TEXT: VER1-05
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  Version1
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  The punitive raiding force of gnomes, sent out to punish the Hill giants for last month’s raid, has
  never returned. Glennddarc fears the worst. He desperately needs to know what happened. Event 2 of
  the giant Series. An adventure for characters levels 1-6.
  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. Scenario detail copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS
  RESERVED. This scenario is intended for tournament 
  use only and may not be
  reproduced without approval of the RPGA Network.   
  
  Games Afoot – A Big Foot
  Page 2
  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 hours. The rest of the time is spent
  in preparation 
  before game play, and scoring
  after the game. The following guidelines are here
  to help you with both the preparation and voting
  segment of the game. Read this page carefully so
  that you know and can communicate 
  to your
  players the special aspects of playing an RPGA
  scenario.
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  First you should print this scenario. This scenario
  was created to support double-sided printing, but
  printing it single sided will work as well. There is
  enough room along the inside margin to bind the
  adventure, if you desire.
  Read this entire 
  adventure 
  at least 
  once
  before you run your game. Be sure to familiarize
  yourself 
  with 
  any 
  special 
  rules, 
  spells, 
  or
  equipment presented in the adventure. It may
  help to highlight particularly important passages.
  When you run an RPGA D&D adventure we
  assume that you have access to the following
  books: 
  the Player’s 
  Handbook, the Dungeon
  Master’s Guide, and the Monster Manual. We also
  assume that you have a set of dice (at least one d4,
  d6, d8, d10, d12, and d20), some scrap paper, a
  pencil, an RPGA scoring packet, and your sense of
  fun. It is also a good idea to have a way to track
  movement during combat. This can be as simple
  as a pad of graph paper and a pencil, as handy as a
  vinyl grid map and chits, or as elaborate as resin
  dungeon walls and miniatures.
  Instruct the players either to prepare their
  characters 
  now, or wait until 
  you 
  read 
  the
  introduction, depending on the requirements of
  the scenario as described in the introduction.
  Keep in mind that you must have at least four
  players (not counting the DM), for the game
  session to be a sanctioned RPGA event. As well,
  you 
  cannot 
  have 
  more 
  than 
  seven 
  players
  participating in the game.
  Once you are ready to play, it is handy to
  instruct each player to place a nametag in front of
  him or her. The tag should have the player’s name
  at the bottom, and the character’s name, race, and
  gender at the top. This makes it easier for the
  players (and the DM) to keep track of who is
  playing which character.
  The players are free to use the game rules to
  learn 
  about 
  equipment 
  and 
  weapons 
  their
  characters are carrying. That said, you as the DM
  can bar the use of even core rule books during
  certain times of play. For example, the players are
  not free to consult the Dungeon Master’s Guide
  when confronted with a trap or hazard, or the
  Monster 
  Manual 
  when 
  confronted 
  with 
  a
  monster.
  Some of the text in this scenario is written so
  that you may present it as written to the players,
  while other text is for your eyes only. Text for the
  players 
  will be in gray 
  boxes. It’s 
  strongly
  recommended 
  that you paraphrase 
  the player
  text instead of reading it aloud. Some of this text
  is general and must be adapted to the specific
  situation or to actions of the player characters.
  SSSSccccoooorrrriiiinnnngggg
  After the players have completed the scenario or
  the time allotted to run the scenario has run out,
  the players and DM score the game. The RPGA
  has three ways to score its games. Consult your
  convention 
  coordinator 
  to 
  determine 
  which
  method to use for this scenario:
  1. 
  No-vote 
  scoring: The players 
  write 
  their
  names and RPGA numbers on the scoring
  packet grid. You fill in the top of the grid.
  That is all. No one is rated. This method is
  used for people who are just playing for fun.
  2. 
  Partial scoring: The players rate the game
  master 
  and the scenario 
  on their 
  player
  voting 
  sheet, 
  and 
  provide 
  personal
  information, but don’t vote for other players.
  The game master 
  rates 
  the scenario 
  and
  completes personal and event information,
  but does not rate the players as a team or vote
  for players. This method is used when there is
  no competition, but the event coordinator
  wants information on how the game masters
  are performing, or the game master wants
  feedback on his or her own performance.
  3. 
  Voting: Players and game masters complete
  the entire packet, including voting for best
  player. If this method is used, be sure to
  allow about 15-20 minutes for the players to
  briefly describe their characters to the other
  players, and about 5-10 minutes for voting.
  This method is used when the players want to
  know who played the “best” amongst 
  the
  group, or when the adventure 
  is run in
  tournament format with winners and prizes.
  When using voting, rank the players in order of
  your voting choice while they are completing
  their forms, so that you are not influenced by
  their comments on your abilities. It’s a good idea
  to have the players vote while you determine
  treasure and experience awards for the scenario.
  After voting, give the Scoring Packet to your
  event coordinator.
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  
  Games Afoot – A Big Foot
  Page 3
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
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  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4th
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  10 gp
   0
  High
  125 gp
  +1
  Luxury
  250 gp
  +2
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  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  This is the sequel to giants on the Move. G a m e s
  Afoot 
  - A Big Foot is the second event that
  involves the thorp of Sheernobb. In giants on t h e
  Move the gnomes of Sheernobb received help
  from the heroes of Verbobonc by scouting for the
  home base of a raiding PCs consisting of ogres
  and giants. The raiding PCs attacked the warren
  of Sheernobb retreated toward the Gnarley. The
  gnome rangers were gathering a retaliatory force
  to teach the raiders not to pick on gnomes but it
  would take 5 days to gather the strike force. The
  heroes were to find the base camp and report
  back without altering the enemy that they were
  there. The heroes were successful in finding the
  base camp but were detected by the raiders. The
  heroes 
  returned 
  with 
  information 
  on 
  the
  location of the raiding PCs's base of operations.
  The heroes reported this information 
  to the
  Glennddarc, the headgnome of Sheernobb, and
  Commander 
  Keenbolt, 
  the 
  gnome 
  ranger
  commander. Commander Keenbolt left with a
  force of 20 gnomes to perform 
  a retaliatory
  strike.
  It has been over a week and Commander
  Keenbolt 
  and 
  his force 
  have not 
  returned.
  Concerned for the safety of the gnome forces,
  Glennddarc has sent the warren's best to find the
  
