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.  
   
  FURintro4-01 
   
   
   
   
   
   
   
   
  Out in the Woods 
   
  A One-Round D&D LIVING GREYHAWK®  
  Furyondy Introductory Regional Adventure 
  Version x 
   
  Round 1 
   
  by Michael McKeown 
   
   
   
  Farmers near Kisail have reported raids on their melon harvest. Vandals have broken in homes outside the 
  town as well. Has danger returned to the Dapple Woods? This introductory module is for first level PCs only. 
   
   
   
   
   
  
  Out in the Woods 
   
  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.  
   
  
  Out in the Woods 
   
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  This is a LIVING GREYHAWK Adventure. As a 
  LIVING adventure it is expected that players bring 
  their own characters with them. If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on. Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges 
  are 
  proportioned 
  to 
  the 
  average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
   
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  virtue of a class ability (i.e. animal companions, 
  familiars paladin’s mounts, etc) use the sidebar 
  chart to determine the number of levels you add 
  to the sum above. Add each character’s 
  animals separately. A single PC may only bring 
  four or fewer animals of this type, and animals 
  with different CRs are added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one to 
  that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered increments. 
  If the APL of your group falls on an odd number, ask 
  them before the adventure begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the 
  lower adjacent APL. 
   
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is being 
  played at, that character will receive only half of the 
  experience points awarded for the adventure. This 
  simulates the face that either your character was 
  not as challenged as normal, or relied on help by 
  higher-level characters to reach the objectives. 
   
  Note: LIVING GREYHAWK adventures are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are two things that you can do to help even 
  the score. 
   
  1. Attempt to create a table of six 1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding dogs 
  are considered trained to attack. PCs who want 
  their dogs to attack must succeed at a Handle 
  Animal or Charisma check (DC 10). Failure 
  indicates that the animal will not attack that 
  round. This is a free action (spoken command) 
  that may be attempted each round. If an animal 
  loses half or more hp in a single round it flees, 
  unless another check is successful. 
   
  Time Units and Upkeep 
  This is a standard one round Regional adventure, 
  set in 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 
  
  Out in the Woods 
   
  Page 4 
  per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  
  Out in the Woods 
   
  Page 5 
  Adventure Background 
   
  A group of three bugbears crossed the Velverdyva 
  River from Verbobonc about two months ago. Their 
  chieftain sent them across the river to scout out the 
  lands in the Dapple Woods. Once across the 
  woods, the bugbears found that a spriggan now 
  lived in the area formerly under their tribe’s control. 
  The spriggan convinced them to aid him in raiding 
  some of the farms and villages outside the Dapple 
  Wood. Just three days into the raids, one of the 
  bugbears was killed by an ettercap in the forest. 
  The bugbear left behind a note to their chieftain out 
  lining what had taken place since their journey 
  began. 
   
   
  Adventure Summary 
   
   
  The current module begins with the character’s 
  journey to Kisail. Here they learn of the attacks on 
  the farms from a Velunese merchant Adder 
  Puffbeak. He has been traveling throughout the area 
  selling his fine wines. Puffbeak has heard of the 
  attacks 
  from 
  local 
  villagers. 
  Apparently 
  the 
  authorities are seeking information on the attackers. 
   
  The party meets in the Velverdyva river town of 
  Kisail. In the market square they see a variety of 
  vegetables and melons being unloaded from 
  wagons. Seeking lodgings for the night they locate 
  the Red Ember Inn, run a kindly dwarven woman 
  named Dierna. The party meets a traveling 
  merchant Adder Puffbeak who tells them about 
  some raids that have occurred near farms along the 
  Dapple Wood. Puffbeak talk to the party about his 
  travels in the area. He tells them that most of the 
  raids have centered on the small village of Berrlynn. 
   
  The party leaves Kisail the next morning, in the 
  direction of Dapple Wood. Journeying on the main 
  trail to the area, the party encounters a group of 
  Green Jerkin rangers on patrol. The rangers are 
  patrolling the area for the raiders. If the party agrees 
  to help locate the raiders, the rangers tell them to 
  bring any information they find to the commander 
  Jurail Waincott in Kisail. They will point the party in 
  the direction of a trail towards the forest. This trail 
  takes them toward the village of Berrlynn.  
   
  In Berrlynn the party meets a human farmer 
  Meldin and his wife Widinna. The two entertain the 
  party with news of the area including details of the 
  raiders. The farmer and his wife refer to the raiders 
  as “ogres” If the party acts respectful to him; he 
  invites the PC’s for dinner. Before they leave, he 
  mentions that a gnome with an unusual odor was in 
  town before each of the raids occurred. 
   
