TEXT: RTK[m]3-01
  Scalphunt
  A One-Round D&D LIVING GREYHAWK®
  Ratik “MINI” Regional Adventure
  Version 1.0
  Round 1
  by Matt Lau
  Since Krevik Bredivan’s proclamation that his house would pay a bounty on the scalps of Orcs and
  Gnolls, a veritable war has been waging within the Loftwood.  Groups of hunters, mercenaries, and
  adventurers battle fiercely against the orc and gnoll armies, hoping to collect enough scalps to earn a
  small fortune.  But more and more groups return from their hunts with rumors of a third army within the
  Loftwood.  An army that gives aid to the Ratikkan hunters yet has never been seen.  Part one of the
  Loftwood Trilogy, for EPLs 2-6.
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of
  Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast,
  Inc. Scenario detail copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS
  RESERVED. This scenario is intended for tournament use only and may not be
  reproduced without approval of the RPGA Network.
  
  <Title>
  [Round #]
  Page 2
  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that players
  bring their own characters with them.  It players
  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, then have
  any players without a character create one. 
  Once all players have a LIVING GREYHAWK
  character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it
  is also recommended that you have a copy of
  the LIVING GREYHAWK Gazetteer.
  Time Units and Upkeep
  This is a standard one-round MINI adventure,
  set in Ratik.  Characters native to Ratik pay one
  Time Unit per round, all others pay two Time
  Units per round.  Adventurer’s Standard Upkeep
  costs 12gp per round.  Rich Upkeep costs 50gp
  per round.  Luxury Upkeep costs 100gp per
  round.
  Note PCs that are in the Bredivan militia may
  apply the TU spent in this adventure towards the
  TU requirement for that organization.
  EPL
  Add the total levels of the PCs including cohorts
  and divide by 5 for the Effective Party Level.
  Adventure Summary and
  Background
  Rumors abound about an army of “Invisible
  Hunters” that are aiding the Ratikkans in the war
  against the orcs and gnolls.  This adventure
  explores current events in the Loftwood.  It
  introduces the Loftwood Foresters who were
  badly decimated during the invasion.  It re-
  introduces the woodsman, Gragg Treebeard,
  who is always a reliable source of information
  within the Loftwood.  And lastly it shows the
  gnolls regrouping their forces and regaining their
  strength.
  Introduction
  PCs are gathered at an alehouse in a tent town
  set up near Fort Bredivan.  Preparing to go on a
  gnoll hunt.  If they have not met before it can be
  assumed that they have joined together here to
  form a hunting group of four to six people.
  If there is no Ranger (or other PC with the Track
  feat), then the PCs may hire one.  Kurbin will
  accompany the PCs for a full share of the
  bounty earned, Eldrood will work for a half share
  but will not engage in any combat.
  Kurbin, male human Rgr1: CR 1, Medium
  humanoid, HD 1d10+1, hp 11, Init +1, Spd 30 ft.;
  AC 15 (touch 11, flat-footed 14) [+1 Dex, +4
  chain shirt]; Atk +2 melee [1d8+1/19-20,
  longsword] 
  or 
  +0/+0 
  melee 
  [1d8+1/19-20,
  longsword and 1d6, short sword] or +2 ranged
  [1d6/x3, shortbow]; SA Rgr species enemy [+1
  vs. Orcs]; AL N; SV Fort +3, Ref +1, Will +1; Str
  12, Dex 13, Con 12, Int 10, Wis 12, Cha 11.
  Skills and Feats: Hide +3, Move Silently +3,
  Listen +7, Spot +7, Wilderness Lore +5;
  Alertness, Point Blank Shot, Ambidexterity*,
  Two-Weapon Fighting*, Track.
  Possessions: Chain shirt, longsword, short
  sword, shortbow, quiver with 21 arrows.
  Eldrood, male human Exp1 (hunter): CR ½,
  Medium Humanoid, HD 1d6, hp 4, Init +4, Spd
  30 ft.; AC 12 [touch 10, flat-footed 12) [+2
  leather]; Atk +0 melee (1d8, shortspear); AL N;
  SV Fort +0, Ref +0, Will +2; Str 11, Dex 11, Con
  10, Int 9, Wis 12, Cha 12.
  Skills and Feats: Hide +5, Move Silently +4,
  Listen +5, Profession (Hunter) +5, Spot +5,
  Wilderness Lore +5; Improved Initiative, Track.
