TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form
  without permission of the author.  To learn more about the Open Gaming License and the d20 system license, please
  visit www.wizards.com/d20
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast,
  Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario
  is intended for tournament use only and may not be reproduced without approval of the RPGA Network.
  TUSI5-03
  Misplaced Childhood
  A One-Round D&D Living Greyhawk®
  Tusmit Regional Introduction Adventure
  by Jean-Philipe ‘JP’ Chapleau
  The Udgru is a dark and mysterious place. Until a ravening woman accosted you about her child being taken by
  some kind of huge elf, it would have been just another day. This adventure can be played by a party composed only
  of members of the Udgru Elves Meta-org, but can be played by all.  This is an introduction wilderness adventure for
  1st-level characters only.
  
  TUSI5-03 Misplaced Childhood
  Page 2
  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
  Player’s Handbook, the Dungeon Master’s Guide, and
  the Monster Manual. We also assume that you have a
  set of dice (at least one d4, d6, d8, d10, d12, and d20),
  some scrap paper, a pencil, an RPGA scoring packet,
  and your sense of fun. It is also a good idea to have a
  way to track movement during combat. This can be as
  simple as a pad of graph paper and a pencil, as handy as
  a vinyl grid map and chits, or as elaborate as resin
  dungeon walls and miniatures.
  Instruct the players either to prepare their characters
  now, or wait until you read the introduction, depending
  on the requirements of the scenario as described in the
  introduction.
  Keep in mind that you must have at least four players
  (not counting the DM), for the game session to be a
  sanctioned RPGA event. As well, you cannot have
  more than 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 player’s name at the bottom, and
  the character’s name, race, and gender at the top. This
  makes it easier for the players (and the DM) to keep
  track of who is playing which character.
  The players are free to use the game rules to learn about
  equipment and weapons their characters are carrying.
  That said, you as the DM can bar the use of even core
  rulebooks during certain times of play. For example,
  the players are not free to consult the Dungeon
  Master’s Guide when confronted with a trap or hazard,
  or the Monster Manual when confronted with a
  monster.
  Some of the text in this scenario is written so that you
  may present it as written to the players, while other text
  is for your eyes only. Text for the players will be in
  gray boxes. It’s strongly recommended that you
  paraphrase the player text instead of reading it aloud.
  Some of this text is general and must be adapted to the
  specific situation or to actions of the player characters.
  Reporting                                                       
  After the players have completed the scenario or the
  time allotted to run the scenario has run out, the players
  and DM fill out a reporting form.  After the form is
  filled out it should be given to the senior DM.
  Living Greyhawk                                          
  This is a LIVING GREYHAWK Adventure.  As a
  LIVING adventure it is expected that players bring
  their own characters with them.  If players do not have
  a LIVING GREYHAWK character generated, get a
  copy of the current LIVING GREYHAWK character
  generation guidelines, and a character sheet from your
  convention coordinator or the RPGA Web site, 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 Gazetteer.
  Living Greyhawk Levels of Play                  
  Because players bring their own characters to LIVING
  GREYHAWK games, this adventure’s challenges are
  proportioned to the average character level of the PCs
  participating in the adventure. To determine the
  Average Party Level (APL):
  1. Determine the character level for each of the PCs
  participating in the adventure.
  2. If PCs bring animals that have been trained for
  combat (most likely being war horses, dogs trained
  for war), other than those brought by virtue of a
  class ability (i.e. animal companions, familiars
  paladin’s mounts, etc) use the sidebar chart to
  
  TUSI5-03 Misplaced Childhood
  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
  determine the number of levels you add to the sum
  above. Add each character’s animals separately. A
  single PC may only bring four or fewer animals of
  this type, and animals with different CRs are added
  separately.
  3. Sum the results of 1 and 2, and divide by the
  number of characters playing in the adventure. 
  Round to the nearest whole number.
  4. If you are running a table of six PCs, add one to
  that average.
  By following these four steps, you will have
  determined the APL. Throughout this adventure, APLs
  categorize the level of challenge the PCs will face.
  APLS are given in even-numbered increments. If the
  APL of your group falls on an odd number, ask them
  before the adventure begins whether they would like to
  play a harder or easier adventure. Based on their
  choice, use either the higher or the lower adjacent APL.
  APL also affects the amount of experience 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. Four or sometimes even five 1st-
  level characters may find difficulty with the challenges
  in a LIVING GREYHAWK adventure. If your group is
  APL 1 there are three things that you can do to help
  even the score.
  5. Attempt to create a table of six 1st-level characters,
  or try to enlist higher-level characters to play at
  that table.
  6. Advise characters to buy riding dogs to help
  protect them, and fight for them. All riding dogs
  are considered trained to attack. PCs who want
  their dogs to attack must succeed at a Handle
  Animal or Charisma check (DC 10). Failure
  indicates that the animal will not attack that round.
  This is a 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.
  Time Units and Upkeep                                
  This is a One-round Regional Introductory adventure,
  set 
  in 
  Tusmit.
  Characters native
  to Tusmit pay one
  Time 
  Unit 
  per
  round, all others
  pay 
  two 
  Time
  Units per round. 
  Adventurer’s
  Standard Upkeep
  costs 
  12gp 
  per
  Time Unit.  Rich
  Upkeep 
  costs
  50gp per Time
  Unit. 
   
  Luxury
  Upkeep 
  costs
  100gp per Time
  Unit.
  Adventure Background
  The conflict between the nation of Tusmit and the
  Elves of the Udgru has intensified since the execution
  of Khellersorian. In the dying days of 594CY elven
  forces launched a massive attack on logging operations
  in the north. Because of the siege in Blashikdur,
  warmachines had to be constructed and ships able to
  withstand enemy attack had to be built.
  Following Khellersorian’s death, called “Murder” by
  the elves and his “Execution” by most others. Elohir, a
  known rebel was quickly crowned King of the Elves.
  Elohir ordered his troops to retreat in the forest, to
  allow his army to lick its wounds, and plan their next
  action. Obviously direct action on a large scale would
  not work, so Elohir had to think of something else.
  With most of the Elves' best warrior lying dead on the
  forest floor, Elohir had very little battle-ready forces at
  his disposal. Therefore, he sent emissaries to many of
  the other non-evil creatures of the Udgru. According to
  ancestral treaties, the fae agreed to help the elves, so
  did a number of other magical beasts.
  One of Elohir's best allies is the Forest Giant clans.
  They are big, strong and live for the hunt, and what is
  best, their abilities complete and are very similar to the
  elves. The giants and the wood elves always had
  cordial, but distant relations. To ally the giants to him,
  Elohir challenged their chief to a hunting challenge.
  The Chief stalked and kill a dire bear, a nice prize.
  Elohir used subterfuge, hiding, he slipped into the
  
