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. 
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction and run 
  DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
   
  DYVINTRO6-02 
   
   
   
   
   
   
  Darkwood 
   
  A One-Round Dungeons & Dragons®  
  Living Greyhawk™  
  Dyvers Introductory Adventure 
  Version 1.0 
   
   
  By Brandon Dowell 
  Triad Reviewer: Michael Mockus 
  Play testers: Dennis, Jenny, Dru, Scott, and Jimmy 
   
   
   
   
   
   
  Tricaster is growing! Once a small town in the wood it has grown into a bustling town of grand houses 
  and businesses. There is earth to till and cattle to raise. Shopkeepers make a trade, and schools of 
  different vocations are being raised. Yet, it is still a town in the wood, a dangerous wood known as The 
  Gnarley, with the Pomarj are waiting in the shadows. A cinematic one-round Dyvers Introductory 
  adventure set in Tricaster for first level characters. 
   
   
   
  Resources for this adventure [and the authors of those works] include D&D Players Handbook, D&D 
  Monster Manual, D&D Dungeon Masters Guide [by Johnathan Tweet, Monte Cook, and Skip Williams. 
  Many characters inspired by the adventure A Natures Child [by Eddie Montague Jr.] 
  .
  
  DYVINTRO6-02 Darkwood 
   
  Page 1 
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior game master. To play 
  this adventure as part of the LIVING GREYHAWK 
  campaign—a worldwide, ongoing D&D® campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL™ game master. The person 
  who sanctions the event is called the senior game 
  master, and is in charge of making sure the event 
  is sanctioned before play, runs smoothly on the 
  date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior game 
  master is also the table DM. You don’t have to be 
  a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  two (2) points.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need 
  copies of the following D&D rule books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1. For your convenience, that 
  appendix is split by APL 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK 
  LEVELS OF PLAY 
   Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1.  Determine the character level for each of the 
  PCs participating in the adventure. 
  2.  If PCs bring animals that have been trained 
  for combat (most likely dogs trained for war), 
  other than those brought by virtue of a class 
  ability (such as animal companions, familiars 
  paladin’s mounts) or the warhorse of a 
  character with the Mounted Combat feat, use 
  the sidebar chart to determine the number of 
  levels you add to the sum of step one. 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.  
  
  DYVINTRO6-02 Darkwood 
   
  Page 2 
  1.  
  Mundane 
  Animals Effect 
  on APL 
  # of Animals 
  1 
  2 
  3 
  4 
  CR of Animal 
  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 
  7 
  7 
  9 
  10 
  11 
  2.  Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  3. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs 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 can 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 receives only one-half of the experience 
  points and gold for the adventure. 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. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round Core adventure, set 
  in Dyvers. Characters native to Dyvers pay one 
  Time Unit per round, all others pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp 
  per Time Unit. Rich Upkeep costs 50 gp per Time 
  Unit. Luxury Upkeep costs 100 gp 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 
  adventure. 
   
  A character that 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 DC 20 Survival 
  check, 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 
  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 
  TRICASTERS AFTERMATH AND THE 
  PACKSMITH FAMILY 
  The destruction of Tricaster at the end of CY595 
  has left many people searching for new homes in 
  safer lands, but those who stay have found that 
  with the help of the Cartographers Guild the town 
  of Tricaster can be built anew. Traffic has begun to 
  multiply on the road between Dyvers and 
  Tricaster, and people are beginning to take 
  advantage of the Gnarley’s unprotected state. 
  With the Druids and Rangers focused on the 
  threat of the Pomarj, the outer parts of the forest 
  near Tricaster are left defenseless. Some farmers 
  take this time to clear new lands, and increase 
  their fields. They are the ones who feel that 
  Dyvers is at peace, that with the Free Army and 
  Marines on alert nobody would dare try for the free 
  lands. They are the foolish.  
   
  One such farmer is Terry Packsmith, a Suel 
  man with a wife and daughter. When everyone 
  
  DYVINTRO6-02 Darkwood 
   
  Page 3 
  was looking for assistance from the Cartographers 
  Guild, he instead went outside of the town to take 
  advantage of the new lands that were currently 
  unoccupied. He builds his cottage close to the 
  Gnarley and begun cutting down trees for his 
  home. His wife of course did not agree, but Terry 
  Packsmith insisted that this was his families 
  chance to get a hand in the farming of the area.  
   
  He hadn’t had his cottage built for a week 
  before disaster struck from the forest. An arrow 
  wreathed in flame came flying out of the forest one 
  evening when he was building fences and struck a 
  nearby shed where he kept his tools and farming 
  equipment. Terry became furious and angry, 
  blaming the Gnarleyfolk for trying to steal his good 
  fortune that he felt he had worked hard to earn. 
  But, the Gnarley is not so forgiving.  
   
  Two nights after Terry had completed his new 
  barn, he and his family were awaked by the 
  screaming of horses. Terry grabbed his bow and 
  ran outside to see what was going on. What he 
  saw was a dark creature dragging the corpse of 
  his best horse into the forest. Terry aimed his bow, 
  but the creature looked up at him and Terry was 
  instantly immobilized. He then stood there 
  watching as the shadows of the night forest 
  seemed to come alive and devour the horse. The 
  shadows disappeared and Terry was able to 
  move. He now bolts his door shut and locks all 
  windows at night, keeping a short sword near his 
  bed.  
   
  Two weeks went by and Terry was beginning 
  to feel more secure with his new land. His crops 
  were beginning to grow and his farm was 
  completed. It appeared that his hard work had 
  finally taken root and his family would prosper in 
  its new home. But then disaster struck.  
   
  Terry was chopping firewood when he spotted 
  a group of Orcs coming out of the Gnarley. He ran 
  inside and told his wife and daughter to hide in the 
  pantry. He then grabbed his short sword and ran 
  out the door. It was there that his life turned to 
  darkness as something large hit the back of his 
  head.  
   
  When he came to, his wife and daughter were 
  tied up and gagged across the room; and he was 
  tied up as well. Orcs were ravaging the house. 
  Grabbing anything that looked of value and putting 
  them into sacks. Terry struggled against his 
  bonds, but only succeeded in catching the eye of a 
  nearby orc who drew his sword and came to end 
  the life of poor Terry Packsmith. Terry closed his 
  eyes and waited for the end, but found that it didn’t 
  come. He looked up to see that a half-orc had 
  stopped his assailant and was speaking in a 
  language that Terry did not understand, after the 
  orcs shared words the half-orc grabbed Terry and 
  threw him into a nearby bedroom. The half-orc 
  turned on his heels and slammed the door shut 
  behind him, but not before dropping a knife at 
  Terry’s feet.  
   
