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Splintered Timbers
A 1 Round D&D LIVING GREYHAWK
Dyvers Regional Adventure

by Matt Maddy
Triad Edit: Phil Thompson
Circle Edit: David Christ

Efforts to rebuild the city after the fire are in high gear, and almost everyone in Dyvers is doing their part. After the
Gnarley Rangers grudgingly allow increased tree cutting, one carpenter seeks adventurers to escort him into the
Gnarley Forest. Are you ready to do your part to help the city in its hour of need? An adventure for characters level 110

Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed
by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of the author. To
learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20

DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc.
LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is
intended for tournament use only and may not be reproduced without approval of the RPGA Network.

Introduction
This is an RPGA Network scenario for the Dungeons &
Dragons game. A four-hour time block has been allocated
for each round of this scenario, but the actual playing time
will be closer to three and a half hours. The rest of the time
is spent in preparation before game play, and 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.

Preparation
First you should print this scenario. This scenario was
created to support double-sided printing, but printing it
single sided will work as well. There is enough room along
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It
may help to highlight particularly important passages.
When you run an RPGA D&D adventure we assume that
you have access to the following books: the Players
Handbook, the Dungeon Masters 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 three players (not
counting the DM), for the game session to be a sanctioned
RPGA event. As well, you cannot have more than six
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 players name at the bottom, and the
characters 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 rulebooks
during certain times of play. For example, the players are
not free to consult the Dungeon Masters Guide when
confronted with a trap or hazard, or the Monster Manual
when confronted with a monster.

Splintered Timbers

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.
Its 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.

Scoring
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:
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.

Partial scoring: The players rate the game master and


the scenario on their player voting sheet, and
provide personal information, but dont 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.

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. Its 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 bring their own
characters with them. If players do not have a LIVING
GREYHAWK character generated, get a copy of the
current LIVING GREYHAWK character generation
guidelines, and a character sheet from your convention

Page 2

Gazetteer.

Living Greyhawk Levels of Play


Because players bring their own characters to LIVING
GREYHAWK games, this adventures challenges are
proportioned to the average character level of the PCs
participating in the adventure. To determine the Average
Party Level (APL):
1. Determine the character level for each of the PCs
participating in the adventure.

If PCs bring animals that have been trained for


combat (most likely being war horses, dogs trained
for war), other than those brought by virtue of a class
ability (i.e. animal companions, familiars paladins
mounts, etc) use the sidebar chart to determine the
number of levels you add to the sum above. Add each
characters animals separately. A single PC may only
bring four or fewer animals of this type, and animals
with different CRs are added separately.

Sum the results of 1 and 2, and divide by the number


of characters playing in the adventure. Round to the
nearest whole number.

If you are running a table of six PCs, add one to that


average.

By following these four steps, you will have determined


the APL. Throughout this adventure, APLs categorize the
level of challenge the PCs will face. APLS are given in
even-numbered increments. If the APL of your group
falls on an odd number, ask them before the adventure
begins whether they would like to play a harder or easier
adventure. Based on their choice, use either the higher or
the lower adjacent APL.
APL also affects the amount of experience you may gain
at the end of the adventure. If your character is three
character levels or more either higher or lower than the
APL this adventure is being played at, that character will
receive only half of the experience points awarded for the
adventure. This simulates the face that either your
character was not as challenged as normal, or relied on
help by higher-level characters to reach the objectives.
Note: LIVING GREYHAWK adventures are designed for
APL 2 and higher. Three or four, or sometimes even five
1st-level characters may find difficulty with the challenges
in a LIVING GREYHAWK adventure. If your group is

Splintered Timbers

APL 1 there are three things that you can do to help even
the score.
2. Attempt
to
create a table
Mundane
of six 1st-level
# of Animals
Animals Effect
characters, or
on APL
2
3
1
try to enlist
higher-level
1/4 & 1/6
0
0
0
characters to
1/3 & 1/2
0
0
1
play at that
table.
1
1
1
2

CR of Animal

coordinator or the RPGA Web site, ant then have any


players without a character create on. Once all players
have a LIVING GREYHAWK character, play can begin.
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 GREYHAWK

Advise
2
2
3
4
characters to
3
3
4
5
buy
riding
dogs to help
4
4
6
7
protect them,
5
5
7
8
and fight for
them.
All
6
6
8
9
riding dogs
7
7
9
10
are
considered
trained to attack. PCs who want their dogs to attack
must succeed at a Handle Animal or Charisma check
(DC 10). Failure indicates that the animal will not
attack that round. This is a free action (spoken
command) that may be attempted each round. If an
animal loses half or more hp in a single round it
flees, unless another check is successful.

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.

Time Units and Upkeep


This is a standard one-round Regional adventure, set in
the Free City of Dyvers. Characters native to Dyvers pay
one Time Unit per round, all others pay two Time Units
per round. Adventurers Standard Upkeep costs 12gp per
round. Rich Upkeep costs 50gp per round. Luxury
Upkeep costs 100gp per round.

The Current Effect of the Dock Fire on the


Populace of the Free and Independent City of
Dyvers

Page 3

4
1
1
3
5
6
8
9
10
11

At this point in time, the Free and Independent City


of Dyvers continues to reel from the massive fire in the
dock district. Although the Magister and Gentry have
tried their best to aid the displaced and shore up the
economy, prices have risen significantly. (Any item
purchased in this scenario is 40% above normal value.) In
addition, hoarding has become common among the
corrupt.
The poor are present everywhere except in the
Gentry District, and will ask the PCs for aid. Use this to
add flavor during the adventure, but dont let it bog down
the event. PCs paying Rich and Luxury lifestyles receive
reverse the normal charisma modifiers from both the
poor and the gentry, unless they have aided the poor
(Donated at least 10 GP per APL each) in Dyvers hour of
need.
The newly created homeless are unruly and angry
about their situation, and will be belligerent with anyone
refusing to aid the homeless. They are also desperate
enough to mob anyone who seems to be extravagant in
their donation.

Using Divination Spells in This Module


Due to the priesthood receiving numerous requests
for aid from the victims of the Dock District fire, they are
unable and unwilling to waste spell slots for divination
spells, since more readily useful ones can be cast. This is
because they feel the homeless are more worthy of their
efforts, and are to some extent afraid of the negative
publicity coming from helping the Gentry over the
common soul.

Adventure Background
The Free and Independent City of Dyvers has suffered a
massive fire concentrated near its dock district. Zombies
emerged from the dock waters, suddenly became ablaze,
and proceeded through the city, setting many buildings
on fire. Then a dragon turtle emerged from the Nyr Dyv
and started its way into the city. Thankfully, clerics of
the church of Xerbo managed to tame the beast and turn
it back to the deep waters of the Nyr Dyv. Once the fires
were extinguished, however, the city found itself a
disaster area. The destruction to the docks has caused the
economy to plummet, scaring the townsfolk into
corruption and hoarding. The situation has gotten bad
enough that the government itself is in danger of being
lost in anarchy. Thus, nearly every guild, faction, gentry
house, and noble have contributed to help repair the
damage and restore the city. The lower classes, however,
are flooded with homeless, and are reaching a fever pitch
Splintered Timbers

of desperation. In short, this is a time of emergency in


the city of Dyvers.

Adventure Summary
With the effort to rebuild the city in full swing, the call
for more lumber has become overwhelming. Of course,
in addition to normal lumber, the desire for exotic wood
is also increasing. So far, the Gnarley Rangers and Druids
have grudgingly allowed increased amounts of normal
lumber to be cut, but have steadfastly refused to allow
their precious darkwood trees to be cut. However, a
retired Gnarley Ranger named Jhered has managed to
negotiate a contract with the druids, allowing him to cut
a small amount of darkwood. Jhered is attempting to
quietly leave the city, and when the homeless accost him
along the way, he starts handing out gold. When the
homeless spot him handing out such lavish alms, they
begin flocking to him, and cause a near riot. The PCs
happen to be nearby, and he pleads for them to help.
After the PCs help with the crowd, he will ask that they
help him leave the city. After the PC help Jhered out of
the city, he asks them to help guard him as he travels into
the Gnarley on his expedition. He knows the dangers of
the woods, and was hoping to find skilled adventurers to
help escort him deep into the Gnarley to the darkwood
grove. Assuming the PCs accept the offer, Jhered will
recruit them. Before the group reaches the darkwood
grove, they encounter a nest of Phase Wasps. While
Jhered is more concerned with the wildlife in the
Gnarley, another threat exposes itself. A group of rogues,
hired by the gentry house of Pengallen (known to have
disreputable contacts and practices), have been given the
location of the darkwood grove, and have snuck into the
forest to cut the woods under the cover of silence spells.
To aid them, accomplices will set fire to a section of the
Gnarley Forest to distract the rangers from finding the
rogues. The PCs have the opportunity to stop the thieves
from completing their task, and can thereafter finish
cutting the trees. On the way back to Dyvers, the PCs
may also encounter a group of escaped circus apes. The
Gnarley Rangers and/or Dyvers constabulary will eagerly
take any prisoners and/or information in reference to the
forest fire and darkwood thieves.

Introduction: The PCs witness the homeless mobbing


a merchant, and they intercede.

Encounter 1: The Mill The PCs escort the merchant


to the edge of the Gnarley, witnessing the increased
traffic of lumberjacks and overcrowded mills. They stop

Page 4

at a mill for the night and may hear rumor and gossip
from the workers.

control. If the PCs do not do something, there will likely


be a riot.

Encounter 2: Wasps Barely inside the Gnarley, the

Feel free to remind the players that unless they are


constabulary, they are not licensed to use force to break
up a crowd. If the PCs attempt to use diplomacy to calm
the crowd, it will require a diplomacy check (DC
10+APL). Feel free to role-play the crowd, making them
rowdy and desperate, obsessed with their own squalor,
and assured that everyone owes them. If the diplomacy
fails, the crowd will turn on the PCs. In such a case, they
will riot, and attack the PCs, attempting to take their
money. In this case, the PCs will have to defend
themselves, and it will resort to combat.

party is attacked by a nest of phase wasps.

Encounter 3: The Darkwood Grove The party


reaches their destination and sets up camp for the night,
ready to begin the cutting in the morning.