  Games Afoot – A Big Foot
  Page 4
  heroes that had helped before, hoping they would
  do so again. Meldreeb has sent to find one or
  more of the heroes either on the road, in a tavern
  or in Verbobonc City.
  It is 10 days past the full moon phase.
  Encounter One - Crossing Paths
  On the way back to Sheernobb, Meldreeb quickly
  motions them off the road into cover. Off in the
  distance they see an ogre and a wolf moving
  from west to east across the road. They appear to
  be very watchful. If they may be part of a larger
  group is hard to tell from this distance. The lone
  ogre and wolf are the tail guard for a larger war
  PCs of giant-kin. The PCs arrives in Sheernobb
  late the in the day.
  Encounter Two - A New Mission
  Once in the familiar gnome village, the PCs are
  escorted into the Moot Hall. Provided with food
  and drink before sitting in council 
  with the
  headgnome 
  Glennddarc. Amber, 
  Glennddarc's
  familiar will visit with any rangers, druids or
  other gnomes that may be in the PCs. Glennddarc
  holds council 
  with the PCs and 
  shares 
  the
  disturbing news. The punitive raiding force sent
  out to punish the Hill giants for the raid has
  never returned. The PCs are asked to attempt to
  discover the fate of the gnome commander and
  his forces. Glennddarc will answer any questions.
  Encounter Three - The Trail Head
  Meldreeb and one of the remaining gnome scouts
  awaken 
  the PCs the next 
  morning. 
  Several
  villagers bring in small bags of provisions, which
  include goat cheese, maple cakes and water skins
  of fresh spring water. After a nervous morning
  walk in the wooded hills, the PCs comes across
  the first evidence that something huge is amiss.
  The PCs are approaching the location of the 'stake
  out' warning where a single gnome scout was
  impaled on a large stake to that pass.
  Encounter Four - Stake Out II
  As the PCs approach the “stake out” area, the
  stench of death and buzz of flies is worse than
  before. There are five dead gnomes staked out as
  warning and an ogre sentry. This is a combat
  encounter and an attempt to not allow the sentry
  to alert other possible giant-kin forces in the
  area. After the combat, the PCs can find the path
  of the giant-kin used to move to and from this
  area. Rangers will be able to note that there is
  constant 
  movement 
  between 
  this 
  post 
  and
  somewhere to the southeast.
  Encounter Five - Scene of Battle
  Following the trail to the southeast, the PCs finds
  a large area cleared by battle. There are fallen
  gnomes, ogres, orcs, wolves 
  and 
  several 
  hill
  giants. Broken weapons and other equipment are
  found throughout the area. The PCs finds a finely
  crafted gnome axe with an ornate handle. The
  head of the handle has the etchings in gnomish
  that state 'fly true, strike hard'. It is embedded in
  the skull of a hill giant and covered by a fallen
  orc. The PCs finds a trail where gnome prisoners
  were led off deeper into the hills.
  Encounter Six - On the Captives' Trail
  The PCs may narrowly escape several encounters
  with 
  ogre patrols. 
  Found 
  are 
  several 
  camp
  remains including fire pits, latrines, and other
  signs. The increased signs of giant-kin should
  make the PCs very jumpy.
  Encounter       Seven - Gnomes Escape
  Following the captives trail leads to a campsite
  near which giant 
  reinforcements 
  joined 
  the
  group from the battle. Not far from the campsite,
  A large group of giants, ogres and orcs split off in
  a southwesterly direction. The captives and their
  escort continued on in the direction of the giant
  lair. Pursuing the captives leads the PCs to a
  second battle scene in a small hollow. Evidence
  clearly shows that the captive gnomes somehow
  overpowered their escort and left in a hurry to
  the 
  southwest 
  leaving 
  four 
  of 
  their 
  dead
  comrades behind. If the PCs track the wounded
  Orc out of the hollow, they will find his body
  about 50 yards away in the woods. A search of his
  gear will turn up one spell component pouch.
  Encounter Eight - In Pursuit of the
  Pursuit
  The trail of gnomes leads to a dead body of a n
  ambushed 
  ogre. 
  Before 
  the 
  PCs 
  can 
  fully
  investigate, an ogre patrol races them. The ogres
  in their haste to pursue the escaped gnomes did
  not expect the PCs. After taking care of the ogres,
  the PCs follow a trail of death for days. Dead
  ogres, orcs, giants and gnomes make it easy to
  follow along. After the battle it is late and the PCs
  will need to rest. It is easy to see that this is a
  running fight with hit and run tactics by gnomes
  against the giant-kin.
  Encounter Nine - A Bloody Scene
  The PCs encounter their old acquaintance, Rex
  the ogre ranger. He is attempting to set a severely
  wounded gnome’s broken arm. If the PCs are not
  careful they may mistake Rex for meaning harm
  and lose a valuable source of information. Rex is
  tending to three severely wounded gnomes and
  an orc. Rex and Wulf will protect 
  both the
  gnomes and orc equally. Rex is grateful for any
  help and Wulf will be friendly to the individual
  that saved his life in giants on the Move and
  indifferent to any other PCs. Rex will share what
  is happening.
  
  Games Afoot – A Big Foot
  Page 5
  Encounter Ten - Keenbolt's Last Stand
  A couple of hours further travel brings to PCs to a
  small rocky wooded stream valley and a battle
  between the gnome survivors and a still potent
  force of Hill giants, ogres and orcs. It looks like
  Keenbolt is making a last stand in a well-chosen
  position at the top of the opposite ridge. The
  gnomes are outnumbered and exhausted 
  but
  managed to circle in front of the giant-kin force
  and is making a last stand. Keenbolt has sent one
  scout onto the hamlet of Chiselwood Keenbolt's
  home. The battle must be one here or Chiselwood
  will fall.
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  For new adventures to Verbobonc [only to be
  used if there are no characters at the table have
  played Giants 
  on the Move], a gnome named
  Meldreeb, is a quick talking messenger from the
  village of Sheernobb in the Kron Hills. Meldreeb
  is seeking hearty adventures to aid his village.
  For all others:
  A visit 
  from 
  Meldreeb, 
  the 
  quick 
  talking
  messenger from the gnome village of Sheernobb
  may be a welcome sight or a baneful 
  sign.
  Meldreeb delivers a personal 
  invitation 
  from
  Glennddarc, the headgnome of Sheernobb.
   The invitation was surprisingly short:
  “Please, my friend, return to Sheernobb as quickly
  as possible. It appears we may have more urgent
  business to discuss. Meldreeb will make all
  arrangements. Respectfully, Glennddarc.”
  Sure enough, Meldreeb had mounts packed and
  ready for each of you. Only, this time Meldreeb
  himself left before you were assembled, but not
  without first leaving a small pouch for each of
  you containing 3 gp and a note to use the money
  to speed your travel. There was nothing left to do,
  but to make the trip to Sheernobb.
  The 
  players 
  should 
  now 
  take 
  time 
  to
  introduce their characters. Encourage the group
  to provide full descriptions of their characters.
  The 3 gp may be used to purchase common items
  for their trip.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    CCCCrrrroooossssssssiiiinnnngggg    PPPPaaaatttthhhhssss
  The PCs has been traveling 
  south along the
  familiar road, which leads into the Kron Hills.
  The further South the PCs travel, the less and less
  they encounter mounted Borderer patrols. By the
  4th day of travel they have not seen a patrol all day
  and it is early afternoon with a welcome spring
  sun warming their travels.
  Meldreeb steps out of cover from the right side of
  the road and motions for you all to be quiet and
  dismount. He approaches, “Quickly, lead your
  mounts off to the right and tie them off, then
  quietly follow me.” His speech is so quick and
  actually soft-spoken this time you hope you heard
  him correctly.
  If any of the PCs attempt 
  to ask questions,
  Meldreeb will quickly motion them to be quiet
  and to follow him. Following along, Meldreeb
  leads you to a well-concealed spot from which to
  observe the road ahead. The road continues down
  a gentle slope through an open meadow 
  and
  begins to rise again as it enters more trees and
  underbrush nearly 150 yards ahead. There is a
  pleasant southwest breeze carrying the scent of
  wildflowers off the meadow.
  Meldreeb directs your attention to the trees
  on the right side of the road across the meadow.
  At first you see trees and brush. A slight motion
  attracts your attention as an ogre with a wolf
  emerge from cover and quickly slip across the
  road into cover on the left side of the road.
  If asked about what is going on or about
  attacking the lone ogre and wolf, Meldreeb will
  explain 
  the 
  following: 
  The 
  ogre 
  and 
  his
  companion are rear guard flankers to a larger
  force made up of more orcs, ogres and a couple of
  hill giants. At least, that is what he believes, as he
  did not attempt to make closer observations. They
  came from the west, traveling east. He believes
  them to be a raiding party. When it is safe to
  continue, the signs of their passing may be more
  closely examined.
  Once Meldreeb says it is safe, about a half-
  hour later, the PCs can retrieve their mounts and
  cross the meadow. The ogre and wolf tracks are
  difficult to notice. (DC 20 for someone with the
  Track feat making a Wilderness Lore check.)
  Signs of the larger group mentioned by Meldreeb
  are located on the edge of the trees further to the
  south. Someone with the Track feat making a
  Wilderness Lore check at DC 15 will notice the
  signs of four or five ogres and wolves, two Hill
  giants, a number of orcs and two or three horses.
  The horses appear to have been burdened as if
  carrying riders or loads.
  Meldreeb informs the PCs that things have
  not been going well lately. It is the first time
  these vandals have been spotted this far into the
  Kron and they best hurry. Glennddarc will want
  to inform you of recent events.
  The remainder of your trip is uneventful. You
  pass the gnome Scouts watching the road in the
  same spot as your first trip into the Hills, only
  this time they simply wave you through. After a
  few more miles you turn on the track to the east
  and continue 
  on into twilight 
  as you enter
  Sheernobb.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    AAAA    NNN
  Neeeewwww    M
  M
  M
  Miiiissssssssiiiioooonnnn
  Your entry into the village brings actual greetings
  from some of the gnomes and by the time you
  reach the Moot Hall a crowd has gathered. You
  
