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.  
   
  FURintro5-01 
   
   
   
   
   
   
   
  Downpour 
   
  A One-Round D&D LIVING GREYHAWK®  
  Furyondy Regional Adventure 
  Version 1.0 
   
   
   
  By Cliff Meggison 
  Edited by Michelle Sharp 
   
   
   
  So you’re thinking you have what it takes to become the adventuring-type, huh?  Everyone has to get a start 
  somewhere so why not start with something simple?  After all, how difficult can it be to serve as an escort 
  for a few days out in the wild?  An introductory module set in the Kingdom of Furyondy for first-level 
  characters only. 
   
   
   
   
   
  
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  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, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and record-
  keeping 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. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
   
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  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 judge) 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 judge 
  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 bold italics. 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. 
   
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and judge fill out the RPGA Tracking Sheet. 
   The judge should complete the top of the form and 
  list his name and RPGA number.  The players 
  should each list their name and RPGA number.  
  After the form is filled out it should be given to the 
  Event Coordinator. 
   
  LIVING GREYHAWK  
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a 
  LIVING GREYHAWK character generated, get a copy 
  of 
  the 
  current 
  LIVING 
  GREYHAWK 
  character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web site, 
  and then have any players without a character 
  create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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  
   
  This is an introductory module.  Only first level PCs 
  may play this event.   
   
  
  Downpour 
   
  Page 3 
  Time Units and Upkeep  
   
   
  This is a standard introductory one-round Regional 
  adventure, set in Furyondy.  Characters native to 
  Furyondy 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. 
  Characters that fail to pay at least Standard Upkeep 
  will retain temporary ability damage until the next 
  adventure, must buy new spell component pouches 
  and healer’s kits, and may suffer other in-game 
  penalties (or possibly gain in-game benefits) as 
  may be detailed in this scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check (DC 
  20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if the 
  character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook . 
   
  Adventure Background 
   
  This adventure begins in the large town of 
  Baransford on the western edge of Furyondy.  
  Several weeks ago, a wealthy merchant by the 
  name of Jae Whittlesford purchased rights to a tract 
  of land just a few days northwest of town on the 
  banks of the Velvedyva river.  In preparation for 
  building a small keep on his new land, Jae has 
  engaged the services of a surveyor to take 
  measurements and provide a recommendation to 
  the architects.  Feeling that a little protection might 
  be needed, Jae has also chosen to engage the PCs 
  to accompany his surveyor and see that he returns 
  none the worse for wear. 
   
  Unfortunately, unbeknownst to Jae, the man 
  that sold him the deed to the land, (a Baklunish 
  man named Delph Vytorin) has sold it many times 
  over and is not even the current owner.  While the 
  PCs may become aware of this fact in the end, this 
  adventure does not include resolving the underlying 
  crime.  While completing this mission, the PCs 
  encounter a small band of goblins led by a fierce 
  hobgoblin that have taken residence in a small 
  cavern complex near the land under survey. 
   
  This 
  adventure 
  takes 
  pace 
  during 
  the 
  dozenmonth of Coldeven (late spring) and the 
  weather is a factor.  Throughout the three days 
  leading up to the beginning of the adventure, a 
  steady drizzle has fallen, broken only by the 
  occasional thundershower.  During the adventure, 
  the PCs are subject to near-constant rain and at 
  least one downpour. 
   
   
  Adventure Summary  
  Introduction – At this point, the PCs introduce 
  themselves and are given the details of their task.  
  They can each determine their own reason for being 
  in Baransford, but each has accepted the mission 
  and agreed to meet their employer and the surveyor 
  at the Cracked Mug tavern. 
   
  Encounter One – While at the Cracked Mug tavern, 
  the PCs meet Colsten Stoutfellow, the halfling 
  surveyor.  He too was told to meet his employer 
  here and is very much looking forward to his 
  “adventure”.  While he is a surveyor/cartographer by 
  trade, Colsten has always wanted to become an 
  adventurer and will spend hours on end learning as 
  much as he can from each PC. 
   
  Encounter Two – During the second night out of 
  Baransford, a pair of wolves attempts to steal the 
  party’s rations.  The wolves only attack if threatened 
  by the PCs. 
   
  Encounter Three – After reaching their destination, 
  Colsten begins his work.  The party arrives at 
  midday and the party members are left to occupy 
  themselves as they see fit.  It is during this time 
  that a small cave entrance leading deeper into the 
  hillside is found.  There is a poorly constructed gate 
  just inside the cave entrance.  The PCs then have 
  to deal with two traps before proceeding deeper into 
  the cave. 
   