  Terry didn’t hesitate to act. He bolted for the 
  knife and cut his bonds. Then he slipped out a 
  window and began to crawl toward town. Dazed 
  and still unsteady from his encounter he slowly 
  made his way to Tricaster to find someone who 
  could help. (This is where the PCs come in.)  
   
  ADVENTURE SUMMARY 
  Introduction: The adventure begins with the party 
  currently hired by a Blacksmith named, Reynard 
  Tippingmug, a gnome who has just made a 
  greatsword of masterwork quality as a gift for 
  Helsim Lord Grift. This sword was made at the 
  request of the people of Tricaster 
   
  Encounter 1: The party is on their way out of 
  Town toward Dyvers when a staggered man who 
  has been violently beaten. He tells how his family 
  has just been attacked by orcs at their farm on the 
  edge of town. He pleads for their assistance and 
  leads them back. The party goes to the farm to 
  find the barn on fire. Screams can be heard from 
  the inside of the barn. This is an elven Ranger of 
  the Gnarley. After saving him he tells how the 
  farmer's wife and daughter have been taken by 
  the orcs and are headed into the Gnarley. Inside 
  the farmhouse there are still a few orcs raiding the 
  home. 
   
  Encounter 3: As the group is tracking down 
  the orcs in the Gnarley they come to an opening. 
  The farmer’s daughter has been left and is 
  standing on the edge of the opening. She tells of a 
  single half-orc caring her off and leaving her at the 
  edge of the grove after he saw the adventurers. 
  The orc told her to go there and the adventurers 
  would take her home. It is here that the Ranger 
  they saved earlier takes and keeps her safe while 
  the party continues on.  
   
  Encounter 4: The adventures catch up with 
  the orcs at a cave deep within the Gnarley. The 
  mother is being held inside and the party must 
  fight the remaining orcs to save her.  
   
  Encounter 5: The party comes across a 
  young dire bear cub. It’s currently stuck in a trap 
  put out by hunters. The party has to decide 
  whether to risk helping it, or leaving it there. What 
  the party doesn’t realize is that there is a Gnarley 
  
  DYVINTRO6-02 Darkwood 
   
  Page 4 
  Druid watching them who has made an agreement 
  with the dire bear and her cub. 
   
  Encounter 6: The party is headed out of the 
  Gnarley when they are attacked by a group of 
  Gnarley Elf Clan members. Any fights are quickly 
  stopped by the Oakfather, a Treant who is 
  watching nearby. 
   
  Conclusion: If successful, the party returns 
  the wife and Terry Packsmith and his daughter are 
  waiting for her return. They are currently at the 
  blacksmiths shop. There is a happy reunion and 
  the party is allowed to finish the job of the 
  blacksmith. (With an added heroic bonus of 
  course.)  
   
  INTRODUCTION 
  Walking into the town of Tricaster, some may 
  find it hard to believe that this town was 
  completely destroyed not but a short time ago. 
  The Free Land of Dyvers is now filled with a 
  grand economy and even this remote town 
  shares this prosperity. Where once there were 
  farms and cottages, there are now grand 
  houses and schools. Trade is the way of these 
  lands and the wars of the past are but a fowl 
  memory. But! To the adventurer who finds his 
  coin by his sword and spell, and not by the 
  selling of wares, honest money is hard to 
  come by.  
   
  The note in your hand is a reminder of that. 
  You searched for a week for a way to earn you 
  stay at a local inn, when a gnome named 
  Reynard Tippingmug approached you with a 
  chance to earn a couple of gold. You found a 
  chance for a warm room for a couple of nights.  
  His instructions were simple enough. Follow 
  the directions to his blacksmith shop in 
  Tricaster and meet him to make a delivery in a 
  week. The directions were scribed on paper for 
  you, and with the help of a few pointed fingers 
  from the locals you find the small blacksmiths 
  shop.  
   
  The shop bears a sign depicting a Hammer 
  crossed with a Sword. It looks newly build with 
  a forge sitting to the left side under an 
  extension of the roof to protect it from 
  weather.  
  When you enter the shop you find an 
  assortment of finely made swords of many 
  different sizes adorn the wall and shelves. 
  Each with a small price tag on the hilt.  
   
  Behind the counter is the gnome that hired 
  you a week before. His silvery hair shows that 
  he is an aged gnome, and the darkened 
  bronzed skin shows that he has work near a 
  forge fire for a long time. He is currently 
  polishing a newly made rapier with a cloth. 
  When you enter the building he looks up from 
  his work and smiles. 
   
  "Ah! Good of you to come. Please wait one 
  moment and I’ll get the package for you to 
  deliver" 
   
  After 
  a 
  few 
  moments 
  the 
  gnome 
  blacksmith returns with a long object that is 
  wrapped in a soft cloth.  
   
  "This is a gift for Lord Grift that I made at 
  the request of the town of Tricaster. It is my 
  finest work, a greatsword with the symbol of 
  Lord Grift’s House emblem carved into the 
  broad of the blade. I would deliver it myself but 
  I’m afraid that my duties with my shop take up 
  the majority of my time. Please take it to Lord 
  Grift’s manor in Dyvers. Please do not blemish 
  the sword in any way. I will pay you each 20 
  gold for your services. 
   
  QUESTIONS THE PLAYERS MIGHT ASK FOR 
  REYNARD 
   
  Q. What if and accident happens to the sword 
  and it becomes blemished? 
  A. I will be very displeased. Please do not harm 
  the sword in any way, but if it does come to that, 
  which I pray that it does not since I am paying you 
  so generously, then please bring it back here so 
  that I might remove the blemish. I do not want 
  Lord Grift to receive a gift that is imperfect in any 
  way. 
   
  Q. Are you expecting trouble from this 
  delivery? 
  A. Trouble? From the simple delivery of a gift? Ha! 
  Where do you think you are son/lass? Greyhawk? 
  And, if I needed help of that sort I would have 
  picked some more seasoned adventures. No 
  offence, mind you. 
   
  The players may choose to buy weapons at this 
  point. Currently this blacksmiths shop has any 
  metal weapon from the player’s handbook. He is a 
  metal worker so his talents do not extend to the 
  crafting of bows, or the mixing of chemical for 
  items like alchemists fires. 
   
  ROLE-PLAYING REYNARD TIPPINGMUG 
  When role-playing Reynard, remember that he is a 
  perfectionist. Everything has to be in order and 
  
  DYVINTRO6-02 Darkwood 
   
  Page 5 
  clean. If any PC starts to look into buying any of 
  he wares then he offers any help he can. Any PCs 
  that are not wearing armor he will go to and try 
  and sell them some for their protection (mages 
  might find him annoying.) He is overly helpful and 
  talks at great speeds. He tries his best to make 
  sure to tell the PCs that the sword he made 
  CANNOT come to harm in any way as he is very 
  proud of his gift. 
   