  Games Afoot – A Big Foot
  Page 6
  overhear 
  comments such as: “The Heroes 
  are
  back”, “Now maybe we will know”, and “What
  possible use could they be.” Glennddarc can be
  seen within the crowd outside 
  the Hall. He
  notices you approach, makes a quick look off to
  his right and several younger gnomes rush up to
  you offering to take your mounts.
  Meldreeb dismounts, gives his pony over to a
  waiting gnome, and begins to clear a path toward
  Glennddarc.
  Glennddarc greets the PCs “Earth and Stone!
  Thank you for coming so quickly. I have urgent
  business for you. Let us go inside where we can
  be more comfortable.”
  You hear some of the other villagers crowded
  around Glennddarc demanding a Moot. He quiets
  them with soothing but firm ‘Soon, but not now.’
  Turning to go inside the Hall, Meldreeb ushers
  you to follow and warns the PCs to not forget to
  duck going inside.
  The last comments from the gnomes gathered
  about are slights like, “What good can they do,
  they are not enough”, “tall ones are big but the
  large ones are bigger”, and “hope they run fast
  enough when it is smart and fight hard enough
  when not fast enough”.
  Following the elder gnome down the short
  hallway you enter the large chamber. The center
  of the chamber is below you surrounded by three
  tiers of wide steps, each having benches on which
  to sit. The ceiling height allows everyone to walk
  erect. 
  The 
  woodwork 
  within 
  the 
  hall 
  is
  impressive, from the intricately 
  carved beams,
  supports and posts to the benches and floor.
  Glennddarc sits down and motions you to join
  him. His pet weasel jumps up on his shoulder
  from behind.
  Meldreeb comes in shortly followed by two
  gnomes carrying platters with refreshments 
  of
  spring water, fruit, bread and cheese.
  Any attempts to question Glennddarc on why
  they are here will be met with Glennddarc’s
  raised hand until he has taken a drink of water,
  settled himself in his seat and placed his Amber
  his friend weasel in his lap. He appears very tired.
  If there are any druids or rangers in the PCs
  Glennddarc will have trouble getting Amber to
  come back to him and will allow her the folly of
  playing with the PC.
  “It is good to see you all again. I would like to say
  we are all here to renew our mutual good
  fortunes. But, I have grave news. Commander
  Keenbolt and his entire command have not been
  heard from in the past 10 days. All attempts to
  make contact with them have failed. In fact, none
  of the scouts sent out to make contact have
  returned. 
  They 
  should have 
  completed 
  the
  mission and returned days ago. I fear the worst. I
  truly cannot spare any gnome warriors now. We
  desperately need to know what has happened to
  the gnomish forces and Commander Keenbolt.
  Also, we need to know if the giants are readying a
  counter-raid of their own. Finally, if there is any
  way to discover what is behind all this giant
  activity. It is just too organized, too aggressive
  even for them, and their greater numbers are a
  major concern.”
  If the PCs accept this mission, must leave at first
  light tomorrow. As last time, it is best to avoid
  combat with the large ones. While speed is
  important, caution may give a better chance for
  success and I dare say, survival.
  Glennddarc has sent out pleas for help to the
  Clan leaders in the Greenway Valley, and to
  nearly all the other gnomish settlements in the
  Eastern Kron Hills. To those settlements nearby,
  he has sent out warnings.
  My village wishes me to call a Moot. There are
  those who feel that we should prepare a stout
  defense, and there are those who feel we must
  evacuate the village, seal the mine and seek
  refuge with our brethren in the Valley. The later
  opinion has gained in popularity.
  Meldreeb and Glennddarc leave the Moot Hall to
  allow the PCs discuss this in private. They state
  that they will return shortly.
  Glennddarc and Meldreeb return and await
  the decision of the PCs. After the PCs accepts the
  mission, (If they don’t, they are invited to stay
  and listen in on the Moot at which time the idea
  of evacuation wins out.), Glennddarc brightens
  visibly.
  “Garl 
  be 
  praised! 
  Please 
  make 
  yourselves
  comfortable here for the night. First, thing in the
  morning I will have Meldreeb take you to the
  edge of the village. Oh! There will be no need for
  blindfolds this time. We will have a few items
  gathered to assist you with your provisions as
  well.”
  With that, the old gnome departs. He answers any
  questions the PCs may have at this point, but
  appears exhausted, and excuses himself after a
  short time.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    TTTThhhheeee    TTTTrrrraaaaiiiillll    HHHHeeeeaaaadddd
  Meldreeb and one of the gnome Scouts awaken
  the PCs the next morning. Several villagers bring
  in small bags of provisions, which include goat
  cheese, maple cakes and water skins of fresh
  spring 
  water. 
  He asks 
  the PCs to 
  prepare
  themselves.
  Once prepared, Meldreeb and the Scout lead
  you through the village to the east. You pass parts
  of the village you have not seen before. This time
  you see two warrens, 
  which have seen some
  reconstruction 
  lately. 
  The 
  warrens 
  can 
  be
  revealed as actual mining operations on a Spot
  check (DC 15).
  
  Games Afoot – A Big Foot
  Page 7
  Leading the PCs to the launching point from
  ‘giants on the Move’ Meldreeb comments 
  on
  several of the defenses that the warren 
  has
  prepared. The traps have been designed for the
  large ones and would do even more harm to the
  PCs. Then he will hand the PCs three of his
  special blend pouches for the sniffers that may
  try to chase them. Meldreeb’s last warning is to
  use extra caution and avoid fighting if possible
  and run fast when not.
  Meldreeb, “May you travel as the wind, see like
  the eagle, and return like the … ahh, well, just
  return.”
  If anyone in the PCs wishes to get a word in
  edgewise, they may ask any questions they wish
  of Meldreeb. He may or may not have a good
  answer. But, he is never at a loss for words. Have
  the PCs set a marching order and declare any
  other precautions/preparations 
  they intent 
  to
  make before setting off on the trail.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    SSSSttttaaaakkkkeeee    OOOOuuuutttt    IIIIIIII
  Undergrowth lays thick at the forest’s edge and
  thins out in the deep shade of the forest canopy.
  The trail offers much easier going, but moving off
  trail will slow the PCs down by half as long as the
  PCs takes some precautions, they can easily avoid
  the trap fifty feet down the trail. It appears as a
  deadfall hanging at an angle across the trail. Any
  attempt to remove it or move it releases 
  the
  swinging log trap made up of two swinging logs
  each 
  imbedded 
  with 
  sharpened 
  stakes. 
  One
  swings high and the other low across the trail in
  such a way as to sweep a wide area with the
  higher one swinging inside the supports of the
  lower one.
  Nearing high sun the PCs’ travel will place
  the PCs near the site of the staked out gnome
  from before. Traveling off trail will get them to
  the same location by the end of the day. If there is
  a PC with the Wilderness Lore skill (DC 15), they
  can travel off trail in a more direct route and
  reach the same spot by early afternoon.
  Note: In the first adventure of this series the PCs
  encountered the body of a dead gnome scout
  impaled upon a stake in the center of the trail
  about half a days travel from Sheernobb. This was
  a warning placed there by the giants. The “Stake
  Out” is located on a small rise after the trail goes
  down a gentle slope. It cannot be seen on the
  decent as the trail makes a sharp right turn at the
  top of the small rise. The rise itself is heavily
  forested. The PCs should easily remember this
  location. However, the players at the table may
  not if they have not played the first adventure in
  this series. So, tell them about it ahead of time
  and that they REMBMER the spot and what they
  saw the first time.
  Traveling the trail, the PCs will view:
  At the top of the rise just into the turn stand five
  posts, completely blocking the trail. Impaled on
  each post are the remains of a gnome scout. The
  dangling legs show signs of gnawing and there is
  a cloud of flies around each gnome’s smashed
  skull.
  Traveling off the trail, the PCs will view:
  You hear the buzzing of flies, greater you think
  than the first time, near the spot of the “stake
  out” at the top of the rise. This time you notice
  not one, but five posts, each with an impaled
  gnome scout. Each scout’s smashed skull covered
  by a cloud of flies.
  Have any alert members make a spot check (DC
  20) to notice an ogre attempting to remain hidden
  within the trees about sixty feet away while
  watching the PCs’ approach.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    2222))))
  The hidden ogre will throw his spear if noticed
  and then flee to find a patrol. If not noticed, he
  will observe for a short time and then slip away
  and make contact with a patrol.
  Ogre (1); hp 26; see Monster Manual page 144.
  Possessions: huge greatclub, huge long spear, 15
  sp.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    3333))))
  There are two ogres and one wolf on watch. The
  first ogre is to front of the PCs and the second
  ogre, with his wolf, completely hidden off on the
  left flank of the PCs. If the first ogre is noticed,
  he will throw his long spear and attract 
  the
  attention of the PCs. The PCs are up wind of the
  ogres’ position. After the PCs has had one round
  of action the second ogre and his wolf will charge
  in from the flank. If at any point the ogres sense
  pending defeat, 
  (one or both below half 
  hit
  points), they will flee in separate directions to
  make contact with a patrol.
  Ogres (2): hp 26, 26; see Monster Manual page 144.
  Possessions: huge greatclub, huge long spear, 15
  sp.
  Wolf (1): hp 13; see Monster Manual page 204.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    4444))))
  There are three ogres with two wolves on watch.
  The first ogre is to front of the PCs, the second
  ogre, with his wolf, completely hidden off on the
  left flank of the PCs and the third ogre, with his
  Wolf, completely hidden off on the right flank of
  the PCs. The PCs is up wind of the ogres’ position.
  If the first ogre is noticed, he will throw his long
  
