TEXT: HIG1-08
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  ddddoooo????
  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
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  HHHHiiiigggghhhhffffoooollllkkkk    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  bbbbyyyy    GGGGrrrreeeegggg    M
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  Maaaarrrrkkkkssss
  Strange occurrences plague farms of the Western High Vale. Farm animals have disappeared, crops are
  burned, and odd scrawling has been painted on barns. A young half-orc is accused and only the PCs can
  prove his innocence. Recommended for open-minded PCs. For characters levels 1-6
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k. 
  .
  
  What’s a Half-Orc to D o ?
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re si n
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  1. 
  N o- v ot e sc or ing : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 m inut e s 
  f or  
  v ot ing . 
  Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  What’s a Half-Orc to D o ?
  Page 3
  This is a LIVING GREYHAWK Adventure. As a
  Living™ adventure, it is expected that players will
  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, 
  a
  character sheet, and a LIVING GREYHAWK log 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 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 G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
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                                            RRRREEEEYYYYHHHHAAAAW
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  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  T4:
  33-42
  36-46
  39-50
  42-54
  10th
  T5:
  43-52
  47-57
  51-62
  55-67
  12th
  T6:
  53-64
  58-70
  63-77
  68-83
  14th
  T7:
  65-76
  71-84
  78-92
  84-100
  16th
  T8:
  77-88
  85-97
  93-107
  101-116
  18th
  T9:
  89-100
  98-111
  108-122
  117-132
  20th
  T10:
  101+
   
  112+
  123+
  133+
  <none>
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  DDDDM
  M
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  M’’’’ssss    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Jilly, a local farmer in the Highvale, gave birth
  during the depredations of Iuz’s minions, to a
  half-orc son through no fault of her own. Being a
  resilient and independent human woman typical
  of the Highfolk region, she decided to raise the
  child on her own, at her farm. Her neighbors
  
  What’s a Half-Orc to D o ?
  Page 4
  never cared much for her boy (Wilem) but they
  kept to themselves most of the time.
  Unfortunately, 
  the stress 
  of frontier 
  life
  eventually got to Jilly and she passed on, leaving a
  teenage Wilem to inherit the farm; which he now
  intends to work all by himself. Unfortunately
  strange occurrences 
  have plagued 
  neighboring
  farms, and the farmers blame the half-orc “who
  no longer has his human mother to reign him in.”
  They are of course, wrong.
  The truth is that Wilem isn’t behind the
  occurrences at all, but he does make a convenient
  scapegoat. In fact, Wilem is not immune to the
  strange events and he is suffering as well. It all
  started, as these things often do, with greed. One
  of Jilly’s 
  neighbors, 
  Durin 
  McDouw, 
  noticed
  flakes of gold in a stream that runs through his
  property. Looking into it, he discovered that the
  stream began as a small spring on Jilly’s property.
  He tried to buy Jilly’s farm from her (without
  mentioning 
  the gold), but 
  she 
  refused; 
  and
  shortly thereafter, died.
  Two days after her death, Durin tried to buy
  the farm from Wilem, but the “stupid half-orc”
  also refused to sell. It was then that Durin
  decided that if he couldn’t buy the farm directly,
  he would have to acquire it after the half-orc had
  been run off. Durin hired an unreputable man
  (Telak) from Highfolk to force Wilem off the
  property. Telak, in cooperation with some goblins
  he knows of in the woods west of the farm, are
  causing the accidents and strange occurrences in
  an effort to seize the property. At the rate the odd
  events are occurring, the farmfolk will rise up
  and forcibly remove Wilem any day now. Only the
  intervention of a wandering band of adventurers
  can save Wilem and his farm.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Encounter One: 
  The 
  PCs 
  are 
  returning 
  to
  Highfolk from whatever 
  adventure 
  they had
  previously been on, and witness the beating of a
  young half-orc by a gang of farmhands on the side
  of the road near a group of farms. The half-orc is
  clearly trying to cover his face, crying, and is not
  fighting back. Hopefully some of the PCs are good
  hearted enough to intervene; otherwise they can
  get information from Wilem after the ruffians
  leave him for dead; or from the farmhands
  themselves.
  Encounter Two: Wilem thanks the PCs for the
  smallest show of kindness, and takes them into
  his home for some breakfast. He explains that
  weird things have been happening around his and
  his neighbor’s farms, and asks if the nice people
  can help him. He offers them a place to stay and
  some fresh fruit and vegetables from his farm if
  they will attempt to help him.
  Encounter Three: The PCs investigate the strange
  events. Some neighbors refuse to assist those
  who are helping the meddling half-orc and treat
  the PCs rudely. Other neighbors explain that all
  the neighboring farms 
  have had some weird
  occurrences and at least one viscous attack -
  except for Wilem (he hasn’t told any one about
  the attacks on his farm because he fears his
  neighbors) and the farmer Durin, who they have
  only heard of weird events, but no attacks. (The
  attack 
  on 
  Durin 
  was 
  there 
  to 
  cover 
  his
  involvement, but it was very minor, e.g. they
  painted his cows blue.) Further investigations
  reveal a mundane man-made force caused the
  strange events.
  Encounter Four: Nightfall comes and two events
  happen at the same time. The PCs can experience
  one (or both if they split up). The PCs that stay
  with 
  Wilem 
  may 
  notice 
  a group 
  (goblins)
  attempting to burn Wilem’s grove of fruit trees
  where 
  Wilem 
  has 
  been 
  building 
  irrigation
  troughs (diverting some of the water that is
  flowing toward Durin’s property). It is possible to
  capture some of the goblins. Those that stake out
  Durin’s farm (because he hasn’t been the victim
  of a vicious attack yet) witness Telak (with goblin
  support, 
  depending 
  on the tier) 
  arrive 
  and
  demand more money for his efforts. The farmer
  refuses and Telak roughs him up. He then goes
  back to his hideout in the hills.
  Encounter Five: Now the PCs possibly know the
  truth, and if not they have an opportunity to
  figure it out through several routes. The PCs can
  track Telak or a goblin back to the hideout.
  Captive 
  goblins 
  can 
  be 
  interrogated 
  for
  information. Or, following the beating, Durin’s
  wife fears for his life and comes to the party,
  hoping they have a healer who can help him. In
  exchange for saving his life, she comes clean
  about what she knows and asks the PCs to save
  the local farms from the rampages of the goblins
  and their leader, a shaman she heard Telak call
  Grubnik.
  Encounter Six: The PCs follow a trail into the
  woods where they come upon a small cave. After
  subduing the entrance guards, they go inside,
  move through a small cave complex and deal with
  the goblins, their shaman Grubnik, and possibly
  the thief Telak.
  Encounter Seven: The PCs recover the treasures
  of the goblin tribe, come back to the farms, and
  fill 
  in 
  the 
  farmers 
  about 
  really 
  happened,
  bringing Durin to justice and saving Wilem’s
  reputation.
  DM Note: Please note, that this adventure gives
  the players great freedom to decide their course
  of action. The author has made an attempt to
  anticipate the paths an adventuring party might
  wander and provide you with all the information
  necessary. Because of this, there are likely more
  encounters given that a party could reasonably
  
