TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Kruknik
  Kruknik
  Kruknik
  Kruknik    
   
      
  A One
  A One
  A One
  A One----round D&D Living Greyhawk Adventure
  round D&D Living Greyhawk Adventure
  round D&D Living Greyhawk Adventure
  round D&D Living Greyhawk Adventure    
  Set in The Duchy of Urnst (URC1
   The Duchy of Urnst (URC1
   The Duchy of Urnst (URC1
   The Duchy of Urnst (URC1----01)
  01)
  01)
  01)    
      
      
      
  By Darin Primmer
  By Darin Primmer
  By Darin Primmer
  By Darin Primmer    
   
   
   
   
   
   
  Blurb: Disappearances of merchant wagons is nothing new in the Duchy of Urnst. Maybe this time it’s not due to 
  machinations in Seltaren. This is Regional Adventure 1 for the Duchy of Urnst, for characters levels 1-2. 
   
   
   
   
   
   
   
   
   
  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. Tournament 
  detail copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is 
  intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network. 
  
   
  Kruknik 
   Page 2
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this 
  round of the game), but the actual playing time will be 
  about three hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and 
  the scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of 
  your voting choice while they are completing their 
  forms, so that you are not influenced by their comments 
  on your abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  Lifestyle 
  Lifestyle 
  Lifestyle 
  Lifestyle in Greyhawk
  in Greyhawk
  in Greyhawk
  in Greyhawk    
  PCs in Living Greyhawk events must pay a lifestyle cost 
  associated with the economic level of the place where the 
  adventure takes place. Lifestyle costs include expenses 
  incurred during the time between this adventure and the 
  last one, and all training costs associated with advancing 
  in levels. It does not cover cost of adventuring 
  equipment. PCs must pay for things bought during the 
  adventure (from equipment to drinks and meals and 
  lodging) at the prices stated in the scenario, or the Player’s 
  Handbook if the scenario does not specify.  
   
  The lifestyle costs are divided according to the 
  economic level that the PC wants to maintain, and there 
  are penalties and bonuses for maintaining certain 
  lifestyles. 
  • 
  Destitute:
  Destitute:
  Destitute:
  Destitute: You have no living space, and must carry 
  all your gear everywhere. You stink and are 
  undernourished. You suffer a –3 on Diplomacy and 
  Gather Information skill checks. 
  • 
  Poor:
  Poor:
  Poor:
  Poor: You sleep in the common room of an inn, or 
  perhaps the loft of a stable. Your clothing is generally 
  worn and patched. You suffer –2 on Diplomacy and 
  Gather Information skill checks. 
  • 
  Low:
  Low:
  Low:
  Low: You rent a small room at a tavern, perhaps 
  shared with one or two other individuals. If you own 
  a home it is a one-room shack. It wouldn’t be wise to 
  leave anything of value lying around. You suffer –1 
  on Diplomacy and Gather Information skill checks. 
  • 
  Medium: 
  Medium: 
  Medium: 
  Medium: You are moderately successful, and your 
  equipment is plain but sturdy. You have your own 
  room in an inn or boarding house, where you can 
  leave items of moderate value without worrying 
  about them disappearing. 
  • 
  High: 
  High: 
  High: 
  High: You rent a roomy house or apartment, or own 
  a nice home. You own clothes for many occasions, 
  and can entertain anyone without feeling overly 
  ashamed. You receive a +1 bonus on Diplomacy and 
  Gather Information skill checks.  
  • 
  Luxury: 
  Luxury: 
  Luxury: 
  Luxury: You have the best of everything – spacious 
  living quarters, exotic food, expensive clothes. Your 
  success is the envy of many. You have a +2 bonus on 
  Diplomacy and Gather Information skill checks. 
  Equipment left at home is generally quite secure. 
   
  Penalties or bonuses to Diplomacy and Gather 
  Information skills 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. You are encouraged 
  to roleplay these reactions whenever possible. 
   
  Have the players deduct the lifestyle costs for their 
  characters before play starts, noting the lifestyle on the 
  log sheet. 
   
  Lifestyle  
  Cost 
  Charisma-related mod 
   Destitute 
  0 
  -3 
   Poor 
  2 
  -2 
   Low 
  10 
  -1 
   Medium 
  50 
  0 
   High 
  200 
  +1 
   Luxury 
  1000 
  +2 
  
   
  Kruknik 
   Page 3
   
   
  DM Information
  DM Information
  DM Information
  DM Information    
  It is recommended that the judge make the following 
  statement to the players before they select their 
  characters:  
   
  This Adventure is not tiered, and is intended for 1
  This Adventure is not tiered, and is intended for 1
  This Adventure is not tiered, and is intended for 1
  This Adventure is not tiered, and is intended for 1stststst and 2
   and 2
   and 2
   and 2nd
  nd
  nd
  nd level 
   level 
   level 
   level 
  characters. Players of characters that are above 2
  characters. Players of characters that are above 2
  characters. Players of characters that are above 2
  characters. Players of characters that are above 2nd
  nd
  nd
  nd level are 
   level are 
   level are 
   level are 
  likely to find this adventure's combat e
  likely to find this adventure's combat e
  likely to find this adventure's combat e
  likely to find this adventure's combat encounters significantly 
  ncounters significantly 
  ncounters significantly 
  ncounters significantly 
  easier than those player characters for which this adventure is 
  easier than those player characters for which this adventure is 
  easier than those player characters for which this adventure is 
  easier than those player characters for which this adventure is 
  intended. Additionally, this adventure has been written so 
  intended. Additionally, this adventure has been written so 
  intended. Additionally, this adventure has been written so 
  intended. Additionally, this adventure has been written so 
  players will have time to adjust to the new Third Edition 
  players will have time to adjust to the new Third Edition 
  players will have time to adjust to the new Third Edition 
  players will have time to adjust to the new Third Edition 
  Dungeons & Dragons rules.
  Dungeons & Dragons rules.
  Dungeons & Dragons rules.
  Dungeons & Dragons rules.    
   
   
  Background
  Background
  Background
  Background    
  For the last two years humanoid bandits have troubled 
  the small hamlet of Kruknik in the Duchy of Urnst. 
  Dozens of bands have been targeting wagon trains going 
  to and from the mines. So, it wasn't really surprising 
  when the supply wagons of House Einstoffen started 
  disappearing. What was surprising was that the wagons 
  disappeared at night, while the teamsters were sleeping 
  and guards were posted. Also odd was the fact that only 
  the wagons belonging to House Einstoffen have suffered 
  these strange assults. 
   
  It is the job of young Kerik Pfolst to supervise the 
  movement of inventory for all House Einstoffen caravans 
  in the Kruknik area. His duties include writing the 
  schedules for the wagon arrivals and departures. 
   
  A month ago Kerik managed to incur a sizable 
  gambling debt gambling at The Fifth Chance. As payment 
  for his debt, he agreed to supply House Einstoffen wagon 
  schedules to Grulag, the tavern’s gnome bouncer. Grulag 
  has been using the schedules in his raids on the 
  Einstoffen wagons. 
   
  Kerik does not really want to undermine House 
  Einstoffen, but he does not want broken legs—courtesy 
  of Grulag—either. So, while Kerik has been handing over 
  schedules to the gnome, Grulag only gets the timetables 
  for wagons bringing supplies to the mining towns in the 
  Cairn Hills, not the timetables of the rich gem-filled 
  wagons returning from the mines. This has made has 
  raiding easier for Grulag, since the wagons on his list 
  have not been well guarded. 
   
  Grulag is not very smart. However, a couple of years 
  ago he managed to ambush a traveling group of 
  adventurers. One of his victims had a magical wand. It 
  took quite some time for Grulag to figure out how to use 
  the wand, but when he did he found that it was a sleep 
  want. When he raids the Einstoffen wagons Grulag uses 
  the wand to knock out the guards and then takes off with 
  the loot. 
   
  Grulag has a reputation as a very successful gambler, 
  and has always managed to win some of the strangest 
  things from passing travelers. So, when Grulag started 
  selling some of his stolen goods, nobody thought 
  anything of it. They just assumed that he was winning the 
  new items from various merchants at the game table.  
   
  Of course, this would not be much of an adventure 
  unless there were some complications… 
   
  Complication One
  Complication One
  Complication One
  Complication One    
  At their last meeting Kerik mistakenly gave the wrong 
  schedule to Grulag. He intended to give Grulag the usual 
  incomplete version of the schedule. Instead he 
  accidentally gave Grulag the schedule with all the 
  Einstoffen wagon shipments. 
   
  Complication Two
  Complication Two
  Complication Two
  Complication Two    
  Just as the adventure starts, a band of goblins led by a 
  goblinoid sorcerer managed to ambush Grulag while he 
  was sleeping in the forest outside the hamlet of Kruknik. 
  They kill Grulag; acquire the most recent wagon train 
  schedule, and his sleep wand. They intend to make full 
  use of both. 
   
  The goblins quickly plan an ambush on the next 
  wagon train passing through their territory in the hills 
  outside of town. As luck would have it, this particular 
  wagon train has a minimal cargo of supplies, so there will 
  be very few guards to deal with the goblin threat. Unless 
  the PCs intervene, the goblins will kill the teamsters and 
  guards. 
   
  After finding this ambush so easy, the goblins will 
  then plan to attack the next full shipment, which is a gem 
  shipment. 
   
  Chain of Events
  Chain of Events
  Chain of Events
  Chain of Events    
  While this adventure has a definite timetable of events 
  the DM should no lead the PCs by their nose. The players 
  should have quite a bit of freedom to investigate the 
  strange events as they see fit. Different groups will 
  probably investigate in different ways. The events in this 
  scenario cover the most likely course of action. However, 
  as players are very innovative, it is very likely that the PCs 
  will do something not covered in this scenario. For this 
  reason, it is highly recommended that you make yourself 
  very familiar with this scenario and the backgrounds of 
  the NPCs involved. Of course, if the PCs want to stay in 
  the bar and role-play, the only think lost is PC experience 
  points and treasure.  
   
  At the end of each encounter there is a section 
  labeled troubleshooting. This section attempts to provide 
  suggestions to get the adventure back on track should the 
  PCs head off in the wrong direction. Use these if the 
  Players seem confused and are not having as much fun 
  with the adventure as they could be.  
   
   
  Adventure Outline
  Adventure Outline
  Adventure Outline
  Adventure Outline    
  Player's Introduc
  Player's Introduc
  Player's Introduc
  Player's Introduction
  tion
  tion
  tion    
  In this first encounter, the PCs get a hint of what is to 
  come. The teamsters and guards from the most recently 
  attacked caravan return to the hamlet. Speaking with the 
  survivors, the PCs may learn a little bit about the raids. 
  
   
  Kruknik 
   Page 4
  After, the PCs will have two obvious choices; they can to 
  speak with House Einstoffen, or they can visit the local 
  tavern. Both encounters may result in the PCs being 
  pulled into an investigation.  
   
  House Einstoffen
  House Einstoffen
  House Einstoffen
  House Einstoffen    
  Here the PCs get an opportunity to speak with Gernthir 
  Einstoffen. The right questions will point them toward 
  Kerik. The PCs have the opportunity to get the schedule, 
  which was supposed to be delivered to Grulag. Although 
  it might not be immediately apparent, this is a vital clue 
  as to what has been happening. 
   
  The Fi
  The Fi
  The Fi
  The Fifth Chance
  fth Chance
  fth Chance
  fth Chance    
  If the party chooses not to immediately start investigating 
  the recent events, or if at any time the party has no where 
  else to turn, they can proceed to The Fifth Chance. At this 
  tavern and gaming hall, the PCs have an opportunity to 
  spend some time gambling and picking up rumors. Some 
  of the information is useful, and some is not. They may 
  also decide to look for Grulag, who has been missing for 
  the last few days. 
   
  Out on the Town
  Out on the Town
  Out on the Town
  Out on the Town    
  Regardless of how the PCs get involved they will have to 
  do some investigative work. Encounter four details the 
  different locations that the PCs can visit within the 
  hamlet of Kruknik, and each location has a list of 
  information they can find out. 
   
  Ambush
  Ambush
  Ambush
  Ambush    
  Before this encounter the PCs will have managed to be 
  hired as guards on the next caravan leaving the hamlet. 
  During transit, the wagons will be attacked by the 
  goblins. After defeating the goblins, the PCs should be 
  able to track their attackers back to their hideout. 
   
  Good Morning Adventurers
  Good Morning Adventurers
  Good Morning Adventurers
  Good Morning Adventurers    
  If the PCs do not accompany the wagon then a local 
  farmer will find the bodies of the dead guard and 
  teamsters. He will bring them to hamlet and the PCs will 
  be able to figure out what happened. They may visit the 
  ambush site and from there proceed to the goblin 
  hideout. 
   
  Goblinh
  Goblinh
  Goblinh
  Goblinhome
  ome
  ome
  ome    
  In this encounter the PCs will investigate the home of 
  the goblins. If they did not defeat the goblin sorcerer 
  during the ambush then they will encounter him here. 
  They will also find several slaves including Ahnbelka, if 
  she was abducted. 
   
  Finale
  Finale
  Finale
  Finale    
  The PCs should have defeated the goblins and found the 
  signed schedule stolen from Grulag. They may or may not 
  have discovered Kerik's involvement in the scheme. They 
  will be rewarded by house Einstoffen appropriately. 
   
   
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction    
  They never said the
  They never said the
  They never said the
  They never said there'd be days like this. The constant downpour 
  re'd be days like this. The constant downpour 
  re'd be days like this. The constant downpour 
  re'd be days like this. The constant downpour 
  during the last fortnight has made even the most stalwart of 
  during the last fortnight has made even the most stalwart of 
  during the last fortnight has made even the most stalwart of 
  during the last fortnight has made even the most stalwart of 
  adventurer glum and bitter. It doesn't help that you are stuck in 
  adventurer glum and bitter. It doesn't help that you are stuck in 
  adventurer glum and bitter. It doesn't help that you are stuck in 
  adventurer glum and bitter. It doesn't help that you are stuck in 
  a small wayside inn just mile from the small hamlet of Kruknik 
  a small wayside inn just mile from the small hamlet of Kruknik 
  a small wayside inn just mile from the small hamlet of Kruknik 
  a small wayside inn just mile from the small hamlet of Kruknik 
  for most of the stor
  for most of the stor
  for most of the stor
  for most of the storm. What kind of name is Kruknik anyway? 
  m. What kind of name is Kruknik anyway? 
  m. What kind of name is Kruknik anyway? 
  m. What kind of name is Kruknik anyway? 
  Stupid name for a hamlet you think, as you work your way 
  Stupid name for a hamlet you think, as you work your way 
  Stupid name for a hamlet you think, as you work your way 
  Stupid name for a hamlet you think, as you work your way 
  towards the local Inn called "The Fifth Chance."
  towards the local Inn called "The Fifth Chance."
  towards the local Inn called "The Fifth Chance."
  towards the local Inn called "The Fifth Chance."    
      
