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.  
   
  BDK4−03 
   
   
   
   
   
   
   
   
   
   
   
   
  A Hin of Trouble 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Bandit Kingdoms Regional Adventure 
  Version 1.0 
   
   
   
  by Jeff Moore 
  Reviewed by Jason Bulmahn 
   
   
   
   
  A chance meeting with an aged halfling leads you to travel to Mercy’s Bluff and search a long abandoned battleground.  
   
   
   
   
  
  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.  
   
  BDK4-03 A Hin of Trouble 
   
  Page 2 
  
  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. 
  # 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 
  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 1
  st-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 1
  st-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 
  the Bandit Kingdoms.  Characters native to the Bandit 
  Kingdoms pay one Time Unit per round, all others pay 
  two Time Units per round.  Adventurer’s Standard 
  Upkeep costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp per 
  Time Unit. 
  BDK4-03 A Hin of Trouble 
   
  Page 3 
  
  Adventure Summary and 
  Background 
  While venturing forth in the city of Rookroost, the party 
  encounters Grandpa Gonagin bewildered and confused.   
  After aiding Grandpa by returning him to his home they 
  learn of the affliction to his mental facilities, and are 
  beseached by his caretaker Clancey to help him further.  
  Clancey notes in passing that Grandpa has not been 
  himself since the Hin massacre at Mercy’s Bluff.   
  Clancey then remarks that possibly an object from 
  Mercy’s Bluff could snap Grandpa back to the present 
  and restore him.   
   
  If the party accepts, Grandpa will assist them in their 
  travels 
  via 
  a 
  teleportation 
  circle. 
  Unfortunately, 
  Grandpa’s memory is faded and he sends the party to a 
  pond near Mercy’s Bluff instead, where their sudden 
  arrival disturbs a nest of phase wasps.  Finally, reaching 
  the site of Mercy’s Bluff, they discover the town is all 
  ruins and has been abandoned since 582 CY.   
   
  In searching the ruins, they stumble upon a crying 
  halfling ghost.  She died in the massacre, and was at the 
  time betrothed to Grandpa.  If asked politely, she will talk 
  with the party and lead them to the entrance of her 
  manor to recover a brooch she used to own.  Inside the 
  manor the party encounters traps and undead forces.   
   
  After recovering the brooch, the party travels back to 
  Rookroost and visits with Grandpa.  Grandpa’s condition 
  vastly improves when he grasps the brooch.  Grandpa 
  then begins to recall the massacre in full detail, and will 
  later recite it for the Bards of Urogalan, preserving the 
  last eyewitness account.  He thanks the party for jogging 
  his memory back to the present, and offers the service of 
  the Gonagin clan as reward.   
   
  Introduction 
  Please remember that things are different in the 
  Bandi  Kingdoms; heroes can be made, bought or 
  sold, all in the same day and all depending on the 
  situation and the price.  The question isn’t what is the 
  right thing to do in a given situation, but rather what 
  will be the ramifications of any decisions I make?  
  Whose bad side do I not want to be on, and when will 
  I need to call in a favor? Remember, everything’s 
  negotiable, and some things are more negotiable than 
  others. 
  t
   
  l
  l
   
  l
   
   
  Encounter One:  
  Shopping Cart 
  After entering the northern gate of Rookroost, you 
  head towards the marketplace to replace needed 
  supplies spent on your last adventure.  Shopping is 
  seldom exciting but it must be done once in a while 
  nevertheless.   
   
  Just as you are about to enter a merchant’s stall 
  you hear a commotion coming from a block down the 
  street.   
   
  Moving closer to investigate, you see an aged 
  halfling fallen off his carriage.  The halfling is 
  obviously confused and alternates between mumbling 
  and shouting at the dog that is tied to the carriage. 
   
  Allow the players to react and try to assist the old halfling 
  back onto his carriage.   
   
  Any Gonagins will automatically recognize the old 
  halfling as Grandpa.  Grandpa is confused right now and 
  does not recognize anyone except his dog Buford.   
   
  Speaking to the Old Halfling:   
   
  If asked if he needs help. 
  “Why thank you, I would appreciate your assistance. 
  My dog reared up on purpose to throw me so that he 
  could have al  the plum pudding for himself.”  
   
   If he is asked about the plum pudding. 
  “Why would I know about plum pudding, do I ook 
  like a baker to you? Hrmm? Now maybe my dog there 
  knows about it.  Did you ask him?” 
   
  If he is asked his name.   
  “My name hrmm? I know that I’ve got it written 
  down here somewhere.” At that he pulls out a thick 
  sheaf of papers and starts to throw them over his 
  shoulder one at a time exclaiming that no name is 
  written on any of them.   
   
  If he is called Grandpa. 
  “Grandpa!! I think not. My Buford could better be 
  your Grandpa. I never married and none of you have 
  my looks anyways. I’ll smite anyone that says 
  different with a bowl of steaming plum pudding. “
   
  If asked what he was doing in the marketplace: 
  “Same as you, I needed to buy a sausage machine to 
  threaten my dog with. He doesn’t respect me any 
  longer and I’m afraid that unless I up the ante I’ll be 
  the one towing the cart next week. “  
   
  If asked where he is going or where his home is. 
  “Actual y I don’t rightly know.   It was Buford’s turn 
  to drive, but he seems to have stopped here.“
   
  If asked who Buford is. 
  BDK4-03 A Hin of Trouble 
   
  Page 4 
  
  “Buford is right there, the mangy mongrel of a cur.  I 
  should never have taught him my recipe for plum 
  pudding” 
   
  Give the party Spot checks at DC 10 to notice the sign on 
  Buford’s Neck.   
  The sign reads: Notice: When a confused old Hin is 
  found near me, please return him to the carriage and 
  speak the words ‘Home Buford’. I don’t bite, but the 
  Hin might.  Thanks, Buford.  
   
  l
  i
  t
  l
   
   
   
  i
   
   
  i
  i
   
  l
  PS. Please do NOT sell him a Sausage Machine or 
  any more plums. 
   