  Possessions: Leather armor, shortspear.
  There are two clerics of Trithereon assigned
  here by House Bredivan to heal hunters as they
  return.
  Aamala: female human Clr3.
  Gregan: male human Clr2.
  There is a treasurer for House Bredivan who is
  collecting scalps and paying out the bounties for
  them.
  Jagib: male human Exp1.
  There are also about a dozen militia men and
  mercenaries sitting about the tent relaxing.
  Rumors (can be obtained through Diplomacy or
  Gather Information checks).  Any check result of
  10 gives one piece of info, plus an additional
  piece for every 2 points above 10.
  
  <Title>
  [Round #]
  Page 3
  • 
  Orcs seem to be disorganized and scattered
  • 
  Gnolls have been much more scarce
  • 
  Several hunting parties never returned
  • 
  There is a human ranger named Axehand
  killing orc and gnoll women and children for
  the bounty
  • 
  Someone in those woods is killing orcs and
  gnolls by the dozen, but not bothering to
  collect the scalps
  • 
  Gnolls had us surrounded.  We were dead
  for certain, then a barrage of arrows cut
  through their ranks.  We ran for it, never saw
  who came to our aid.  Figured they could
  keep the scalps
  • 
  Ran into a group of the Foresters that live in
  Loftwood.  They suffered heavy losses in
  the invasion and have been in hiding
  • 
  There is a young boy looking for someone to
  find his father who’s been missing for a
  week now.  Supposedly, he had a magic
  gnoll slaying sword blessed by Trithereon.  It
  had his holy symbol on it along with three
  amethysts
  Encounter One
  There are very few orc and gnoll signs along
  the northernmost border of the Loftwood.
  The increased number of Ratikkan hunters
  seeking scalps have pushed the monsters
  south.  Which means that a successful hunt
  requires venturing deeper into the woods.
  On the second day of the hunt, Gragg
  Treebeard, will come upon the PCs recent
  tracks and follow after them, attempting to take
  them by surprise.  He is just doing this as a way
  of making sure that the hunters are alert.  He is
  a wildman who lives in the Loftwood and hates
  orcs with a passion. If the PCs are friendly and
  express a mutual hatred of orcs, he will invite
  them to sit and eat with himself and Grim so that
  he can tell them about events in the Loftwood. 
  Although he will ignore any half-orc PCs.
  On the mysterious rescues/aid:
  • 
  There are a group of “invisible hunters” in
  these woods.  They’ve been ambushing and
  sniping orcs ever since the day of the
  invasion.
  • 
  Whoever they are they’re fast, and light on
  their feet.  As sneaky and as at home in the
  woods as an elf.
  • 
  I’ve been trying to identify them for weeks,
  but they’re as elusive as the mist.
  On Axehand
  • 
  Oh yeah, I’ve met that snake.  I’m not
  certain of it, but I think he ambushed two
  human hunters leaving the woods so he
  could steal the scalps they collected.
  • 
  He knew of my reputation for killing orcs, so
  that fiend was tracking me for two days.  He
  scalped a couple of orc bodies that I had left
  behind.  I finally lost him.
  On the gnoll slaying sword
  • 
  I know nothing of that, but if such a blade
  exists, I’m sure it could be put to great use
  here.
  On missing hunters
  • 
  Well, some people have come in here to
  hunt orcs who frankly don’t have the skill. 
  I’m sure a lot of them have been
  slaughtered.  Most likely their bodies were
  eaten.
  Gragg Treebeard: Male human Drd3/Rgr3;
  Medium Humanoid; HD 3d8+3d10+12; hp 45;
  Init +2 (Dex); Spd 30 ft.; AC 14 (+2 leather, +2
  Dex); Atk +6 melee (1d6, quarterstaff) or +7
  ranged (1d4, sling); SQ Rgr species enemy (+1
  vs. Orcs), Drd Nature Sense, Woodland Stride,
  Trackless Step; AL NG; SV Fort +8, Ref +4, Will
  +5; Str 11, Dex 14, Con 15, Int 10, Wis 12, Cha
  12.
