, after casting Cause Fear on the 
  party’s most heavily armored PC. His bodyguard 
  specifically tries to target elves and then arcane 
  spellcasters. If Tinral falls before the half-orc, the 
  half-orc flees or fights to the death. He does not 
  surrender. Tinral fights until he has the scrollcase 
  (at which time he flees) or to the death. 
   
  Development: If the PC’s give Tinral the 
  scrollcase, he casts Read Magic on the rune he 
  detected via Detect Magic. He then snarls in 
  frustration and hands it to one of his skeletons and 
  orders it to open the scrollcase while he stands 10’ 
  away. The skeleton opens the scrollcase and 
  probably gets blasted by the searing light trap (+6 
  ranged touch attack vs. AC 11 [3d10 vs. 
  undead/20, Searing Light]). Tinral will then 
  retrieve the scrollcasey from the ground and 
  withdraw the scroll (if the PC’s somehow 
  removed the scroll [and one of them is probably 
  dead as a result], he will demand to know where 
  the scroll is. If the PC’s do not turn it over, he 
  attacks). He cannot read it yet, but tomorrow he 
  can pray for Comprehend Languages, so he returns it 
  to its case.  
   
  If the PC’s have given him the scrollcase and he 
  has looked at the scroll: 
   
   “So, elven spies are you? Who did you get the 
  note from? If you tell me, I won’t condemn you to 
  death when I return to Rookroost.”  
   
  If the PC’s give Tinral a name other than Sylvia’s, 
  have Tinral roll an opposed Sense Motive vs. Bluff 
  check. If he believes the PC’s, he and his 
  bodyguard run off to his horse, and they ride hard 
  for Rookroost. Tinral will believe the PC’s if they 
  give him Sylvia’s name, as he vaguely remembers 
  that she is an elf. Anytime during the above, the 
  PC’s may decide to start combat. Tinral cannot be 
  surprised in this manner, although he can be 
  caught flat-footed. Also, if the PC’s fail to give him 
  a name, or he doesn’t believe the PC’s, then Tinral 
  will attack. 
   
  If for any reason Tinral survives the encounter 
  then the PC’s are Wanted! The PC’s also gain the 
  Enmity of the Fellreev Elves. Should the PC’s 
  surrender or be captured, they are taken to Fort 
  Skagund and receive Whip Scars, ending the 
  module. 
   
  Once this encounter is resolved, the PC’s can enter 
  the forest.  
   
  APL 1 (EL 4) 
  Tinral: Male human Clr2, hp 16. See Appendix. 
   
  Gnarg: Male half-orc Rgr1, hp 7. See Appendix. 
   
  Human Warrior Skeletons (2): hp 9, 9; See 
  Monster Manual, pg. 226. 
   
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 13 
  Encounter 6: That’s a big 
  forest… 
  A few hours after the sun has reached its peak, 
  you begin to see a haze of green on the western 
  horizon. The sharp sighted amongst you notice 
  that the ground is heavily criss-crossed by the 
  tracks of many strange beasts intermixed with 
  tracks likely left by the Old One’s humanoid 
  minions. Some of the tracks appear to be old, 
  some appear fairly fresh…Clearly the forces of the 
  Old One keep an eye on the forest, but for now 
  you think the coast is clear. 
   
  At this time, ask the PC’s if they wish to approach 
  the Fellreev from the east or from the south. If 
  they choose east, proceed with the following. If 
  they choose south, skip to Encounter 7.   
   
  Heading west, you reach the forest’s perimeter 
  uneventfully two hours later. 
  The forest is dark 
  and menacing, even when you are only a few 
  yards inside it’s perimeter, and the waning light 
  of evening seems to be swallowed whole by the 
  great forest. Sturdy trees of birch and oak provide 
  a barrier to the incessant wind, making the forest 
  seem eerily still and warm. The trees tower above 
  you, their canopy of leaves still strong and green 
  despite the fall season. Out of the corner of your 
  eyes you catch fleeting glimpses of…something, 
  shadows maybe…or maybe you just imagined it. 
  To those of you not from the Fellreev, the forest is 
  indeed foreboding, and it almost seems to be 
  whispering to you, telling you to flee for your very 
  lives! 
   
  Have the PC’s make a Spot Check (DC 15). PC’s 
  that make it notice an owl watching them. The owl 
  promptly flies off, to the west.  
   
   
  Still, you have a mission to accomplish, and 
  you push on, due west. You’re not sure just how 
  far you have to go to get to the Cold Run River, 
  where you hope to find a ford, but after two 
  nights spent in the dark, creepy forest you are just 
  about ready to go back to Rookroost and be done 
  with this mission.  
   
  Have the PC’s make a Spot Check (DC 20). PC’s 
  that make it notice an owl watching them. The owl 
  promptly flies off, to the west. If the PC 
  succeeding at the check succeeded at the first 
  check, and is either a ranger, druid, or has 4 ranks 
  in Knowledge (nature) or Survival, then they 
  recognize the owl as being the same one as they 
  saw earlier. Proceed to Encounter 6a. 
   
