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  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
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  Visit the LIVING GREYHAWK website at www.rpga.com 
  ZEFi6-05 
    
   
   
   
   
   
  The “Wurst” Festival Ever! 
   
  A One-Round D&D LIVING GREYHAWK®  
  Sultanate of Zeif Regional Adventure 
  Version 1.0 
  Round 1 
  by Greg Gerritsen and Cory Fliegel 
  Editor:  Kent Ertman; Cartography:  Cory Fliegel 
   
   
  It starts as it usually does. Minding your own Pints and Quarts in a local tavern in Kale Sosis when a fight 
  breaks out. The guards decide to put you to work instead of jail and now you’re out hunting in the Beylik of 
  Varanaad for a band of Orcs that crashed the annual Sucuk Birlik (Festival of Sausage). 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 2 
  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 gamemaster. 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™ gamemaster. The 
  person who sanctions the event is called the 
  senior gamemaster, 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 gamemaster 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.  
   
   
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide 
  by the number of characters playing in the 
  adventure. Round to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  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 Introductory 
  adventure, set in the Sultanate of Zeif. PCs 
  native to the Sultanate of Zeif 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 
  Kale Sosis is a new outpost village in an already 
  frontier Beylik.  Established to protect the 
  family’s merchant interests in the Plains, it is just 
  as much a military staging ground as a supply 
  center. 
   