  Skills and Feats: Animal Empathy +10,
  Diplomacy +3, Handle Animal +7, Heal +7, Hide
  +8, Intuit Direction +4, Spellcraft +4, Wilderness
  Lore +10; Alertness, Combat Reflexes, Weapon
  Focus (Quarterstaff),
  Possessions: quarterstaff, leather armor,
  sling, pouch w/ 12 bullets, 6 goodberries.
  Spells Prepared (4/3/1; base DC = 11 +
  spell level): 0—[cure minor wounds (2), light,
  mending, purify food and drink]; 1st—[cure light
  wounds, entangle, shillelagh] 2nd—[summon
  swarm].
  Grim, Black Bear: CR 2; Medium Animal, HD
  3d8+6; hp 19; Init +1 (Dex); Spd 40 ft.; AC 13
  (+1 Dex, +2 natural); Atk +6/+6/+1 melee
  (1d4+4, claws; 1d6+2 bite); SQ Scent; AL N; SV
  Fort +5, Ref +4, Will +2; Str 19, Dex 13, Con 15,
  Int 2, Wis 12, Cha 6.
  Skills: Climb +6, Listen +4, Spot +7, Swim
  +8.
  
  <Title>
  [Round #]
  Page 4
  Encounter Two
  Later on the second day, the PCs come across
  an old abandoned logging site.  There are some
  ruined wooden buildings and tents in a roughly
  90-foot circle of cleared trees.  There is also a
  combination of orc and human bodies from a
  recent battle (last night).  An orc scout party has
  arrived here and is searching for survivors
  and/or salvageable gear.
  At the edge of the clearing (roughly 50 ft. from
  the orcs), make opposed Listen and Move
  Silently checks to determine awareness for the
  orcs (listed under EPL 2) and the PCs, followed
  by opposed Spot and Hide checks.  At EPL 4
  and higher, the additional orcs arrive the round
  after any combat starts (the EPL 2 orcs are
  scouting ahead of the noisy ones).
  EPL2 (EL 3)
  Orc, Rgr1: CR 1; Medium Humanoid; HD
  1d10+2; hp 12; Init +2; Spd 30 ft.; AC 16 (touch
  13, flat-footed 13) [+3 studded leather, +3 Dex];
  Atk +3 melee (1d8+3/x3, battleaxe) or +4 ranged
  (1d8/x3, longbow); SQ Rgr Species Enemy (+1
  Vs elves); AL CE; SV Fort +4, Ref +2, Will +1;
  Str 15, Dex 16, Con 14, Int 11, Wis 13, Cha 6.
  Skills and Feats: Hide +6, Move Silently +6,
  Listen +7, Spot +7; Alertness, Point Blank Shot.
  Possessions: masterwork studded leather
  armor, battleaxe, longbow, quiver w/ 12 arrows,
  gem (50 gp value).
  Orcs, Rog1 (2): CR 1; Medium Humanoid; HD
  1d6+1; hp 7; Init +7; Spd 30 ft.; AC 15 (touch 13,
  flat-footed 12) [+2 leather, +3 Dex]; Atk +2
  melee (1d4+2/19-20, dagger) or +3 ranged (1d6,
  shortbow); SQ Rog sneak attack +1d6; AL CE;
  SV Fort +1, Ref +5, Will +1; Str 14, Dex 17, Con
  13, Int 9, Wis 12, Cha 8.
  Skills and Feats: Bluff +3, Climb +6, Hide
  +7, Move Silently +7, Listen +5, Spot +5, Search
  +3; Alertness, Improved Initiative.
  Possessions: 
  Leather 
  armor, 
  dagger,
  shortbow, quiver w/ 15 arrows.
  EPL4 (EL 6) Cumulative with EPL 2
  Orc, Brb4: CR 4; Medium Humanoid; HD
  4d12+12; hp 48; Init +2; Spd 40 ft.; AC 16 (touch
  12, flat-footed 14) [+4 chain shirt, +2 Dex]; Atk
  +10 melee (1d12+6/x3, greataxe); SQ Brb rage
  2/day, Uncanny Dodge; AL CE; SV Fort +7, Ref
  +2, Will +2; Str 18, Dex 14, Con 17, Int 7, Wis
  12, Cha 5.
  Skills and Feats: Climb +8, Jump +7, Listen
  +10, Spot +2; Alertness, Weapon Focus
  (greataxe), Toughness.