Encounter 4: Lights in the Night During the night,


strange lights are witnessed, and the party becomes aware
of thieves cutting wood.
Encounter 5: Handling the Thieves The party
decides how to handle the thieves (most likely by
combat)
Encounter 6: Cutting the Wood The party finishes
cutting their wood after dealing with the thieves, or
returns without cutting the wood.

Encounter 7: Ape Attack On the way back to the


City, the party encounters apes that have escaped from a
circus.

Encounter 8: Returning to the City The party


returns to the city with (or without) the lumber, possibly
with the thieves as prisoners or bodies, and possibly with
the circus apes.

Introduction
As you are traveling the streets of Dyvers, the traffic
is heavy, and the homeless make the once wide
streets narrow and difficult to squeeze through. They
reach out to you as you pass, begging for food or
money. As you consider their plight, the sound of
shouts can be heard nearby. As you look, you see a
large group of homeless surging all around a man on a
wagon. Their eager hands are reaching up to the man,
pulling him half off the wagon as he screams, Let me
go! Stop! Please!
What has happened, is that the man on the cart (Jhered)
was leading four long, narrow, empty wagons out of the
city, and was being slowed greatly by the homeless in the
streets. In desperation, he began giving out gold coins to
get the homeless out of the way. Once the homeless saw
someone giving away such extravagant alms, they began
to mob the wagon, and the situation has gotten out of

Splintered Timbers

ALL APLs (EL 5)


Homeless (12): Mix male and female human Com1:
hp 9,9,9,8,8,8,7,7,7,6,6,6; See Appendix One.
Jhered: male human rog3/rgr2: hp 26; See Appendix
One.
Cart Drivers: male human com1: hp 7,6,5,5; See
Appendix One.
If the PCs avoid violence and stop the riot, a man in
shining armor will approach them. He will thank the
PCs for the efforts, and vow to promise them the hearts
favor.
Anyone can make a Knowledge (Local),
Knowledge (Nobility & Royalty), or Bardic Knowledge
check (DC 15) to recognize a worn symbol on his armor
as signifying the Order of the Crimson Heart.
If the PCs have to resort to violence, the constabulary
will eventually show up on the scene. As long as none of
the homeless are dead, the constabulary will recognize
the situation as being the fault of the homeless, and will
not detain or arrest the PCs, as these outbursts are
becoming all too common. If any of the homeless are
dead, then the constabulary will be forced to arrest the
PC responsible for killing the homeless. However, if a
constable begins to arrest a PC, read the following:

As the constable reaches for his manacles, the man


who was on the wagon rushes over, crying Wait
there a minute! This good soul was merely trying to
prevent me from being beaten and robbed! That
fellow over there was using deadly force, and he
received the same in kind! I demand, as a member of
the merchants guild in good standing, that you
release this man, as he is my escort, and we are on
official business for the city!

Page 5

Jhered is, of course, bluffing. (Any PC can make a Sense


Motive check [DC 18] to realize this.) While Jhered is a
minor member of the merchants guild, he is not on
official business. However, Jhered is a good liar, and will
be able to convince the constable enough to grant the
PCs release without too much trouble. The constables
will leave the PCs alone after that, and take away the
homeless.
Regardless of how the riot is averted, afterward Jhered
will approach the PCs. If the PCs do not respond to the
riot, then the Knight of the Hart will stop the homeless
from mobbing the merchant. (If this is the case, the PCs
do NOT get XP for that encounter by sitting back and
watching an NPC do all the work.)

The man climbs down from the wagon and


approaches you. As he approaches, you see that under
his cloak he wears an old set of leather armor that
bears a worn mark of the Gnarley rangers on it. He
looks sheepishly at the ground for a moment,
running a hand through his short, graying hair. Then
he nods his head, looks up at you, and speaks. I
thank you for that. It could have gone quite badly for
me and my caravan. I had planned to hire a guard for
our caravan, but I wasnt able to find people who were
capable. I dont suppose I could convince you to
escort our logging caravan into the Gnarley?
If the PCs are interested, he will inform them the
following:
The trip will take about a week total, and he hopes to
avoid any danger at all, but knows that the Gnarley
Forests wildlife is never predictable. Hell tell them
to be prepared for all matter of animals and bandits,
as anything could happen.
He plans to reach a mill at the edge of the Gnarley by
nightfall today, and rest there. After that, with two
days travel they should reach the special grove of
trees he seeks. He hopes to have all the cutting done
within two days, and then another two days should
have them back inside the city.
For this escort job, he will initially offer the PCs an
honest wage (20gp x APL.) He will explain that the
money can only be paid after the task, as he has to
get it from his business partner, who will only pay
after the work is done. If the PCs attempt to bargain
to increase the pay, Jhered will bargain, but can only
afford to offer (30gp x APL) at the most.
If the PCs dont seem interested, he will attempt to
convince them, using his bluff skill if necessary to coerce
them by playing on their emotions or by implying that he

Splintered Timbers

could put a word in with any guild theyre a part of. If all
else fails, he will offer them items made of the special
wood he plans to cut.
Jhered will not tell the PCs who his business partner is, as
he will be suspicious of anyone who presses the question,
thinking they may be thieves or spies for other
merchants. If the PCs ask how they may collect the pay
from the business partner, Jhered will tell the PCs the
location of a warehouse where the wood is going to be
delivered to. The cart drivers also know of the location of
the warehouse. The merchant is scheduled to meet him
there.
Jhered will not specifically name the type of trees he
plans to cut. He is wary of thieves, and if a PC broaches
the subject, he will ask them not to speak aloud the word
darkwood, lest competitors gain wind of what they plan
on doing. If the PCs ask for a bribe not to let the word
out, hell be somewhat miffed, and remind them that its
the safety of the caravan hes concerned about, and
theyre a potential part of the caravan. He wont pay any
bribes, as hell be more insulted than afraid. If a PC still
pushes for a bribe, he will become agitated, and revoke
his offer to hire the PC, and it will require a diplomacy
check (DC 10+APL) to convince him otherwise. In
reality, Jhered doesnt have enough money to pay bribes.
He has invested all of his money into this logging trip.
Once Jhered manages to hire the PCs, he will also ask the
PCs if they are members of the lumberjacks guild and
can help cut the wood. He was planning on hiring
lumberjacks in addition to his 4 cart drivers, and figures
the less people he hires, the less noise the caravan will
make going through the woods, and the less people he
has to trust. Membership in the Lumberjacks guild costs
(5 x APL) gp, and can be done at a mill that is on the edge
of the forest. If the PCs agree to help with the cutting, he
will offer to pay them (20gp x APL) to be lumberjacks.
This amount is in addition to the escort pay, of course.
This pay rate is regulated by the Lumberjack guild, and is
non-negotiable. However, this amount he will pay out of
pocket, and will offer before entering the forest, if the
PCs ask for it. He will accept any type of help, including
spells that speed up the cutting (allow the PCs to be
creative, i.e. letting mages cast unseen servant to help
steady trees or help them fall a certain way.)
Jhered has bought four carts and eight horses to carry the
lumber. He has also hired four cart drivers for the
wagons. The drivers will look eager to have the PCs
along, and one will speak to the strongest-looking PC
once they have agreed to travel as escorts.

Page 6

Ill be glad to have you along in those wild woods.


Were I not so desperate, I wouldnt even go that far
into the woods, specially off the road. But, times
being as they are and all that

If the PCs offer to help the mill by carrying the lumber


inside the mill, the workers wont offer to pay, but wont
stop them. They will, however, keep their eye on any
PCs that do this, expecting them to try to steal the wood.

Jhered is eager to set out, and as soon as the PCs have


agreed to join the caravan, let them choose how they
want to travel, and let them bring their own mounts
(Jhered will wait). The four carts that Jhered is using are
long but narrow (7 ft. x 15 ft.,) and each are pulled by two
heavy horses led by a driver. They can hold two people
each with ease, in addition to the driver. One of the carts
carries a set of lumberjack tools, but other than that the
carts are currently empty. As soon as the party has
decided seating arrangements, the caravan sets out.

For PCs that attempt to socialize with the people at the


tents, many of the lumberjacks are tired from cutting
trees, but will talk freely. Feel free to allow gather
information checks or to carry out the conversations.
They have been working hard ever since the gentry and
merchants guild put forth the finances to start the work.
If the PCs attempt to gather information, the following
may come up:
(DC 5)

Encounter One: The Mill


Even outside the gates, the homeless continue to be a
presence, living in tents and on the bare ground. As
you slowly travel through the camps, it is well past
midday when you finally lose sight of the last of
them. The drivers pick up the pace to make up for
lost time, and as you get closer to the woods, you can
hear the sounds of axes in the distance. Finally, near
nightfall, the carts reach a mill near the edge of the
woods. There are ten lumber wagons parked around
the mill, with about half of them still full of newly cut
trees. Tents lie all around the wagons, and there are
many thick-muscled individuals, who can only be
lumberjacks, walking around the makeshift camp.
The wagon drivers stop the wagons alongside each
other, and begin freeing the horses. Jhered turns to
you and says, Well, we leave at first light. Until
then, try not to get yourself hurt. If you need to join
the Lumberjack guild, you can talk to the people at
the mill.
The PCs can wander this small camp, which is filled with
lumberjacks and wagon drivers. The mill and its workers
are busy, running day and night, and dont want people
getting in the way of their work. Therefore, any PCs that
try to enter the mill will be rudely asked to leave by an
exhausted worker. If they ask to join the Lumberjack
guild, the worker will direct them to a man sleeping at a
table. The sleeping man will jerk his head up when
someone approaches, and will rub his eyes, asking what
he can do to help. If the PCs ask to join the lumberjacks
guild, he will have them sign a form and pay (5 x APL)
gold, after which he brushes them off so that he can get
back to sleep.

Splintered Timbers

Im so tired, I cant even talk. Leave me


alone so I can sleep, would ya?
I heard those durn zombies that set the
city on fire were sent from Iuz himself! I
also heard that one of those dumb gentry
houses managed to personally insult the
evil one or somethin! I say if theres any
justice in this world, the Magister oughtta
just chain em up and send em across the
Nyr Dyv! Those dolts nearly got the entire
city killed!