  Trudging your way through the muddy streets you see that 
  Trudging your way through the muddy streets you see that 
  Trudging your way through the muddy streets you see that 
  Trudging your way through the muddy streets you see that 
  you are not alone in this weather. A group of four t
  you are not alone in this weather. A group of four t
  you are not alone in this weather. A group of four t
  you are not alone in this weather. A group of four travelers 
  ravelers 
  ravelers 
  ravelers 
  approach the hamlet from the western road. They are soaked to 
  approach the hamlet from the western road. They are soaked to 
  approach the hamlet from the western road. They are soaked to 
  approach the hamlet from the western road. They are soaked to 
  the bone and don't look happy. Two of them have swords 
  the bone and don't look happy. Two of them have swords 
  the bone and don't look happy. Two of them have swords 
  the bone and don't look happy. Two of them have swords 
  hanging from their sides, and their soaked tunics cling to what 
  hanging from their sides, and their soaked tunics cling to what 
  hanging from their sides, and their soaked tunics cling to what 
  hanging from their sides, and their soaked tunics cling to what 
  must be mail armor underneath The other two are unarmed, 
  must be mail armor underneath The other two are unarmed, 
  must be mail armor underneath The other two are unarmed, 
  must be mail armor underneath The other two are unarmed, 
  wearing t
  wearing t
  wearing t
  wearing the tunics of a Merchant House. Which one you cannot 
  he tunics of a Merchant House. Which one you cannot 
  he tunics of a Merchant House. Which one you cannot 
  he tunics of a Merchant House. Which one you cannot 
  tell. 
  tell. 
  tell. 
  tell.     
      
  Curiosity as to why two armed men would be escorting two 
  Curiosity as to why two armed men would be escorting two 
  Curiosity as to why two armed men would be escorting two 
  Curiosity as to why two armed men would be escorting two 
  merchants through the countryside slows your feet. You see the 
  merchants through the countryside slows your feet. You see the 
  merchants through the countryside slows your feet. You see the 
  merchants through the countryside slows your feet. You see the 
  group split up. The armed people are walking in your direction 
  group split up. The armed people are walking in your direction 
  group split up. The armed people are walking in your direction 
  group split up. The armed people are walking in your direction 
  while the oth
  while the oth
  while the oth
  while the other two continue east heading away from you. Your 
  er two continue east heading away from you. Your 
  er two continue east heading away from you. Your 
  er two continue east heading away from you. Your 
  curiosity is peaked, but just across the street you can see the 
  curiosity is peaked, but just across the street you can see the 
  curiosity is peaked, but just across the street you can see the 
  curiosity is peaked, but just across the street you can see the 
  warm glow of The Fifth Chance calling to you. You wonder if 
  warm glow of The Fifth Chance calling to you. You wonder if 
  warm glow of The Fifth Chance calling to you. You wonder if 
  warm glow of The Fifth Chance calling to you. You wonder if 
  it's worth the trouble…
  it's worth the trouble…
  it's worth the trouble…
  it's worth the trouble…    
   
  The group of teamsters (who appeared to be merchants at 
  a distance) and warriors have just finished a long trek 
  back into town after losing their wagon to Gurlag’s latest, 
  and last raid. They are not very happy and want nothing 
  more than to warm up to a warm fire and a fiery drink in 
  The Fifth Chance before report what happened to their 
  superiors. The two teamsters are heading to House 
  Einstoffen's villa to report the theft. The PCs may attempt 
  to speak with either group. 
   
  Speaking to the Merchant Guards
  Speaking to the Merchant Guards
  Speaking to the Merchant Guards
  Speaking to the Merchant Guards    
  Only one of the Merchant Guards will be willing to speak 
  with the party if approached in The Fifth Chance (see 
  Encounter 2 for a description of the tavern). Her name is 
  Ahnbelka Erkuss and she has no qualms about telling the 
  party about the raid. Her normally cheerful demeanor is a 
  bit subdued by the miserable two-day hike home, but she 
  is honest, polite, and helpful. Her companion, Habker, 
  will stay sullen and silent during the entire conversation, 
  nursing his ale. The only response the PCs will get from 
  him is the occasional grunt or snort. Ahnbelka, on the 
  other hand, can provide the PCs with the following 
  information: 
   
  • 
  Someone, or some things have recently been stealing 
  wagons traveling to the hamlet from the mining 
  camps in the Cairn Hills.  
  • 
  The wagon she was guarding was stolen while she 
  was on guard duty. She fell asleep and when she 
  awoke the wagon was gone. She feels terrible about 
  falling asleep on duty, and hopes she will be able to 
  make it up to House Einstoffen. (Habker, snorts at 
  this) 
  
   
  Kruknik 
   Page 5
  • 
  She is not currently a regular employee of House 
  Einstoffen. House agent Isgoth hired her because 
  the House is desperate to find anyone who would 
  not fall asleep on guard duty. She was to escort a 
  caravan from Seltaren to here. When she got here, 
  she was rehired as an extra guard for the trip into the 
  mountains. She has never fallen asleep on guard duty 
  before. 
  • 
  She does not wish to speak about her past at all, 
  although she will mention that she is looking 
  forward to a chance to see the mountains. She has 
  never seen the mountains, and hopes to get a chance 
  soon. 
  • 
  She is not lying about anything although PCs may 
  determine (Sense Motive DC10) that she has her 
  own secrets that she does not wish to reveal. 
  • 
  If the PCs express an interest to investigate the 
  strange raids, or serve as caravan guards, she will 
  direct them to House Einstoffen. 
   
  Ahnbelka does not    know that Grulag was the one who 
  stole the wagon she was guarding. She only knows that 
  the wagon she was hired to guard was stolen in the night 
  She feels extremely guilty about the theft. 
   
  Speaking to the Teamsters
  Speaking to the Teamsters
  Speaking to the Teamsters
  Speaking to the Teamsters    
  The teamsters are also not happy with their current 
  situation. They are heading back to the Merchant House 
  to report this recent loss. They will talk with the PCs and 
  can tell them the following: 
   
  • 
  Somebody has been stealing supply caravans lately. 
  The caravans do have guards, however the guards 
  all seem to be falling asleep. 
  • 
  House Einstoffen suspects one of the other 
  Merchant Houses as the culprit, but it has no idea 
  which one. 
  • 
  There are more than a dozen or so merchant houses 
  that ply the trade routes. House Einstoffen has not 
  had any significant, overt political problems with 
  any of them lately. 
      
  Kjarkr, male human Com (Teamster) 2:
  Kjarkr, male human Com (Teamster) 2:
  Kjarkr, male human Com (Teamster) 2:
  Kjarkr, male human Com (Teamster) 2: CR1; Medium 
  Humanoid (6 ft.1 in. tall) HD 2d4; hp 7; Init +1 (Dex); Spd 
  30 ft.; AC 13 (+2 leather armor, +1 Dex); Atks +3 Melee 
  (1d6+1, cudgel), +2 Ranged (1d4+1 [crit 19-20], dagger); 
  AL NG; SV Fort +0, Ref +0, Will +0.  
   
  Str 13, Dex 12, Con 11, Int 10, Wis 13, Cha 10. 
   
  Skills: Common, Orcish, Animal Handling +5, Heal 
  +3; Spot +3, Ride +3. Feats: Alertness, Weapon Focus 
  (Cudgel). 
   
  Equipment: Cudgel, whip, leather armor, dagger, 4 
  gp, blanket, wedge tent, rations (2d), and poncho. 
   
  Hahndrik, male human Com (Teamster) 2:
  Hahndrik, male human Com (Teamster) 2:
  Hahndrik, male human Com (Teamster) 2:
  Hahndrik, male human Com (Teamster) 2: CR1; Medium 
  Humanoid (6 ft. 1 in. tall) HD 2d4; hp 7; Init +1 (Dex); 
  Spd 30 ft.; AC 13 (+2 leather armor, +1 Dex); Atks +3 
  Melee (d6+1 cudgel), +2 Ranged (1d4+1 [crit 19-20], 
  dagger); AL NG; SV Fort +0, Ref +0, Will +0.  
   
  Str 13, Dex 12, Con 11, Int 10, Wis 13, Cha 10. 
   
  Skills: Common, Orcish, Animal Handling +5, Heal 
  +3; Spot +3, Ride +3. Feats: Alertness, Weapon Focus 
  (Cudgel). 
   
  Equipment: Cudgel, whip, leather armor, dagger, 4 
  gp, blanket, wedge tent, rations (2d), and poncho. 
   
  From this point the adventure should go one of two 
  directions: the party can visit House Einstoffen 
  (Encounter 1), or continue in The Fifth Chance (Encounter 
  2). 
   
  Troubleshooting
  Troubleshooting
  Troubleshooting
  Troubleshooting    
  It is awfully hard to mess this encounter up. The PCs are 
  free to do whatever they wish. At this point they should 
  really only have two obvious options. Both will move 
  them into the plot. The only concern is if the PCs decide 
  to wander the hamlet, go shopping or do something else. 
  Should this happen, go to Out on the Town (Encounter 
  3) and have a couple of shopkeepers ask the PCs if they 
  have seen a muscular and grim gnome named Grulag. 
  They will tell the PCs that the gnome is the bouncer at 
  The Fifth Chance and that he has not been seen for a few days. 
  No one seems to know where he is. 
   
  This should get the blood of the adventurers boiling 
  and in no time they will be (hopefully) on the road to 
  grand success. However, if this does not work, feel free to 
  do everything in your power to make the players bored 
  until they decide to adventure. Then go from there. 
   
      
  Encounter 1:
  Encounter 1:
  Encounter 1:
  Encounter 1:    
  House Einstoffen
  House Einstoffen
  House Einstoffen
  House Einstoffen    
  Is it your imagination or are the rains picking up again? After 
  Is it your imagination or are the rains picking up again? After 
  Is it your imagination or are the rains picking up again? After 
  Is it your imagination or are the rains picking up again? After 
  two weeks of constant downpour 
  two weeks of constant downpour 
  two weeks of constant downpour 
  two weeks of constant downpour you thought the ebb in the rain 
  you thought the ebb in the rain 
  you thought the ebb in the rain 
  you thought the ebb in the rain 
  would last,, but it clouds are getting thicker again and the rain 
  would last,, but it clouds are getting thicker again and the rain 
  would last,, but it clouds are getting thicker again and the rain 
  would last,, but it clouds are getting thicker again and the rain 
  threatens to turn to sleet. You quicken your pace towards The 
  threatens to turn to sleet. You quicken your pace towards The 
  threatens to turn to sleet. You quicken your pace towards The 
  threatens to turn to sleet. You quicken your pace towards The 
  Merchant House Einstoffen. Rounding the corner you see a large 
  Merchant House Einstoffen. Rounding the corner you see a large 
  Merchant House Einstoffen. Rounding the corner you see a large 
  Merchant House Einstoffen. Rounding the corner you see a large 
  building looming before you. Home
  building looming before you. Home
  building looming before you. Home
  building looming before you. Home, office, and storage location 
  , office, and storage location 
  , office, and storage location 
  , office, and storage location 
  for the goods brought through this hamlet; House Einstoffen is 
  for the goods brought through this hamlet; House Einstoffen is 
  for the goods brought through this hamlet; House Einstoffen is 
  for the goods brought through this hamlet; House Einstoffen is 
  well built and well guarded. Even through the thick rain, you 
  well built and well guarded. Even through the thick rain, you 
  well built and well guarded. Even through the thick rain, you 
  well built and well guarded. Even through the thick rain, you 
  can see two men shield their eyes to watch as you approach the 
  can see two men shield their eyes to watch as you approach the 
  can see two men shield their eyes to watch as you approach the 
  can see two men shield their eyes to watch as you approach the 
  complex. They wear tunics emblazoned 
  complex. They wear tunics emblazoned 
  complex. They wear tunics emblazoned 
  complex. They wear tunics emblazoned with a white eagle on a 
  with a white eagle on a 
  with a white eagle on a 
  with a white eagle on a 
  green field
  green field
  green field
  green field—
  —
  —
  —the device of House Einstoffen. Their hands rest 
  the device of House Einstoffen. Their hands rest 
  the device of House Einstoffen. Their hands rest 
  the device of House Einstoffen. Their hands rest 
  easy by their weapons.
  easy by their weapons.
  easy by their weapons.
  easy by their weapons.    
   
  If PCs approach, the guards will stop them and ask their 
  business. The guards are extremely suspicious of anybody 
  who is heavily armed and will not allow anybody into the 
  House while wearing armor or carrying weapons. If the 
  PCs attempt to bluff their way in, the guards will point 
  out they may point out that merchants do not need 
  weapons or armor, and if they are not merchants, they 
  have no business at House Einstoffen.  
   
  If the PCs ask to speak with Isgoth, they will be 
  informed that he is out of town on business and will not 
  
   
  Kruknik 
   Page 6
  return for another week or so. If they insist on speaking 
  with somebody in charge, the guards will allow them to 
  speak with Gernthir Einstoffen, who will be fetched will 
  meet with them at the guardpost. If the PCs behave 
  themselves and show they are here to discuss the 
  business of the house, Germthir will invite them in and 
  have them escorted to a waiting chamber in the villa. 
  They will be able to glean the following information from 
  Gernthir: 
   
  • 
  Gernthir Einstoffen is the eldest son of Isgoth 
  Einstoffen and is in charge of the House while his 
  father is away. 
  • 
  Four wagons have vanished in the last month. The 
  four include the wagon he has just found out about. 
  • 
  The house hired a couple of trackers who managed 
  to find the wagons. They had been abandoned, but 
  the horses and most of the supplies were missing. 
  Some of the mining equipment (picks, shovels, 
  etc…) was still in the wagons, but the food, ropes, 
  grapples, etc… were missing.  
  • 
  He figures the bandits took the most useful stuff and 
  left behind the things they found they could not use 
  or easily dispose of. 
  • 
  If the PCs offer to help, he will inform them that his 
  father is offering a reward of 50 gold for anyone who 
  can find out who is robbing his caravans. 
  • 
  If the PCs offer to help escort the next wagon, he 
  will let them do so, but he will not pay them for it. 
  He already has two guards hired and does not want 
  to hire anymore. 
  • 
  Since the House has been losing about week, he does 
  not expect to lose any wagons for at least another 
  week. 
      