  Encounter Four – The party comes across a side-
  cavern blocked by a large stone.  If the stone is 
  removed, a worg occupying the den beyond 
  attacks. 
   
  Encounter Five – As the party explores the rest of 
  the cave complex, they discover the central cave 
  and its current occupants, a hobgoblin clan leader 
  
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  Page 4 
  and his followers.  This small group of raiders is 
  attempting to make a name for themselves (The 
  River Rats) by waylaying small craft traveling down 
  the Velvedyva and selling their captured goods. 
   
  Encounter Six – After clearing the cave complex 
  and as they prepare to leave the area, the PCs 
  encounter another group of adventuring types that 
  are also here to survey this plot of land.  This is not 
  a combat encounter, but rather an opportunity for 
  the PCs to learn that something is not as it seems 
  and decide how they want to proceed. 
   
  Conclusion – Upon their return to Baransford, the 
  PCs task is complete.  They then have to decide 
  how much information they’re going to share with 
  their employer.   
   
   
  Introduction 
  Please read this to players as the adventure begins: 
   
  So this is the exciting life of an adventurer?  
  You find yourselves in a pleasant enough tavern 
  aptly named the Cracked Mug, enjoying each 
  other’s company while sharing a mug or two of 
  the barkeep’s best.  Shortly after the appointed 
  hour, a large man enters the tavern and each of 
  you recall this man as Jae Whittlesford, your 
  employer.  He approaches your table… 
   
  “Well met, my friends, well met!” shouts 
  Jae.  “I trust you have enjoyed your travels here 
  or at least enjoy being out of the rain, eh?  I’m 
  glad you’re all here and now all we must do is 
  wait for my surveyor to arrive and all will be 
  prepared.  Now, enjoy a round or two on me.”  
  With that Jae turns toward the bar and shouts, 
  “Barkeep!  Let’s see a round of full mugs for my 
  new friends here, and let’s see if we can’t crack 
  a few ourselves.”  For emphasis, Jae slaps his 
  hand down on your table, rattling the crockware 
  already there. 
   
  At this point, allow the PCs to ask any questions of 
  Jae they like as well as enjoy a round or two of 
  drinks.  In speaking with Jae, the party may learn 
  the following: 
   
  � Jae’s line of business is glassware.  He 
  provides 
  the 
  bottles 
  used 
  by 
  many 
  of 
  Baranford’s 
  largest 
  wineries 
  and 
  has 
  accumulated something of a fortune. 
  � He was approached several weeks ago in 
  Chendl by a Baklunish man in need of money.  
  This man possessed the writ to a tract of land 
  in western Furyondy and parted with it for a very 
  fair price. 
  � Jae has business here in Baransford and plans 
  to be around for the next week or so, certainly 
  long enough for the party to complete their task 
  and return. 
  � He hired a surveyor while in Chendl and has 
  only met the fellow once, a halfling named 
  Colsten Stoutfellow. 
  � Each PC is to receive 100 wheatsheafs (gp) for 
  their efforts. 
   
   
  Encounter One 
  After giving the PCs an opportunity to ask Jae some 
  questions, proceed with the following. 
   
  After getting to know Jae and your companions 
  a little better, you find your attention focused on 
  each new visitor entering the Cracked Mug.  
  Aside from the many common folk who come 
  here to put a few back or conduct normal 
  business, not much seems to be going on. 
    Eventually, the door opens and in walks a 
  young looking, thoroughly soaked, halfling 
  carrying a large sack over one shoulder.  Upon 
  noticing this new arrival, Jae stops one of his 
  many lengthy stories mid-sentence and shouts, 
  “Colsten, you little rascal!  Get over here… meet 
  our new friends!”   
   
    At this point allow all the PCs to introduce 
  themselves to Colsten (and each other).  He pays 
  close 
  attention 
  as 
  each 
  PC 
  gives 
  their 
  name/profession.  After they have completed their 
  introductions, read aloud: 
   
  “Well met, well met indeed!  My name is 
  Colsten Stoutfellow, but my friends just call me 
  Cole, and I’m a surveyor by trade, as if you 
  couldn’t tell from all this gear.”  At this point he 
  motions to the large sack he had dropped to the 
  floor with a loud clank. 
    “You’ll have to forgive me for being late, but 
  these short legs of mine make for long travels.  
  Perhaps we have time yet for a bite to eat and 
  for me to partake of whatever beverage this fine 
  establishment has to offer.” 
   