  KEEPING THE PRETTY SWORD PRETTY 
   
  Reynard is a Perfectionist. He does not want his 
  prized work to become blemished before it is 
  received by Lord Grift. Therefore if a party 
  member should use it or abuse the weapon in any 
  other sort of way then they earn An Unhappy 
  Employer option on the AR. 
   
  Development: Once the PCs have had an 
  opportunity to ask any question of Tippingmug, 
  acquired any gear they need and head North for 
  Dyvers, proceed to Encounter 1: Blazing Barns. 
   
  ENCOUNTER 1: BLAZING 
  BARNS 
  At this point the party should head out of the town 
  and toward Dyvers. Make sure that by now you 
  know who exactly has the sword and how they are 
  transporting it. Once you have figured in all of this 
  then read the following: 
   
   
  With your delivery package secured and 
  your job underway you begin to head out of 
  Tricaster in the direction of Dyvers. It is 
  currently mid-day and the cold chill of winter is 
  already setting in your bones. At least now you 
  have secured a way of getting a warm place to 
  sleep.  
   
  Just as you are passing the final building 
  on the edge of town you see that a hundred 
  feet from you is a stumbling man of Suel origin 
  walking toward you with a hand out, mumbling 
  incoherently. At first glance he is nothing more 
  than a simple town drunk,  
  If the PC succeeds at a Spot check (DC 10) or 
  approach the man, read or paraphrase the 
  following: 
   Something else catches your eye. Blood 
  stains his head and hair, and at that point you 
  begin to hear his mumblings more clearly. He 
  looks at you pleadingly saying "Help." At 
  which point he finally falls to the ground. 
   
   
  The man is Terry Packsmith. He is fleeing the 
  recent orc attack and is looking for help. His is at 0 
  hp and considered staggered. 
   
  Terry Packsmith: Human Commoner; 1HD hp 
  2(0) 
   
   
  At this point allow the party to help the man 
  out or not. If they help out the man then read the 
  following. If they leave him then proceed to the 
  conclusion and reward XP accordingly over. Terry 
  is still conscious, but has fallen from exhaustion  
   
   
  As you reach the fallen individual he looks 
  up with you with beaming eyes as if he has 
  found an angel. He springs to his feet to greet 
  you and nearly falls back to the ground from 
  dizziness. He quickly regains his posture and 
  begins to speak,  
   
  “Please! Help me. My family has just been 
  attacked by orcs out at our farm not far from 
  here. I was able to escape but my wife and 
  daughter are still with the monstrous savages. 
  I tried to fight them off but they overwhelmed 
  me. Please I beg of you!" 
   
   
  Give the party a moment to react and decide if 
  they will help him or not. If they choose to leave 
  him to the crows then they may continue on their 
  way to deliver their sword.  
   
  If at any point a party member asks for some 
  kind of payment or reward then read the following: 
   
  The tattered man looks at you with both 
  disgust and surprise. His jaw drops and finally 
  he cries out. “MY FARM! I’ll give you my damn 
  farm if that’s what it takes to get you to help 
  my family." 
   
   
  If the party accepts this offer then they receive 
  Reynard's Disgust on the AR as he finds their 
  mercenary attitude and willingness to kick a family 
  out of their home cruel. 
   
  After the party decided to help the beaten man 
  then read the following: 
   
   
  Any PC succeeding at a Spot check (DC 15) 
  notice smoke rising in the distance. The farmer 
  already sees it. Read them the following: 
   
   
  As you follow Terry's directions in the 
  distance you see smoke rising in the air. A 
  look of horror fills the face of the man with you 
  and the color in his face becomes a few 
  shades whiter. His pace quickens and as you 
  
  DYVINTRO6-02 Darkwood 
   
  Page 6 
  top the edge of a small rise. About 100 yard 
  away is a large barn engulfed in flames. A 
  farmhouse sits 30 feet from the flames but 
  does not appear to have been set ablaze yet.  
   
   
  Have the PCs make a listen check as they 
  move across the farm. The Daces are listed as 
  follows: 
  300ft. (DC 25) 
  200ft. (DC 15) 
  100ft. (DC 5) 
    Then read the following: 
   
   
  From inside the barn you hear the screams 
  of help coming from inside. There is a side 
  entrance that you can see from where you 
  stand that is not yet set ablaze. The sounds of 
  burning beams beginning to crack as the 
  supports holding the building up begin to fail. 
  You don’t have much time.  
   
   
  For help with this encounter please refer to 
  DM Maps 1: Burning Barn and follow the 
  directions.  
  The party has 5 rounds before, at the end of the 
  round, the barn collapses and all is lost. Have 
  them do as they please during their turn but the 
  following happens on the initiative of the barn 
  (Treat it as having 0 on the Initiative). Read the 
  box text to anyone inside on the barns initiative. 
   
  1ST ROUND:  
   
  The heat inside the barn is unbearable. 
  Fires crawl on the wall, dancing across the 
  wood. The smoke burns your lungs and stings 
  your eyes and the sound of the support beams 
  giving way under the pressure is a sure sign 
  that this place is coming down. 
  A Spot check (DC 15) reveals 
    
  On the other end of the barn tied to a beam 
  is an unconscious male elf in leather armor. 
   
  A single attack action dealing at least 1 hp can 
  free the bonds, a use rope check (DC 15) will also 
  work 
   
  Have any persons going to get the elf make 
  reflex saves (DC 10) as they cross the barn. If 
  they fail they take 1d3 points of damage as debris 
  falls from the top of the barn. They only have to 
  make this save once. 
   
  2ND ROUND:  
   
  All of a sudden a part of the ceiling above 
  the entrance you came in collapses and blocks 
  off your exit. But not all is lost! The falling 
  debris has made you a way to climb to the 
  second story of the barn where you can see an 
  exit. All that stands between you and escaping 
  the inferno is a balancing act to the top. Unless 
  you have a better idea…  
   
  If the PCs decide to go this route have the 
  persons involved make Balance checks (DC 15) 
  or Climb checks (DC 20) as they climb the beam. 
   
  If they reach the top there is an opening now 
  in the wall in front of them. All they have to do now 
  is Jump (DC 15) or Climb (DC 25) out. If they jump 
  they take 1d6 points of falling damage  
   
  3RD-6TH ROUNDS.  
   
  Uneventful. 
   
  7TH ROUND:  
   
  A loud crack fills your ears as you watch 
  the burning barns supports finally give way to 
  the flames. With the final supports gone the 
  building falls to the ground in a large burning 
  heap.  
   