  When the party places the old halfling into the carriage. 
  “Well I can’t say that I thank you for putting me once 
  again in the clutches of my arch enemy Buford the 
  wicked, but I’ve got a nice plum pudding waiting at 
  home and would be more than happy to share with 
  you if you would follow me.” The o d halfling ponders 
  for a moment pulling on h s beard and squin ing his 
  eyes “Now if I could just figure out how to get there“ 
   
  When the party speaks “Home Buford” before the old 
  halfling has returned to the carriage 
  Buford perks his ears up at the command and looks 
  back to find an empty carriage and settles back down. 
   
  When the party speaks “Home Buford” after the old 
  halfling has returned to the carriage 
  Buford stands and starts to trot off, carriage in tow.  
  The o d halfing waves at you and motions for you to 
  follow. “Plum pudding I say for all of you! Lots of it! 
  And maybe one of you can help me with my new 
  sausage machine, eh?”  
    
  If the party follows Grandpa Gonagin home, he will lead 
  them to the entrance of the Gonagin House.      
   
  Traveling for about ten minutes, Buford leads you on 
  a merry chase around the city as he makes turn after 
  turn and finally enters through a gate in the fence to 
  the yard of a nondescript manor.   Grandpa calls out 
  “Well don’t stand out there waiting, come on in so I 
  can give you that plum pudding, it’s going to get cold 
  soon”   
      
  If the party follows Grandpa and Buford through the 
  entry way proceed to Encounter Two 
    
  � Grandpa Gonagin: male halfling Sor10. 
    
  Encounter Two:  
  Plum Pudding 
  Entering the yard you notice several halflings sighing 
  in relief as Buford pulls the carriage to a halt near a 
  well.  They quickly greet and assist your newly found 
  friend from his carriage and carry him inside. A few 
  moments later, a stout halfling with a bagpipe strung 
  across his middle waddles up to your group, 
  introduces himself as Clancy and asks “Who might 
  you be and what has brought you here?” 
   
  Allow the party time for introductions and a quick 
  explanation that they are guests of Grandpa. 
   
  “Ahh, I see! You are guests of Grandpa.  Thank you 
  very much for assisting him in the marketplace today. 
   I’m afraid that he slipped out of my sight during my 
  four hours of practice this morning.  I am supposed to 
  be keeping an eye on him.  He just hasn’t been right 
  in the head now that he is the last survivor from 
  Mercy’s Bluff.  Oh! Where are my manners? Please, 
  accept this token for returning him safely, and do 
  come in and sit for a while.  I believe that you may be 
  able to help h m further if you have the will to do so.” 
  The token given is small moonstone inscribed with the 
  holy symbol of Urogalan (a dogs head) worth roughly 6 
  gp 
  Clancey then leads you inside to a well-appointed 
  sitting room, covered in lush carpets and tapestries 
  with chairs of all sizes.  There is a hint of strawberries 
  that lingers in the air as you pass midway through the 
  room.  A single white lily sits in a vase on the hearth 
  in a place of honor.   “Please do sit down, and I’ll 
  invite Grandpa in to meet you formally.  He has 
  calmed down a bit since we had a bowl of his plum 
  pudding waiting for h m.  Would any of you care for 
  refreshments?” 
   
  Clancey leaves the room and returns a few 
  minutes later with refreshments and Grandpa. 
  It takes you a moment to realize that Grandpa is not 
  walking towards you but is floating in midair on a 
  tasseled pillow about six inches thick.   
   
  Clancey helps Grandpa to his favorite corner and 
  gives him a pol shed bowl made of purple wood and a 
  dull silver spoon.  No sooner has Grandpa gotten his 
  clutches on the spoon and dipped it into the bowl, 
  the bowl fills with a steaming mound of p um 
  pudding.  After every few bites, Grandpa’s eyes dart 
  around the room and you hear him mumbling about 
  that mangy cur Buford.   
  BDK4-03 A Hin of Trouble 
   
  Page 5 
  
   
  Coughing discreetly, Clancey blushes slightly 
  and addresses your group.  “I’m terribly sorry for the 
  trouble he may have caused you today.  Grandpa has 
  not been himself for several years now, and I’m afraid 
  he is getting worse each and every day.  This wasting 
  away is highly unusual for a hin of his age.   I fear the 
  trauma he survived at the massacre at Mercy’s Bluff 
  has remained with him to this day and drags him 
  deeper into the recesses of his mind.  I sense you are 
  of the adventuring sort, perhaps you might be willing 
  to assist Grandpa a second time?” 
   
  If the party declines: 
  “Well I’m sorry to hear that, thank you again for 
  returning him to us.”  Clancy continues to entertain 
  your group for another few minutes and then escorts 
  you back to the gate from which you entered.  
  Sign and pass out the AR’s…the PC’s passed the 
  adventure by. 
   
  Assuming the party agrees, Clancey continues: 
  “Wonderful! I was hoping you would accept. Let me 
  explain what happened at Mercy’s Bluff and then 
  what I have discovered about Grandpa’s condition. 
   
   
  i
  t
  l
   
   
   
   
  i
   
   
   
   
  Back in ‘82, the town of Mercy’s Bluff was made 
  up of about fifty families.  It was about equally 
  composed of Reyhu Dublins and Hin.  When the 
  forces of Old Wicked came to invade, the Reyhu 
  waited until the last evening before their arrival and 
  fled in the dark of night to leave the halflings on their 
  own.  The only way to describe the results was a 
  massacre as the Hin fought a losing battle against the 
  outriders of Iuz’s army.  Only five hin are known to 
  have survived that day and Grandpa is the last of 
  them.  The rest have all perished.  Ever since that day, 
  the hin in these parts have distrusted dublins and 
  Reyhu in particular.  
   