  What’s a Half-Orc to D o ?
  Page 5
  finish in one round. This is intentional. Not all of
  the possibilities per encounter are necessary or
  required for the PCs to successfully solve the
  mystery. Feel free to limit the choices, or use as
  many as you like, depending on the rate at which
  the 
  players 
  are 
  progressing 
  through 
  the
  adventure.
  PPPPllllaaaayyyyeeeerrrrssss’’’’    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  The road is dry and dusty. Normally it wouldn’t
  take this long to get home to Highfolk, but the
  horses just don’t seem to have the energy to
  move. You don’t blame them; it’s a hot one today
  despite the occasional shade offered by roadside
  trees. In fact it seems as if everyone on the road
  has slowed to a crawl. Several other travelers trek
  beside you under the morning sun.
  The PCs are 
  on the road 
  traveling 
  toward
  Highfolk after whatever 
  adventure 
  they have
  been on. Give the PCs a chance to introduce
  themselves to each other, ask any questions they
  feel the need to know, and then proceed.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    RRRRooooaaaaddddssssiiiiddddeeee
  AAAAssssssssiiiissssttttaaaannnncccceeee
  As your group continues along on your journey,
  you can see a crowd of men gathered up ahead. It
  appears they have encircled something. As you
  approach closer, you can see a young half-orc boy,
  probably not more than fifteen summers old,
  crying and attempting to cover his face as the
  men kick and beat him with sticks. Other
  travelers take notice, but continue to pass by. 
  A group of seven local farm hands (all human)
  have decided that Wilem is the cause of the local
  problems and needs to be taught a lesson. They
  ambushed him at the edge of his field near the
  road. While they are quite willing to beat a single
  half-orc, they have no intention of fighting a well-
  armed party of adventures who stick their nose in
  where it doesn’t belong.
  As the PCs approach, the leader belligerently
  tells them to move along and mind their own
  business. PCs who seem enthused by the beating
  actually get further with the bullies than those
  who initially stick up for the boy. The bullies, in
  particular their leader Samiel, are all to willing to
  brag about how they are making Highfolk safe for
  normal people. Samiel goes so far as to say that
  Wilem is responsible for attacks in the night on
  their farms. He encourages the PCs to take a
  swing. Hopefully, the PCs are better people than
  this. If this is so, Samiel says “to each his own,”
  gives Wilem another boot to the head, and the
  farm hands move along.
  PCs that respond by ordering the attackers to
  stop are presented with an entirely 
  different
  situation. If the PCs use force, the farm hands
  attempt to flee in random directions. They are
  willing to beat up a defenseless boy, but not risk
  their lives with a large group of combatants. If
  the PCs attempt to reason with the mob, they
  respond 
  with 
  braggadocio 
  and 
  threats, 
  with
  Samiel saying, “Who are you to protect 
  this
  monster? Go home before we have to deal with
  you as well!” This could well elevate to the level
  of force as above. If combat begins, the farm
  hands scatter as above. Adventurers that kill the
  farm hands are likely to face Constable Paxana
  Eventhil.
  Wilem, male half-orc Com2: HD 2d4, hp 6, Init +0;
  Spd 30 ft; AC 10; Atks +3 melee (1d3+2 subdual,
  punch); AL CG; SV Fort +2, Ref +0, Will +2; Str 15,
  Dex 10, Con 15, Int 8, Wis 10, Cha 8.
  Skills: Craft (carpentry) +1, Handle Animal +2,
  Profession (farmer) +4, Ride +2, Use Rope +1.
  Feats: Endurance.
  Possessions: Rough clothing, and Belt.
  AAAAllllllll    TTTTiiiieeeerrrrssss
  Samiel, male human Com2: HD 2d4, hp 8, Init +1
  (Dex); Spd 30 ft; AC 11 (Dex); Atks +2 melee (1d4+1
  [crit 19-20], dagger); AL CN; SV Fort +1, Ref +1,
  Will +2; Str 13, Dex 12, Con 13, Int 10, Wis 10, Cha
  11.
  Skills: Handle Animal +2, Profession (farmer)
  +4, Ride +2, Swim 
  +1, Use Rope 
  +1. Feats:
  Toughness, Iron Will.
  Possessions: Rough clothing, Belt, Dagger,
  and 5 cp.
  Farmhands, male human Com1 (6): HD 1d4, hp 2,
  Init +1 (Dex); Spd 30 ft; AC 11 (Dex); Atks +2 melee
  (1d3+1 subdual, punch); AL CN; SV Fort +1, Ref +1,
  Will +2; Str 13, Dex 12, Con 13, Int 10, Wis 10, Cha
  11.
  Skills: Handle Animal +2, Profession (farmer)
  +3, Ride +2, Swim +1. Feats: Toughness, Iron Will.
  Possessions: Rough clothing, Belt, and 5 cp.
  Tactics: The farmhands run if things turn violent
  on them.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    AAAAnnnn    OOOOffffffffeeeerrrr    HHHHeeee
  CCCCoooouuuullllddddnnnn’’’’tttt    RRRReeeeffffuuuusssseeee
  The young half-orc looks up at you with wide eyes
  after he wipes away the tears and blood. “Thank-
  ya soos much! They-sa gonna kill me ifa you
  hadn’t helped Wilem. Come with Wilem, and
  eyes’ill thanks ya for what you’ve done for me.”
  With 
  that 
  he runs off 
  toward 
  a 
  near-by
  farmhouse.
  Wilem is wildly grateful; even if the PCs appeared
  like they were going to hurt him, because the end
  the result is the beating ended and he still lives.
  The PCs are the first people to show him the
  slightest 
  kindness 
  since 
  the passing 
  of his
  
  What’s a Half-Orc to D o ?
  Page 6
  mother, Jilly. He intends to do everything he can
  to please them and make friends.
  Wilem immediately runs to his home, despite
  his wounds. Assuming the PCs attempt to follow
  they see a pristine yard and an excellent farm.
  What the young half-orc lacks in brains he makes
  up for 
  in patience 
  and 
  persistence. 
  Wilem
  listened to his mother carefully when she was
  around, and she always made him do things until
  they were done right. It was a lesson he never
  forgot. By the time the PCs follow him through
  the swinging screen door, he has plates and mugs
  on the table and is pouring fresh cider into the
  mugs. A few minutes later he has a bountiful
  meal prepared.
  Wilem is happy to have the company, and it is
  clear he has more food than he needs, so the PCs
  are only hurting his feelings if they do not
  partake. Once everyone is seated, Wilem happily
  answers questions over a meal of cheese, bread,
  and fresh produce. He can fill in the PCs as to
  why he was attacked (the farmers blame him for
  the attacks) 
  as 
  well 
  as 
  describe 
  what 
  has
  happened 
  to 
  his 
  farm. 
  Wilem 
  knows 
  the
  following, in addition to any background about
  his past the PCs might ask about:
  • 
  The farmers 
  don’t 
  like him because 
  he’s
  different, but
  “Mama always said it was okay to be different
  ‘cause it’s the differences that make people
  special.”
  • 
  Strange things have been happening lately.
  Someone dug up and stole all the turnips in
  his western field. (The goblins were trying t o
  cause trouble by destroying part of his crop.)
  Also, there has been someone in his home.
  Wilem knows this
  “'cause Mama always made him keep a right
  perfect house, and one morning Eyes woke up
  to 
  find several 
  things mixed-up, 
  as 
  if
  somebody had been going through m-eyes
  tings. Eyes knows it twasn’t Mama, ‘cause
  she’s gone away.” (Telak was looking for any
  proof that Jilly knew of the gold before her
  death.)
  • 
  Wilem knows that something isn’t right on
  the other farms either as he has smelled
  smoke when there shouldn’t have been any,
  and saw blue cows in the McDouw’s pasture a
  few days ago. He doesn’t know exactly what’s
  going on, as the other farmers never talk to
  him.
  • 
  If the PCs can help him, Wilem gladly offers
  up all the turnips and apples they can carry
  away, in addition to his eternal gratitude.
  “Eyes don’t have-sa much, but I promise twos
  give-sa as many apples and turnips asa youse
  can caries.”
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    SSSSoooom
  m
  m
  meeeetttthhhhiiiinnnngggg    iiiissss
  RRRRooootttttttteeeennnn    iiiinnnn    HHHHiiiigggghhhhffffoooollllkkkk
  While it is late morning when the PCs leave
  Wilem’s farm, assume the players can investigate
  three of the possibilities below before nightfall
  unless the party splits. If the party is split into
  two groups, each group can investigate 
  three
  things, provided they do not stop to inform each
  other of what the have found before nightfall. If
  they do, assume they can investigate only two
  possibilities each. Should the players decide to
  split into three or more groups, allow them to
  investigate 
  one 
  or 
  two 
  possibilities 
  as
  appropriate.
  IIIInnnnvvvveeeessssttttiiiiggggaaaattttiiiinnnngggg    tttthhhheeee    DDDDiiiissssttttuuuurrrrbbbbaaaannnncccceeeessss
  It’s now up to the players to decide how best to
  proceed. There are several possible avenues of
  investigation (In no particular order, keyed on
  the map, DM aid #2):
  1. Wilem's Home
  There are several things that can be found in and
  around Wilem’s home if they are looked for. If
  the PCs question Wilem about the things he has
  noticed to be out of place in the house, he shows
  them Jilly’s old desk. The roll top desk was left up,
  when it is normally down. In addition, Wilem
  isn’t sure, but he believes that some of the papers
  appear to be out of place. The papers range from
  detailed reports about the amount of produce
  grown each year to the cost to repaint the barn. A
  Search check (DC 15) finds a document in which
  McDouw offers to buy Jilly’s northern field, and
  the amount he was offering (1000 golden solars to
  be paid over five years). (See Handout #1)
  2. Wilem's Farm
  Wilem can take the PCs to the turnip crop that
  has been dug up. In all truth there is not much to
  find. A successful Track check (DC 15) discovers
  several sets of tracks. One set can quickly be
  matched to Wilem, but in addition to him, there
  are half a dozen booted feet that are slightly
  smaller than a human. If the check is made by
  more than 10, the PC can tell a being about 4 feet
  tall and about 100 pounds made the tracks. The
  boot 
  prints 
  themselves 
  are 
  not 
  especially
  descriptive, but could not be human, unless a
  human child made them. (Which of course, they
  were not.) Wilem’s prints about the scene make
  following 
  the other 
  prints 
  to 
  their 
  source
  impossible.
  Far more interesting than the turnip field, is
  what can be found in the apple orchid were a
  stream is originated by a spring. Wilem has been
  using the remains of a large apple tree that was
  recently felled in a storm to make troughs to
  irrigate his crops. The construction is plain, but
  what is caught amongst the boards is not. A
  Search roll (DC 15) for those actively looking, or a
  