  
  Downpour 
   
  Page 5 
  Even though Jae and Colsten only met several 
  weeks ago, Jae is a trusting fellow and genuinely 
  likes Colsten.  They sit beside each other and 
  Colsten offers a few comments about his travels to 
  Baransford (mostly uneventful).  Here’s what the 
  PCs may learn from Colsten: 
   
  • 
  He has been a surveyor in training for 
  several months now.  Given that this job is 
  a simple one, his employer felt this job was 
  a good opportunity for Cole to get out on 
  his own. 
  • 
  Even though gainfully employed as a 
  surveyor, Cole would very much like to take 
  up the life of an adventurer.  At any 
  opportunity, 
  he 
  gets 
  into 
  deep 
  conversations with each PC about their 
  adventures to date, their training, and 
  especially 
  about 
  any 
  riches 
  they’ve 
  acquired.  He dreams of being wealthy 
  someday… 
  • 
  He has maps of the general area and 
  expects no difficulty in getting the party to 
  and from their destination. 
  • 
  The entire trip should take no more than a 
  week – most likely three days there and 
  three back. 
  • 
  He’s glad to have companionship and 
  welcomes the PCs, but doesn’t think they’ll 
  have much to do.  
   
  After the PCs have asked all the questions they can 
  think of, the better part of the evening has been 
  spent in conversation.  Jae suggests the party 
  spend the night here at the Cracked Mug and does 
  so himself.  He’ll cover the party’s expense if they 
  choose to stay here (he knows the owner), but if 
  they choose another Inn, they’re on their own. 
   
   
  Encounter Two 
    After the night passes without incident, the PCs 
  awake the following day and may prepare for their 
  journey.  Since Baransford is a large town, standard 
  (core access) items may be purchased at stated 
  rates. 
    Once the PCs have indicated they are ready to go, 
  read the following aloud: 
   
  Against your strongest hopes, the new day has 
  not changed the weather one bit.  Being the 
  dozenmonth of Coldeven, you expected some 
  rain but this is ridiculous.  The morning air is 
  brisk, and the steady drizzle is keeping most 
  folks moving through the streets at a quick 
  pace.  Fortunately, the weather has done 
  nothing to dampen Colsten’s spirits and he 
  appears to be excited about getting underway.  
     
  As you gather outside the Cracked Mug, Jae 
  bids you farewell.  “Good luck, my friends” says 
  Jae.  “I hoped for at least a little sunshine to 
  start your journey but that doesn’t seem likely.  
  I’ll be here in Baransford for the next week 
  anyway, and look forward to meeting you back 
  here in a few of days.  I wish you the best of 
  luck. Try to stay dry!”   
    With that, Jay wraps his cloak around his large 
  frame and turns to find a spot close to the fire. 
   
  The first day out of Baransford passes 
  without incident.  Given the overland nature of 
  your travel, you don’t encounter much beyond 
  the typical wildlife you’d expect to find in the 
  wilderness of Furyondy.  Not being pressed for 
  time, you travel at a comfortable pace and pass 
  the time sharing stories and complaining about 
  the weather.   
     
  Your second day’s travel goes much like the 
  first.  Your companion’s maps seem accurate as 
  to the general layout of the land and you’re 
  thinking there really isn’t all that much to this 
  adventuring lifestyle.  Aside from being soaked 
  through to the bone in rainwater, there really 
  hasn’t been much to complain about.  In fact, as 
  easy as this has been, it is a wonder more folks 
  aren’t out making a name for themselves. 
     
  Evening arrives and the group decides to 
  find a spot to settle down for the night.  Looking 
  about for the ‘least damp’ spot of land, you 
  decide to camp under the boughs of several 
  large trees.  If nothing else, you at least enjoy 
  some cover from the ever-present windblown 
  rain.  Just as you begin to settle down for the 
  night, you hear a peal of thunder as a bolt of 
  lighting splits the sky.  You have the distinct 
  feeling it’s going to be a long night…” 
   
  At this point, the thunderstorm begins.  See the 
  DMG (page 94) for more details, but here are the 
  game effects of a thunderstorm: 
   
   
  Rain effects: 
  • 
  -4 to Spot and Search checks 
   
  Wind effects: 
  • 
  -4 to Listen checks 
  • 
  Automatically 
  extinguishes 
  any 
  unprotected flames; 
  
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  Page 6 
  • 
  50% chance that protected flames are 
  extinguished; 
  • 
  -4 penalty on all ranged attacks 
   
   
  Even though the party is under trees, they need not 
  move camp as there is no lightning at present. 
  Allow the PCs an opportunity to set watch and if 
  they fail to do so, Colsten suggests that it is a good 
  idea as they are several miles into the wild.  After 
  the watches have been established, roll randomly to 
  determine on which watch the following occurs: 
   
  It’s almost impossible to sleep in this storm and 
  everyone is constantly shifting positions to 
  avoid the puddles of water forming throughout 
  camp.  A soft bed, warm blanket and a roof 
  overhead sounds good now. 
     