(DC 10) The above, plus:


Weve been working day and night,
slaving away. But at least its work. Back in
the city Id be wallowing in box town,
begging for scraps.
The woods are okay during the day. Its
the night thatll get ya. Theres all sorts of
dangerous beasts in there. We always made
camp a good distance from the forests
edge.
Did you hear about the damn lumberjack
competition? A buncha wizards tried to
compete, shoulda seen their faces when
their wagon got stuck! Haha!
(DC 15) All of the above plus:
Youve got to watch out for the rangers.
Theyre always watching, you know. Cut
one tree that isnt marked, and theyll make
ya a pincushion.
I havent seen a penny of the money
theyre sposed to pay me yet. Itd be just
like gentry ta stiff us working folk. I tell ya
what, if they do try an get outta payin us,
were gonna make them reeeal sorry.

Page 7

Didja hear about the circus owner who was


running around in the woods? Some circus
from Verbobonc lost some animals and
thinks theyre in the woods around here. I
heard they were giant flying octopuses!

(DC 20) All of the above plus:


I woulda won that damn competition if
they hadnt let adventurers in. Theyre not
real lumberjacks. Theyre not out here
working every day cutting trees. I woulda
complained, but well, that cleric o Kord
is one biiiig half-orc.
Nah, the circus animals arent octopi,
theyre runaway bears. Ive seen bears in
the woods before, and let me give you some
advice. If you see a bear, run away as fast as
you can!
Let the PCs set up watches if they want to (now would be
a good time for them to organize their watches and have
them ready.) Jhered always takes 3rd watch, and the 4 cart
drivers and 2 lumberjacks (Jhered will hire two
lumberjacks if the PCs do not accept his offer to cut the
wood) will try to get out of taking a watch, saying that its
the job of the escorts to do it, but theyll take a watch if
pressured to.
Lumberjacks (2): Male human com1: hp 8; See
Appendix One.
Shortly after dawn, Jhered will wake everyone up and tell
the drivers to get the wagons ready. The lumberjacks (if
Jhered hired them) will both sit in the back of a wagon.
As soon as everyone is ready to go (Jhered will show
patience if any clerics need to pray, or wizards need to
memorize spells), Jhered will lead the wagons into the
forest on the main road heading south. After a mile or so,
he will direct the wagons off to the left of the main road,
and onto a path that is much more narrow and less-used.

feet in diameter, and is at least twenty feet off the


ground. As you watch, you see what appear to be
large wasps, at least two feet in length, as they buzz
around the nest.
The nest is about 15 feet off the path, and the trees here
are very close together, preventing the wagons from
traveling through the forest except along the path.
If no one made the spot check, or if anyone following the
buzzing failed their hide or move silently check, the
wasps will see people as a threat and attack. The drivers
will attempt to keep the horses from bolting, and the
lumberjacks (if there are any) will hide in the carts.
Jhered doesnt have any recommendations for these, as
hes not familiar with them. He will leave the job up to
the PCs, and try to help calm the horses in order to
preserve the wagons.
Remember that phase wasps start combat by using their
magic missile ability, and then swarm in to sting their
prey while they wait for their magic missile ability to
recharge. They will all attack the person nearest the nest
first, and if there is more than one person closest to the
nest, they will attack the shiniest person.
At APL 8, there are five wasps outside of the nest when
the PCs first arrive. During the first round, four more
wasps will emerge from the nest. At APL 10, there are
five wasps outside of the nest when the PCs first arrive.
During the first round, four more wasps will emerge
from the nest, and then four wasps will emerge during
the second round and the third round.
The wasps in the nest must take a full-round action to
emerge from the nest. If the PCs wish to attack the nest,
the nest has a hardness of 2 and 100 hp.

APL 2 & 4 (EL 3)


Phase Wasps (2): hp 12,11; see Appendix One.

APL 6 (EL 5)

Encounter Two: Wasps


About mid-afternoon, allow the party to make listen
checks (DC 15+APL.) If they make the listen check, they
will hear faint buzzing nearby. If they investigate, have
them roll Hide and Move Silently checks (DC 5+APL).
Once they get close enough to get a look, read the
following aloud.

The sound of buzzing is loud, and you can see what


appears to be a huge insect nest suspended from a
tree just up ahead off the path. The nest is about ten

Splintered Timbers

Phase Wasps (3): hp 12,12,11; see Appendix One.

APL 8 (EL 8)
Phase Wasps (9): hp 13,13,13,12,12,12,11,11,11; see
Appendix One.

APL 10(EL 10)


Phase Wasps (17): hp 15, 15, 15, 14, 14, 14, 13, 13, 13,
12, 12, 12, 11, 11, 11, 10, 10, 10; see Appendix One.

Page 8

After the PCs have dealt with the wasps, Jhered will
apologize for not being more helpful, lamenting on how
long it has been since hes been in such circumstances.

until the following day. He will spend what time he can


marking various trees, and allow everyone else to make
the camp.

If the PCs search the wasp nest, they will find that the
nest is made of chewed up wood, and has no items of
value in it. If the PCs search the area around the nest,
however, they will find a half-buried leather book cover.
All the pages have been chewed out, but it the cover has
arcane markings on it. Anyone with ranks in Knowledge
(Arcana) can roll a check (DC 12) to recognize this as
once having been a spellbook. The inside of the cover
has the word Ephrus burned into it. If the PCs search
for any of the pages, they will not be able to find any. The
phase wasps chewed all the pages out, ruining them
beyond any recognition. No amount of magical
reconstruction can repair the chewed up pages that are
now part of the nest. If the PCs attempt to mend or
magically fix the Spellbook cover, it will clean up and the
word Ephrus will become more legible, but all the pages
remain torn out.

If the PCs inspect the grove, the trees seem to be of a


darkened wood, not black, but a very dark brown. If they
try to shake the trees, they will find they are remarkably
light, but dont bend as easily as it seems they should for
being so light. Anyone that has a skill involved with
wood crafting can easily recognize the usefulness of the
wood. The trees themselves are not terribly tall, reaching
about 30 feet at the most, and have small branches
sporadically placed, making them poor trees to sleep in.

If anyone casts a legend lore spell on it, they will discover


it is the stolen spellbook of a mage named Ephrus. It
seems that someone wanted the book destroyed. If
anyone makes a Bardic Lore check (DC 25), they learn
that recently some adventurers found evidence of an evil
wizard in a tomb in the Gnarley Forest. Among the
wizards things were notes that referenced the defeat of
an apprentice wizard named Ephrus. (This information
refers to DYV2-3 Out of the Blue, so any PC that has
played that module can make an Wisdom check [DC 15]
to recognize the name as such as well.)

Encounter Three: The Darkwood


Grove
After the PCs have dealt with the wasps, they can
continue on to the grove. The grove lies almost two full
days of travel for the wagons from the mill, so if the PCs
spend any extra time doing anything, adjust their travel
time appropriately. If the PCs make camp on the way,
Jhered will find a suitable spot, and feel free to have the
people on watch hear and see wildlife all night long, but
none of it bothers the camp.
Try to keep track of the time. The party should arrive at
the Darkwood grove late in the afternoon or evening (if
they should have arrived early, feel free to role-play the
difference by adding minor hardships, i.e. say that a
wagon got stuck for a time.) Jhered will want to set up
camp and prepare for cutting, but wont want to start
Splintered Timbers

Once the party has prepared the camp (if you are using a
grid map, it may be useful to allow them to draw the
camps layout. None of the NPCs brought tents (the
drivers are too poor, and Jhered is used to sleeping
without one.) Once again, Jhered will wish to take 3rd
watch, and the drivers and lumberjacks (if there are any)
will not want to take a watch unless forced to, demanding
it is the responsibility of the escorts(and they will try to
sneak out of sight of the PCs in order to sleep during
their watch if they are forced to take one.)

Encounter Four: Lights at


Night
Right around midnight have the people on watch make a
spot check (DC5 + APL) to spot several lights off in the
woods. Anyone who makes a wilderness lore check (DC
15), and/or Jhered (if someone awakens him) will
recognize that the lights are not will-o-wisps, but look to
be lanterns some distance off. If anyone goes to inspect,
(and Jhered, if awakened, will insist someone does) have
him make hide and move silently checks (the hide DC is
10, and the move silently is actually unnecessary, as the
rogues are all inside the effects of a silence spell.) If they
manage to sneak up on the rogues, read the following:

You see a curious sight ahead of you. There are two


lanterns floating near two men chopping the dark
trees at this edge of the grove. However, neither of
them is making any noise! As you watch, you see
them chop quickly and recklessly at the trees until
they begin to weaken, while an unarmored man
watches nearby. Then, another man steps from the
shadows and mightily swings a warhammer against
the tree, snapping it, and sending splinters flying
everywhere! The two axemen and the man with the
warhammer then carry the tree from the ground to

Page 9

the back of one of two wagons nearby, as the lanterns


float alongside them. The entire operation takes only
a few minutes, and the scene is almost serene, due to
the complete silence. As you watch, they quickly
move to another tree, and begin the operation again.
They seem to be moving as quickly as possible to cut
the trees.
Allow anyone who can make a Spellcraft check (DC 15 +
spell level) to do so to recognize the effects of Silence,
and Levitation.
The rogues are very busy, and are unlikely to notice
anyone watching, but if any of the PCs continue to watch
the rogues for very long, have the PCs make additional
hide checks, this time opposed by the rogues spots.
Hopefully, this makes the PCs start to worry about
getting caught.
If the party tells Jhered about the rogues, then Jhered will
immediately be furious, and explain that they are stealing
the lumber without the consent of the Gnarley rangers or
druids, and are risking a death sentence if they are
caught. (In reality it isnt necessarily a death sentence, but
Jhered is very upset that someone else is cutting the
darkwood after he worked so hard to get the rights to do
so.) He will immediately order the PCs, as escorts, to
watch the rogues while he goes to alert the Gnarley
rangers. If the PCs offer to attack the rogues, he will
warn them to be careful, but wont try to stop them. No
amount of coercing will convince Jhered not to seek the
rangers (both because he was a Gnarley ranger for quite
some time, and because he seeks to make sure they dont
revoke his contract.) He will quickly wish them luck,
and then run into the forest, in a direction away from the
rogues.
Needless to say, the lumberjacks and drivers are terrified
if they hear the methods of the thieves. Between the
magic being used, and the use of the warhammer to break
the trees, there is enough to frighten them from wanting
to have anything to do with the situation. No nonmagical means will convince them to help the party fight
the thieves in this case. If the lumberjacks and drivers
havent heard how the rogues are operating, it will still
require a diplomacy check (DC 15+APL) to convince
them to help.