  The 
  Plains 
  are 
  swarming 
  with 
  humanoids that attack and kill the humans on 
  general principles. 
  But there is another group in the Plains; a 
  mysterious group of goblins that hunt humans 
  and orcs with equal prejudice.  They are known 
  only as the Desert Scavengers, and their agenda 
  is as mysterious as they are. 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 4 
  Adventure Summary 
  Encounter 1- PCs are in Kale Sosis during 
  Sucuk Birlik (Sausage Festival).  After being 
  caught in a bar fight, the PCs are on the verge of 
  being locked in stocks when the shouts of “Fire” 
  are heard. 
  Encounter 2- In exchange for their freedom, the 
  PCs investigate the fire. Several townsfolk say a 
  group of orcs are responsible. 
  Encounter 3- PCs dash through the plains after 
  the orcs, dodging traps along the way. 
  Encounter 4- As the PCs continue into the 
  Plains they are attacked by wolves.  They also 
  find the remains of several more orcs.  
  Encounter 5- PCs catch the orcs, who look 
  battered and bruised and. Combat ensues, and 
  out of the bushes come a band of goblins who 
  claim the Plains are theirs  
  Encounter 6- The PCs have the dubious task of 
  speaking with the goblin leader and sending 
  back a message to Bey Saban, leave the Plains 
  or pay the price, so say the Desert Scavengers. 
  Preparation for Play 
  DMs will need a copy of the Player’s Handbook, 
  Dungeon Master’s guide and most importantly 
  the Monster Manual. DMs should read over this 
  module prior to running it as there are sections 
  dealing with traps and wild animals. 
  Introduction 
  Ah, the Sucuk Birlik, the largest party in 
  Southern Zeif. Coming from a tradition of 
  spicy food and cold drink, the Sucuk is a 
  spiced sausage that is said to be able to burn 
  the belly of an Efreet! 
   The mood is light and the spirits are high, 
  both in the people and the alcohol lofted into 
  the air to the sounds of “Cheers” and “May 
  the summers be mild and the autumn come 
  soon”. Many of the gnomes from nearby 
  foothills are here with their potent iced ale 
  and winterberry liqueur. The crowds are light 
  in the first few days of Sucuk Birlik, but by 
  the end of the week people from as far away 
  as Nyrond are here. It is rumored that even 
  the Sultana has made her way here on 
  occasion, and with the Kale (fort) in its final 
  stage of completion, she may show up just to 
  honor Bey Saban. 
  At this point have the PCs introduce themselves. 
  Ask what reason they may have for being at 
  Sucuk Birlik and if they have ever been to Kale 
  Sosis before. Players are congregating at the 
  only tavern, The Hard Wood Inn, named after 
  the lumber that is so rare to the region. 
  Encounter One: Beer. Now 
  there’s A Temporary 
  Solution 
  The Hard Wood Inn is a dive; a wanton pit of 
  filth. But it’s also the only tavern, and right 
  now one of the best parties ever is going on 
  inside.  Its large open ceiling hall lets in a lot 
  of rain in the spring, but the massive hearths 
  produce enough warmth that even the 
  coldest of people take off their cloaks and 
  rain gear. It’s been said that the gnomes are 
  even now trying to devise a roof that can 
  open and close on a moment’s notice. The 
  tavern is rather full, and the patrons are well 
  on their way to drinking and eating their fill. 
  A lithe female elf and Halfling are your 
  serving wenches today. Merenwen Elanessë 
  is the elven woman’s name and the halfing’s 
  is, Ruby Hardbottle, if your memory serves. 
  Merenwen Elanessë: Female elf, Com2/Exp1 
  CHA 16. 
  Ruby Hardbottle: Female halfling, Com2 CHA 
  12. 
  Ruby makes her way to your table. “Efendis, 
  Greetings and May Istus bless you! Now, 
  what can I get you? The iced ale is fantastic 
  this 
  year, 
  the 
  gnomes 
  really 
  outdone 
  themselves this time. Also we have stew, or 
  venison and taters if you’re in the need of a 
  good meal to fill your bellies before the 
  drinking starts. You can try the spiciest 
  Sucuk if you wish, but it doesn’t agree with 
  most. They claim they are using the scales of 
  a red dragon to cure the Sucuk!” 
  Ruby takes their orders and makes her way back 
  to the bar.  It looks as though Merenewn is 
  dealing with some persistent rowdies. There are 
  five of them, four humans and a half-orc. They 
  all appear to be still drinking from the night 
  before. 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 5 
  If any PC eats the Sucuk have them make a Dc 
  10 Fortitiude save. If they fail this they receive a 
  wicked case of heartburn and are considered 
  Sickened as per the DMG. If they make the 
  save, they receive the AR notation Spicy Sucuk. 
  If any characters decide to imbibe, follow the 
  rules on alcohol in Appendix 2, New Rules 
  A “squeak” breaks the merriment of the hall 
  and you look over to the other table to see 
  poor Merenwen in the clutches of the half 
  orc. He’s got an arm around her waist and 
  pulls her towards him “Gives Unk a little 
  kissis” he stammers from a drooling toothy 
  maw. She is definitely overpowered by the 
  brute. Even from here his breath smells like a 
  five day old fish pile. She looks to the bar for 
  Unther, the owner, but he must be in the 
  back cooking. Her gaze then sets upon you 
  and the look she gives you could melt the 
  heart of a White Dragon. 
  At this point the characters should intervene. 
  Unk will release his hold on her. The others at 
  the table seem confused about the heroes’ 
  attitude. Comments may include: 
  “We were just having a little fun” 
  “Oh, she only gives it up for pay?” 
  “Hey Merewen, you got any Human in ya? Ya 
  want some?” 
  “Why don’t’ you go find your mother, I hear she’s 
