TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  HIGC-03 
   
   
   
   
   
   
   
  Who Goes There? 
   
  A One-Round D&D LIVING GREYHAWK®  
  Highfolk Introductory Regional Adventure 
  Version 1.0 
  Round One 
   
   
  Something is wrong in the Vesve.  Being far from civilization, there's no one to turn to—you must solve 
  the problem yourself.  Or die trying.  An introductory adventure for 1st level characters. 
  
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and record-
  keeping after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate to 
  your players the special aspects of playing an 
  RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four 
  players (not counting the judge), for the game 
  session to be a sanctioned RPGA event. As well, 
  you cannot have more than six players participating 
  in the game. 
   
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  Once you are ready to play, it is handy to 
  instruct each player to place a nametag in front of 
  him or her. The tag should have the player’s name 
  at the bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the judge 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so 
  that you may present it as written to the players, 
  while other text is for your eyes only. Text for the 
  players will be in bold italics. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and judge fill out the RPGA Tracking 
  Sheet.  The judge should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
   
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, get 
  a copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from 
  your convention coordinator or the RPGA Web 
  site, and then have any players without a 
  character create one.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed 
  to have in order to run a D&D game, it is also 
  recommended that you have a copy of the LIVING 
  GREYHAWK Gazetteer. 
   
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  Who Goes There? 
   
  Page 1 
  
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than 
  those brought by virtue of a 
  class ability (i.e. animal 
  companions, 
  familiars 
  paladin’s mounts, etc.) use 
  the 
  sidebar 
  chart 
  to 
  determine the number of 
  levels you add to the sum 
  above. 
  Add 
  each 
  character’s 
  animals 
  separately. A single PC may 
  only bring four or fewer 
  animals of this type, and 
  animals with different CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character 
  has the Mounted Combat 
  feat, he may bring a single 
  warhorse, light or heavy, 
  with him in the adventure 
  and it will not count toward the APL 
  calculation. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. APLS are given in even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC may gain at the end of the 
  adventure. If a player character is three character 
  levels or more either higher or lower than the APL 
  at which this adventure is being played, that 
  character will receive only one-half of the 
  experience points for the adventure.  Further, if the 
  PC is three character levels or more lower than 
  the APL at which this adventure is being played, 
  that PC will receive one-half gold for the adventure 
  as well.  This simulates the fact that either the PC 
  was not challenged as much as normal or relied 
  on help by higher-level characters to reach the 
  objectives. 
   
  Further, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the scenario unless the 
  highest APL supported by the adventure is APL 
  12. 
   
  Note: LIVING GREYHAWK 
  adventures are designed for 
  APL 2 and higher. Four or 
  five 1st-level characters may 
  find 
  difficulty 
  with 
  the 
  challenges 
  in 
  a 
  LIVING 
  GREYHAWK adventure. If a 
  group is APL 1 there are two 
  things that the group can do 
  to help even the score. 
  1. Attempt to create a table 
  of 
  six 
  1st-level 
  characters, 
  or 
  try 
  to 
  enlist 
  higher-level 
  characters to play at that 
  table. 
  2. Advise characters to buy 
  riding 
  dogs 
  to 
  help 
  protect them, and fight 
  for them. All riding dogs 
  are considered trained to attack. PCs who 
  want their dogs to attack must succeed at a 
  Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a move action (spoken 
  command) that may be attempted each round. 
  If the animal is wounded or has taken any 
  nonlethal damage or ability score damage, the 
  DC increases to 12. 
   
  Time Units and Upkeep  
   
   
  This is an introductory one-round Regional 
  adventure, set in Highfolk.  Characters native to 
  Highfolk pay one Time Unit per round, all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  Characters that fail to pay at least Standard 
  Upkeep will retain temporary ability damage until 
  the 
  next 
  adventure, 
  must 
  buy 
  new 
  spell 
  component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-
  game benefits) as may be detailed in this 
  scenario. 
   
  A character who does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a Survival check 
  (DC 20), the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, 
  may refill spell component pouches and healer’s 
  kits, and may restock up to 20 arrows or bolts if 
  Who Goes There? 
   
  Page 2 
  
  the character has at least four ranks in Craft 
  (bowmaking).  The player is allowed to Take 10 on 
  this roll. 
   
  More information about Lifestyle and Upkeep 
  can be found in the “Lifestyle and Upkeep” section 
  of Chapter 3 of the LIVING GREYHAWK Campaign 
  Sourcebook. 
  Adventure Background 
  The Vesve Forest provides a home for many 
  different races.  The scattered good folk of the 
  Vesve rally to each other’s defense when 
  necessary and keep in contact through trade 
  routes during more peaceful times.  But, off the 
  beaten path, there are many places to hide, to 
  plan, 
  and 
  to 
  build….places 
  for 
  unusual 
  experiments….places to remain undetected for 
  long stretches of time. 
   
  A deranged wizard named Willarke has picked 
  such a spot for himself.  Fleeing far-away lands 
  where he is wanted for “crimes against nature,” he 
  finally felt secure enough to stop running once he 
  was deep in the Vesve Forest.  Here, he could 
  concentrate on his studies, undisturbed.  As an 
  added bonus, a nearby family of giant owls made 
  excellent 
  subjects 
  for 
  his 
  first 
  batch 
  of 
  experiments. 
   