  Gernthir Einstoffen male human Nob 1:
  Gernthir Einstoffen male human Nob 1:
  Gernthir Einstoffen male human Nob 1:
  Gernthir Einstoffen male human Nob 1: CR1/2; Medium 
  Humanoid (5 ft. 10 in. tall) HD 1d8+1; hp 7; Init +1 (Dex); 
  Spd 30 ft.; AC 11; Atks –1 Melee (1d4-1 [crit 19-20], 
  dagger), +0 Ranged (1d4-1 [crit 19-20], dagger); AL LN; SV 
  Fort +0, Ref +0, Will +2.  
   
  Str 8, Dex 13, Con 12, Int 14, Wis 11, Cha 14. 
   
  Skills: Common, Gnome, Dwarven, Appraise +8, Bluff 
  +6, Diplomacy +8, Gather Information +6, Sense Motive 
  +4, Profession (merchant) +2; Innuendo +4. Feats: Skill 
  Focus (Appraise), Skill Focus (Diplomacy) 
   
  Equipment: noble outfit (fancy green robes), dagger, 
  30gp, vellum, quill, ink. 
      
  Guards (12), male and female human War 2:
  Guards (12), male and female human War 2:
  Guards (12), male and female human War 2:
  Guards (12), male and female human War 2: CR1; 
  Medium Humanoid (5 ft.11 in. tall) HD 2d8+2; hp 12; Init 
  +2 (Dex); Spd 30 ft.; AC 19; Atks +3 Melee, +2 Ranged; AL 
  NG; SV Fort +3, Ref +0, Will +0.  
   
  Str 12, Dex 14, Con 12, Int 10, Wis 11, Cha 8.  
   
  Skills: Common, Riding +3, Climb +2, Jump +4, Use 
  Rope +3, Wilderness Lore +2. Feats: Weapon Focus 
  (longsword, +1 to attack), Point Blank Shot, Rapid Shot 
   
  Equipment: Longsword, longbow, quiver with 
  arrows, chainmail, large shield, cudgel, 10 gp, blanket, 
  wedge tent, rations (2days), poncho, riding horse and 
  tack. 
   
  There are a total of twelve guards in the house at various 
  locations. If a fight breaks out, have two guards show up 
  the round after the trouble starts and then have two more 
  guards show up each round until all twelve are on the 
  scene. 
   
  As the PCs finish conversing with Gernthir, a young 
  page will enter the waiting chamber. Read the following: 
   
  “Oh, there you are Jurram. I have a task for you,” Genthir says 
  “Oh, there you are Jurram. I have a task for you,” Genthir says 
  “Oh, there you are Jurram. I have a task for you,” Genthir says 
  “Oh, there you are Jurram. I have a task for you,” Genthir says 
  to the boy. 
  to the boy. 
  to the boy. 
  to the boy.     
   
  Kerik seems to have given Caravan Master Molkir, an 
  Kerik seems to have given Caravan Master Molkir, an 
  Kerik seems to have given Caravan Master Molkir, an 
  Kerik seems to have given Caravan Master Molkir, an 
  incomplete schedule. If you could take it to him there, and ask 
  incomplete schedule. If you could take it to him there, and ask 
  incomplete schedule. If you could take it to him there, and ask 
  incomplete schedule. If you could take it to him there, and ask 
  that h
  that h
  that h
  that he get a complete schedule to Molkir as soon as possible. I 
  e get a complete schedule to Molkir as soon as possible. I 
  e get a complete schedule to Molkir as soon as possible. I 
  e get a complete schedule to Molkir as soon as possible. I 
  am sure he is at The Fifth Chance, probably gambling, it is 
  am sure he is at The Fifth Chance, probably gambling, it is 
  am sure he is at The Fifth Chance, probably gambling, it is 
  am sure he is at The Fifth Chance, probably gambling, it is 
  Moonday, isn’t it,” he says with a sly smile.
  Moonday, isn’t it,” he says with a sly smile.
  Moonday, isn’t it,” he says with a sly smile.
  Moonday, isn’t it,” he says with a sly smile.    
      
  The page gives a curt nod, takes the parchment, and heads 
  The page gives a curt nod, takes the parchment, and heads 
  The page gives a curt nod, takes the parchment, and heads 
  The page gives a curt nod, takes the parchment, and heads 
  toward the door. Genthir then re
  toward the door. Genthir then re
  toward the door. Genthir then re
  toward the door. Genthir then returns his attention to you.
  turns his attention to you.
  turns his attention to you.
  turns his attention to you.    
      
  “I think I have told you all I can. Jurram will show you 
  “I think I have told you all I can. Jurram will show you 
  “I think I have told you all I can. Jurram will show you 
  “I think I have told you all I can. Jurram will show you 
  out.” 
  out.” 
  out.” 
  out.”     
   
  If the PCs try to engage in conversation with the page, 
  the boy will ignore them except for to show them the way 
  out of the complex. If the PCs do anything to force the 
  boy to respond, he will stop, look up at them with his 
  unblinking light blue eyes and simply say, “Master 
  Genthir says that a good page is ever silent. Please allow 
  me to be a good page.” He will then continue on to The 
  Fifth Chance to find Kerik.  
   
  Troubleshooting
  Troubleshooting
  Troubleshooting
  Troubleshooting    
  The point of this encounter is to lead PCs in Kerik’s 
  direction. If the PCs follow the page to the tavern they 
  will see Kerik’s response to note, and will realize 
  something is up. If the party decides to go out on the 
  town refer to the troubleshooting section in Encounter 1, 
  to move them into the plot.  
   
  If all else fails, and the PCs seem to be stuck, later in 
  the adventure, Kerik, who will at that point be frantic and 
  desperate, will elicit the PCs help. At first he will lie 
  (Bluff 0), telling the party he will offer them 25 gp to 
  track down the gnome Grulag and switch wagon 
  schedules. If this does not work he will beg the PCs to 
  help him. Break down and tell telling the following story: 
      
  “Grulag made me do it. I tried to trick him, but I 
  “Grulag made me do it. I tried to trick him, but I 
  “Grulag made me do it. I tried to trick him, but I 
  “Grulag made me do it. I tried to trick him, but I made a 
  made a 
  made a 
  made a 
  mistake. He has been the one stealing wagons. He threatened to 
  mistake. He has been the one stealing wagons. He threatened to 
  mistake. He has been the one stealing wagons. He threatened to 
  mistake. He has been the one stealing wagons. He threatened to 
  break my legs if I did not give him the schedules. I gave him 
  break my legs if I did not give him the schedules. I gave him 
  break my legs if I did not give him the schedules. I gave him 
  break my legs if I did not give him the schedules. I gave him 
  some partial schedules
  some partial schedules
  some partial schedules
  some partial schedules—
  —
  —
  —wagons filled only with supplies
  wagons filled only with supplies
  wagons filled only with supplies
  wagons filled only with supplies—
  —
  —
  —but 
  but 
  but 
  but 
  this time I accidentally gave him the complete schedule. He will
  this time I accidentally gave him the complete schedule. He will
  this time I accidentally gave him the complete schedule. He will
  this time I accidentally gave him the complete schedule. He will    
  kill me if he finds out I am telling you this. He is a very wicked 
  kill me if he finds out I am telling you this. He is a very wicked 
  kill me if he finds out I am telling you this. He is a very wicked 
  kill me if he finds out I am telling you this. He is a very wicked 
  person. Please help me, I beg you.
  person. Please help me, I beg you.
  person. Please help me, I beg you.
  person. Please help me, I beg you.    
   
  Kerik will withhold any information about his gambling 
  dept unless he is severely pressed to do so. He will paint 
  Grulag as a wicked and evil gnome (which he was) who 
  manipulated Kerik into doing bad things, (which is only a 
  half-truth). 
  
   
  Kruknik 
   Page 7
   
  As well, if the PCs attack anyone in the Merchant 
  House for any reason, have the survivors of the battle 
  with the House Guards thrown in jail. 
   
   
  Encounter 2:
  Encounter 2:
  Encounter 2:
  Encounter 2:    
  The Fifth C
  The Fifth C
  The Fifth C
  The Fifth Chance
  hance
  hance
  hance    
  The following box text applies the afternoon that 
  encounter one occurs, should the PC’s enter the tavern 
  much later the occupants may have changed accordingly. 
   
  The large sign on the front of the building whips up, banging 
  The large sign on the front of the building whips up, banging 
  The large sign on the front of the building whips up, banging 
  The large sign on the front of the building whips up, banging 
  against the roof of the por
  against the roof of the por
  against the roof of the por
  against the roof of the porch, as the fierce stormy wind whips 
  ch, as the fierce stormy wind whips 
  ch, as the fierce stormy wind whips 
  ch, as the fierce stormy wind whips 
  through the hamlet. The rain continues to pour behind you as 
  through the hamlet. The rain continues to pour behind you as 
  through the hamlet. The rain continues to pour behind you as 
  through the hamlet. The rain continues to pour behind you as 
  you make your way into the warm and cozy Inn. You notice a 
  you make your way into the warm and cozy Inn. You notice a 
  you make your way into the warm and cozy Inn. You notice a 
  you make your way into the warm and cozy Inn. You notice a 
  few details of the tavern as you stomp your feet to shake off the 
  few details of the tavern as you stomp your feet to shake off the 
  few details of the tavern as you stomp your feet to shake off the 
  few details of the tavern as you stomp your feet to shake off the 
  frozen water and mud, and perhaps 
  frozen water and mud, and perhaps 
  frozen water and mud, and perhaps 
  frozen water and mud, and perhaps slowly restore some feeling 
  slowly restore some feeling 
  slowly restore some feeling 
  slowly restore some feeling 
  to your numbed toes. A coat rack hangs by the front door over a 
  to your numbed toes. A coat rack hangs by the front door over a 
  to your numbed toes. A coat rack hangs by the front door over a 
  to your numbed toes. A coat rack hangs by the front door over a 
  wooden grate in the floor. A row of boots and socks are setting by 
  wooden grate in the floor. A row of boots and socks are setting by 
  wooden grate in the floor. A row of boots and socks are setting by 
  wooden grate in the floor. A row of boots and socks are setting by 
  the warm fire burning in the hearth.
  the warm fire burning in the hearth.
  the warm fire burning in the hearth.
  the warm fire burning in the hearth.    
      
  Glancing around at the room's occupants you see a young 
  Glancing around at the room's occupants you see a young 
  Glancing around at the room's occupants you see a young 
  Glancing around at the room's occupants you see a young 
  wom
  wom
  wom
  woman cleaning the counter and chatting with a young man at 
  an cleaning the counter and chatting with a young man at 
  an cleaning the counter and chatting with a young man at 
  an cleaning the counter and chatting with a young man at 
  the bar who occasionally nurses his wine. At a table to your 
  the bar who occasionally nurses his wine. At a table to your 
  the bar who occasionally nurses his wine. At a table to your 
  the bar who occasionally nurses his wine. At a table to your 
  right you, sitting close to the fire, four men play cards. You see 
  right you, sitting close to the fire, four men play cards. You see 
  right you, sitting close to the fire, four men play cards. You see 
  right you, sitting close to the fire, four men play cards. You see 
  multi
  multi
  multi
  multi----colored chips on the table, and wonder who will walk 
  colored chips on the table, and wonder who will walk 
  colored chips on the table, and wonder who will walk 
  colored chips on the table, and wonder who will walk 
  away the poo
  away the poo
  away the poo
  away the poor man today. The two guards you spied earlier sit 
  r man today. The two guards you spied earlier sit 
  r man today. The two guards you spied earlier sit 
  r man today. The two guards you spied earlier sit 
  barefoot at another table close to the fire, eating and talking 
  barefoot at another table close to the fire, eating and talking 
  barefoot at another table close to the fire, eating and talking 
  barefoot at another table close to the fire, eating and talking 
  quietly. 
  quietly. 
  quietly. 
  quietly.     
      
  The young lady behind the counter smiles at you, "Please 
  The young lady behind the counter smiles at you, "Please 
  The young lady behind the counter smiles at you, "Please 
  The young lady behind the counter smiles at you, "Please 
  come on in and make yourselves at home. You can hang your 
  come on in and make yourselves at home. You can hang your 
  come on in and make yourselves at home. You can hang your 
  come on in and make yourselves at home. You can hang your 
  coats on the rac
  coats on the rac
  coats on the rac
  coats on the rack if you like and the fire should get your boots 
  k if you like and the fire should get your boots 
  k if you like and the fire should get your boots 
  k if you like and the fire should get your boots 
  and socks warm in no time."
  and socks warm in no time."
  and socks warm in no time."
  and socks warm in no time."    
   
  The woman behind the counter is Ahndjia Klopak. She 
  tends bar, but is not the owner of the tavern. She provides 
  menus to the PCs upon request. The man sitting with her 
  is a traveler who is staying in the inn. He is an apothecary 
  named Vinard Adessina. He may be able to help the PCs 
  later in the adventure by providing non-magical healing 
  aid, by helping examine the bodies of the soon-to-be dead 
  merchants and guards, or by tending to the arm of 
  Faustein, the blacksmith. If he aids the PCs in these ways 
  he will automatically make all of his healing checks.  
   
  Kerik is here and playing cards with two of House 
  Einstoffen's teamsters (Klatscha and Terin) and the 
  blacksmith's apprentice (Derni).  
   