  TUSI5-03 Misplaced Childhood
  Page 4
  chief's tent and put a dagger to the giant's throat while
  the giant was sleeping. Elohir woke the giant and called
  him his prey.
  The giant was so impressed that he immediately
  declared the elf his friend and brother. Thus was born
  the alliance between the elves and the giants. The
  friendship has so far proved quite useful and stabilized
  Elohir's position on the War Council. Through his
  actions, the elves now have an army composed of
  various creatures that all supplement the elves, they all
  feel safer.
  While in Tusmit, the people of Blashikdur are
  expecting an attack, the alliance of the Udgru is
  defensive in nature, although a number of elves call for
  such an attack. Elohir has not committed to such a
  course of action, yet.
  Kwengai on the loose
  One family of giants, allied to the Elohir has moved to
  some new hunting ground, near the edge of the forest.
  This area is one of those where the logging operations
  have stopped. Game is abundant here so the giants have
  found the place suitable.
  The mated pair lives with their young baby daughter,
  named Kwengai in a small rocky recess. The baby is
  roughly 2 or 3 years-old in human terms, but she is
  already quite large. One day while her parents weren't
  looking, the adventurous giantess wandered off into the
  forest, eager to find some new toys to play with. The
  Udgru is filled with plaything little Kwengai never saw
  before.
  Kwengai found a Halfling scout working for the Water
  Watchers. She played with her new doll quite roughly. 
  The poor Halfling never had a chance to escape the
  giantess’ grasp. Wanting to dress up her dolly, so when
  she saw a nice furry animal, she picked it up and tried
  to skin it, like her parents do. Unfortunately, she picked
  up a wolverine. When the creature went berserk, the
  giantess ran off into the woods.
  While walking around the woods, she disturbed the
  local wildlife. Stopping to rest for a moment, when she
  woke up, she saw Terol, the young half-elf boy playing
  around his house. Not having a doll to play with, she
  decided to take him as her new doll. So she boldly
  strolled out of the woods, took the boy and returned to
  the safety of the Udgru.
   While she has no ill-intent, her childish ways can be
  deadly for a lot of the indigenous folk of the forest, and
  that of outside the woods. She will wander the woods
  for about a day before her parents realize she is missing
  and start looking for her.
  What it should look like
  Until the heroes actually meet with Kwengai, keep
  them thinking they are looking for an ogre, a troll or
  something similar: a large dangerous somewhat savage
  creature. Don’t hint out that whatever took Terol is
  anything but an evil creature or a large elf.
  Timeframe
  The entire adventure should take no more than an
  afternoon. If at the end of the afternoon, the heroes
  have not found Terol, he is dead. Kwengai’s parents
  will have found their daughter and returned her home.
  Unlike the girl, they are very adept at hiding their
  tracks.
  Inside the forest
  The canopy is very dense in most parts of the Udgru,
  making the lighting conditions to be very difficult.
  Heroes with low-light vision can see normally while
  those without are considered to be in lighting similar to
  a lantern in the dark (30 feet + 30feet of twilight).
  Due to the thick foliage at ground level, anyone without
  low-light suffers a -4 penalty to all Spot checks.
  Also, it is not possible to charge unless one sees an
  enemy at START of their movement.
  Yes, it is a very elf-friendly place!
  Tusmit Loyalists
  Throughout the adventure, the following groups or
  people should be considered loyal to Muammar
  Quaran.
  • 
  The Water Watcher spy
  • 
  Poreyin and his party
  Tusmit Rebels
  Throughout the adventure, the following groups or
  people should be considered rebels supporters.
  • 
  The Udgru Elves
  Indifferent
  Throughout the adventure, the following people should
  be considered neutral.
  • 
  The Forest giants
  • 
  Everyone else
  
  TUSI5-03 Misplaced Childhood
  Page 5
  DM Tips
  The entire adventure takes place in the forest. It can
  definitely be good to prepare ahead of time a wooded
  area with mostly large-sized trees and more (10x10ft).
  Adventure Summary
  Introduction (Mixed Parties) Hired to serve as border
  patrolmen to keep an eye out for any elven offensive
  coming out of the Udgru, the party is out on patrol. As
  they skirt the forest, they can see a baklunish woman
  running towards them. She tells the heroes that her son,
  a half-elf, has been taken away into the woods by some
  large elf. She is too afraid to enter the forest on her
  own, and begs the heroes to help her.
  Introduction (All-Elf Parties) If the party is composed
  of elves and half-elves, they were tasked with keeping
  the Tusman out of the forest. They see this woman
  running around the woods. When confronted, she begs
  for her life, and explains to the heroes that she loves the
  elves and that her husband died with them in the
  logging massacres. She explains her son was taken by
  some creature of the forest. She pleads with the elves to
  find him.
  Encounter One: The trail The heroes try to find clues
  as to what happened and have an opportunity to look
  Encounter Two: Dead spy The party comes upon a
  dead halfling, it was killed by a wolverine. After
  serving as Kwengai's playtoy for a while (and getting
  almost killed), the halfling was sacrificed to the
  enraged wolverine by the Giantess.
  Encounter Three: Enraged As the party travels in the
  woods, they encounter a wolverine. It has been
  seriously roughed up by Kwengai who pulled its fur in
  many places, when the wolverine became enraged, the
  young giant ran off, leaving the wolverine with her
  previous toy (thus forcing her to get a new one!).
  Encounter Four: Patrol The heroes encounter a patrol
  also looking for the young boy. How this plays out is
  entirely up to the heroes.
  Encounter Five: The Spider The heroes cross the path
  of a hunting spider
  Encounter Six: Kwengai Finally, the heroes find the
  little giantess near a pond. She is about to give a bath to
  her new dolly, which is very likely to be the end of the
  poor half-elf. The party has a number of options here
  on what to do with the giantess.
  Encounter Seven: Mom & Dad Once the heroes have
  settled what they wanted to do with the giantess,
  Kwengai's parents arrive on the scene. As long as the
  heroes did not kill or seriously harm the little girl, the
  parents left them go. Otherwise, very few heroes will
  leave the area alive. The giants' hunting nature will
  make sure of that.
  Sequence of play
  The numeric sequence of encounters supposes the
  heroes do not have a tracker with them, or at least that
  they failed their initial Track check.
  If the heroes have a way to track Kwengai quickly,
  (such as by making a good Track check at the start), the
  encounters should be played in the following order: 1,
  4, 5, 6, 7, 2 and 3.
  Introduction
  Non-Elven Party
  Use this introduction if the party is not entirely
  composed of elves and half-elves.
  At the end of 594CY, the elves of the Udgru sent an
  ultimatum to His Exalted Splendor, Pasha Muammar
  Quaran. It was very simple: stop all logging
  operations immediately or suffer the consequences.
  The Pasha replied by sending a number of armed
  adventurers and army members to teach the rebellious
  elves a lesson. The strategy worked well and soon
  Khellersorian himself was captured by a group of
  brave and noble adventurers and brought before the
  Pasha. His Exalted splendor wasted little time in
  finding the elf guilty of treason and beheaded.
  The new king of the elves, a known rebel and a
  wanted criminal named Elohir was crowned king of
  the elves. He ordered his army into the woods and sent
  warnings to all settlements near the forest that
  encroachment into the sacred lands of the elves would
  be seen as an act of war.
  The Pasha, busy with other affairs in the south could
  not muster a force large enough to deliver the killing
  blow to the elves retreated his forces into Khalid, Dihn
  and Malimar.
  However, the Tusman army has maintained a tight
  vigil around the forest. Parties of adventurers and
  militia units patrol the outside of the forest, looking
  for signs of the expected elven counterattack.
  You have been hired by the local constable of the
  small village of Mereth el-Pawa, in the sheikdom of
  Khalid to patrol the area. While you have had a few
  encounters with occasional creature stepping out of
  the woods, even met the occasional elf merchant who
  