Encounter Five: Handling the


Thieves
The thieves have two wagons that are of the same style as
Jhereds wagons. The rogues are swinging axes, while the
fighter is swinging the warhammer. The caster is
maintaining the silence spells (via either his scrolls or
wand of silence) on a sling bullet, and is having his
unseen servant direct the trees when they fall. At the first
sign of trouble, the lanterns will fall to the ground and
the bard will fire the sling bullet away so that he can cast
spells and sing.
If the PCs convinced the drivers or lumberjacks to help,
they will freeze up the first round, and then run away on
the second round.

APL 2 (EL 4)
Straern: male human Rog1; hp 8; see Appendix One.
Hrolf: male human Rog1; hp 8; see Appendix One.
Ramm: male human Ftr1; hp 13; see Appendix One.
Ehmyr: male human Brd1/Sor1; hp 18; see Appendix
One.

APL 4 (EL 6)
Straern: male human Rog2; hp 14; See Appendix One.
Hrolf: male human Rog2; hp 14; see Appendix One.
Ramm: male human Ftr2; hp 22; see Appendix One.
Ehmyr: male human Brd2/Sor1; hp 25; See Appendix
One.

APL 6 (EL 8)
Straern: male human Rog4; hp 30; See Appendix One.
Hrolf: male human Rog4; hp 30; see Appendix One.
Ramm: male human Ftr4; hp 44; see Appendix One.
Ehmyr: male human Brd3/Sor2; hp 38; See Appendix
One.

APL 8 (EL 10)


Straern: male human Rog6; hp 44; See Appendix One.
Hrolf: male human Rog6; hp 44; see Appendix One.
Ramm: male human Ftr6; hp 64; See Appendix One.
Ehmyr: male human Brd3/Sor4; hp 50; See Appendix
One.

APL 10 (EL 10)


Once the party has decided to fight the thieves, or if the
thieves spot the party, proceed to the next encounter.

Splintered Timbers

Straern: male human Rog6; hp 44; See Appendix One.


Hrolf: male human Rog6; hp 44; see Appendix One.
Ramm: male human Ftr6; hp 64; See Appendix One.
Ehmyr: male human Brd3/Sor4; hp 50; See Appendix
One.

Page 10

The thieves will fight to the death, knowing that they


have committed a serious crime in the eyes of the
Gnarley Rangers. If any are captured as prisoners, they
wont answer any questions about who hired them, as
they think theyre working for a dangerous organization
(actually, they dont know who hired them exactly). If
the PCs are creative in their questioning, or use magic,
they will soon discover that Ehmyr hired the other three,
and that the Ehmyr didnt know the name of the person
who hired him, but did manage to spot a crest. Anyone
who makes a Knowledge (Nobility & Royalty), or a
Knowledge (Local) check [DC 10], or a Bardic Knowledge
check [DC 20] will recognize the description of the crest
as that of the Gentry house of Pengallen. The gentry
house of Pengallen is known to have disreputable
contacts and practices.

character/per axe), Scroll of stinking cloud (13 gp per


character), scroll of protection from arrows (13 gp per
character).
APL 10: L: 34 gp; C: 8 gp; M: Dust of tracelessness [2]
(Value 20 gp per character/per Dust); Potion of
Invisibility (Value 25 gp per character); Wand of Silence
(Value 375 gp per character), +1 Warhammer (Value 193
gp per character), +1 Half-plate (Value 146 gp per
character), +1 Battleaxes [2] (Value 193 gp per
character/per axe), Scroll of stinking cloud (13 gp per
character), scroll of protection from arrows (13 gp per
character).

Ehmyr was told to cut the wood and leave the forest as
quickly as possible. He was not told where to go after he
left the forest, however. He assumed that they would be
waiting for him when he got out of the woods. In reality,
Ehmyr thought the whole plan was fishy, and was
planning on taking the lumber to Maraven and taking it
by boat to Greyhawk to sell it himself.

Jhered will recommend taking what lumber the thieves


were cutting, and to take the wagons to haul it. After
that, hell want to get back to cutting the wood as
planned. He will not allow more than four wagons worth
of wood to be cut, however. If anyone suggests the idea,
he will state that it would be a breach of his contract with
the druids, and it would be risking having the wood
taken from him if they found out. As a result, he will not
do it.

Jhered will not return until early morning, and will be


exhausted from running through the woods. He could
not find any druids or rangers, despite his signals.
Once Jhered has returned in the morning, and the
thieves are taken care of, proceed to Encounter 6: Cutting
Wood.
Treasure:
APL 2: L: 84 gp; C: 8 gp; M: Dust of tracelessness [2]

(Value 20 gp per character/per Dust), Potion of


Invisibility (Value 25 gp per character), Quaals Feather
Token(Whip) (Value 41 gp per character), scrolls of
Silence [2] (Value 13 gp per character/per scroll).
APL 4: L: 162 gp; C: 8 gp; M: Dust of tracelessness [2]
(Value 20 gp per character/per Dust), Potion of
Invisibility (Value 25 gp per character), Quaals Feather
Token(Whip) (Value 41 gp per character), Scrolls of
Silence [2] (Value 13 gp per character/per scroll).
APL 6: L: 162 gp; C: 8 gp; M: Dust of tracelessness [2]
(Value 20 gp per character/per Dust), Potion of
Invisibility (Value 25 gp per character), Wand of Silence
(Value 375 gp per character).
APL 8: L: 34 gp; C: 8 gp; M: Dust of tracelessness [2]
(Value 20 gp per character/per Dust); Potion of
Invisibility (Value 25 gp per character); Wand of Silence
(Value 375 gp per character), +1 Warhammer (Value 193
gp per character), +1 Half-plate (Value 146 gp per
character), +1 Battleaxes [2] (Value 193 gp per
Splintered Timbers

Encounter Six: Cutting Wood

Jhered expected the cutting to take two days, but taking


the lumber from the thieves will shorten this time
between a half-day to a full day, depending on how long
the PCs let the thieves cut wood. If the PCs specifically
let the thieves fill both wagons, then the wood they cut
will save a full day. However, all the wood cut by the
thieves was cut poorly, and Jhered will be displeased with
it, saying that it was done wastefully. He will want to
take it however, since leaving it here would upset the
rangers. He hopes that he can explain the circumstances
if the rangers question him about the wood.
Also, if the PCs let the thieves do all of the cutting,
Jhered will not pay the PCs any lumberjack pay. If he has
already given them the lumberjack pay up front, he will
deduct it from the escort pay they receive when they get
to Dyvers.
Once the cutting is done, get the PCs to make a party
order and travel out of the grove. Once again, if there are
any prisoners, Jhered will have them blindfolded, hoping
they wont remember how to get back to the grove.
Jhered will happily lead the party out, seeming to be
happy for the first time in the entire trip.

Page 11

If you are playing this event at APL 2, continue to


Encounter 8: Returning to the City. Otherwise, at APL 410, continue to Encounter 7: Ape Attack.

Encounter Seven: Ape Attack


Judges note: this encounter only occurs at APLs 4-10. If
you are running at APL 2, please continue to encounter
eight.
After a few hours on the road, allow the PCs to make spot
check (DC 15+APL) or a listen check (DC 10+APL) to
notice the ape as it charges out of the woods.

Suddenly, a great red ape comes charging out of the


woods, charging straight towards Jhered! The aged
ranger seems almost in shock, as the animal bears
down on him.
Needless to say, have the players roll initiative. If any of
them made the spot or listen check, they will be able to
act during the surprise round, along with the Blood Ape.
On the surprise round, the first Ape will finish its charge,
reaching Jhered and clawing him. On the first round
after the surprise round, the other Apes (at APLs 6-10)
will charge the party. Once again, the drivers will be
hard set to control the horses, and the lumberjacks (if
there are any) will attempt to climb atop the wagons to
avoid the apes. If the PCs decided to bring the horses and
carts that the rogues had, those horses will also attempt to
bolt, and will require someone to make a ride check (DC
10+APL) if on the horse, or a handle animal check (DC
15+APL) if near it. Every round, the DC will increase by 2
as the horses become more frantic. If they are allowed to
bolt, the wagons the horses pull will be destroyed
eventually as the horses run amok into the forest.
At APL 6 and higher, after one of the Blood Apes takes
damage, the Alpha Male (the Ape that charged Jhered)
will use its growth ability on its next action, enlarging up
to 4 apes that are within 30 feet of each other.

APL 4 (EL 6)
Blood Ape: hp 30; see Appendix One.

APL 6 (CR 8)
Blood Apes (2): hp 32, 31; see Appendix One.

APL 8 (CR 10)


Blood Apes (4): hp 32, 31, 30, 34; see Appendix One.

Splintered Timbers

APL 10(CR 11)


Blood Apes (6): hp 34, 32, 33, 31, 30, 35; see Appendix
One.
Anyone can make a spot check [DC 15] during the
combat to notice that the animals wear collars. In fact,
the apes escaped from a circus in Verbobonc and have
been living in the Gnarley Forest. If any of the PCs
attempt to calm the animals, it will require an animal
empathy check (DC 20 + APL).
If the party manages to subdue the apes without killing
them, they can tie them up and carry them in any empty
wagons. There are people interested in these animals(see
conclusion.)
Once the party has dispatched or captured the apes and
gathered all the horses and wagons, they can continue
back to Dyvers. If Jhered is dead, a simple Wilderness
Lore check (DC5+ APL) will allow the PCs to find the
road nearby that leads out of the forest. If the PCs fail the
Wilderness Lore check then they may have to wander the
woods for a while. If there is enough time, feel free to
role-play them being lost in the Gnarley, but they are
close enough to the edge of the forest and the road that
they will find it eventually.