  Encounter 6a: Hobgoblins 
  gone wild! 
  If the PC’s are coming from the meeting with the 
  elves at Encounter 8, the forest brook is behind 
  them and the lightning hits to the west. 
   
  It’s almost evening now, and you could almost 
  swear that you hear the gentle burbling of a forest 
  brook ahead (behind), as you are about to enter a 
  small forest clearing. For the first time since you 
  entered the forest, you can see the sky, and it 
  looks like it is about to rain. The temperature is 
  quite a bit colder, with the fall wind briskly 
  dancing about the clearing, unimpeded by trees. A 
  light rain seems to be falling, and the sky grows 
  noticeably darker in front of your eyes. Just then, 
  you see a bolt of lightning fly out of the clouds, 
  apparently striking a bit east (west) of the 
  clearing. The sudden rumble of thunder tells you 
  that it was close…real close! 
   
   
  Unless every single PC is in light or no armor, the 
  hobgoblins heard the PC’s coming and took their 
  positions. If the PC’s are all in light or no armor, 
  then the PC’s and hobgoblins stumble on each 
  other as they each enter the clearing. The clearing 
  is 60’ across, and roughly circular. PC’s at the 
  front of the party are just outside the clearing’s 
  eastern edge (or western if coming from 
  Encounter 8). 
   
  It’s clearly a perfect place for an ambush, have the 
  PC’s roll Spot checks to see the hiding hobgoblins 
  (DC 22 for the PC leaders at the edge of the 
  clearing, +1 for ever 10ft. the PC is behind the 
  leaders). If any PC succeeds, roll Initiative. Those 
  that made the Spot check are not surprised, and 
  see the hobgoblin sergeant peeking out from 
  behind his tree. If no PC’s make their Spot checks, 
  allow them to move into the clearing. Remember, 
  the DC lowers by 1 for every 10 ft. closer the PC’s 
  get to the hobgoblins.  
   
  If the PC’s attempt to skirt the clearing, read the 
  following: 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 14 
  As you turn to skirt the clearing, a blinding flash 
  of light emanates from the heavens. A split second 
  later you hear the mighty roar of thunder, loud 
  enough to deafen someone of fainter heart! Ahead 
  of you, a tree lies blasted to kindling, clearly 
  struck by the lightning. Perhaps you should cross 
  the clearing, after all… 
   
  What the PC’s don’t know is that an Initiate of the 
  Fellreev has been following their progress ever 
  since they first entered the Fellreev (the owl). 
  Unsure of what to make of them, the insane druid 
  has decided to hit two birds with one stone, so to 
  speak. Unhappy with the presence of the 
  humanoids from Fort Skagund, the druid is 
  determined that the PC’s and the hobgoblins fight 
  to the death. While the druid could blast the PC’s 
  and hobgoblins with his called lightning, he’d 
  rather let nature take its course, so to speak. He’s a 
  bit curious as to who would win this fight. At no 
  point in time does the druid interfere in the fight, 
  nor does he make his presence known except as 
  stated below. If the PC’s try to skirt the clearing, 
  he continues to rain lightning down around them, 
  but he never hits them. The hobgoblins, spooked 
  but disciplined, eventually move to attack the 
  PC’s. Hand any non-elven druids Player’s 
  Handout #2 after the PC’s defeat the hobgoblins. 
   
  Tactics: Assuming that the hobgoblins could hear 
  the PC’s coming, they had time to prepare due to 
  the funny way noise travels in the forest. The 
  sergeant assisted his men to hide 5 feet from the 
  western edge of the clearing, behind large trees. 
  The sergeant is hiding behind a tree directly 
  across from where the PC’s would be entering the 
  clearing. To his left and right, twenty feet away on 
  either side of him, hide 2 pairs of his soldiers. If 
  the PC’s are coming from Encounter 8, the 
  hobgoblins are on the eastern edge of the clearing 
  instead. 
   
  Once the PC’s are 30 feet away, in the middle of 
  the clearing, the sergeant orders his men to attack 
  by throwing their javelins (all soldiers will go on 
  his initiative -1, consider them to be delaying 
  when hiding). They then draw their longswords, 
  and move to attack in pairs. They concentrate their 
  attacks on any spellcasters or elves they can reach, 
  flanking and fighting as a unit if possible. The 
  sergeant also throws his javelin, and then moves 
  to help one of his combat teams, whichever is 
  dealing with a spellcaster or elf.  
   
  The hobgoblins are very disciplined, and the 
  sergeant is a good leader. This should be a tough, 
  smart, tactical fight for the PC’s. Should the leader 
  fall, the remaining hobgoblins fight to the death, 
  valuing honor very highly. Should the PC’s 
  surrender or be captured, they are taken to Fort 
  Skagund and receive Whip Scars, ending the 
  module. 
   
  APL 1 (EL 4) 
  Hobgoblins (4): hp 6, 6, 6, 6; See Monster Manual, 
  pg. 153. 
   
  Hobgoblin Sergeant: hp 10; see appendix. 
   