  What’s a Half-Orc to D o ?
  Page 7
  Spot check (DC 20) if no one thinks to look,
  allows the PCs to notice something shiny caught
  on the edge of the boards where they meet the
  stream. Closer inspection reveals golden metallic
  flakes. An Alchemy skill check (DC 15), Appraisal
  roll (DC 10), or wild guessing will reveal that the
  flakes are indeed real gold.
  3. McDouw's Farm
  As the PCs approach the McDouw farm, they note
  that it is in good repair, and looks larger than its
  neighbors. In fact very little appears out of place
  here, on the surface. The response the PCs receive
  from Durin and his wife (May) depend on how
  the PCs treated Wilem when they encountered
  the farmhands 
  (many 
  of whom 
  worked 
  for
  Durin). If they were rough with Wilem, Durin is
  happy to regale the PCs with invented stories of
  how he saw Wilem 
  committing 
  the various
  crimes, but he just didn’t have the heart to turn
  the boy in, “out of respect for ‘is dear departed
  mother.” If, on the other hand, the PCs were
  generous 
  and helpful 
  toward 
  Wilem 
  earlier,
  Durin runs them off his property and refuses to
  talk to “orc-lovin’ hooligans!”
  Regardless of how the encounter 
  goes,
  there is little to find on the farm, as the goblins
  haven’t been up to much here. If the PCs inspect
  the cows, they have in fact been painted blue. A
  Search check (DC 15) of the McDouw barn finds
  the can of paint and brush used to do it. If Durin
  is confronted with Player Handout 
  #1 (Jilly’s
  records of Durin’s offer to buy the farm), he lies
  and says he was hoping to expand his farm. Those
  that wish can make a Sense Motive check (DC 20)
  to realize that there is something wrong with his
  explanation.
  4. The Widow Alkins
  The poor widow 
  Althea 
  Alkins 
  is a virtual
  prisoner 
  of fear 
  in her 
  own 
  home. 
  Upon
  approaching her farm, it is obvious that someone
  has taken an axe to her fencing and her chickens
  run free about her farm. In addition, her buggy
  rests nicely in her barn, flipped upside-down. She
  refuses to answer the door, terrified that the PCs
  have come to harass her like the “little men in the
  night.” If the PCs try to force their way in, she
  runs screaming through the house attempting to
  flee down the middle of the road in her bathrobe.
  While there is little that can be learned from her,
  her hysterical ramblings may give some idea as to
  the fear that the goblins have created in the
  simple farm folk.
  5. Billows' Farm
  This farm is home to Zerus Billows and his
  family. This friendly gnome is a friend to the
  Gnomish 
  Consortium 
  of 
  Merchants,
  Moneylenders, Miners, and Gemcutters despite
  his humble farming appearance. As such, Zerus
  has an interest in equality for non-humans, and
  this interest greatly colors the way Zerus and his
  family reacts to the PCs. If the PCs are open about
  their friendship with Wilem, and their intent to
  clear his name, Zerus invites them in for tea, and
  shares what he knows. If the party sided with the
  bigoted farm hands, or act as though they believe
  that Wilem may be guilty because of his race,
  Zerus curtly says he knows nothing of use to
  them 
  and 
  asks 
  that 
  they 
  leave 
  his 
  farm
  immediately.
  If the PCs are agreeable to Zerus, he tells
  them 
  (between 
  muffins) 
  that 
  two 
  acts 
  of
  vandalism have occurred on his farm. His barn
  was burned down over a week ago (a point
  evidenced by the burnt timbers visible from the
  road), and he recently found graffiti painted on
  his house in blue paint, spelling out things like
  “Go home little digger,” and “Get out while you
  can big nose.” His wife has painted over the
  graffiti already, so there is nothing for the PCs to
  inspect. In addition, if questioned about what he
  thinks is really going on, he would point his
  finger toward someone from the McDouw farm.
  There has been a lot of activity there during the
  last few nights, and Durin has been known to
  hire plenty of unsavory men. Any one of them
  could be behind these odd occurrences. Without
  any proof, Zerus stops short of accusing the
  McDouws themselves.
  6. Huddle's Farm
  Yan Huddle has taught his seven boys to believe
  just as he does. Orcs are rabid animals, and what
  do you do with rabid animals? You put them
  down. He feels pretty close to the same about
  half-orcs. As such, he behaves as Durin McDouw
  with respect to the PCs. If the PCs support
  Wilem’s innocence and are open about their
  association, he orders the “pig loving scum” off of
  his property. If the PCs appear to share his
  bigoted 
  views 
  he can 
  tell 
  them 
  what 
  has
  happened to his farm and how he believes Wilem
  is responsible.
  “It all started a week ago, or so when I woke to
  find someone had shorn all my sheep and spread
  the wool all about the yard. Took my boys the
  better part of a day to pick it all up. But then two
  days ago, that monster killed all my precious
  sheep. There were bits and pieces of them all over
  the farm. When I can prove it, I’m gonna string
  that half-orc up from the nearest tree, and we’ll
  all be the better for it.”
  7. Bustlebrow's Farm
  This is the farm of young Eander Bustlebrow, a
  large, good-natured man with a crush on Anna
  Huddle, his neighbor’s oldest daughter. Eander
  doesn’t really know Wilem, as the boy rarely
  leaves 
  his farm, 
  but he knows 
  he distrusts
  McDouw. (“He’s greedier than a shade after your
  soul!”) 
  He is happy to 
  answer 
  the 
  party’s
  questions to the best of his ability. A little over a
  week ago, someone burned his entire wheat field.
  He doesn’t know who did it, but at the time he did
  find some small boot prints around the edge of
  
  What’s a Half-Orc to D o ?
  Page 8
  the field. The prints were too small to belong to
  Wilem. Then a few days ago, someone broke into
  his shed and stole all his hand tools. He asks that
  if the PCs find his tools, he’d gladly offer them a
  few good loaves of bread to get them back. He is
  generally helpful to the PCs, going so far as to
  introduce them to any of his neighbors.
  8. Salin Nordas, Scribe of Highfolk
  It is possible that the PCs will decide to follow up
  on the notation at the bottom of Player Handout
  #1, and seek out the scribe Salin 
  Nordas 
  in
  Highfolk. Anyone making this trip there and back
  will take the entire day and be unable to search
  out any other avenues of investigation. Inform
  the PCs of this if the entire party plans to go to
  Highfolk.
  Those arriving in Highfolk can locate Salin in
  a shop near The Council's Choice Tavern. Any inn,
  tavern, or temple can point the way. If the PCs are
  unwilling to ask for help from a reputable source,
  a Gather Information check (3 wheats (cp) and
  DC 5) or a Knowledge (local) check (DC 10) can
  locate Salin’s shop after a short time of searching.
  Upon entering the small shop you see the tools of
  a scribe, available for sale all about you: paper,
  inks, quills, and scroll tubes. An elderly human
  male sits over a broad desk, copying a book. He
  looks up as you enter, “Eh, come in. Can I help
  you?”
  Once the party arrives, 
  Salin 
  sees 
  to them
  immediately 
  in a shop 
  filled 
  accoutrements
  typical of a scribe. If anyone wants to purchase
  standard writing equipment, use prices from the
  Player's Handbook. Salin is straightforward and
  answers any questions honestly. He recalls Durin
  coming to him about a month ago. He requested
  the scribe’s services to draw up a legal document
  to sell Jilly Danalin’s farm to him. He was very
  insistent that the document included a transfer
  of ownership of anything that may come from the
  land in the future to him as well. Salin assumes
  Durin planned to farm the land and wanted it to
  be clear he was not renting. He finished the
  document shortly before Jilly died, so he assumes
  Durin never had a chance to give it to her.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    BBBBuuuum
  m
  m
  mppppssss    iiiinnnn    tttthhhheeee
  NNN
  Niiiigggghhhhtttt
  As night falls, the characters likely have enough
  information to seek out the McDouw farm. If not
  they likely stake out Wilem’s farm. Either way
  trouble will find them. It is also possible that the
  party splits up.
  The PCs can experience one (or both if they
  split up) encounter. The PCs that stay with Wilem
  may notice a group (goblins) attempting to burn
  Wilem’s grove of fruit trees where Wilem has
  been building irrigation troughs (diverting some
  of the water that is flowing toward Durin’s
  property). It is possible to capture some of the
  goblins. 
  Those that stake 
  out 
  Durin’s 
  farm,
  because he hasn’t been the victim of a vicious
  attack yet, witness Telak arrive and demand more
  money for his efforts. The farmer refuses and
  Telak roughs him up. He then goes back to his
  hideout in the hills.
  W
  W
  W
  Wiiiilllleeeem
  m
  m
  m''''ssss                                
  FFFFaaaarrrrm
  m
  m
  m
  It’s a lazy late summer evening as a stiff breeze
  blows away the heat of the day. Trees sway gently
  and somewhere in the night, a dog howls under
  the moon. Wilem’s house is comfortable and
  clean. Perhaps someday fate will bring a home
  like this to you.
  During the night, a group of goblins working for
  Telak steal onto Wilem’s farm with the intention
  of setting fire to his grove of fruit trees near the
  irrigation troughs. The night is still, and the
  moon full, making it easy for a lookout (Spot DC
  10 for those actively looking, or listen DC 20 for
  those inside and awake) watching for trouble to
  see the small forms slip into the trees.
  Those moving out to the orchid find a group
  of short “men” attempting to start a fire using the
  wood Wilem has gathered to build the irrigation
  troughs. They are, of course, not friendly.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  At Tier One, all eight goblins are visibly working
  on gathering wood. Have them make Spot rolls
  (with a –2 situation modifier for concentrating
  on the work at hand) vs. the parties lowest Move
  Silently. If successful, they draw their weapons
  and attack. If they fail, the party gets a free round
  of surprise.
  Goblins (8): CR 1/4; Small Humanoid (Goblinoid);
  HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft; AC 15 (+1
  size, +1 Dex, +3 studded leather armor); Atks +1
  melee (1d8-1, morningstar); SQ Darkvision 60 ft.;
  AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13,
  Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, and 3 sp, 2 cp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL6666))))
  At Tier Two, four goblins are visibly working on
  gathering 
  wood. 
  Four 
  goblins 
  are 
  actively
  watching 
  for 
  trouble 
  from 
  inside 
  separate
  bushes. In addition, the two rogues are hidden in
  trees and attack the party with missile fire once
  they are 
  detected. 
  Have 
  the lookouts 
  make
  Spot/Listen 
  rolls 
  vs. 
  the 
  parties 
  lowest
  Hide/Move Silently. If successful, they shout a n
  alarm and attack. If they fail, the party gets a free
  round of surprise. Don’t forget the sneak attack
  