  Leaving the farmers, the party enters the 
  Dapple Wood forest. They are able to pick up the 
  trail of the bugbears.  While on the trail, they 
  encounter an ettercap and a pit trap set up in the 
  forest. One of the bugbears fell prey to the 
  ettercap’s poison and his bones are at the bottom 
  of the pit trap. 
   
  The bugbears lair is near their former burial 
  grounds in the Dapple Woods. They have made a 
  cave into their hideout. The cave is located at the far 
  side of a clearing. It is here that the party meets 
  them while they are lying low after a previous raid. 
   
  If the party searches the clearing, they find the 
  tracks of the spriggan. The tracks are easy to 
  follow. They continue along another path in the 
  woods and lead to another cave where the spriggan 
  awaits.  Defeating the spriggan, the party travels 
  back to Kisail. 
   
   
  Introduction 
   
  Your travels across the land have brought you to 
  Kisail, on the banks of the Velverdyva River. 
  Warm, early fall air has brought the harvest 
  workers out in force as they work hard to enjoy 
  what little sunlight is left in the day. The leaves 
  on the trees have changed to dull reds, bright 
  orange and yellows. But, as always, the Rhenne 
  barges plow up and down the river the center of 
  trade and life for much of the region.  As you 
  enter the town, you notice the famed water 
  gardens and canals. Workers are cleaning and 
  weeding the gardens to get them ready for the 
  winter season, while outside the town yellow 
  melons were being loaded on to wagons for the 
  journey to market across the kingdom. You 
  notice that a small group of adventurers like 
  yourself has gathered in the market square. 
   
  At this point have the PC’s make in character 
  introductions.  
   
  Encounter One 
   
  A group of traders has begun to unload their 
  wagons inside the market square, and about you 
  merchants parade their wares.  Piles of various 
  rare vegetables – acorn, pumpkin and zucchini 
  
  Out in the Woods 
   
  Page 6 
  sit next to a cart with lined with fine cloth and 
  laces.  Across the way are some other local 
  vendors 
  selling 
  melons 
  of 
  various 
  types: 
  watermelons, as well as strange green and tan 
  colored melons.  Next to them are apples in a 
  variety of colors: red, green and yellows. 
   
  Give the PC’s a chance to role-play if they wish to 
  buy and of the vegetables or cloth for sale by the 
  merchants. The afternoon has grown late and the 
  PC’s will probably want to get a room in the city. 
   
   
  It is late in the day and the thought a soft 
  bed, cold ale, and warm meal enters your mind. 
  Passing through the market square you see a 
  wooden sign for the Red Ember Inn. A female 
  dwarf by the name of Dierna greets you at the 
  door with a bright smile.  
   
  “Hello travelers, I’ve seen you’ve journeyed 
  far. What be your names? I’m Dierna” she says 
  as you enter the doorway. She wipes her hands 
  in her apron. 
   
  Allow the PCs to interact with Dierna, if they wish.   
   
  Inside, the Inn is filled with pipe smoke and 
  a crowd of travelers from down the Velverdyva 
  River. A group of dwarves sits at one table, their 
  pipes filled with fine tobacco. Near the fireplace 
  is a group of fine clothed elves. A serving maid 
  brings around plates of stew, bread and freshly 
  made cheese. Dierna moves back behind the bar 
  and begins serving up drinks. Several human 
  merchants sit at the bar. 
   
  There is a sign near the door that reads 
  “Performing this evening in the common room 
  for one show only, Carwend Braceworth renown 
  Bard of Chendl.” 
   
  Near a small stage at the back of the tavern 
  an Oeridian man with a short black well 
  trimmed beard dressed in bright patchmarked 
  clothes steps up to the small stage and cries in a 
  loud voice. “Hello fair fellows and maidens, I am 
  Carwend Braceworth, I have traveled all the way 
  from the capital for your entertainment. Our 
  gracious host has seen fit to allow me to 
  entertain you for this evening. Let me start off 
  with a song that deals with something close to 
  all our hearts!” He picks up a wooden harp at 
  his feet and sings: 
    
  “Some are gaming, some are drinking,  
  Some are living without thinking;  
  And of those who make the racket,  
  Some are stripped of coat and jacket;  
  Some get clothes of finer feather,  
  Some are cleaned out altogether;  
  No one there dreads death's invasion,  
  But all drink in emulation.   
  Drink today, and drown all sorrow, 
  You shall perhaps not do it tomorrow: 
  Best, while you still have it, use your breath; 
  There is no drinking after death.” 
   