  Games Afoot – A Big Foot
  Page 8
  spear and attract the attention of the PCs. After
  the PCs has had one round of action the second
  ogre and his Wolf will charge in from the flank. If
  at any point the ogres sense pending defeat, (one
  or both below half hit points), they will flee in
  separate directions to make contact with a patrol.
  Ogres (3): hp 26, 26, 26; see Monster Manual page
  144. Possessions: huge greatclub, huge long spear,
  15 sp.
  Wolf (2): hp 13; see Monster Manual page 204.
  AAAAuuuuggggm
  m
  m
  meeeennnntttteeeedddd    TTTTiiiieeeerrrr
  Ogres (3): hp 32, 32, 32; see Monster Manual page
  144. Possessions: huge greatclub, huge long spear,
  15 sp.
  Wolf (2): hp 20; see Monster Manual page 204.
  After leaving the “stake out” you guess that at
  best you will get only to about half the distance
  between your present 
  location 
  and the first
  stream 
  crossing 
  before 
  dark. 
  You 
  travel 
  on
  without incident. Selecting a place to spend the
  night must be made with care.
  Have a single PC perform a Wilderness 
  Lore
  check (DC 15) to provide an adequate camp for
  the night. If none of the PCs possess Wilderness
  Lore than the location picked matches the first
  example below:
  • 
  Missed by 6 or more – Camp is not ideal. Any
  listen and spot checks during watch made at
  –5. There is poor visibility of the surrounding
  areas from two sides.
  - 
  Missed by 1 to 5 – Camp is almost ideal. The
  approach from the northwest is obscured. A
  –5 penalty to spot checks.
  - 
  Made check up to 5 over. Camp is in an ideal
  location. Party is +5 on listen checks.
  - 
  Made check by 8 or more. Camp is in nearly a
  perfect location. Party is +5 on both listen and
  spot checks for the night.
  Darkness comes quickly in the forest. Nocturnal
  sounds surround the camp.
  Have each person on watch detail how they
  intend to keep watch. Suspense is key here. The
  first watch notices nothing more than a couple of
  smaller 
  forest 
  creatures, 
  a raccoon 
  family,
  looking for possible leftovers. 
  On the second
  watch the howling of wolves begins. They can be
  heard from three directions, behind to the west,
  to the northeast and to the far southeast. The
  howling stops before the third watch. The third
  watch notices the nocturnal noises calming down
  as dawn approaches.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    SSSScccceeeennnneeee    ooooffff    BBBBaaaattttttttlllleeee
  Mornings in the forest are so peaceful, especially
  when the night before does not conflict with the
  concept. The filtered morning light and sound of
  birds fill the air. Travel to the stream valley ahead
  should only take a few hours.
  Have the PCs set marching order and their plan
  of travel to the valley ahead.
  You reach the beginning of the gradual slope,
  which leads down to the stream below. Sounds of
  water rushing through its rocky course find its
  way up the slope. As you descend, the stream
  appears below you. And, the first part of your
  mission may just be in sight. The grizzly remains
  of combat are not hard to miss. From this
  distance you can make out the days old remains
  of giants, ogres, and gnomes on both sides of the
  stream.
  Allow the PCs a chance to plan their approach and
  investigation of the sights below them. There are
  only a few gnome bodies on this side of the
  stream as well as two ogres and one hill giant. On
  the other side of the stream is a much more tragic
  sight. The bulk of the gnomish force appears to
  have fallen not far up the slope on the far side. A
  few gnomes can be found higher up, but the
  majority, 
  nearly 60, fell in one 
  area, 
  which
  reflects a hasty defensive formation compressed
  from all sides. Five more giants lay among the
  dead on the slope with over eight ogres, 23 orcs,
  and several wolves.
  The gnomes had scouted the stream crossing.
  The giants and their allies waited under cover
  until all but the rear guard had crossed and then
  sprung their ambush. First, the advanced gnome
  scouts were killed by ogres; then five separate
  parties of giants, ogres, and orcs closed in on the
  main gnomish force working their way up the
  steep rocky slope. Two groups attacked from the
  rear flanks, taking out the gnome’s rear guard
  and charging across the stream. Two other groups
  attacked from the flanks on the slope and a fifth
  group straight down the slope into the front of
  the gnomes.
  The gnome bodies have been stripped of all
  weapons and useful items. If the PCs search the
  giant, ogre and orc bodies they will come up with
  65 sp, 30 gp, and one greataxe which appears to be
  in very good condition. The bodies have decayed
  and have been ravaged by scavengers. As a result,
  the PCs cannot be certain of Keenbolt’s fate. One
  thing they know for sure, a force of nearly one
  hundred well armed gnomes was destroyed here
  as a fighting force. The PCs can find Commander
  Keenbolt’s axe ‘True Strike’ on a Search check
  (DC15). The finely crafted gnome axe has a n
  ornate handle and the head of the axe has the
  etchings in gnomish that state 'fly true, strike
  hard'. It is embedded in the skull of a hill giant
  and covered by a fallen orc.
  
  Games Afoot – A Big Foot
  Page 9
  There is an unmistakable trail leading away
  from this battle 
  scene, (Spot check, DC 15).
  Evidence of a group of gnome captives being
  taken 
  away is easily discovered. 
  Commander
  Keenbolt and 22 survivors were indeed captured
  and lead away by the victorious giant/ogre force.
  The PCs can find the following treasure:
  • 
  65 sp
  • 
  30 gp
  • 
  Masterwork 
  greataxe (320 gp, 20lbs.): This
  greataxe is made from high quality steal with
  a keen edge, ornately carved shaft simulating
  twisted rope with a copper knob at the end.
  Encounter 6: On the Captives’
  Trail
  The trail of the victorious giants and their gnome
  captives is easily followed through the thickly
  wooded hills. At nearly mid-day you come to the
  second stream crossing. As before, the giant force
  used the stream to “cover” their tracks.
  Note: In the first adventure in this series, the
  giant Raiding force used this second stream to
  cover their tracks. There is a trail on the opposite
  bank, but is not the main trail to the giants’ lair.
  Instead they traveled downstream about one half
  mile before 
  exiting on the opposite 
  side to
  continue on their way. The same tactic was used
  this time. The PCs will find the giant force and
  their captives exit the stream one half 
  mile
  downstream at the same location as before.
  If the PCs are taking a cautious approach a
  Spot Check at DC 20 will notice a small group,
  likely a patrol of two ogres, one hill giant and a
  wolf, left the main PCs about half way down the
  stream. 
  This 
  smaller 
  group 
  left 
  the stream
  heading west, in the opposite direction as the
  giants’ lair and the main force. This patrol is too
  far away to the west to be a threat at this time.
  Not far on the trail leading away from the stream
  are the remains of a night encampment by the
  main body of the giant force and their captives.
  Evidence around one of the fire pits suggests that
  a smaller group, possibly a single patrol used this
  same encampment only a few days ago.
  A Wilderness Lore check DC 15 or a Spot
  check DC 20 reveals the smaller group entered
  the area from the east and left going north. The
  giants’ Lair is to the east another good half-day
  march.
  Following the trail of the main party out of the
  encampment to the east, you come to a steep
  slope on the left. Just as the trail begins to climb
  part of the slope as it angles eastward, you come
  across tracks of what appears to be a group of
  reinforcements joining the giant forces. These
  new tracks appear to be a group much larger than
  the patrol, which split with the main body at the
  stream earlier.
  Only about another 150 yards up the slope a
  large group of the giant forces descend on a side
  trail leading off to the southwest. The rest
  escorted the gnome captives on up the trail to the
  east toward the giants’ lair.
  Ask the PCs for any plans on how they wish to
  proceed, march order, staying on the trail or
  travel off trail. In other words, keep the tension
  level high.
  Encounter 7: A Second Battle
  Site
  The trail to the east continues up the gradual
  slope and down the other side. About an hour
  later it climbs a small hill and drops into a small
  hollow. The scene greeting you in the small
  hollow is a smaller version of the battle scene
  back at the first stream crossing. Only, this time
  most of the dead are not gnomes.
  A Wilderness Lore check (DC 12) or a Spot check
  (DC 18) reveals 
  the 
  gnomes 
  had 
  somehow
  overpowered their captors leaving 
  One giant,
  four ogres, and eight orcs are dead. Four gnome
  bodies 
  are 
  also 
  left 
  behind. 
  If 
  any 
  player
  examines the gnome bodies and uses a Spellcraft
  check (DC15), they can determine that one of the
  dead was a spell caster due to the remains of spell
  components near his body. As before, all the
  gnome bodies have no gear on them. Another
  Wilderness Lore check (DC 15) or Spot check (DC
  20) will show that the escaped gnomes left the
  hollow in a southwesterly 
  direction 
  traveling
  quickly. Also, they will discover the tracks of a
  sizable group of giants and ogres who did not
  stop here, but continued on toward the Lair. In
  addition is one set of orc tracks with blood
  leading away from the hollow toward the north.
  The gnomes had been working on getting
  their hands free of their bindings 
  since the
  encampment. 
  When they 
  met 
  up 
  with 
  the
  reinforcements 
  the 
  next 
  day, 
  Commander
  Keenbolt overheard plans for a major raid against
  another 
  gnome 
  settlement, 
  this 
  one 
  to the
  southwest. Nearly half of the giants and ogres
  left to go on this raid with the intent of causing
  as much destruction and death as possible.
  Chiselwood, the targeted settlement, happens
  to be Keenbolt’s home and home to several of the
  other captive gnomes. They know that this is a n
  older 
  settlement 
  and 
  currently 
  is 
  lightly
  defended due to past events further north near
  Sheernobb and their original mission. A major
  giant raid on his home settlement 
  could be
  disastrous. Keenbolt organized the breakout with
  the help of the dead gnome Illusionist’s 
  last
  spells. Some of their weapons and equipment
  were being carried by the orcs, which 
  they
  recovered. Three gnome scouts raced back to the
  