  over at front gate ‘greeting’ every man who 
  enters” with a nudge to his companion. 
  If the PCs don’t immediately start a fight, but still 
  intervene, Unk and his rowdies let Merewen go.  
  She backs away only a little, looking furious. 
  Unk makes his way slowly and erratically to the 
  heroes and says. “Drinks er on me”. He then 
  proceeds to pour a drink on the weakest looking 
  PC (a gnome, a halfling, an unarmored or 
  unarmed person. Use your judgment). 
  A confrontation with Unk is inevitable.  Even if 
  the PCs don’t intervene, eventually he wanders 
  over and makes trouble on the grounds that they 
  look funny.  At the point where the first PC takes 
  a swing, Unther walks back to his bar and sees 
  the PC strike the patron. 
  The instant fists fly, Merewen grabs a tankard 
  and drills it into one of the rowdies’ heads.  She 
  pounds on him mercilessly until he falls, all the 
  while hollering “By the Nine Hells, you do NOT 
  mess with me!” 
  APL 2 (EL 2) 
  Unk: Male half-orc Bbn1; hp 14. See Appendix 
  1 
  Adventurers (3): Male human War1; hp 10; 
  see Appendix One. 
  Tactics: This is a Zeifian bar-room brawl, a time 
  honored tradition with an actual code of conduct. 
   Within the bar, opponents are free to beat each 
  other senseless with fists, mugs, and chairs, and 
  the moment one of them drops the other stops.  
  People cheers on the winner, and buy drinks for 
  the loser.  Bystanders cheer and jeer, but stay 
  out of the fight.  Anyone breaking the rules by 
  drawing a weapon, casting a spell, or interfering 
  in the fight brings down the wrath of everyone 
  else present.   
  In this combat, any PC who breaks the “rules” is 
  pelted with a torrent of food and bottles, doing 
  1d6 hp of non lethal damage (Reflex save DC 15 
  for half). 
  Urk and the rowdies fight with their fists and 
  improvised weapons (as per Appendix 2).  PCs 
  may 
  need 
  a 
  reminder 
  that 
  fights 
  are 
  commonplace and the use of lethal force is a 
  crime. 
  Development: In the 5th round of combat the 
  watch arrives to break up the fight. Unther tells 
  the watch that the PCs started the fight, which 
  from his perspective they did. As the PCs plead 
  their case the watch simply states: 
   “It’s off to the stocks with the lot of ya until 
  we can sort this out” 
  Merewen, pleasant wench that she is, says 
  nothing in their defense.  As the PCs are led out 
  of the Hard Wood Inn, and brought to the 
  stockades where they are told that they will be 
  held until they have sobered up enough to keep 
  cooler heads.  
  The PC’s are locked away without weapons and 
  armor and are reminded that if they try to resist 
  or escape they are deemed criminals and a 
  more sever punishment will occur. 
  “Sleep off that fight you still have in your 
  belly. Perhaps a cold night in the stocks will 
  remind you we don’t like rabble ruining the 
  Sucuk Birlik.” The guard sneers as he closes 
  the iron door of the cold damp cell. 
  Town Watch: Male humans, War3. 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 6 
  Encounter Two: Just 
  Because I Don’t Care 
  Doesn’t Mean I Don’t 
  Understand. 
  Sounds of intense battle and screams of 
  townsfolk can be heard from outside. The smell 
  of smoke and fire is all around as the battle at 
  the front gates rages.  
  The early morning chill cuts like a knife.  
  Sounds of battle, the screams of townsfolk, 
  and the stink of smoke, wake you suddenly. 
  PC’s who drank the night before must make a 
  Fortitude save (DC 15) or they are sickened for 
  24 hours. 
  The door of the cell gets kicked open by guards.  
  “Get up you lazy curs. I hope the stockades 
  did not settle that fire in you bellies last 
  night. The Qadi (Judge) needs to talk with 
  you immediately and he is in no mood to be 
  kept waiting.” 
  The guards do not explain any of last night’s 
  events.  
  Head Guard: Male Human War3; hp 28. See 
  Appendix 1 
  Guards (6): Male human War1; hp 10; see 
  Appendix 1. 
  The guards take the PC’s to the audience 
  chambers where they are roughly urged to be 
  seated. 
  You are roughly escorted into an audience 
  chamber. You are pushed onto a long bench 
  seat, in front of a railed fence. The guards 
  take position behind and on either side of the 
  bench. On the other side of the rail is a desk 
  with a grand chair. There is a rear entrance 
  right beside the desk and chair. 
  Captain of the Guard Holton Vir enters the room 
  from the back doors and takes a seat in the very 
  ornate chair. 
  The back swings open as the Captain of the 
  Guard Holton Vir enters the room. He asks 
  “Are these the people that started the 
  brawl?” “Yes sir these are the scum in 
  question” chime in the guards in unison.  
  “Great!  Anyone who can handle Unk in the 
  bar can’t be all bad.” 
  Any PC that interrupts Vir is given a cuff to the 
  back of the head and told to shut up. 
  “Fighting in the Hard Wood is fine, but 
  disrupting Sucuk Birlik is intolerable.  One 
  week in the stockades with no exceptions.” 
  He snarls at you. 
  He gives a long pause to let this sink into the 
  PC’s heads. 
  “Well... No exceptions except this once. We 
  need some hardened types to hunt down the 
  band of orcs that attacked us last night and 
  ruined the festival. By the burning soul, I 
  want swift justice and no mercy spared!  Will 
  you help us?” He asks. Then adds one last 
  sentence. “Or rot in the stocks?” 
  There is no negotiating with Vir. If the PC’s have 
  any reservations he explodes in fury and throws 
  them in the stockades. Only a Diplomacy check 
  (DC 15) settles down enough get a second 
  chance. 
  If the PCs don’t help, they spend a week in jail; 