  TUSI5-03 Misplaced Childhood
  Page 6
  entered or left the forest. It seems the elves are happy
  to stay within the forest.
  You are about halfway through your daily patrol and
  the rain has been your only friend. Cold and wet, you
  nevertheless persevere. For a number of weeks now
  you have patrolled this stretch of land and did very
  little. While not glamorous, you have been promised a
  nice pay, when your round ends.
  Passing a bend in the road, you spot a woman
  standing in the rain facing the forest. As she sees you,
  turns towards you and rushes towards you.
  Continue with Hysterical mother.
  All-Elf Party
  Use this introduction if the party is not entirely
  composed of elves and half-elves, whether they belong
  to the Udgru elves or not. If a single hero is neither,
  then do NOT play out this part.
  At the end of 594CY, the elves of the Udgru sent an
  ultimatum to His Exalted Splendor, Pasha Muammar
  Quaran. It was very simple: stop all logging
  operations immediately or suffer the consequences.
  The Pasha replied by sending a number of armed
  adventurers and army members to butcher the good
  folk of the Udgru. Murderous adventurers their eyes
  filled with hatred captured King Khellersorian himself
  and brought in chains before the Pasha. The Pasha of
  Tusmit wasted little time in murdering the King of the
  Elves without hearing his side of the story.
  The new king of the elves, Elohir (Shadow in Wood
  Elf slang) was crowned by the remaining members of
  the council. King Elohir used to be an outcast and an
  extremist before Khellersorian’s assault. He ordered
  the army into the woods and sent warnings to all
  settlements near the forest that encroachment into the
  sacred lands of the elves would be seen as an act of
  war. Since his coronation he has surprised everyone
  by taking cautious actions and forming secure
  alliances within the Udgru.
  Now, the elves keep a close eye on the forest and its
  borders, the Tusman army has not yet tried a major
  push into the woods and have retreated deeper into
  the neighboring Sheikdoms. Many bands of elves,
  both from within and outside the Udgru have flocked
  to Elohir’s banner.
  You are such a young group, asked to keep a close eye
  on the forest border and repel any encroachment by
  the Tusmans. You had a few run-ins with the
  occasional creature and the occasional poachers, the
  Tusmans seem happy to stay outside the woods.
  In exchange for a few weeks of your time, you have
  been promised a nice sum of gold. You task is
  important as you are the first line of defense for the
  Udgru. The dense canopy provides good cover from
  the rain that has fallen all summer long.
  On your patrol, you heard screams, investigating, you
  saw a Baklunish woman wandering around. She sees
  you, turns towards you and rushes towards you.
  Continue with Hysterical mother.
  Hysterical mother
  The woman is in her late 20s and is dressed in the
  simple garment of a peasant. She is attractive without
  being a great beauty. She is rounded in all the right
  places. Her long copper hair she normally keeps in a
  tight knot, but the knot has loosened somewhat and her
  loose curls are now glued to her face with mud and
  rain.
  She is a non-combatant and should be very easy to take
  down if the party decides to do so.
  Borana is quite hysterical when first encountered, she
  babbles incoherently about monsters, the woods, her
  son and elves. When playing her, speak as fast as you
  can, and don’t worry if the heroes understand you too
  well. Cry some and wail whenever mentioning your
  boy. Make sure they don’t get much information from
  her while in this stage.
  To calm her down, the party has to play it out. Finally
  making a Diplomacy check [DC15] but do assign a
  bonus for good role-playing, up to a +4 also any priests
  of Corellon Larethian or Al’Akbar receive a +2 bonus
  to their check. The heroes can retry as often as they
  want, but must role-play the scene of calming the
  mother down.
  Once calmed down, she explains the following. Mix
  that into a conversation.
  • 
  Her name is Borona Cloudleaf. She was the wife of
  the wood Elf Torralieth Cloudleaf.
  • 
  Because of her wedding, she and her husband
  elected to live outside the human village, near the
  forest.
  • 
  She was tending to her garden harvesting some
  green radish and red pickles when she heard
  screams.
  • 
  Upon hearing the screams, she rushed back to the
  house, where she only managed to see a huge elf,
  or perhaps an ogre enter the woods with her son in
  hand.
  