Encounter Eight: Returning to


the City
As you emerge from the woods, you easily spot the
mill nearby. The amount of tents and wagons seems
to be nearly ten times as large as you remember. As
you get closer, it becomes apparent that every
lumberjack crew in this section of the Gnarley must
be here.
The party can stop at the mill if they want to, but Jhered
and/or the drivers and lumberjacks will want to push on
and reach the city if at all possible. If they do stop at the
mill, they will hear that there was a fire in the woods
recently (on the night the PCs fought the thieves). The
Gnarley rangers claimed that the fire was set, and have
stopped all lumberjacks from cutting any more wood
until the people responsible have been caught. Needless
to say, tension will be quite high, and the lumberjacks
will not treat anyone who bears insignia of the Gnarley
rangers well.
If the PCs have the bard/sorcerer as a prisoner, and think
to ask him about the fire, he doesnt know anything about

Page 12

it, but will admit he was told to cut the wood on a specific
night at a specific time.
If the party attempts to wait for the daily guard patrol in
order to hand off any prisoners, they will be disappointed
to find out that the patrol has been posted to guard the
woods, and no longer comes to the mill. Once again,
Jhered and/or the drivers and lumberjacks will suggest
going straight to the city.
The party can either decide to turn the thieves over to the
rangers or the constabulary. If they decide to try to find
the rangers or constabulary in the woods, Jhered will
wish them good luck, and leave them the two wagons
from the thieves (assuming they were brought from the
grove). He will tell them to contact him when they
return to Dyvers. Feel free to role-play, but eventually
the party will stumble onto some rangers on guard patrol
if they wander the woods long enough. They will want a
complete story, and will eventually be thankful for the
capture of the thieves. They will take the prisoners, and
impound the rogues horses and carts as evidence.
If the party decides to travel with Jhered to the city, they
can easily hand over their prisoners to the constabulary.
They wont be able to find any ranger representatives in
the city, as they have been recalled to the forest after the
fire. The constabulary will also take the prisoners and
impound the rogues horses and carts as evidence.

Conclusion
Once the lumber has been delivered, if Jhered is still
alive, he will happily thank the PCs for their efforts, and
offer to craft something for them if they ever have the
need. He will then take the PCs to a nearby merchants
guildhouse, and his merchant partner will pay them for
escorting the lumber. (The exact amount of the pay
should have been negotiated in the introduction)
If Jhered is dead, the PCs may have found the contract on
him(Players Handout #1.) Levyn, his merchants guild
contact, will be waiting at the warehouse, and has a
longer contract stating that he was a partner with Jhered,
and the wood belongs to him. He will also have a copy of
the contract with the Gnarley Druids. He will thank the
PCs, and pay them the amount of money they were
promised. He will not, however, extend them any
promise to make darkwood items. Instead, he will
promise to make mention of their names to the
merchants guild for honoring the contract after Jhereds
demise.

Splintered Timbers

If the PCs try to sell the darkwood, any mill, merchant, or


lumberjack will immediately recognize the quality, and
assume that the PCs stole the wood from the Gnarley.
They will be far too afraid to do buy the wood and will
advise the PCs to turn themselves in, lest the druids kill
them for defiling the forest.
If the PCs try to take the darkwood to the Pengallen
gentry house, it will take a day to travel there. No one at
the house will speak to them, and if they show the
darkwood, the door will be barred and the guard will be
called. The house itself has many enchantments against
being broken into, and inside there are many guards(this
particular gentry house has enemies, and is very
paranoid.) They will not, under any circumstances, be
convinced that the wood is part of their dealings. The
man that hired Ehmyr is not at the house either. (The
Pengallen gentry house is a dead end.)
If the PCs captured the apes alive, there are several
groups that would be interested in them. The druids will
accept the animals, promising to care for them and heal
them of their wounds, physical and psychological. In
return the druids will reward the PCs with an influence
point. Also, the druids will notice that one of the smaller
apes isnt from the circus, but has been born in the time
since the apes escaped.
The owner of the Verbobonc circus, who is also at the
lumber mill after the forest fire, will gladly reward the
PCs up to (10gp x APL) for returning the apes to him. He
has several flyers for his circus, and legal writs from
Dyvers and Verbobonc for running the circus(he will
present these if anyone questions his honesty.) Also, if
the PCs desire, they can sell the blood apes to the
Association for Performing Artists, which has a circus in
Dyvers. They will also only be able to offer (10gp x APL.)
Note to Judges: Marking the adventure cert
If a PC paid to join the Lumberjack guild, then they will
be recognized as a member for a year.
If the PCs captured the apes and gave them to the
Gnarley druids, the PCs will receive a point of influence
with the Gnarley druids.
If the PCs deliver the thieves to the rangers, and do not
upset the rangers, they will receive an influence point
with the Gnarley Rangers.
If the PCs deliver the thieves to the constabulary, they
will gain an influence point with the constabulary.

Page 13

If Jhered dies, and the PCs deliver the goods to Jhereds


partner, the PCs will gain a point of influence with the
merchants guild.
If the PCs let the darkwood thieves live, they will earn
the ire of a stranger.
If the PCs make a positive impression on the Order of the
Crimson Hart for their treatment of the homeless, they
earn a point of influence with the Order of the Crimson
Hart.
f Jhered lives, and the PCs help escort him and the
lumber out of the Gnarley Forest, he is thankful to the
character for helping him get darkwood from the
Gnarley Forest, and will craft a single item of darkwood
in the future.

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.

Introduction
Defeating or Calming the Homeless Mob.
APL 2
APL 4

150 xp
150 xp

Encounter 2
Defeating the Phase Wasps
APL 2
APL 4
APL 6
APL 8
APL 10

90 xp
90 xp
150 xp
240 xp
300 xp

Encounter 5
Defeating the lumber thieves
APL 2
APL 4
APL 6
APL 8
APL 10

Splintered Timbers

120 xp
180 xp
240 xp
300 xp
300xp

Encounter 7
Defeating the Ape(s)
APL 4
APL 6
APL 8
APL 10

180 xp
240 xp
300 xp
330 xp

Discretionary Roleplaying Experience


APL 2
APL 4
APL 6
APL 8
APL 10

90 xp
135 xp
180 xp
225 xp
270 xp

Total possible experience


APL 2
APL 4
APL 6
APL 8
APL 10

450 xp
675 xp
810 xp
1,065 xp
1,200 xp

Treasure Summary
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a treasure section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounters treasure.
The loot total is the number of gold pieces each character
gains if the foes are plundered of all their earthly
possessions. Looting the bodies takes at least 10 minutes
per every 5 enemies, and if the characters cannot take the
time to loot the bodies, they do not gain this gold. If you
feel it is reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted off by
dungeon scavengers, removed from the scene by the local
watch, and so on), characters may return to retrieve loot. If
the characters do not loot the body, the gold piece value for
the loot is subtracted from the encounter totals given
below.
The coin total is the number of gold pieces each character
gains if they take the coin available. A normal adventuring
party can usually gather this wealth in a round or so. If for
some reason, they pass up this treasure, the coin total is
subtracted from the encounter totals given below.

Page 14

Next, the magic items are listed. Magic item treasure is the
hardest to adjudicate, because they are varied and because
characters may want to use them during the adventure.
Many times characters must cast identify, analyze
dweomer or similar spell to determine what the item does
and how to activate it. Other times they may attempt to
use the item blindly. If the magic item is consumable (a
potion, scroll, magic bolts, etc.) and the item is used before
the end of the adventure, its total is subtracted from the
adventure totals below.
Once you have subtracted the value for unclaimed treasure
from each encounter add it up and that is the number of
gold pieces a characters total and coin value increase at the
end of the adventure. Write the total in the GP Gained
field of the adventure certificate. Because this is a Regional
scenario, characters may spend additional Time Units to
practice professions or create items immediately after the
adventure so this total may be modified by other
circumstances.

Introduction
Take up Jhereds offer to work as lumberjacks
APL 2: C: 40 gp
APL 4: C: 80 gp
APL 6: C: 120 gp
APL 8: C: 160 gp
APL 10: C: 200 gp

Encounter 9: Handling the Thieves


Defeating the lumber thieves.
APL 2: L: 84 gp; C: 8 gp; M: Dust of tracelessness [2]

(Value 20 gp per character/per Dust), Potion of


Invisibility (Value 25 gp per character), Quaals Feather
Token(Whip) (Value 41 gp per character), scrolls of
Silence [2] (Value 13 gp per character/per scroll).
APL 4: L: 162 gp; C: 8 gp; M: Dust of tracelessness [2]
(Value 20 gp per character/per Dust), Potion of
Invisibility (Value 25 gp per character), Quaals Feather
Token(Whip) (Value 41 gp per character), Scrolls of
Silence [2] (Value 13 gp per character/per scroll).
APL 6: L: 162 gp; C: 8 gp; M: Dust of tracelessness [2]
(Value 20 gp per character/per Dust), Potion of
Invisibility (Value 25 gp per character), Wand of Silence
(Value 375 gp per character).
APL 8: L: 34 gp; C: 8 gp; M: Dust of tracelessness [2]
(Value 20 gp per character/per Dust); Potion of
Invisibility (Value 25 gp per character); Wand of Silence
(Value 375 gp per character), +1 Warhammer (Value 193
gp per character), +1 Half-plate (Value 146 gp per
character), +1 Battleaxes [2] (Value 193 gp per
character/per axe), Scroll of stinking cloud (13 gp per
character), scroll of protection from arrows (13 gp per
character).

Splintered Timbers

APL 10: L: 34 gp; C: 8 gp; M: Dust of tracelessness [2]


(Value 20 gp per character/per Dust); Potion of
Invisibility (Value 25 gp per character); Wand of Silence
(Value 375 gp per character), +1 Warhammer (Value 193
gp per character), +1 Half-plate (Value 146 gp per
character), +1 Battleaxes [2] (Value 193 gp per
character/per axe), Scroll of stinking cloud (13 gp per
character), scroll of protection from arrows (13 gp per
character).