  Possessions: 
  Chain 
  shirt, 
  masterwork
  greataxe
  Orcs (4): CR 1; Medium Humanoid; HD 1d8; hp
  6; Init +0; Spd 20 ft.; AC 16 (touch 10, flat-footed
  16) [+4 scale mail, +2 shield]; Atk +3 melee
  (1d8+2/x3, battleaxe); SQ Darkvision 60 ft., light
  sensitivity; AL CE; SV Fort +2, Ref +0, Will -1;
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Skills and Feats: Listen +2, Spot +2;
  Alertness.
  Possessions: 
  scale 
  mail 
  armor, 
  large
  wooden shield, battleaxe.
  EPL6 (EL 8) Cumulative with EPL 2 and 4
  Ogres (3): CR 2; Large Giant; HD 4d8+8; hp 26;
  Init -1; Spd 30 ft.; AC 16 [touch 8, flat-footed 16)
  [-1 size, -1 Dex, +5 natural, +3 hide]; Atk +8
  melee (2d6+7, huge greatclub); 5 ft. by 5 ft./10
  ft. reach; AL CE; SV Fort +6, Ref +0, Will +1; Str
  21, Dex 8, Con 15, Int 6, Wis 10, Cha 7.
  Skills and Feats: Climb +4, Listen +2, Spot
  +2; Weapon Focus (greatclub).
  Possessions: Hide armor, huge greatclub,
  pouch with a single jade skull (250 gp value).
  A search of the area will take roughly 15
  minutes (or 5 hours if “taking 20”):
  DC Item Found
  6: enough unspent arrows to replenish a quiver
  14: undamaged chain shirt
  18: a gold pendant (20 gp value)
  20: a silver holy symbol of Trithereon
  22: 5 masterwork arrows
  25: a 
  masterwork 
  bastard 
  sword 
  with 
  3
  amethysts set in the handle around the
  engraved holy symbol of Trithereon (it is deep in
  a ravine under a human body that is riddled with
  orc arrows).  The PCs earn an additional XP
  award if they find the man’s son and return the
  sword to him.
  A Tracker can perform a Wilderness Lore check
  to uncover the following:
  10: The battle took place last night
  15: The humans were here first—if their tracks
  are followed for a few hundred yards, their path
  indicates that they were probably lost.
  18: The orcs that were just fought by the PCs
  came from roughly the same direction that the
  slain ones from last night did.  They can be
  tracked back to where they came from, although
  waiting another day will increase the tracking
  
  <Title>
  [Round #]
  Page 5
  DC to 25.
  Encounter Three
  Assuming the PCs manage to follow the orc
  tracks, they will pass near a hastily-built
  campsite belonging to the Loftwood Foresters. 
  An orc squad is attacking.
  The normal woodland sounds of insects and
  birds disappear and are replaced by the
  sounds of nearby battle.
  Pathfinders (4): Male/Female human/elf War1;
  CR 1/2; Medium humanoid; HD 1d10; hp 7; Init
  +0; Spd 20 ft.; AC 15 (touch 10, flat-footed 15)
  [+3 hide armor, +2 shield]; Atk +1 melee
  (1d6/x3, halfspear); AL N; SV Fort +2, Ref +0,
  Will +0; Str 11, Dex 11, Con 10, Int 11, Wis 12,
  Cha 9.
  Skills and Feats: Climb +4, Jump +4, Handle
  Animal +3, Listen +2, Spot +2; Alertness, Blind-
  Fight.
  Possessions: Hide armor, large wooden
  shield, halfspear, shortbow, empty quivers.
  Orcs (8): CR 1; Medium Humanoid; HD 1d8; hp
  6; Init +0; Spd 20 ft.; AC 16 (touch 10, flat-footed
  16) [+4 scale mail, +2 shield]; Atk +3 melee
  (1d8+2/x3, battleaxe); SQ Darkvision 60 ft., light
  sensitivity; AL CE; SV Fort +2, Ref +0, Will -1;
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Skills and Feats: Listen +2, Spot +2;
  Alertness.
  Possessions: 
  scale 
  mail 
  armor, 
  large
  wooden shield, battleaxe.
  The leader of this group is a half-elf woman,
  named 
  Miri’il 
  Ashglade 
  a 
  low-ranking
  Grasswalker.  She will ask the PCs for their
  help.  Within the camp are 8 wounded
  Foresters, too many to carry to a safer area (see
  below). 