  What’s a Half-Orc to D o ?
  Page 9
  bonus to damage for the rogues if the party is not
  watching the trees, or if the rogues win initiative.
  Goblin scoundrels, 
  Rog2 (2): 
  CR 
  2; 
  Small
  Humanoid (Goblinoid); HD 2d6; hp 10; Init +2
  (Dex); Spd 30 ft; AC 16 (+1 size, +2 Dex, +3 studded
  leather armor); Atks +2 melee (1d6 [crit 19-20],
  short sword) or +4 missile (1d6 [crit x3], short
  bow); SA Sneak attack +1d6; SQ Darkvision 60 ft.,
  evasion; AL NE; SV Fort +0, Ref +4, Will +0; Str 10,
  Dex 15, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Disable Device +3, Hide +6, Listen +4,
  Move Silently 
  +6, Search 
  +6, Spot +4. Feats:
  Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  shortbow, quiver w/12 arrows, short sword, cloak,
  boots, and 8 sp.
  Goblins (8): CR 1/4; Small Humanoid (Goblinoid);
  HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft; AC 15 (+1
  size, +1 Dex, +3 studded leather armor); Atks +1
  melee (1d8-1, morningstar); SQ Darkvision 60 ft.;
  AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13,
  Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, and 3 sp, 2 cp.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
  At Tier Three, six goblins are visibly working on
  gathering wood, with the adept directing them.
  Four goblins are actively watching for trouble
  from inside separate bushes. In addition, the two
  rogues are hidden in trees and attack the party
  with missile fire once they are detected. Have the
  lookouts make Spot/Listen rolls vs. the parties
  lowest Hide/Move Silently. If successful, they
  draw their weapons and attack. If they fail, the
  party gets a free round of surprise. Don’t forget
  the sneak attack bonus for the rogues if the party
  is not watching the trees, or if the rogues win
  initiative.
  Goblin scoundrels, 
  Rog4 (2): 
  CR 
  4; 
  Small
  Humanoid (Goblinoid); HD 4d6; hp 18; Init +3
  (Dex); Spd 30 ft; AC 17 (+1 size, +3 Dex, +3 studded
  leather armor); Atks +4 melee (1d6 [crit 19-20],
  short 
  sword) 
  or 
  +7 missile (1d6 
  [crit 
  x3],
  shortbow); SA Sneak attack +2d6; SQ Darkvision
  60 ft., evasion, uncanny dodge (retains Dex bonus
  to AC); AL NE; SV Fort +1, Ref +7, Will +1; Str 10,
  Dex 16, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Climb +2, Disable Device +3, Hide +9,
  Listen +8, Move Silently +9, Search +6, Spot +8.
  Feats: Alertness, Point Blank Shot.
  Possessions: 
  Studded 
  leather 
  armor,
  shortbow, quiver w/12 arrows, short sword, cloak,
  boots, and 8 sp.
  Goblins 
  (10): 
  CR 
  1/4; 
  Small 
  Humanoid
  (Goblinoid); HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft;
  AC 15 (+1 size, +1 Dex, +3 studded leather armor);
  Atks 
  +1 
  melee 
  (1d8-1, 
  morningstar); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +2, Ref +1, Will
  +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, and 3 sp, 2 cp.
  Goblin acolyte, Adp2: CR 1; Small Humanoid
  (Goblinoid); HD 2d6; hp 10; Init +3 (Dex); Spd 30
  ft; AC 14 (+1 size, +3 Dex); Atks +1 melee (1d4-1
  [crit 19-20], dagger); SA Spells; SQ Darkvision 60
  ft., spells; AL NE; SV Fort +0, Ref +3, Will +4; Str 8,
  Dex 17, Con 10, Int 10, Wis 13, Cha 8.
  Skills: Hide +6, Move Silently +6, Spot +2.
  Feats: Alertness.
  Spells 
  Prepared 
  (3/2): 
  0—ghost 
  s o u n d,
  guidance 
  (x2); 1st—burning 
  hands, protection
  from good.
  Possessions: Dagger, cloak, boots, and a pouch
  with 17 sp.
  While 
  not 
  forthcoming 
  with 
  information,
  captured goblins can be made to divulge the
  location of the cave, as well as whom they work
  for, with the proper application of motivation
  and threats.
  Development: Should no one be on watch, and
  those inside do not hear the approach of the
  goblins. Wilem will notice something is wrong
  when he smells smoke and notices a very big light
  outside. Upon rushing outside, Wilem and the
  party will notice the orchard ablaze. At this point
  it is too late to save the trees and the goblins are
  gone, but 
  efforts 
  will 
  keep 
  the 
  fire 
  from
  spreading.
  A successful Track (DC 20) still allows the PCs
  to back track the goblins to their lair. If the PCs
  fail to find the tracks, they need the McDouw’s
  help. Either way, proceed to Encounter Five.
  Treasure off of the goblins:
  • 
  Money and gear. The goblins' gear is in
  disrepair, and thus is only worth 
  30% of
  standard Player's Handbook prices.
  DDDDeeeeaaaallll    GGGGoooonnnneeee    BBBBaaaadddd    aaaatttt                                    
  M
  M
  M
  MccccDDDDoooouuuuwwww''''ssss    FFFFaaaarrrrm
  m
  m
  m
  It’s a lazy late summer evening as a stiff breeze
  blows away the heat of the day. Trees sway gently
  and somewhere in the night, a dog howls. The
  high full moon provides excellent light to spy on
  the neighbors.
  Given the information the PCs may have gathered
  during the day, they may have reason to suspect
  that Durin McDouw, or his hired man, Samiel,
  may be involved in the incidents against the
  farmers. It is also possible that they suspect the
  McDouw farm is likely the next target, as it
  seems relatively unharmed as of yet. Whatever
  they reason, if the PCs are watching the McDouw
  farm this evening, they are able to witness (and
  
  What’s a Half-Orc to D o ?
  Page 10
  possibly involve themselves in) a dispute between
  farmer McDouw and Telak.
  Have the PCs make Listen checks opposed by
  Telak’s Move Silently. If the PCs are successful,
  they are able to pinpoint Telak before he gets to
  the porch of the McDouw house. The PCs have a
  free round to act before Telak knocks on the door.
  Note that neither Telak nor any of the goblins
  have a light source, or have weapons drawn at
  this point. Telak is simply walking quietly toward
  the door. Should the party attack, run the combat
  as normally. Don’t forget to have the party make
  Spot checks versus 
  the goblin’s 
  Hide or the
  goblins get the drop on the party. Durin and his
  hired help do not become involved in any combat.
  If the party waits, or does not see Telak until he
  climbs the steps and knocks on the door, Durin
  comes to the door with a light. The PCs can now
  witness the following exchange:
  After the dark man knocks on the door, a light
  appears at the opening accompanied by the face
  of Durin McDouw. “What tis it you be wanting at
  this late hour, Telak?”
  “I think the time has come for us 
  to
  renegotiate our contract, old man. You never said
  anything about scaring off a group of armed
  thugs in addition to that simpleton orc-child.”
  Durin steps out into the moonlight, “You’ll
  not be getting a coin more out of me, you greedy
  son of a ogre, and that’s the last word. Now git
  gone with ya.”
  “Oh, I think you’ll change your mind,” the
  man sneers, and with a gesture you see small
  humanoids entering the lamplight from the
  bushes.
  If the party waits, Telak and the goblins savagely
  beat Durin for his greed and put his home to the
  torch. His wife and children barely escape with
  their lives. If the party intercedes, Durin tries to
  escape into the house to rescue his family while
  the PCs deal with Telak and the goblins. The men
  in the bunkhouse run off for greener pastures
  regardless of what occurs. Highfolk will be better
  off without them.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Telak, 
  male 
  human 
  Rog2: 
  Medium-size
  Humanoid (5 ft. 7 in. tall); HD 2d6+2; hp 12; Int +3
  (Dex); Spd 30 ft; AC 15 (+3 Dex, +2 leather armor);
  Atks +2 melee (1d6 [crit 19-20], short sword); SA
  Sneak attack +1d6; SQ Evasion; AL NE; SV Fort +1,
  Ref +6, Will +1; Str 12, Dex 16, Con 12, Int 12, Wis
  12, Cha 8.
  Skills: Appraise +6, Climb +6, Disable Device
  +8, Escape Artist +8, Hide +8, Listen +6, Move
  Silently +8, Pick Pocket +8, Search +6, Spot +6.
  Feats: Dodge, Mobility.
  Possessions: Leather 
  armor, 
  short 
  sword,
  potion of spider climbing, cloak, boots, 50’ rope,
  thieves' tools, 23 gp, and 12 sp.
  Goblins (4): CR 1/4; Small Humanoid (Goblinoid);
  HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft; AC 15 (+1
  size, +1 Dex, +3 studded leather armor); Atks +1
  melee (1d8-1, morningstar); SQ Darkvision 60 ft.;
  AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13,
  Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, and 3 sp, 2 cp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL5555))))
  Telak, 
  male 
  human 
  Rog3: 
  Medium-size
  Humanoid (5 ft. 7 in. tall); HD 3d6+3; hp 17; Int +3
  (Dex); Spd 30 ft; AC 15 (+3 Dex, +2 leather armor);
  Atks +3 melee (1d6 [crit 19-20], short sword); SA
  Sneak attack +2d6; SQ Evasion, uncanny dodge
  (retains Dex bonus to AC); AL NE; SV Fort +1, Ref
  +6, Will +1; Str 12, Dex 16, Con 12, Int 12, Wis 12,
  Cha 8.
  Skills: Appraise +7, Climb +7, Disable Device
  +9, Escape Artist +9, Hide +9, Listen +7, Move
  Silently +9, Pick Pocket +9, Search +7, Spot +7.
  Feats: Combat Reflexes, Dodge, Mobility.
  Possessions: Leather 
  armor, 
  short 
  sword,
  potion of spider climbing, cloak, boots, 50’ rope,
  thieves' tools, 23 gp, and 12 sp.
  Goblins (8): CR 1/4; Small Humanoid (Goblinoid);
  HD 1d8; hp 6; Init +1 (Dex); Spd 30 ft; AC 15 (+1
  size, +1 Dex, +3 studded leather armor); Atks +1
  melee (1d8-1, morningstar); SQ Darkvision 60 ft.;
  AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13,
  Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, and 3 sp, 2 cp.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Telak, 
  male 
  human 
  Rog4: 
  Medium-size
  Humanoid (5 ft. 7 in. tall); HD 4d6+4; hp 22; Int +3
  (Dex); Spd 30 ft; AC 15 (+3 Dex, +2 leather armor);
  Atks +4 melee (1d6 [crit 19-20], short sword); SA
  Sneak attack +2d6; SQ Evasion, uncanny dodge
  (retains Dex bonus to AC); AL NE; SV Fort +1, Ref
  +6, Will +1; Str 12, Dex 17, Con 12, Int 12, Wis 12,
  Cha 8.
  Skills: Appraise +8, Climb +8, Disable Device
  +10, Escape Artist +10, Hide +10, Listen +8, Move
  Silently +10, Pick Pocket +10, Search +8, Spot +8.
  Feats: Combat Reflexes, Dodge, Mobility.
  Possessions: Leather 
  armor, 
  short 
  sword,
  potion of spider climbing, cloak, boots, 50’ rope,
  thieves' tools, 23 gp, and 12 sp.
  Goblins 
  (12): 
  CR 
  1/4; 
  Small 
  Humanoid
  (Goblinoid); HD 1d8+2; hp 10; Init +2 (Dex); Spd 30
  ft; AC 16 (+1 size, +2 Dex, +3 studded leather
  armor); Atks +3 melee (1d8+1, morningstar); SQ
  Darkvision 60 ft.; AL NE; SV Fort +4, Ref +2, Will
  +0; Str 12, Dex 15, Con 14, Int 10, Wis 11, Cha 8.
  