  Much more recently, Grandpa has started to 
  mumble from time to time about his missing gazelle. 
  Now where on earth he ever saw a gazelle I’m not 
  sure, but he seems to have left it in the middle of 
  Mercy’s Bluff.  If you would travel there and search to 
  see if indeed there is a lost gazelle there and bring it 
  back, it might snap Grandpa back to the present day 
  and restore h s men al facilities.  
   
  The trip to Mercy’s Bluff normally takes several 
  days, but I’m sure we can work out some arrangement 
  to speed up that process.   
   
  Now, do you have any questions for me or 
  perhaps Grandpa before you leave? “ 
   
  Where is Mercy’s Bluff? 
  It is in the o d Reyhu province, near Balmund.  While 
  I’ve never actually been to Mercy’s Bluff, we have 
  made arrangements for transportation of you 
  magically to the area. 
   
  What/who is gazelle? 
  Hrmm well I’m not sure myself.  It could be a stuffed 
  animal that Grandpa lost, or even an actual animal 
  that was once his friend. Whatever it signifies, it was 
  very important to him and he can’t remember much 
  more about it. 
   
  Are the forces of the Old One still around there? 
  I would say that you have a reasonable chance of 
  finding the forces of evil wherever you travel in the 
  Bandit Kingdoms. 
   
  What reward will be given? 
  If you can find Grandpa’s lost gazelle I’m positive that 
  he will have a suitable reward or favor to repay you. 
  Or you could simply do it out of kindness to an old 
  halfling.    
   
  When it is time to leave. 
  Clancey gathers you all around and pulls out a scroll 
  from the belt around his waist.  “Wait here a moment 
  and I’ll get you on your way.  Clancey then drags 
  Grandpa by a tassle on h s pillow towards the group of
  you and says “Grandpa, would you please read this 
  farewell speech to our guests?”  Grandpa perks up a 
  bit and takes the scroll from Clancey and begins to 
  mumble quite rapidly.  The only discernable words 
  are teleport, Mercy’s Bluff, plum pudding, and mangy 
  cur.  No sooner have you realized that Grandpa is 
  invoking a scroll, you fade from the parlor and notice 
  the lack of solid ground beneath you. 
   
  Encounter Three:  
  When Wasps Attack 
  The drop is just a short one, and the landing is quite 
  soft, and very wet.   Grandpa seems to have landed 
  you in the middle of a small pond ringed with trees. 
  The splash of your arrival has alerted the local 
  wildlife, and a surprised deer meets your eyes then 
  scampers away.   It seems remarkably quiet for a few 
  moments, but all that ends when a loud droning noise 
  reaches your ears. 
  The pond is 2 feet deep and 50 feet in diameter. Have the 
  party set up in the middle of the pond.  The wasp’s nest is 
  25 feet from the north edge of the pond. Assume that 
  small characters are able to stand just over waist high in 
  the water if they choose. Allow the party one full round 
  before the wasps erupt from their nest and attack.    
  BDK4-03 A Hin of Trouble 
   
  Page 6 
  
   
     
  The droning increases to a feverish pitch and you 
  soon sight a wasp nearly two feet long emerge from 
  what must be its Hive.  Close behind, more wasps 
  take flight as well. 
   
  APL 2 [EL 4] 
  � Phase Wasps (2): hp 11; see Appendix II. 
   
  APL 4 [EL 6] 
  � Phase Wasps (4): hp 11; see Appendix II. 
   
  APL 6 [EL 8] 
  � Phase Wasps (8): hp 11; see Appendix II. 
   
  APL 8 [EL 10] 
  � Advanced Phase Wasps (12): hp 33; see Appendix II. 
    
  Tactics: The wasps start out by the hive, fire a salvo of 
  magic missiles, then fly to gain altitude until they 
  recharge and can swing back around for another round of 
  magic missiles. 
   
  Searching the Wasp’s Hive reveals that a mostly 
  intact vellum scroll containing the arcane spell glibness 
  has been fashioned into the walls of the hive.  The PC’s 
  can spend a few minutes to carefully carve the parchment 
  out of the wall to recover the scroll. 
     
  After clearing out the last of the wasps, you finaly 
  have a moment to take a good look around and gather 
  your position.  Just outside the ring of trees begins a 
  field of fallow farmland. 
   
  Mercy’s Bluff must be close by but in what 
  direction? 
   
   
  f
  A DC 10 + APL tracking check to find an old wagon trail 
  that leads from the fallow farmland to Mercy’s Bluff 
  Three hours later, following the faint wagon tracks 
  that are mostly grown over, the first signs of a city 
  appear.  Ahead lies the broken stone wall that must 
  have encircled Mercy’s Bluff.   
   
  Encounter Four: 
  Giselle, The Friendly Ghost 
  With just a moments glance, you can tell that this 
  place has long since been abandoned by the living.  
  The few wooden timbers that remain all have scorch 
  marks from the fires that burned the rest of them to 
  the ground.  Stones have been knocked out of walls 
  and only one building inspires any con idence that it 
  could be rebuilt, a manor towards the center of town. 
     Ivy has begun to reclaim these ruins and creeps 
  upwards along most of the rubble piles. 
   
  While on your way to the manor, you cross 
  between a pair of crumbling walls and hear a faint 
  sobbing as if someone was crying.  
   
  A Listen check (DC 10) will pick out the direction from 
  which the crying originates. 
   
  Moving closer to the source of the sound, you turn 
  the corner to see a young female halfling sitting and 
  holding her face in her hands.   While normally not a 
  strange sight, you quickly realize that you can see 
  through to the wall behind her.   
   
  All APLs 
  � Giselle, Female Ghostly Halfling Com2: hp 13; see 
  Appendix II. 
   
  Giselle will flee if attacked by flying straight down into 
  the ground.  Giselle does not detect as evil (she is actually 
  lawful good). 
   