  After wiping the water from your eyes for the 
  hundredth time and trying to stay focused, you 
  realize that something with two luminescent 
  eyes is approaching from directly in front of 
  you.  This night is about to become a bit more 
  interesting…. 
   
  PCs that are on watch may make Spot check (vs. 
  Hide roll +2) or Listen check (vs. Move Silently roll 
  +3).  Remember to apply the penalties for 
  Thunderstorm as described above.  If PCs are 
  successful with either, they are not surprised. 
   
  APL 2 (EL 3) 
  Wolves (2): hp 13, 9, see Monster Manual page 
  283. 
   
  Tactics: During the surprise round (if there is one), 
  the male (larger) wolf enters the camp and growls 
  menacingly.  While the PCs attention is focused on 
  him, the female enters camp from the opposite side 
  and attempts to grab rations from a random player’s 
  belongings. The female wolf only engages in 
  combat if the male is attacked or if she is 
  threatened. 
   
  Treasure: None.  
   
   
  Encounter Three 
  Around mid-day of their third day of travel, the party 
  arrives at their destination.  It is a grassy hillock 
  with sparse trees and a nearby brook.   
   
  Finally, the weather seems to have let up a bit.  
  During the last hour, the fine drizzle that had 
  been annoying you has ceased and the clouds 
  overhead seem to be thinning out.  Things may 
  be looking up after all… 
     
  “This is it!” Cole shouts triumphantly.  
  “We’re here!”  You were beginning to wonder if 
  he really knew where you were going, but this 
  does seem to be a nice spot of land.  This 
  particular spot is relatively free of trees and 
  enjoys the nice rolling hills that some folk might 
  find 
  pleasant 
  to 
  look 
  upon. 
   
  After 
  his 
  proclamation, Cole begins rummaging in his 
  sack and taking out some of his equipment. 
     
  “Feel free to look around and let me know if 
  you find any outstanding features in the area.  
  They may affect my designs you know and I 
  need to give Jae a good estimate for materials 
  and labor.  Now, I’m off to work!”  At this point, 
  Cole tucks a pen behind is ear and begins 
  pacing this direction and that, all the while 
  counting his steps and taking notes. 
   
  At this point the PCs should feel free to wander 
  around the area.  It takes Cole a few hours of 
  undisturbed work to complete his plans and during 
  this time, one of PC at random becomes aware of 
  the following. If the PCs attempt to get Colsten to 
  accompany them, he informs them that he is busy 
  at work completing the survey and really has no 
  interest in exploring.  He very much prefers to stay 
  out here and waits for them to return. 
   
  As Cole continues his work, you find yourself 
  walking along the nearby brook.  As you 
  proceed, you notice a cave set in the side of a 
  small hill.  Inside, you notice a small gate 
  tucked in deep, along the back wall.   
   
  If the PCs investigate more closely, read or 
  paraphrase the following: 
   
  The gate is constructed of tree limbs of various 
  sizes that have been lashed together with twine 
  and rope.  Hanging from several spots across 
  the gate are what appear to be small skulls, 
  teeth and other bits of bone.  A somewhat larger 
  skull is fastened right in the center of the gate. 
   
  As the PCs investigate, a Knowledge – Religion or 
  Heal check (DC 15) tells them that the larger skull 
  located in the center of the gate is that of a gnome. 
   PCs with Tracking ability (Survival check DC 12) 
  can determine several bipedal creatures have 
  
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  Page 7 
  passed this way and some very recently.  Those 
  more skilled (Survival DC 17) also notice at least 
  one set of paw prints, similar to those of a large 
  dog.  The gate itself has no locking mechanism, but 
  is set with a simple trap. 
   
  Chicken Wire trap: CR 1/2; mechanical; location 
  trigger; manual reset; Search (DC 14); Disable 
  Device (DC 14). 
   
  The trap consists of a thin piece of twine that is 
  attached to the inner side of the gate. If not 
  disabled, it breaks when the gate is opened.  If the 
  string is broken, a medium weight stone currently 
  suspended over a makeshift crate containing wild 
  chickens is dropped, causing the chickens to 
  squawk loudly.  At that point, the main cavern’s 
  inhabitants should make a Listen check (DC 12) to 
  be aware of the noise made by the chickens.  If 
  they are aware, they make preparations as outlined 
  in encounter.   
   