  What’s a Half-Orc to D o ?
  Page 11
  Skills: Hide +7, Listen +3, Move Silently +5,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, and 3 sp, 2 cp.
  Treasure from Telak and the goblins:
  • 
  Potion of spider climbing. Value: 50 gp.
  • 
  23 gp and 12 sp from Telak.
  • 
  Telak's other mundane gear can be sold
  for the standard rate (1/2 listed value).
  • 
  Money and gear from the goblins. The
  goblins' gear is in disrepair, and thus is only
  worth 30% of standard Player's 
  Handbook
  prices.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    TTTTiiiim
  m
  m
  meeee    ttttoooo    DDDDoooo    tttthhhheeee
  RRRRiiiigggghhhhtttt    TTTThhhhiiiinnnngggg
  The start of this encounter varies based upon the
  route the PCs took to get here in Encounter Four.
  See the appropriate subheading.
  IIIIffff    tttthhhheeee    PPPPCCCCssss                                    
  W
  W
  W
  Weeeennnntttt    ttttoooo    tttthhhheeee    OOOOrrrrcccchhhhaaaarrrrdddd
  If the PCs went to the apple 
  orchard 
  and
  encountered the goblins, they may have managed
  to force any captives to reveal their hideout. If
  the PCs missed the goblins, they might still have
  followed their trail back to the cave. And even if
  they have all this information, they still have one
  more visit before they leave, from Ilsa McDouw,
  wife of Durin McDouw. Following the beating
  her husband receives at the hands of Telak and
  his goblin thugs, Ilsa comes running to the party,
  resolved to tell all she knows in hopes that they
  will be able to heal Durin of his injuries. (2 C u r e
  Lights are required from a sympathetic caster) If
  the PCs agree to help, she tells them:
  “Bless Ehlonna for your kindness, gentle sirs and
  ladies. If not for your compassion, me husband
  would surely have passed on. I will do what I can
  to repay ya, and the boy who me husband has
  wronged. The man you seek is called Telak, and
  me husband hired him to scare off the young
  neighbor boy when his mother die. You see,
  Durin suspected there was gold on his property.
  He says he even found some of it. It was a foolish
  ting ta do, hiring one who truck with the goblin
  folk, and I should’a said it then. It is me fault for
  not speaking up sooner, but I was scared. Tings
  were getting out’a hand. Well, now it’s time to do
  what’s right. I hear the rogue Telak say that he
  was staying with the goblins and their shaman
  Grubnik in a cave just north of the river. If you go
  there, may the lady of the forest watch over ya.”
  IIIIffff    tttthhhheeee    PPPPCCCCssss                                    
  W
  W
  W
  Weeeennnntttt    ttttoooo    tttthhhheeee                                    
  M
  M
  M
  MccccDDDDoooouuuuwwww    FFFFaaaarrrrm
  m
  m
  m
  If the PCs went to spy on the McDouw farm and
  fought Telak and his minions, it is quite likely
  that they have prisoners. The goblins are just as
  easy to break as those caught in the apple orchard
  (as long as Telak is dead). However, if Telak still
  lives, they hope he will escape and free them (and
  refuse to speak). If separated from him, and
  offered special consideration 
  (like freedom), a
  goblin might break down and tell the PCs how to
  find the cave and their “great and powerful
  shaman, master of the deep night, and slayer of
  the elf children- Grubnik.” Telak himself (if he
  still lives) refuses to be of help and is best turned
  over to Paxana at the earliest opportunity, as he
  tries to escape repeatedly, tells lies about where
  his goblin allies may be found, and generally is
  unhelpful.
  In addition, Ilsa will once again tell the PCs
  everything she knows (as above) in gratitude for
  saving 
  her 
  husband 
  and 
  home. 
  Durin 
  is
  shamefully silent during the entire time.
  Hopefully all of this is enough evidence and
  motivation to get the PCs to deal with the goblin
  menace; and if he escaped, Telak as well. If the
  party seems inclined stop and let someone else
  handle it, Wilem declares that he will go “ta give
  ‘em a stern talkin’ too, just like me mama would’a
  done.” Hopefully the party doesn’t allow Wilem
  to head off to his death.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    RRRRaaaattttssss    iiiinnnn    aaaa    HHHHoooolllleeee
  Following the goblin’s trail (Track, DC 20), or the
  directions acquired 
  from any NPC (Direction
  Sense, DC 10) the PCs are able to move through
  the woods nearby to the cave where Grubnik and
  his followers make their home. The forty-foot
  wide clearing contains a thirty-foot wide mound,
  approximately 10 feet high.
  The sun is rising, and its warmth pulls the chill
  from your bones. In the shade of the woods, you
  can see a clearing up ahead. The clearing shelters
  a large mound, with a gaping cave entrance just
  out of the shining rays of the sun. This must be
  your goal.
  TTTThhhheeee    GGGGoooobbbblllliiiinnnn    CCCCaaaavvvveeee
  Each of the rooms is keyed to the map (DM Aid
  #3)
  1. Entrance
  Just inside the cave entrance, two goblins are on
  guard for intruders. 
  Unfortunately 
  for them,
  during the day they are dozing and not very
  attentive (-4 situation modifier to Listen and Spot
  rolls). One of the guards has a hunting horn
  hanging from his belt to sound an alarm should
  they spot the PCs moving toward the entrance.
  Behind the guards, a tunnel descends 20 feet
  below the ground into the lair. Excessive noise at
  the 
  entrance 
  (multiple 
  rounds 
  of 
  combat,
  sounding the hunting horn, or shouting) may
  alert the rest of the complex.
  