  Klatscha and Terin are both very good card players 
  and usually work together to wheedle money from the 
  other players [Profession (gambler) +5]. They do not 
  cheat, but they are just so used to playing together they 
  can anticipate each other’s moves. Regardless of their 
  individual winnings at the end of the night the two of 
  them split all they have won. 
   
  Derni is only here because Faustein (the blacksmith) 
  injured his arm and has not been able to work for a 
  couple of weeks now. Derni has not yet mastered many 
  aspects of smithing and is having an impossible time 
  filling in for his master. He is hoping to get a bit of 
  money here gambling to help take care of Faustein and 
  his wife. 
   
  If the PCs do not interfere in some way, both Derni 
  and Kerik will lose badly to Klatscha and Terin. Derni 
  will have lost all his money and will have to return home 
  broke. Faustein does not know that Derni is here trying 
  to make money. 
   
  If PCs do participate in the games, then have them 
  roll opposed profession gambler checks against the 
  others Kerik (d20-1), Derni (d20-1), Klatscha (d20+5) and 
  Terin (d20+5). If the PC’s do not have Profession 
  (gambler) skill, allow them a Wisdom check instead. If 
  either Klatscha or Terin succeeds vs. DC 10, give the 
  other a +2 cooperation bonus to their roll. If any PC 
  passes their check by more than both Klatscha and Terin, 
  then that PC will win. Any PC without Profession 
  (gambler) skill attempting to play so that Derni wins will 
  have to succeed vs. DC 15 to give Derni a +2 cooperation 
  bonus to his roll. Klatscha and Terin will be willing to bet 
  up to 1 gold per game and will quit if any PC (or Derni) 
  wins 5 gold or more. 
   
  If any PC decides to cheat, then he must make a Pick 
  Pockets check (DC 15). Roll an opposed spot check for 
  each NPC (vs. the pick pockets result) to see if the PC is 
  caught cheating. [Other PCs can also detect the cheating 
  PC by the same method.] PC’s attempting to cheat 
  without the pick pocket skill will automatically be 
  caught. Successful cheating will grant a +5 bonus to the 
  Profession (gambler) check. Any PC caught cheating will 
  be arrested and thrown in jail for one day. That PC will 
  lose all money won and will be fined an amount equal to 
  triple the amount that was bet on at the table. 
   
  If Derni wins 5 gold he will be ecstatic and rush out 
  of the tavern with his winnings. He will head back to 
  Faustein's house and give the money to the blacksmith.  
   
  Whether the PCs follow the page to the tavern, the 
  PCs decide not to go to House Einstoffen, or the PCs 
  enter the tavern later in the day, the page will deliver the 
  message from Gernthir to Kerik.  
   
  As the page hands the document to Kerik the man’s eyes narrow 
  As the page hands the document to Kerik the man’s eyes narrow 
  As the page hands the document to Kerik the man’s eyes narrow 
  As the page hands the document to Kerik the man’s eyes narrow 
  as he reads it. You note a moment of confusion on his face, 
  as he reads it. You note a moment of confusion on his face, 
  as he reads it. You note a moment of confusion on his face, 
  as he reads it. You note a moment of confusion on his face, 
  which is quickly replaced by one of alarm...or fear. He looks a
  which is quickly replaced by one of alarm...or fear. He looks a
  which is quickly replaced by one of alarm...or fear. He looks a
  which is quickly replaced by one of alarm...or fear. He looks at t t t 
  the page, concern wrinkling his brow, "Where did you get this?"
  the page, concern wrinkling his brow, "Where did you get this?"
  the page, concern wrinkling his brow, "Where did you get this?"
  the page, concern wrinkling his brow, "Where did you get this?"    
      
  “From Master Gernthir,” the page says.
  “From Master Gernthir,” the page says.
  “From Master Gernthir,” the page says.
  “From Master Gernthir,” the page says.    
      
  Kerik gets up quickly, grabs his coat from the rack and 
  Kerik gets up quickly, grabs his coat from the rack and 
  Kerik gets up quickly, grabs his coat from the rack and 
  Kerik gets up quickly, grabs his coat from the rack and 
  almost jumps into his boots. With all haste he leaves The Fifth 
  almost jumps into his boots. With all haste he leaves The Fifth 
  almost jumps into his boots. With all haste he leaves The Fifth 
  almost jumps into his boots. With all haste he leaves The Fifth 
  Chance, his chips still at th
  Chance, his chips still at th
  Chance, his chips still at th
  Chance, his chips still at the table.
  e table.
  e table.
  e table.    
   
  If the PCs try to stop Kerik, he will explain that it is very 
  important that he get the correct schedule to Molkir (The 
  Caravan Supervisor) as soon as possible. If the PCs make a 
  Sense Motive check (DC 10) it will be glaringly obvious 
  that Kerik is lying. However, since PCs have no evidence 
  of any wrong doing on Kerik’s part, they will not have 
  any valid reason to detain him, even with this knowledge. 
   
  Kerik will head home and pick up a complete 
  schedule and take it to House Einstoffen. He will then 
  proceed to Grulag's house and try to retrieve the wrong 
  schedule. 
  If 
  Kerik 
  notices 
  the 
  PCs 
  following 
  
   
  Kruknik 
   Page 8
  him,(opposed Spot/Hide check) then he will not proceed 
  to Grulag's house until later. Either way after he finishes 
  his business, he will return to The Fifth Chance and wait 
  for Grulag. As more time passes, he will figure out that 
  Grulag may be out in the countryside. When he is really 
  desperate he will approach the party and ask for help (see 
  troubleshooting, Encounter 1). Should the PCs desire to 
  speak with him later, he can be found in the tavern. 
   
  There are rooms to rent at The Last Chance. The 
  price for a room that holds three occupants is 3 sp a night. 
  To sleep above the stables costs only 1 sp a night. Prices 
  for food and drink are per the D&D Player’s Handbook.  
   
  Kerik Pfolst, male human Com (Inventory Supervisor) 1:
  Kerik Pfolst, male human Com (Inventory Supervisor) 1:
  Kerik Pfolst, male human Com (Inventory Supervisor) 1:
  Kerik Pfolst, male human Com (Inventory Supervisor) 1: 
  CR1/2; Medium Humanoid (5 ft. 10 in. tall) HD 1d4; hp 
  4; Init +1 (Dex); Spd 30 ft.; AC 10; Atks +0 Melee, +0 
  Ranged; AL NG; SV Fort +0, Ref +0, Will +0.  
   
  Str 10, Dex 12, Con 10, Int 12, Wis 8, Cha 10. 
   
  Skills: Profession (Merchant) +3, Appraise +5, Spot 
  +6, Listen +5. Feats: Alertness, Skill Focus (appraise)  
   
  Equipment: breeches, tunic, dagger.  
   
  Derni, male human Com (apprentice blacksmith) 1:
  Derni, male human Com (apprentice blacksmith) 1:
  Derni, male human Com (apprentice blacksmith) 1:
  Derni, male human Com (apprentice blacksmith) 1: 
  CR1/2; Medium Humanoid (6 ft. 3 in. tall) HD 1d4; hp 3; 
  Init +1 (Dex); Spd 30 ft.; AC 11; Atks +3 Melee (1d6+2, 
  club), +1 Ranged (1d6+2, club); AL NG; SV Fort +0, Ref 
  +0, Will +0.  
   
  Str 14, Dex 12, Con 10, Int 11, Wis 8, Cha 10. 
   
  Skills: Common, Appraise +1, Craft Blacksmith +1, 
  Craft Weaponsmithing +1, Spot +1, Ride +2, swim +5. 
  Feats: Power Attack, Weapon Focus (club). 
   
  Equipment: Club, another club, 1 gp, and poncho. 
   
  Klatscha, female human Com (Teamster) 2:
  Klatscha, female human Com (Teamster) 2:
  Klatscha, female human Com (Teamster) 2:
  Klatscha, female human Com (Teamster) 2: CR1; 
  Medium Humanoid (6 ft. 3 in. tall) HD 2d4+2; hp6; Init 
  +1 (Dex); Spd 30 ft.; AC 13 (+2 leather armor, +1 Dex); 
  Atks +2 Melee (1d6+1, club), +1 Ranged (1d6+1, club); AL 
  CG; SV Fort +0, Ref +0, Will +0.  
   
  Str 12, Dex 13, Con 12, Int 10, Wis 10, Cha 10. 
   
  Skills: Common, Gambling Profession +4, Teamster 
  Profession +2, Animal Handle +3, Ride +2. Feats: Dodge, 
  Mobility. 
   
  Equipment: Cudgel, whip, leather armor, dagger, 12 
  gp, blanket, wedge tent, rations (2d), and poncho. 
   
  Terin, male human Com (Teamster) 2:
  Terin, male human Com (Teamster) 2:
  Terin, male human Com (Teamster) 2:
  Terin, male human Com (Teamster) 2: CR1; Medium 
  Humanoid (6 ft .1 in. tall) HD 2d4+2; hp 6; Init +1 (Dex); 
  Spd 30 ft.; AC 13; Atks +2 Melee (1d6+1, cudgel), +1 
  Ranged (1d4+1, dagger); AlCG; SV Fort +0, Ref +0, Will 
  +0.  
   
  Str 13, Dex 12, Con 13, Int 12, Wis 10, Cha 10. 
   
  Skills: Common, Teamster Profession +3, Animal 
  Handle +2, Jump +2, Gambling Profession +5, Listen +3, 
  Spot +1, Ride +2. Feats: Dodge; Mobility. 
   
  Equipment Cudgel, whip, leather armor, dagger, 22 
  gp, blanket, wedge tent, rations (2d), writing kit, and 
  poncho. 
   
  Ahndjia Klopak, female human Exp (Tavernkeeper) 3:
  Ahndjia Klopak, female human Exp (Tavernkeeper) 3:
  Ahndjia Klopak, female human Exp (Tavernkeeper) 3:
  Ahndjia Klopak, female human Exp (Tavernkeeper) 3: 
  CR3/2; Medium Humanoid (5 ft. 7 in. tall) HD 3d6; hp 
  15; Init +1 (Dex); Spd 30 ft.; AC 14; Atks +3 Melee (1d6-1 
  [crit 19-20], shortsword), +3 Ranged (1d4-1 [crit 19-20], 
  dagger); AL LN; SV Fort +1, Ref +1, Will +3.  
   
  Str 8, Dex 13, Con 10, Int 12, Wis 10, Cha 15. 
   
  Skills: Common, Perform +6, Appraise +6, Bluff +6, 
  Decipher Script +6, Diplomacy +8, Gather Information 
  +6, Use Magical Device +6, Tumble +6, and Read lips +6, 
  Sense Motive +6. Feats: Dodge, Weapon Finesse 
  (shortsword) 
   
  Equipment: shortsword, leather armor, dagger, 3gp, 
  and poncho. 
   
  Vinard Adessina, m
  Vinard Adessina, m
  Vinard Adessina, m
  Vinard Adessina, male human Clr (Jascar) 3:
  ale human Clr (Jascar) 3:
  ale human Clr (Jascar) 3:
  ale human Clr (Jascar) 3: CR3; 
  Medium Humanoid (5 ft. 4 in. tall) HD 3d8+3; hp17; Init 
  +0 (Dex); Spd 30 ft.; AC 10; Atks +2 Melee (1d6, cudgel), 
  +3 Ranged (1d4, sling); AL LG; SV Fort +3, Ref +1, Will 
  +5.  
   
  Str 10, Dex 11, Con 12, Int 13, Wis 14, Cha 10. 
   
  Skills: Common, Profession Apothecary +9, Alchemy 
  +8, Heal +5, Knowledge Religion +4, and Knowledge 
  (Cairn Hills Geography) +2. Feats: Alertness, Iron Will 
   
  Equipment: cudgel, herbs, poultices, holy symbol, 
  sling, 20 sling bullets, 20gp, mess kit, blanket, wedge tent, 
  rations (2d), and poncho. 
   
  Spells (4/4/2): 0 lvl—detect magic, purify food and drink, 
  read magic, resistance (+1 saves); 1st lvl—bless water, 
  command, detect evil, magical stone; 2nd lvl—make whole, 
  soften earth or stone. 
   
  Sheriff Garnik Kollb
  Sheriff Garnik Kollb
  Sheriff Garnik Kollb
  Sheriff Garnik Kollbein, male human Ftr 4:
  ein, male human Ftr 4:
  ein, male human Ftr 4:
  ein, male human Ftr 4: CR4; 
  Medium Humanoid (5 ft. 9 in. tall) HD 4d10+4; hp 28; 
  Init +0 (Dex); Spd 30 ft.; AC 16 (+5 chain mail, +1 small 
  shield); Atks +7 Melee (1d10+4 [crit 19-20], bastard 
  sword), +5 Ranged (1d4+2 [crit 19-20], dagger); AL LG; SV 
  Fort +4, Ref +1, Will +1.  
   
  Str 14, Dex 11, Con 13, Int 8, Wis 10, Cha 12. 
   
  Skills: Common, Law Enforcement Profession +1, 
  Animal Handle +2, Jump +2, Listen +1, Spot +2, and Ride 
  +3. Feats: Exotic Weapon (bastard sword), Weapon Focus 
  (bastard sword), Power Attack, Cleave, and Great Cleave, 
  Weapon specialization bastard sword). 
   
  Equipment: Cudgel, Bastard sword, chain mail and 
  small shield, great cloak, dagger, 22 gp, blanket, wedge 
  tent, rations (2d), writing kit, and poncho. 
      
  Troubleshooting
  Troubleshooting
  Troubleshooting
  Troubleshooting    
  The PCs do not have to help out Derni in this encounter. 
  They have an opportunity to help him and/or Faustein 
  later. 
   
   
  Encounter 3:
  Encounter 3:
  Encounter 3:
  Encounter 3:    
  Out on the Town
  Out on the Town
  Out on the Town
  Out on the Town    
  The sections of this encounter can take place anytime the 
  PCs feel like visiting most of the location in the hamlet. 
  The shops listed are fairly standard. If the PCs ask about 
  getting weapons made, they will be directed to the 
  
   
  Kruknik 
   Page 9
  Faustein the Blacksmith. (Encounter 4). The tavern is, of 
  course, detailed in Encounter 2.  
   
  At each location the PCs will be able to find out 
  information about House Einstoffen, the recent 
  disappearances, or some information about any of the 
  major NPCs in the hamlet by asking the right questions. 
  Or the PCs may just shop for goods and services. 
   