  Development: Once the PC’s have defeated the 
  hobgoblins, they may continue west (or east to 
  Rookroost if coming from Encounter 9), where 
  they find a ford over the Cold Run River the next 
  morning, and Encounter 9. If they are driven from 
  the forest by the hobgoblins, they may try the 
  southern approach. In this eventuality, proceed to 
  Encounter 7. 
   
  Encounter 7: I assure you, it’s 
  not stolen. 
  Heading south-west, you skirt the great forest for 
  the remainder of the day until you reach the 
  Artonsamay 
  River. 
  Luckily, 
  you 
  avoid 
  a 
  drenching when you find a Rhennee barge pulled 
  up to the shore, its crew of eight apparently 
  storing oars for the night. After brief negotiations, 
  they agree to cart you across the wide river for 5 
  Silver Ladies each. They even offer to sell you 
  some items at a discount!  
  Note: Any PC’s who are either Red Plank 
  Sympathizers (BK meta-org), or have an Influence 
  Point with the Red Planks (such as the one from 
  Artonsamay Falcon) are escorted across the river 
  for free without expending any favors or IPs. Any 
  non-half-orc PC who wishes to donate 200gp to 
  the 
  Rhennee 
  will 
  become 
  a 
  Red 
  Plank 
  Sympathizer, per the BKMG.  
   
  At this time, the PC’s may make purchases from 
  the Rhennee of standard items from the PHB 
  priced no higher than 100gp. The Rhennee, trying 
  to unload some wares, even offer to sell the PC’s 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 15 
  items from table 7-8, Special Substances and Items 
  only, at a 20% discount (the 100gp value cap still 
  applies). They make it clear that this is a one time 
  deal unless the PC wishes to become a 
  Sympathizer. 
   
  IF THE PC’s WANT TO ATTACK: Inform them 
  that it would be an evil act of banditry and that 
  you would have to confiscate their characters if 
  they insist on attacking. 
   
  Encounter 8: Defenders who? 
  After camping next to the Rhennee barge, and 
  spending a pleasant evening haggling, drinking, 
  and sharing tales, you head north–west along the 
  Artonsamay’s southern shore,  reaching the 
  forest’s perimeter uneventfully an hour later. 
   
   
  The forest is dark and menacing, even when 
  you are only a few yards inside it’s perimeter. 
  Sturdy trees of birch and oak provide a barrier to 
  the incessant wind, making the forest seem eerily 
  still except for the noise of the Artonsamay 
  gliding by on your right. The trees tower above 
  you, their canopy of leaves still strong and green 
  despite the fall season. Out of the corner of your 
  eyes you catch fleeting glimpses of…something, 
  shadows maybe…or maybe you just imagined it. 
  To those of you not from the Fellreev, the forest is 
  indeed foreboding, and it almost seems to be 
  whispering to you, telling you to flee for your very 
  lives! 
   
  Two hours later and you are already on edge. 
  Still, you have a mission to accomplish, and you 
  push on. You’re not sure just how far you have to 
  go to get where the Cold Run River meets the 
  Artonsamay, where you hope to find a ford, but 
  you are just about ready to go back to Rookroost 
  and be done with this mission.  
   
  Have the PC’s make a Spot check, DC 20. Any PC 
  that makes the check notices the archers just 
  before they fire.  
   
  If for any reason any of the PC’s is openly wearing 
  a holy symbol of Iuz, the Defenders attack 
  immediately, to kill. Only a Clan Fanlareshen 
  member or a Defender of the Greenkeep can stop 
  the combat at that point (Diplomacy, DC 25). If the 
  PC’s surrender, the Defenders question them at 
  length until the mess is cleared up, and then escort 
  them from the forest. 
   
  Just then, a flight of black feathered arrows come 
  shooting out of several tree tops ahead, an arrow 
  landing squarely between everyone’s feet! 
   
  “Stop right there!” you hear as you see a fit, 
  but middle-aged human, step out from behind a 
  tree. Wearing studded leather and wielding twin 
  short swords, he says, “Keep yer hands where I 
  can see ‘em, or I’ll have me archers put their next 
  shots between yer eyes and not yer feet! Who are 
  you? What are you doing here? Why shouldn’t I 
  just kill you now?” he asks. Behind him, you can 
  just now make out the forms of 6 half-elven 
  archers hiding in the treetops, while 6 more 
  human woodsmen come out from behind trees. 
  Each woodsman is in studded leather armor and 
  carrying a longsword.  
   
   
  Any PC that wants to die can attempt to fight. The 
  Defenders do not hesitate to kill any PC’s who 
  move to attack them. All other PC’s can negotiate 
  with the Defenders for safe passage. To do so, the 
  PC’s spokesman will need to make a Diplomacy 
  check (DC 15, -1 to the DC for every 10gp the PC 
  offers him before he asks for the “toll”). The PC’s 
  get 1 chance, allow any humans, half-elves, or 
  elves to assist if they want. If they fail to assist, 
  impose a –2 circumstance penalty to the check as 
  they botched the negotiations instead of helped. If 
  the PC’s explain their mission fairly truthfully, 
  give them a +2 bonus as the Defenders are loosely 
  working with the Clan at this time.  
   