  What’s a Half-Orc to D o ?
  Page 12
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    1111////2222))))
  Goblins (2): CR 1/4; Small Humanoid (Goblinoid);
  HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft; AC 15 (+1
  size, +1 Dex, +3 studded leather armor); Atks +1
  melee (1d8-1, morningstar); SQ Darkvision 60 ft.;
  AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13,
  Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, hunting horn (one
  only), and 3 sp, 2 cp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
  Goblin guards, Ftr1 (2): CR 1; Small Humanoid
  (Goblinoid); HD 1d10+1, hp 11, Init +1 (Dex); Spd
  30 ft; AC 15 (+1 size, +1 Dex, +3 studded leather
  armor); Atks +4 melee (1d8+1, morningstar); AL
  NE; SV Fort +3, Ref +1, Will +0; Str 12, Dex 13, Con
  12, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot 
  +4. 
  Feats: 
  Alertness, 
  Weapon 
  Focus
  (morningstar).
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, hunting horn (one
  only), and 3 sp, 2 cp.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    4444))))
  Goblin guards, Ftr2 (2): CR 2; Small Humanoid
  (Goblinoid); HD 2d10+4, hp 20, Init +1 (Dex); Spd
  30 ft; AC 15 (+1 size, +1 Dex, +3 studded leather
  armor); Atks +6 melee (1d8+2, morningstar); AL
  NE; SV Fort +5, Ref +1, Will +0; Str 14, Dex 13, Con
  14, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +4, Move Silently +4,
  Spot +4. Feats: Alertness, Power Attack, Weapon
  Focus (morningstar).
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, hunting horn (one
  only), and 3 sp, 2 cp.
  Treasure from the goblin guards:
  • 
  Money and gear. The goblins' gear is in
  disrepair, and thus is only worth 
  30% of
  standard Player's Handbook prices.
  2. Adepts' Chamber
  This chamber is home to the acolytes who follow
  Grubnik. 
  Several 
  sleeping 
  pallets 
  are 
  spread
  around a large flat rock covered in candle stubs
  and half-empty ink vials. A scroll case rests on the
  rock as well. Inside the case is a scroll with the
  arcane spell see 
  invisibility (cast at 3rd level)
  written on it. If the alarm has been sounded, or
  the PCs have been loud, this room is empty, as the
  inhabitants have fled to room 4. If the PCs have
  managed 
  to get here 
  quietly, 
  this 
  room 
  is
  occupied. Combat in this room alerts the rest of
  the complex.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    1111))))          
  The adepts attempt to keep the PCs at bay by
  casting burning hands and sleep.
  Goblin acolyte, Adp1 (2): CR 1/2; Small Humanoid
  (Goblinoid); HD 1d6; hp 6; Init +1 (Dex); Spd 30 ft;
  AC 12 (+1 size, +1 Dex); Atks +0 melee (1d4-1 [crit
  19-20], dagger); SA Spells; SQ Darkvision 60 ft.,
  spells; AL NE; SV Fort +0, Ref +1, Will +3; Str 8,
  Dex 13, Con 10, Int 10, Wis 13, Cha 8.
  Skills: Hide +3, Move Silently +4, Spot +2.
  Feats: Alertness.
  Spells 
  Prepared 
  (3/2): 
  0—ghost 
  s o u n d,
  guidance (x2); 1st—burning hands, sleep.
  Possessions: Dagger, cloak, boots, and a pouch
  with 17 sp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL4444))))
  While the zombies block the entrance to the
  room, the adepts attempt to keep the PCs at bay
  by casting sleep. They follow up with burning
  hands once the PCs breach the zombies.
  Goblin acolyte, Adp2 (2): CR 1; Small Humanoid
  (Goblinoid); HD 2d6; hp 10; Init +1 (Dex); Spd 30
  ft; AC 12 (+1 size, +1 Dex); Atks +1 melee (1d4-1
  [crit 19-20], dagger); SA Spells; SQ Darkvision 60
  ft., spells; AL NE; SV Fort +0, Ref +1, Will +4; Str 8,
  Dex 13, Con 10, Int 10, Wis 13, Cha 8.
  Skills: Hide +4, Move Silently +4, Spot +2.
  Feats: Alertness.
  Spells 
  Prepared 
  (3/2): 
  0—ghost 
  s o u n d,
  guidance (x2); 1st—burning hands, sleep.
  Possessions: Dagger, cloak, boots, and a pouch
  with 17 sp.
  Zombies (2): CR 1/2; Medium-size Undead; HD
  2d12+3; hp 16; Int -1 (Dex); Spd 30 ft; AC 11 (+2
  Natural, -1 Dex); Atks +2 melee (1d6+1, slam); SQ
  Partial actions only, undead; AL N; SV Fort +0, Ref
  -1, Will +3; Str 13, Dex 8, Con -, Int -, Wis 10, Cha 1.
  Feats: Toughness.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, stunning, and
  disease. 
  Not subject to critical 
  hits, 
  subdual
  damage, ability damage, energy drain, or death
  from 
  massive 
  damage. 
  Partial 
  Actions 
  Only
  (Ex)—Zombies 
  have 
  poor 
  reflexes 
  and 
  can
  perform only partial actions. Thus they can move
  or attack, but can only do both if they charge (a
  partial charge).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    6666))))
  The goblins 
  and 
  zombies 
  follow 
  the 
  same
  procedure as Tier Two.
  Goblin acolyte, Adp3 (2): CR 2; Small Humanoid
  (Goblinoid); HD 3d6+3; hp 17; Init +1 (Dex); Spd 30
  ft; AC 12 (+1 size, +1 Dex); Atks +1 melee (1d4-1
  [crit 19-20], dagger); SA Spells; SQ Darkvision 60
  ft., spells; AL NE; SV Fort +1, Ref +2, Will +4; Str 8,
  Dex 13, Con 10, Int 10, Wis 13, Cha 8.
  
  What’s a Half-Orc to D o ?
  Page 13
  Skills: Hide +4, Listen +2, Move Silently +4,
  Spot +2. Feats: Alertness, Toughness.
  Spells 
  Prepared 
  (3/3): 
  0—ghost 
  s o u n d,
  guidance 
  (x2); 1st—burning 
  hands, cure 
  light
  wounds, sleep.
  Possessions: Dagger, cloak, boots, and a pouch
  with 17 sp.
  Zombies (4): CR 1/2; Medium-size Undead; HD
  2d12+3; hp 16; Int -1 (Dex); Spd 30 ft; AC 11 (+2
  Natural, -1 Dex); Atks +2 melee (1d6+1, slam); SQ
  Partial actions only, undead; AL N; SV Fort +0, Ref
  -1, Will +3; Str 13, Dex 8, Con -, Int -, Wis 10, Cha 1.
  Feats: Toughness.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, 
  stunning, and
  disease. 
  Not subject to critical 
  hits, 
  subdual
  damage, ability damage, energy drain, or death
  from 
  massive 
  damage. 
  Partial 
  Actions 
  Only
  (Ex)—Zombies 
  have 
  poor 
  reflexes 
  and 
  can
  perform only partial actions. Thus they can move
  or attack, but can only do both if they charge (a
  partial charge).
  Treasure from the acolytes' chamber:
  • 
  Money and gear. The goblins' gear is in
  disrepair, and thus is only worth 
  30% of
  standard Player's Handbook prices.
  3. Grubnik's Chamber
  This room houses Grubnik and his concubines.
  The cavern is richly appointed with soiled rugs
  and greasy furs. The shaman is here regardless of
  the state alarm. If the lair is aware of the PCs,
  Grubnik and his concubines exit the secret door
  once the PCs have engaged the goblins in room 4,
  and attack from behind. The secret door can be
  found by a Search (DC 20) check. If Grubnik and
  his concubines are not aware of the PCs, they
  enter the room through the tunnel once noise
  can be heard in the main room.
  Development: Should the PCs find and enter
  quietly through the secret door, Grubnick and his
  concubines are unprepared and the party gains a
  free round of surprise. Once battle has begun, the
  half the goblins from the main room arrive one
  later (on the third round after the party enters),
  with the other half arriving the next round;
  supported by the acolytes from room two if they
  still live.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))            
  Grubnik, male goblin Clr3: Small 
  Humanoid
  (Goblinoid) (3 ft., 9 in. tall); HD 3d8+3; hp 21; Int
  +2 (Dex); Spd 20 ft; AC 19 (+1 size, +2 Dex, +2 large
  shield, 
  +4 scale 
  mail); 
  Atks +4 melee 
  (1d8,
  masterwork 
  morningstar); 
  SA 
  Spells, 
  SQ
  Darkvision 
  60 
  ft., 
  spells, 
  rebuke/command
  undead, Domains: Evil and Trickery; AL NE; SV
  Fort +4, Ref +3, Will +6; Str 10, Dex 14, Con 12, Int
  12, Wis 16, Cha 8.
  Skills: Concentration +7, Hide +6, Knowledge
  (religion) +3, Move Silently +6, Spellcraft +3, Spot
  +5. 
  Feats: 
  Alertness, 
  Weapon 
  Focus
  (morningstar).
  SQ: Domains (Sp)— Grubnik has access to the
  Domains of Evil and Trickery. Evil: Grubnik casts
  evil spells at +1 caster level. Trickery: 
  Bluff,
  Disguise, and Hide are class skills.
  Spells Prepared (4/3+1/2+1): 0—guidance (x2),
  resistance, 
  virtue; 
  1st—cure 
  light 
  wounds,
  obscuring mist, protection 
  from good*, shield o f
  faith; 
  2nd—hold 
  person, 
  invisibility*, 
  s o u n d
  burst.
  * Domain spells
  Possessions: Scale mail armor, masterwork
  morningstar, large darkwood shield, boots, 37 gp,
  and 42 sp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    4444....5555))))            
  Grubnik, male goblin Clr4: Small 
  Humanoid
  (Goblinoid) (3 ft., 9 in. tall); HD 4d8+4; hp 27; Int
  +2 (Dex); Spd 20 ft; AC 19 (+1 size, +2 Dex, +2 large
  shield, 
  +4 scale 
  mail); 
  Atks +5 melee 
  (1d8,
  masterwork 
  morningstar); 
  SA 
  Spells, 
  SQ
  Darkvision 
  60 
  ft., 
  spells, 
  rebuke/command
  undead, Domains: Evil and Trickery; AL NE; SV
  Fort +5, Ref +3, Will +7; Str 10, Dex 14, Con 12, Int
  12, Wis 17, Cha 8.
  Skills: Concentration +8, Hide +6, Knowledge
  (religion) 
  +3, Listen 
  +4, 
  Move 
  Silently 
  +6,
  Spellcraft +3, Spot +5. Feats: Alertness, Weapon
  Focus (morningstar).
  SQ: Domains (Sp)— Grubnik has access to the
  Domains of Evil and Trickery. Evil: Grubnik casts
  evil spells at +1 caster level. Trickery: 
  Bluff,
  Disguise, and Hide are class skills.
  Spells Prepared 
  (5/4+1/3+1): 0—cure minor
  wounds, 
  guidance 
  (x2), 
  resistance, 
  virtue;
  1st—command, 
  cure 
  light 
  wounds, 
  obscuring
  mist, 
  protection 
  f rom 
  good*, 
  shield 
  of 
  faith;
  2 n d — desecrate, hold person, 
  invisibility*, s o u n d
  burst.
  * Domain spells
  Possessions: Scale mail armor, masterwork
  morningstar, large darkwood shield, boots, 37 gp,
  and 42 sp.
  Goblins (2): CR 1/4; Small Humanoid (Goblinoid);
  HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft; AC 12 (+1
  size, +1 Dex); Atks +2 melee (1d6 [crit 18-20],
  scimitar); SQ Darkvision 60 ft.; AL NE; SV Fort +2,
  Ref +1, Will +0; Str 10, Dex 13, Con 11, Int 10, Wis
  11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: Scimitar, dagger, boots, silver
  necklace (10 gp), and 4 sp, 2 cp.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Grubnik, male goblin Clr5: Small 
  Humanoid
  (Goblinoid) (3 ft., 9 in. tall); HD 5d8+5; hp 33; Int
  +2 (Dex); Spd 20 ft; AC 19 (+1 size, +2 Dex, +2 large
  