  Once the PCs have dealt with the gate, read or 
  paraphrase the following: 
   
  As you make your way out of the sunlight down 
  the darkened passageway, you can’t help but 
  notice the gentle downward slope of your path. 
   
  Unfortunately for the PCs, the ‘chicken doorbell’ 
  isn’t the only trap nearby.  To prevent rainwater from 
  running down this passage into the inner caves, the 
  occupants have dug a ten foot deep pit in the center 
  of the passageway and covered it with thin boards 
  and then splattered mud across them.  Given all the 
  rain that has fallen recently, the pit has several 
  inches of water standing in the bottom, covering 
  several inches of thick mud. 
   
  APL 2 (EL 1) 
  Camouflaged Pit Trap: CR 1; mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 10 ft. deep (1d4, fall); Search (DC 24); 
  Disable Device (DC 20). 
   
  Note:  The falling damage is less than standard due 
  to the soft mud at the bottom of the pit. 
   
   
  Encounter Four 
    After the party has made it past both traps, read 
  or paraphrase the following: 
   
  As you make your way further along the 
  passage, it eventually levels out and turns 
  slightly to your left. 
   
  Near the turn is a large rock that looks like it 
  has been placed in the entrance to another 
  passage or open area.  While the rock 
  completely fills the space, you notice a stout 
  piece of wood that leans against the rock and 
  two short coils of rope piled nearby. 
    
  This is an entrance to a worg’s den.  The piece of 
  wood leaning nearby is used by its hobgoblin 
  master as a lever to move the rock.  The wood 
  shows signs of wear if inspected.  The coils of rope 
  are each only several feet in length and are used as 
  leashes. 
     
  If the PCs move the rock or make any 
  significant noise, the worg begins barking loudly 
  and attack anyone that isn’t its master. 
   
  APL 2 (EL 3) 
  Worg: hp 25; see Monster Manual page 256. 
   
  Since the master doesn’t feed nor treat it well, the 
  worg is not at full hp. Should the PCs engage the 
  worg or even set it to barking, the goblins and their 
  leader will most certainly be aware of the noise. 
   
  Treasure: None.  
   
   
  Encounter Five 
  After the party has made it past the worg, or 
  skipped 
  that 
  encounter 
  altogether, 
  read 
  or 
  paraphrase the following: 
   
  After making another turn in the passage you 
  notice dim light ahead.  It appears to be spilling 
  out into the passageway from an area off to the 
  right. 
   
  The cavern referred to above is the last and largest 
  one in the complex.  It serves as the sleeping 
  quarters and living space for the entire raiding party 
  and if they are aware of the PCs approach, they are 
  ready.   
     
  Since they’ve been raiding the surrounding 
  lands and river for several months now, they have 
  acquired quite a collection of goods and equipment. 
   Even with their success, if it were not for their 
  leader, whom they fear more than death, the group 
  would most certainly have already disbanded. 
  
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  APL 2 (EL 5) 
  Goblins (8): hp 5 each; see Monster Manual page 
  256. 
  Hobgoblin Leader: hp 20; see Appendix. 
  Tactics:  If the occupants were aware of the PCs 
  approach, they have their throwing axes at the 
  ready while a few take up positions on either side of 
  the entranceway.  Their leader is crouching behind 
  an overturned makeshift table on the far side of the 
  fire and waits until someone enters before raging 
  and charging into the fray.   
   
  If they are not aware of the PCs intrusion, the 
  goblins and their leader are positioned randomly 
  within this cave. 
   
  Treasure: By thoroughly searching the area, the 
  PCs discover various miscellaneous items looted 
  from nearby caravans, none of which is currently 
  identifiable, having been opened and strewn about 
  the cave.  
   
  APL 2 –loot(250 gp), coin-(100 gp) 
   
  Encounter Six 
  After the party has left the cave, read or paraphrase 
  the following: 
   
    Upon exiting the cave, you realize that evening 
  has fallen.  Now that Cole has completed his 
  work, all that remains is to return to your 
  employer in Baransford and enjoy some of the 
  fruits of your labor.   
   
  Whether or not the PCs decide to camp out for the 
  night or leave immediately, once they head back to 
  Baransford and before they get a mile from the site, 
  read or paraphrase the following: 
   
  As you begin to get underway for the return trip 
  to Baransford, it isn’t very long until you spot a 
  small band approaching.  They are directly in 
  your path and in fact, have already spotted you. 
     
  “Hail!” shouts the person nearest you.  
    