  If the party speaks to Giselle: 
   
  Startled, the girl turns to face you and peers intently 
  at your group for a moment. “Oh! You startled me. I’m 
  Giselle.  What are you doing here?”     
   
  A Diplomacy check DC 10+APL is necessary to prevent 
  Giselle from fleeing in fright unless a halfling or gnome 
  is with the party.   If the halfling or gnome vouches for 
  the rest of the party she will stay with no check.  
   
  If Giselle is told about Grandpa: 
  Giselle’s face lights up when you mention there is a 
  survivor from the massacre.  “Really! Some of the Hin 
  survived to escape?  That’s wonderful news.“ 
   
  If Giselle is told about Grandpa’s Condition: 
  “Hrmm, Asking about me was he? That could only be 
  my bonnie Moreley.  I last saw him the morning of 
  the massacre.   We were betrothed and planning on 
  getting married soon.  But those wicked orcs put a 
  stop to that.  I’d love to go and see him, but I’m not 
  able to leave this place.”   
   
  If asked why she is crying: 
  “I’m sad because I am bound to this horrid place.  I 
  have been here ever since that night 
   
  when forces of the Old One overran us.  Try as I 
  might, I cannot cross the stone walls that edge the 
  BDK4-03 A Hin of Trouble 
   
  Page 7 
  
  remains of my town, nor can I enter the manor 
  house.” 
   
  If asked about the Manor House: 
  “Well, it was more of a small fort than a manor house. 
   It was the last stand for the defenders, and we made 
  them pay dearly for what they got.  I’ve not been ab e
  to go inside of it since I became this way.  But I can 
  feel that part of me resides in there. Perhaps if you 
  could open the doors I could travel inside and find 
  what is missing.” 
  l  
   
   
  l
    
  If asked about the inside of the Manor House: 
  I never saw much of the inside of the house before 
  that day.  The fight was going badly and we were 
  surrounded in the courtyard.  Then the ogres showed 
  up. I don’t want to speak of the rest. 
   
  Giselle is bound from entering the manor even when the 
  door has been broken.     
   
  Giselle knows nothing about the traps or undead. 
   
  Encounter Five: 
  In a Manor of Speaking 
  Approaching the manor house, you notice the lack of 
  windows on the ground floor.  In their place are well-
  positioned arrow slits, and a row of crenellations on 
  the roof.  It appears to be well fortified and capable of 
  holding most of the town’s previous citizens with 
  little trouble.  The single entryway is a large double 
  door made of iron and engraved with a dog’s head 
   
  DC15 Knowledge (Religion) to recognize that it is a holy 
  symbol of Urogalan (the halfling deity of death and 
  earth). 
   
  The door is locked by magical means.  To unlock and 
  open the door, a good cleric can channel positive energy, 
  using a turning check against a 1 HD target.  A neutral or 
  evil cleric that channels negative energy will shatter the 
  door instead of opening it.  Alternatively, players can 
  break the door down.  There are no hinges available to 
  the players. 
   
  � Iron Doors: 2 in. thick; hardness 10; hp 60; AC 5; 
  Break DC 38 (normally DC 28, but +10 due to an arcane 
  lock). 
   
  If the party has befriended Giselle and she is asked about 
  the door: 
  “Well I don’t remember that door being there while I 
  was living. But a dog’s head is the symbo  of 
  Urogalan.  The clerics must have come back to seal 
  this place.”   
   
  Once the door has been opened: 
   
  Ahead of you lies a musty entry hall that is ten feet 
  wide by fifteen feet deep.  Murder holes dot the 
  ceiling and more arrow slits are found in the walls. 
  The doors ahead are wooden and bound in iron.   
   
  The wooden doors are not locked or trapped, and are just 
  stuck from lack of use.  A DC 13 Strength check will 
  open them.  
    
  Opening the second set of doors reveals a small 
  alcove with a bench to sit on, and a rack obviously 
  made to hold shoes.   
   
  Beyond the alcove, a large common room opens 
  up 30 feet on a side.  The floor is hewn stone and 
  streams of sunlight drift down from the burned out 
  roof.  Three stairwells are visible at the center point 
  of the remaining walls. 
   
  APL 2 [EL 1] 
  � Floor Blade Trap: CR 1; mechanical; touch trigger; 
  automatic reset, hidden switch bypass (Search DC 25); 
  Atk +10 melee (2d4 [x4], scythe); Search DC 22; Disable 
  Device DC 22. 
   
  The floor scythe trap is located at area C on the map of 
  the manor house.  It will reset after each attack, and will 
  attack anyone that touches the floor of one of the 4 
  squares that surround area C.   
   
  APL 4 [EL 4] 
  � Floor Scythe Trap: CR 4; mechanical; location 
  trigger; automatic reset; Atk +20 melee (2d4+8 [x4], 
  scythe); Search DC 21; Disable Device DC 18. 
   
  The floor scythe trap is located at area C on the map of 
  the manor house.  It will reset after each attack, and will 
  attack anyone that enters one of the 4 squares that 
  surround area C.   
   
  APL 6 [EL 5] 
  � Lightning Bolt Trap: CR 5; magic device; proximity 
  trigger (alarm); automatic reset; spell effect (lightning 
  bolt, 8th-level wizard, 8d6 electricity, DC 14 Reflex save 
  half damage); Search DC 28; Disable Device DC 28. 
   
  The lightning bolt trap starts at area A on the map of the 
  manor house. It will fire towards the closest creature 
  BDK4-03 A Hin of Trouble 
   
  Page 8 
  
  within 20 feet of area A.  The trap automatically resets 
  and will be ready to fire after 1d4 rounds of charging.   
   