  the adventure is over and they lose an additional 
  TU.  If the PC’s accept, read the following: 
  “I knew you would see it my way. You’ll have 
  to hurry. They retreated back to the Plains. If 
  you move quickly they should be easy to 
  track in the mud from the rain we had last 
  night.”  
  The guards escort the PC’s back to the 
  stockades and return their equipment. The PCs 
  can buy whatever equipment they need from the 
  general store. 
  Encounter Three: I Hope I 
  Didn’t Brain My Damage. 
  Standing just outside of town you get the 
  sense that no one in town could have been 
  spared 
  to 
  complete 
  this 
  mission. 
  The 
  soldiers, to a man, are busy repairing the 
  burned walls. 
  At the edge of the community, obvious orc 
  tracks are visible in the fresh mud of the 
  Plains. 
  Even with the obvious tracks, it still takes a 
  Survival check (DC 11) to find the correct trail.  
  This is just outside the grasp of PCs without the 
  Track feat.   
  If the PCs are unable to make sense of the orc 
  tracks, a dirty, disheveled human named Spunk 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 7 
  shambles over and offers his services as a 
  tracker.  He faithfully follows the trail for a 
  modest fee of 50 efreet (gold).  If the PCs pay 
  him, he is as good as his word, and they can 
  follow him to the subsequent encounters. 
  Most of the morning you have been following 
  the orcs tracks. You can see the Plains 
  looming ahead of you. The closer you get to 
  the scrub brush the more you feel that 
  something is watching you. 
  The PCs are being watched. A patrol of goblins, 
  members of the Desert Scavengers, also picked 
  up the orc tracks. One of them is here watching 
  for stragglers, and he runs off to warn his 
  comrades. A Spot check (DC 25) catches a 
  quick glimpse of a small humanoid, definitely not 
  an orc, retreating back into the scrub. 
  As you enter the scrub it takes some time to 
  adjust change of light. Even the modest 
  amount of trees blocks the light.  
  The outer rim of the scrub is loaded with traps 
  set by the Desert Scavengers to keep intruders 
  out.  Pcs will likely think these are orc traps… at 
  first.  PCs immediately run into the Arrow Trap 
  unless they are actively searching.  As soon as 
  they have dealt with the first trap, show them 
  Map #3 and have them plot their course from the 
  top edge to the bottom.  Refer to DM Map #1 for 
  the actual trap locations. 
  When the PCs enter an area marked with a red 
  area of effect, they run into the next trap on the 
  list.  They can find as many as eight traps, but 
  only allow them to be affected by three. 
  APL 2 (EL 3) 
  Basic Arrow Trap: CR 1; mechanical; proximity 
  trigger; manual reset; Atk +10 ranged (1d6/x3, 
  arrow); Search DC 20; Disable Device DC 20. 
  Market Price: 2,000 gp. 
  Camouflaged Pit Trap: CR 1; mechanical; 
  location trigger; manual reset; DC 20 Reflex 
  save avoids; 10 ft. deep (1d6, fall); Search DC 
  24; Disable Device DC 20. Market Price: 1,800 
  gp. 
  Deeper Pit Trap: CR 1; mechanical; location 
  trigger; manual reset; hidden switch bypass 
  (Search DC 25); DC 15 Reflex save avoids; 20 
  ft. deep (2d6, fall); multiple targets (first target in 
  each of two adjacent 5-ft. squares); Search DC 
  20; Disable Device DC 23. Market Price: 1,300 
  gp. 
  Rolling Rock Trap: CR 1; mechanical; location 
  trigger; manual reset; Atk +10 melee (2d6, rock); 
  Search DC 20; Disable Device DC 22. Market 
  Price: 1,400 gp. 
  Spear Trap: CR 1; mechanical; location trigger; 
  manual reset; Atk +12 ranged (1d8/x3, spear); 
  Search DC 20; Disable Device DC 20. Note: 
  200-ft. max range, target determined randomly 
  from those in its path. Market Price: 1,200 gp. 
  Swinging Stump Trap: CR 1; mechanical; 
  touch trigger; manual reset; Atk +5 melee (4d6, 
  tree stump); Search DC 20; Disable Device DC 
  20. Market Price: 500 gp. 
  If Spunk is with the party, he stays at the rear 
  until they are through the curtain of traps.  After 
  the PCs get to the bottom edge of the map, one 
  way or another, read the following. 
  Following the orc trails deeper into the scrub 
  brush there is a strange sight. A pit is open 
  at your feet, and at the bottom is one of the 
  Orc raiders impaled on spikes.  
  If the PCs are alone, a successful Survival check 
  by a PC with the track feat reveals the following 
  information.   
  Searching the area reveals that the orcs 
  tracks go off in all directions they appear to 
  be confused and scared as if the trap was 
  unexpected.  
  If Spunk is leading the party, he notices the 
  unusual tracks, but doesn’t think to mention it.   
  Another Survival check (DC 11) is needed to find 
  the orc trail.  If the PCs are alone and they fail 
  their check, they can retry multiple times.  
  However each time they fail, the stumble into 
  another camouflaged pit trap (see above).  
  Spunk finds the trail automatically, if present.   
  Encounter Four: Don’t Eat 
  Me, I Have Kids.  Eat Them! 
  The PCs chase the orcs deeper into the trees. 
  Along the path they notice several things: many 
  traps have been sprung; some are holding orc 
  bodies; and several of the traps have blood trails 
  leading off of them. 
  At this point, if Spunk is with the party he decides 
  he’s had enough and heads back to Kale Sosis.  
  Fortunately, the blood makes the trail impossible 
  to miss. 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 8 
  As the sun crests overhead and begins to 
  dip, you have find a small stream and the trail 
  follows it southeast, closer to the Plains of 
  Antal. 
  Have each player make a Listen Check (DC 10). 
  If any succeed read the following: 