  The crowd erupts in a burst of applause.  
  Braceworth continues throughout the evening 
  with a fair number of well-played songs and 
  some juggling. His singing and merrymaking 
  have been well received from the crowded inn. 
  After a few hours he steps down and the patrons 
  return to their conversations. 
   
  Have the PCs make a DC 15 Listen check.  PCs 
  who succeed hear the following: 
   
  A group of merchants next to you catch your 
  ear. “You sure it isn’t the Rhenne again?  I’ve 
  heard that a few of them have taken up with the 
  Whispered One.”   
   
  Have the PC’s make a DC 15 Knowledge (religion) 
  roll. A successful check indicates that this is a 
  reference to the god Vecna.  
   
  “No it couldn’t be the Rhenne, the attacks 
  happened closer to the forest. Not anywhere 
  near the river where they’ve hit in the past.” 
   
  “Ah Puffbeak, you’ve come at last.” 
  A mid sized human man with a brown beard 
  walks over to their table. He is dressed in simple 
  cotton robes. 
      
  Creatures: Adder Puffbeak, caravan master, 
  human male, Rog 7; hp 26; AL: N; Bluff +15, 
  Diplomacy +19, Gather Information +5. 
   
  If any of the PC’s has played FUR 3-03 Heart of the 
  Kingdom, they will recognize the merchant Adder 
  Puffbeak on sight Adder is from Veluna and deals 
  travels throughout Furyondy selling wine.   
   
  The merchants will hear any news that the 
  characters have picked up on their travels. If they 
  start questioning the merchants about the reference 
  to Vecna, have the merchants insist that the 
  Rhenne are not responsible for the attacks. This is 
  a red herring.  
   
  
  Out in the Woods 
   
  Page 7 
  What the merchants tell the PC’s depends on the 
  outcome of the Gather Information check:  
   
  DC 15: 
   
  • 
  Puffbeak has heard of some raids near the 
  town of Kisail. 
  • 
  Villages and farms in the area are being 
  attacked at all times of the day. 
  • 
  Most of the raids seem to be centered on 
  the small village of Berrlynn close to Dapple 
  Wood. 
   
  DC 20: 
  • 
  Apparently the authorities are at a loss to 
  explain what the causes of the raids are. 
  • 
  Some people blame the druids of Dapple 
  Wood or some followers of Iuz.  Everyone 
  knows, though, that Krishena would never 
  condone such a thing.  (Krishena is one of 
  the main druids in the Furyondy section of 
  Dapple Wood).   
  • 
  He would help fight the raiders but he has 
  more important things to do. (He is a 
  coward) 
  • 
  He once fought a power evil outsider in 
  Mitrik.  
  • 
  The authorities are looking for information 
  on the raids and might offer a reward. 
  • 
  Watch out for animals along the way. They 
  can be nasty. (Puffbeak has had bad 
  experiences with animals in FUR 3-03 
  Heart of the Kingdom) 
   
   
  Encounter Two 
   
  Seeking out more information on the raids, the PC’s 
  travel to a small thorp outside of Kisail and 
  encounter two Green Jerkin rangers and the 
  villagers. 
   
  After leaving the town of Kisail that morning, 
  you head towards Berrlynn, the small collection 
  of farms and woodsmen huts, where most of the 
  raids have taken place. The sun now hangs high 
  in the sky. As you leave the road from Kisail you 
  head up a small trail that takes you closer to the 
  Dapple Woods. Berrlynn rests next to the Dapple 
  Woods, The farther you get from Kisail the more 
  you notice that the growth of trees has become 
  more prevalent.  
   
  Have the PC’s make Spot checks (DC 29) to notice 
  the three Green Jerkin Rangers on patrol in this 
  area. They have been taking 20 on their Hide 
  searching for the raiders. When the PC’s pass 
  close to their positions, the rangers will enter the 
  trail with bows drawn and arrows knocked. 
   
  Suddenly a male and female half elf and a male 
  halfling jump out into the trail. Their bows are 
  drawn and arrows are pointed at you. All three 
  are dressed in brown and green jerkins and 
  have swords at their waste and quivers on the 
  backs. 
  “Hold, what are you doing in these parts? 
  Speak!” cries the female half elf pointing a 
  notched arrow in your direction.  
   
  Jastra Maplebow, female half elf Rgr 5; hp. 28.  
   
  Cohis Longsaddle, male half elf Rgr 4; hp. 24.  
   
  Bohan Timmkins, male halfling Rgr 3; hp. 18.   
   
   
  PC’s who make a Knowledge: Nobility and 
  Royalty (DC15) or Knowledge: Local (Iuz Border 
  States Metaregion) (DC20) checks, realize the 
  group wears the insignia of the Furyondian Green 
  Jerkin rangers. The rangers will not attack the PC’s 
  unless attacked first. They are on patrol looking for 
  the bugbear raiders. If the party cooperates with 
  them, the rangers will lower their weapons.  
   