  Anyone in the building is subject to the following 
  trap:  
  Flaming Falling Ceiling: CR 6, mechanical; 
  ceiling falls down; (6D6, bludgeoning + 6D4 fire); 
  multiple targets (all targets in the barn); never 
  miss; DC 15 Reflex save for half damage; Search 
  DC 10; Disable Device DC 40 (the PCs are able to 
  shift the beams in such a way to where the 
  building collapses only partially and leaves them 
  an exit out. Performing this action takes at least 2 
  PCs, one with the Disable device skill or 
  Knowledge (architecture and engineering), and 3 
  rounds to perform the action.) 
   
   
  Some PCs might use other ways to defeat this 
  encounter. Use the following stats for the walls just 
  in case they go through them. Passing through an 
  enflamed square deals (1d4) fire damage. The 
  wall is slightly weaker than normal due to the fire. 
  Wooden Wall: 4in. thickness, break DC 15, 
  hardness 3, hp 43, climb DC 25 
   
  Development: The party should now have a 
  Gnarley Ranger with them. 
   
  ENCOUNTER 2: ORC 
  LEFTOVERS 
  He is still unconscious but is stabilized at -3 hit 
  points. A healer for the group can bring him into 
  
  DYVINTRO6-02 Darkwood 
   
  Page 7 
  consciousnes, or Terry has a couple of potion of 
  cure light wounds in the farmhouse.  In any event 
  this encounter should be role-played out.  It could 
  go a number of different ways depending on the 
  way the party runs with it.  For your convenience 
  this encounter has been broke up into 2 parts. The 
  Farmhouse and the Gnarley Ranger. 
   
  If the party did not save the ranger then the 
  adventure becomes quite difficult because the 
  party needs a way to Track. You will then have to 
  role-play this part out as appropriate. More 
  information can be found in Encounter 3 of this 
  adventure. 
   
  THE GNARLEY RANGER 
  The party can make a Heal check (DC 15) to 
  determine that he has suffered a blow to the back 
  of the head with a blunt object.  
   
  If the party awakens the ranger then read the 
  following: 
   
  The male elf's eyes blink open and he 
  looks up with you in confusion. After a few 
  moments of studying his surrounding the 
  confused look leaves his face as though the 
  memories of the last hour have just returned to 
  him. He looks at you warmheartedly. 
   
  "Thank you for rescuing me. I feared that 
  my time on this world was to be cut short. My 
  name is Cael'Tra Gyssemitore. Who is it that I 
  owe my undying gratitude?" 
   
  Cael'tra Gyssemitore: Elf Ranger; hp 21; See 
  Appendix 2 
   
   
  Cael’tra can answer the following questions 
  for the PCs: 
  Q: How did you get into a burning barn? 
  A: I was hunting near the edge of the Gnarley 
  when I heard a woman scream. I came to see 
  what the matter was and came across a group of 
  orcs carrying a woman and little girl out of that 
  farmhouse. I tried to come to their aid, but was 
  quickly overrun. The last thing I remember was 
  something striking the back of my head. When I 
  awoke next I was tied to a beam in the barn with 
  smoke all around me. I started to cry out but 
  eventually I feel that the smoke sent me back into 
  unconsciousness. 
   
  Q. Did you see which way the orcs went? 
  A: I’m afraid not. I was unconscious when they left 
  I am afraid. I am a ranger though, and am skilled 
  at tracking. Please allow me to assist you in 
  hunting them down. I cannot bear to leave a child 
  in the hands of orcs. 
   
   
  After a few moments of role-playing read the 
  following: 
   
   
  Terry walks over and looks the ranger 
  over. "I am grateful for your help in the 
  tragedy. Please find my family, I beg of you." 
   
  Then a look of remembrance comes to the 
  face of the farmer. 
   
  "I just remembered that I have a potion of 
  healing. I’ll give it to you to help in anyway I 
  can. I would go with you, but with my wounds 
  and my poor ability to fight I would only be a 
  hindrance. One moment please." 
   
   
  This next encounter assumes that the party 
  does not go with the farmer into the house. If this 
  is not so then change the encounter accordingly. 
   
   
  After only a few moments of the farmer 
  being away you hear him let out a terrifying 
  yell from inside the house. The ranger jumps 
  up from his spot on the ground to help only to 
  fall 
  back 
  down 
  holding 
  his 
  head 
  from 
  dizziness. 
   
   
  The party SHOULD run into the house. If this 
  event does not happen then change the mod 
  accordingly. 
   
   
  Running into the farmhouse you see your 
  unlucky companion cornered in the main 
  room. Three orcs in studded leather armor and 
  falchions in hand look at him hungrily. Upon 
  entering the room their attention is drawn to 
  you. Then one says in his native tongue. "Rok 
  graw um hong grum.” If any in the party speak 
  orcish then it means "More meat on that one" The 
  three orcs smile and begin to advance with 
  mouths drooling.  
   
   
  These three orcs are leftovers from the main 
  raiding group. They stayed behind to finish 
  searching the house for valuables and are hungry 
  for meat at the moment. Because of this and the 
  fact that they are dim witted and one track minded, 
  they go for the biggest looking PC to attack.  
   
  DM Note: These orcs are out in the daylight and 
  as such their "Light Sensitivity" is against them 
  (They have a -1 on Attack, Spot, and Search for 
  being Dazzled), and they are not happy because 
  of it. 
   
  .APL 2 (EL 2) 
  
  DYVINTRO6-02 Darkwood 
   
  Page 8 
      Orcs (3): hp 6; see monster manual page 203. 
   
  Treasure: 
  APL 2 - L 99gp; C: 25gp 
   
  Encounter 3: A Walk through 
  the Wood  
   
  After the your little run in with the orcs Cael'tra 
  walks into the house with one head on his 
  hand and the other holding a long sword. He 
  looks at your work on the floor then gives you 
  an approving nod. 
   
  "I must say, they look better that way. We 
  should leave immediately I have picked up the 
  trail of the orcs. They headed into the Gnarley 
  Forest. I should be able track them, orcs are 
  not exactly the stealthiest of groups. Come on 
  lets go” 
   
   
  With the help of Cael'tra you make you way 
  into the Gnarley Forest. Though the canopy of 
  the forest is thick and shut off, the forest floor 
  is surprisingly clear; this might have to do with 
  the lack of sunlight that comes through the 
  canopy. You find little resistance as your 
  follow your elven guide.  As you enter a 
  clearing you see that about 30 feet away from 
  you is a single little girl. Her face is dirty and 
  smeared from crying and she looks absolutely 
  terrified, but none the less runs directly at you. 
   
   
  The party may now make a Spot check (DC 
  29) to notice that in the forest behind the girl is a 
  single half-orc. If they spot him then he runs off 
  after being noticed, or when the girl reaches the 
  party. He has a speed of 40 feet so only a fast PC 
  has a chance to catch up, and even then the half-
  orc has an 80ft head start on him. 
   