   From this distance, he appears to be a male 
  elf in tan robes leaning heavily on his walking 
  stick.  His companions are two humans in 
  armor: a female carrying a bow and a male with 
  a spiked chain.  Following them is a dwarf 
  wearing the livery and symbols of some deity 
  (although you’d have to get closer to see which 
  one).   
     
  “Come now,” the elf calls out, “approach 
  and tell me what you can of the road ahead.  
  We’re looking for this spot of land you see, and 
  I’m not quite sure where it is.” 
   
  This group is actually looking for the same ‘spot of 
  land’ they just left behind.  The male elf is also the 
  proud owner of this land and he’s just coming out to 
  check on his investment.  His traveling companions, 
  a brother/sister pair and a dwarven cleric of Pelor 
  join him. Unfortunately for him, his directions and 
  maps are not as well made as Colsten’s so he 
  doesn’t realize how close he really is.  This 
  encounter is entirely a role-playing opportunity for 
  the PCs and should be played as such.   
   
  APL 2 (EL 7) 
  Orinnsial:  male elf Wiz3: hp 10; see Appendix 
  1. 
  Kitt:  female human Rgr2: hp 15; see Appendix 1. 
  Matt:  male human Ftr2: hp 20; see Appendix 1. 
  Tyrin Lightbringer: male dwarf Clr3: hp 27; see 
  Appendix 1. 
  Upon talking with the group, the PCs may learn the 
  following: 
  • 
  The elf is Orinnsial Fairvoice and he is from the 
  city of Highfolk. 
  • 
  The humans are Kitt and Matt, friends of the 
  elf’s for years. 
  • 
  The dwarf is Tyrin Lightbringer, a cleric of Pelor. 
  • 
  Orinnsial acquired the deed to this land from a 
  Baklunish man several weeks ago.  The seller 
  appeared to be down on this luck and was 
  selling his family’s holdings to make good on a 
  gambling debt. 
  • 
  If told of Jae and his claim to the land, Orinnsial 
  becomes 
  disheartened 
  and 
  thoroughly 
  distressed.  He then wishes to know everything 
  he can about Jae.  Upon learning all he can, he 
  turns around and head back to the city of 
  Highfolk in the hopes of locating the man who 
  sold him the land. 
   
   
  Conclusion 
  After the party has traveled the three or so 
  uneventful days back to Baransford, read or 
  paraphrase the following: 
   
  After completing your trip, you have found your 
  way back to the Cracked Mug.  Upon entering 
  
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  the common room, you can’t help but see, and 
  hear, Jae within.  He has a few of the local folk 
  listening intently as he goes on and on about 
  how fine his wares are and all the business he 
  has going.  In fact, as you approach, he is just 
  getting to the part about some recent land he 
  purchased not too far from here and of the 
  grand plans he has for the place.   Upon seeing 
  you, Jae’s face breaks into a wide smile. 
     
  “Well met, my friends, well met indeed!  I’m 
  so very glad you’ve made it back and with my 
  surveyor in tow.”  Jae then turns to Cole, “Well, 
  my short friend, how was it?  Do you have the 
  papers ready yet?” 
     
  “I should have them for you tomorrow”, 
  Cole replies.  “You know, it wasn’t all fun and 
  games out there.  There were wicked creatures 
  nearby that had to be dealt with, and then… Oh 
  my! What’s that I smell?  Is that a fresh pot of 
  stew I see coming out from the back?  Sorry 
  can’t talk now, them iron rations taste about as 
  good as they sound and it’s time I’ve had 
  something a bit more tasty to eat.”   
     
  With that, Cole scurries up to the bar and 
  leaves the rest of the conversation to you. 
   
  At this point, the PCs have to choose whether or 
  not to disclose their encounter with the other  
  “landowner” to Jae.  While this has no immediate 
  effect on this encounter or even this adventure, this 
  may be addressed in a future scenario set in the 
  Kingdom of Furyondy. 
     
  Whether or not the PCs tell Jae of the 
  encounter, read or paraphrase the following: 
   
  “Well, that is quite a tale isn’t it?” Jae exclaims. 
   “You’ve given me quite a bit to think about 
  before I go any further with my plans to develop 
  the land.  I sincerely thank you for your efforts 
  and trust me when I say that had I know you’d 
  be risking life and limb, I would have prepared 
  you better.  Please forgive me and let me buy 
  you a round to wash that road dust out of your 
  mouths.  Barmaid!  A round for my friends here 
  as we have some business to do!”  With that, 
  Jae takes a small pouch off his belt and pours 
  out some coin.   
   
  Jae then pays each PC the 100 gp promised earlier. 
   