  If the PC’s make a Diplomacy (DC 15) check 
  the rangers can relay the following information: 
   
  • 
  The raids have all centered near Berrlynn 
  • 
  We are Green Jerkins Rangers and this is 
  our patrol area. We are searching for the 
  raiders that attacked two nights ago near a 
  farm house in Berrlynn 
  • 
  The raiders escaped into Dapple Wood. 
  This seems to be their standard operation. 
   
  They will ask the PC’s to relay any information that 
  they find to their commander in Kisail. The rangers 
  will tell the PC’s to speak to Jurail Waincott, a 
  human Oeridian male. 
   
   
  Encounter Three 
   
  Following 
  the 
  Green 
  Jerkin 
  Rangers’ 
  instructions you follow the trail to a small copse 
  of trees that lie against Dapple Wood. Reaching 
  
  Out in the Woods 
   
  Page 8 
  a clearing, you see there is a group of about ten 
  worn farmhouses. Beyond the houses lie the 
  brown fields of the throp of Berrlynn. The crops 
  have already been harvested for the season. A 
  few remaining pumpkins stand in the field to 
  your left, while a crude scarecrow hangs to your 
  right.  
   
  As the players approach the village give them a 
  Spot check (DC 12) to notice a late middle-aged 
  human man and a woman dressed in farm clothes 
  outside the closest farmhouse. The woman, 
  carrying a bucket, appears to be walking towards 
  the well. The villagers don’t appear alarmed or 
  threatened by the PC’s as they approach. Medlin is 
  quite talkative. Meldin and his wife don’t seem fazed 
  with any stories that PCs might tell.  
   
  After talking with the PC’s for a while, the 
  farmer offers the PC’s something to eat and the 
  opportunity to rest for the night underneath an oak 
  tree outside his house, unless the party has a 
  gnome with it. In that case, the farmer states that 
  he has no room in his home and asks politely for 
  the PC’s to leave his property.  
   
  Creatures: 
   
  Meldin: male human Com 2; hp. 5.   
   
  Widdinna: female human Com 1; hp. 3.   
   
  “Afternoon! Don’t see folks like you around 
  these parts much – just merchants come to sell 
  our crops in town. Right, mother?” 
  “That’s right, father” says the woman. 
   
  Talking with the farmer Meldin and his wife 
  Widdinna can yield the following information: 
   
  • 
  The farmer and his wife are named Meldin 
  and Widdinna. They’ve lived in the thorp for 
  about forty years. His parents are buried in 
  a small plot near the large elm tree at the 
  edge of the thorp. 
  • 
  For the past few months’ two hairy “ogres” 
  have raided the farmers near Berrlynn. They 
  have stolen both valuables and food from 
  the villagers.  
  • 
  The 
  yellow 
  melon 
  crop 
  was 
  rather 
  successful this year, unlike three years ago 
  when they had a problem with blight. 
  • 
  Widow Dunwillow had a male caller from 
  Willip. He was a member of the navy on 
  leave.  
  • 
  One man was killed over the summer when 
  the ogre hit him with a spiked club. 
  • 
  The ogres hit at all times of the day. 
   
  “Well, 
  there 
  was 
  one 
  important 
  thing 
  I 
  remember,” continues Meldin, “there was this 
  gnome around just before a few of the raids 
  started. He was asking a lot of questions about 
  who was the richest people in town and where 
  the crops were stored. Folks in Kisail say he was 
  near there too, watching caravans come and go 
  towards Dapple Woods. I didn’t give it much 
  mind at first, but now I think he was up to 
  something funny. Each of the raids happened 
  about the same time as he was around. And 
  didn’t he smell like the dickens. He had this big 
  mustache too. Ain’t that true, mother?” 
   
  “Yes indeed” replies the woman, “He smelt 
  like something outta the grave. I bet he hadn’t 
  taken a bath in months. Some good clean soap 
  and water is what that gnome needed. Yes 
  indeed. A good cleaning would’ve straightened 
  him out. That or a good woman, though don’t 
  know a woman with good sense enough to 
  marry a dirty gnome. Even a gnome woman! 
  But them gnomes is strange folk.” 
   