  Having a member of Clan Fanlareshen in the 
  party gives a +5 circumstance bonus to this roll 
  instead of assisting. Having a member of the 
  Defenders of the Greenkeep in the party gives a 
  +10 circumstance bonus (and hopefully they are 
  the ones doing the talking!). For each Dazark orc, 
  give a –5 circumstance penalty. These bonuses and 
  penalties stack. 
   
  A failed check results in the PC’s being escorted 
  out of the forest and they will have to proceed to 
  Encounter 6a, having re-entered the Fellreev from 
  the east. Note: Should the PC’s be run out of the 
  forest 
  by 
  both 
  the 
  hobgoblins 
  and 
  the 
  Defenders, the adventure is over as they are not 
  up to the task of delivering Sylvia’s note. They 
  can either return to Rookroost to tell her of their 
  failure in person (where she asks for her gold 
  back), or they can slink off into the country side 
  (gaining the Enmity of the Fanlareshen Elves). If 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 16 
  they do the latter, ask them if they intend to open 
  the scrollcase. If yes, ask them which PC, and let 
  them have it. 
   
  Development: Assuming the PC’s succeed, the 
  Defenders charge the PC’s 1gp each to be led 
  through the forest to a ford that crosses the 
  Artonsamay north of the Cold Run River joining 
  (this fee is waived for any Clan Fanlareshen 
  members, or Defender PC’s). The Defenders make 
  camp with the PC’s that night, guiding them to the 
  ford the next morning. At no time will the 
  Defenders allow the PC’s to continue on without 
  them. During the trip, the Defenders will attempt 
  to recruit the PC’s to their cause. Any PC who 
  wishes to take up arms with the Defenders must 
  pay the appropriate costs following the adventure, 
  per the BKMG. Proceed to Encounter 9. 
   
  The PC’s may also wish to question the Defenders. 
  The Defenders can answer any questions related 
  to the info provided in Encounter 3’s Gather Info 
  section. They have no idea who Sylvia or Tabisha 
  are. 
   
  APL 1 (EL 8) 
  Defender leader: Male human Rng2. See Dungeon 
  Master’s Guide, pg. 122. Two Weapon Fighting 
  Combat Style. 
  Defender archers (6): Male half-elf Rng 1. See 
  DMG pg. 122 and 127.  
  Defender woodsman (6): Male human Rng 1. See 
  DMG pg. 122. 
   
  Encounter 9: We have a 
  delivery for…  
  It is a crisp, foggy morning in the Fellreev as you 
  leave the river ford behind you. Those among you 
  with woodland skills notice that several of the 
  trees appear to be marked with runes that you 
  don’t understand, but they definitely appear 
  elvish in origin. Clearly you are now in 
  Fanlareshen territory. 
   
  An hour later, a score of sylvan elves 
  suddenly appears out of the fog, almost as if by 
  magic. Oddly quiet, they have you surrounded. 
  Their leader, a handsome, strong wood elf with a 
  large wolf at his side, steps slightly forward, 
  eyeing you. His weapons are still sheathed, but 
  you have no doubt that one word from him would 
  send 20 arrows hurtling at you. 
   
  If there are any half-orcs in the party, he says the 
  following in Common: 
  “Speak any words or move one inch, half-breed, 
  and you will die!” 
  If any half-orc makes a threatening move, or any 
  PC’s are openly wearing a holy symbol of Iuz, the 
  elves will not hesitate to shoot to kill. If the PC’s 
  surrender, Osiric takes the scroll from them and 
  they are escorted to the Cold Run River ford. Only 
  a Clan Member, Fort Hendricks meta-org member, 
  or Defender of the Greenkeep can stop the 
  slaughter at this point. In this case, the module 
  may continue as long as the PC’s did not fight 
  back. 
   
  If there are any elven or half-elven PC’s, he says 
  the following in Elven, otherwise he says it in 
  Common: 
  “Who are you, and what are you doing so deep in 
  the Fellreev?” 
   
  If the PC’s explain that Sylvia sent them with a 
  message for her sister, read the following: 
  “Odd that my sister-in-law would choose such a 
  motley group of adventurers to deliver a letter to 
  her sister. Still, I guess she knew what she was 
  doing. Give me the missive, I am Osiric 
  Coreandor, husband of Tabisha. I shall deliver it 
  to her and return tomorrow morning with her 
  reply, which you will take to Sylvia.”  
   
  Allow any PC’s that specifically state they are 
  doing so to make a Sense Motive roll, DC 15. If the 
  make it, tell them that they get the feeling that this 
  is indeed Osiric Coreandor, but that something 
  about the way he said “sister-in-law” and 
  “husband” 
  sounded 
  funny. 
  Elven 
  PC’s 
  automatically succeed at the Sense Motive, should 
  they attempt it, as they pick up on the nuances of 
  his speech. 
   