  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 Two 
  Defeat the wolves 
   
  APL 2 90 xp 
   
  Encounter Three 
  Defeat the trap  
  APL 2 30 xp 
   
  Encounter Four 
  Defeat the worgs 
   
  APL 2 90 xp 
   
  Encounter Five 
  Defeat the hobgoblin leader and the goblins 
   
  APL 2 150 xp 
   
  Story Award 
  Colsten is able to complete his survey of the area. 
  All APLs 40 xp. 
   
  Discretionary roleplaying award 
  All APLs 50 xp 
   
  Total possible experience:  
   
  All APLs 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 
  
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  Page 10 
  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. 
   
  Encounter Six:   
   
  All APLs: L: 250 gp; C: 100 gp; M: 0 gp 
   
  Conclusion:   
   
  All APLs: L: 0 gp; C: 100 gp; M: 0 gp 
   
  Total Possible Treasure 
   
  All APLs: L: 250gp; C: 200 gp; M: 0 gp 
   
  Items for the Adventure 
  Record 
   
  (As standard for Introductory Module.) 
   
  
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  Appendix or DM Aid 
  Encounter One 
  Colsten Stoutfellow:  Male halfling Exp1; 
  CR1/2; Small humanoid; HD 1d6+1; hp 7; Init+1; 
  Speed 20 ft.; AC 13 touch 12, flat-footed 12; 
  BAB/Grp +0/-3; Atk +1 melee (1d4/19-20, 
  dagger); Full Atk +1 melee (1d4/19-20, dagger); 
  SQ Halfling traits; AL NG; SV Fort +1, Ref +1 
  Will +1; Str 11, Dex 13, Con 12, Int 10, Wis 9, 
  Cha 8. 
   
  Skills and Feats:  Diplomacy +4; Forgery +4; 
  Gather Information +4; Profession (Surveyor) +4; 
  Search +4; Spot +4. 
   
  Possessions: Padded armor, dagger and 
  miscellaneous surveyor’s gear.  
   
  Encounter Five 
  Hobgoblin Leader: Male hobgoblin Bbn2; CR 2; 
  Medium humanoid (goblinoid); HD 2d12+2; hp 20 
  (24 when raging); Init +2; Spd 40 ft.; AC 16 touch 
  12, flat-footed 14; BAB/Grp +2/+4; Atk +4 melee 
  (1d10+3, greatclub); Full Atk +4 melee (1d10+3, 
  greatclub); SQ Darkvision 60 ft., fast movement, 
  illiteracy, rage 1/day, uncanny dodge; AL NE; SV 
  Fort +4, Ref +2, Will +0; Str 15, Dex 14, Con 13, 
  Int 12, Wis 10, Cha 8. 
   
  Skills and Feats: Climb +7, Handle Animal 
  +4, Listen +5, Survival +5, Swim +7; Power 
  Attack. 
   
  Rage (Ex): Once per day, gain +4 bonuses 
  to Strength, +4 to Constitution and +2 to Will 
  saves.  Also results in -2 to AC.  Rage lasts for 5 
  rounds. (See PHB page 25 for more details). 
   
  Fast Movement (Ex): A barbarian’s land 
  speed is 10’ faster than the norm. 
   
  Uncanny Dodge (Ex): A barbarian may 
  retain his Dexterity bonus even if caught flat 
  footed. 
   
  Possessions: Studded leather armor +1, 
  greatclub. 
   
  Encounter Six 
  Orinnsial: Male elf Wiz3; CR 3; Medium 
  humanoid (elf); HD 3d4; hp 10; Init +0; Spd 30 ft.; 
  AC 10 touch 10, flat-footed 10; BAB/Grp +1/+1; 
  Atk +1 melee (1d6, quarterstaff); Full Atk +1 
  melee (1d6, quarterstaff), +1 one-handed (1d4;19-
  20/x2, Dagger); SA spells; SQ Elf traits; AL NG; 
  SV Fort +1, Ref +1, Will +4; Str 10, Dex 10, Con 
  10, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Concentration +6, Decipher 
  Script +10, Knowledge (Arcana) +10, Knowledge 
  (History) +10, Knowledge (the Planes) +10, 
  Spellcraft +12, Listen +3, Search +6, Spot +3, 
  Combat Casting, Spell Focus (Abjuration) 
   
  Spells Prepared:  (4/3/2; base DC = 13 + 
  spell level): 0 – daze, detect magic, light, 
  message; 1st – burning hands, magic missile, 
  shield; 2nd – bull’s strength, Scorching Ray. 
   