  “That is true mother, seems like pranks and 
  trouble making is all a gnome is good for!” 
  answers the man, “But we should be going now. 
  Time to start up supper. I hope you folks do 
  something about these raids. It’s getting so that 
  folks can’t earn a decent living farming in these 
  parts” 
   
  At this point if the PCs have been kind and 
  respectful to the farmer and his wife, have them 
  make Diplomacy check. Give the PC’s a +5 
  circumstance bonus if they agree to check out the 
  raiders. At this point the farmer will continue: 
   
   “You wanna join us for supper? Mother made a 
  lamb roast, carrots some turnips and fresh 
  bread.” 
   
  Regardless of the PC’s decision, the dinner and the 
  evening are uneventful.  If the PCs do not wish to 
  remain here during the night, they should e advised 
  that it is dusk and evening is coming soon.  PCs 
  who still wish to push on will be entering the next 
  encounter at night.    
   
   
  
  Out in the Woods 
   
  Page 9 
  Encounter Four 
   
  Following the trail pointed out by the farmer 
  and his wife, you soon leave the thorp of 
  Berrlynn. After a few hours of travel you head 
  deeper into Dapple Wood, one of the largest 
  areas of forest in southern part of the Kingdom. 
  You find a well-worn game trail that heads 
  toward the center of the woods. Soon the tall 
  oaks and maples overlap the top of the trail and 
  the sky grows darker with each step. 
   
  Have the players make a Spot check (DC 20) to 
  notice the ettercap and the webs which lay about 
  the lair.  If the PCs have not rested at the farmer’s 
  home, it is well into night at this point.  PCs without 
  darkvision are at a –5 circumstance penalty due to 
  reduced vision from the darkness.  
   
  APL 2 (EL 4) 
   
  Ettercap, hp 27, see Monster Manual p. 106 
   
  Camouflaged 
  Pit 
  Trap 
  (CR1): 
  mechanical; 
  location trigger; manual reset; DC 20 Reflex save 
  avoids; 10 ft deep (1d6 fall); Search (DC 24); 
  Disable Device (DC 20). 
   
  Tactics: The ettercap will wait till one of the party 
  members falls in the trap, then it will climb down 
  from webbing which it has littered around the trees. 
  The ettercap will take 20 on Hide while waiting for 
  the PC’s to spring the pit trap. 
   
  Treasure: The ettercap has a few items of treasure 
  scattered about its lair. There is a hole in the side 
  at the bottom of the pit trap where it lives. The 
  ettercap is in the trees surrounding the hole as the 
  PC’s approach the area. There are a group of bones 
  in the pit that appear to be about a few months old 
  (Search DC 5).  If the PCs make a Heal check (DC 
  20) they can identify the bones as goblinoid and 
  human. There is also a dirty leather tube (Search 
  DC 15) with a message inside written in Goblin. If 
  one of the PC’s is able to understand it, please 
  hand them Player’s Handout #1. This letter would 
  be of great interest to the Green Jerkin Rangers or 
  other authorities in the Kingdom.  (Note that PCs 
  may still take this message to the authorities, even 
  if they do not understand what it says).  There is 
  also a masterwork cold iron shortsword lying in the 
  pile of bones (Search DC 15). The crest on the 
  scabbard is the standard of the Viscounty of 
  Verbobonc (Knowledge – Nobility and Royalty or 
  Local – Tuflik, Fals and Velverdyva Trade Route 
  Metaregion 2, DC 15). There are also two arcane 
  scrolls (Flaming Sphere – third level and Obscuring 
  Mist – first level) and a Potion of Levitate located in 
  the pile of bones.  
   
   
  Encounter Five 
   
  As you continue to follow the trail pointed out 
  to you by the villagers you come across a small 
  clearing. 
   
  Have the PCs make a Spot check (DC 15) to notice 
  the bugbears lair, a small thatched roof hut, at the 
  other side of the clearing.   
   
  APL 2 (EL 4) 
  Bugbears (2): hp 16, see Monster Manual p. 29. 
   
  Tactics: Note that both of the bugbears is using a 
  masterwork morning star (additional +1 to hit).  The 
  bugbears will attempt to Hide if they notice the 
  approach of the PC’s. Give them Spot and Listen 
  rolls if the PC’s attempt to sneak up on the 
  bugbears. The bugbears will attempt to fight till their 
  death. However, if captured alive, the PCs may 
  question them.  Successful Diplomacy (DC 20) or 
  Intimidate (DC 15) reveals the information in their 
  letter to the chief.   
   
  Development: Note that the spriggan often travels 
  to the bugbears’ lair and has left a well-worn path 
  near the opposite side of the clearing. PCs with the 
  Track ability who check the area may locate these 
  (DC 15 Survival). The PCs may also Search (DC 15) 
  the area to notice the tracks. The tracks will appear 
  as those of a small humanoid.  Once the tracks are 
  found, they are quite easy to follow (DC 10).  
   