  One of his experiments, however, has 
  accidentally dawn the attention of a young ranger. 
   Fortunately, the ranger was ambushed by orcs 
  and Willarke remained undetected—for now.  
  Should someone find the ranger before he dies, 
  however, Willarke may be exposed and forced to 
  flee once again. 
   
  Adventure Summary 
  Introduction:  Disappointed in the set-up of a 
  local racing competition, the heroes leave the 
  small mining town of Lunadore for home. 
   
  Encounter One:  The party encounters a 
  wounded ranger stuck in a pit trap.  He informs 
  them of strange goings-on and asks them to report 
  the mysterious beast to the Rangers of the Vesve 
  who should be able to take care of it. 
   
  Encounter Two:  Some goblins have been 
  paid by Willarke to misdirect anyone coming into 
  this part of the forest.  They have created a false 
  track leading in the wrong direction.  The goblins 
  have just finished their work and are still lurking 
  nearby.  They are cowards and easily bullied into 
  giving up information on Willarke. 
   
  Encounter Three:  The outer ring of 
  Willarke's defenses is guarded by four tiny zombie 
  owls.  Since they do not "report back" to their 
  master and all fight to the death, wounded 
  adventurers can rest up before continuing. 
   
  Encounter Four:  The strange tracks lead to 
  a small ridge.  Apparently, whatever came this 
  way 
  went 
  further 
  on—either 
  by 
  flying 
  or 
  descending the cliff and continuing on foot.  The 
  adventurers must decide whether to continue 
  pursuit of the unknown quarry or report their 
  findings to the Ranger of the Vesve. 
   
  Encounter Five:  Willarke’s next defense is a 
  giant owl skeleton.  While it may look frightening to 
  inexperienced 
  adventurers, 
  this 
  lumbering 
  monstrosity is not a very effective combatant since 
  it cannot fly. 
   
  Encounter Six:  The innermost ring of 
  Willarke's defenses is a giant owl zombie.  Unlike 
  the skeleton, this owl retains its flight capability, 
  making it a much tougher foe.  The sounds of 
  combat serve to prompt Willarke's hasty flight from 
  the area. 
   
  Conclusion:  The Rangers of the Vesve are 
  grateful for information about Willarke and his 
  creations. 
   
  Preparation for Play 
  This is introductory module set in the region of 
  Highfolk for first-level characters only.  Only first 
  level characters may participate.  Magic item 
  creation is not allowed at the end of this module.  
  As this module is an introductory module, it is 
  primarily designed as a role-playing introduction to 
  the region of Highfolk.  Much of the outcome of the 
  module is left to the imagination and adjudication 
  of the DM.  Reasonable plans should be offered a 
  good chance of success.   
   
  Introduction: Be a Hero, 
  Not a Zero 
  You were excited to participate in the Great 
  Race, but nothing has seemed to go right this 
  year.  Traveling far to the north, you entered to 
  small mining town of Lunadore, eager for the 
  challenge.  Sadly, you were dismayed to learn 
  that the derisive nickname “Race of Zeroes” 
  was more than accurate.  The entry fee was 
  quite steep, and it looked like the race was set 
  up only to bilk the participants of their hard-
  earned gold.  And the prize?  Why, it was less 
  than the entry fee!  Outraged, you declined to 
  participate in the race.  Next year, it would be 
  best to stick to the actual Race of Heroes in 
  Highfolk town. 
  Who Goes There? 
   
  Page 3 
  
   
  As you depart Lunadore, the sky opens up 
  and rain begins pouring down...  Ah, the 
  blessings of Aerdie Faenya are upon you—
  whether you want them or not.  You trudge on, 
  your mood turning sourer by the hour.   
  Raindrops pelt you.  Why, the rain drop 
  themselves seem significantly larger than 
  normal—giant-sized, almost.  Perhaps it is a 
  “blessing” of Stronmaus! 
   
  Tired, cold, wet, and hungry, you plod 
  dejectedly down the road.  It soon becomes 
  clear that, you must seek shelter for the night 
  and resume the trek home in the morning. 
   
  The PCs should introduce themselves at this point 
  if they have not already done so.  They met when 
  all of them decided not to participate in the “Great 
  Race.”   
   
  The PCs may want to start a campfire for the 
  night—if anyone has flint and steel, and they can 
  find some dry wood. 
   
  Encounter One: Ranger in 
  the Hole! 
  Thankfully, in the morning the rain has 
  stopped.  The sun rises and it looks like it will 
  be a beautiful day.  Travel is easy, with the 
  mud a minor annoyance. 
   
  A few hours later, you see a strange sight 
  ahead on the path.  A pair of orcs are laying on 
  the ground, peering into a hole. 
   
  The hole is a pit trap.  A human ranger has 
  blundered into the pit trap.  He broke his leg in the 
  fall and cannot climb out of the pit. 
   
  If the party bull rushes the orcs into the pit, 
  they might kill the ranger at the bottom.  The orcs 
  are already dead and pose no threat.  The ranger, 
  Briott, has driven off the orcs who ambushed him, 
  slaying these two orcs in the process who fell next 
  to the hole. 
   