  Development: If the PC’s give Osiric the note, 
  Osiric is predisposed to be nice to the PC’s and 
  attempts to recruit any full blooded elves into the 
  Clan. Any high, grey, or wood elf with 4 ranks in 
  Survival may join the Clan at this time, noting the 
  costs per the BKMG on their AR. 
   
  A Diplomacy check (DC 10) and he will even have 
  his 3rd level cleric of Rillifane cast up to 3 cure 
  light wounds spells for the party. However, the 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 17 
  cleric will not heal any half-orcs. If Osiric learns 
  that the PC’s have killed Tinral, a priest of Iuz, 
  Osiric slaps them all on the back, including any 
  half-orcs, and rewards the PC’s with an additional 
  50gp and gives each PC an acorn carved out of 
  darkwood (this represents 1 Influence Point with 
  Clan 
  Fanlareshen). 
  The 
  PC’s 
  automatically 
  succeed at the Diplomacy check (DC 10), if they 
  had previously failed it, and in addition Osiric 
  will allow his priest to use up to 3 scrolls of cure 
  light wounds on the party. The priest will, in this 
  case, heal half-orc PC’s.  
   
  Osiric then tells the PC’s to make themselves 
  comfortable for the evening, leaves and returns 
  the following morning with a note for Sylvia. The 
  note is in the same scrollcase. The elves escort the 
  PC’s to the Cold Run River ford, Osiric urging the 
  PC’s to make some haste. If the PC’s still need 
  healing, Osiric will allow his priest to cast 1 final 
  Cure Light Wounds spell before the party departs. 
   
  IF THE PC’S EXPLAIN THAT THEY LOST THE 
  NOTE: Osiric looks very angry. He asks if the PC’s 
  think that they can hold onto a note “This time”. If 
  they say yes, he stomps off and returns the next 
  morning with a note in the same scrollcase. They 
  are to take this to Sylvia, at once. If the PC’s 
  refuse, the elves immediately escort them to the 
  Cold Run River ford. Either way, if the PC’s have 
  not yet fought the hobgoblins, they will soon, as 
  the elves will not allow the PC’s to travel to the 
  Artonsamay ford. 
   
   
   
  Conclusion 
  Back in Rookroost, wisely entering the city 
  through the Triumphery Gate so as to avoid 
  Grindell and his taxes, you head for the Dirty Dog 
  Tavern. There you find the beautiful Sylvia, 
  cleaning off a few tables. She looks up at your 
  group and smiles, and with a nod of her head she 
  indicates that you should follow her upstairs. 
  Once upstairs, she unlocks a room, obviously 
  unoccupied. 
   
  As soon as she has sat down, and the door is 
  closed, she excitedly asks you how everything 
  went. 
  Allow the player’s to relate their characters heroic 
  deeds, then continue: 
   
  IF THE PC’s DELIVERED THE MISSIVE AND 
  KILLED TINRAL:  
  “Wow! A filthy cleric of the Old One tried to stop 
  you? You’re absolutely sure he’s dead? Did you 
  cut out his tongue? Cut his head off? I hear that 
  the Old One’s minions will often cast a foul spell 
  that lets them speak with the dead, questioning 
  them as to who their killer was. Or so the 
  adventurers who frequent this tavern tell me. 
  Something to keep in mind the next time you kill a 
  priest of Old Ugly’s. 
   
  Enough about that though, thank you for 
  getting that note to my sister! And for bringing me 
  her reply! I can see my brother-in-law was 
  impressed with you if he gave you those 
  darkwood acorns! Well done!” 
   
  And with that, she stands up and gives each 
  of you the rest of the gold she had promised, 
  followed by a quick hug and a whispered “Well 
  done!” before leaving the room with one last 
  devastating smile. Ah, maybe next time she asks 
  for a favor, you’ll do it for free! 
   
  The PC’s receive the Darkwood Acorn. 
   
  IF THE PC’s GAVE TINRAL THE MISSIVE AND 
  RETURN TO TELL SYLVIA OF THEIR FAILURE: 
  “Oh dear! Well, the clerics of the Old One are 
  often very powerful and quick to anger. I guess I 
  shouldn’t have expected more from such a young 
  group of inexperienced adventurers. A pity really. 
  Did you make it to the Fellreev?” 
  If the PC’s bring her a missive back from Osiric, 
  then she lets them keep the gold she had 
  previously given them, but she does not give them 
  the rest. If the PC’s demand the rest of the gold, 
  she reminds them that they did not finish their 
  mission. 
  Should 
  they 
  insist, 
  she 
  screams, 
  summoning some barflies. The PC’s are escorted 
  bodily from the Tavern.  
   
  If the PC’s have no note for her, she asks for her 
  gold back. If they refuse, she leaves the room, 
  gathers a few barflies, and the PC’s are beat down. 
  She then collects back the gold she had given them 
  before their bodies are tossed into the streets of 
  Rookroost, unconscious. The PC’s are stripped of 
  all their gear and coin by the city’s urchins before 
  they regain consciousness, only retaining one item 
  of their choice. 
   