  Unless otherwise stated, all NPCs are human and 
  they are able to provide any or all of the following 
  information at the Judge’s discretion: 
   
  • 
  This village only exists to support House Einstoffen’s 
  operations. House Einstoffen deals in raw gemstones 
  recovered from the mines in the nearby mountains. 
  • 
  The gems are taken by caravan either to larger cities 
  in the Duchy, or to the river to be barged to Seltaren. 
  • 
  There used to be many humanoids (goblin, 
  hobgoblin, etc…) caravan raids in past years, but 
  since most humanoids do not have much use for raw 
  gemstones, the attacks have slowed. 
  • 
  Bandits looking to sell the gems sometimes rob 
  caravans. Because of this, the House hires and trains 
  private guards. 
  • 
  Outsiders 
  are 
  rarely 
  hired, 
  due 
  to 
  their 
  unpredictability and their unreliability. 
  • 
  Kerik has been working for House Einstoffen for a 
  couple of years now. He likes to gamble and can 
  usually be found at The Fifth Chance. He owes quite a 
  bit of money to Grulag from a high stakes game that 
  he lost a month ago. 
  • 
  Grulag is a gambler and bouncer for The Fifth Chance. 
  He is a very serious gnome who does not suffer short 
  jokes well. 
  • 
  Grulag has only been working for The Fifth Chance 
  for about four months. 
  • 
  Grulag has been missing now for several days. 
  Nobody knows where he went. It is strange that he 
  would leave, since Kerik still owes him money. Even 
  if Grulag wanted to leave the hamlet, he would have 
  first collected from Kerik. 
   
  Phthemia's General Store
  Phthemia's General Store
  Phthemia's General Store
  Phthemia's General Store    
  Phthemia died several years ago and her granddaughter, 
  Naria, now owns and operates the small store. Naria can 
  provide household provisions normally available in the 
  Player’s Handbook at listed prices. She can also provide 
  riding horses and tack and harness, but not barding, 
  warhorses, weapons, or armor. 
   
  Naria is a very pretty and very nice girl, but she is not 
  very bright. PCs could easily take advantage of her when 
  trying to bargain for better prices in the shop, but good 
  aligned PCs should feel guilty about doing so.  
   
  She can provide the following information: 
  • 
  Kerik is a very nice man who used to buy her pretty 
  things. Kerik has promised that he would take her to 
  a big city and take good care of her when he gets 
  enough money. (Kerik does not plan to do this, but 
  will continue to lie to Naria as long as she continues 
  to see him.) 
  • 
  Kerik does have a problem with gambling, and she is 
  trying to get him to quit.Naria. He occasionally gets 
  himself in debt to different people here in the 
  hamlet, though most people let payment slide. 
  • 
  Grulag is not very nice. He does not let Kerik’s debts 
  to him slide. Grulag knew that Kerik could not play 
  cards very well, and he should not have bet him all 
  that money. Now, Kerik will probably never get 
  enough money to take her away. 
   
  Naria, female human Com (Storekeeper) 1:
  Naria, female human Com (Storekeeper) 1:
  Naria, female human Com (Storekeeper) 1:
  Naria, female human Com (Storekeeper) 1: CR1; Medium 
  Humanoid (5 ft.10 in. tall) HD 1d4; hp 3; Init +1 (Dex); 
  Spd 30 ft.; AC 11; Atks –1 Melee (1d4-1 [crit 19-20], 
  dagger); +0 Ranged (1d4-1 [crit 19-20], dagger); AL LN; SV 
  Fort +0, Ref +0, Will +0.  
   
  Str 8, Dex 12, Con 10, Int 7, Wis 8, Cha 13. 
   
  Skills: Common, Gnome, Profession (Shopkeeper) 
  +1 
   
  Equipment: dagger, 30gp, vellum, quill, ink, pencil, 
  and poncho. 
   
  Ruedrik's Clothing Shop
  Ruedrik's Clothing Shop
  Ruedrik's Clothing Shop
  Ruedrik's Clothing Shop    
  Ruedrik runs his own clothing shop. He is a rather plump 
  and arrogant man. He will be snide to anyone he does not 
  think will help fill his purse. He charges outrageous 
  prices for his clothing, especially any clothing for cold or 
  rainy weather. Costs start at triple the Player’s Handbook 
  listing, although he can be bartered down if the PCs 
  succeed an opposed Diplomacy check. Allow a +2 synergy 
  bonus if the PC has 5 ranks in Profession (merchant). 
  Reduce the price by 10% of the Player’s Handbook price for 
  as much as the PCs’ check beat Ruedriks, to a maximum 
  of 100%, for a final price of twice the Player’s Handbook 
  price! [example: PC gets 25, Ruedrik gets a 20, Ruedrik 
  will sell to that PC for 2.5 times the Player’s Handbook 
  price.] 
   
  Ruedrik knows the following information, but will 
  only part with if as long as the PCs are being fitted to 
  purchase something: 
   
  • 
  Kerik comes in occasionally to purchase nice clothes 
  or jewelry for Naria. 
  • 
  He has not purchased anything in the last month 
  because he lost a lot of money in a card game with 
  Grulag. 
  • 
  Grulag never comes in to purchase anything, 
  although he did come in and sell quite a number of 
  things when he first moved here. 
  • 
  Grulag sold a fine cloak, two golden rings, and a jade 
  pendant. He claimed that they were inheritance 
  items. He said he was going to use the money from 
  the inheritance to get a place to stay. (The items were 
  actually stolen from a noble in Karthau, a nearby 
  city.) 
  • 
  The rings have both been sold, but Ruedrik still has 
  the cloak and the pendant in the back. He really does 
  
   
  Kruknik 
   Page 10
  not think he can get anything for the jade pendant, 
  but he thinks the cloak will be worth a pretty copper 
  in the city, so he is waiting for an opportunity to 
  make a trip and sell it. 
  • 
  He will sell the Jade Pendant for 25 gold, but will 
  only part with the cloak for 200 gold. 
  • 
  The Jade Pendant is shaped into the symbol of Pelor, 
  God of Sun, Light, Strength, & Healing. Any 
  religious characters or anybody with religion 
  proficiency will be able to identify the symbol. 
  • 
  The long cloak is a silk violet color with gold trim. 
  The inside is thickly lined with warm cloth and the 
  outside is treated against rainfall. The cloak has the 
  head of a blue dragon expertly embroidered into the 
  back of it. A Successful Knowledge Nobility Skill 
  check at DC 18 reveals it is a Noble’s cloak from the 
  Noble House Grik. 
  • 
  Neither item radiates magic. 
   
  Berebul's Mining Supplies
  Berebul's Mining Supplies
  Berebul's Mining Supplies
  Berebul's Mining Supplies    
  This shop sells mining equipment. Picks, shovels, 
  wheelbarrows, rope, pitons, etc. Berebul is a half-orc who 
  has made quite a living selling supplies in Kruknik. 
  While he is only tolerated by most of the other 
  townspeople (being a half-orc), he does not cause any 
  trouble and he is a fair businessman. Berebul’s prices are 
  those listed in the Player’s Handbook, but Berebul can be 
  bartered down to 75% of those costs with a successful 
  opposed Diplomacy check. 
   
  Berebul is a quiet man who does not wish to start any 
  trouble in the hamlet. If threatened, he will ask the PCs 
  to leave his shop, but he will not use force to make them 
  leave. He knows the townsfolk do not really like him. 
  Any violence may be used as an excuse to have him 
  thrown in jail or worse. 
   
  If on the other hand, the PCs are friendly and 
  attempt to get some information from him, he will be 
  wary and distrustful, but will answer all their questions 
  honestly: 
   
  • 
  He does not know Kerik at all, because Kerik stays 
  away from him. 
  • 
  Most townspeople stay away from him. 
  • 
  Naria is a nice girl and she always stops to talk to 
  him. He wishes more people were nice like Naria. 
  • 
  He does not think that Naria is stupid, after all she 
  runs her own shop. (Naria’s business stays afloat only 
  because the townsfolk feel sorry for Naria and do not 
  take advantage of her.) 
  • 
  Naria also brings foodstuffs to the store, so that 
  Berebul does not have to go out in public very often.  
  • 
  Grulag is not good. He came in once and asked 
  Berebul to kill a woman who was staying at The Fifth 
  Chance. Grulag offered Berebul 1000 gold if he would 
  do it, but Berebul refused. 
  • 
  Berebul told the sheriff, but Grulag denied it and 
  nobody believed Berebul. Berebul was told not to go 
  around telling lies, unless he wanted to be thrown in 
  jail. The next day, the sheriff came and arrested 
  Berebul for killing the lady. Berebul did not do 
  anything, but the sheriff did not want to hear it. If it 
  had not been for Naria's intervention, Berebul would 
  have been hung. (The woman was actually killed by 
  Grulag, but nobody knows this except Berebul, who 
  can't prove it.) 
   
  Berebul, male half
  Berebul, male half
  Berebul, male half
  Berebul, male half----orc Com (Storekeeper) 2:
  orc Com (Storekeeper) 2:
  orc Com (Storekeeper) 2:
  orc Com (Storekeeper) 2: CR1; 
  Medium Humanoid (6ft.4in. tall) HD2d4+7; hp15; Init 
  +0; Spd 30 ft.; AC 10; Atks +4 Melee (1d4+3 [crit 19-20], 
  dagger), +1 Ranged (1d4+3 [crit 19-20], dagger); AL NG; 
  SV Fort +0, Ref +0, Will +0.  
   
  Str 17, Dex 10, Con 14, Int 10, Wis 11, Cha 10. 
   
  Skills: Common, Orcish, Profession (Shop Keeper) 
  +2, Listen +4, Spot +4, Profession (Miner)+2, and Craft 
  (Metalworking)+2. 
   
  Feats: Alertness, Toughness 
   
  Equipment: Great cloak, dagger, 22 gp, writing kit, 
  and poncho. 
   
  Kruknik Jail
  Kruknik Jail
  Kruknik Jail
  Kruknik Jail    
  The sheriff's name is Garnik Kollbein and he is more than 
  willing to speak with the PCs. The hamlet is a pretty 
  boring place, most of the time. Every once in a while 
  things get exciting, but not often. Garnik is able to tell the 
  PCs the following information if they ask. If the PCs 
  don’t ask any questions Garnik will continue to complain 
  about how boring Kruknik is, and how his talents would 
  be better utilized elsewhere. 
   
  • 
  Grulag is a bit of an oddity in the hamlet. He is the 
  only gnome in the hamlet, so most other townsfolk 
  do not know whether Grulag is typical of his race or 
  not. A couple of the merchants claim to have seen a 
  gnome in the mining towns in the mountains, but 
  no one else in the hamlet has ever even seen a 
  gnome before. 
  • 
  Naria is not a very smart girl. She only manages to 
  keep her store because everybody in the hamlet liked 
  her grandmother so much they do not take 
  advantage of her. 
  • 
  Berebul is a half-orc. What else is there to say? 
  Several townsfolk claim that Berebul has been 
  eyeing Naria, so the sheriff is keeping his eye on 
  him. The sheriff does not want any problems like 
  with the merchant lady a couple of months ago. 
  • 
  A couple of months ago, a merchant lady was killed. 
  The sheriff found her dead in her room with her 
  neck broken and twisted backwards. Berebul is 
  strong enough to accomplish such a feat. (Grulag 
  killed the lady, but the sheriff does not know this 
  and thinks it was Berebul.) 
  • 
  Naria stopped the sheriff from arresting Berebul, 
  pointing out that there was no way to prove that 
  Berebul was responsible. Obviously Berebul found 
  some way to charm the girl. Until the sheriff finds a 
  way to break the magic charm, he does not want to 
  
   
  Kruknik 
   Page 11
  try and arrest Berebul for the merchant lady's 
  murder. 
   
  Sheriff Garnik Kollbein, male human Ftr 4:
  Sheriff Garnik Kollbein, male human Ftr 4:
  Sheriff Garnik Kollbein, male human Ftr 4:
  Sheriff Garnik Kollbein, male human Ftr 4: CR4; 
  Medium Humanoid (5 ft. 9 in. tall) HD 4d10+4; hp 28; 
  Init +0 (Dex); Spd 30 ft.; AC 16 +5 chain, +1 small shield); 
  Atks +7 Melee (1d10+4 [crit 19-20], bastard sword); +5 
  Ranged (1d4+2 [crit 19-20], dagger); AL LG; SV Fort +4, 
  Ref +1, Will +1.  
   
  Str 14, Dex 11, Con 13, Int 8, Wis 10, Cha 12. 
   
  Skills: Common, Law Enforcement Profession +1, 
  Animal Handle +2, Jump +2, Listen +1, Spot +2, Ride +3. 
  Feats: Exotic Weapon (bastard sword), Weapon Focus 
  (Bastard Sword), Power Attack, Cleave, Great Cleave, 
  Weapon specialization bastard sword). 
   
  Equipment: Cudgel, bastard sword, chain mail and 
  small shield, great cloak, dagger, 22 gp, blanket, wedge 
  tent, rations (2d), writing kit, and poncho. 
   
  Igna's Pastreys
  Igna's Pastreys
  Igna's Pastreys
  Igna's Pastreys    
  Igna does not run her own pastry shop. The shop is 
  actually run by her husband, Grikr. But, since it is Igna 
  who does all the baking, the shop is named after her. The 
  PCs can purchase just about anything baked that they can 
  imagine here, although it might take Igna some time to 
  make it for them. 
   
  Grikr does not know any rumors other than that 
  information known by all the other townsfolk. He will, 
  though, do everything within his power to get the PCs to 
  purchase something. 
   
  Hammer & Forge
  Hammer & Forge
  Hammer & Forge
  Hammer & Forge    
  This is the only shop in the hamlet that is not named after 
  a person. This shop is currently closed. PCs will find a 
  note on the door with Cl
  Cl
  Cl
  Closed Indefinitely
  osed Indefinitely
  osed Indefinitely
  osed Indefinitely, written on it in 
  Common.... If the PCs knock, Faustein’s wife Greka will 
  answer the door. Greka looks extremely tired and will ask 
  the PCs if they can come back later. She will explain that 
  Faustein is extremely ill, and that he needs some rest. It 
  will be obvious to the PCs that she has not had much 
  sleep either. 
   