  “Who goes there?” a voice calls out in the 
  Common tongue as you approach the pit. 
   
  At the bottom of the pit, a human male 
  leans against the dirt wall, grimacing in pain 
  but holding his bow at the ready, an arrow 
  nocked into place. 
   
   
  Briott: Male human ranger 2. 
   
  The human is a young man named Briott, who 
  wishes to join the Rangers of the Vesve.  He was 
  on his way to Quaalsten to petition for entrance 
  when he noticed some odd tracks in the woods.  
  He had tracked it to a nearby part of the forest, 
  when he heard something.  It turned out to be orcs 
  (luring him to the pit trap).  In his haste to chase 
  down the orcs and slay them, he failed to notice 
  the poorly disguised trap and fell right into the pit. 
   
  Fortunately, Briott had enough arrows to drive 
  off his captors, but he fears they'll be back soon.  
  The rest of the orcs ran off (presumably for 
  reinforcements) after he killed two of them with his 
  bow.  He needs the party's help to get out, and to 
  finish an important task.  He tells the party that 
  something is lurking in the woods—something not 
  natural.  They asks them to track it and report any 
  information about it to Quaalsten while he goes to 
  warn Lunadore. 
   
  There are some orcish weapons in the pit.  I 
  have no need of them and gladly give them to 
  you as payment for saving my life. 
   
  There are 5 javelins and 1 falchion in the pit with 
  Briott.  Gear looted from the orc corpses adds two 
  more falchions, and 2 sets of studded leather 
  armor. 
   
  Briott can answer the following questions. 
  • 
  Who are you?  I am Briott of the Woods 
  • 
  What are you doing here?  I was on my way 
  to Quaalsten.  I found some unusual tracks 
  and they led me near this spot.  I fell into the 
  pit and orcs attacked me. 
  • 
  Why were you going to Quaalsten?  I plan 
  to petition the Rangers of the Vesve for 
  entrance. 
  • 
  How many orcs were there?  I’m not sure.  
  At least four or five.  Two of them I killed; but I 
  fear the others ran off to get reinforcements 
  and will be back soon. 
  • 
  What can we do to help?  (If the party has 
  not yet pulled him out of the pit):  If you could 
  pull me out of this pit that would be a great 
  start.  Then, perhaps, you can help with these 
  strange tracks.  (If the party has already 
  gotten him out of the pit):  Perhaps, you can 
  help with these strange tracks. 
  • 
  What is strange about the tracks?  They are 
  like nothing I have ever seen.  I will show them 
  to you. 
  • 
  What do you want us to do about the 
  tracks?  Track them further and see what you 
  can learn about the beast….or beasts.  Report 
  your findings to the Rangers of the Vesve in 
  Quaalsten; they will handle matters at that 
  point. 
  Who Goes There? 
   
  Page 4 
  
  Encounter Two: South by 
  Downeast 
  • 
  Can you come with us to continue the 
  investigation?  “No, I was lamed by the fall,” 
  he says, pointing to his leg.  “I must seek 
  treatment for my injuries back in Lunadore 
  before I can be of further use to the Vesve. 
  The tracks continue through the Vesve.  The PCs 
  may notice the following (based on their Track 
  check): 
   
  If the PCs are insistent that Briott accompany 
  them, he claims that perhaps being a Ranger of 
  the Vesev is not for him, and he plans to retire 
  immediately.  Briott has rope if the adventurers do 
  not.  Once out of the pit, he thanks the 
  adventurers for saving his life and asks for their 
  assistance with the odd tracks.  He also mentions 
  some items that may be of interest to the party. 
  • 
  Track check, DC 10: The wide, sweeping 
  track is something light weight; the sweeping 
  track "disappears" where saplings (which are 
  unharmed) are in its path. 
  • 
  Track check, DC 15: The tracks change 
  subtly at one point; now some of the saplings 
  are damaged by the "wide sweeping" track 
  and the track is deeper. 
   
  After spending a few minutes using his 
  longsword as a makeshift splint, Briott hobbles into 
  the woods to show his rescuers the strange 
  tracks. 
   
  • 
  Track check, DC 18: Something has joined 
  the odd tracks: goblins prints, which have 
  been carefully obscured, leaving the original 
  tracks in pristine condition. 
   
  The tracks are quite puzzling.  There are two 
  distinct features of the tracks.  They appear to be 
  made by some sort of claw; however, the claw 
  prints are sometimes obscured by something 
  making a wide sweeping track.  It should be no 
  problem to follow these tracks (DC 5 Track 
  Check). 
  The goblins have just finished their task and are 
  lurking nearby.  If the PCs are being stealthy, have 
  the goblins make Listen and Spot checks (both 
  are +2 for the goblins) to detect them.  If the PCs 
  are not being stealthy, the goblins notice them and 
  try to hide quietly (give the PCs Spot and Listen 
  checks opposed by the goblin's Hide and Move 
  Silently rolls (both are +5 for goblins) to detect the 
  goblins). 
   
  Briott insists that he will be able to travel to 
  Lunadore by himself and bids you farewell.  He 
  has hobbled only a few yards away, however, 
  when he turns and calls out to you.  "Wait!  
  Take this with you."  He holds a small vial in 
  his hands. 
   