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 18 
  The PC’s receive the Enmity of Clan Fanlareshen 
  and are Wanted! 
   
  IF THE PC’s WERE UNABLE TO DELIVER THE 
  MISSIVE, BUT DID NOT LOSE IT: 
  “The Fellreev can be a dangerous place. You are 
  lucky to have survived! Still, all is not lost. I 
  shall just have to find hardier souls to deliver my 
  missive. Thank you for returning it to me. You 
  may keep the gold I have already given you for 
  your efforts.” 
  If the PC’s demand the rest of the gold, she 
  reminds them that they did not finish their 
  mission. 
  Should 
  they 
  insist, 
  she 
  screams, 
  summoning some barflies. The PC’s are escorted 
  bodily from the Tavern. The PC’s receive no IP’s 
  or Enmities. 
   
  IF THE PC’s FAIL TO DELIVER HER MISSIVE, 
  DID NOT LOSE IT, BUT DO NOT RETURN TO 
  TELL SYLVIA OF THEIR FAILURE: 
  It has been several weeks now since your failure 
  to deliver Sylvia’s missive. You figured that 
  maybe she would just assume that you all were 
  dead, but every time you pass an elf you almost 
  sense that they know who you are and how you 
  failed Sylvia. Word of your survival must have 
  reached her after all, so now she probably thinks 
  you a thief, a coward, or both. 
   
  The PC’s receive the Enmity of Clan Fanlareshen 
  as Sylvia thinks the PC’s are either dead, 
  incompetent, thieves, or all three.  
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter Three 
  PC’s successfully Bluff Tinral 
   
  60 xp 
   
  Encounter Four 
  PC’s get past Grindell 
   
   
  30 xp 
   
  Encounter Five 
  PC’s kill Tinral and his crew  
   
  120 xp 
   
  Encounter 6 
  PC’s defeat hobgoblins  
   
  120 xp 
   
  Encounter 8 
  PC’s successfully negotiate 
   
   60 xp 
   
  Encounter 9 
  PC’s deliver Sylvia’s missive 
   
   90 xp 
   
  Story Award 
  PC’s never open Sylvia’s scrollcase 
   40 xp   
   
  Discretionary roleplaying award 
   50 xp 
   
  Total experience for objectives 
  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, 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 19 
  scroll, magic bolts, etc.) and the item is used before 
  the end of the adventure, its total is subtracted from 
  the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a Regional 
  scenario, characters may spend additional Time 
  Units to practice professions or create items 
  immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter 2: Bedside chatter 
   
  APL 2: L: 0 gp; C: 25 gp; M: 0 gp 
   
   
  Encounter 5: Bones and Stars   
   
  APL 2: L: 97 gp; C: 25 gp; M: +1 half-plate (146 
  gp). 
   
  Encounter 6a: Hobgoblins gone wild! 
   
  APL 2: L: 83 gp; C: 12 gp; M: 0 gp 
   
  Encounter 9: We have a delivery for… 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: 400 gp 
   
  Special 
  Darkwood Acorn: This darkwood acorn has a 
  small elven rune carved onto it, making it 
  instantly recognizable by all members of the 
  Defenders of the Greenkeep, Fort Hendricks, and 
  Clan Fanlareshen Sylvan Elves. It marks its bearer 
  as a friend of the Fanlareshen sylvan elves, and 
  acts as one Influence Point with that organization 
  (following the guidelines in the Bandit Kingdoms 
  Campaign Sourcebook).  Bearers of the acorn are 
  encouraged to join the Clan (if elven) or become 
  Friends of the Clan (if they qualify per the 
  BKMG). This was gifted to you by Osiric 
  Coreandor, Clan Fanlareshen patrol leader, for 
  successfully delivering Sylvia’s missive and for 
  slaying a foul cleric of the Old One. Please contact 
  the meta-org coordinator to let him know that this 
  PC has Influence with Clan Fanlareshen. 
   
  Enmity of Clan Fanlareshen: Due to your foolish 
  actions while attempting to deliver a missive, you 
  have been marked as someone not to be trusted by 
  Clan Fanlareshen. This character may not join (or 
  will be expelled if already a member of) the 
  Defenders of the Greenkeep, Fanlareshen Sylvan 
  Elves, or Fort Hendricks meta-orgs. In addition, 
  this character suffers a –2 Circumstance penalty to 
  charisma based skills when dealing with NPC’s 
  from any of the above organizations. 
   
  Wanted!: Tinral the cleric of Iuz has reported you 
  as bandits to his superiors. The PC’s are Wanted 
  for Questioning by the Forces of Iuz regarding 
  what they were doing near the Fellreev Forest. 
  The player of this PC must email the Triad to let 
  them know their character is wanted. 
   
  Whip Scars: Due to your stubborn refusal to say 
  “Hail Iuz!”, you have been beaten and sent to Fort 
  Skagund where you were put to work cleaning 
  out the dire animal pens for 3 months (12 TU) 
  before you were able to escape. You have lost all 
  of your gear except for one item. 
   