  APL 8 [EL 8] 
  � Evard's Black Tentacles Trap: CR 7; magic device; 
  proximity trigger (alarm); no reset; spell effect (Evard's 
  black tentacles, 7th-level wizard, Grapple +15 [1d6+4, 
  tentacle]); multiple targets (every opponent within a 10 
  ft. x 10 ft. area); Search DC 29; Disable Device DC 29.  
   
  The Evard’s Black Tentacles trap is centered at area C on 
  the map of the manor house.  It will not reset.  Any 
  creature entering one of the four squares that surround 
  area C will set the spell off. 
   
  � Fireball Trap: CR 5; magic device; proximity trigger 
  (alarm); automatic reset; spell effect (fireball, 8th-level 
  wizard, 8d6 fire, DC 14 Reflex save half damage); Search 
  DC 28; Disable Device DC 28. 
   
  The fireball trap is centered on area C on the map of the 
  manor house and goes off one round after the Evard’s 
  Black Tentacles trap is triggered. The trap automatically 
  resets and will be ready to fire after 1d4 rounds of 
  charging.   
   
  After defeating the traps and searching the rest of the 
  room: 
   
  Upon closer inspection, the eastern and western 
  stairwells have been blocked by tons of fallen stone 
  and timber from the upper levels of the manor house 
  that caved in.  That leaves one easy path out of here, 
  south. 
   
  t
  If parties attempt to dig out either of the stairwells, allow 
  them to do so briefly before portions of the walls and 
  ceiling begin to crack.  Characters should get the 
  impression that further digging may bring down the 
  building on them. 
   
  When the party decides to move to the south: 
   
  Heading south, you come upon a short set of stairs 
  leading down perhaps a single flight.  At their base 
  steams of light touch the stones.  Obviously this must 
  be the courtyard Giselle men ioned.   
   
  Entering further into the courtyard, you can see 
  that it has been overrun with grass and ivy. 
  Disconcertingly, every few steps you hear the crunch 
  underneath as if you are walking discarded brittle 
  bones. To the rear of the courtyard you see a pair of 
  pillars flanking what looks to be an altar.   
   
   
  When at least two of the party have entered the 
  courtyard: 
   
  With a sickening sound of bone gnashing together, a 
  set of long dormant creatures break free of the 
  grasses.  Slain years past, they amble towards you in 
  their unlife seeking vengeance on the living. 
   
  Position the skeletons around opposite sides of the 
  courtyard.  Roll for initiative normally, there is no 
  surprise round.   
   
  APL 2 [EL 4] 
  � Owl Bear Skeletons (2): hp 32; see MM p. 226.  
   
  APL 4 [EL 6] 
  � Ettin Skeleton: hp 65; see MM p. 227. 
  � Troll Skeleton: hp 39; see MM p. 227.  
   
  APL 6 [EL 8] 
  � Ettin Skeletons (3): hp 65; see MM p. 227. 
   
  APL 8 [EL 10] 
  � Cloud Giant Skeletons (3): hp 110; see MM p. 227. 
   
  As the last of the skeletal creatures falls to pieces, you 
  once again focus your attention on the altar.  The 
  pillars to either side are covered in scrip  and 
  obviously are not part of the same construction as the 
  rest of the manor house.  Perhaps Clancy would know 
  more about them. 
  t
   
  The altar is made of the same foreign stone as the 
  pillars and has a dog’s head carved in its top.    
   
  A DC 15 + APL Search check finds a hidden 
  compartment in the dog’s mouth.  It is trapped and not 
  locked. 
   
  All APLs [EL 3] 
  � Hail of Needles: CR 3; mechanical; location trigger; 
  manual reset, Atk +20 ranged (2d4); Search DC 22; 
  Disable Device DC 22. 
   
  A Decipher Script (DC 20) or Bardic Lore (DC 20) check 
  or a Comprehend Languages spell will give more 
  information regarding the script on the pillars/scrap of 
  leather.  
   
  If the party can read/understand the script on the 
  pillars: 
   
  Most of the script is badly damaged, but the 
  fragments that you can read clearly indicate that this 
  is a record of the last hours of the halflings of Mercy’s 
  BDK4-03 A Hin of Trouble 
   
  Page 9 
  
  Bluff, following a betrayal by a group of mercenaries. 
  Drugged to sleep, the halflings were left to slow the 
  advance of the Old One’s oncoming forces while 
  Reyhu 
  mercenaries 
  enslaved 
  the 
  remaining 
  population to carry their spoils or to cater to their 
  more vile whims once they reached their destination 
  – the Rift Canyon.   
   
   
  l
  f
   
  i
   
  i
   
   
  l 
   
   
   
   
  f
  i
   
  l
   
  i ,
   
   
   
   
  When finding the compartment.  
   
  Prying open the compartment, you find a small 
  parcel wrapped in leather and an assortment of 
  thumb sized gems.  Unwrapping the eather, you see 
  that it contains writing on the inside, again in that 
  strange script, as well as a brooch made of amber.    
   
  If the party can read/understand the script on the scrap 
  of leather: 
  Held on the scrap o  leather is a note written in a 
  shaky hand. It reads: My Dearest Giselle, watch over 
  this altar and the brave Hin that fell here.   
   
  Conclusion 
  If the party befriended the halfling ghost, begin with 
  Giselle below, otherwise start In Rookroost.  
   
  Giselle 
  Exiting the manor, you see Giselle waiting anxiously 
  for your return.  Giselle then asks if you found 
  anything of interest in the Manor House.   
   
  If the party shows Giselle the brooch: 
  “Oh my! I recognize that brooch. It was mine back in 
  my life. May I hold it again?” Giselle then 
  outstretches her dainty hand.   
  Fully expecting the brooch to drop right through, 
  you place it into her palm.  As expected, the brooch 
  falls to the ground, but a ghostly duplicate remains 
  within Giselle’s grasp.  She smiles and giggles with 
  delight as she begins to fade out of sight.  “Thank you 
  so much for freeing my spirit.  Please, find Moreley 
  and tell h m that I am no longer lost.”  
  If the Party does NOT show Giselle the brooch  
  “Oh, well perhaps you could take a message to 
  Moreley for me and tell h m that Giselle is no longer 
  lost, but has been found. “ Waving farewell, she sinks 
  slowly into the ground.   
   