  Unknown Half-Orc Spy (Rogum): hp 28; spot +3, 
  hide +11; see appendix 2 
   
   
  The little girl runs up to you and grabs (PC 
  with the Highest Charisma who is not a half-orc) 
  by the leg. She holds tight while crying, happy 
  to see someone who could help her.  
  Before the girl can answer any questions, she 
  must be calmed down first. A Diplomacy check 
  (DC 20) will work. Some conditions that will 
  reduce the DC to 15 are: 
  Perform check DC 15 (Tumble check will suffice) 
  Casting Prestigitation  
  Role-playing the encounter well 
  The PCs might come up with other ways to calm 
  her down. Use your judgment to decide what 
  works and what doesn’t. 
  The PC may ask questions at this point.  
   
  Q: How did you escape from the orcs? 
  A: (In a stuttering voice) One of the monsters 
  grabed-ed me while the others made a home out 
  of a cave. I was scared-ed that he was going to 
  eat-ed me. He took me here and when he saw you 
  he pointed-ed and said that you was here to save 
  me. He told-ed me to run to you and go back to 
  my daddy. 
   
  Q: Is your mother still with the orcs? 
  A: MOMMY!!! (She begins to bawl) Mom (sniff) my 
  is (sniff) still with (sniff) the mons (sniff) sters. She 
  is (sniff) in the cave (sniff). Not far (Sniff).  
  She then points into the direction that Cael’tra was 
  tracking. 
   
  Q: Where are the orcs? 
  A: “They are in a cave. It’s not far from here.” 
  She then points in the direction that Cael’tra was 
  tracking. 
   
   
  Upon hearing about the mother's location 
  Cael'tra holds the girl comforting in his arms. 
  "This girls has seen too much today" he tells 
  you “I will keep her here and send you on after 
  the mother if you do not mind. I know these 
  woods well. The cave she speaks of is a 
  quarter of a mile north of here. The orcs must 
  be making camp for the night. The easiest way 
  to get to the cave for you will be by landmark. 
  A few yards east of this clearing is a spring. 
  Follow it north until you come to a dead 
  weeping willow. Then head west until you 
  come to the cave. Be careful my friends. I 
  place the life of the mother in your hands. 
  Return here and I will guide us home. It will be 
  getting dark soon. So please hurry."  
   
   
  Give the party a chance to interact. If any try 
  and convince Cael'tra to come with them then they 
  are beating their heads against a stone wall. He 
  won’t leave the girl alone, and he doesn’t feel that 
  any of the other party members are capable of 
  keeping her properly safe in the forest at night. He 
  will NOT take her near the orcs. 
   
  Encounter 4: Time to pick a 
  fight 
  
  DYVINTRO6-02 Darkwood 
   
  Page 9 
  As you make your way east it’s easy to come 
  across the stream and follow it north. The 
  weeping willow was spotted by (PC with highest 
  spot check) first and from there you made your 
  way west using the setting sun as a guide. As 
  you top a rise you come across the sight of a 
  small valley. At the bottom you can make out 
  cave entrance. Its about Ten feet wide and 10 
  feet tall. On each side of it is an Orc keeping 
  watch. He doesn’t appear to have noticed you 
  yet. You are 100 feet away, and a woman’s life 
  is at stake. 
   
   
  This encounter can go multiple ways. So play 
  it out the best you can using DM Aid #2. After one 
  orc either notices the PCs or is attacked he will 
  run inside to tell the others or attempt to shout for 
  help if that is not a possibility. The PCs may have 
  an opportunity to take advantage of a surprise 
  round to make a sneak around to the back of the 
  cave and ambush the guards from the top. Each 
  PC must make two Moves silently, and Hide 
  checks against the orcs Spot and Listen checks.  
  The orcs are slightly alert since part of their raid 
  party hasn’t returned. 
  DM Note: Things have changed now. The orcs do 
  not suffer from Light Sensitivity due to the Gnarley 
  canopy and the cave. 
   
  (Standing Guard) 
  .APL 2 (EL 1) 
      Orc Guards (2): hp 6; Monster Manual pg. 203 
       Replace falchions with shortswords 
   
   
  In the cave there are a few more orcs to take 
  care of. But also there is an orc monk Rogrum. 
  This is actually a spy for Captain Kidzi Kudzu, 
  Commander of Southguard. He is keeping an eye 
  on the Pomarj and is a member of the Dyvers Anti 
  Slavers League. He doesn’t want anyone to 
  realize who he is though, not even the PCs who 
  come to save the woman. His tactics are to stay 
  near her in full defensive. When it’s apparent that 
  the party is about to win he flees. If party members 
  do decide to attack him outright, he stays in full 
  defensive until he takes about 20 damage. Then 
  he flees. He wants to stick around to make sure 
  that the PCs are capable of taking care of the 
  woman 
  DM Note: The orcs have Darkvision and don’t 
  want to attract attention at night; as such there is 
  no light source in the cave. They planned on 
  keeping warm using blankets alone. 
   
  APL 2 (EL 2) 
      Orcs (4): hp 6; see monster manual page 203 
       Replace falchions with shortswords 
      Gralick (1): hp 15; See Appendix 1 
   
  Treasure: 
  APL 2 - L 230gp; C: 76gp; M: 0gp 
   
   
  When the encounter with the Orc Raiding 
  party is over they now have to deal with the 
  woman in the corner.  
   
   
  Let the party rouse her in some way.  
   
   
  "Who are you?” she says quietly. It’s 
  apparent that she is still a little confused about 
  where she is. Then in a quick motion she sits 
  up quickly as the memories of the orcs comes 
  rushing back to her.  
   
  "Chelsey! Where is my little girl? What 
  have they done with her?" 
   
  Give the party a chance to explain the events of 
  the past evening. The mother would like to get 
  back to her family and is very grateful for what the 
  PCs have done. 
  If the party is looking weak and in desperate need 
  of a day of rest then have Cael’tra come in with 
  the girl claiming its gotten too late to safely venture 
  out into the Gnarley. They should rest in the cave. 
   
   
  Encounter 5: Going to have 
  to bear it 
  Following the route you took to get to the cave, 
  you easily make your way back to Cael'tra and 
  Chelsey. The mother and daughter share a 
  joyful reunion as their terrorizing ordeal is 
  finally over. Cael'tra looks over that the women 
  with a warm smile and then turns his attention 
  to you.  
   
  "You have done a great thing today. I’m 
  proud to have met you all, but for now we must 
  hurry. It will be dark very soon and I do not 
  want the women out in the Gnarley at night." 
   
   
  As the party travels down the road read the 
  following. 
   
   
  The travel back through the Gnarley is 
  creepy to say the least. It’s hard to believe that 
  the sun has not set yet. The canopy of the 
  forest leaves little of the setting sun to reach 
  you, and the noises of the dark forest are filled 
  with the sounds of distant growls and scraping 
  
  DYVINTRO6-02 Darkwood 
   
  Page 10 
  leaves give off the expression that the wood 
  itself is cursed.  
   