  These goblins have been paid by Willarke to 
  misdirect anyone coming into this part of the 
  forest.  They have created a false track leading in 
  the wrong direction, using a claw from one of the 
  cleric's failed experiments and a cloak one of them 
  is wearing.  The goblins are cowards and easily 
  bullied into giving up information on Willarke to 
  save themselves—if the PCs can communicate 
  with them.  They are more reluctant to part with 
  the gold Willarke paid them, but they will hand it 
  over to save their own skins if asked directly about 
  it.  Information they might gives to the PCs (as the 
  DM feels appropriate based on the PCs' actions): 
   
  It is a potion of cure light wounds.   
   
  If the PCs refuse his gift, or plead that Briott 
  use it himself 
   
  “Very well, then, the task is in good hands with 
  such capable adventurers!  May the Forest 
  Mistress watch over you.” 
   
  If they accept the potion: 
  • 
  A man named Willarke made us hide tracks 
  and make fake track. 
   
  “May the Forest Mistress watch over you.” 
  • 
  The man has many foul beasts to guard him—
  one of them breathes fire! 
   
  Treasure:  The PCs may take the orc’s gear, 
  Briott’s rope, and the offered potion.  
  • 
  The goblins can not go into a certain spot, 
  because the man's guardians are there and 
  will attack on sight! 
   
  APL 2: L: 47 gp; C: 0; M: potion of cure light 
  wounds 2 gp. 
  • 
  Real tracks that way!  South by down east! 
   
   
  If the PCs ask specific questions about money, the 
  goblins will relate the following: 
  • 
  The man paid gold. 
  • 
  He said to come back when done for more 
  gold. 
  Who Goes There? 
   
  Page 5 
  
  1. They can seek out the Rangers of the 
  Vesve to report what they have seen so 
  far.  If they do this, the Rangers are 
  grateful for the information and the 
  adventure is over. 
  • 
  He said after we get more gold that we never 
  come back to him or he kill us and take back 
  all the gold! 
   
  APL 2 (EL 2) 
  2. They can descend the small ridge with 
  Briott's rope (or their own) and look for 
  tracks at the bottom.  Though the slope is 
  steep and the ground muddy, with the aid 
  of a knotted rope the climb down is easy 
  and safe (DC 0 Climb check). Climbing 
  back up with the rope is more difficult, due 
  to the slippery mud (DC 5 Climb check). 
  Goblins (8): hp 5, 5, 4, 4, 3, 2, 2, 1; see 
  Monster Manual, page 133. 
   
  Tactics: The goblins ambush the PCs if possible, 
  but the little beasts are cowards.  The survivors 
  will quickly surrender if even one of them drops in 
  combat. 
   
  3. They can attempt to follow the ridge for a 
  while and descend at an easier juncture.  
  If they do this, it will be difficult to recall the 
  exact spot on top of the ridge where the 
  tracks are unless they somehow mark the 
  spot on the top of the ridge.  Without such 
  a marking, it will take a DC 20 Track 
  check to find the trail once again.  If the 
  PCs fail, they must climb the cliff and 
  attempt to find the trail again (another DC 
  20 Track check).  The adventure may be 
  over if they fail the Track check.   
  Treasure:  The PCs can claim the goblins gear. 
   
  APL 2: L: 12 gp; C: 16; M: 0. 
   
  Encounter Three: Who Goes 
  There? 
  The outer ring of Willarke's defenses is guarded 
  by four tiny zombie owls.  These are the chicks of 
  the Giant Owl family which Willarke captured and 
  has been experimenting on. 
   
  APL 2 (EL 2) 
   
  Zombie Owls (4): hp 17, 16, 15, 12; see 
  Appendix One. 
  Encounter Five: How Now 
  Foul Owl? 
   
  Tactics: Being mindless undead, they simply 
  attack the nearest PC.  Remember that their 
  Maneuverability 
  is 
  "clumsy" 
  which 
  severely 
  hampers their aerial combat (see DMG, p. 20), 
  and as zombies, they can perform only a single 
  move action or attack action each round, unless 
  they attempt a charge. 
  At last—the beast making the tracks is in 
  sight!  Directly ahead of you appears to be a 
  large bird—or it once was some type of bird.  It 
  is now just the skeleton.  The beast is quite 
  large, and one of its dark wings has somehow 
  gotten torn and is dragging on the ground. 
   
   
  Development: Since the owls do not "report 
  back" to their master and all fight to the death, 
  wounded 
  adventurers 
  can 
  rest 
  up 
  before 
  continuing on if they wish. 
  Give the PCs a Spot Check (DC 15) to notice that 
  the "wings" are actually made of cloth. 
   
  Give the PCs another Spot Check (DC 20) to 
  notice that the "wings" are actually nailed to the 
  skeleton. 
   
  Encounter Four: The Forest 
  of No Return 
   
  APL 2 (EL 2) 
  Giant Owl Skeleton: hp 27; see Appendix One. 
  The tracks continue to meander through the 
  Vesve.  The path they make is not straight, but 
  it does seem to generally head in one 
  direction, with just the occasional side trek. 
   