  TUSI5-03 Misplaced Childhood
  Page 7
  • 
  She has always had good relations with the elves
  and wonders why they would do something like
  that. A Knowledge (local-vtf) check [DC15] can
  confirm what she said.
  • 
  Her son’s name is Terol Cloudleaf, he is a half-elf
  born to an elven father. Terol’s father was
  murdered by blood thirsty adventurers in the battle
  of the logging camp.
  • 
  Terol has just turned 9 years old and is a vivacious
  and strong young boy.
  • 
  Neither she nor her husband had any known
  enemies. In fact most people were indifferent about
  the boy.
  • 
  She can give the heroes broad directions for where
  the “elf” left with her son.
  She begs the adventurers to save her son. She cannot
  offer anything to them, but begs and pleads. The party
  is free to refuse, in that case, Borana heads into the
  forest alone and dies, her son is not rescued from
  Kwengai’s grasp and dies also. And they call
  themselves “heroes”.
  Non-elf parties may balk at the idea of entering the
  forest. Similarly all-elf parties may refuse to help this
  human. Borana is desperate. If the party spends too
  much time deciding or drag out the encounter, she ups
  and begins the search for her son. This is the heroes’
  call to act.
  If the party is all-elf, then she says that she doesn’t
  mind if they kill her for trespassing in the woods as
  long as they take her son and raise him according to the
  elven way of life, and that he be taught about the
  Restorer of Righteousness.
  Borana herself is a disciple of the True Faith, but
  understands and respects the teachings of Corellon
  Larethian.
  Borona Cloudleaf: Baklunish female, Com1, hp4, NG.
  Development: it is important that you impress on the
  players the urgency of the situation. They must act
  NOW. If they decide to report back to their superiors,
  then the adventure is over, and they receive
  Incompetent AR reward.
  Once they decide to look for Terol, continue with
  Encounter One: The trail.
  Encounter One: The trail
  Now the party has a number of options. Borana does
  tell the heroes where the creature entered the wood with
  her son. That should be their starting point.
  Make sure you have read and understand the flow of
  the adventure as described in Adventure Summary
  under Sequence of play. The adventure makes more
  sense that way.
  Looking around Borana’s house
  The heroes may wish to look around Borana’s house
  (maybe suspecting foul play). The house is but a few
  hundred feet from the edge of the woods. The house is
  a common log cabin with a straw roof. A holy symbol
  of the True Faith hangs over the door. The garden
  where Borana was working is about 300 feet from the
  house next to a small stream.
  There is nothing of real interest to find here. However,
  if the heroes think of asking for one of Terol’s outfits,
  Borana can easily get one for them.
  The only major feature of the house is the large hole
  punched through the ceiling. There are large tracks
  around the back of the house. Due to the rain, there is
  little one can say other than “large tracks” the entry
  point is clearly the best point to start from.
  Searching the entry point
  The heroes may wish to search around the entry point.
  Have them make search checks and compare to the
  following chart. Note that if they are assisting for
  tracking, they are assumed to look for tracks and not
  “searching around”.
  DC5 Something large seemed to have passed through
  here not long ago
  DC15 A bit of fur has been ripped from what seemed
  like the creatures’ clothing (a Knowledge (arcana)
  check [DC16] identifies it as manticore fur). Whatever
  it was, it was dressed in animal fur.
  DC20 It seems the creature stopped here for a while.
  From here, there is a great vantage point to Borana’s
  house. The dense foliage provides decent cover. From
  the size it is easy to guess that the creature is one of
  large size. (Truth: Kwengai took a nap here, using the
  foliage to protect herself from the rain.)
  [DC25] There are small traces of blood nearby. (The
  blood is the wound inflicted by the wolverine.)
  Tracking
  Parties with a Tracker have a big advantage in this
  scenario. Kwengai is not old enough to think of hiding
  her tracks so her trail is easy to follow.
  Allow the heroes to make a Track check [DC15], make
  sure the rest of the party understand they can help the
  
  TUSI5-03 Misplaced Childhood
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  tracker by making a successful Search check, each
  assistance thus give a +2 bonus to the roll.
  If the tracker also succeeds at a Knowledge (nature)
  check [DC23], they can assess the tracks were made by
  a forest giant, but clearly not a fully-grown one.
  We STRONGLY recommend the DM make this check
  in secret so the heroes don’t know if they made it or it
  they failed. Enjoyment of this module can be greatly
  diminished if the heroes know or don’t know the result
  of this check.
  If the heroes fail the roll, they have still found the trail,
  but rather than going where Kwengai is going TO, they
  follow the trail where she came FROM. Somewhat
  lucky for them, the little girl is basically going around
  in circles.
  Tracking with dogs
  While dogs can track, the DC for them to follow is
  harder because they easily get confused with the
  mixture of scents in the woods. Dogs must succeed at a
  Track check [DC20]. If the heroes procure a piece of
  clothing from Terol or find something belonging to
  Kwengai (such as her clothing), the dog receives a +10
  circumstance bonus.
  Unlike with a sentient tracker, it is not possible to assist
  the dog.
  Refer to the Tracking section for where the heroes are
  heading.
  No trackers
  If no one can track in the party, you can hint to them
  that they think they could follow the path left by the
  creature but that it may take sometime. If they do so,
  suppose they automatically fail their Tracking check in
  the Tracking section.
  If they wish to back-track and get a dog or a tracker,
  have Borana insist there is no time, and that her son is
  in danger. If they still decide to head back, they were
  warned. Adventure over.
  Refer to the Tracking section for where the heroes are
  heading.
  Into the forest
  When the heroes enter the Udgru, they find it dark, but
  sheltered from the rain. Refer to the Adventure
  Background under Inside the forest for the lighting
  conditions within the forest.
  Encounter Two: Dead spy
  Have each of them make a Spot check [DC10] to notice
  a small shape tangled up in some thorns. If none of the
  heroes see it, continue with Encounter Three: Enraged.
  If they decide to investigate it, they can quickly
  ascertain that the body is not that of Terol, but that of a
  Halfling. His body is covered in bruises and completely
  covered in blood.
  To get the body safely out of the thorns requires either
  a small character making an Escape Artist check
  [DC10] or a [DC20] for a medium-sized character.
  Otherwise the hero who fetch the body take 1 point of
  damage from the thorns.
  Allow for Heal checks and compare the results with the
  following table:
  DC5 The Halfling has been dead only for a few
  hours
  DC10 He was killed by a creature with sharp fangs
  and claws. A Knowledge (nature) [DC13] can
  guess a large badger or a wolverine.
  DC15 The Halfling also has a number of bruises
  indicating he took some non-lethal damage at some
  point.
  DC20 The Halfling was unconscious from having
  taken too much non-lethal damage. Whatever
  killed him seems to have attacked him once he was
  down.
  DC25 The bruises seem to have been made by a
  large hand.
  The heroes can search his body. On it they find the
  following:
  • 
  A small-size shortsword scabbard, but no sword
  • 
  A ruined small-sized studded leather armor
  • 
  His coin pouch is still present and contains only a
  single diamond.
  • 
  In his back pack, they find a series of hand-drawn
  maps with the main elven patrol routes and the
  approximate 
  power 
  of 
  each 
  patrol. 
  This
  information is highly valuable. (If the party is all-
  elf, they know the information is very accurate and
  spans a few days).
  • 
  Around his neck, he wears a small badge of office.
  Heroes who belong to the Water Watchers
  automatically know. Other Tusman heroes must
  make a Knowledge (local-vtf) [DC10]. For others,
  