   
  If 
  the 
  PCs 
  offer 
  aid, 
  either
  escorting/carrying the wounded to the nearest
  Forester camp or healing enough of them that
  they can travel on their own, they will earn an
  Influence Point with the Loftwood Foresters.
  We were originally a band of twenty.  After
  the massive orc and gnoll movement to the
  north, we took heavy losses.  All of our
  druids were killed, so we had no means of
  magical healing.  We’ve been in hiding with
  our wounded for several weeks, trying to
  avoid orc scouting parties waiting for them
  to get strong enough to travel.
  • 
  She has no knowledge of Axehand, or of
  Gragg Treebeard
  • 
  She has just recently heard about the so-
  called 
  “invisible 
  hunters,” 
  mostly 
  by
  overhearing orc scouts that passed too
  close to their hiding spot.  The orcs are
  definitely scared of them
  • 
  If asked about orcs and gnolls, she can
  inform the PCs that a strong gnoll chieftain
  has begun re-gathering orcs and gnolls in a
  staging area.  She can give directions,
  although finding it will still require a
  Wilderness Lore or Intuit Direction check
  (DC 15), or if a PC has the Gift of the
  Woodlands they will intuitively know exactly
  the location described.
  Within the camp are the following wounded (not
  counting those wounded during the battle):
  EPL2: 0, 0, -1, -1, -2, -2, -4, -5
  EPL4+: 0, 0, -4, -4, -5, -8, -9, -9
  If more than half of the Foresters are restored to
  1 or more hit points, then they will carry off their
  wounded to rejoin their brethren.  Or the PCs
  can help carry the wounded themselves.  Doing
  so will add a full day to their journey before they
  eventually find a Forester patrol who will take
  over their burden.  All along the way they have
  several close call with orc scout patrols, that
  prevent them from resting for more than an hour
  or two at one time.
  Encounter Four
  The PCs reach this area either by continuing to
  track the orcs from Encounter Two, or if they
  detour to help the forester’s, then they are told
  the direction of a large group of gnolls by the
  patrol.
  This is a gnoll staging ground for Flesheater
  clan.  This entire area is heavily wooded and not
  cleared at all.  Rather than draw out 300 trees,
  just remember that all missile attack targets
  receive ¼ cover for every 20-feet of distance
  from the attacker.  Anyone who actively seeks to
  use cover can increase that amount by 25-50%
  by taking that same penalty to their own missile
  attacks.
  EPL 2: Perimeter Guards
  Gnolls (4): CR 1; Medium Humanoid; HD
  2d8+2; hp 11; Init +0; Spd 20 ft.; AC 17 (touch
  
  <Title>
  [Round #]
  Page 6
  10, flat-footed 17) [+1 natural, +4 scale mail, +2
  shield]; Atk +3 melee (1d8+2/x3, battleaxe) or
  +1 ranged (1d6+2, javelin); SQ Darkvision 60 ft.;
  AL CE; SV Fort +4, Ref +0, Will +0, Str 15, Dex
  10, Con 13, Int 8, Wis 11, Cha 8.
  Skills and Feats: Listen +3, Spot +3; Power
  Attack.
  Possessions: Scale mail armor, battleaxe,
  large wooden shield, 2 javelins.
  Gnoll Rgr1: CR 2; Medium Humanoid; HD 2d8
  (gnoll) + 1d10 (Rgr) + 6; hp 27; Init +1; Spd 30
  ft.; AC 15 (touch 11, flat-footed 14) [+4 chain
  shirt, +1 Dex]; Atk +6 melee (1d8+3/x3,
  battleaxe) or +4/+3 melee (1d8+3/x3, battleaxe
  and 
  1d6+1/x3, 
  handaxe) 
  or 
  +3 
  ranged
  (1d8+2/x3, longbow); SQ Darkvision 60 ft., Rgr
  species enemy (+1 vs. Humans); AL CE; SV
  Fort +7, Ref +1, Will +1; Str 16, Dex 12, Con 14,
  Int 9, Wis 12, Cha 9.
  Skills and Feats: Hide +3, Move Silently +3,
  Listen +8, Spot +7; Power Attack, Point Blank
  Shot, Ambidexterity*, Two-Weapon Fighting*,
  Track.
  Possessions: 
  Chain 
  shirt, 
  masterwork
  battleaxe, handaxe, mighty composite longbow
  (+2), quiver w/ 20 arrows.