   
  What the party doesn’t realize it but there is 
  actually a Gnarley Druid watching them from afar. 
  He is curious as to why the party is in the forest 
  and decides to test their intentions. 
   
   
  Then the noise is broken by the wails of 
  something that couldn’t be more than a few 
  hundred yards from you. Cael'tra's elven ears 
  perk up as he looks over at you. 
   
  "There is some kind of animal in trouble. 
  Those are calls for help if i’m not mistaken. I 
  would like to investigate if you would please 
  help?" 
   
   
  If the party decides to go along and help the 
  animal in distress, then continue with this 
  encounter, if not then go straight to Encounter 6. If 
  the party doesn’t help then they do not Receive 
  Favor of the Gnarley Druids on the AR. 
   
   
  Traveling toward the sound you come to an 
  open grove. In the middle you can make out 
  the outline of a small bear cub. Something 
  seems to be attached to its leg. 
   
   
  When you approach you can see that this 
  bear cub has small ridges protruding from its 
  eyebrows and along its back. The thing 
  attached to its leg appears to be some sort of 
  hunters trap. The bear cub is wailing loudly as 
  if in pain. 
   
   
  A Knowledge (Nature) check (DC 22) reveals 
  that this is a dire bear cub! The check also reveals 
  that mother won’t leave baby alone for very long. 
   
  A Strength check (DC 5) will free the Cub from 
  the trap. A Disable Device check (DC 15) will also 
  do the trick. The check isn’t high due to the fact 
  that the druid set this up so that it wasn’t really 
  hurting the cub 
   
  A Heal check (DC 15) realizes that the cub is 
  not harmed and the trap isn’t causing it any harm 
  at the moment. 
   
  A Wisdom check (DC 15) gives the PC the 
  impression that this whole scene has been set up. 
   
   
  After the bear cub is released then read the 
  following: 
   
   
  All of a sudden a huge roar erupts from the 
  edge of the grove. Looking in the direction of 
  the roar your heart skips a beat as an 
  enormous bear identical to the cub comes out 
  of the woods and slowly advances to the party. 
   
   
  The bear is about 80 feet away. This is the 
  Animal Companion to the Druid that is watching 
  the party. He is merely curious as to how the party 
  will react. He is already impressed with their 
  actions to the cub and now wants to see what they 
  will do against the mother. 
   
  The Dire Bear will not charge the group or act 
  aggressive except for the few warningly snorts that 
  she gives them. If the party attacks then she has 
  been instructed by the Druid to do non-lethal 
  damage and will only knock them out. She also 
  only knocks out the ones who attack her, or her 
  cub. If any party member attacks the cub they lose 
  the Favor of the Gnarley Druids. If the whole 
  party is knocked out then they awake a short time 
  later with the mother and daughter giving them 
  healing potions. They tell how a robed man came 
  out of the forest after the bears left and gave them 
  some potion and told them to use it on the party, 
  then left into the forest. Cael'tra won’t attack the 
  bear or the cub and therefore is left unharmed 
   
  APL 2 (EL 1) 
      Dire Bear:  hp 105; see monster manual page 
  63 
      Dire Bear Cub: (Use Black Bear Stats) hp 20; 
  see monster manual page 269 
   
  Treasure: 
  APL 2 - L 0gp; C: 0gp; M: 0gp 
   
   
  Encounter 6: The Gnarley Elf 
  Clan 
  Putting the ordeal of the bear behind you, you 
  continue your journey back to Tricaster. The 
  sun has surely set by now, but Cael'tra is 
  convinced that the group can be under a warm 
  roof within an hour. As you follow your guide 
  his ears seem to twitch, and he stops where he 
  stands. 
   
   
  Allow the party to make a series of checks. 
  Most are not relevant, but allow them clues as to 
  what they are listening for. It’s absolutely silent in 
  the Gnarley right now. Too Silent. 
  Listen Check (DC 5) *Fake Check* 
  Wisdom Check (DC 15) *to realize that the forest 
  is unusually quite* 
  Knowledge Nature (DC 10) *to realize that the 
  forest is unusually quite* 
  
  DYVINTRO6-02 Darkwood 
   
  Page 11 
  Spot check (DC 30) *to see that they are 
  surrounded by elves with bows.* 
   
   
  "Do you hear that?” Cael'tra asks, "There 
  isn’t a sound around. We are not alone." 
   
  Then the forest around you comes to life 
  as five elves leap down from trees, and 
  explode from nearby shrubs. Each one has an 
  arrow pointed at Cael'tra.  
   
  The attackers speak in elven alone unless 
  speaking to a PC. Cael'tra replies in Elven. If no 
  players speak it, then this encounter isn’t very 
  promising. But just to make things interesting, read 
  it to them as if though you are speaking another 
  language. Try and give off the impression that 
  these guys don’t like each other. A Sense motive 
  check (DC 13) will reveal this as well. If a party 
  member tried to interrupt, then the other elves aim 
  their bows at him and one will say "Silence". 
  This is a rogue group of Elf Clan members who 
  feel that the forest is theirs alone. Tael’tra is 
  actually Cael’Tra’s brother and feels that Cael’tra 
  has betrayed him. 
   
  "Cael'tra 
  Gyssemitore! 
  You 
  betraying, 
  piece of hobgoblin spit! You dare to bring 
  outsiders into our forest. It’s bad enough that 
  you joined that pathetic bunch of Gnarley 
  Rangers and abandoned your blood oath to 
  the Gnarley Elf Clans, but to bring outsiders 
  into our sacred forest? This in unforgivable.  
   
  Cael'tra replies, "You know that the 
  Gnarley Rangers are the foundation of the 
  defenses against the Pomarj. With most of 
  their member hiding in the deep Gnarley, and 
  the other others fighting off the Pomarj raiders, 
  I had no choice but to help them in anyway I 
  could. I never betrayed the Elf clans. I am still a 
  member through and through, but I also lend 
  my support to the Gnarley Rangers. But! Know 
  this. I will not go down to you without a fight." 
   
  Cael'tra pulls out his bow and glares at the 
  elf menacingly. The elf in turn glares at Cael'tra 
  and spits on the ground. 
   
  "So be it Cael'tra! I will execute you now, 
  and have your friends arrested. Their fate will 
  be decided back at the camp. KILL THE 
  TRAITOR!!! " 
   
   
  If the party tries to continue to fight then the 
  Oakfather knocks out everyone that fights and the 
  mother and daughter take care of them with 
  goodberries that the Oakfather leaves behind for 
  them. The Treant is only 40 feet from the party 
  after that ready the following: 
   
   
  "STOP THIS AT ONCE!!!" A voice booms 
  through the trees as one comes to life and 
  makes his way to the fight. He grabs up the 
  nearest of the elves and holds him up. 
   