  TUSI5-03 Misplaced Childhood
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  the DC is 15. The Halfling was a Wakeel Raqeeb
  (sergeant) of the Water Watchers.
  • 
  He has a wand of cure light wounds on him, still
  fully-charged.
  The party must decide what to do with the body of the
  Halfling. While the documents alone are valuable, the
  body is even more. Allow the heroes some time to think
  about what to do and reach a common decision. Once
  they are in agreement, proceed to Encounter Three:
  Enraged.
  Treasure: L: 1gp; C: 200gp M: Wand of cure light
  wounds (62.5gp per character)
  Encounter Three: Enraged
  The heroes have either passed by or have finished
  discussing what to do with the Halfling’s body. At that
  time allow a Spot OR a Listen check (hero’s choice)
  [DC15] not to be surprised by the wolverine.
  The wolverine having smelled the heroes comes
  charging in. It is already enraged and slightly hurt
  (although only with non-lethal damage). The wolverine
  attacks until dead.
  APL2 (EL2)
  Wolverine: hp28 (36 due to rage) (but has 4 points of
  non-lethal damage), see Monster Manual.
  The wolverine’s coat has a number of bald spots (that’s
  where Kwengai pulled it).
  Development: Once the heroes have dispatched the
  wolverine, they can continue with either Encounter
  Four: Patrol or Conclusion.
  Encounter Four: Patrol
  This encounter is basically the same depending on the
  heroes’ point-of-view. The other patrol doesn’t really
  wish to fight, but its members are ready to defend
  themselves. Continue with the appropriate sub-section.
  All-elf party
  Read or paraphrase:
  It couldn’t be more obvious. The level of noise
  generated could only be done by humans. Taking
  good positions behind the cover of trees, of can see
  them.
  Six of them are dressed with thick wool clothing. They
  carry clubs and simple wooden shields. The seventh,
  however seems to be much better equipped. His scale
  mail seems to shine in the dark light of the Udgru.
  The six farmers all stand around their leader who
  seems to be looking for tracks.
  What happens next is up to the heroes; they can talk,
  fight or simply try to scare them away. Draw a map
  with a number of trees and the humans in a rough circle
  in the middle. The heroes definitely should have a
  tactical advantage.
  Watching the humans Before initiating any form of
  contact, the party may wish to study what the humans
  are doing.
  • 
  With their armament (clubs), the farmers shouldn’t
  prove very difficult, but there is safety in number.
  All of the farmers are older men.
  • 
  Any hero with a martial background (anyone with
  a BAB of +1) can immediately notice that the
  farmers are not combatants.
  • 
  Anyone who succeeds a Sense Motive check
  [DC10] knows the farmers are terrified. If anyone
  makes a [DC20], then they know the militiaman is
  also scared, but hides it better.
  • 
  The Tusman soldier is called Poreyin.
  Talking to the humans The humans are more than
  willing to talk. Their leader, Poreyin speaks for the
  group. He is a no-nonsense hero who fought during the
  Fire War (siege of Vilayad). He is the only one with
  military experience.
  • 
  Poreyin and his party have been asked by a local
  woman (Borana) to find her son kidnapped by an
  ogre.
  • 
  They don’t want to fight the elves
  • 
  If the elves promise to bring back the child (and
  back it with a Diplomacy check [DC15] (Poreyin is
  suspicious of elves)), the humans agree to wait for
  the elves outside the forest.
  Poreyin does not respond well to threats and is likely to
  send his boys to attack if threatened. According to
  Tusman law, Poreyin does have the authority to
  investigate in the Udgru. Reality is slightly different. If
  the party threaten Poreyin or try to make an Intimidate
  roll, the humans attack.
  Scaring the humans Scaring the humans is also
  possible. There are many ways a party can achieve this,
  use your judgment to decide the margin of success.
  Remember, the humans are already scared, so things
  like loud noises are likely to scare them back out of the
  Udgru. As long as they do not make themselves seen by
  the humans, they can easily succeed. If the humans see
  the elves and are threatened or scared, they attack.
  