  In Rookroost 
  After several days of travel north to Rookroost, you 
  return into the yard of the Gonagin House.  Clancy 
  soon finds you milling about and invites you once 
  again into the parlor to visit with Grandpa and ask 
  about what you have discovered.   
  If the party shows Clancy the leather scrap with writing 
  on it: 
  Clancy quickly examines the script and begins to 
  mutter “Why this is wonderful. It’s a note written by 
  Grandpa if I understand it correctly.  It does certainly 
  mention plum pudding five or six times. I’l need to 
  examine this further to see if there is any more 
  meaning in it.  My deepest thanks for bringing this to
  me”  
  If the party tells Grandpa that they found Giselle: 
  Within moments o  mention that Giselle was found, 
  Grandpa closes his eyes and starts to rock back and 
  forth on h s tasseled pillow. You hear brief snippets of
  words escape from him but they are even more 
  incoherent than before.  After a short while, Grandpa 
  opens his eyes, which now seem much more focused 
  and speaks.   
   
  “Thank you for finding Gisel e for me.  In my 
  grief, I feared that I had lost her for all time to the 
  madness that consumed me.  Each time I tried to 
  remember her, the pain was so great that I could not 
  find a way back to memories of her.  I started to wall 
  off sections of my mind, but ended up doing more 
  damage than good.    I remember now those last 
  weeks in Mercy’s Bluff, and with them my last 
  glimpses of Giselle.  
  This is a precious thing you have returned to me. 
   I could never repay in coin the kindness you have 
  shown me, however I’m sure that there is a favor or 
  two that I could do in return.  For starters, I’ll spread 
  word of your deeds to all my k n  so that they’ll know
  you are shorter than you look.  I imagine I could see 
  my way towards craftin’ a lil something for you, if 
  you’d like, or if I can’t make it, I might be able to 
  introduce you to a fella I know who has a few things. 
  Oh, no don’t you worry none. He’s not one of them 
  filchers.”  
  Grandpa and Clancy will see their way to crafting or 
  obtaining several items on the parties behalf, if they 
  bring back the parchement and news of Giselle.  All of 
  the PC’s will be awarded the favor “That’s mighty short of 
  ya!” as well as awarded short term (Freq: Adventure) 
  access to some items that were either lying around the 
  house or that the hin could get for the party. 
   
  If the party is lucky to just be here at this point, and 
  didn’t find the scrap or bring news of Giselle: 
   
  After hearing your tales of woe from your encounters 
  in Mercy’s Bluff, Clancy shakes his head.  He mutters 
  BDK4-03 A Hin of Trouble 
   
  Page 10 
  
  something under his breath, but you aren’t sure what 
  it is…something about “never send a doublin’ to do a 
  hin’s job.” 
  i
   
   
  Realizing that you may have overheard him, 
  Clancy clears his throat and pulls on h s collar for a 
  moment.  “Well, folks, I’m sorry that you weren’t able 
  to help us out, but sometimes that’s how it goes.  I 
  hate to shuffle ya’ll off, but the lads are about due for 
  their bagpipe lessons, so I need to see you out.” 
   
  And with that, the halflings escort you to the 
  door, wave cheerfully at you as you step down off the 
  porch, then turn around and slam the door loudly as 
  you leave.  
  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 One 
  Meet your patron 
   
  APL2 30 xp; APL4 45 xp; APL6 60 xp; 
   
  APL8 75 xp 
   
  Encounter Two 
  Risk the Teleport Circle 
   
  APL2 30 xp; APL4 45 xp; APL6 60 xp; 
   
  APL8 75 xp 
   
  Encounter Three 
  Defeat the Hive  
   
  APL2 120 xp; APL4 180 xp; APL6 240 xp; 
   
  APL8 300 xp  
   
  Encounter Four 
  Befriend Giselle 
   
  APL2 30 xp; APL4 45 xp; APL6 60 xp; 
   
  APL8 75 xp 
    
  Encounter Five 
  Defeat the traps 
   
  APL2 120 xp; APL4 180 xp; APL6 240 xp; 
   
  APL8 300 xp  
   
  Defeat the Undead 
   
  APL2 120 xp; APL4 180 xp; APL6 240 xp; 
   
  APL8 300 xp  
    
  Total Possible Experience: 
   
  APL2 450 xp; APL4 650 xp; APL6 950 xp; 
   
  APL8 1150 xp 
   
  Treasure Summary 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes.  Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their earthly 
  possessions.  Looting the bodies takes at least 10 minutes 
  per every 5 enemies, and if the characters cannot take the 
  time to loot the bodies, they do not gain this gold.  If you 
  feel it is reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted off by 
  dungeon scavengers, removed from the scene by the local 
  watch, and so on), characters may return to retrieve loot.  If 
  the characters do not loot the body, the gold piece value for 
  the loot is subtracted from the encounter totals given 
  below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A normal 
  adventuring party can usually gather this wealth in a round 
  or so.  If for some reason, they pass up this treasure, the 
  coin total is subtracted from the encounter totals given 
  below. 
   
  Next, the magic items are listed.  Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure.  Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it.  Other times they may 
  attempt to use the item blindly.  If the magic item is 
  consumable (a potion, 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 One:  Shopping Cart 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp 
  BDK4-03 A Hin of Trouble 
   
  Page 11 
  
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 0 gp 
   
  Encounter Two:  Plum Pudding 
   
  APL 2: L: 0 gp; C: 6 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 6 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 6 gp; M: 0 gp 
  APL 8: L: 0 gp; C: 6 gp; M: 0 gp 
   
  Encounter Three:  When Wasps Attack 
   
  APL 2: L: 0 gp; C: 0 gp; M: arcane scroll of glibness 
  (44 gp). 
   