  Games Afoot – A Big Foot
  Page 10
  original battle site to retrieve as much gear as
  possible and meet up with Keenbolt and the
  others on rapid march in pursuit of the giant
  raiding party.
  The Scouts’ tracks will be too difficult to
  discover, 
  but 
  Keenbolt’s 
  group 
  will 
  not 
  be
  difficult to follow as his PCs is traveling fast, not
  cautious. The PCs can find and follow his trail on
  a Spot check (DC 15).
  The PCs can find the following treasure:
  • 
  60 sp
  • 
  Sparkling Amethyst (100 gp)
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888aaaa::::    TTTThhhheeee    W
  W
  W
  Woooouuuunnnnddddeeeedddd
  OOOOrrrrcccc
  If the PCs track the wounded orc out of the
  hollow, they will find his body about 50 yards
  away in the woods. A search of his gear will turn
  up one spell component pouch.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888bbbb::::    IIIInnnn    PPPPuuuurrrrssssuuuuiiiitttt    ooooffff    tttthhhheeee
  PPPPuuuurrrrssssuuuuiiiitttt
  Keenbolt’s trail is not hard to follow and in a few
  hours you come across the first results or
  Keenbolt’s pursuit, a dead ogre. It is nearing
  sunset by this time. The time of day when the
  forest begins to quiet down as day-time creatures
  begin to settle down and the nocturnal creatures
  have not yet awakened.
  If the PCs make any attempt to stop and examine
  the dead ogre, allow them all a Listen check (DC
  15). Anyone making it hears the sounds of a
  rapidly approaching ogre patrol coming up from
  behind. They have two rounds to prepare. If they
  do not attempt to check out the dead ogre, then
  give them the same Listen check (DC 15) and only
  one round to prepare. The ogres and their Wolf
  believe they are closing in on the PCs, but do not
  realize how close they really are. As you make
  Spot checks for this encounter, give the Wolf a
  normal 
  check, but 
  let the ogres 
  be caught
  flatfooted.
  Tier       1      (EL3)
  Ogre (1); hp 26; see Monster Manual page 144.
  Possessions: huge greatclub and 5 sp.
  Ogre, Rgr1 (1): Large giant; HD 4d8+12 + 1d10+3;
  hp 39; Init –1; Spd 30 ft.; AC 16 (Touch 8, Flat-
  footed 17); Atks +8 melee (2d6+7, greatclub); Face:
  5 ft. x 5 ft./ 10 ft.; SA Favored Enemy (Elf); AL CN;
  SV Fort +8, Ref +0, Will +1; Str 21, Dex 10, Con 16,
  Int 6, Wis 11. Cha 7.
  Skills and Feats: Climb +5, Listen +3, Spot +3,
  Wilderness Lore +5, Animal Empathy +2; Weapon
  Focus (greatclub), Track.
  Possessions: 
  greatclub, pouch with flint and
  steel.
  Wolf (1): hp 13; see Monster Manual page 204.
  Tier       2      (EL4)
  Ogre (2): hp 26, 26; see Monster Manual page 144.
  Possessions: huge greatclub and 5 sp.
  Ogre, Rgr1 (1): Large giant; HD 4d8+12 + 1d10+3;
  hp 39; Init –1; Spd 30 ft.; AC 16 (Touch 8, Flat-
  footed 17); Atks +8 melee (2d6+7, greatclub); Face:
  5 ft. x 5 ft./ 10 ft.; SA Favored Enemy (Elf); AL CN;
  SV Fort +8, Ref +0, Will +1; Str 21, Dex 10, Con 16,
  Int 6, Wis 11. Cha 7.
  Skills and Feats: Climb +5, Listen +3, Spot +3,
  Wilderness Lore +5, Animal Empathy +2; Weapon
  Focus (greatclub), Track.
  Possessions: 
  greatclub, pouch with flint and
  steel.
  Wolf (1): hp 13; see Monster Manual page 204.
  Tier       3      (EL5)
  Ogre (3): hp 26, 26, 26; see Monster Manual page
  144. Possessions: huge greatclub and 5 sp.
  Ogre, Rgr1 (1): Large giant; HD 4d8+12 + 1d10+3;
  hp 39; Init –1; Spd 30 ft.; AC 16 (Touch 8, Flat-
  footed 17); Atks +8 melee (2d6+7, greatclub); Face:
  5 ft. x 5 ft./ 10 ft.; SA Favored Enemy (Elf); AL CN;
  SV Fort +8, Ref +0, Will +1; Str 21, Dex 10, Con 16,
  Int 6, Wis 11. Cha 7.
  Skills and Feats: Climb +5, Listen +3, Spot +3,
  Wilderness Lore +5, Animal Empathy +2; Weapon
  Focus (greatclub), Track.
  Possessions: 
  greatclub, pouch with flint and
  steel.
  Wolf (2): hp 13, 13; see Monster Manual page 204.
  Augmented Tier
  Ogre (3): hp 32, 32, 32; see Monster Manual page
  144. Possessions: huge greatclub and 5 sp.
  Ogre, Rgr1 (1): Large giant; HD 4d8+12 + 1d10+3;
  hp 39; Init –1; Spd 30 ft.; AC 16 (Touch 8, Flat-
  footed 17); Atks +8 melee (2d6+7, greatclub); Face:
  5 ft. x 5 ft./ 10 ft.; SA Favored Enemy (Elf); AL CN;
  SV Fort +8, Ref +0, Will +1; Str 21, Dex 10, Con 16,
  Int 6, Wis 11. Cha 7.
  Skills and Feats: Climb +5, Listen +3, Spot +3,
  Wilderness Lore +5, Animal Empathy +2; Weapon
  Focus (greatclub), Track.
  Possessions: 
  greatclub, pouch with flint and
  steel.
  Wolf (2): hp 18, 18; see Monster Manual page 204.
  If the PCs examine the original dead ogre, they
  will find he died of multiple puncture wounds to
  the upper back, neck and head. However, only a
  couple of arrows are found still embedded in the
  