  Unless the PCs offer to come in and try to cure 
  Faustein of his ailment, she will shoo them away and 
  return inside. 
   
  If the PCs helped Derni win at The Fifth Chance, he 
  will approach the PCs as they leave. 
   
  "Excuse me! Do you remember me? I was the guy who won at 
  "Excuse me! Do you remember me? I was the guy who won at 
  "Excuse me! Do you remember me? I was the guy who won at 
  "Excuse me! Do you remember me? I was the guy who won at 
  the gambling tables at The Fifth Chance. I was wondering if 
  the gambling tables at The Fifth Chance. I was wondering if 
  the gambling tables at The Fifth Chance. I was wondering if 
  the gambling tables at The Fifth Chance. I was wondering if 
  any of you know anything about medicine? Faustein, my 
  any of you know anything about medicine? Faustein, my 
  any of you know anything about medicine? Faustein, my 
  any of you know anything about medicine? Faustein, my 
  mentor, has taken ill and I am worried about him. I won t
  mentor, has taken ill and I am worried about him. I won t
  mentor, has taken ill and I am worried about him. I won t
  mentor, has taken ill and I am worried about him. I won the 
  he 
  he 
  he 
  money at The Fifth Chance to pay somebody to heal him, but 
  money at The Fifth Chance to pay somebody to heal him, but 
  money at The Fifth Chance to pay somebody to heal him, but 
  money at The Fifth Chance to pay somebody to heal him, but 
  I'm afraid that he won't survive before I can return with a 
  I'm afraid that he won't survive before I can return with a 
  I'm afraid that he won't survive before I can return with a 
  I'm afraid that he won't survive before I can return with a 
  healer.
  healer.
  healer.
  healer.    
   
  If the PCs agree, or if they offer their services to Greka, 
  they will be escorted to Faustein's bedroom. Faustein is 
  unconscious in bed and covered with sweat. His face is 
  very red and his right arm is extremely swollen. Greka 
  and Derni have no idea what is wrong with him. They do 
  know that he hurt his arm working one day and it has 
  never healed. But, they do not know why he is so sick. 
   
  The wound in his arm got badly infected and the 
  infection has traveled to other parts of his body. If he is 
  not taken care of, he will die that evening. PCs with 
  profession herbalist or healing skill can attempt to 
  concoct something that will help him fight the infection, 
  but without magical healing of some sort, they will only 
  be delaying his death by three days. 
   
  If a cure spell is used in conjunction with a proper 
  herbal mix, then Faustein's arm swelling will go down 
  and Faustein will recover in several weeks time. A cure 
  disease will instantly cure Faustein of the infection and 
  allow his arm to heal naturally. 
   
  Curing Faustein will earn the gratitude of the family 
  and they will offer the PCs 20 silver in payment. If the 
  PCs do not have the ability to heal Faustein themselves, 
  they can find Vinard Adessina, the apothecary staying at 
  The Fifth Chance. He will be able to administer adequate 
  herbal mixtures to save Faustein’s life. As a professional 
  apothecary, Vinard has access to a wide range of herbal 
  medicines that the PCs will not have. 
   
  Troubleshooting
  Troubleshooting
  Troubleshooting
  Troubleshooting    
  This entire encounter is one big troubleshooting section. 
  If the PCs for some reason need additional information, 
  use the info in this section as a guide and allow the PCs to 
  get the information through talking to different people in 
  the hamlet. For example, if the PCs refuse to go to 
  Berebul's Mining Supplies because they all hate orcs, they 
  may find out Berebul's information through talking to 
  other townspeople. Be flexible here. Do not give the 
  information away without the PCs attempting to do a 
  little legwork, but feel free to allow creative role playing 
  solutions to result in a tidbit of information being 
  provided. 
   
   
  Encounter 4:
  Encounter 4:
  Encounter 4:
  Encounter 4:    
  Ambush
  Ambush
  Ambush
  Ambush    
  Utilize this encounter ONLY IF
  ONLY IF
  ONLY IF
  ONLY IF the PCs traveled with 
  Ahnbelka and the wagon carrying supplies west towards 
  the mining camps in the mountains. 
   
  It doesn't take much time for you to begin to wonder if you made 
  It doesn't take much time for you to begin to wonder if you made 
  It doesn't take much time for you to begin to wonder if you made 
  It doesn't take much time for you to begin to wonder if you made 
  the right choice. Getting up this morning, the last thing on your 
  the right choice. Getting up this morning, the last thing on your 
  the right choice. Getting up this morning, the last thing on your 
  the right choice. Getting up this morning, the last thing on your 
  mind was escorting a wagon west out of 
  mind was escorting a wagon west out of 
  mind was escorting a wagon west out of 
  mind was escorting a wagon west out of Kruknik. All you could 
  Kruknik. All you could 
  Kruknik. All you could 
  Kruknik. All you could 
  think about when you woke up was staying warm, and that is 
  think about when you woke up was staying warm, and that is 
  think about when you woke up was staying warm, and that is 
  think about when you woke up was staying warm, and that is 
  all you can think about now. As dusk comes, stomping your feet 
  all you can think about now. As dusk comes, stomping your feet 
  all you can think about now. As dusk comes, stomping your feet 
  all you can think about now. As dusk comes, stomping your feet 
  helps keep them warm. The horses seem to be doing fine, despite 
  helps keep them warm. The horses seem to be doing fine, despite 
  helps keep them warm. The horses seem to be doing fine, despite 
  helps keep them warm. The horses seem to be doing fine, despite 
  the harsh rain and thick mud on the trail.
  the harsh rain and thick mud on the trail.
  the harsh rain and thick mud on the trail.
  the harsh rain and thick mud on the trail.    
      
  The
  The
  The
  The sun has gone down over the mountains, but eager to 
   sun has gone down over the mountains, but eager to 
   sun has gone down over the mountains, but eager to 
   sun has gone down over the mountains, but eager to 
  make up as much time as possible you continued to trudge along 
  make up as much time as possible you continued to trudge along 
  make up as much time as possible you continued to trudge along 
  make up as much time as possible you continued to trudge along 
  through the rain and the darkness. Eventually, the horses begin 
  through the rain and the darkness. Eventually, the horses begin 
  through the rain and the darkness. Eventually, the horses begin 
  through the rain and the darkness. Eventually, the horses begin 
  to slow and some of the teamsters begin searching for shelter 
  to slow and some of the teamsters begin searching for shelter 
  to slow and some of the teamsters begin searching for shelter 
  to slow and some of the teamsters begin searching for shelter 
  from the rain.
  from the rain.
  from the rain.
  from the rain.    
   
  
   
  Kruknik 
   Page 12
  Either the PCs (if they wish to look) or the teamsters will 
  find shelter within another half-hour of travelling. When 
  shelter is found and they begin to set-up camp proceed 
  with the following: 
   
  Finding a relatively comfortable spot to camp, the teamsters 
  Finding a relatively comfortable spot to camp, the teamsters 
  Finding a relatively comfortable spot to camp, the teamsters 
  Finding a relatively comfortable spot to camp, the teamsters see 
  see 
  see 
  see 
  to the horses. It is almost impossible to get a fire started in this 
  to the horses. It is almost impossible to get a fire started in this 
  to the horses. It is almost impossible to get a fire started in this 
  to the horses. It is almost impossible to get a fire started in this 
  weather, so nobody even seems to bother trying. Digging 
  weather, so nobody even seems to bother trying. Digging 
  weather, so nobody even seems to bother trying. Digging 
  weather, so nobody even seems to bother trying. Digging 
  through the rations for some dry meat and berries, you begin to 
  through the rations for some dry meat and berries, you begin to 
  through the rations for some dry meat and berries, you begin to 
  through the rations for some dry meat and berries, you begin to 
  settle down.
  settle down.
  settle down.
  settle down.    
      
  Ahnbelka moves in your direction and asks, "So, w
  Ahnbelka moves in your direction and asks, "So, w
  Ahnbelka moves in your direction and asks, "So, w
  Ahnbelka moves in your direction and asks, "So, who 
  ho 
  ho 
  ho 
  wants to stand first watch?"
  wants to stand first watch?"
  wants to stand first watch?"
  wants to stand first watch?"    
   
  Ahnbelka is willing to stand whichever watch the PCs 
  don’t want to take. The goblins are already in search of 
  the caravan. They will find the camp sometime during 
  the night, but will attack when the guard seems weakest. 
  If the PCs on watch are heavily armored, then they will 
  wait for less armored PCs to come on watch. Do not use 
  your DM knowledge of rules to decide whom the goblins 
  pick out, use the appearance of the PCs to make the call.  
   
  You wonder to yourselves how anybo
  You wonder to yourselves how anybo
  You wonder to yourselves how anybo
  You wonder to yourselves how anybody could accidentally fall 
  dy could accidentally fall 
  dy could accidentally fall 
  dy could accidentally fall 
  asleep in this weather as you shift uncomfortably in the cold 
  asleep in this weather as you shift uncomfortably in the cold 
  asleep in this weather as you shift uncomfortably in the cold 
  asleep in this weather as you shift uncomfortably in the cold 
  rain. A large bolt of lightning flashes, lighting up the area. 
  rain. A large bolt of lightning flashes, lighting up the area. 
  rain. A large bolt of lightning flashes, lighting up the area. 
  rain. A large bolt of lightning flashes, lighting up the area. 
  Across the camp briefly see what looked like a silhouetted figure. 
  Across the camp briefly see what looked like a silhouetted figure. 
  Across the camp briefly see what looked like a silhouetted figure. 
  Across the camp briefly see what looked like a silhouetted figure. 
  Before you have a chance to react an 
  Before you have a chance to react an 
  Before you have a chance to react an 
  Before you have a chance to react an arrow embeds itself in a 
  arrow embeds itself in a 
  arrow embeds itself in a 
  arrow embeds itself in a 
  tree by your head. 
  tree by your head. 
  tree by your head. 
  tree by your head.     
   
  After the PC or PCs who are on watch are aware of the 
  goblins and their location (see map 2), they may alarm the 
  rest of the camp. After the alarm is raised everyone must 
  make a Con check (DC10) in order to wake up. For every 
  round the alarm sounds (e.g., shouting, banging on a 
  shield, etc.), those who failed the check may make 
  another. Alternatively, PCs who are up and about may 
  spend a partial action waking other. If this action is taken 
  no check is need, the person wakes up.  
   
  Ikhghgh male goblin Sor 2:
  Ikhghgh male goblin Sor 2:
  Ikhghgh male goblin Sor 2:
  Ikhghgh male goblin Sor 2: CR2; Medium Humanoid (4 
  ft. 10 in. tall) HD 1d8+2d4; hp 11; Init +1 (Dex); Spd 30 ft.; 
  AC 11 (+1 Dex); Atks +1 Melee, +3 Ranged; AL NE; SV 
  Fort +0, Ref +3, Will +3.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 12.  
   
  Skills: Hide +6, Listen +3, Move Silently +5, and Spot 
  +3, Concentration +4. Feats: Alertness, Skill Focus 
  (concentration) 
   
  Equipment: wand of sleep (he uses one charge only), 2 
  gp, rusty dagger, tunic and breeches. 
   
  Spells (6/5): 0 - dancing lights, detect magic; ghost sound, 
  ray of frost (1d3), resistance (+1 saves), 1st - burning hands 
  (2d4), magic missile (1d4+1), shield. 
   
  Isshhh male goblin Drd1:
  Isshhh male goblin Drd1:
  Isshhh male goblin Drd1:
  Isshhh male goblin Drd1: CR1; Medium Humanoid 
  (4ft.10in. tall) HD2d8; hp 8; Init +1 (Dex); Spd 30 ft.; AC 
  13 (+2 leather armor, +1 Dex); Atks +0 Melee, +2 Ranged; 
  AL NE; SV Fort +2, Ref +3, Will +2.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.  
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3, 
  (Profession Herbalist) +4. Feats: Alertness. 
   
  Equipment: leather armor, staff, 4 goodberries, 3 sp. 
   
  Spells (3,1): 0 - cure minor wound (*3); 1st - obscuring 
  mist. 
   
  Goblins (8):
  Goblins (8):
  Goblins (8):
  Goblins (8): CR1/4; Medium Humanoid (4 ft. 10 in. tall) 
  HD 1d8; hp 4; Init +1 (Dex); Spd 30 ft.; AC 15; Atks +0 
  Melee (1d6-1 [crit 19-20], shortsword); +2 Ranged (1d6-1, 
  javelin); AL NE; SV Fort +0, Ref +3, Will +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.  
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats: Alertness. 
   
  Equipment: Rusty short sword, shortbows (with 10 
  arrows each), studded leather armor, 2 sp (ea.). 
   
  The goblin warriors will co use their shortbows until they 
  run out of arrows (10 each) or until the party closes into 
  melee combat. The goblin sorcerer will have the wand of 
  sleep with him, and has no problem using it if he is in 
  trouble.  
   
  During the first round of combat the goblin archers 
  will fire at the party, the goblin druid will cast resistance, 
  and the goblin sorcerer will cast shield.  
   
  The teamsters and Ahnbelka will aid the players. 
   
  Ahnbelka, female human Ftr 2:
  Ahnbelka, female human Ftr 2:
  Ahnbelka, female human Ftr 2:
  Ahnbelka, female human Ftr 2: CR 2; Medium 
  Humanoid (5 ft. 8 in. tall) HD 2d10+2; hp 16; Init +2 
  (Dex); Spd 30 ft.; AC 14 (+2 leather, +2 Dex); Atks +5 
  Melee (1d8+2 [crit 19-20], longsword), +4 Ranged (1d8 
  [crit x3], longbow); AL NG; SV Fort +3, Ref +0, Will +0.  
   
  Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 12. 
   
  Skills: Common, Orcish, Handle Animal +2, Listen 
  +4, Spot +4, Swim +3, Climb +3, Jump +3, Ride +3. Feats: 
  Alertness, Weapon Focus (longsword), Quickdraw, 
  Improved Initiative 
   
  Equipment: Longsword, longbow, leather armor, 
  dagger, arrows, 2 gp, blanket, wedge tent, rations (2d), 
  poncho, riding horse and tack. 
   