  There are hundreds of orc and gnoll tracks.  If
  the PCs hired a tracker he refuses to go any
  further into the camp.  Unless the PCs took out
  the first group very silently, they can still turn
  around now before a larger force arrives after
  hearing the battle.  Otherwise the following
  group arrives in five rounds:
  EPL 4: War Party
  Gnolls (13): CR 1; Medium Humanoid; HD
  2d8+2; hp 11; Init +0; Spd 20 ft.; AC 17 (touch
  10, flat-footed 17) [+1 natural, +4 scale mail, +2
  shield]; Atk +3 melee (1d8+2/x3, battleaxe) or
  +1 ranged (1d6+2, javelin); SQ Darkvision 60 ft.;
  AL CE; SV Fort +4, Ref +0, Will +0, Str 15, Dex
  10, Con 13, Int 8, Wis 11, Cha 8.
  Skills and Feats: Listen +3, Spot +3; Power
  Attack.
  Possessions: Scale mail armor, battleaxe,
  large wooden shield, 2 javelins.
  Orcs (8): CR 1; Medium Humanoid; HD 1d8; hp
  6; Init +0; Spd 20 ft.; AC 16 (touch 10, flat-footed
  16) [+4 scale mail, +2 shield]; Atk +3 melee
  (1d8+2/x3, battleaxe); SQ Darkvision 60 ft., light
  sensitivity; AL CE; SV Fort +2, Ref +0, Will -1;
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Skills and Feats: Listen +2, Spot +2;
  Alertness.
  Possessions: 
  Scale 
  mail 
  armor, 
  large
  wooden shield, battleaxe.
  Blackfang, 
  gnoll 
  Fig3: 
  CR 
  4; 
  Medium
  Humanoid; HD 2d8(gnoll)+3d10(Fig)+10; hp 43;
  Init +1; Spd 20 ft.; AC 17 (touch 11, flat-footed
  16) [+6 splint mail, +1 Dex]; Atk +9 melee
  (2d4+4/x2, spiked chain); SQ Darkvision 60 ft.;
  AL CE; SV Fort +8, Ref +2, Will +1; Str 19, Dex
  13, Con 15, Int 9, Wis 11, Cha 8.
  Skills and Feats: Climb +0, Jump +0, Listen
  +3, Spot +3; Cleave, Expertise, Improved
  Disarm, Power Attack, Weapon Focus (spiked
  chain).
  Possessions: Splint mail, spiked chain,
  mithral ring on a piece of twine (75 gp value).
  EPL6: cumulative with EPL 4
  Gnoll Chieftain Hathragynn, gnoll Drd7: CR
  8; Medium Humanoid; HD 2d8(gnoll) + 7d8
  (Drd) + 36; hp 85; Init +3; Spd 20 ft.; AC 22
  (touch 13, flat-footed 19) [+4 natural, +3 armor,
  +2 shield, +3 Dex]; Atk +11 melee (1d6+5,
  sickle); SQ Darkvision 60 ft. Drd Nature Sense,
  Woodland 
  Stride, 
  Trackless 
  Step, 
  Resist
  Nature’s Lure, Wildshape 3/day; AL NE; SV Fort
  +11, Ref +5, Will +7; Str 21, Dex 16, Con 19, Int
  9, Wis 14, Cha 7.
  Skills and Feats: Concentration +13, Intuit
  Direction +7, Listen +10, Spot +5, Wilderness
  Lore +12; Power Attack, Cleave, Dodge,
  Leadership.
  Possessions: Hide armor, large wooden
  shield, wooden holy symbol, sickle, pouch of
  semiprecious gemstones (150 gp value), 4
  goodberries.
   
  Spells Prepared (6/5/4/2/1; base DC = 12 +
  spell level): 0—[create water, cure minor
  wounds (2), flare (2), purify food and drink];
  1st—[calm animals, cure light wounds (2),
  endure elements, magic fang]; 2nd—[barkskin,
  chill metal, flame blade, warp wood]; 3rd—
  [dominate animal, poison]; 4th—[flame strike].
  Dire Wolf: CR 3; Large Animal; HD 6d8+18; hp
  45; Init +2; Spd 50 ft.; AC 14 (touch 11, flat-
  footed 12) [-1 size, +2 Dex, +3 natural]; Atk +10
  melee (1d8+10, bite); SQ Trip, Scent; AL N; SV
  Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17,
  Int 2, Wis 12, Cha 10.