  Tactics:  While it may look frightening, this 
  lumbering monstrosity is not a very effective 
  combatant since it can not fly.  It will attack the 
  nearest PC until it is dead. 
   
  After several more hours of travel, the 
  strange tracks lead to the top of a small ridge.  
  Apparently, whatever came this way went 
  further on—either by flying or descending the 
  cliff and continuing on foot. 
   
  Development: A DC5 Track check reveals 
  human footprints leading off to the east. 
   
   
  The PCs have a few options at this point. 
  Who Goes There? 
   
  Page 6 
  
  Encounter Six: Full Screech 
  Ahead! 
  The tracks lead through the brush for several 
  yards, and continue on to a little used path.  
  Eventually the path opens up into a small 
  clearing, about 30 feet across.  On the right 
  edge, exactly halfway across the clearing, is a 
  large bush sculpted into the shape of boar.  
  Perched high on a branch at the far side of the 
  clearing is a large owl.  Its dull eyes notice you 
  and it begins silently flapping its massive 
  wings. 
   
  The Giant Owl is the last of the family slain by 
  Willarke.  It is chained to the tree (DC 10 Spot 
  check to notice the chain).  Attached to the base of 
  the tree is a stone (DC 20 spot check).  This is a 
  Stone of Alarm—if anyone or anything touches it, 
  the stone emits a piercing shriek, which can be 
  heard up to a quarter mile away.  The bush is 
  actually a Topiary Guardian (DC 30 Spot check to 
  notice that it is actually an animated creature and 
  not just a regular plant).  The sounds of combat (or 
  any other loud noise, such as the owl screeching) 
  prompt Willarke's hasty flight from his lair. 
   
  APL 2 (EL 3) 
  Giant Owl: hp 27(currently 5); see Monster 
  Manual p. 205. 
  Boar Topiary Guardian: hp 32; see Appendix 
  One. 
   
  Tactics: The owl cannot attack unless someone 
  (or something) moves next to it.  The chain, which 
  binds it to the tree, is very short. 
   
  The Topiary Guardian attacks with nonlethal 
  damage (with no penalty), so Willarke can 
  experiment on his captives later.  It will not chase 
  PCs that flee. 
   
  Development:  If anyone enters the clearing, 
  the boar attacks.  If the owl makes any noise such 
  as talking or screeching, or the stone of alarm is 
  triggered, the boar attacks anyone within 10 feet of 
  the clearing’s edge. 
   
  As soon as the owl screeches or combat 
  starts, the paranoid Willarke flees in the opposite 
  direction as the PCs fight the boar from his shack 
  concealed just beyond the clearing.  In his haste to 
  save his life, he leaves behind a few items.  Any 
  PCs that follow his tracks from the clearing to his 
  camp will find the nothing. 
   
  Should the PCs loose this combat with the 
  Topiary Guardian Willarke eventually returns when 
  he notices no one chasing him.  Finding 
  unconscious PCs he ties them up.  Deciding that 
  his lair has is no longer safe; he flees with his 
  topiary 
  guardian, 
  leaving 
  the 
  PCs 
  behind.  
  Eventually, 
  Protector 
  Marus 
  Rantill 
  (see 
  Conclusion) finds them and frees them.  Such 
  PCs lose 2 TUs waiting to be saved. 
   
  Treasure: The PCs can claim the stone of 
  alarm for treasure if they defeat the guardian. 
   
  APL 2: L: 0; C: 0; M: stone of alarm – 225. 
   
  Conclusion: Owl's Well that 
  Ends Well 
  Read or paraphrase the following as appropriate, 
  based on what the PCs do and to whom they tell 
  their tale.  There is no way for the PCs to Track 
  the necromancer, as he uses a teleport spell to 
  escape after running from his shack. 
   
  If the PCs seek out and report to the Rangers 
  of the Vesve, the first Ranger they meet is 
  Protector of the Forest Marus Rantill: 
   
  Protector Marus Rantill shakes his head 
  gravely at the party's revelations.  "We must 
  strengthen our patrols in the area.  Though, if 
  he has fled as you suspect, he has hopefully 
  left our forest for good."  He opens his 
  backpack and takes out two very small shields. 
   "I do not have much in the way of reward, but 
  perhaps this will help you out."  He hands you 
  two bucklers made of a dark wood.  They are 
  emblazoned with a copse of trees on the front 
  and roots of the trees intertwine with the word 
  'friend' in Sylvan.  “I am to deliver these to a 
  merchant in Highfolk town, but I must delay 
  that task and report to Quaalsten immediately. 
   If you would talk them to Highfolk for me, you 
  may collect what the merchant owes as your 
  reward.” 
   
  Note that the PCs must sell the bucklers for gold.  
  If they keep the bucklers, they are discovered, 
  arrested, and punished for a Reconcilable 
  Offense (see Appendix Two).  Further, they are 
  now known as a thief and can never join the 
  Rangers of the Vesve. 
   
  If the PCs do not seek out the Rangers of the 
  Vesve, but report back to Briott: 
   
  "Praise Ehlonna you were able to stop the 
  insanity!  I must journey to Quaalsten and 
  inform the Rangers.  Thank you again for your 
  assistance.  The forest is truly blessed to have 
  friends such as you."  Briott then gestures 
  toward the door.  "Perhaps I can buy you a 
  Who Goes There? 
   