  What’s a Half-Orc to D o ?
  Page 14
  shield, 
  +4 scale 
  mail); 
  Atks +5 melee 
  (1d8,
  masterwork 
  morningstar); 
  SA 
  Spells, 
  SQ
  Darkvision 
  60 
  ft., 
  spells, 
  rebuke/command
  undead, Domains: Evil and Trickery; AL NE; SV
  Fort +5, Ref +3, Will +7; Str 10, Dex 14, Con 12, Int
  12, Wis 17, Cha 8.
  Skills: Concentration +9, Hide +6, Knowledge
  (religion) 
  +4, Listen 
  +4, 
  Move 
  Silently 
  +6,
  Spellcraft +4, Spot +5. Feats: Alertness, Weapon
  Focus (morningstar).
  SQ: Domains (Sp)— Grubnik has access to the
  Domains of Evil and Trickery. Evil: Grubnik casts
  evil spells at +1 caster level. Trickery: 
  Bluff,
  Disguise, and Hide are class skills.
  Spells 
  Prepared 
  (5/4+1/3+1/1+1): 
  0—cure
  minor wounds, guidance (x2), resistance, 
  virtue;
  1st—command, 
  cure 
  light 
  wounds, 
  obscuring
  mist, 
  protection 
  from 
  good*, 
  s hield 
  of 
  faith;
  2 n d — desecrate, hold person, 
  invisibility*, s o u n d
  burst. 3rd—animate 
  dead, 
  dispel 
  magic, magic
  circle against good*.
  * Domain spells
  Possessions: Scale mail armor, masterwork
  morningstar, large darkwood shield, boots, 37 gp,
  and 42 sp.
  Goblin 
  concubines, 
  Ftr2 
  (2): 
  CR 
  2; 
  Small
  Humanoid (Goblinoid); HD 2d10, hp 16; Init +1
  (Dex); Spd 30 ft; AC 14 (+1 size, +3 Dex); Atks +2/+2
  melee (1d6+1 [crit 18-20], scimitar/1d4 [crit 19-20],
  dagger); AL NE; SV Fort +3, Ref +3, Will +0; Str 12,
  Dex 16, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +4, Move Silently +4,
  Spot +4. Feats: 
  Ambidexterity, Alertness, 
  Two-
  Weapon Fighting.
  Possessions: Scimitar, dagger, boots, silver
  necklace (10 gp), and 4 sp, 2 cp.
  Treasure from Grubnik's chamber:
  • 
  Masterwork morningstar. Value: 308 gp.
  • 
  Large darkwood shield. Value: 257 gp.
  • 
  Grubnik's 
  gear 
  (can 
  be 
  sold 
  at 
  the
  standard rate) and money (37 gp, 42 sp).
  • 
  Silver necklaces (10 gp each) and money (4
  sp, 2 cp) from the concubines.
  • 
  Gear from the concubines can be sold at
  the standard rate (Grubnik gave the good
  stuff to his women).
  4. Main Cavern
  This room houses the rest of Grubnik’s band.
  There are piles of leaves covered by animal furs
  about the room that serve as beds. Three small
  cook fires smolder, the smoke filling the room
  with a slight haze. A pile of hand tools (from
  Eander’s farm) lay in the corner (value 20 gp). If
  the party has gotten this far without raising the
  alarm, the inhabitants are unprepared for a fight.
  The PCs get a free round of surprise. More likely
  however, is that the goblins have prepared a
  defense; 
  backed 
  by 
  the 
  acolytes 
  (and 
  their
  zombies, depending on tier) from room 2.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))            
  Goblins (6): CR 1/4; Small Humanoid (Goblinoid);
  HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft; AC 15 (+1
  size, +1 Dex, +3 studded leather armor); Atks +1
  melee (1d8-1, morningstar); SQ Darkvision 60 ft.;
  AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13,
  Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, and 3 sp, 2 cp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    4444))))            
  Goblins (8): CR 1/4; Small Humanoid (Goblinoid);
  HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft; AC 15 (+1
  size, +1 Dex, +3 studded leather armor); Atks +1
  melee (1d8-1, morningstar); SQ Darkvision 60 ft.;
  AL NE; SV Fort +2, Ref +1, Will +0; Str 8, Dex 13,
  Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, and 3 sp, 2 cp.
  Skeletons (3): CR 1/3; HD 1d12, hp 6, Init +5 (+1
  Dex, +4 Improved Initiative); Spd 30 ft; AC 13 (+1
  Dex, +2 natural); Atks +0/+0 melee (1d4, claws); SQ
  Undead, immunities; AL N; SV Fort +0, Ref +1,
  Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11.
  Feats: Improved Initiative.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, 
  stunning, and
  disease. 
  Not subject to critical 
  hits, 
  subdual
  damage, ability damage, energy drain, or death
  from 
  massive 
  damage. 
  Immunities
  (Ex)—Skeletons 
  have cold immunity. 
  Because
  they lack flesh or internal organs, they take only
  half damage from piercing or slashing weapons.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    6666))))
  Goblins 
  (10): 
  CR 
  1/4; 
  Small 
  Humanoid
  (Goblinoid); HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft;
  AC 15 (+1 size, +1 Dex, +3 studded leather armor);
  Atks 
  +1 
  melee 
  (1d8-1, 
  morningstar); 
  SQ
  Darkvision 60 ft.; AL NE; SV Fort +2, Ref +1, Will
  +0; Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +4,
  Spot +3. Feats: Alertness.
  Possessions: 
  Studded 
  leather 
  armor,
  morningstar, dagger, boots, and 3 sp, 2 cp.
  Skeletons (5): CR 1/3; HD 1d12, hp 6, Init +5 (+1
  Dex, +4 Improved Initiative); Spd 30 ft; AC 13 (+1
  Dex, +2 natural); Atks +0/+0 melee (1d4, claws); SQ
  Undead, immunities; AL N; SV Fort +0, Ref +1,
  Will +2; Str 10, Dex 12, Con -, Int -, Wis 10, Cha 11.
  Feats: Improved Initiative.
  SQ: Undead—Immune to mind-influencing
  effects, poison, sleep, paralysis, 
  stunning, and
  disease. 
  Not subject to critical 
  hits, 
  subdual
  damage, ability damage, energy drain, or death
  
  What’s a Half-Orc to D o ?
  Page 15
  from 
  massive 
  damage. 
  Immunities
  (Ex)—Skeletons 
  have cold immunity. 
  Because
  they lack flesh or internal organs, they take only
  half damage from piercing or slashing weapons.
  Treasure from the main chamber:
  • 
  Money and gear. The goblins' gear is in
  disrepair, and thus is only worth 
  30% of
  standard Player's Handbook prices.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    JJJJuuuusssstttt    DDDDeeeesssseeeerrrrttttssss
  Upon your return, the farmers come out to meet
  you, and chief among them is young Wilem,
  waving wildly toward a wagonload of apples and
  turnips he has prepared for you. In the crowd you
  can hear shouts of congratulations and thanks
  toward your party and whispered 
  apologies
  toward your young friend. “I should have known
  it never could have been you, Wilem,” one farmer
  offers; while two others lift Wilem up on their
  shoulders.
  If the PCs were nice to Zerus Billows, and his
  family, as well as acted generally in favor of equal
  rights for all, read the following:
  Amidst the celebration and commotion someone
  taps you on the back of your thigh. Turning, you
  see Zerus Billows, the gnomish farmer. “You have
  done a good thing this day. The humans in
  Highfolk have had a rough life at the hands of the
  Old One, but that doesn’t excuse the bigotry some
  hold for demihumans. By showing how their own
  hatred was used against them by one of their
  own, you have taught a valuable lesson that they,
  or I, won’t soon forget. I owe you a great debt. If
  any of you need the assistance of the Gnomish
  Consortium 
  of 
  Merchants, 
  Moneylenders,
  Miners, and Gemcutters, I will do what I can to
  see to it that they are there for you.
  The party earns an Influence Point with the
  Gnomish 
  Consortium 
  of 
  Merchants,
  Moneylenders, Miners, and Gemcutters if they
  have championed the cause of demi-human rights
  and cleared Wilem’s good name.
  Wilem happily offers the party as many
  apples and turnips that they can carry. He won’t
  need it now that gold has been found on his
  property. 
  In addition, 
  if the party 
  returned
  Eander’s tools, he gives them each a big loaf of
  bread.
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter One
  Rescue Wilem from the farmhands
  25 xp
  Encounter Three
  Discover the document in Jilly’s desk
  25 xp
  Determine “small people are involved”
  (sub-encounter 2, 5, or 7)
  25 xp
  Discover Durin’s involvement
  (sub-encounter 3, 4, 7, or 8)
  25 xp
  Encounter Four
  Stop 
  the Goblins 
  from 
  burning 
  the
  orchard or stop the beating of Durin
  (defeating the goblins/Telak)
  100 xp
  or
  Stop both the fire and the beating
  125 xp
  Encounter Five
  Find the Goblin Lair
  20 xp
  Encounter Six
  Defeat 
  the 
  entrance 
  guards 
  without
  raising the alarm
  20 xp
  Defeat the Goblins
  175 xp
  Encounter Seven
  Return Eander’s tools
  10 xp
  Total experience for objectives
  450 xp
  Discretionary role-playing award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g. armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. 
  Items that are
  worth more than 500 gp, that are of personal
  significance to the owner (including family
  