Conclusion
Getting paid for Escorting the lumber
APL 2: C: 100 gp
APL 4: C: 200 gp
APL 6: C: 300 gp
APL 8: C: 400 gp
APL 10: C: 500gp
Selling the Apes or returning them for the Reward
APL 2: C: 20 gp
APL 4: C: 40 gp
APL 6: C: 60 gp
APL 8: C: 80 gp
APL 10: C: 100 gp

Total Possible Treasure


APL 2
APL 4
APL 6
APL 8
APL 10

384 gp
600 gp
800 gp
1,250 gp
2,033 gp

Special
Membership with the Lumberjack Guild The PC has
license to cut lumber on the Dyvers side of the Gnarley
Forest. (At the discretion of the Gnarley Rangers and
Druids.) This membership is good for one year from the
date of this AR.
Influence with the Gnarley Druids For gifting them
with blood apes that escaped a Verbobonc circus.
Influence with the Gnarley Rangers OR the Dyvers
Constabulary The PCs caught lumber thieves and
turned them in. (You may only gain influence with the
rangers OR the constabulary. Judges, cross out the one
that does not apply)
Influence with the Merchants Guild Jhered died, but
the lumber was delivered to Jhereds Merchant partner.

Page 15

Ire of a Stranger You let some thieves live, and as a


result, you are remembered
Influence with the Order of the Crimson Heart The
character treated the homeless peacefully and with
honor.
Favor with Jhered the darkwood craftsman - Jhered will craft
this character a single item of darkwood in the future. This item
must be one listed on Table 7-4: Weapons or Table 7-9: Special
and Superior Items (Mighty Bows Only) in the Players
Handbook. Purchase of weapons or equipment made of
darkwood (see the Dungeon Masters Guide for prices)
(Frequency: Regional)

Splintered Timbers

Page 16

Appendix One: NPCs


Introduction:
Jhered, male human Rog3/Rgr2: CR 5; Mediumsize humanoid (human); HD 3d6 + 2d10 5; hp 21; Init
+7; Spd 30 ft; AC 15 (+2 leather armor, +3 Dex); Atk +3
melee (1d6[18-20x2], scimitar), or +7 ranged (1d6,
Shortbow); SA Sneak Attack +2d6; SQ Evasion,
Favored Enemy (Aberrations), Uncanny Dodge (Dex
bonus to AC); AL CN; SV Fort +3, Ref +6, Will +2; Str 9,
Dex 16, Con 9, Wis 13, Int 15, Cha 14.
Skills and Feats: Appraise +5, Bluff +10, Craft
(Woodcarving) +9, Diplomacy +14, Escape Artist +7,
Forgery +5, Gather Info +4, Hide +11, Innuendo +6,
Intuit Direction +5, Move Silently +11, Pick Pocket +9,
Read Lips +5, Sense Motive +9, Use Rope +5,
Wilderness Lore +5; Ambidexterity, Dodge, Improved
Initiative, Run, Track, Two-Weapon Fighting.
Possessions: Leather armor, Shortbow, scimitar,
Quiver w/40 arrows, darkwood logging contract
(Players Handout #1).
Description: Jhered grew up as an orphan on the
streets of Dyvers. As a child, the only way he found to
stay alive was by lying and stealing. Upon his twelfth
birthday, Jhered decided to become and adventurer,
and went into the Gnarley forest to find fortune. Not
long after he entered the woods, a Will-O-Wisp
distracted him, and he followed it deep into the woods.
Before the Will-O-Wisp could lead him to his death,
however, a patrol of Gnarley rangers ran across him
and saved him. The head of the patrol, after hearing
about Jhereds life, decided to take him in as a foster
son. Thereafter, Jhered lived in the forest and learned
to be a Gnarley Ranger.
Sadly, Jhered never grew up to be very heroic. He
took an illness when he was fifteen that left his body
weak, and he was rarely sent out on patrols. One day,
in his twenty-fourth year, he was sent on one of these
rare patrols with a group of rangers. They were
attacked by a large number of trolls, and the battle was
hopeless. Jhereds courage failed him, and he ran from
the battle. As he returned alone to the ranger camp, he
claimed that he had gotten lost during the battle.
Shortly thereafter, his conscience forced him to say
goodbye to the rangers, leaving the forest and
returning to Dyvers.
In Dyvers, he has managed to eke out a living as a
minor craftsman and merchant. He has managed to
become a member of the merchants guild, but has
never been very important. After the dock fire, he
started working as a craftsman on the docks when he

Splintered Timbers

overheard a foreman complaining about the lack of


darkwood. Inspired, he contacting his old druid
friends and managed to get the exclusive logging rights
for darkwood on this side of the Gnarley. This
business opportunity has the potential to grant him
wealth and power, and he has put himself deeply in
debt to make the trip, forming a partnership with a
merchant by the name of Levyn.
Jhered has been a coward ever since the battle with
the trolls. He is too afraid to attack, and will always try
to escape to look for reinforcements.
Homeless, male human Com1: CR ; Mediumsize humanoid (human): HD 1d4 + 5; hp 9; Init +1; Spd
30 ft; AC 11; Atk +1 melee (1d6 + 1, club), or +1 melee
(1d3+1 subdual, fist); AL CN; SV Fort +4, Ref +1, Will
2; Str 13, Dex 12, Con 15, Int 10, Wis 7, Cha 6.
Skills and Feats: Spot +2, Swim +5; Great Fortitude,
Toughness.
Possessions: Peasants outfit, club.
Lumberjack, male human Com1: CR ; Mediumsize humanoid (human); HD 1d4 + 2; hp 6; Init +0; Spd
30 ft; AC 10; Atk +3 melee (1d6 +3, handaxe); AL N; SV
Fort +1, Ref +0, Will 1; Str 16, Dex 10, Con 14, Int 8,
Wis 9, Cha 8.
Skills and Feats: Climb +7, Jump +7; Martial Weapon
Proficiency (Handaxe).
Possessions: Peasants Outfit, Handaxe, 5 lbs. Trail
Rations.
Cart Drivers, male human Com1: CR ; Mediumsize humanoid (human): HD 1d4 + 1; hp 5; Init +3; Spd
30 ft; AC 10; Atk +0 ranged (1d6, whip); AL N; SV Fort
+1, Ref +3, Will +0; Str 14, Dex 18, Con 12, Int 7, Wis
10, Cha 10.
Skills and Feats: Handle Animal +7, Ride +7;
Mounted Combat.
Possessions: Peasants outfit, whip, 3 lbs. of trail
rations.

Encounter Two: Wasps


All APLs (Various ELs)
Phase Wasp (from p.168 of Monster Manual II): CR
2; Tiny Magical Beast (18 in. long); HD 2d10; hp 11;
Init +4(+4 Dex); Spd 10 ft., fly 60 ft.(perfect); AC 17 (+2
size, +4 Dex, +1 natural); Atk +0 melee (1d4-4, Sting); 2
ft. by 2 ft./0ft.; SA Magic missile; SQ Darkvision
60 ft., low-light vision, see invisibility; AL N; SV Fort
+3, Ref +7, Will +2; Str 3, Dex 19, Con 10, Int 2, Wis
15, Cha 6

Page 17

Skills: Listen +6, Spot +6, Wilderness Lore +3. Feats:


Alertness.
SA: Magic Missile (Sp) A phase wasp can produce
an effect that functions like a magic missile spell
(caster level 3rd). Once it has used this ability, it must
wait 1d4 rounds before it can do so again.
SQ: See Invisibility (sp) A phase wasp produces an
effect like that of a see invisibility spell (caster level 3rd),
except that is always active.

Encounter Five: Handling the Thieves


APL 2 (EL 4)
Ehmyr: male human Brd1/Sor1;CR 2; Medium-size
humanoid (human); HD 1d6 + 1d4 + 6; hp 18(+3
toughness); Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +2
ranged(1d2 subdual, whip) or +2 ranged (1d4, sling);
SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort
+3, Ref +4, Will +5; Str 10, Dex 14, Con 16, Int 14, Str
13, Cha 17.
Skills and Feats: Bluff +7, Concentration +8,
Diplomacy +7, Disguise +6, Escape Artist +5, Gather
Info +7, Sense Motive +5, Spellcraft +6, Use Magic
Device +6; Silent Spell, Toughness.
Possessions: 12gp, whip, sling, 100 sling bullets,
potion of invisibility, Quaals Feather Token(whip), 2
scrolls of silence.
Bard Spells Known (2; base DC = 13 + spell level): 0daze, ghost sound, light, resistance.
Sorcerer Spells Known (5/4; base DC =13 + spell
level): 0-detect magic, detect poison, flare, ray of frost;
1st-mage armor, magic missile.
Straern and Hrolf: male humans Rog1; CR 1;
Medium-size humanoid (human); HD 1d6 + 2; hp 8;
Init +4; Spd 30 ft.; AC 16 (+2 leather armor, +4 Dex);
Atk +1 melee (1d8 + 1[20x3], battleaxe); SA: Sneak
Attack +1d6; AL NE; SV Fort +2, Ref +6, Will +0; Str 12,
Dex 18, Con 15, Wis 10, Int 10, Cha 8.
Skills and Feats: Climb +5, Escape Artist +8, Hide +8,
Innuendo +4, Intimidate +3, Jump +5, Move Silently
+8, Listen +4, Tumble +8; Dodge, Martial Weapon
Proficiency (battleaxe).
Possessions: 12gp, leather armor, battleaxe, dust of
tracelessness.
Ramm: male human Ftr1; CR 1; Medium-size
humanoid (human); HD 1d10 + 3; hp 13; Init +1; Spd
30 ft.; AC 17(+7 half-plate); Atk +7 melee (1d8+6 [20x3],
MW warhammer); SA Power Attack; AL NE; SV Fort
+5, Ref +1, Will +1; Str 18, Dex 12, Con 17, Int 7, Wis 9,
Cha 8.

Splintered Timbers

Skills and Feats: Climb +8, Jump +8; Iron Will, Power
Attack, Weapon Focus(warhammer).
Possessions: 12gp, MW Warhammer, Half-Plate
Armor.