  Page 7 
  
  drink before we part ways?  It is the least I can 
  do for friends of the Vesve such as you." 
   
  Treasure: The PCs gain a reward for delivering 
  the bucklers. 
   
  APL 2: L: 36 gp (2 MW darkwood bucklers); C: 
  0; M: 0. 
   
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
   
  Encounter Two 
  Defeat 
  the 
  goblins 
  in 
  combat 
  and/or 
  get 
  information about Willarke from them. 
   
  APL 2: 50 xp 
   
  Encounter Three 
  Defeat the baby owl zombies. 
   
  APL 2: 100 xp 
   
  Encounter Five 
  Defeat the Giant Owl Skeleton. 
   
  APL 2: 100 xp 
   
  Encounter Six 
  Defeat the Boar Topiary Guardian 
   
  APL 2: 150 xp 
   
  Discretionary roleplaying award 
   
  APL 2: 50 xp 
   
  Total possible experience: 
   
  APL 2: 450 xp 
   
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
   
  Encounter One 
  Looting the orc bodies 
   
  APL 2: L: 47 gp 
  Accepting the potion from Briott 
   
  APL 2: M: 2 gp (cure light wounds potion) 
   
  Encounter Two 
   Looting the goblins’ gear and gold 
   
  APL 2: L: 12 gp; C: 128 gp 
   
  Encounter Six 
  Retrieving the stone of alarm 
   
  APL 2: M: 225 gp (stone of alarm) 
    
  Conclusion 
  Selling the bucklers for Protector Rantill 
   
  APL 2: L: 36 gp (2 MW darkwood bucklers) 
    
  Who Goes There? 
   
  Page 8 
  
   
  Total Possible Treasure 
   
  APL 2: L: 95 gp; C: 128 gp; M: 227 gp  - Total: 
  450 gp 
   
  Special 
   
  Enmity of the Rangers of the Vesve:  You have 
  attempted to steal from the Rangers of the Vesve 
  and for that you have earned their distrust.  You 
  may never join the Rangers of the Vesve meta-
  organization. 
   
   
  Who Goes There? 
   
  Page 9 
  
  Appendix One – APL 2
  Encounter One 
   
   
   
   
  Briott, human Rgr2: CR 2; Medium humanoid 
  (human); HD 2d8+4; hp 17 (currently 5); Init +7; 
  Spd 30 ft.; AC 17 [+3 Dex, +4 armor], touch 13, 
  flatfooted 14; BAB/G: +2/+4; Atk +4 melee 
  (1d8+2/19-20, longsword) or +6 ranged (1d8/x3, 
  longbow); Full Atk +4 melee (1d8+2/19-20, 
  longsword) or +4/+4 ranged (1d8/x3, longbow); 
  SA Favored enemy (orc); SQ Wild empathy; AL 
  CG; SV Fort +5, Ref +6, +0; Str 14, Dex 16, Con 
  14, Int 8, Wis 10, Cha 12 
   
  Skills and Feats:  Hide +6, Knowledge: 
  Nature +4, Listen +5 (+7 orcs), Move Silently +6, 
  Survival +5 (+7 orcs), Spot +5 (+7 orcs); 
  Improved Initiative, Weapon Focus: Longbow, 
  Rapid Shot, Track. 
   
  Languages: Common. 
   
  Possessions: 
  Chain 
  shirt, 
  longsword, 
  masterwork longbow, quiver with 4 arrows, 
  dagger, potion of cure light wounds. 
   
  Encounter Three  
   
   
   
  Giant Owl Chick Zombies: CR ½; Tiny 
  undead; HD 2; hp 16; Init +2; Spd 10 ft./ fly 40 ft. 
  (clumsy); AC 16 [+2 size, +2 Dex, +2 Natural], 
  touch 14, flat-footed 14; BA/G +1/-10; Atk -1 
  melee (1d3-2, slam); Full Atk -1 melee (1d3-2, 
  slam) Space/Reach: 2 ½ ft./ 0 ft.; SQ Single 
  actions only; DR 5/slashing; darkvision 60 ft.; 
  undead traits; AL: NE; SV Fort +0, Ref +2, Will 
  +3; Str 6, Dex 15, Con –, Int –, Wis 10, Cha 1. 
   
  Skills and Feats: Toughness 
   
  Encounter Five 
   
   
   
   
  Giant Owl Skeleton: CR 2; Large undead; HD 
  4; hp 27; Init +8; Spd 10 ft. (cannot fly); AC 15 [-
  1 size, +4 Dex, +2 Natural], touch 13, flat-footed 
  11; BA/G +2/+10; Atk +6 melee (1d6+4 claw); 
  Full Atk +6 melee (1d6+4, 2 claws) and +1 
  melee (1d8+2 bite); Space/Reach: 10 ft./ 5 ft.; 
  SQ: 
  DR 
  5/bludgeoning, 
  darkvision 60 ft, 
  immunity to cold, undead traits; AL NE; SV Fort 
  +1, Ref +5, Will +4; Str 18, Dex 19, Con –, Int –, 
  Wis 10, Cha 1. 
   