  APL 4: L: 0 gp; C: 0 gp; M: arcane scroll of glibness 
  (44 gp). 
   
  APL 6: L: 0 gp; C: 0 gp; M: arcane scroll of glibness 
  (44 gp). 
   
  APL 8: L: 0 gp; C: 0 gp; M: arcane scroll of glibness 
  (44 gp). 
   
  Encounter Four: Giselle the friendly ghost 
   
  APL 2: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 0 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 0 gp; M: 0 gp 
   
  Encounter Five:  In a Manor of Speaking 
   
  APL 2: L: 0 gp; C: 350 gp; M: 0 gp 
   
  APL 4: L: 0 gp; C: 550 gp; M: 0 gp 
   
  APL 6: L: 0 gp; C: 750 gp; M: 0 gp 
   
  APL 8: L: 0 gp; C: 1200gp; M: 0 gp 
   
  Total Possible Treasure 
  APL 2: L: 0 gp; C: 356 gp; M: 44 gp  - Total: 400 gp 
  APL 4: L: 0 gp; C: 556 gp; M: 44 gp  - Total: 600 gp 
  APL 6: L: 0 gp; C: 756 gp; M: 44 gp  - Total: 800 gp 
  APL 8: L: 0 gp; C: 1206 gp; M: 44 gp  - Total: 1250 gp 
   
  Special 
  “That’s mighty short of ya!”:  In recognition of your 
  assistance to “Grandpa”, the Gonagin Clan has a slightly 
  better opinion of you than they do of most folks (even 
  doublin’s).  Gonagin NPC’s initial attitude towards the PC 
  will be one level better than normal. 
   
  In addition, Grandpa and Clancy agree to enchant an 
  armor, shield, or weapon for the PC following a Bandit 
  Kingdoms regional scenario.  This benefit may only be 
  used once and only on a single item.  The character must 
  pay the difference between the original item’s cost and 
  the upgraded item. 
   
  Upgrade a suit of armor with the glamoured special 
  ability, a shield with the animated special ability (but not 
  a tower shield), or a weapon with the bane (humanoid 
  (human)) special ability. 
   
  AR used: ______________ 
   
  Grandpa’s Spoon: This large dull, silver spoon functions 
  as a Murlynd’s Spoon (from the DMG), except that when 
  placed in an empty container, the vessel fills with 
  steaming hot plum pudding. 
   
  Faint conjuration; CL 5
  th; Craft Wondrous Item, 
  create food and water, Grandpa Gonagin’s secret plum 
  pudding recipe; Price 5,400gp. 
   
  Wand of Acidic Ray: This wand functions as a wand of 
  scorching ray that has had the Energy Affinity (Acid) 
  metamagic feat applied to it. The rays from this wand deal 
  acid damage instead of fire damage. 
   
  Faint evocation; CL 3
  rd; Prerequisites: Craft Wand, 
  Energy Affinity (Acid), scorching ray; Market Price: 4,500 
  gp; Weight: -. 
   
  Items for the Adventure 
  Record 
   
  Item Access 
  APL 2: 
  Bag of Endless Caltrops (Adventure, A&E) 
  Pipes of Sounding (Adventure, DMG) 
  Everful Mug (Adventure, A&E) 
  Heward’s Handy Haversack (Adventure, DMG) 
   
  APL 4: (All of APL 2 plus the following) 
  Chime of Opening (Adventure, DMG) 
  Rod of Lesser Silence (Adventure, DMG) 
   
  APL 6: (All of APLs 2-4 plus the following) 
  Circlet of Persuasion (Adventure, DMG) 
  Wand of Acidic Ray (Adventure, CL 3
  rd, see above) 
   
  APL 8: (All of APLs 2-6 plus the following) 
  Pipes of Haunting (Adventure, DMG) 
  Grandpa’s Spoon (Adventure, see above) 
  Saddle of Weather Protection (Adventure, A&E) 
   
   
   
  BDK4-03 A Hin of Trouble 
   
  Page 12 
  
  Appendix I: Map of the Manor House 
   
   
   
   
  BDK4-03 A Hin of Trouble 
   
  Page 13 
  
  Appendix II: New Rules and NPC’s 
   
  Phase Wasps 
  Tiny Magical Beast 
  Hit Dice: 2d10 (11 hp) 
  Initiative: +4 
  Speed: 10 ft., fly 60 ft. (perfect) 
  AC: 17 (+2 size, +4 Dex, +1 natural), touch 16, flat-
  footed 13 
  Base Attack / Grapple: +2 / -10 
  Attack: Sting +0 melee (1d4-4) 
  Full Attack: Sting +0 melee (1d4-4) 
  Space / Reach: 2 ½ ft. by 2 ½ ft / 0 ft. 
  Special Attacks: Magic missle 
  Special Qualities: Darkvision 60 ft., low-light vision, 
  see invisibility. 
  Saves: Fort +3, Ref +7, Will +2 
  Abilities: Str 3, Dex 19, Con 10, Int 2, Wis 15, Cha 6 
  Skills: Listen +6, Spot +6, Survival +3 
  Feats: Alertness 
   
  Environment: Any temperate or warm land 
  Organization: Swarm (5-20) 
  Challenge Rating: 2 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 3-4 HD (Tiny); 5-6 HD (Small) 
  Level Adjustment: - 
   
  Phase wasps are 18-inch-long insects that can see and 
  attack invisible and ethereal creatures (in the latter 
  case, without crossing the planar boundary).  They 
  rarely attack creatures three or more size categories 
  larger than themselves unless provoked. 
  Like ordinary wasps, these creatures live in large 
  colonies.  Each colony builds a nest about 10 feet in 
  diameter out of “paper” that its members have made 
  from chewed-up wood or paper and their own saliva.  
  Because such a nest requires a tremendous amount of 
  paper, many wizards and libraries offer bounties for the 
  destruction of nearby phase wasp nests. 
   