  TUSI5-03 Misplaced Childhood
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  Staying hidden The heroes may decide to stay hidden
  in the woods and to ignore the humans. That is
  probably the WORSE outcome for them. Their duty is
  to make sure no one enters the woods and they leave
  this band in the forest. If they do so, the humans look
  around to a while and head off in a random (but wrong)
  direction. The heroes do NOT get any xp from this
  encounter.
  Other plans The party has an occasion to play a
  number of tricks on the humans. Again, apply common
  sense when determining what happens. Reward clever
  ideas with success.
  Fighting the humans This can be deliberate or as the
  result of talks gone bad. The heroes can gain automatic
  surprise if they do not make their presence known.
  Poreyin is quite a challenge in a fight. If he is taken
  down, the farmers run off as soon as they lose 50% of
  their hit points.
  APL2 (EL4)
  Poreyin the militiaman: War2, hp 22, see Appendix
  One.
  Tusman Farmers (6): Com2, hp 16 each, see
  Appendix One.
  Tactics: the farmers attack the nearest target and hit it.
  Poreying shouts orders to have the farmers move to
  flank. He tries to take on heroes who stay behind (such
  as wizards and bards). Because they are all certain the
  elves plan to kill them, the humans use lethal damage.
  Again, make sure you keep in mind the circumstances
  of combat in the Udgru found in Adventure
  Background under Inside the forest.
  Treasure: L: 25gp C: 0gp M: 0gp
  Development: If the heroes manage to leave on good
  term with the humans (basically not fighting them) they
  receive the Spirit of friendship reward on their AR.
  If they fought the humans and let one run off, they
  receive the Wanted in Khalid on their AR
  Non-elf party
  Read or paraphrase:
  You are now deep in the forest. Stopping to look for
  tracks, and make sure you’re not going around in
  circles. Keeping a constant watch, you can’t help but
  feel like a thousand pair of eyes looking at you. The
  hair in the back of your neck suddenly stands straight.
  A single arrow whistles in the middle of your party
  and inserts itself deep in a nearby tree with a loud
  thunk!
  “Toos-man! State your purpose in the Holy Sacred
  Ground of the Udgru!” A voice calls in Common, but
  with a thick elven accent.
  Allow the heroes a chance to respond.
  The elf is about 80 feet away, bow at the ready, with
  his dog sitting on the ground in front of him. The other
  elves are hiding behind trees all around the party
  (roughly 50 feet away from the party).
  Here too, the heroes have a number options open to
  them: they can fight or they can talk.
  Talking to the elves The elf speaker is highly
  distrustful of humans and to believe anything a human
  says requires a Diplomacy check [DC15]. The
  following modifiers apply:
  +5 The party has an elf or a half-elf
  +5 If the heroes mention they are looking for Terol
  +2 The party has at least one rebel (wearing the
  white armband: no armband, no bonus).
  +2 The party has a druid or a priest of Corellon
  Larethian (or any deity of the Elven Pantheon)
  +2 If the heroes promise to leave as soon as they
  find Terol
  -1 The party has a priest of Al’Akbar
  -2 The party has a member of the Tusman army
  If the roll succeeds, then the elves allow the party to
  continue on their quest, otherwise, combat ensues. The
  elves are also looking for Terol, but do not say it. It
  would really please them if this group of outsiders
  would take all the risks. At the worse case, they can
  simply follow them and face an injured creature.
  The elves are willing to share the following
  information:
  • 
  A new creature has just moved into the area
  and been doing a lot of hunting.
  • 
  They don’t know what it is, but it has taken
  down a number of the most dangerous
  creatures in the area such as manticores, bears,
  dire boars and monstrous spiders.
  • 
  Since yesterday, many animals have been
  roughed up: fur pulled, thrown in ponds.
  • 
  Someone told them that an ogre may be doing
  this.
  Threatening the elves Unlike the human patrol, the
  elves prefer to withdraw rather than fight. If the heroes
  threaten the elves and back it up with an Intimidate
  
  TUSI5-03 Misplaced Childhood
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  check [DC15], the elves simply withdraw in the forest
  and don’t trouble the heroes any more. (But do ask for
  the occasional Spot or Listen check to give them the
  feeling that something is wrong.
  Fighting the elves this may be dangerous for the party
  because the elves are able archers. They use the dog to
  occupy the fighters and fire arrows at the wizards and
  other lightly armored. Their goal is to thin out the ranks
  of the heroes as quickly as they can. If things are going
  poorly, they make a run for it. They are not stupid, not
  frenzied berserkers.
  APL2 (EL4)
  Elven warriors (3): War2, hp 20, see Appendix One.
  Elven dog (counts as riding dog): hp13, see Monster
  Manual.
  Treasure: L: 25gp C: 0gp M: 0gp
  Development: If the heroes manage to leave on good
  term with the elves (basically not fighting or
  threatening them) they receive the Spirit of friendship
  reward on their AR.
  If they fought the elves and let one run off, they receive
  the Wanted in the Udgru on their AR
  Encounter Five: The Spider
  As the heroes continue their trek in the forest, they are
  attacked by a large monstrous spider. Kwengai
  destroyed her lair by throwing stones in it. The spider is
  quite angry about that.
  Allow for Spot checks against the spider’s Hide to
  avoid being surprised by the spider.
  Large Monstrous Hunting Spider: hp22, see Monster
  Manual
  Tactics: Hunting spiders can not use webs in combat.
  Again the terrain should be a forested area.
  Encounter Six: Kwengai
  Read or paraphrase.
  As you walk in the forest on this late afternoon, the
  forest gets darker and the shadows loom even closer.
  You have been following a small creek for the last few
  minutes.
  Just as you are about to give up the search for the
  night, a single high-pitched voice comes to you
  through the cleared area formed by the stream. The
  voice is soft and rhythmic as if it was singing… yes
  singing! Something is singing loudly in the woods.
  You approach cautiously, staying in cover from the
  brush. What you see in the clearing ahead, surprises
  you. Sitting, with her back to you appears to be a very
  large elf, about the size of an ogre! Her skin and hair
  have a green tint and are very dirty from mud, dirt,
  blood, leaves and twigs. Her clothes are made of
  leather and fur and are also quite dirty.
  She seems to be singing to something she cradles in
  her arms, but you can’t make out from here.
  Kwengai is sitting there playing with her dolly. Anyone
  who speaks giant can easily understand the song. It’s a
  lullaby talking about bad little people.
  Any hero member of the Udgru Elf meta-org
  immediately recognizes Kwengai as a forest giant.
  Other heroes must make a Knowledge (nature) [DC23].
  Again the heroes have a series of choice as to what they
  can do.
  Kwengai
  Kwengai is a typical young forest giantess. She likes
  the woods, she likes to throw rocks and she likes to
  play with the animals. On top of that, she likes to play
  with dolls (her baby) and explore the world around her.
  She is neither malicious nor dangerous but due to her
  large size she can easily hurt or damage other creatures.
  When playing her act like a young child discovering the
  world, she is fascinated easily by any new kind of
  stimuli, from a butterfly to a dancing adventurer to
  people speaking in bizarre languages. Anything she
  would not normally encounter in the forest is a
  distraction to her, and should make her happy.
  Magic (and arcane magic in particular) is especially
  fascinating to her. She can easily be distracted by the
  use of magic with visual or sound effects such as light,
  ghost sound, prestidigitation and the like.
  Things she doesn’t like are things that hurt and sleep.
  Kwengai only speaks giant. However, she does
  understand (but not speak) sylvan and elvish. She has
  not yet been exposed to common.
  Speaking to her Kwengai speaks only a rudimentary
  giant anyway, but keeping things simple is the key
  here.  She finds these new people to be funny because
  they all look like “dollies”. Kwengai is ready to trade
  her old dolly (Terol) for a new one, if any hero
  volunteers, especially if that new dolly does more fun
  things. If more than one hero volunteers, she chooses
  the one with the most charisma. Animals she call food,
  as isn’t really interested in them (so druids can’t pawn
  their companions).
  