  From ahead and to your right you hear a 
  snap. 
  In either case, then read the following. 
  As you amble through some thick under 
  brush you come upon a grizzly scene. Two 
  more orcs are impaled on a tree by spears. 
  More disturbing are the wolves feeding on 
  the corpses. 
  These are actually animal companions of the 
  Desert Scavengers. Before they were set loose, 
  the Hunters cast Magic Fang on them. This is 
  reflected in the stat blocks in the appendix. 
  If the characters succeeded at the Listen check 
  they gain surprise. If they did not, the wolves 
  gain the surprise. 
  APL 2 (EL 3) 
  Wolf Companions (3): hp 13 each; See 
  Combat Appendix 
  Tactics: As pack hunters they concentrate all of 
  their attacks on a single random opponent. One 
  trips with its bite and the others attack when the 
  fallen target. 
  Encounter Five: Me Lose 
  Brain.  Uh Oh! 
  The PCs finally catch their quarry. The orcs are 
  resting after the long retreat and stop in a small 
  clearing. 
  When 
  the 
  PCs 
  catch 
  up, 
  the 
  Scavengers are not far behind.  
  Have all PCs make a Listen Check (DC 10). If 
  successful they hear the orcs ahead and may 
  take precautions when moving in (and may gain 
  surprise). If not they blunder into the clearing. 
   On a successful Listen Check read the 
  following. 
  You are about to go through the next 
  clearing, in what seems to be an endless 
  chase through the dwindling light, when you 
  hear the unmistakable agonizing growl of an 
  Orc. 
  If anyone speaks orc, also read the following. 
  You hear the Orc growl. “I’m sick of this 
  cursed place. If you don’t get us out of here 
  tomorrow I’ll throw you down a pit myself.” A 
  much milder voice answers, “Yes boss, I’m 
  sure I know the way. It won’t be long till the 
  Plains of Antal. Could I umm… Have a piece 
  of meat.” 
  If the PCs try to sneak up on the orcs, they must 
  make Move Silently Checks opposed by the 
  orcs’ Listen checks.  If they succeed, they gain 
  surprise. 
  If the PCs failed the Listen check, or if they 
  charge into the clearing, or if they tried to sneak 
  in and failed, read the following. 
   You blunder into the next clearing, although 
  this one is not empty. You see orcs all sitting 
  around a small carcass of a deer feasting 
  away. They look exhausted and hungry. At 
  the sight of you they leap to there feet. 
  Once the orcs are aware of the PCs they attack 
  immediately.  There are nine orcs, but only six 
  get involved in the combat (see below) 
  APL 2 (EL 3) 
  Orc Warrior 1 (6): hp 5; see Monster Manual 
  page 203 
  Tactics: Given the chance, the orcs throw 
  javelins.  The next round they rush into melee.  
  If the PC’s charge into the clearing, the Orcs 
  draw their falchion’s, stand and attack. They 
  concentrate their attacks on the PC with the 
  biggest weapon.  
  Development: During the combat arrows rain 
  down on the clearing from the bushes. Well-
  placed arrows pick off three of the orcs. 
  After the combat, PC’s find a cache of weapons 
  and armor.  
  APL 2: Loot – 100 gp, Coin – 50 gp, Magic- 
  None 
  Encounter Six: You Tried 
  And You Failed.  The 
  Lesson Is: Never Try. 
  Once the Orcs are defeated the Desert 
  Scavengers make an appearance. One Goblin 
  comes out of the trees. 
  The last orc is felled, although everything 
  does not seem settled. The arrows have 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 9 
  stopped flying and the forest is so still it 
  seems to be holding its breath. As if melting 
  out of a tree itself a goblin glides in. The 
  goblin’s hands are out in a gesture of peace.  
  If any PC speaks goblin the Scavenger speaks 
  to them in its native tongue. If not, it will ramble 
  for a few sentences before figuring out that they 
  cannot understand him. He will clear his throat 
  and continue in common.  In either language, his 
  speech is cultured and his pronunciation is 
  perfect. 
  “You have been chasing these creatures for 
  most of the day. If you would have just let us 
  deal with them we would not have lost three 
  of our companions. We do not want you 
  here. Leave now and never return! Tell those 
  who would defile our lands that we will no 
  longer sit by and watch the destruction. Your 
  stone buildings to the north do not scare us 
  and we will defend our land with our lives. It 
  may also cost you many of yours.” 
  Of course the PCs have no clue as to what this 
  guy is talking about. They may wish to ask him a 
  few questions: 
  What companions?  
  Our wolves. We set them out to kill any of the 
  orc stragglers.  
  If the characters say they were just defending 
  themselves the Goblin does not appear to 
  believe them. 
  What destruction?  
  Do not claim ignorance. You humans take 
  what little trees the land offers with no regard 
  to the rest of us. You do not replace them; 
  just continue to destroy them with no 
  thought. 
  What do you mean by “defend with your lives”?  
  We will not sit by while you take from us. We 
  do not fear your steel or steeds. This is our 
  only warning. 
  Why shouldn’t we just kill you now?  
  He chuckles. “You wouldn’t make it two 
  paces.” Several dozen shadowy figures with 
  bows stand up form the bushes. Ominously 
  the rumbling of thunder booms overhead. 
  When you feel the PCs are ready to move on, or 
  their questions are not what you can answer, 
  read the following: 
  “Enough with the banter. Tell your master of 
  the Stone building that he had better heed 
  our warning. We only give this once.” 
  With 
  that 
  he 
  turns 
  and 
  leaves 
  the 
  encampment, without leaving a trace of his 
  steps behind. Thunder rumbles ominously 
  above.  It will be a long walk back. 
   