  Treasure: If the PCs Search (DC 15) the bugbears’ 
  lair, they find a 96 gold pieces in a large sack in the 
  cave.  PCs should be allowed to rest here 
  unhindered if they wish to. 
   
   
  Encounter Six 
  The spriggan has made his camp within a barrow 
  sacred to the bugbears. Because of this, the 
  bugbears won’t go near it. 
   
  
  Out in the Woods 
   
  Page 10 
  As you travel deeper into the heart of Dapple 
  Wood, several small mounds appear on the left 
  and right of the path. Small bushes and trees 
  grow out of the tops of some of the mounds, 
  while others are covered in ferns and moss. The 
  forest is very quiet in this area. 
   
  PCs who are successfully Tracking (Survival DC 10) 
  can follow the trail directly to the lair.  Otherwise, 
  PCs may Spot (DC 15) the spriggan’s lair, which 
  sits to the side of the path a few yards from the 
  PCs current position.   
   
  APL 2 (EL 4) 
  Shemp: hp 44, see Appendix. 
   
  Tactics: The spriggan will lie in his lair and wait for 
  the approach of the party. If he has surprise over the 
  party, he will hide near the entrance to his lair and 
  attempt to use his sneak attack ability on the first 
  member of the party that enters his lair (+6 melee, 
  1d6+4d6 sneak attack if not Spotted). Following 
  that, he will immediately shift to large form as his 
  next action (statistics provided in the Appendix are 
  for this enlarged form). Note that the spriggan’s 
  supernatural sneak attack damage is NOT available 
  if he is in large form, although the damage from his 
  rogue abilities is available. He will fight to the death. 
   
  Treasure: Shemp has a few items of his own, and 
  the PCs are free to loot his corpse (see Appendix). 
  Like most of his kind, Shemp enjoys collecting 
  armor and weapons. In a corner of the lair the PCs 
  will find his collection of three longswords, a 
  masterwork 
  greatsword, 
  a 
  light 
  mace, 
  two 
  longspears, a set of chainmail armor, two sets of 
  spintmail and a set of leather armor.   
  Conclusion 
   
  Defeating the spriggan in his lair, you come to 
  believe that this small corner of the kingdom 
  will find peace at last from the deadly raids. You 
  travel back to the inn in Kisail to enjoy some 
  refreshments and think as you sit down to a 
  warm meal that something of evil may yet come 
  out of the woods again. 
   
  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 Four  
  Defeat the ettercap 
   
  APL2 120 xp. 
   
  Encounter Five 
  Defeat the bugbears 
  APL2 120 xp. 
   
  Encounter Six 
  Defeat Shemp, the spriggan 
  APL2 120 xp. 
   
  Story Award 
  Delivering the bugbears note to the authorities: 
  APL2 45 xp. 
   
  Discretionary roleplaying award 
  APL2 45 xp. 
   
  Total possible experience:  
   
  APL2 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 
  
  Out in the Woods 
   
  Page 11 
  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 Four:   
   
  APL 2: L: 52 gp; C: 10 gp; M: 58 gp, Scroll of 
  Flaming sphere – third level (31 gp per character), 
  Scroll of Obscuring Mist – first level (2 gp per 
  character), Potion of Levitate (25 gp per character). 
   
  Encounter Five:   
   
  APL 2: L: 53 gp; C: 16 gp; M: 0 gp 
   
  Encounter Six:   
   
  APL 2: L: 82 gp; C: 15 gp; M: 178 gp, Chain 
  Shirt +1 (104 gp per character), Potion of Fox’s 
  Cunning (25 gp per character), Potion of Eagle’s 
  Splendor (25 gp per character), Scroll of Spider 
  Climb – second level (12 gp per character), Scroll 
  of Obscure Object – second level (12 gp per 
  character). 
   
  Total Possible Treasure 
  APL 2: L: 187 gp; C: 31 gp; M: 236 gp  - Total: 
  454 gp (maximum gold: 450) 
   
   
  Items for the Adventure 
  Record 
  None. 
   
  Item Access 
  None.  
   
   
  
  Out in the Woods 
   
  Page 12 
  Appendix: Monster Statistics 
   
  Encounter Six 
   
  Shemp: male spriggan Rog 1; CR 4; large fey; HD 5d6+1d6+24, hp 44; Init +9; Spd 20 ft.; AC 17 (touch 12, 
  flat-footed 14) [-1 size, +3 dex, +5 armor]; BA/G +2/+10; Atk +7 melee [1d8+6 crit 19-20/X2 large short 
  sword]; Full Att +7 melee [1d8+6 crit 19-20/X2 large short sword]; Face/Reach 10ft./10ft.; SA sneak attack 
  +1d6; SQ low light vision, size change; AL CE; SV Fort +5, Ref +9, Will +3; Str 18, Dex 16, Con 18, Int 11, 
  Wis 9, Cha 11.  
   