  Kjarkr, male human Com (Teamster) 2:
  Kjarkr, male human Com (Teamster) 2:
  Kjarkr, male human Com (Teamster) 2:
  Kjarkr, male human Com (Teamster) 2: CR1; Medium 
  Humanoid (6 ft. 1 in. tall) HD 2d4; hp 7; Init +1 (Dex); 
  Spd 30 ft.; AC 13; Atks +3 Melee (1d6+1 cudgel), +2 
  Ranged (1d4+1 [crit 19-20], dagger); AL NG; SV Fort +0, 
  Ref +0, Will +0.  
   
  Str 13, Dex 12, Con 11, Int 10, Wis 13, Cha 10. 
   
  Skills: Common, Orcish, Animal Handling +5, Heal 
  +3; Spot +3, Ride +3. Feats: Alertness, Weapon Focus 
  (Cudgel). 
   
  Equipment: Cudgel, whip, leather armor, dagger, 4 
  gp, blanket, wedge tent, rations (2d), and poncho. 
   
  Hahndrik, male human Com (Teamster) 2:
  Hahndrik, male human Com (Teamster) 2:
  Hahndrik, male human Com (Teamster) 2:
  Hahndrik, male human Com (Teamster) 2: CR1; Medium 
  Humanoid (6 ft. 1 in. tall) HD 2d4; hp 7; Init +1 (Dex); 
  Spd 30 ft.; AC 13; Atks +3 Melee (1d6+1 cudgel), +2 
  Ranged (1d4+1 [crit 19-20], dagger); AL NG; SV Fort +0, 
  Ref +0, Will +0.  
   
  Str 13, Dex 12, Con 11, Int 10, Wis 13, Cha 10. 
   
  Skills: Common, Orcish, Animal Handling +5, Heal 
  +3; Spot +3, and Ride +3. Feats: Alertness, Weapon Focus 
  (Cudgel). 
  
   
  Kruknik 
   Page 13
   
  Equipment: Cudgel, whip, leather armor, dagger, 4 
  gp, blanket, wedge tent, rations (2d), and poncho. 
   
  After the battle, if the PCs search the body of the Goblin 
  Sorcerer they will find a gnarled twisted stick (the wand of 
  sleep) and a parchment with the schedule for all of House 
  Einstoffen's wagons written on it. This schedule includes 
  wagons scheduled to arrive in Kruknik from the mining 
  towns. The schedule is signed by Kerik Pfolst. If any of 
  the PCs have the tracking skill, they will automatically be 
  able to find the tracks of the goblins and follow them 
  back to the goblins' lair. If none of the PCs have the 
  tracking skill, then allow them to make a normal tracking 
  check at DC 12 to find the tracks. The muddy terrain 
  makes for following the tracks very easy, and the PCs will 
  not loose the tracks after finding them. 
   
  Troubleshooting
  Troubleshooting
  Troubleshooting
  Troubleshooting    
  If the PCs for some reason do not search the bodies, then 
  have Ahnbelka or the teamsters do so. If the PCs decide 
  to continue on with the caravan, then feel free to time 
  warp the journey (uneventful) and have the PCs return to 
  Kruknik a week later. In this case Kerik will have fled the 
  hamlet while the PCs were gone, so the PCs will not be 
  able to catch him. The tracks will also be gone by the time 
  the PCs return, so there will be no chance for the PCs to 
  follow the tracks to the goblin's lair. 
   
   
  Encounter 5:
  Encounter 5:
  Encounter 5:
  Encounter 5:    
  Good Morning Adventurers
  Good Morning Adventurers
  Good Morning Adventurers
  Good Morning Adventurers    
  Run this encounter only if the PCs did not travel with 
  Ahnbelka and the wagon carrying supplies west towards 
  the mining camps in the mountains. 
   
  You make your way to The Fifth Chance’s common room to get 
  You make your way to The Fifth Chance’s common room to get 
  You make your way to The Fifth Chance’s common room to get 
  You make your way to The Fifth Chance’s common room to get 
  somethi
  somethi
  somethi
  something warm to eat. The rain has stopped for the first time in 
  ng warm to eat. The rain has stopped for the first time in 
  ng warm to eat. The rain has stopped for the first time in 
  ng warm to eat. The rain has stopped for the first time in 
  weeks, though the dark clouds threaten rain later. In the 
  weeks, though the dark clouds threaten rain later. In the 
  weeks, though the dark clouds threaten rain later. In the 
  weeks, though the dark clouds threaten rain later. In the 
  meantime, however, it appears that the people of the hamlet are 
  meantime, however, it appears that the people of the hamlet are 
  meantime, however, it appears that the people of the hamlet are 
  meantime, however, it appears that the people of the hamlet are 
  going to take advantage of the weather. You see clothes hanging 
  going to take advantage of the weather. You see clothes hanging 
  going to take advantage of the weather. You see clothes hanging 
  going to take advantage of the weather. You see clothes hanging 
  on lines fr
  on lines fr
  on lines fr
  on lines from the windows drying, and people walking the 
  om the windows drying, and people walking the 
  om the windows drying, and people walking the 
  om the windows drying, and people walking the 
  streets getting their shopping done in the short time they have 
  streets getting their shopping done in the short time they have 
  streets getting their shopping done in the short time they have 
  streets getting their shopping done in the short time they have 
  before it starts raining. It appears that even those who live 
  before it starts raining. It appears that even those who live 
  before it starts raining. It appears that even those who live 
  before it starts raining. It appears that even those who live 
  outside the hamlet are taking advantage of the pleasant weather 
  outside the hamlet are taking advantage of the pleasant weather 
  outside the hamlet are taking advantage of the pleasant weather 
  outside the hamlet are taking advantage of the pleasant weather 
  to come to hamlet fo
  to come to hamlet fo
  to come to hamlet fo
  to come to hamlet for much needed supplies. You can see a man 
  r much needed supplies. You can see a man 
  r much needed supplies. You can see a man 
  r much needed supplies. You can see a man 
  driving a wagon drawn by two horses. He must really be 
  driving a wagon drawn by two horses. He must really be 
  driving a wagon drawn by two horses. He must really be 
  driving a wagon drawn by two horses. He must really be 
  concerned about the weather because he is driving awfully 
  concerned about the weather because he is driving awfully 
  concerned about the weather because he is driving awfully 
  concerned about the weather because he is driving awfully 
  fast…
  fast…
  fast…
  fast…    
      
  Quickly, he approaches The Fifth Chance and you detect a 
  Quickly, he approaches The Fifth Chance and you detect a 
  Quickly, he approaches The Fifth Chance and you detect a 
  Quickly, he approaches The Fifth Chance and you detect a 
  note of panic in his voice and he beg
  note of panic in his voice and he beg
  note of panic in his voice and he beg
  note of panic in his voice and he begins shouting, "HELP! 
  ins shouting, "HELP! 
  ins shouting, "HELP! 
  ins shouting, "HELP! 
  SOMEBODY HELP ME!"
  SOMEBODY HELP ME!"
  SOMEBODY HELP ME!"
  SOMEBODY HELP ME!"    
   
  If the PCs move to help the old man, proceed as follows: 
   
  "I don't know what happened, but you have to help these people! 
  "I don't know what happened, but you have to help these people! 
  "I don't know what happened, but you have to help these people! 
  "I don't know what happened, but you have to help these people! 
  Please!”
  Please!”
  Please!”
  Please!”    
      
  As you rush forward you look into the back of the wagon 
  As you rush forward you look into the back of the wagon 
  As you rush forward you look into the back of the wagon 
  As you rush forward you look into the back of the wagon 
  and see the bloody bodies o
  and see the bloody bodies o
  and see the bloody bodies o
  and see the bloody bodies of three men. They are all dressed in 
  f three men. They are all dressed in 
  f three men. They are all dressed in 
  f three men. They are all dressed in 
  the tunics of the House of Einstoffen and they look badly 
  the tunics of the House of Einstoffen and they look badly 
  the tunics of the House of Einstoffen and they look badly 
  the tunics of the House of Einstoffen and they look badly 
  wounded. You don't know if it is possible to help them or not.
  wounded. You don't know if it is possible to help them or not.
  wounded. You don't know if it is possible to help them or not.
  wounded. You don't know if it is possible to help them or not.    
      
  The man's name is Fruethik. As he was coming to town 
  this morning to purchase some supplies he came across 
  the remains of a wagon that was attacked by goblins. He 
  put the bodies of the wounded in his wagon and raced to 
  town. By now all three men are dead. Fruethik is able, 
  upon questioning, tell the PCs the following: 
   
  • 
  He found these three men on the ground. There 
  were no weapons at all near their bodies. (The 
  goblins took all the weapons, but he does not know 
  this.) 
  • 
  There was more blood around the area, but he did 
  not see any more bodies. 
  • 
  If specifically asked about Ahnbelka, he will state 
  that he did not see anybody else there. He brought 
  all the bodies. (The goblins took her captive.) 
  • 
  He can give directions to the location that the bodies 
  were found.  
   
  If the PCs ask around, they find out that Ahnbelka was a 
  guard on this wagon that was driven by these teamsters. 
  She was feeling guilty about falling asleep on watch 
  during her last trip, and wanted to make it up to House 
  Einstoffen, She offered to go as a guard for no pay, and 
  Gernthir Einstoffenson accepted.  
   
  From here the PCs should go to investigate the 
  ambush site. [If not, the adventure is over]. When they 
  arrive at the location where the ambush occurred proceed 
  with the following: 
   
  One nice thing about the last weeks rain… the muddy ground 
  One nice thing about the last weeks rain… the muddy ground 
  One nice thing about the last weeks rain… the muddy ground 
  One nice thing about the last weeks rain… the muddy ground 
  makes following the tracks of the horses and a wagon a si
  makes following the tracks of the horses and a wagon a si
  makes following the tracks of the horses and a wagon a si
  makes following the tracks of the horses and a wagon a simple 
  mple 
  mple 
  mple 
  task. You spend the entire day travelling, before you eventually 
  task. You spend the entire day travelling, before you eventually 
  task. You spend the entire day travelling, before you eventually 
  task. You spend the entire day travelling, before you eventually 
  come across a place where the ambush must have occurred. You 
  come across a place where the ambush must have occurred. You 
  come across a place where the ambush must have occurred. You 
  come across a place where the ambush must have occurred. You 
  can see trampled bushes, and an arrow sticking out of a nearby 
  can see trampled bushes, and an arrow sticking out of a nearby 
  can see trampled bushes, and an arrow sticking out of a nearby 
  can see trampled bushes, and an arrow sticking out of a nearby 
  tree. You see a couple of bedrolls under a group of trees and 
  tree. You see a couple of bedrolls under a group of trees and 
  tree. You see a couple of bedrolls under a group of trees and 
  tree. You see a couple of bedrolls under a group of trees and a pile 
  a pile 
  a pile 
  a pile 
  of wet wood where, perhaps, someone attempted to make a fire.
  of wet wood where, perhaps, someone attempted to make a fire.
  of wet wood where, perhaps, someone attempted to make a fire.
  of wet wood where, perhaps, someone attempted to make a fire.    
   
  Following the tracks is a simple task. The wagon leaves 
  deep ruts in the mud and it appears to have moved deeper 
  into the forest. The goblins took all the weapons (except 
  the arrow in the tree) and they took the bodies of the two 
  goblins that were killed in the ambush. They also took 
  Ahnbelka captive. The goblin sorcerer thought she was 
  pretty and plans to keep her as his personal slave. 
   
   
  Encounter 6:
  Encounter 6:
  Encounter 6:
  Encounter 6:    
  Goblinhome
  Goblinhome
  Goblinhome
  Goblinhome    
  Following the tracks thro
  Following the tracks thro
  Following the tracks thro
  Following the tracks through the forest, you eventually come 
  ugh the forest, you eventually come 
  ugh the forest, you eventually come 
  ugh the forest, you eventually come 
  upon a small hill in the forest. Up on the top of the hill you can 
  upon a small hill in the forest. Up on the top of the hill you can 
  upon a small hill in the forest. Up on the top of the hill you can 
  upon a small hill in the forest. Up on the top of the hill you can 
  see a wagon partially covered with shrubbery. It looks like 
  see a wagon partially covered with shrubbery. It looks like 
  see a wagon partially covered with shrubbery. It looks like 
  see a wagon partially covered with shrubbery. It looks like 
  maybe somebody made a token attempt to hide it, but didn't do a 
  maybe somebody made a token attempt to hide it, but didn't do a 
  maybe somebody made a token attempt to hide it, but didn't do a 
  maybe somebody made a token attempt to hide it, but didn't do a 
  very good job.
  very good job.
  very good job.
  very good job.    
   
  
   
  Kruknik 
   Page 14
  The goblins put this wagon here as a trap for anybody 
  looking for them. The goblin's home is under this hill 
  and searching around the PCs will find a hole in some 
  bushes that leads into the earth. However, if the PCs 
  investigate the wagon, they will be in for a nasty surprise. 
  The goblins dug a hole in the top of the hill that went 
  down into a pen and then covered the hole with branches 
  and mud. 
   
  Any PCs who specifically state that they are 
  checking the ground as they go notice the trap with a 
  successful Search check (DC 20, allow a +5 synergy bonus 
  for Wilderness Lore). If the trap is not discovered, any PC 
  who checks the wagon must make a Reflex Save (DC 20) 
  or fall in. The branches are soft and the ground is muddy 
  so PCs falling into the pen will only take 1d6 points of 
  subdual damage. However, falling is not the primary 
  danger of the pen. The pen is where the goblins keep 
  their pet bear. 
   
  Black Bear (1):
  Black Bear (1):
  Black Bear (1):
  Black Bear (1): CR1; Medium Animal (5-6' long); HD 
  3d8+6; hp 17; Init +1; Spd 30 ft.; AC 13 (+1 Dex, +2 
  natural); Atks +6 melee (1d4+4 [x2], claws), +1 melee 
  (1d6+2, bite); SQ scent; AL N; Saves Fort +5, Ref +4, Will 
  +2. 
   
  Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Climb +8, Listen +4, Spot +7, Swim +8. 
   