  Head Hunter 1: Goblin Druid 7.  
  Conclusion 
  The PCs walk till morning to get back to Kale 
  Sosis exhausted from their long hike through the 
  forest. 
  Extremely tired from the long hike back, the 
  morning sun rises. You can see the town has 
  done a lot of hard work to raise the defenses 
  again. Workers are doing minor repairs now 
  to the wall that was decimated by fire. A 
  guard calls out to you and waves with a 
  smile on his face. 
  “Istus Blessed you!  Ya kill anything?” 
  Captain Holton Vir meets with the PCs shortly 
  after they arrive, and he is extremely happy to 
  hear that the Orcs are dead. He dismisses the 
  Goblins as an upstart band of miscreants, and 
  he makes mention that if they cause the Sosis 
  Adell any harm they will suffer the same fate as 
  the Orcs. He does offer the PCs 300 efreet each 
  as reward for the deaths of the orcs. 
  Reward: 
  300 GP 
   
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus roleplaying) to each 
  character. 
  Encounter One 
   
  APL 2 60 xp 
  Encounter Three 
   
  APL 2 30 (per trap disabled or defeated) 
  MAX 90 xp 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 10 
  Encounter Four 
   
  APL 2 90 xp 
  Encounter Five 
   
  APL 2 120 xp 
  Story Award 
  Objective(s) met: 
   
  APL 2 50 xp 
  Discretionary role-playing award 
   
  APL 2 40 xp 
  Total possible experience: 
   
  APL 2 450 xp 
   
   
  Treasure Summary 
   
  L = Looted gear from enemy; C = Coin, 
  Gems, Jewelry, and other valuables; M = Magic 
  Items. 
  Encounter Five: Hard Decisions. 
   
  APL 2: L: 100 gp; C: 50 gp; M: 0 gp 
  Conclusion: 
   
  APL 2: L: 0 gp; C: 300 gp; M: 0 gp 
   
   
  Total Possible Treasure 
  APL 2: L: 100 gp; C: 350 gp; M: 0 gp  - Total: 
  450 gp 
  Items for the Adventure Record 
  Spicy Sucuk: You have dared to eat the Hottest 
  Sucuk in the Sultanate. During the next 
  adventure you play, you have a true fire in your 
  belly! Once, and only once, you can belch up a 
  fire from below. This acts as an Elixir of Fire 
  Breath with a range of 25 feet and does 2d6 
  damage to a single target. DC 13 Reflex halves 
  the damage. Cross this off once you belch! 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 11 
  Combat Appendix – APL 2
  Encounter One 
   
   
   
   
  Unk, male half orc Bbn1: CR 1; Medium 
  Humanoid; HD 1d12+2; hp 14; Init +2; Spd 
  40ft/x4; AC 15 (+3 armor, +2 dex), touch 12, flat-
  footed 13; Base Atk/Grapple +1/+3; Full Atk +5 
  (1d6+4; 20/x2, Unarmed Strike); AL CN; SV Kale 
  +4, Ref +1, Will +0; Str 18, Dex 14, Con 14, Int 
  8, Wis 10, Cha 6. 
   
  Skills and Feats: Climb +1, Listen +1, Ride 
  +6, Search +1, Spot +2; Use Rope +4; Unarmed 
  Strike 
   
  Possessions: Hide armor, small wooden 
  shield (not in use), Great Axe, Belt pouch 
  contains: 20gp, Beer Tankards. 
  Raged Stats: Hp 16, AC 13; Base Atk/Grapple 
  +1/+3; Full Atk +7 (1d6+6; 20/x2, Unarmed 
  Strike); Kale +6, Ref +1, Will +0; Str 22, Dex 14, 
  Con 18, Int 8, Wis 10, Cha 6. 
  Rowdies, male human War1 (3): CR ½; 
  Medium Humanoid; HD 1d8+2; hp 10; Init +6; 
  Spd 20ft/x4; AC 15 (+3 armor, +2 dex), touch 12, 
  flat-footed 13; Base Atk/Grapple +1/+3; Full Atk 
  +3 (1d3+2; 20/x2, Unarmed Strike**), +3 (1d8+2; 
  19-20/x2, Longsword); AL N; SV Kale +4, Ref 
  +2, Will +0; Str 15, Dex 14, Con 14, Int 12, Wis 
  10, Cha 8. 
   
  Skills and Feats: Climb +1, Listen +1, Ride 
  +6, Search +1, Spot +2; Use Rope +4; Combat 
  Reflexes, Improved Initiative. 
   
  Possessions: Hide armor, small wooden 
  shield (not in use), Longsword, Belt pouch 
  contains: 20gp, Beer Tankards. 
  [See Appendix Two for new rules on Improvised 
  Weapon Damage] 
  ** No feat for unarmed combat. 
  . 
  Encounter Four 
   
   
   
   
  Wolf Companion: Medium Magical Beast; Hit 
  Dice: 2d8+4 (13 hp); Initiative:+2;Speed: 50 ft. 
  (10 squares); Armor Class: 14 (+2 Dex, +2 
  natural), 
  touch 
  12, 
  flat-footed 
  12; 
  Base 
  Attack/Grapple: +1/+2; Attack: Bite +3 melee 
  (1d6+1); Full Attack: Bite +3 melee (1d6+1); 
  Space/Reach: 5 ft./5 ft.; Special Attacks: Trip 
  Special Qualities: Low-light vision, scent; Saves: 
  Kale +5, Ref +5, Will +1; Abilities: Str 13, Dex 
  15, Con 15, Int 2, Wis 12, Cha 6 
  Skills and Feats:Hide +2, Listen +3, Move 
  Silently +3, Spot +3, Survival +1*; TrackB, 
  Weapon Focus (bite) 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf. 
   