  Skills and Feats: Improved Initiative. 
   
  Encounter Six 
   
   
   
   
  Boar Topiary Guardian: CR 3; Medium plant; 
  HD 5; hp 32; Init +3; Spd. 40 ft.; AC 17 [+3 Dex, 
  +4 Natural], touch 13, flat-footed 14; BA/G 
  +3/+6; Atk. +6 melee (2d6+4 Gore); Full Atk. +6 
  melee (2d6+4 Gore); SA Ferocity; merciful; SQ 
  DR 10/slashing; freeze, low-light vision, plant 
  traits, tremorsense 90 ft., vulnerability to fire; SV 
  Fort +6, Ref +4, Will +1; Str 17, Dex 16, Con 14; 
  Int –, Wis 10, Cha 1. 
   
  Skills and Feats: Move Silently +11. 
   
  Ferocity (Ex): A boar topiary guardian 
  continues to fight without penalty even while 
  disabled or dying. 
   
  Freeze (Ex): A topiary guardian can hold 
  itself so still that it appears to be a normal 
  sculpted shrub.  An observer must success on a 
  DC 30 Spot check to notice that a topiary 
  guardian is actually an animated creature. 
   
  Merciful (Ex): A topiary guardian can deal 
  nonlethal damage with any of its attacks without 
  taking the standard -4 penalty on attack rolls.  
  The creature chooses whether to deal lethal or 
  nonlethal damage depending on the orders it is 
  given by its creator.  Orders to capture or 
  subdue enemies cause the topiary guardian to 
  use nonlethal attacks; any other attack order 
  causes the creature to deal lethal damage. 
   
  Skills: A topiary guardian has a +8 racial 
  bonus on Move Silently checks. 
   
  Physical 
  Description: 
  A 
  boar 
  topiary 
  guardian stands 3 feet high at the shoulder and 
  is 4 feet long.  It weights about 100 pounds. 
  Who Goes There? 
   
  Page 10 
  
  Appendix Two: The Highfolk Legal System
  The Basics 
  Highfolk Town is not a very stringent, or 
  particularly orderly, community.  It does have 
  however, laws that are to be followed.  The laws 
  are grouped into general categories, and 
  punishment can be somewhat subjective.  It is 
  somewhat rare to have criminal acts go to court 
  in Highfolk.  Note that many other settlements in 
  the region employ law enforcement systems 
  similar to the Town of Highfolk. 
   
  The Home Guard Police Force 
  The Home Guard in Highfolk, a militia force, 
  policies the town.  This force of approximately 
  100 men and women (the rest serve with the 
  Defense Force or with the Fifth District, a sort of 
  "special operations") are under the command of 
  Constable Paxana Eventhil.  The more law-
  conscious citizens of the town often sight her as 
  being a bit "soft" on certain crimes.  She does 
  not however, go easy on those that commit 
  grievous acts on their fellow townsfolk or those 
  who threaten the safety that Highfolk offers.   
   
  The typical response team to a criminal or 
  suspicious act is a group of five men or women, 
  wearing leather armor and armed with clubs.  
  They each wear a sash over their left shoulder, 
  with a pin of Highfolk's symbol (the green-and-
  white checkerboard shield) attached.  Most 
  often, there are 4 guardsmen wearing red 
  sashes (privates) and one in charge of the team, 
  wearing a blue sash (corporal).  On particularly 
  large or troublesome disturbances, heavier 
  weapons will be brought to the scene (usually 
  short swords and short bows), and every 2 
  teams will be lead by a sergeant (wearing a 
  green sash).  Every so often, when many teams 
  are dispatched, a lieutenant (wearing a silver 
  sash) or even the captain of a division (wearing 
  gold) will appear on the scene.  The constable 
  herself wears the colors of Highfolk itself as her 
  sash (green-and-white checkerboard). 
   
  The response team is to neutralize any 
  violent threat upon arrival (through escalation of 
  force- 
  using 
  the 
  minimum 
  necessary 
  to 
  accomplish the mission), and failing that 
  mission, to send for assistance.  The Defense 
  Force, Fifth District agents, and even the 
  Velunese garrison have been called in to assist 
  in matters that could not be resolved by the 
  Police Force.  This is very rare, however; a 
  single team of five individuals can deal with most 
  criminal elements in the town.   
   
  It should also be noted that Fifth District 
  agents might work "undercover" and have the 
  powers of the regular Police Force.  It is not 
  uncommon for these agents to work against 
  threats that require "special procedures" to 
  defeat or eliminate. 
   
  The Police Force acts as a sort of on-the-
  spot sentencing committee.  After making an 
  arrest, the guardsmen confer to determine the 
  sentence for the lawbreakers, and then state 
  their finding to the criminal.  This type of 
  sentence is usually reserved for those that 
  commit crimes of a fineable nature (e.g., 
  burglary or vandalism).  Some other crimes, 
  such as assault without grievous injury, are also 
  sentenced as necessary; the punishment for 
  such crimes is usually a jail sentence.  A court 
  handles the sentencing of the most violent 
  crimes; in the interim, the prisoner is taken to a 
  holding cell in one of the four Highfolk District 
  Jails. 
   