  Games Afoot – A Big Foot
  Page 11
  body. There is a longbow next to the ogre as well,
  but his quiver is empty.
  It is nearly dark by the time you finish with the
  patrol. Finding a safe spot to rest for the night
  now becomes top priority.
  Any location will make no difference at this point
  as long as they get away from the trail. Allow the
  PCs to find almost what they are looking for in a
  campsite, set watches, and try to rest. The sounds
  of wolves will be heard during the second watch
  from the northeast, north, southwest, and west.
  The next day you find another ogre killed in the
  same 
  manner 
  as 
  the one 
  from 
  yesterday.
  Following the tracks of the giants and pursuing
  gnomes leads you through more of the rugged
  hilly forests somewhere southeast of Sheernobb.
  For the next several days the pattern continues
  finding two more ogres killed in ambush, another
  killed by a deadly log trap, and then, you come
  across a severed giant’s foot! A mangled and
  bloody pit trap nearby helps to explain the foot
  and a trail of blood eventually leads to a dead Hill
  giant, finished off by crossbow bolts and arrows.
  Not far away is a dead gnome-at-Arms.
  Two more days of travel accounts for more
  gruesome traps and sites of apparent hit-and-run
  raids. All total, two more dead ogres, six dead
  orcs, and two more dead gnomes are discovered.
  Any attempt 
  on the PCs part to gain more
  understanding of the course of events by using a
  Wilderness Lore check or several Spot checks
  reveals a running battle between the two groups.
  The giant force, though whittled down, is still
  formidable and continuing on its march to the
  southwest. The smaller gnome force appears to be
  always on the move, circling around the giant
  force and setting traps, staging small ambushes
  on isolated individuals or small groups, and hit-
  and-run raids. But, the gnomes are now being less
  successful 
  than at first. All this activity has
  slowed both combatants down considerably. The
  PCs are catching up with this running battle.
  The PCs can find the following treasure:
  • 
  25 sp
  Encounter Nine:
  AAAA    BBBBllllooooooooddddyyyy    SSSScccceeeennnneeee
  It is mid-morning on the eighth day following
  Keenbolt’s trail of blood and death. You know you
  have been gaining on them, but the messy trail
  confuses your abilities to gauge how much you
  have caught up.
  It is now Listen check time. Have everyone make
  a d20 roll (DC 15). All those who make their roll
  hear what sounds like a Gnomish cry of pain
  from up ahead.
  Ask the PCs what they intend to do. If they
  attempt to go forward 
  quietly only allow the
  Wolf a Spot/Listen check. If they charge forward
  or move quickly allow the Wolf its Spot/Listen
  check and the ogre only a Listen check since he is
  engrossed in what he is doing.
  As you move forward, gnomish moans of pain can
  clearly be heard through the thick forest ahead.
  You suddenly come upon a small clearing. Off to
  the left side of the clearing are three prone
  gnomes, a Wolf tied to a nearby tree and an ogre
  standing over one of the gnomes with a stout
  stick in its right hand. The gnome in front of the
  ogre is the one moaning in pain. The ogre has his
  back to you and has a bleeding wound on the back
  of his left leg.
  All three gnomes are wounded. The ogre is Rex
  Wulff, the ogre Ranger from the first adventure
  in this series. And, the wolf is his pet. Rex has
  just set the gnome’s broken arm and is now in the
  process of trying to splint it. He is doing the best
  he can, but it is not a very good job. The other two
  gnomes are badly wounded. The first one has
  been stabilized with Rex’s aide, but the second
  one is still losing too much blood. If given a
  chance, Rex will recognize the PCs, and not offer
  resistance.
  Note: The majority of PC tables in the first
  adventure encountered Rex and his dying pet on
  their return from scouting out the giants’ Lair.
  They made a deal. If the PCs keep the wolf from
  dying, Rex would not sound the alarm and give
  them a half days head start before he returned to
  the lair. The deal was struck and the wolf was
  stabilized. Rex kept his end of the bargain.
  Rex Wulff, male ogre Rgr2: Large 
  giant; HD
  4d8+12 + 2d10+6; hp 48 (currently 31 due to leg
  wound); Init –1 (Dex); Spd 30 ft. (currently 15 ft.
  due to leg wound); AC 16 (-1 size, -1 Dex, +5
  natural, +3 hide); Atks +8 melee (2d6+7, greatclub);
  Face: 5 ft. x 5 ft./10 ft.; SA Favored Enemy (Beast);
  AL CN; SV Fort +8, Ref +0, Will +1.
  Str 21, Dex 10 Con 16, Int 8, Wis 11, Cha 7.
  Skills and Feats: Animal Empathy +2, Climb
  +5, Listen +3, Speak Language (giant & Common –
  Slurred), Spot +3, Wilderness Lore +5; Weapon
  Focus (greatclub), Track.
  Wulff, male wolf: Medium animal (5 ft. long); HD
  3d8+4; hp 21; Init +2 Dex); Spd 50 ft.; AC 14 (+2
  Dex, +2 Natural); Atks +3 melee (1d6+1 [crit x3],
  bite); SA Trip; SQ Sent; AL N; SV Fort +5, Ref +5,
  Will +1; Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6.
  Skills and Feats: Hide +3, Listen +6, Move
  Silent +4, Spot +4; Weapon Finesse (Bite).
  SA: Trip – on a successful bite attack, the wolf
  may attempt to trip as a free action.
  Providing the PCs do not kill Rex he will freely
  share the following: A small skirmish was fought
  
  Games Afoot – A Big Foot
  Page 12
  here very early this morning. The giants and
  ogres were ready for trouble and fought off the
  gnomes hit-and-run attack. Rex was wounded in
  the leg during the fighting. Due to his wound he
  was told to remain behind and finish off any
  wounded gnomes left behind. Later he could try
  to catch-up. He gathered 
  the three 
  wounded
  gnomes and instead of killing them, has been
  tending their wounds as best he can. He had to tie
  up “Wuff” to keep him under control. He is tired
  of the killing and taking orders from the giants
  and the hooded short one. All the raids have not
  helped his tribe nor defended his tribe’s territory.
  He wants to gather the last of his “brothers” and
  go home.
  The earlier cry of pain was from the gnome in
  front of him when he set his broken arm. The
  stick he intended to use on the uncooperative
  gnome’s arm to immobilize the break. Setting the
  arm made him more cooperative when he passed
  out.
  Rex knows the raid they are on targets a
  small gnome town to the southwest. The town is
  larger than Sheernobb and is located in rugged
  wooded hills not more than a half days march to
  the southwest. 
  He does not know why the
  gnomes have been so tenacious in their pursuit.
  For days there 
  has 
  been 
  a running 
  battle
  consisting 
  of quick hit-and-run 
  raids, vicious
  traps, and small ambushes. The skirmish 
  took
  place only a little while ago. The others can’t be
  too far ahead. He claims that the leader of the
  gnomes is a very tough opponent, worthy 
  of
  respect.
  The badly bleeding gnome needs healing to
  stay alive. He has lost too much blood. Just being
  stabilized will not work. Rex offers to care for
  the three and help them to the nearest gnome
  settlement.
  Encounter 10: Keenbolt’s Last
  Stand
  Following the trail left by the giant forces is not
  difficult. After not more than a couple of hours
  travel you hear the distant sounds of battle
  between the two foes. Directing your approach
  toward the sounds you come across a rocky
  wooded slope descending to a rocky stream
  below. The trail continues on the opposite slope,
  which is steeper. Several giants and at least a half
  dozen ogres are trying to work their way up the
  rocky wooded slope. At the top of the slope you
  can just make out a few gnomes occupying good
  defensive positions among the rocks. They must
  have circled around the giants and ogres to beat
  them to this spot. All the gnomes in sight appear
  tired and blood stained. Most of the giants, orcs
  and ogres appear to be not much better off.
  The larger foes are having difficulty working
  their way up the slope. The crossbow fire by the
  gnomes is accurate and their height advantage
  offers challenging targets for the Hill giant’s
  rocks and bow fire from two ogres and four orcs.
  However, it does not look like this is a battle the
  gnomes can win. Opposing them are three Hill
  giants, six ogres and eight orcs. By your count
  there could only be at best thirteen gnomes left.
  Yet they look to be entrenched on the top of the
  slope for a last stand.
  The PCs need to decide what they wish to do. They
  have several options:
  1) They can watch, in which case the gnomes
  will continue to fight until Commander Keenbolt
  himself goes down. This will happen after the hill
  giants attempt a bull rush against the gnome
  position. All three will hurl rocks while the Orc
  and ogre archers fire arrows, then the giants rush
  up 
  the 
  hill 
  in 
  line. 
  One 
  will 
  fall 
  under
  concentrated crossbow bolt fire from six of the
  gnomes. The other two make it to the gnome
  position to be met by Keenbolt and three gnomes-
  at-Arms. They will critically wound one of the
  giants before being overwhelmed by the other
  giant and four ogres. The other gnomes continue
  crossbow fire, which takes out two more ogres,
  one Orc sergeant and three orcs before they too
  are engaged in melee by the surviving giant and
  four ogres. They will take down two more ogres
  before being overwhelmed.
  2) They can attack the giant forces from the
  rear with whatever plan they think best. Their
  closest targets will be the four Orc archers and
  two ogre archers. Next targets would be the other
  four orcs, four ogres and last the three Hill
  giants. Keenbolt will take full advantage of this
  situation and have his fighters concentrate on
  the giants first and then the ogres.
  3). They can pick one flank and hit the giant
  forces from the side.
  4). Work their way around the combat and
  attempt to join the gnomes at their defensive
  position. They will reach the gnome lines just as
  the three Hill giants begin their bull rush.
  General Combat Outline:
  • 
  First three rounds after PCs arrive the giant
  forces are generally unorganized and making
  slow 
  progress 
  up 
  the 
  slope 
  with
  uncoordinated ranged fire.
  • 
  Second three rounds the giant force begins to
  organize its ranged fire better as the three
  Hill giants begin to form a line and hurl rocks
  together in preparation for their bull rush up
  the slope.
  • 
  Third three rounds the Hill giants begin their
  bull rush up slope hurling rocks on the first
  round and charging the last two.
  Keep track of the rounds once the PCs arrive. If
  they engage right away, their first round of action
  takes place on round two of the first three round
  segment. If they hesitate at all, their first round
  of action takes place on round one of the second
  three round segment. If the PCs attempt to w o r k
  their way around the combat to join the g n o m e s
  