  Magic Fang: Attack: Bite +4 melee (1d6+2) 
   
  Encounter Five 
   
   
   
   
  The following stats are here only if the players 
  are foolish enough to attack the Druid. 
  Goblin male Ranger 2:  CR 2 Small Humanoid; 
  HD 2d8+4; hp 17; Init +3; Spd 30/X4; AC 17(+3 
  armor, +3 Dex, +1 Size), touch 14, flat-footed 14; 
  Base Atk/Grapple +2/-1; Full Atk +4 (1D4+1; 
  20x2, Club), Ranged Atk +6/(+7 Point Blank) 
  (1D6[+1 Point Blank], 20x3, Longbow); AL N; SV 
  Kale +5, Ref +6, Will +2; Str 12, Dex 16, Con 14, 
  Int 10, Wis 14, Cha 6. 
   
  Skills and Feats: Handle Animal +1, Hide 
  +11, Listen +7, Move Silently + 11, Search +5, 
  Spot +7, Survival +5; Point Blank Shot, Rapid 
  Shot, Track, favored Enemy Orc. 
  Goblin Wolf Rider Druid 7;Small Humanoid 
  (Goblinoid); CR 7;HD 8d8+8; hp 51;Init +2; Spd 
  20 ft/x4;AC 17 (+4 armor, +2 dex, +1 size), touch 
  13, flat-footed 15; Base Atk/Grapple +6/+3;Full 
  Atk +9/+4 Bane human  (1d4+2;20/x2,  +1 Club), 
  +8/+3 One-handed  (1d4+1;20/x2, Shortspear); 
  AL NE; SV Kale +8, Ref +4, Will +9; Str 12(+1), 
  Dex 15(+2), Con 12(+1), Int 10(+0), Wis 18(+4), 
  Cha 6(-2); 
  Skills and Feats:: Concentration¹ +12, Handle 
  Animal +4, Listen¹ +9, Ride¹ +18, Spellcraft +2, 
  Spot¹ +10; Alertness, Mounted Combat, Ride-By 
  Attack, Natural Spell 
   
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 12 
  Equipment: +2 Club (bane, human), Hide 
  Armour +1, 3 Shortspears. Potion: cure light 
  wounds (2), Periapt of Wisdom +2 
   
  Spells Prepared (6/5/4/3/2; base DC = 14+ spell 
  level): 0—[cure minor wounds (4), flare (2)]; 
  1st—[cure 
  light 
  wounds, 
  faerie 
  fire,magic 
  fang,obscuring 
  mist 
  shillelagh;] 
  2nd—[Bull’s 
  Strength, 
  Bear’s 
  Endurance,Cure 
  Serious 
  Wounds Resist energy]; 3rd—[Call Lightning, 
  Spike Growth, Summon Nature’s Ally III]; 4th—
  [Giant Vermin, Ice Storm] 
  With All spells precast (Bull’s Strength, Bear’s 
  Endurance and Shillelagh): 
  hp 63; Base Atk/Grapple +6/+3;Full Atk +11/+7 
  Bane human  (1d8+6;20/x2,  +1 Club), +10/+5 
  One-handed  (1d4+3;20/x2, Shortspear); SV 
  Kale +10, Ref +4, Will +9; Str 16(+3), Dex 
  15(+2), Con 16(+3), Int 10(+0), Wis 18(+4), Cha 
  6(-2); 
  Dire Wolf Companion: Large Animal; Hit 
  Dice:6d8+18 (45 hp); Initiative:+2; Speed:50 ft. 
  (10 squares); Armor Class:14 (–1 size, +2 Dex, 
  +3 natural), touch 11, flat-footed 12; Base 
  Attack/Grapple: +4/+15; Attack: Bite +11 melee 
  (1d8+10); Full Attack: Bite +11 melee (1d8+10); 
  Space/Reach: 10 ft./5 ft; Special Attacks: Trip; 
  Special Qualities: Low-light vision, scent; Saves: 
  Kale +8, Ref +7, Will +6; Abilities: Str 25, Dex 
  15, Con 17, Int 2, Wis 12, Cha 10 Skills: Hide 
  +0, Listen +7, Move Silently +4, Spot +7, 
  Survival +2* Feats: Alertness, Run, TrackB, 
  Weapon Focus (bite) 
  Trip (Ex): A wolf that hits with a bite attack can 
  attempt to trip the opponent (+1 check modifier) 
  as a free action without making a touch attack or 
  provoking an attack of opportunity. If the attempt 
  fails, the opponent cannot react to trip the wolf. 
  Share Spells (Ex): At the druid’s option, she 
  may have any spell (but not any spell-like ability) 
  she casts upon herself also affect her animal 
  companion. The animal companion must be 
  within 5 feet of her at the time of casting to 
  receive the benefit. If the spell or effect has a 
  duration other than instantaneous, it stops 
  affecting the animal companion if the companion 
  moves farther than 5 feet away and will not 
  affect the animal again, even if it returns to the 
  druid before the duration expires.  
  Additionally, the druid may cast a spell with a 
  target of “You” on her animal companion (as a 
  touch range spell) instead of on herself. A druid 
  and her animal companion can share spells 
  even if the spells normally do not affect 
  creatures of the companion’s type (animal). 
   