  Skills and Feats: Climb +9, Disable Device +4, Hide +6, Listen +6, Move Silently +10, Open Lock +12, 
  Sleight of Hand +12; Dodge, Improved Initiative, Weapon Finesse. 
   
  Sneak Attack (Ex): Anytime a spriggan’s target is denied their Dexterity bonus, or when a target is 
  flanked by a spriggan, the spriggan deals an additional +3d6 points of damage on a successful melee 
  attack. This damage stacks with sneak attack damage from other sources such as rogue levels. 
   
  Spell like abilities: At will- produce flame, scare, shatter.  These abilities are as the spells caster level 
  8th; save DC 10 + spell level. 
   
  Size change (Su): At will, spriggans can change their size in fashion similar to the effect of an enlarge 
  spell. The size change from Small to Large gains a +8 Strength, -4 Dexterity, +6 Constitution, and –1 to 
  attack bonus and armor class. A spriggan’s short sword has the same attributes as a large short sword 
  when enlarged. An enlarge spriggan is unable to make sneak attacks or use its spell-like abilities.  
   
  Skills: Spriggans have a +4 racial bonus on Climb, Disable Device, Move Silently, Open Lock and 
  Sleight of Hand checks. 
   
  Possessions: chain shirt +1, masterwork shortsword, Potion of Fox’s Cunning, Potion of Eagle’s 
  Splendor, Scroll of Spider Climb – second level, Scroll of Obscure Object – second level. 
   
  Tactics: Give the spriggan Listen and Spot checks to hear the approach of the party. The spriggan will lie in 
  his lair and wait for the approach of the party. If he has surprise over the party, he will hide near the entrance 
  to his lair and attempt to use his sneak attack ability on the first member of the party that enters his lair. 
  Note that the spriggan’s supernatural sneak attack damage is NOT available if he is in large form, although 
  the damage from his rogue abilities is available in large form. He will fight to the death.  He will use his size 
  change ability the first round of combat. 
    
   
   
   
   
  
  Out in the Woods 
   
  Page 13 
  Appendix: New Rules Items 
   
  Spriggan (from the Fiend Folio p.162) 
   
  Small fey   
  Natural Form 
  Hit Dice: 
   
  5d6+5  (22hp) 
  Initiative: 
   
  +9 (+5 Dex, Improved Initiative) 
  Speed:  
   
  20ft (4 squares) 
  AC:  
   
    
  19 (+1 size, +5 Dex, +4 chain shirt) touch 15, flat footed 15 
  Base Attack/Grapple: 
  +2/-2 
  Attack:  
   
  shortsword +6 melee 
  Full Attack: 
   
  shortsword +6 melee 
  Damage: 
   
  shortsword 1d6 
  Face/Reach: 
   
  5ft / 5ft 
  Special Attacks: 
  Sneak attack +3d6, spell like abilities 
  Special Qualities: 
  DR 10/cold iron, low light vision, size change 
  Saves:   
   
  Fort +2, Ref +9, Will +3 
  Abilities: 
   
  Str 10, Dex 20, Con 12, Int 11, Wis 9, Cha 11  
  Skills:   
   
  Climb +5, Disable Device +7, Hide +14, Listen +6, Move Silently +10, Open Lock 
  +12, Sleight of Hand +12 
  Feats:  
   
  Improved Initiative, Weapon Finesse (shortsword)  
  Climate/Terrain: Any forest 
  Organization: 
   
  Solitary or Pack (3-12) 
  Challenge Rating: 
  3 
  Treasure:  
   
  Standard  
  Alignment: 
   
  Usually chaotic (any) 
  Advancement:  
  By character class 
  Level Adjustment 
  +2 
   
  Enlarged Form 
  Hit Dice: 
   
  5d6+20  (37hp) 
  Initiative: 
   
  +7 (+5 Dex, Improved Initiative) 
  Speed:  
   
  30ft (6 squares) 
  AC:  
   
    
  16 (-1 size, +3 Dex, +4 chain shirt) touch 12, flat footed 13 
  Base Attack/Grapple: 
  +2/-2 
  Attack:  
   
  shortsword +6 melee 
  Full Attack: 
   
  shortsword +6 melee 
  Damage: 
   
  shortsword 1d8+6 
  Face/Reach: 
   
  10 ft/10ft. 
  Special Attacks: 
  - 
  Special Qualities: 
  DR 10/cold iron, low light vision, size change 
  Saves:   
   