  Games Afoot – A Big Foot
  Page 13
  in their defensive 
  p o sition, their first round o f
  action takes place on the second 
  round of t h e
  third three round segment, (see above).
  Once the PCs are engaged from the rear or
  flank, the giant force will attempt to split into
  two groups to deal with the new threat. One orc
  sergeant, one orc archer, two orcs and two ogres
  will split off and take on the PCs. The rest will
  continue to focus on the gnomes.
  If at any time all the Hill giants go down, the
  orcs will flee. If at any time over half the ogres go
  down, the orcs will flee. If at any time two of the
  Hill giants go down and half the ogres, the
  remaining orcs and ogres will flee unless they
  have a clear advantage.
  If, and 
  only if, the PCs 
  have 
  made 
  a
  reasonable attempt to reinforce and support the
  gnomes, and it looks like a TPK (Total Party Kill)
  is in the making, you may introduce additional
  gnome 
  reinforcements. 
  10 gnome 
  scouts, 
  6
  gnomes-at-arms 
  and 
  one 
  cleric 
  of 
  Gaerdal
  Ironhand at full stats as those listed below. These
  scouts enter from the gnomes’ position and are
  from Chiselwood. 
  However, if the PCs make
  really poor, foolhardy, and cowardly choices, then
  by all means allow them a death by combat.
  GGGGiiiiaaaannnntttt    FFFFoooorrrrcccceeee
  Hill giants (3): hp 72, 65, & 78 [due to previous
  wounds and fatigue]; see Monster Manual page
  98.
  Ogres (6): hp 18 each; see Monster Manual page
  144.
  Orcs (6): hp 3 each; see Monster Manual page 146.
  Orc Sergeants War3 (2): Medium humanoid: HD
  3d8; hp 18; Init +1; Spd 20 ft.; AC 15 of first
  sergeant (Touch 11, Flat-footed 14); Atks +6 melee
  (1d12+6 greataxe); +1 ranged (1d6+3 javelin); Face
  5 ft.x 5 ft./5 ft.; SO darkvision 
  60 ft., light
  sensitivity; AL CE; SV Fort +5, Ref +2, Will +0.
  Str 16, Dex 12, Con 11, Int 9, Wis 8, Cha 8
  Skills and Feats: Listen +2, Spot +2, Climb +2,
  Intimidate +3; Alertness, Cleave.
  Possessions: 
  scale 
  mail, 
  greataxe, 
  three
  javelins, pouch with 5 sp.
  GGGGnnnnoooom
  m
  m
  meeee    FFFFoooorrrrcccceeee
  Commander Keenbolt: hp 26 (due to multiple
  wounds – normally 76 hp); see Appendix A.
  Jebedar, gnome Clr3: hp 10, (due to wounds –
  usually 25 hp); see Appendix A.
  Gnome scouts (5): hp 10, (due to wounds – usually
  30 hp); see Appendix A.
  Gnome-at-arms (6): hp 10, (due to wounds 
  –
  usually 30 hp); see Appendix A.
  Searching the area will reward the PCs with the
  following treasure:
  • 
  30 sp
  • 
  Shinny Onyx Stone (50 gp)
  • 
  7 gp
  • 
  Masterwork Scale Mail (200 gp, 30lbs.): The
  finely worked scales on this armor resemble
  elm leaves.
  AAAAfffftttteeeerrrrm
  m
  m
  maaaatttthhhh
  With the giant forces defeated, Commander
  Keenbolt orders the last of his command to form
  up in line. After they form ranks facing you,
  Keenbolt exclaims, “We of the Clan Keeleene
  salute you and thank you.”
  The gnomes all offer salutes with right fist on
  chest. They then break rank and offer more
  personal thanks with smiles and handshakes.
  Keenbolt himself sits down in exhaustion and
  sighs. At that moment 10 gnome Scouts, 6
  gnomes-at-Arms, a gnome sergeant, and a gnome
  Cleric of Gaerdal Ironhand rush over the ridge
  behind you. Keenbolt looks up at you, “My home
  and these good gnomes might all have been
  destroyed had you not arrived when you did.”
  The gnome sergeant approaches Keenbolt,
  “Commander, if it pleases you we shall cross the
  stream and take up positions at the top of the far
  ridge.”
  “That would be wise,” nods Keenbolt. With
  hand motions from the gnome Sergeant the
  gnome reinforcements rush down the slope, cross
  the stream, race up the far slope and take up
  positions at the top. Keenbolt watches, shakes his
  head approvingly and says, “Well, we will tend
  our wounded, honor our dead, and then I may
  just have to show you tall-fellows how a gnome
  has a good time.” An actual smile crosses
  Keenbolts limps at that.
  The PCs returns to Sheernobb. Glennddarc has
  held off the moot until now. At the moot, various
  older gnomes voice their opinion on what the
  village should do. Some favor strengthening their
  defenses and saying put while others want to
  evacuate and move closer to the Greenway Valley.
  Glennddarc will ask one of the PCs (whoever
  volunteers) to report on their mission. At this
  time have one of the PCs do just that. You may
  wish to role-play 
  a few questions 
  from the
  opposing 
  opinions 
  in 
  the 
  moot. 
  Otherwise,
  Glennddarc calls for a vote. The vote will depend
  on whether the gnome reinforcements 
  in the
  final combat were necessary to secure victory. If
  the reinforcements were not needed, the moot
  votes to stay. If the reinforcements were needed,
  the moot votes to evacuate. Glennddarc will be
  pleased with a stay vote and saddened by a n
  evacuation vote.
  The PCs will be invited to a small dinner with
  Glennddarc, Keenbolt, and Meldreeb of reserved
  celebration, (if the vote is to stay), or good byes,
  (if the vote is to evacuate). Keenbolt will inform
  
  Games Afoot – A Big Foot
  Page 14
  Glennddarc and the PCs that the business with
  the giants is far from over. At the dinner the PCs
  will be given their rewards.
  Meldreeb escorts the PCs out of the Kron
  Hills back into the Viscounty. He sees to it that
  any rented mounts are returned. Wishing the PCs
  well, he quickly but not so quietly leaves them to
  return to their normal lives.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Accomplished mission
  200 xp
  Detecting ogre(s) at “Stake Out”
  25 xp
  Defeating the ogre(s) at “Stake Out”
  25 xp
  Leaving the battle scenes undisturbed
  25 xp
  Following Keenbolt s trail
  25 xp
  Defeating the ogre patrol
  25 xp
  Not attacking Rex
  25 xp
  Helping defeat the giant force
  100 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than [insert campaign value] that
  are of personal 
  significance 
  to the owner
  (including family heirlooms), and all magical
  items, will be discovered in the possession of
  the character by one means or another. The
  character must return the item and pay a fine
  equal to three times the value of the item
  stolen. In addition, the PC caught receives
  campaign-decided penalties for being known
  as a thief, such as Infamy. For other stolen
  items which meet the criteria in #1 above, use
  your judgment and the circumstances within
  the game to determine whether a PC thief
  gets away with the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter Four
  • 
  Tier 1: 30 sp
  • 
  Tier 2: 15 gp and 30 sp
   
   Encounter Five
  • 
  65 sp
  • 
  30 gp
  • 
  Masterwork Greataxe (320 gp, 20lbs.): This
  greataxe is made from high quality steal with
  a keen edge, ornately carved shaft simulating
  twisted rope with a copper knob at the end.
  Encounter Seven
   
  60 sp
   
  Sparkling Amethyst (100 gp)
  Encounter 8
   
  25 sp
  Encounter Ten
  • 
  30 sp
  • 
  Shinny Onyx Stone (50 gp)
  • 
  7 gp
  • 
  Masterwork Scale Mail (200 gp, 30lbs.): The
  finely worked scales on this armor resemble
  elm leaves.
  Conclusion
  • 
  Arcane Scroll of Mirror Image (125 gp): This
  scroll is offered by Gleddarrc to the PCs.
  • 
  Clan Keeleene Honor (5gp, -, silver, unusual,
  non-tradable) This small silver crossbow bolt
  the size of a gnomes finger, represents the
  respect of Commander Keenbolt for assisting
  in the saving of Sheernobb and Chiselwood.
  This is an influence point with the Kron Hill
  gnomes.
  