  With All spells precast (Bull’s Strength, Bear’s 
  Endurance, Magic Fang) 
  Hp 57; Base Attack/Grapple: +4/+17; Attack: Bite 
  +14 melee (1d8+13); Saves: Kale +10, Ref +7, 
  Will +6; Abilities: Str 29, Dex 15, Con 21, Int 2, 
  Wis 12, Cha 10 
   
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 13 
  Appendix 2 New Rules: 
  Improvised Weapon Damage From Complete Warrior, p. 159 
  Most improvised weapons deal between 1d3 and 1d6 points of damage (usually bludgeoning, but possibly 
  piercing or slashing). For more guidance on how much damage an improvised weapon deals, see table 
  below. For every 200 pounds of an objects weight beyond 400 pounds, it deals an additional 1d6 points of 
  damage if used as an improvised weapon. 
  If an object weights up to 2 pounds, a Medium character can treat it as a light weapon. Objects weighing 
  between 2 pounds and 10 pounds are one-handed weapons for Medium characters, and objects weighing 
  11 to 50 pounds are two-handed weapons. Halve these numbers for every size category below Medium, 
  and double them for every size category above Medium. 
   
  Object Weight 
  Damage1 
  Examples 
  Less than 2 lb.2 
  1d3 
  Mug, torch 
  2 lb. – 5 lb. 
  1d4 
  Lantern, manacles 
  6 lb. – 10 lb. 
  1d6 
  Chair shovel 
  11 lb. – 25 lb. 
  1d8 
  Ladder, small table 
  26 lb. – 50 lb. 
  2d6 
  Barrel (empty) 
  51 lb. – 100 lb. 
  3d6 
  Chest (full), big table 
  101 lb. – 200 lb. 
  4d6 
  Cart 
  201 lb. – 400 lb. 
  5d6 
  Wagon 
   
  A sharp object deals damage as an object of twice its weight. For instance, a broken bottle (1 lb.) deals 
  1d4 points of damage, not 1d3. Conversely, a soft or malleable object, such as a gourd, deals damage as 
  on object one half its weight, and the damage is nonleathal. 
  If an item has no weight worth noting, it doesn’t deal any damage when used as a weapon. 
  Alcohol and Intoxication From the Arms and Equipment Guide page 32 
   
  Alcohol is a depressant that reduces judgment and coordination. Every time a character consumes an 
  entire alcoholic beverage (a glass of wine, a tankard of beer, a jigger of any spirit,) they make a Fortitude 
  save at no penalty, with the DC determined by the type of alcohol (see the table below for examples of 
  different alcohol types; unique liquors have the DC given in their descriptions). This assumes the 
  character is trying to avoid getting intoxicated. 
  The first drink in an hour imposes no penalty on the Fortitude save. The second drink consumed within the 
  same hour imposes a –1 penalty, the third –2, the fourth –4, and so on. Obviously, a person can space the 
  time between drinks to reduce the chance of getting drunk. 
  A character who fails a save takes 1d2 points of temporary ability damage to both Wisdom and Dexterity. 
  A character who reaches 0 Wisdom passes out unconscious. A character who reaches 0 Dexterity 
  collapses into a drunken wreck but remains in a blurry state of consciousness. 
  If both ability scores reaches 0, the character could possibly suffer the effects of alcohol poisoning. This 
  requires a Fortitude save with the DC for that type of alcohol (if different types were drunk, use the highest 
  DC). On a failure the character takes 1 point of Constitution damage every 10 minutes until death occurs, 
  unless the stomach is purged. 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 14 
   
  Alcohol Type 
  DC 
  Wine, common 
  11 
  Wine, Kaleified 
  12 
  Ale, weak 
  10 
  Ale, Common 
  11 
  Ale, stout 
  12 
  Ale, Dwarven 
  13 
  Typical Spirits (whiskey, rum, gin, etc.) 
  11 
  Very strong spirits 
  13 
  Dangerously strong spirits 
  15 
   
  Frostwine: This delicate white wine is created from an exotic blend of grapes that grow only in extreme 
  northerly climes. Frost worms in particular are drawn to the scent of frostwine grapes in bloom, making it 
  dangerous to harvest (Fortitude save DC 13) 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 15 
  Map 1- Hard Wood Inn 
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 16 
  Map 2- The Audience Chamber 
   
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 17 
  Map 3- The Woods Out Back 
   
  
  ZEFi6-05 The Wurst Festival Ever 
  [Round 1] 
  Page 18 
  DM Map 1- The Trapped Woods 
   
  
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