  Though they do not speak, phase wasps utilitze an 
  elaborate signaling system to communicate within 
  their hives.  Their “signal language” seems to be based 
  on a system of subtle smells, body postures, and flight 
  patterns. 
   
  Combat 
  Normally, phase wasps attack only to defend 
  themselves or their nests.  They converge on intruders 
  in swarms, fire their magic missles, and then swoop in 
  to sting until they can use their missles again. 
   
  Magic Missle (Sp): A phase wasp can produce an 
  effect that functions like a magic missle spell (caster 
  level 3
  rd).  Once it has used this ability, it must wait 1d4 
  rounds before it can do so again. 
   
  See Invisible (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3
  rd), 
  except that is always active. 
   
  (Source: Monster Manual II p. 168 and D&D 3.5 
  Update Booklet) 
   
  � Advanced Phase Wasp: CR 3; Small Magical Beast; 
  HD 6d10; hp 33; Init +4; Spd 10 ft., fly 60 ft. (perfect); 
  AC 16 (touch 15, flat-footed 12) [+1 size, +4 Dex, +1 
  natural]; BA/G: +6/+0; Atk +11 melee (1d6-2, sting); 
  Full Att +11/+6 melee (1d6-2, sting); Face/Reach 5 ft./ 
  5 ft.; SA magic missle; SQ darkvision 60 ft., low-light 
  vision, see invisible; AL N; SV Fort +5, Ref +9, Will +4; 
  Str 7, Dex 18, Con 10, Int 2, Wis 15, Cha 6. 
   
  Skills and Feats: Listen +7, Spot +7, Survival +5; 
  Alertness, Swarmfighting, Weapon Finesse. 
   
  Magic Missle (Sp): A phase wasp can produce an 
  effect that functions like a magic missle spell (caster 
  level 3
  rd).  Once it has used this ability, it must wait 1d4 
  rounds before it can do so again. 
   
  See Invisible (Sp): A phase wasp produces an 
  effect like that of a see invisibility spell (caster level 3
  rd), 
  except that is always active. 
   
  Swarm Fighting [General] 
  You and allies with this feat can coordinate melee 
  attacks against a single target and are adept at fighting 
  side by side in close quarters. 
   
  Prerequisites: Small size, Dex 13, base attack 
  bonus +1. 
   
  Benefit: You can occupy the same 5-foot square in 
  combat with any other allied Small creature that also 
  possesses the Swarmfghting feat at no penalty.  When 
  you engage a Medium or larger creature in melee, and 
  at least one other ally with the Swarmfighting feat 
  threatens the target, you gain a +1 morale bonus on the 
  attack roll.  This bonus increases by +1 for each 
  additional ally beyond the first with the Swarmfighting 
  feat that threatens the same target.  The total morale 
  bonus imparted to your attack roll cannot exceed your 
  Dexterity bonus. 
   
  (Source: Compete Warrior  p.105) 
   
  � Giselle, Female Ghostly Halfling Com2: Small 
  Undead (Incorporeal); CR 3; HD 2d12; hp 13; Init +1; 
  Spd Fly 30 ft. (perfect); AC 14 (touch 14, flat-footed 
  BDK4-03 A Hin of Trouble 
   
  Page 14 
   
  
  13)[+1 size, +1 Dex, +2 deflection]; BA/G: +1/-4; Atk +3 
  melee (1d4 Cha drain, incorporeal touch); Full Atk +3 
  melee (1d4 Cha drain, incorporeal touch); Space / 
  Reach: 5 ft. / 5 ft.; SA Manifestation; SQ Darkvision 60 
  ft., incorporeal traits, rejuvenation, +4 turn resistance; 
  AL LG; SV Fort +1, Ref +2, Will +1; Str 8, Dex 13, Con -, 
  Int 11, Wis 10, Cha 15. 
   
  Skills 
  and 
  Feats: 
   
  Speak 
  Languages 
  (Common, Halfling), Climb +1, Handle Animal 
  +3, Hide +13, Jump +1, Listen +9, Move Silently 
  +3, Profession (Baker) +8, Ride +2, Search +8, 
  Spot +9, Swim +0; Skill Focus (Profession 
  (Baker)). 
   
  Draining Touch (Su): If Giselle hits a living 
  target with its incorporeal touch attack, she drains 1d4 
  points of Cha.  On each such successful attack, she 
  heals 5 points of damage to herself.  Against ethereal 
  opponents, she adds her Strength modifier to attack 
  rolls only.  Against nonetheral opponents, it adds its 
  Dexterity modifier to attack rolls only. 
   
  Manifestation (Su): Giselle dwells on the 
  Ethereal Plane and, as an ethereal creature, she cannot 
  affect or be affected by anything in the material world.  
  When she manifests, she partly enters the Material 
  Plane and becomes visible but incorporeal on the 
  Material Plane.  When she is manifested, she can be 
  harmed only by other incorporeal creatures, magic 
  weapons, or spells, with a 50% chance to ignore any 
  damage from a corporeal source.  When manifested, 
  Giselle can pass through solid objects at will, and her 
  own attacks pass through armor.  When manifested, 
  Giselle always moves silently. 
   
  When manifested, Giselle remains partially on the 
  Ethereal Plane, where she is not incorporeal.  While 
  manifested, she can be attacked by opponents on either 
  the Material Plane or the Ethereal Plane.  Her 
  incorporeality helps protect her from foes on the 
  Material Plane, but not from foes on the Ethereal 
  Plane. 
   
  BDK4-03 A Hin of Trouble 
   
  Page 15 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Bandit Kingdoms/594/Normal Scenarios/BDK4-03 - A Hin of Trouble (APL 2-8)/BDK4-03 - A Hin of Trouble.pdf