  Fort +5, Ref +7, Will +3 
  Abilities: 
   
  Str 18, Dex 16, Con 18, Int 11, Wis 9, Cha 11  
  Skills:   
   
  Climb +9, Disable Device +4, Hide +4, Listen +6, Move Silently +8, Open Lock 
  +10, Sleight of Hand +8 
  Feats:  
   
  Improved Initiative, Weapon Finesse (shortsword)  
  Climate/Terrain: Any forest 
  Organization: 
   
  Solitary or Pack (3-12) 
  Challenge Rating: 
  3 
  Treasure:  
   
  Standard 
  Alignment: 
   
  Usually chaotic (any) 
  Advancement:  
  By character class 
  
  Out in the Woods 
   
  Page 14 
  Level Adjustment 
  +2 
  Spriggans are evil, nomadic gnomekin with the strange ability to grow to a large size at will. They wander in 
  packs through woodland areas, sometimes venturing into towns and villages. Spriggans live to rob and 
  pillage as they journey. They are a numerous people, but pose little threat to civilized races because of their 
  inability to organize. 
   
  Spriggans resemble ugly, mean gnomes with greasy, reddish brown hair and dull yellow skin. They grow 
  their hair to ridiculous proportions, sporting bushy mustaches, sideburns and ponytails. They are 
  disgustingly unclean things exuding an almost nauseating smell of rancid flesh. 
  Spriggans speak Common and Gnome. A few spriggans take the trouble to learn Sylvan and Kobold.  
   
  Combat 
  Spriggans employ tactics intended to startle or unnerve their foes. They swarm around opponents when 
  small, only to enlarge at the last moment. This allows spriggans to use their greater reach to employ 
  attacks of opportunity on advancing enemies. More dexterous spriggans serve as back-ups to their kin in 
  melee, remaining in the shadows to thwart foes by sneak attacks, stealthy thieving or casting their shatter 
  ability.  
  A spriggan can be summoned by using summon nature’s ally IV spell.  
  Sneak Attack (Ex): Anytime a spriggan’s target is denied their Dexterity bonus, or when a target is flanked 
  by a spriggan, the spriggan deals an additional +3d6 points of damage on a successful melee attack. This 
  damage stacks with sneak attack damage from other sources such as rogue levels. 
  Spell like abilities: At will- produce flame, scare, shatter.  These abilities are as the spells caster level 8th; 
  save DC 10 + spell level. 
  Size change (Su): At will, spriggans can change their size in fashion similar to the effect of an enlarge 
  spell. The size change from Small to Large gains a +8 Strength, -4 Dexterity, +6 Constitution, and –1 to 
  attack bonus and armor class. A spriggan’s short sword has the same attributes as a large short sword 
  when enlarged. An enlarge spriggan is unable to make sneak attacks or use its spell-like abilities.  
  Skills: Spriggans have a +4 racial bonus on Climb, Disable Device, Move Silently, Open Lock and Sleight of 
  Hand checks.  
   
  Spriggan Society 
  Raucous and nasty fey, spriggans only linger in an area for short periods of time before being driven out by 
  nearby inhabitants. They usually settle underground in woodland area in dismal burrows or in long forgotten 
  ruins. Spriggans live by thievery and murder, robbing and terrorizing all who pass near their lair. During 
  particularly desperate times, spriggan packs disband and individual spriggans disguise themselves as 
  gnomes to gain entry to towns and cities. Spriggans are extremely fond of weapons and armor, which they 
  usually acquire unlawfully.  
   
    
   
   
   
   
  
  Out in the Woods 
   
  Page 15 
   
  Player Handout #1 
   
   
   Chief Turmukk, 
   
  We have traveled across the big river. Humans 
  have hunted our people in our woods. We cannot 
  find our people here in the woods. Fairy met us 
  in the woods. He helps us with the raids. He is 
  a very good sneak. Sometimes he’s even better 
  than us in killing the humans. Fairy let humans 
  believe he is a smelly gnome. He has all of our 
  loot in his lair. It’s near a small hill in the 
  center of the woods. This area used to be our 
  scared ground. But the fairy uses it now. He 
  hides from drooads that live in the woods. 
  Drooads are very strong. He don’t want to upset 
  the tree people 
  We understand that we must find a new base since 
  the army of evil has been crushed in the Hills 
  across the big river. We will do our best and 
  send word to you soon about moving more of the 
  tribe across the big river. You can count on the 
  three best scouts in the tribe.  
   
  Kurl, Lurrl and Murl 
   
   
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuzs Border States/Furyondy/FUR4-A01 - Out in the Woods.pdf