APL 4 (EL 6)
Ehmyr: male human Brd2/Sor1; CR 3; Medium-size
humanoid (human); HD 2d6 + 1d4 + 9; hp 25(+3
toughness); Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +3
ranged(1d2 subdual, whip) or +3 ranged (1d4, sling);
SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort
+3, Ref +5, Will +6; Str 10, Dex 14, Con 16, Int 14, Str
13, Cha 17.
Skills and Feats: Bluff +9, Concentration +8,
Diplomacy +11, Disguise +6, Escape Artist +5, Gather
Info +7, Sense Motive +7, Spellcraft +6, Use Magic
Device +7; Combat Casting, Silent Spell, Toughness.
Possessions: 12gp, whip, sling, 100 sling bullets,
potion of invisibility, Quaals Feather Token(whip), 2
scrolls of silence.
Bard Spells Known (3/1; base DC = 13 + spell level):
0-daze, ghost sound, light, mage hand, resistance; 1st
unseen servant, expeditious retreat.
Sorcerer Spells Known (5/4; base DC =13 + spell
level): 0-detect magic, detect poison, flare, ray of frost;
1st-mage armor, magic missile.
Straern and Hrolf: male humans Rog2; CR 2;
Medium-size humanoid (human); HD 2d6 + 4; hp 14;
Init +4; Spd 30 ft.; AC 17 (+3 MW studded leather
armor, +4 Dex); Atk +3 melee (1d8 + 1[20x3], MW
battleaxe); SA: Sneak Attack +1d6; SQ: Evasion; AL NE;
SV Fort +2, Ref +7, Will +0; Str 12, Dex 18, Con 15, Wis
10, Int 10, Cha 8.
Skills and Feats: Climb +6, Escape Artist +9, Hide +9,
Innuendo +4, Intimidate +3, Jump +8, Listen +5, Move
Silently +9, Tumble +11; Dodge, Martial Weapon
Proficiency (battleaxe).
Possessions: 12gp, MW studded leather armor, MW
battleaxe, dust of tracelessness.
Ramm: male human Ftr2; CR 2; Medium-size
humanoid (human); HD 2d10 + 6; hp 22; Init +1; Spd
30 ft.; AC 17(+7 half-plate); Atk +8 melee (1d8+6 [20x3],
MW warhammer); SA Cleave, Power Attack; AL NE;
SV Fort +6, Ref +1, Will +1; Str 18, Dex 12, Con 17, Int
7, Wis 9, Cha 8.
Skills and Feats: Climb +9, Jump +9; Cleave, Iron
Will, Power Attack, Weapon Focus(warhammer).
Possessions: 12gp, MW Warhammer, Half-Plate
Armor.

Page 18

APL 6 (EL 8)

APL 8 (EL 10)

Ehmyr: male human Brd3/Sor2;CR 5; Medium-size


humanoid (human); HD 3d6 + 2d4 + 15; hp 38(+3
toughness); Init +2; Spd 30 ft.; AC 12 (+2 Dex); Atk +5
ranged(1d2 subdual, whip) or +5 ranged (1d4, sling);
SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort
+4, Ref +5, Will +7; Str 10, Dex 14, Con 16, Int 14, Str
13, Cha 18.
Skills and Feats: Bluff +11, Concentration +10,
Diplomacy +15, Disguise +7, Escape Artist +5, Gather
Info +8, Sense Motive +9, Spellcraft +9, Use Magic
Device +11; Combat Casting, Silent Spell, Toughness.
Possessions: 12gp, whip, sling, 100 sling bullets,
potion of invisibility, wand of silence.
Bard Spells Known (3/2; base DC = 14 + spell level):
0-daze, ghost sound, light, mage hand, read magic,
resistance; 1stexpeditious retreat, grease, unseen
servant.
Sorcerer Spells Known (6/5; base DC = 14 + spell
level): 0-detect magic, detect poison, flare,
prestidigitation, ray of frost; 1st-mage armor, magic
missile.

Ehmyr: male human Brd3/Sor4;CR 7; Medium-size


humanoid (human); HD 3d6 + 4d4 + 21; hp 50(+3
toughness); Init +6; Spd 30 ft.; AC 12 (+2 Dex); Atk +6
ranged(1d2 subdual, whip) or +6 ranged (1d4, sling);
SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort
+5, Ref +6, Will +8; Str 10, Dex 14, Con 16, Int 14, Str
13, Cha 18.
Skills and Feats: Bluff +11, Concentration +13,
Diplomacy +15, Disguise +7, Escape Artist +5, Gather
Info +8, Knowledge(Arcana) +6, Sense Motive +9,
Spellcraft +12, Use Magic Device +11; Combat Casting,
Improved Initiative, Silent Spell, Toughness.
Possessions: 12gp, whip, sling, 100 sling bullets,
potion of invisibility, wand of silence, scroll of stinking
cloud, scroll of protection from arrows.
Bard Spells Known (3/2; base DC = 14 + spell level):
0-daze, ghost sound, light, mage hand, read magic,
resistance; 1stexpeditious retreat, grease, unseen
servant.
Sorcerer Spells Known (6/7/4; base DC = 14 + spell
level): 0-dancing lights, detect magic, detect poison,
flare, prestidigitation, ray of frost; 1st-mage armor,
magic missile, shield; 2nd-glitterdust.

Straern and Hrolf: male humans Rog4; CR 4;


Medium-size humanoid (human); HD 4d6 + 12; hp 30;
Init +4; Spd 30 ft.; AC 17 (+3 MW studded leather
armor, +4 Dex); Atk +5 melee (1d8 + 1[20x3], MW
battleaxe); SA: Sneak Attack +2d6; SQ: Evasion,
Uncanny Dodge (Dex bonus to AC); AL NE; SV Fort
+4, Ref +8, Will +1; Str 12, Dex 18, Con 16, Wis 10, Int
10, Cha 8.
Skills and Feats: Climb +8, Escape Artist +11, Hide
+11, Innuendo +6, Intimidate +5, Jump +10, Listen +7,
Move Silently +11, Tumble +13; Dodge, Martial
Weapon Proficiency (battleaxe), Mobility.
Possessions: 12gp, MW studded leather armor, MW
battleaxe, dust of tracelessness.
Ramm: male human Ftr4; CR 4; Medium-size
humanoid (human); HD 4d10 + 16; hp 44; Init +5; Spd
30 ft.; AC 17(+7 half-plate); Atk +10 melee
(1d8+8[20x3], MW warhammer); SA Cleave, Power
Attack; AL NE; SV Fort +8, Ref +2, Will +2; Str 18, Dex
12, Con 18, Int 7, Wis 9, Cha 8.
Skills and Feats: Climb +11, Jump +11; Cleave,
Improved Initiative, Iron Will, Power Attack, Weapon
Focus(warhammer),
Weapon
Specialization
(warhammer).
Possessions: 12gp, MW Warhammer, Half-Plate
Armor.

Splintered Timbers

Straern and Hrolf: male humans Rog6; CR 6;


Medium-size humanoid (human); HD 6d6 + 12; hp 44;
Init +4; Spd 30 ft.; AC 17 (+3 MW studded leather
armor, +4 Dex); Atk +6 melee (1d8 + 2[20x3], +1
battleaxe); SA: Sneak Attack +3d6; SQ: Evasion,
Uncanny Dodge (Dex bonus to AC, cant be flanked);
AL NE; SV Fort +5, Ref +9, Will +2; Str 12, Dex 18, Con
16, Wis 10, Int 10, Cha 8.
Skills and Feats: Climb +10, Escape Artist +13, Hide
+13, Innuendo +8, Intimidate +7, Jump +12, Listen +9,
Move Silently +13, Tumble +15; Dodge, Martial
Weapon Proficiency (battleaxe), Mobility, Spring
Attack.
Possessions: 12gp, MW studded leather armor, +1
battleaxe, dust of tracelessness.
Ramm: male human Ftr6; CR 6; Medium-size
humanoid (human); HD 6d10 + 24; hp 64; Init +5; Spd
30 ft.; AC 17(+7 half-plate); Atk +12/7 melee
(1d8+9[20x3], MW warhammer); SA Cleave, Great
Cleave, Power Attack, Sunder; AL NE; SV Fort +9, Ref
+3, Will +3; Str 18, Dex 12, Con 18, Int 7, Wis 9, Cha 8.
Skills and Feats: Climb +13, Jump +13; Cleave, Great
Cleave, Improved Initiative, Iron Will, Power Attack,
Sunder, Weapon Focus(warhammer), Weapon
Specialization(warhammer).
Possessions: 12gp, +1 Warhammer, +1 Half-Plate
Armor, Potion of Haste.

Page 19

APL 10 (EL 10)

All APLs (Various ELs)

Ehmyr: male human Brd3/Sor4;CR 7; Medium-size


humanoid (human); HD 3d6 + 4d4 + 21; hp 50(+3
toughness); Init +6; Spd 30 ft.; AC 12 (+2 Dex); Atk +6
ranged(1d2 subdual, whip) or +6 ranged (1d4, sling);
SQ: Bardic Music, Bardic Knowledge; AL NE; SV Fort
+5, Ref +6, Will +8; Str 10, Dex 14, Con 16, Int 14, Str
13, Cha 18.
Skills and Feats: Bluff +11, Concentration +13,
Diplomacy +15, Disguise +7, Escape Artist +5, Gather
Info +8, Knowledge(Arcana) +6, Sense Motive +9,
Spellcraft +12, Use Magic Device +11; Combat Casting,
Improved Initiative, Silent Spell, Toughness.
Possessions: 12gp, whip, sling, 100 sling bullets,
potion of invisibility, wand of silence, scroll of stinking
cloud, scroll of protection from arrows.
Bard Spells Known (3/2; base DC = 14 + spell level):
0-daze, ghost sound, light, mage hand, read magic,
resistance; 1stexpeditious retreat, grease, unseen
servant.
Sorcerer Spells Known (6/7/4; base DC = 14 + spell
level): 0-dancing lights, detect magic, detect poison,
flare, prestidigitation, ray of frost; 1st-mage armor,
magic missile, shield; 2nd-glitterdust.