  TUSI5-03 Misplaced Childhood
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  Singing her to sleep If one of the heroes ask, and
  makes a Sense Motive check [DC10], they can get that
  she is very tired and could easily be sung to sleep.
  Singing her to sleep requires either a Perform (any kind
  of music) check [DC5] or talking soothingly to her by
  making a Handle Animal or Diplomacy check [DC15].
  When she falls asleep, proceed immediately to
  Encounter Seven: Mom & Dad.
  Playing with her The heroes may try to play with her
  in a number of ways. As long as they don’t try stealing
  her dolly without giving one (of them) back, she keeps
  playing.
  Using non-damaging spells There are many spells that
  can be used to deal with her without hurting her. Spells
  like sleep, color spray and the like may easily take her
  out. As long as they do not hurt her, she doesn’t do
  anything. She could receive 3 color sprays and still
  laugh and be amused. When taken out, proceed
  immediately to Encounter Seven: Mom & Dad.
  Attacking her Confirm with them they are attacking
  the girl. If they wish to proceed, they have dug
  themselves into their own grave. Oh well, experience
  kicking in.
  APL2 (EL3)
  Kwengai: hp26 use stats for an ogre in Monster
  Manual
  Tactics: Kwengai does not use a weapon and strikes
  who ever hurt her the most. She begins to cry loudly as
  soon as she is hurt. Five rounds after she starts crying
  proceed immediately to Encounter Seven: Mom & Dad.
  Encounter Seven: Mom & Dad
  This encounter can start one of two ways, either the
  parents come out hostile or they come out cautiously. If
  they attacked Kwengai, they are in for a VERY unfair
  fight, proceed to It’s a flying cedar… no its an arrow!
  Otherwise There’s always a Mom.
  It’s a flying cedar… no its an arrow!
  Kwengai’s parents finally find her, and when they do
  they’re not happy.
  Kwengai’s father attacks with his bow from cover
  while the mother rushes in with her greatclub both aim
  to kill (and should do so quite easily). If the fight is still
  going on when they arrive, then both parents charge in
  with their club.
  It makes little difference to the parents whether the
  heroes used non-lethal or lethal damage. They attacked
  and hurt their little girl, and they deserve to pay.
  Forest Giant Parents (2): hp 136, see Appendix Two.
  Development: The giants do not pursue heroes who
  manage to escape more than 100 feet from the clearing
  (basically only one or two may escape). Proceed to the
  Conclusion.
  There’s always a Mom
  The parents do not find their daughter armed by the
  humans, so they are cautious.
  From the woods, a huge woman looking vaguely like
  the young girl, but obviously much larger, towering
  over you on her back is a bow with gigantic arrows
  and she holds a large club in her hand. She is also
  dressed in furs and leather giving her a feral look.
  As she steps into the clearing, walking straight
  towards the little giantess, you can see another of
  these giants, that one obviously male with an arrow
  cocked and ready to fire. The female examines her
  young before picking her up. The young giantess
  smiles as she recognizes her mother. Mother and
  daughter leave the clearing. The two adult giants
  speak to each other before the two female quickly
  disappearing in the forest.
  If one of the hero volunteered to be Kwengai’s dolly,
  that hero is scooped up with the girl and brought along.
  No matter what happens Terol is left in the clearing,
  unconscious from the non-lethal damage he took while
  being a play toy.
  If the heroes have put Kwengai to sleep, if they were
  playing with her, had a volunteer to become a play toy
  or if they were simply talking to her when the parent
  arrive, (basically anything but knocking her out using
  spells) then the father step into the clearing.
  A male giant, also whose skin is a deep green, with a
  thick beard steps into the clearing, put his bow away.
  The giant’s face shows visible relief. Putting a knee
  down and pulls out something from his pouch made
  of manticore leather. Extending in huge hand toward
  you, you can see it is a series of small rings made of
  bone, thin leather laces tying a single feather to each.
  “Teev, grashad bawayd Kwengai. Ourga Gihfh kaha
  Wrang. Kwengai Oorta zelte baruga. Grima eto goof.
  Atoua Udgru dekoua.”
  Gihfh speaks first in Giant then tries Sylvan and finally
  elven. If they speak neither language, he simply smiles
  and hands over the rings. He then points to an earring
  of his and smiles. The giant doesn’t allow itself to be
  touched by any spellcaster who used magic in his
  presence.
  
  TUSI5-03 Misplaced Childhood
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  Here is what Gihfh says: “Little ones, you have helped
  us find our daughter Kwengai. I am Gihfh and that
  was my wife Wrang. Kwengai ran off while we were
  hunting. Take these gifts. Wear them in the Udgru,
  shows you are good hunters.” Note in forest giant, the
  term for friend is “good hunter”, the forest giants live
  and gather together only for hunting, so our concept of
  friendship doesn’t apply to them, and they don’t
  understand it.
  Ask which hero take the token and if any of them
  refuse.
  Talking to Gihfh
  If the heroes can speak to the giant (because speak any
  of the same languages the giant speaks: Giant, Sylvan
  and Elvan), they can learn the basic story of the alliance
  between the Elves and the giants (refer to the
  Adventure Background). Other than that, Gihfh knows
  very little, and to be honest, as long as it doesn’t
  interfere with his hunting, he cares not.
  Conclusion
  If the heroes bring back the body of the Halfling to the
  elven leaders, they receive the Water Watcher Spy
  reward on their AR. If they bring back his body to the
  Tusman military authorities, they receive the Patriot
  reward on their AR.
  No matter what, the surviving heroes receive the
  payment for their services.
  Treasure: L: 0gp C: 300gp M: 0gp
  All dead
  Use this conclusion if the heroes were all killed (a very
  distinct possibility).
  The Udgru is a dangerous place. The elves are but
  one of its dangers. The forest teams with life, both
  predators and prey. Unfortunately for you, you
  became the prey. The Udgru is a place to thread
  carefully. Beware the forest, it can be your friend, but
  it can also be you tomb.
  Giant bate
  Use this conclusion if the heroes were attacked by the
  giants but fled. Very likely, only a few of the heroes are
  still alive.
  The Udgru is a dangerous place. The elves are but
  one of its dangers. The forest teams with life, both
  predators and prey. Sometime something that looks
  easy to take on has parents who frown upon someone
  touching their kids.
  Careful now, for though you were wise enough to flee,
  you are marked. The Udgru has one hunter looking
  for you.
  Because of you, a group of elves return the body of
  Terol to his grieving mother. There is nothing to be
  happy about.
  They received Hunted on their AR.
  Tall Friends
  Use this conclusion if the heroes were attacked by the
  giants but fled. Very likely, only a few of the heroes are
  still alive.
  The Udgru is a dangerous place. The elves are but
  one of its dangers. The forest teams with life, both
  predators and prey. Sometime something that looks
  easy to take on has parents who frown upon someone
  touching their kids.
  You have seen some of the many forms of life the
  forest is filled with, and managed to make some
  friends in the process. At least some of the predators
  of the forest are not be after you anymore.
  As you hand Terol, she is overjoyed. He quickly
  recovers and soon you can see him playing in the field
  again. Everyday as you pass nearby, he comes to offer
  you some freshly baked bread his mother prepared for
  you.
  One day, Terol comes to you and says. “Tell me, what
  does it take to become a great adventurer like
  yourselves?”
  They received Friendship Token on their AR.
  Kwengai’s dolly
  Use this conclusion if the heroes offered to be
  Kwengai’s play toy. This is supposed to be somewhat
  humorous.
  You spend the next month in the cave with the
  giantess. Unlike her previous play things, she does
  take good care of you. She feeds you scraps of food
  her mom made. She bathes you in a pond. She
  changes your clothes with some she made with her
  mom. You hair sees all kinds of braids and crowns of
  flowers. When she goes to sleep she takes you with her
  and hugs you until you pass out and wake up from
  your wounds in the morning. She really loves you!
  One day, Kwengai’s mother Wrang takes her outside
  for a well deserved bath. At that time, her father,
  Gihfh opens his bags and motions for you to enter.
  