  Elf traits (Ex): Immunity to sleep spells and 
  effects; +2 racial bonus to saves against 
  enchantment spells or effects, low-light vision, 
  Weapon Proficiency (longsword, rapier, longbow, 
  comp. longbow, shortbow, comp. shortbow), +2 
  racial bonus to Listen, Search and Spot checks. 
   
  Kitt: Female human Rgr2; CR 2; HD 2d8+2; hp 
  15; Init +3; Spd 30 ft.; AC 16 touch 13, flat-footed 
  13; BAB/Grp +2/+4; Atk +4 melee (1d6+2/19-20, 
  shortsword or +6 ranged (1d8/X3 longbow); Full 
  Atk +4 melee (1d6+2/19-20, shortsword or +6 
  ranged (1d8/X3 longbow); SQ Favored Enemy – 
  Goblinoid (+2 bonus), wild empathy, combat style 
  (archery); AL LG; SV Fort +4, Ref +6, Will -1; Str 
  14, Dex 16, Con 12, Int 10, Wis 8, Cha 14. 
   
  Skills and Feats: Climb +6, Handle Animal 
  +7, Hide +7, Knowledge (Nature) +7, Search +5, 
  Spot +4, Survival +4, Track, Rapid Shot, Point 
  Blank Shot, Weapon Focus (longbow). 
   
  Possessions: 
  Studded 
  leather 
  armor, 
  shortsword, longbow, 40 arrows. 
   
  Matt:  Male human Ftr2; CR 2; HD 2d10+4; hp 
  20; Init +2; Spd 20 ft.; AC 16 touch 12, flat-footed 
  14; BAB/Grp +2/+5; Atk +6 melee (2d4+4 spiked 
  chain) or +5 melee (1d8+3 heavy mace; Full Atk 
  +6 melee (2d4+4 spiked chain) or +5 melee 
  (1d8+3 heavy mace; AL CG; SV Fort +5, Ref +2, 
  Will +0; Str 16, Dex 14, Con 14, Int 10, Wis 10, 
  Cha 10. 
   
  Skills and Feats:  Intimidate +5, Ride +7, 
  Swim +8; Combat Reflexes, Exotic Weapon 
  Proficiency 
  (Spiked 
  Chain), 
  Power 
  Attack, 
  Weapon Focus (Spiked Chain). 
   
  Possessions: Scale armor, spiked chain; 
  heavy mace. 
   
  Tyrin Lightbringer:  Male dwarf Clr3; CR 3; HD 
  3d8+9; hp 27; Init +1; Spd 20 ft.; AC 17 touch 11, 
  flat-footed 14; BAB/Grp +2/+4; Atk +4 melee 
  (1d8+2 heavy mace) or +3 ranged (1d4+2 sling); 
  Full Atk +4 melee (1d8+2 heavy mace) or +3 
  ranged (1d4+2 sling); SA Spells; SQ Dwarf traits; 
  
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  Page 12 
   
  AL LG; SV Fort +6, Ref +2, Will +6; Str 14, Dex 
  12, Con 16, Int 10, Wis 16, Cha 6. 
   
  Skills and Feats: Concentration +7, Heal +9, 
  Knowledge (Religion) +2; Extra Turning, Divine 
  Vigor. 
   
  Spells Prepared:  (4/3+1/2+1; base DC = 13 
  + spell level): 0 –detect magic, guidance (2), light; 
  1st – enlarge person*, bless, detect evil, shield of 
  faith; 2nd – bulls strength*, hold person, spiritual 
  weapon. 
  *Domain spell. Domains: Glory (Turn undead with 
  a +2 bonus on turning check and +1d6 on 
  damage roll); Strength (You can perform a feat of 
  strength as a supernatural ability.  You gain an 
  enhancement bonus to Strength equal to your 
  cleric level.  Activating the power is a free action, 
  the power lasts one round and it is usable once 
  per day). 
   
  Divine Vigor: As a free action, spend one of 
  your turn undead attempts to increase your base 
  speed by 10 feet and gain +2 temporary hit points 
  per character level. 
   
  Dwarf traits (Ex): Darkvision 60 feet, 
  Stonecunning, Weapon Familiarity, Stability, +2 
  on saves versus poison, +2 on saves agains 
  spells or spell like effects, +1 on attach rolls 
  agains Orcs and goblinoids, +4 dodge bonus 
  against creatures of giant type, +2 racial bonus to 
  appraise if involving stone or metal, +2 craft 
  checks if involving stone or metal (see Monster 
  Manual page 92 for more details). 
   
  Possessions: Chain Shirt, Heavy Steel 
  Shield, Heavy Mace, Sling. 
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Furyondy/595/Intro mods/FURintro5-01 - Downpour/FURintro5-01 - Downpour.pdf