Blood Ape (from p.32 of Monster Manual II): CR 6;


Large Magical Beast (6 ft. tall); HD 4d10+8; hp 30; Init
+2 (+2 Dex); Spd 30 ft., climb 30 ft.; AC 14 (-1 size, +2
Dex, +3 natural); Atk +8 melee (1d6+5, 2 claws), and +3
melee (1d8+2, bite); 5 ft. by 5 ft./10 ft.; SA Growth,
improved grab, rend 2d4+7; SQ Darkvision 60 ft., lowlight vision, scent; AL N; SV Fort +6, Ref +6, Will +2;
Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7.
Skills: Climb +15, Listen +3, Spot +3. Feats: Power
Attack.
Growth (Sp): The alpha male in every group of blood
apes can use this power up to eight times per day. It
functions like an animal growth spell (caster level 9th),
except that it works only on adult male blood apes.
The following changes apply to all subject blood apes
as long as the effect of growth lasts: SZ Huge; HD
8d10+32 (76 hp); Init +1; AC 15 (-2 size, +1 Dex, +6
natural), touch 9, flat-footed 14; Atk +15 melee (2d4+9,
2 claws) and +10 melee (2d6+4 bite) SV Fort +10, Ref
+7, Will +3; Face/Reach 10 ft. by 10 ft./10 ft.; Str 29,
Dex 13, Con 18; Climb +19.
Improved Grab (Ex): If a blood ape hits an opponent
that is at least one size category smaller than itself with
a claw attack, it deals normal damage and attempts to
start a grapple as a free action without provoking an
attack of opportunity (grapple bonus +13, or +25 if
under growth effect). If it hits with both claws, it can
also rend in the same round. Once it has the hold, the
blood ape has the option to conduct the grapple
normally, or simply use its claw to hold the opponent (20 penalty on grapple check, but the blood ape is not
considered grappled). In either case, each successful
grapple check it makes during successive rounds
automatically deals claw damage.
Rend (Ex): If a blood ape hits with both claws, it
latches onto the opponents body and tears the flesh.
This attack automatically deals an additional 2d4+7
points of damage (or 2d4+13 if under a growth effect;
see above).
Scent (Ex): A blood ape can detect approaching
enemies, sniff out hidden foes, and track by sense of
smell.

Straern and Hrolf: male humans Rog6; CR 6;


Medium-size humanoid (human); HD 6d6 + 12; hp 44;
Init +4; Spd 30 ft.; AC 17 (+3 MW studded leather
armor, +4 Dex); Atk +6 melee (1d8 + 2[20x3], +1
battleaxe); SA: Sneak Attack +3d6; SQ: Evasion,
Uncanny Dodge (Dex bonus to AC, cant be flanked);
AL NE; SV Fort +5, Ref +9, Will +2; Str 12, Dex 18, Con
16, Wis 10, Int 10, Cha 8.
Skills and Feats: Climb +10, Escape Artist +13, Hide
+13, Innuendo +8, Intimidate +7, Jump +12, Listen +9,
Move Silently +13, Tumble +15; Dodge, Martial
Weapon Proficiency (battleaxe), Mobility, Spring
Attack.
Possessions: 12gp, MW studded leather armor, +1
battleaxe, dust of tracelessness.
Ramm: male human Ftr6; CR 6; Medium-size
humanoid (human); HD 6d10 + 24; hp 64; Init +5; Spd
30 ft.; AC 17(+7 half-plate); Atk +12/7 melee
(1d8+9[20x3], MW warhammer); SA Cleave, Great
Cleave, Power Attack, Sunder; AL NE; SV Fort +9, Ref
+3, Will +3; Str 18, Dex 12, Con 18, Int 7, Wis 9, Cha 8.
Skills and Feats: Climb +13, Jump +13; Cleave, Great
Cleave, Improved Initiative, Iron Will, Power Attack,
Sunder, Weapon Focus(warhammer), Weapon
Specialization(warhammer).
Possessions: 12gp, +1 Warhammer, +1 Half-Plate
Armor, Potion of Haste.

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Appendix Two: New Rules


Phase Wasp as presented in Monster Manual Two

______________
Tiny Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

__________PHASE WASP
2d10 (11 hp)
+4 (+4 Dex)
10 ft., fly 60 ft. (perfect)
17 (+2 size, +4 Dex, +1 natural)
(touch 16, flat-footed 13)
Sting +0 melee
Bite 1d4-4
2 ft. by 2 ft./0 ft.
Magic Missile
Darkvision 60 ft., low-light vision, see invisibility
Fort +3, Ref +7, Will +2
Str 3, Dex 19, Con 10, Int 2, Wis 15, Cha 6
Listen +6, Spot +6, Wilderness Lore +3
Alertness
Any temperate or warm land
Swarm (5-20)
2
None
Always neutral
3-4 HD (Tiny); 5-6 HD (Small)

Phase wasps are 18-inch-long insects that can see and attack invisible and ethereal creatures (in the latter case, without
crossing the planar boundary). They rarely attack creatures three more ore size categories larger then themselves unless
provoked. Like ordinary wasps, these creatures line in large colonies. Each colony builds a next about 10 feet in
diameter out of paper that its members have made from chewed-up wood or paper and their own saliva. Because such a
nest requires a tremendous amount of paper, many wizards and libraries offer bounties for the destruction of nearby
phase wasp nests.
Though they do not speak, phase wasps utilize an elaborate signaling system to communicate within their hives. Their
signal language seems to be based on a system of subtle smells, body postures, and flight patterns.

Combat
Normally, phase wasps attack only to defend themselves or their nests. They converge on intruders in swarms, fire their
magic missiles, and then swoop in to sting until they can use their missiles again.
Magic Missile (Sp): A phase wasp can produce an effect that functions like a magic missile spell (caster level 3rd).
Once it has used this ability, it must wait 1d4 rounds before it can do so again.
See Invisibility (Sp): A phase wasp produces an effect like that of a see invisibility spell (caster level 3rd), except
that it is always active.

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Blood Ape as presented in Monster Manual Two

______________
Large Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

__________BLOOD APE
4d10+8 (30 hp)
+2 (+2 Dex)
30 ft., climb 30 ft.
14 (-1 size, +2 Dex, +3 natural)
(touch 11, flat-footed 12)
2 Claws +8 melee and bite +3 melee
Claw 1d6+5, bite 1d8+2
5 ft. by 5 ft./10 ft.
Growth, improved grab, rend 2d4+7
Darkvision 60 ft., low-light vision, scent
Fort +6, Ref +6, Will +2
Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Climb +15, Listen +3, Spot +3
Power Attack
Warm forest and mountains
Solitary, patrol (1 alpha male plus 1-4 males), or colony (1 alpha male plus 2-5 males
And 7-21 noncombatants)
6
None
Usually neutral
5-8 HD (Large); 9-12 HD (Huge)

Blood apes are peaceful diurnal foragers with a unique defense mechanism. The alpha male (or leader) of a troop or
patrol has the magical ability to make himself and other members of the group larger. Their Huge forms (see Growth
below) allow them to deal more damage in combat, but the ability to return to Large size means that they require
substantially less food than Huge creatures would. Sages and scholars suggest that this ability is a residual effect of
exceptionally strong growth and form-altering magic practiced on the ancestors of the current blood apes millennia ago.
A blood ape resembles a red-furred mountain gorilla. Its body is compact but muscular, and its sinewy arms end in
humanlike hands. The alpha male is typically the largest ape in a group. Unlike the rest of the group, he has silvery fur
and a balding head.
Blood apes are exceptionally territorial, and they fight to the death to protect their young and their land from intruders.
Patrols occasionally forage far from the colony lair in search of new feeding grounds.

Combat
The alpha male in any group of blood apes begins using his growth ability on the other males at the first sign of
intruders. After receiving the benefit of this power, all the males pair up to attack specific opponents. Blood apes give no
warning and make no display before attacking. The alpha male uses his growth ability on himself last, then enters
melee. If females and young are present, they beat a hasty retreat while the males fight.
Growth (Sp): The alpha male in every group of blood apes can use this power up to eight times per day. It
functions like an animal growth spell (caster level 9th). Except that it works only on adult male blood apes. The following
changes apply to all subject blood apes as long as the effect of growth lasts: SZ Huge; HD 8d10+32 (76 hp); Init +1; AC
15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14; Atk +15 melee (2d4+9, 2 claws) and +10 melee (2d6+4, bite); SV
Fort +10, Ref +7, Will +3; Face/Reach 10 ft. by 10 ft./10 ft.; Str 29, Dex 13, Con 18; Climb +19
Improved Grab (Ex): If a blood ape hits an opponent that is at least one size category smaller than itself with a claw
attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity
(grapple bonus +13 or +25 if under growth effect). If it hits with both claws, it can also rend in the same round. Once it
has a hold, the blood ape has the option to conduct the grapple normally, or simply use its claw to hold the opponent (-

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20 penalty on grapple check, but the blood ape is not considered grappled). In either case, each successful grapple check
it makes during successive rounds automatically deals claw damage.
Rend (Ex): If a blood ape hits with both claws, it latches onto the opponents body and tears the flesh. This attack
automatically deals an additional 2d4+7 points of damage (of 2d4+13 if under a growth effect, see above).
Scent (Ex): A blood ape can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Blood Ape Society


One-third of the noncombatants in any colony are infants and youths, and the balance are adult females. The females
have the same statistics as the males, but with the growth, improved grab, and rend abilities. The young have no combat
ability.
The alpha male of a colony is the only one permitted to mate with the females of that group. As a colony grows larger,
the younger males eventually break off and attempt to form their own colonies by stealing a few females. A male who
succeeds immediately gains the growth ability, and over a period of six months he develops thee characteristic silver fur
and bald head of an alpha male.

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Players Handout #1
(The writing is scratched, in sylvan, on a piece of bark.)

Rights To lumber
Let it be known, that the Gnarley druids, protectors of the green and watchers of the forest, have come to an agreement
with Jhered of Dyvers, to allow him to cut an amount of darkwood that does not exceed four standard lumber wagons.
This contract binds all responsibility for the cutting and hauling to Jhereds discretion. He must be present at all times
for the cutting and hauling, and must honor the code of the forest during his stay. The rangers will be watching.

(there is a unique arcane mark on the page, seemingly a signature. In addition, on the reverse side there is writing in
common that seems to be a bill of sale, granting a merchant by the name of Levyn partial ownership of the contract.)

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