  What’s a Half-Orc to D o ?
  Page 16
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief,
  such as Infamy. For other stolen items which
  meet the criteria 
  in #1 above, 
  use 
  your
  judgment and the circumstances within the
  game to determine whether a PC thief gets
  away with the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things that it
  later finds unreasonable but which were allowed
  at the time.
  Encounter Five or Six
  • 
  Potion of spider climbing (50 gp)
   
   Encounter Six
  • 
  Scroll of see invisibility (3rd level) (150 gp)
  • 
  Masterwork morningstar (308 gp, 8 lbs.)
  • 
  Large darkwood shield (257 gp, 5 lbs.): This
  nonmagical 
  wooden 
  shield 
  is 
  made 
  of
  darkwood, so it weighs 5 pounds less and has
  no armor check penalty.
   Encounter Seven
  • 
  1 
  Influence 
  Point 
  with 
  the 
  Gnomish
  Consortium 
  of Merchants, 
  Moneylenders,
  Miners, 
  and 
  Gemcutters 
  to 
  those 
  who
  championed the cause of demi-human rights.
  
  What’s a Half-Orc to D o ?
  Page 17
  DM Aid #1    – NPC Summary
  What follows is a brief summary of each of the
  named NPCs the characters may encounter while
  investigating the mysterious occurrences. These
  background summaries are meant to assist the
  DM 
  in 
  role-playing 
  these 
  many 
  different
  personalities. Don’t feel limited or constrained
  by what is written here.
  Anna Huddle: This beautiful 
  and shy young
  woman is often seen but not heard amidst the
  clamor of her male siblings. She does her best to
  keep her three 
  younger sisters 
  clear of her
  father’s way while keeping up with her chores.
  Anna is kind-hearted and far more compassionate
  than the rest of her family; a true rose blooming
  on stony ground.
  Quote   : “Move aside little miss, let the men-folk
  take care of it.”
  Durin McDouw: Durin has lived in the Highvale
  outside of Highfolk since he was born. His father
  lived his entire life there as well. In a way, Durin
  believes that means these lands belong to him
  and people like him. Outsiders aren’t welcome,
  especially 
  non-humans. 
  Unfortunately, 
  hatred
  isn’t his only character 
  flaw. Durin is greedy.
  While he realizes that adventuring may beyond
  his ability, cheating a boy out of his farm isn’t. He
  sees himself as a family man, willing to do what
  is necessary to expand his family’s wealth.
  Quote   : “Welcome to Highfolk, do ya think you’ll
  be 
  staying 
  long? 
  I’m 
  sure 
  y’id 
  be 
  more
  comfortable in someplace more familiar.”
  Eander Bustlebrow: Eander is as good a man as
  one is likely to find in Highfolk. He genuinely
  cares about what happens to others, and he does
  what he can to help those near him. His one
  failing may be his infatuation with Anna Huddle.
  His feelings toward her occupy his thoughts
  more often than they do not, and that often
  leaves 
  him unobservant 
  of events 
  occurring
  around him making him appear naïve. In the end,
  his strong back is overshadowed only by the
  strength of his heart.
  Quote   : “You look like an honest fella’, I’ll take
  your word for it. Can I get you something to
  drink?”
  Grubnik: This land is infested with weak humans
  and frail elves. Grubnik plans to cleanse it with
  guile and fire. To that end he has agreed to Telak’s
  deal. Telak will deal with the humans, undermine
  them from within, and Grubnik will lead his
  goblins, working at them from the outside when
  night falls. As of yet, the deal has been profitable,
  and pleasurable. But Grubnik hungers for more.
  Quote   : “Mmmmm… Elf babies…”
  Salin Nordas: Salin is an aging scribe, and his
  hearing is not what it once was. He makes up for
  this deficit by being extremely attentive. He is
  generally 
  helpful 
  and 
  answers 
  all 
  questions
  truthfully. Don’t expect him to keep any secrets!
  He is very knowledgeable 
  about the laws 
  of
  Highfolk, and many people utilize his services to
  create legally binding documents.
  Quote  : “Eh, speak up. You say you want how many
  copies of that scroll?”
  Samiel: Samiel is a bigot, bully, and braggart. He
  is willing to pick on those smaller than him, and
  occasionally those bigger than him, if he has a
  mob of thugs behind him. However, he has run
  from every real fight in his life. When things go
  from bad to worse, he won’t be there to help.
  Quote  : “Go back to your own kind. We don’t want
  you here.”
  Ilsa McDouw: Ilsa has lived outside of Highfolk
  all her life. She grew up in the shadow of her
  older 
  brothers 
  and 
  married 
  a farmer 
  like
  everyone she knew. All her adult life she has been
  the dutiful wife and mother. And all her life she
  has held her tongue because it hasn’t been her
  place to speak up. All that is likely to change,
  given the right moment.
  Quote  : “Bless Ehlonna for this sweet potato pie.
  It tis your father’s favorite.”
  Telak: Some people just don’t care what they need
  to do to get their next coin. Telak is one of those
  people. Lie, cheat, steal, burn, kill. If they can’t
  hold that gold piece, they don’t deserve it. And if
  they do hold on, hire some one to beat it out of
  their hand and split it with your thug.
  Quote  : “That’s a nice ring you’ve got there.”
  Widow Althea Alkins: Althea was an attractive
  young wife many seasons ago. Life on a farm in
  the wilderness 
  is 
  hard 
  work, 
  and 
  Althea’s
  husband died early, leaving her childless. She has
  done her best, but the loneliness and rough times
  have worn her down. Now she is little more than
  a timid old maid who screams at the slightest
  howl of the wind.
  Quote  : “Aaaaaaaaahhhhhhhhhh!!!!! Help! Help!”
  Wilem Danalin: Wilem is the Half-orc son of Jilly
  Danalin, a farmer from the High Vale. He is kind
  and good-natured with a penchant for hard work.
  His mother taught him the difference between
  right and wrong, and while somewhat 
  naïve,
  Wilem returns the smallest kindness tenfold.
  Quote  : “Mama always said a clean house is a good
  house, and I wanna live in the best house I can so
  my mama would be proud.”
  Yan Huddle: Yan is big, loud, and generally
  unpleasant. He cares for his sheep more than his
  daughters, but values his sons greatly. He doesn’t
  care for non-humans, and believes they should
  stay wherever it is they come from. He assumes
  that everyone thinks just as he does, and if
  anyone disagrees with him, they must be crazy or
  
  What’s a Half-Orc to D o ?
  Page 18
  dangerous. 
  He is not above vigilante 
  justice
  backed by his seven strapping boys, of those who
  suspects have wronged him.
  Quote   : “Why do I think he did it? He’s a half-orc
  ain’t ‘e?”
  Zerus Billows: 
  Zerus 
  and 
  his 
  family 
  have
  powerful friends in the Gnomish Consortium of
  Merchants, 
  Moneylenders, 
  Miners, 
  and
  Gemcutters. Zerus could have been a gemcutter
  himself; he certainly has the talent. However, he
  likes the way the ground feels in between his
  fingers too much. Unfortunately he has found
  something more growing in the fields of the
  Highvale than wheat. There is far more hatred
  here than Zerus can handle. He had hoped to
  raise 
  his 
  small 
  children 
  in 
  a 
  wholesome
  environment, but they are chased home daily by
  human bullies. Something needs to be done.
  Someone needs to take a stand.
  Quote   : “Notice the gentle beauty of the leaves in
  the wind. More gorgeous than any gem, and twice
  as valuable to a starving man.”
  
  What’s a Half-Orc to D o ?
  Page 19
  DDDDM
  M
  M
  M    AAAAiiiidddd    ####2222                  ––––    M
  M
  M
  Maaaapppp    ooooffff    FFFFaaaarrrrm
  m
  m
  mhhhhoooouuuusssseeeessss
  
  What’s a Half-Orc to D o ?
  Page 20
  DDDDM
  M
  M
  M    AAAAiiiidddd    ####3333                ––––    GGGGoooobbbblllliiiinnnn    CCCCaaaavvvveeee    M
  M
  M
  Maaaapppp
  
  What’s a Half-Orc to D o ?
  Page 21
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####1111
  (Found in desk drawer in Wilem’s house)
  In exchange for the purchase of forty acres of land, one barn, and one house, I Durin McDouw,
  agree to pay Jilly Danalin the sum of one thousand gold solars over the term of five years. Jilly Danalin
  agrees to cede all claims of ownership to that land and anything it might produce. Everything produced
  from that land will be owned wholly by Durin McDouw or his designees.
  X  __     
  Durin 
      
  McDouw    _________  
      
  X  _______________________ 
  Prepared by Salin Nordas, Scribe of Highfolk
  
  What’s a Half-Orc to D o ?
  Page 22
  Player Handout #2    (Map of the Farmhouses)
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/591/Normal Scenarios/HIG1-08 - What's a Half-Orc To Do (APL 2-6)/HIG1-08 - What's a Half-Orc To Do.pdf