  Results Reporting 
  GM’s running this scenario should collect the 
  player name, RPGA #’s, and character names of 
  any PC’s who earn Wanted status or the Enmity of 
  the Fanlareshen and report it to the Triad. 
   
  Collected info should be sent to: 
  meta@bandit-kingdoms.net 
   
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 20 
  DM’s Aid: Eastern Fellreev and Rookroost Area 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Original Shield Lands / Bandit Kingdoms map by Eric Anondson
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 21 
  Appendix 1: NPCs 
   
  Encounter 1: The Note 
  Sylvia: Female sylvan elf Rog7/SpyMstr2: CR 9; 
  Medium Humanoid (elf); HD 7d6+2d8-9; hp 31; 
  Init +3 (Dex); Spd 30; AC 14 (touch 14, flat-footed 
  11) [+1 deflection, +3 Dex]; BA/G: +6/+6; Atk +6 
  melee (1d4/19-20, dagger); Full Att +6/+1 melee 
  (1d4/19-20, dagger) or +9 ranged (1d4/19-20, 
  dagger); SA Sneak Attack +5d6; SQ Cover 
  Identity, Elven traits, Evasion, Trapfinding, Trap 
  Sense 
  +2, 
  Uncanny 
  Dodge, 
  Undetectable 
  Alignment; AL N; SV Fort +1, Ref +11, Will +6; Str 
  10, Dex 16, Con 8, Int 12, Wis 12, Cha 20. 4’10”; 85 
  lb. 
   
  Skills and Feats: Bluff +26, Decipher Script +11, 
  Diplomacy +19, Disguise +35, Escape artist +19, 
  Gather Info +21, Intimidate +7, Knowledge (Local 
  - Iuz’s Meta-region) +13, Listen +15, Profession 
  (barmaid) +5, Search +3, Sense Motive +13, Spot 
  +3; Charlatan, Persuasive, Skill Focus (bluff), 
  Trustworthy. 
   
  Languages: Common, Elven, Sylvan 
   
  Cover Identity: While operating as a barmaid 
  of the Dirty Dog Tavern, Sylvia gains a +4 
  circumstance 
  bonus 
  on 
  Bluff 
  and 
  Gather 
  Information checks (already included in Skill and 
  Feats above). 
   
  Undetectable Alignment (ex): The web of 
  different identities and agendas inside the 
  spymaster’s mind makes it impossible to detect 
  her alignment via any form of divination. This 
  ability functions exactly like an undetectable 
  alignment spell, except that it is always active. 
  Only divinations are confounded; spells that 
  function only against certain alignments, such as 
  protection from evil and holy smite, affect the 
  spymaster normally. 
   
  Possessions: nice barmaid’s outfit, cloak of 
  charisma +2, hat of disguise, disguise kit, oil of 
  slipperiness, possum pouch, ring of protection +1, 
  vest of escape, two daggers, 150 gp. 
   
  Physical Description: Sylvia is a young adult, 
  incredibly attractive sylvan elf, although currently 
  she is disguised to look like a high elf. Trim, fit, 
  and with the grace of a dancer, Sylvia wears 
  colorful skirts and shirts as she works as a 
  barmaid at the Dirty Dog Tavern. When she 
  smiles, night turns into day, hearts melt, and men 
  get stupid. Her daggers are hidden in her outfit’s 
  folds, as are her various money pouches. The hat of 
  disguise conceals the cloak, ring, and vest. 
   
  Encounter 4: Grindell 
  Grindell: male half-orc Bbn4/Rog2; CR 6; 
  Medium humanoid (orc); HD 4d12+2d6+18; hp 
  59; Init +3 (Dex); Spd 30; AC 17 (+4 scale mail, +3 
  Dex); BA/G: +6 / +10; Atk +10 melee (1d12+6 
  [x3], greataxe); Full Att +10/+5 melee (1d12+6 
  [x3], greataxe) or +8 ranged (1d6+4, throwing 
  axe); SA Rage (2/day), Sneak Attack +1d6; SQ 
  Darkvision 60 ft., Evasion, Fast Movement, 
  Uncanny Dodge (Dex bonus to AC); AL CE; SV 
  Fort +7, Ref +7, Will +3; Str 19, Dex 17, Con 17, Int 
  11, Wis 14, Cha 10. 6’8”; 264 lb.  
   
  Skills and Feats: Climb +7, Hide +2, Innuendo 
  +5, Intimidate +7, Jump+7, Listen +9, Sense 
  Motive +7, Spot +7; Power Attack, Cleave, 
  Weapon Focus (greataxe). 
   
  Languages: Common, orc. 
   
  Possessions: Scale mail, throwing axe, greataxe, 
  10gp. 
   
  Encounter 5: Bones and Stars 
  Tinral: Male human Clr2 of Iuz: CR 2; Medium 
  humanoid (human); HD 2d8+4; hp 16; Init +0; Spd 
  20; AC 18 (20 vs good) (+8 half-plate); Atk +4 
  melee (2d6+3/19-20, greatsword); SA Spells, 
  Rebuke Undead 4/day 2d6+3; AL CE; SV Fort +5, 
  Ref +1, Will +6; Str 14, Dex 10, Con 14, Int 8, Wis 
  16, Cha 12. 5’10”; 175 lbs. 
   