  "These people are not the enemies who 
  harmed my children. You must understand. 
   
  Only the Orcs are an enemy of this forest. 
  Petty struggles like this will only further their 
  goals." 
   
  The Treant places the elf gently on the 
  ground. 
   
  "These are not times to war with each 
  other little ones. My heart aches with sorrow 
  since my children were attacked by the filthy 
  orcs.  We must work together if we hope to 
  beat this tumor that has plagued the Gnarley. 
  You of the Elf Clans swore to help me with the 
  purifying of the forest. These people are not 
  the ones who are our enemies. It is only logical 
  that we form an alliance with them." 
  The elf leader lowers his weapon and looks at 
  Cael’tra. 
   
  "Cael'tra one day you and I will settle this. 
  Now leave this place I have no desire to look 
  upon your face anymore." 
   
  With that the elves rush into the night 
  leaving you alone with the Treant, who look 
  out into the forest and says: 
   
  "Trouble from that one if you and he do not 
  settle this argument Cael'tra." 
   
  "I will settle it in time Great Oakfather. I 
  simply have other pressing matters, as you 
  can understand." 
   
  "Very well, Cael'tra, Go now. The Gnarley is 
  not a place for little ones like you, especially 
  little ones with babes." 
   
  The Oakfather then bends down and hands 
  a handful of berries to Chelsey. 
   
  "Here little one. These will help you grow 
  into a strong blossom. My children do love to 
  help others. Do any of the rest of you care for 
  some?" 
  The Oakfather then gives what you can only 
  guess in a treant grin. 
    
  These are goodberries. A single one will fill your 
  belly, and each one you eat will heal 1 hp, up to 8 
  hit points can be healed this way in a 24 hour 
  period. 
   
  The Oakfather walks into the Gnarley in the 
  direction of the Gnarley Elf clan members. The 
  noise of his large steps eventually fades into 
  night and you are left alone. 
   
  
  DYVINTRO6-02 Darkwood 
   
  Page 12 
  The party may wish to ask Cael'tra some 
  questions about this encounter. 
   
  Q. Who was that and why did he hate you so 
  much? 
  A. That was Tael'tra. He is a leader of a small 
  group of Elf clan members, and my brother. He 
  hasn’t forgiven me for leaving his side in these 
  dark times and joining the Gnarley Rangers. He 
  feels that I have betrayed him and apparently 
  harbors ill will towards me. It is a problem that I will 
  have to deal with in the future I’m sure, but for now 
  I have more important duties  
   
   
  Tactics 
  All the elves are level 2 rangers, they fight using 
  ranged attack. Use DM map 3 to help with this 
  encounter. The elf leader is not into hearing what 
  the party has to say. The encounter itself won’t go 
  very far though. The Oakfather is listening from a 
  distance will interrupts in. The Oakfather is a 
  Treant. If forced into fighting then he only 
  grapples. If a party member is persistent then he 
  uses subdue damage to knock him out then says 
  "Troublesome small thing" 
  Combatants 
  Tael'tra: hp 21; see appendix 1 
  Elf Clan Rangers (4): hp 9; see appendix 1 
  NPC 
  Oakfather: hp 66; see Monster Manuel Page 244 
   
   
  Conclusion 
   
  You finally exit the Gnarley, the canopy breaks 
  away and the light of the stars and moon beam 
  down on you. In the distance Tricaster glows 
  with the lights of the evening lanterns. The 
  chilling wind blows across your face and you 
  can see the farm house in the moonlight. 
  As you make your way there you are greeted 
  by Terry, and Reynard the Gnome blacksmith. 
  Terry rushes toward his family and the whole 
  group holds one another tightly in each others 
  arm, tears welling up in their eyes. 
  Reynard comes up to you. "I came to help the 
  Packsmith family as soon as I heard the 
  trouble. Ye did a brave thing today in helping 
  them. For that you have my gratitude. I don’t 
  believe that bravery should go unrewarded. I 
  will make you the best weapon I can forge for 
  only HALF the price I normally charge." 
   
   
  If the party did not accept the farm from Terry 
  they earn The Gratitude of Reynard Tippingmug 
  on their AR.  
   
  Terry walks over to you with tears in his eyes. 
  "You have shown me great heroism today. For 
  that I thank you. I can never repay you for what 
  you have done for me. Please except my 
  thanks for your help." 
  With that Terry and his family join with 
  Reynard and head over to the house. Cael'tra 
  walks to you and addresses you with a smile 
  on his face. 
  "Perhaps with people like you helping us, we 
  can protect the Gnarley from the dangers of 
  the Orcs. I will remember you friends.  For now 
  I must say my goodbyes. Thank you again for 
  saving my life, and the lives of those women. I 
  hope to see you again." 
  The Gnarley Ranger runs off into the shadows 
  of the dark forest. It would seem that there are 
  a few people who find that dark wood to be a 
  home and haven. For now your adventure is at 
  an end. You will have to see what the future 
  has in store for the Gnarley Elves, Rangers, 
  Druids, and even the Packsmith family who is 
  probably 
  at 
  home 
  holding 
  each 
  other 
  wondering what else there is to be afraid of 
  from the Gnarley Forest. For now you have 
  another task.... you still have a sword to deliver 
  to Dyvers. 
   
  THE END 
    
  
  DYVINTRO6-02 Darkwood 
   
  Page 13 
  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 role-playing) to each 
  character. 
   
  Encounter 1 
  Saved Cael'tra from the burning barn 
  APL 2  
  90 XP 
   
  Encounter 2 
  Defeated the Orcs in the farmhouse 
  APL 2  
  60 XP 
   
  Encounter 4 
  Defeated the Orcs in the Cave 
  APL 2  
  90XP 
   
  Encounter 5 
  Let the Bear Cub out of the Trap successfully 
  APL 2  
  60 XP 
   
  Story Award 
  Objective(s) met: 
  APL 2  
  60 XP 
   
  Discretionary role-playing award 
  APL 2  
  90 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.   
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = 
  Magic Items. 
   
  Introduction: 
  APL 2: Loot: 0 gp; Coin: 20 gp; Magic: 0 gp 
   
  Encounter 2:   
  APL 2: Loot: 99 gp; Coin: 25 gp; Magic: 0 gp 
   
  Encounter 4:   
  APL 2: Loot: 230 gp; Coin: 76 gp; Magic: 0 gp 
   
  Total Possible Treasure 
  APL A: Loot: 329 gp; Coin: 121 gp; Magic: 0 gp; 
  Total: 450 gp 
   
   
  An Unhappy Employer: You were hired to do a 
  shipping job, and you damaged the goods. 
  Because of this Reynard is spreading the word 
  that you are an unreliable employee. For the Next 
  Three adventures you have a -2 on all Diplomacy 
  checks with potential employers. 
   