  Games Afoot – A Big Foot
  Page 15
  AAAAppppppppeeeennnnddddiiiixxxx    AAAA    ––––    NNN
  NPPPPCCCC    DDDDeeeessssccccrrrriiiippppttttiiiioooonnnnssss
  Commander Keenbolt, male gnome Ftr9: Small Humanoid (3 ft. 3 in. tall); HD 9d10+18; hp 26, (due to
  multiple wounds – normally 76 hp); Init +7 (+4 Improved Initiative, +3 Dex); Spd 20 ft.; AC 24 (+1 size, +5
  studded leather armor, +5 Dex, +3 Amulet of Natural Armor): Atks +8/+3 melee (1d6+2 [crit 17-20/x2]
  short sword, 1d6+2 [crit x3] hand axe), or +8/+3 ranged (1d6 [crit 19-20/x3] composite short bow); AL NG;
  SV Fort +8, Ref +8, Will +5.
  Str 14, Dex 16(20), Con 14, Int 14, Wis 14, Cha 10
  Skills: Appraise +3, Climb +5, Craft (Gemcutting) +12, Diplomacy +3, Escape Artist+6, Handle Animal
  +5, Hide +10, Jump +5, Ride +7, Listen +7, Search +3, Sense Motive +3, Speak Language(gnome, Common,
  Elven, Orc, Dwarven, giant, Draconic), Spot +5, Swim +3, Tumble +7, Use Rope +5. Feats:  Alertness,
  Improved Initiative, Leadership, Combat Reflexes, Improved Unarmed Strike, Weapon Focus (short
  sword), Weapon Specialization (short sword), Improved Critical (short sword), Improved Critical (short
  composite bow)
  Special Abilities: +4 Dodge verses giants; +1 Attack verses Kobolds and Goblinkind; +2 save verses
  Illusion; Speak with animal once per day for 1 minute; Cast dancing lights, ghost sound, prestidigitation
  each once per day as 1st Level caster.
  Possessions:  +2 studded leather armor, +4 gloves of Dexterity, +2 Amulet of Natural Armor, short
  sword, short composite bow, quiver with 10 arrows.
  gnome Scouts (5), gnome Rng2/Rog2: Small Humanoid (3 ft. 0 in. to 3 ft. 6 in. tall); HD 2d10+4/2d6+4; hp
  10, (due to wounds – usually 30 hp); Init +6 (+4 Improved Initiative, +2 Dex); Spd 20 ft.; AC 16 (+1 size, +2
  leather armor, +3 Dex): Atks +4 melee (1d6 [crit 19-20/x2] short sword, 1d4 [crit 19-20/x2] dagger), or +6
  ranged (1d8 [crit 19-20/x2] light crossbow); SA Rog Sneak Attack (+2d6 damage); SD Rog Evasion,
  Uncanny Dodge; AL NG; SV Fort +3, Ref +6, Will +1.
  Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha 10
  Skills: Animal Empathy +1, Appraise +4, Climb +2, Disable Device +5, Escape Artist +4, Gather
  Information +3, Handle Animal +1, Hide +10, Intuit Direction +3, Jump +2, Knowledge (Nature) +3,
  Listen +7, Move Silently +5, Open Locks +4, Pick Pocket +3, Ride +3, Search +7, Speak Language(gnome,
  Common, Elven, Orc, giant, Draconic), Spot +7, Swim +2, Tumble +8, Use Rope +5, Wilderness Lore +5.
  Feats:  Track, Improved Initiative, Weapon Focus (Short Bow)
  Special Abilities: Uncanny Dodge (Dex Bonus to AC even flatfooted); Low Light Vision; +4 Dodge
  verses giants; +1 Attack verses Kobolds and Goblinkind; +2 save verses Illusion; Speak with animal once
  per day for 1 minute; Cast dancing lights, ghost sound, prestidigitation each once per day as 1st Level
  caster.
  Possessions:  leather armor, short sword, dagger, light crossbow, one case with 6 bolts, one case with
  12 bolts, pouch containing 12 gp and 30 sp, pouch containing flint and steel, pouch containing 25 gp.
  gnome-at-Arms (6) Ftr3: Small Humanoid (3 ft. 0 in. to 3 ft. 6 in. tall); HD 3d10+6; hp 10, (due to wounds
  and exhaustion – normally) ; Init +5 (+4 Improved Initiative, +1 Dex); Spd 20 ft.; AC 16 (+1 size, +4 chain
  shirt, +1 Dex); Atks +6 melee (1d6+2 [crit 19-20/x2] short sword), or +4 ranged (1d8 [crit 19-20/x2] light
  crossbow); SD +4 dodge bonus vs. giants; AL NG; SV Fort +5, Ref +2, Will +1
  Str 15, Dex 13, Con 14, Int 10, Wis 10, Cha 10
  Skills: Climb +4, Jump +4, Ride +3, Speak Languages (gnome, Common, Elven, Orc, giant),
  Swim +4. Feats: Weapon Focus (short sword), Dodge, Improved Initiative, Point Blank Shot.
   Special Abilities: Low Light Vision; +4 Dodge verses giants; +1 Attack verses Kobolds and
  Goblinkind; +2 save verses Illusion; Speak with animal once per day for 1 minute; Cast dancing lights,
  ghost sound, prestidigitation each once per day as 1st Level caster.
  Possessions:  chain shirt, short sword, dagger, light crossbow, one case with 6 bolts, one case with 12
  bolts, pouch containing 12 gp and 30 sp, pouch containing flint and steel, pouch containing 25 gp.
  Jebedar, gnome Clr3: Small Humanoid (3 ft. 0 in. to 3 ft. 6 in. tall); HD 3d8+6; hp 10, (due to wounds –
  usually 25 hp); Init +1 (+1 Dex); Spd 20 ft.; AC 17 (+1 size, +4 chain shirt, +1 small shield, +1 Dex); Atks +4
  melee (1d8+1 [crit x3] warhammer), or +3 ranged (1d8 [crit 19-20/x2] light crossbow); AL LG; SV Fort +5,
  Ref +2, Will 5.
  Str 12, Dex 12, Con 14, Int 10, Wis 15, Cha 12.
  Skills: Concentration +4, Craft +2, Heal +6, Knowledge (rel) +2, Speak Language (gnome, Common,
  Elven, Orc, giant), Spellcraft +1. Feats: Martial Weapon Proficiency (warhammer), Weapon Focus
  (warhammer), Combat Casting. Diety: Gaerdal Ironhand, AoC Protection, Vigilence, Combat; AL LG;
  DM Good, Law, Protection, War; FW warhammer. Spell Domains: Good (cast good spells at +1 caster
  level), War (free Martial Weapon Prof [warhammer], free Weapon Focus [warhammer]).
  Spells: 0 – 4, 1 – 3+1, 2 – 2+1 (During Last Combat only has 0 – 2, 1- 1+1, 2 – 1+1)
  
  Games Afoot – A Big Foot
  Page 16
  Special 
  Abilities: Low Light Vision; +4 Dodge verses giants; +1 Attack verses Kobolds and
  Goblinkind; +2 save verses Illusion; Speak with animal once per day for 1 minute; Cast dancing lights,
  ghost sound, prestidigitation each once per day as 1st Level caster.
  Possessions:  chain shirt, warhammer, light crossbow, one case with 6 bolts, one case with 12 bolts,
  pouch containing 12 gp and 30 sp, pouch containing flint and steel, pouch containing 25 gp.
  
  Games Afoot – A Big Foot
  Page 17
      DDDDM
  M
  M
  M    AAAAiiiidddd
  Last Stand Layout
  Top of the Far Slope with the gnomes behind Good Cover.
  Commander Keelbolt
  Three gnome-at-Arms
  Jebedar, gnome Cleric
                   One gnome-at-Arms
    Two gnome-at-Arms
   Three gnome Scouts
    Two gnome Scouts
  Only Larger Boulders Shown.
  Both slopes are wooded,
  rocky, and steep. Easiest way up
  the far slope is toward the gap
  between the two boulders in the center.
  There are very few trees and little undergrowth
  between the stream and the large boulders at the top.
  One ogre
  Three Hill giants
  One ogre
  Three orcs
  Four ogres
  Three orcs
  1st Orc Sergeant
  2nd Orc Sergeant
  R O C K Y  S T R E A M  B E D
   Top of the Near Slope Lookinng Down (PCs Starting Point)
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/591/Normal Scenarios/VER1-05 - Games Afoot, A Big Foot (APL 2-6)/VER1-05 - Games Afoot, A Big Foot.pdf