  Skills and Feats: Concentration +7; Combat 
  Casting, 
  Martial 
  Weapon 
  Proficiency 
  (greatsword).  
   
  Languages: Common 
   
  Spells Prepared (4/3+1; base DC=13 + spell 
  level); 0-detect magic, detect magic, light, read 
  magic; 1st-cause fear, divine favor, protection vs. 
  good*, cure light wounds. 
   
  *Domain spell; Domains: Chaos (chaos spells 
  cast at +1 caster level) and Evil (evil spells cast at 
  +1 caster level). 
   
  Possessions: Cleric’s vestments, +1 half-plate, 
  masterwork greatsword, light crossbow, 10 bolts, 
  wooden holy symbol, 20 gp. 
   
  Gnarg: Male half-orc Rgr1: CR 1; Medium 
  humanoid (orc); HD 1d8+1 ; hp 7; Init +2 (Dex); 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 22 
  Spd 30; AC 19 (+4 chainmail, +2 heavy wooden 
  shield, +2 Dex); BA/G: +1/+4; Atk +5 melee 
  (1d6+3 [18-20/x2], scimitar); Full Att +5 melee 
  (1d6+3 [18-20/x2], scimitar); SA Favored Enemy 
  +2 (elf), Wild Empathy; AL CN; SV Fort +3, Ref 
  +4, Will +2; Str 16, Dex 14, Con 12, Int 10, Wis 14, 
  Cha 8. 6 ft. 2 in. 225 lbs. 
   
  Skills 
  and 
  Feats: 
  Handle 
  Animal 
  +3, 
  Knowledge (nature) +4, Listen +6 (+8 vs elves), 
  Search +4, Spot +6 (+8), Survival +9 (+11); Skill 
  Focus (Survival), Track. 
   
  Languages: Common, Orc. 
   
  Possessions: 
  masterwork 
  chainmail, 
  masterwork heavy wooden shield, masterwork 
  scimitar, 5 gp. 
   
  Encounter 6: 
  Hobgoblin Sergeant: male hobgoblin Ftr1: CR 1: 
  Medium humanoid (goblinoid); HD 1d10+2 (10 
  hp); Init +4 (Dex); Spd 30; AC 20 (+4 Dex, +4 chain 
  shirt, +2 darkwood shield); BA/G: +1/+1; Atk +6 
  melee (1d6 [18-20/x2], rapier); Full Att +6 melee 
  (1d6 [18-20/x2], rapier) or +5 ranged (1d6, 
  javelin); SQ Darkvision 60’; AL LE; SV Fort +4, Ref 
  +4, Will +1; Abilities Str 10, Dex 18, Con 14, Int 12, 
  Wis 12, Cha 12. 6’2”; 180 lbs. 
   
  Skills and Feats: Hide +2, Listen +3, Move 
  Silently +6, Profession (soldier) +8, Spot +3; 
  Weapon Finesse, Skill Focus (Profession: Soldier). 
   
  Languages: Common and Goblin. 
   
  Possessions: 
  masterwork 
  chain 
  shirt, 
  masterwork rapier, heavy darkwood shield, 12 gp.
   
   
   
   
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 23 
  Player Handout #1 
   
  Greetings, 
   
  I’m curious as to whether or not you and your companions might be 
  interested in a business proposition, one that could make you some quick 
  gold for little risk. If interested in what I have to say, simply throw this 
  note in the fire while saying the words, “A great night to enjoy pleasant 
  company, and a warm fire.” If you do so, I will meet with you and your 
  companions in your room at three tolls past the turn of the night.  
   
  S. 
  
  BDKA3-03 You’ve Got Missive… 
   
  Page 24 
  Player’s Handout #2 
   
  As the lightning blazes across the sky, you can almost sense a brethren spirit. You know 
  this is not nature’s work, and your blood echoes the vibrations of a powerful magic that 
  you can only hope to command one day. Then you hear it, a voice in your head. It 
  sounds like a swarm of forest creatures, all speaking in their own languages. The honk 
  of the goose, the chitter of the mouse, the roar of the jaguar, all are understandable to 
  you now in your head as the voice speaks only to you, “Child of nature, I am of the 
  Fellreev. When the time is right, seek me out. You will know when, you will know 
  where. With Obad-Hai’s blessing we shall cleanse this forest!” Then the voice is gone, 
  and you know that this was a very personal, very private experience.  
   
  This PC has been invited to join the Initiates of the Fellreev as a Cub of the Fellreev. See 
  the BKMG for rules pertaining to Bandit Kingdoms meta-orgs, and for entry 
  requirements (which still must be met). Entry costs must be noted on the AR if the PC 
  joins immediately following the adventure. 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Bandit Kingdoms/BDK3-A03 - You've Got a Missive....pdf