  
  DYVINTRO6-02 Darkwood 
   
  Page 14 
  Reynard's Disgust: You are a mercenary to the 
  blood. You wouldn’t even save a woman and child 
  from danger without taking everything they own. 
  For this Reynard is disgusted with you behavior, 
  and tell the whole town what you have done. For 
  the next three adventures that are set in Tricaster 
  you have to pay double upkeep due to the fact that 
  nobody wants scum like you in their inn. 
   
  Favor with the Gnarley Druids: Though you 
  didn’t realize it the Druids of the Gnarley were 
  watching. You impressed them with your desire to 
  help nature even when it could cost you your life. 
  This counts as a temporary influence point with 
  the Gnarley Druids. If you were a Druid of the 
  Gnarley then this is upgraded to a Permanent 
  Influence point. 
   
  The Gratitude of Reynard Tippingmug: You 
  have proven your heroism and save the friends of 
  Tricaster's blacksmith. For this he is grateful and 
  will craft any weapon found in the player’s 
  handbook at masterwork quality for only half price. 
  Once this favor is used then write used over this 
  favor on the AR. 
   
  Family Farm: In order to get you to help him, 
  Terry Packsmith has offered you his family farm. If 
  you accept it, you are granted a free simple house 
  in the town of Tricaster, per the Dyvers Town and 
  City Project. 
   
   
  
  DYVINTRO6-02 Darkwood 
   
  Page 15 
  APPENDIX 1: ENEMY NPC 
  APL 2 
  Encounter 4: Time to pick a fight 
  Gralick: male orc cleric 1; CR 3; Medium; HD 
  3d4+6 hp 15; Init 2; Spd 30 ft.; AC 12, touch 12, 
  flat-footed 10 (+2 Dex); Base Atk +1; Grp +3;  Atk 
  +3 melee (1d6+3, light mace) (+1 BAB, +2 Str); 
  Full Atk +4 melee (1d6+3, quarterstaff) (+1 BAB, 
  +2 Str); AL CE; SV Fort +2, Ref +3, Will +1; Str 14, 
  Dex 14, Con 12, Int 6, Wis 16, Cha 6.  
   
  Skills and Feats: Concentrate 8, Listen 1, 
  Spell craft 3; Point Blank Shot, Precise Shot 
   
  Languages: Orcish 
   
  Special Quality: Lig1ht Sensitivity, Spells 
   
  Spells Prepared (3/3+1; base DC = 13 + spell 
  level): 0— inflict minor wounds (3); 1st—
  command, doom, cause fear (2) 
   
  Domain spell: Gruumsh; Domains: Strength 
  (bonus when performing a feat of strength), War 
  (Weapon Focus [quarterstaff]) 
   
  Possessions: mace, quarterstaff, holy symbol 
  (2). 
   
  Encounter 6: Gnarley Elf Clans 
   
  Tael'tra:  male wood elf ranger 3; CR 3; Medium; 
  HD 3d8+3 hp 21; Init 3; Spd 30 ft.; AC 15, touch 
  13, flat-footed 12 (+3 Dex); Base Atk +3; Grp +6;  
  Atk +6 ranged (1d6, short bow) (+3 BAB, +3 Dex); 
  AL CN; SV Fort +4, Ref +6, Will +2; Str 16, Dex 
  16, Con 12, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Survival 8, Listen 5; Point 
  Blank Shot, Precise Shot, Endurance 
   
  Languages: Common, Elven 
   
  Special Quality: Track, Favored Enemy (orc), 
  Wild Empathy, Combat Style (bow)  
   
  Elf Clan Members:  male wood elf ranger 1; CR 
  3; Medium; HD 1d8+1 hp 9; Init 3; Spd 30 ft.; AC 
  15, touch 13, flat-footed 12 (+3 Dex); Base Atk +1; 
  Grp +4;  Atk +4 ranged (1d6, short bow) (+1 BAB, 
  +3 Str; AL CN; SV Fort +3, Ref +5, Will +1; Str 16, 
  Dex 16, Con 12, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Survival 5, Listen 5; Point 
  Blank Shot 
   
  Languages: 
  Common, 
  Elven
  
  DYVINTRO6-02 Darkwood 
   
  Page 16 
  APPENDIX 2: OTHER NPC 
  Cael'tra Gyssemitore:  male wood elf ranger 3; 
  CR 3; Medium; HD 3d8+3 hp 21; Init 3; Spd 30 ft.; 
  AC 15, touch 13, flat-footed 12 (+3 Dex); Base Atk 
  +3; Grp +6;  Atk +6 ranged (1d6, shortbow) (+3 
  BAB, +3 Dex); AL CN; SV Fort +4, Ref +6, Will +2; 
  Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 10.  
   
  Skills and Feats: Survival 8, Listen 5; Point 
  Blank Shot, Precise Shot, Endurance 
   
  Languages: Common, Elven 
   
  Special Quality: Track, Favored Enemy (orc), 
  Wild Empathy, Combat Style (bow) 
   
  Unknown Half-Orc Spy: male half-orc monk 5; 
  CR 5; Medium; HD 3d8+0 hp 28; Init 3; Spd 40 ft. 
  (200ft Run Speed); AC 18, touch 17, flat-footed 14 
  (+3 Dex); Base Atk +3; Grp +9;  Atk +5 melee ( 
  (1d8+2, unarmed) (+3 BAB, +2 Str); AL LG; SV 
  Fort +4, Ref +7, Will +7; Str 14, Dex 16, Con 10, 
  Int 8, Wis 16, Cha 6.  
   
  Skills and Feats: Tumble 11, Hide 11, Move 
  Silently 11; Improved Unarmed Strike, Stunning 
  Fist, Deflect Arrows, Evasion, Improved Grapple, 
  Run 
   
  Languages: Common, Orcish 
   
  Special Quality: Flurry of Blows, Still Mind, 
  Slow Fall (20ft), Ki Strike (magic), Purity of Body 
  Magic 
  Items: 
  Bracers 
  of 
  Armor 
  +1
  
  DYVINTRO6-02 Darkwood 
   
  Page 17 
  D1M’S AID 1: PACKSMITH FAMILY FARM 
   
  
  DYVINTRO6-02 Darkwood 
   
  Page 18 
  DM’S AID 2: BEAR CUB ENCOUNTER 
   
  
  DYVINTRO6-02 Darkwood 
   
  Page 19 
  DM’S AID 3: ELF CLAN AMBUSH 
   
  
  DYVINTRO6-02 Darkwood 
   
  Page 20 
  DM’S AID 4: ORC CAVE ENCAMPMENT 
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/596/Intro mods/DYVIntro6-02 - Darkwood/DYVIntro6-02 - Darkwood.pdf