  The goblinhome is a small burrow consisting of five 
  rooms. Common sleeping room, goblin sorcerer's room, 
  slave pen, bear pen, and a central room. There is no boxed 
  text for this area, since there are so many variables. See 
  map #2: Goblinhome. If the PCs fought and killed the 
  goblins at the ambush, then the home will currently have 
  four goblins that remained to keep an eye on the slaves. 
  They will be waiting in the common room for the other 
  goblins to return. 
   
  If the PCs have not encountered the goblins yet then 
  there will be two goblins for each PC level here in the 
  burrow. The sorcerer will be in his room with Ahnbelka. 
  Half of the remaining goblins will be sleeping in the 
  common sleeping room, and the other half will be awake 
  in the central room. 
   
  Central Room
  Central Room
  Central Room
  Central Room 
  This room has two wood stumps that are used as tables 
  and several straw piles that the goblins sit upon. This 
  room also contains all the things that the goblins have 
  taken so far: 
  • 
  Bones from creatures that the goblins have killed 
  and eaten. 
  • 
  One dead horse that has been partially cut up, 
  cooked, and eaten. 
  • 
  Some shovels, picks, rope, lanterns, and a couple of 
  barrels of oil. (These were from the wagon that 
  Grulag stole.) 
  • 
  One suit of gnome sized studded leather. 
   
  If the goblins ambushed the wagon and captured 
  Ahnbelka, then the following will be here as well: 
  • 
  One long sword. (Ahnbelka's) 
  • 
  One saber. 
  • 
  One suit of elf-sized chain mail. (Ahnbelka's) 
  • 
  Another dead horse. 
  • 
  Several chests appear to have fallen apart and were 
  full of leather, feathers, rocks, etc…  
   
  If the PCs get into a fight here, then the goblins will 
  begin shouting. The sorcerer will arrive in two rounds, 
  the other goblins, including the Druid, will arrive in 
  three, as they will stop to put on armor. If the PCs silence 
  the area and kill the goblins silently, then they will be 
  able to surprise the other goblins in the complex.  
   
  Goblins:
  Goblins:
  Goblins:
  Goblins: CR1/4; Medium Humanoid (4 ft. 10 in. tall) HD 
  1d8; hp 4; Init +1 (Dex); Spd 30 ft.; AC 15; Atks +0 Melee 
  (1d6-1 [crit 19-20], shortsword); +2 Ranged (1d6-1, 
  javelin); AL NE; SV Fort +0, Ref +3, Will +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.  
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats: Alertness. 
   
  Equipment: Rusty short sword, shortbows (with 10 
  arrows each), studded leather armor, 2 sp (ea.), 
   
  Pens
  Pens
  Pens
  Pens    
  The two pens are right across from each other. There are 
  currently two living and two dead slaves in the slave pen. 
  The two living slaves are folks who were caught while 
  travelling from another hamlet Kruknik. Feel free to 
  embellish their stories when the PCs rescue them. They 
  are both ordinary citizens who cannot afford to repay the 
  PCs for their rescue. They are also both far too weak from 
  lack of food (they have not eaten for almost a week) to 
  help fight the goblins. 
   
  The two dead slaves have been dead for a couple of 
  days, but the goblins have not paid any attention to the 
  slaves and have only come down here to feed the bear. 
  Neither pens are locked, but the four slaves are all 
  shackled to a common post and cannot reach the door. 
   
  The bear pen holds the bear, a pet of the Druid. Any 
  PCs falling into the trap from above the hill will land in 
  here. I 
   
  Black Bear (1):
  Black Bear (1):
  Black Bear (1):
  Black Bear (1): CR1; Medium Animal (5-6 ft. long); HD 
  3d8+6; hp 17; Init +1; Spd 30 ft.; AC 13 (+1 Dex, +2 
  natural); Atks +6 melee (1d4+4 [x2], claws), +1 melee 
  (1d6+2, bite); SQ scent; AL N; Saves Fort +5, Ref +4, Will 
  +2. 
   
  Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills: Climb +8, Listen +4, Spot +7, Swim +8. 
   
  Common Sleeping Room
  Common Sleeping Room
  Common Sleeping Room
  Common Sleeping Room    
  This room is completely covered in Straw and smells 
  extremely bad. (Goblins do not have good hygiene) There 
  is nothing of interest in this room, as the goblins keep 
  everything they own on them. 
      
  
   
  Kruknik 
   Page 15
  Isshhh male goblin Drd 1:
  Isshhh male goblin Drd 1:
  Isshhh male goblin Drd 1:
  Isshhh male goblin Drd 1: CR1; Medium Humanoid (4 ft. 
  10 in. tall) HD 2d8; hp 8; Init +1 (Dex); Spd 30 ft.; AC 14; 
  Atks +0 Melee (1d6-1, staff), +2 Ranged; AL NE; SV Fort 
  +2, Ref +3, Will +2.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.  
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3, 
  (Profession Herbalist) +4. Feats: Alertness. 
   
  Equipment: leather armor, staff, 4 goodberries, 3 sp. 
   
  Spells (3,1): 0 - cure minor wound (*3); 1st - obscuring 
  mist. 
   
  Goblins:
  Goblins:
  Goblins:
  Goblins: CR1/4; Medium Humanoid (4 ft. 10 in. tall) HD 
  1d8; hp 4; Init +1 (Dex); Spd 30; AC 15; Atks +0 Melee 
  (1d6-1 [crit 19-20], shortsword); +2 Ranged (1d6-1, 
  javelin); AL NE; SV Fort +0, Ref +3, Will +0.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.  
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats: Alertness. 
   
  Equipment: Rusty short sword, shortbows (with 10 
  arrows each), studded leather armor, 2 sp (ea.), 
   
  Goblin Sorcerer's Room
  Goblin Sorcerer's Room
  Goblin Sorcerer's Room
  Goblin Sorcerer's Room    
  This room has a large straw bed and a cut wooden stump 
  that the sorcerer uses as a table. There is an iron chain 
  that is attached to the stump. If she has been captured 
  Ahnbelka will be in shackles at the end of the chain is a 
  bruised and battered. If they PCs somehow manage to 
  sneak into this room without alerting the goblin sorcerer, 
  they may rescue Ahnbelka. Otherwise, the sorcerer will 
  attempt to get to Ahnbelka and will threaten to kill her if 
  the PCs do not let him go. 
   
  He has a large knife and as Ahnbelka is effectively 
  helpless, he can kill her easily if he can get to her. If the 
  PCs are reckless with regard to Ahnbelka's situation, feel 
  free to kill her. 
      
  Ikhghgh, male goblin Sor 2:
  Ikhghgh, male goblin Sor 2:
  Ikhghgh, male goblin Sor 2:
  Ikhghgh, male goblin Sor 2: CR2; Medium Humanoid (4 
  ft. 10 in. tall) HD 1d8+2d4; hp 11; Init +1 (Dex); Spd 30 ft.; 
  AC 15; Atks +1 Melee (1d6-1, dagger), +3 Ranged; AL NE; 
  SV Fort +0, Ref +3, Will +3.  
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 12.  
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3, 
  Concentration 
  +4. 
  Feats: 
  Alertness, 
  Skill 
  Focus 
  (concentration) 
   
  Equipment: wand of sleep (he uses one charge only), 2 
  gp, rusty dagger, tunic and breeches. 
   
  Spells (6/5): 0 - dancing lights, detect magic; ghost sound, 
  ray of frost (1d3), resistance (+1 saves), 1st - burning hands 
  (2d4), magic missile (1d4+1), shield. 
   
  Ahnbelka, female human Ft
  Ahnbelka, female human Ft
  Ahnbelka, female human Ft
  Ahnbelka, female human Ftr 2:
  r 2:
  r 2:
  r 2: CR 2; Medium 
  Humanoid (5 ft. 8 in. tall) HD 2d10+2; hp 16; Init +2 
  (Dex); Spd 30 ft.; AC 14; Atks +5 Melee (1d8+2 [crit 19-
  20], longsword); +4 Ranged (1d8 [crit x3], longbow); AL 
  NG; SV Fort +3, Ref +0, Will +0.  
   
  Str 14, Dex 14, Con 12, Int 10, Wis 10, Cha 12. 
   
  Skills: Common, Orcish, Handle Animal +2, Listen 
  +4, Spot +4, Swim +3, Climb +3,Jump +3, and Ride +3. 
  Feats: Alertness, Weapon Focus (longsword), Quickdraw, 
  Improved Initiative 
   
  Equipment: (none, captive) 
   
  Ahnbelka’s property is in a cargo box in the far side of the 
  room. In it there is a longsword, longbow, leather armor, 
  dagger, arrows, 2 gp, blanket, wedge tent, rations (2d), 
  poncho, riding horse and tack. Also in boxes around the 
  room are various foodstuffs and other items from the 
  wagons. 
   
  If they defeat the goblin sorcerer, they will recover a 
  parchment with the schedule for all of House 
  Einstoffen's wagons on it. This schedule includes wagons 
  scheduled to arrive in Kruknik from the mining towns 
  and has been signed by Kerik Pfolst. They will also be 
  able to recover the wand of sleep. 
   
   
  Wrapping Things Up
  Wrapping Things Up
  Wrapping Things Up
  Wrapping Things Up    
  Once the PCs have resolved the situation with the 
  goblins and return to Kruknik, they will probably wish to 
  reveal what they have learned to House Einstoffen and 
  may even wish to speak with the sheriff to have Kerik 
  arrested. 
    
  The PCs will be rewarded 50 gold total (not each) for 
  taking care of the goblin threat. They will also be paid 10 
  gold each if they figure out Kerik's involvement, and 
  arrange to have him arrested. If Kerik is not arrested, 
  then the PCs will not receive that part of the reward. 
   
  If the PCs rescued Ahnbelka, then she will be 
  extremely thankful, and will reward the PCs with 50 gold 
  total. 
   
  The End
  The End
  The End
  The End    
   
   
  EXPERIENCE POINTS
  EXPERIENCE POINTS
  EXPERIENCE POINTS
  EXPERIENCE POINTS    
  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. 
   
  Figuring out Kerik supplied the schedules to 
  Grulag 
  25 xp 
   
  Accompanying 
  the 
  supply 
  wagon 
  with 
  Ahnbelka and defeating the Goblin ambush 
  75 xp 
   
  Defeating the Goblins at their home and freeing 
  all slaves alive        
  100 xp 
   
  Ahnbelka is alive and free at the end of the 
  adventure            
  100 xp 
   
  Causing the arrest of Kerik before he gets away   
  25 xp 
  
   
  Kruknik 
   Page 16
   
  Total experience for objectives 
  325 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  375 xp
  375 xp
  375 xp
  375 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  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 worth more than 800 
  that are of personal significance to the owner 
  (including family 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 it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter Two: 
  Encounter Two: 
  Encounter Two: 
  Encounter Two:     
  • 
  PCs gambling winnings up to 5 gp 
   
  Encounter Three: 
  Encounter Three: 
  Encounter Three: 
  Encounter Three:     
  If the PCs purchase the stolen goods from Ruedrik they 
  get a cert for the items. They may not find out they are 
  stolen until repercussions occur. 
  • 
  Jade Pendant (Value 15 gp, Weight #): The pendant is 
  shaped into the symbol of Pelor, God of Sun, Light, 
  Strength, & Healing.  
  • 
  Blue Dragon Cloak (Value 150 gp, Weight 6 lbs.): 
  The cloak is a silk violet color with gold trim. The 
  inside is thickly lined with warm cloth and the 
  outside is treated against rainfall. The cloak has the 
  head of a blue dragon expertly embroidered into the 
  back of it. 
   
  Encounter Four: 
  Encounter Four: 
  Encounter Four: 
  Encounter Four:     
  • 
  Up to 2 gp, 15 sp, 6 rusty short swords, 6 short bows, 
  60 arrows, dagger 
  • 
  Wand of sleep (3 charges when discovered by the PCs, 
  Value 25 gp per charge, Weight #, Uncommon): 
  Taken from the body of a goblin sorcerer, this 8-in. 
  stick of gnarled, twisted elm casts the sleep spell as 
  cast by a 1st level sorcerer (Save DC 11). 
   
  Encounter Six: 
  Encounter Six: 
  Encounter Six: 
  Encounter Six:     
  • 
  Same as Encounter Four if not acquired there 
  • 
  4 rusty short swords, 4 short bows, and 120 arrows, 
  and 20 gp in booty. 
   
  Wrapping Things Up: 
  Wrapping Things Up: 
  Wrapping Things Up: 
  Wrapping Things Up:     
  • 
  50 gp, for eliminating the goblin threat 
  • 
  10 gp if Kurik is arrested.  
  • 
  50 gp for saving Ahnbelka. 
  • 
  If the PCs solve the mystery and make a favorable 
  impression on Gernthir, they receive an Influence 
  Point from House Einstoffen. 
   
  
  Map 2: Ambush
  G
  G
  G
  G
  G
  G
  G
  G
  S
  D
  Key
  Each square equals five
  feet
  1- Rock caravan is 
  using for cover
  2- Wagon
  3- Road
  Trees
  Goblin archers
  Goblin Druid
  Goblins Sorcerer
  G
  D
  S
  1
  2
  3
  
  Side view of Goblinhome
  Entrance
  Bear Pen
  Wagon
  Central
  Chamber
  Covered Pit
  Key
  Each square equals
  five feet.
  1-
  Central 
  Chamber
  2-
  Slave Pen
  3-
  Bear Pen
  4-
  Common 
  Sleeping Room
  5-
  Goblin 
  Sorcerer’s    
  Room
  Map 3: Goblinhome
  1
  4
  5
  2
  3
  
  Key
  1- The Fifth Chance &
  Stable
  2-
  The Hammer & 
  Forge
  3- House Einstoffen
  4- Kruknik Jail
  5- Phthemia’s General
  Store
  6- Ruedrik’s Clothing 
  Shop
  7- Igna’s Pastries
  8- Berebul’s Mining 
  Supplies
  To the farms, mill
  and Gurlag’s house
  To the Cairn Hills and
  the mining camps
  To all points east
  Kruk’s Run
  (overflowed its normal bounds)
  1
  2
  3
  4
  5
  6
  7
  8
  N
  Map 1: The center of Kruknik
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/591/Normal Scenarios/URD1-01 - Kruknik (APL 2)/URD1-01 - Kruknik.pdf