  Such "crimes" as public drunkenness, rude 
  and disorderly behavior, and general mischief, 
  will often be "brushed away" by the guardsmen 
  arriving at the scene.  As long as the individual 
  is aware of the fact that they are not acting 
  proper in public, and the situation does not 
  become repetitive, the guardsmen will usually let 
  those involved off with a warning.  Townsfolk 
  have more leniencies in this regard; strangers 
  (particularly half-orcs) are dealt with in a more 
  "official" manner. 
   
  The Courts 
  There is but one judge in Highfolk, Hoseik 
  Yellindarth (a human male of thirty-nine years).  
  There is no need in Highfolk for a larger judicial 
  system, as most criminal sentencing is resolved 
  at the scene.  Each case is heard, witnesses are 
  called forward, and the judge then makes a 
  determination.  Those put on trial are allowed a 
  barrister to defend them, but must pay for the 
  luxury.  The witnesses or victims may also pay 
  for a barrister to represent them; this does not 
  occur very often (except for cases involving the 
  elven district).  Otherwise, Hoseik makes a 
  sentencing decision after all witnesses have 
  spoken.  Cases without witnesses commonly 
  have a member of the community (usually a 
  relative of the victim) pay a barrister to 
  investigate the case and bring the findings.  
  Guardsmen may also be called forward as 
  witnesses, and to reveal their investigation. 
   
  Who Goes There? 
   
  Page 11 
  
  Doing Time 
  Those sentenced by Hoseik, or sentenced on 
  the spot, may wind up behind bars for a while.  
  Criminals sentenced to lockup that have not 
  committed crimes of grievous injury or death of 
  another can expect to serve their stint in one of 
  the Highfolk District Jails.  The terms of 
  incarceration are usually less than a few 
  months, in these cases.  Many of the criminals 
  that wind up in the District Jails are those merely 
  unable to pay the requisite fine. 
   
  Criminals that commit more serious crimes, 
  if not executed, will find themselves locked away 
  in the real prison, the Roots.  Underneath a 
  portion of the town, the Roots are a labyrinthine 
  dungeon filled with traps and armed guards.  
  Prisoners are given hard labor during their stay, 
  and are always under close watch.  They are 
  treated as criminals, but not entirely inhumanely. 
   After all, those irredeemable to society are 
  usually executed rather than given lengthy 
  prison terms. 
   
  Those criminals that society deems too far 
  morally corrupt are sentenced to execution.  
  This is not a common punishment, but 
  occasionally such measures have to be taken to 
  preserve the safety of Highfolk Town.  They are 
  commonly lead outside of the city, and are taken 
  to a secluded area.  There, a strong tree is used 
  to unceremoniously hang the vile wretch.  The 
  body is then burned, after confirming death. 
   
  Laws of Highfolk 
  Irredeemable Offenses (Punishable by Death) 
  Usually meted out by the Highfolk Town 
  Judge. 
  • 
  Murder with aforethought  
  • 
  Arson in the elven district 
  • 
  Treason (this includes aid given to Iuz's 
  forces that results in a compromise of 
  the town's security) 
   
  Grave Offenses 
  Punishable by Imprisonment in the Roots; 
  Usually meted out by the Highfolk Town 
  Judge 
  • 
  Murder with intent 
  • 
  Arson (anywhere in the town except 
  elven district) 
  • 
  Grievous assault (which results in the 
  victim being unable to continue his/her 
  livelihood) 
  • 
  Intentionally harming Old Bough 
   
  Reconcilable Offenses 
  Punishable by Fine of usually half or more of 
  the criminal's worth, or Incarceration in the 
  District Jail, Usually meted out by the Home 
  Guard Police Force 
  • 
  Assault 
  • 
  Unintentional death  
  • 
  Bribery 
  • 
  Forgery 
  of 
  official 
  or 
  religious 
  documents 
  • 
  Murder or grievous injury of an animal 
  companion 
  • 
  Burglary or theft of valuable items (100+ 
  solars' 
  worth) 
  or 
  animals 
  of 
  transportation 
  • 
  Terrorizing 
  the 
  populace 
  (through 
  extortion, strong-arm tactics, etc., over a 
  period of time) 
  • 
  Vandalism of a recognized holy place 
  (temple, shrine, etc.) 
  • 
  Unintentionally harming Old Bough 
   
  Minor Offenses  
  Punishable by Fine of usually 5+ solars, or 
  Deeds of Recompense; Usually meted out by 
  the Home Guard Police Force 
  • 
  Fraud/Deception 
  • 
  Theft of items 
  • 
  Vandalism (except holy places) 
  • 
  Assaulting an animal companion 
  • 
  Slander 
   
  Occasionally, some crimes may warrant a 
  higher or lower sentence based upon the 
  circumstances.  Frequency and scope of 
  offenses may lead to a higher sentence.  Some 
  minor offenses may even be resolved without 
  any recompense; occasionally, an apology will 
  suffice.
   
  Who Goes There? 
   
  Page 12 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/593/Intro mods/HIGC-03 - Who Goes There/HIGC-03 - Who Goes There.pdf