  Skills and Feats: Hide +5, Listen +6, Move
  Silently +5, Spot +6, Wilderness Lore +1.
  
  <Title>
  [Round #]
  Page 7
  Invisible Ally
  One of the invisible hunters is observing the
  battle.  He will not intervene unless it looks like a
  TPK is imminent.  He wants at least one of the
  PCs to escape so that the location of this
  staging ground will be discovered by the
  Ratikkans.  Once the PCs retreat, if there are
  any enemies pursuing them, he will cast an
  entangle spell then retreat and hide.  His stats
  are included in case the PCs try to pursue him.
  Goblin Rgr5: CR 5; Small Humanoid; HD
  5d10+5; hp 39; Init +5; Spd 30 ft.; AC 20 (touch
  16, flat-footed 15) [+1 Size, +2 leather, +2
  shield, +5 Dex]; Atk +5 melee (1d6/x3, handaxe)
  or 
  ranged 
  +10 
  (1d6/x3, 
  shortbow); 
  SQ
  Darkvision 60 ft., Rgr Species Enemy (+2 Vs
  Orcs, +1 Vs Gnolls); AL LE; SV Fort +7, Ref +6,
  Will +2; Str 11, Dex 20, Con 12, Int 12, Wis 13,
  Cha 8.
  Skills and Feats: Hide +20, Move Silently
  +18, Listen +12, Spot +12, Wilderness Lore +9;
  Alertness, Skill Focus (Hide), Skill Focus (Move
  Silently), Ambidexterity*, Two Weapon Fighting*,
  Track.
  Possessions: Leather armor, small wooden
  shield, handaxe, shortbow, quiver w/ 10 arrows.
  Spells Prepared (1; base DC = 11 + spell
  level): 1st—[entangle].
  Conclusion
  After an exhausting trek you finally emerge
  from the Loftwood and see the walls of Fort
  Bredivan ahead of you.  Now that you are out
  of enemy territory, you can take a moment to
  relax, and count the scalps that you have
  collected.
  The End
  
  <Title>
  [Round #]
  Page 8
  Experience Point Summary
  Encounter Two
  Defeat the patrol
  EPL2 70 xp;  EPL4 110 xp; EPL6 160 xp
  Encounter Three
  Defeat the Orcs
  All EPLs 30 xp
  Encounter Four
  Kill Creatures
  EPL2 80 xp;  EPL4 145 xp; EPL6 200 xp
  Story Award (Encounter Three)
  Returning the sword to the boy:
  All EPLs 20 xp
  Discretionary roleplaying award
  EPL2 25 xp;  EPL4 30 xp; EPL6 40 xp;
  Total possible experience: 
  EPL2 225 xp;  EPL4 335 xp; EPL6 450 xp
  Treasure Summary
  Note: the Treasure is included as a total for the
  group rather than broken down into individual
  awards, in case the PCs need to remove a share
  of treasure for hiring a tracker.
  Encounter Two
  EPL2:
  50 gp, 3 orc scalps (15 gp), masterwork
  studded leather (175 gp)
  EPL4:
  50 gp, 8 orc scalps (40 gp), masterwork
  studded leather (175 gp), masterwork greataxe
  (320 gp).
  EPL 6: 50 gp, 8 orc scalps (40 gp), masterwork
  studded leather (175 gp), masterwork greataxe
  (320 gp), jade skull (250 gp).
  Possible salvaged gear:
  gold pendant (4 gp), silver holy symbol (5 gp), 5
  masterwork arrows (7 gp), a masterwork bastard
  sword (33 gp)
  Encounter Three
  EPLs:
  8 orc scalps (40 gp).
  Encounter Four (cumulative with each EPL)
  EPL2:
  5 gnoll scalps (50 gp), masterwork
  battleaxe (310 gp)
  EPL4:
  75 gp, 13 gnoll scalps (130 gp), 8 orc
  scalps (40 gp)
  EPL6:
  150 gp
  Adventure Maximums
  EPL2 689 gp; EPL4 1279 gp; EPL6 1679 gp
  Special
  Influence Point with the Loftwood Foresters
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Ratik/RTK3-M01 - Scalphunt.pdf