  TUSI5-03 Misplaced Childhood
  Page 14
  Gihfh leaves the cave and leaves you where they
  found you. With a smile, he ends back into the forest
  and disappears.
  For a second, you miss the giantess. But then reality
  hits you. You are now free!
  Cowards
  I sure hope that I’m writing this section for nothing.
  The idiots (sorry I can’t say “heroes”) have done
  nothing and deserve to live the boring lives they aspire
  to, surprise no one pays them anything and they do not
  receive anything.  This ending should be used for
  heroes who flee out of the forest without Terol.
  The Udgru is a dangerous place. The elves are but
  one of its dangers. The forest teams with life, both
  predators and prey. You, on the other hand, barely
  qualify as either.
  They receive Incompetent on their AR.
  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 Three: Enraged
  Defeating the wolverine
   
  60 xp
  Encounter Four: Patrol
  Dealing with the patrol
  (through talk or combat) 
  120 xp
  Encounter Five: The Spider
  Defeating the spider
   
  60 xp
  Encounter Six: Kwengai
  Dealing with Kwengai (even combat)
  90 xp
  Story Award
  Leaving on good terms with the other patrol 45 xp
  Not killing or fighting Kwengai
  45 xp
  Discretionary roleplaying award
  Roleplaying
  30 xp
  Total possible experience: 
  APL2
  450 xp
  Treasure Summary
  During an adventure, characters encounter treasure,
  usually finding it in the possession of their foes.  Every
  encounter that features treasure has a “treasure” section
  within the encounter description, giving information
  about the loot, coins, and magic items that make up the
  encounter’s treasure.
  The loot total is the number of gold pieces each
  character gains if the foes are plundered of all their
  earthly possessions.  Looting the bodies takes at least
  10 minutes per every 5 enemies, and if the characters
  cannot take the time to loot the bodies, they do not gain
  this gold.  If you feel it is reasonable that characters can
  go back to loot the bodies, and those bodies are there
  (i.e., not carted off by dungeon scavengers, removed
  from the scene by the local watch, and so on),
  characters may return to retrieve loot.  If the characters
  do not loot the body, the gold piece value for the loot is
  subtracted from the encounter totals given below.
  The coin total is the number of gold pieces each
  character gains if they take the coin available.  A
  normal adventuring party can usually gather this wealth
  in a round or so.  If for some reason, they pass up this
  treasure, the coin total is subtracted from the encounter
  totals given below.
  Next, the magic items are listed.  Magic item treasure is
  the hardest to adjudicate, because they are varied and
  because characters may want to use them during the
  adventure.  Many times characters must cast identify,
  analyze dweomer or similar spell to determine what the
  item does and how to activate it.  Other times they may
  attempt to use the item blindly.  If the magic item is
  consumable (a potion, scroll, magic bolts, etc.) and the
  item is used before the end of the adventure, its total is
  subtracted from the adventure totals below.
  Once you have subtracted the value for unclaimed
  treasure from each encounter add it up and that is the
  number of gold pieces a characters total and coin value
  increase at the end of the adventure.  Write the total in
  the GP Gained field of the adventure certificate. 
  Because this is a Regional scenario, characters may
  spend additional Time Units to practice professions or
  create items immediately after the adventure so this
  total may be modified by other circumstances.
  L:  Looted gear from enemy
  C:  Coin, Gems, Jewelry, and other valuables
  M:  Magic Items (sell value)
  
  TUSI5-03 Misplaced Childhood
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  Encounter Two: Dead spy
  APL2: L: 1gp; C: 200gp M: Wand of cure light
  wounds (62.5gp per character)
  Encounter Four: Patrol
  APL2: L: 25gp C: 0gp M: 0gp
  Conclusion
  APL2: L: 0gp C: 300gp M:0gp
  Total Possible Treasure
  APL2: 450 gp
  Items for the Adventure Record
  Tusman Rebel: Heroes who are members of the Udgru
  Elf meta-org also MUST become members of the
  Tusman Rebels (this counts as an invitation to join) OR
  cancel their membership in the Udgru Elf meta-org
  without refund.
  Spirit of Friendship: You have dealt peacefully with a
  group of the Elves/Tusman (circle which one). This
  may have future game effect.
  Kwengai’s dolly: You offered to serve as Kwengai’s
  playmate. She feeds you, bathe you and play with you
  for 4 TUs during which you do not have to pay upkeep.
  A friend for life, should you ever meet her again her
  reaction to you can be friendly at worse.
  Friendship Token: You were given a token of
  friendship made of bone and feathers by the parents of
  the little Kwengai. The token must be worn as an
  earring. You gain a +2 circumstance bonus to any
  social roll involving Forest giants. You may also trade
  this token after any adventure set in the Udgru, Dihn,
  Khalid or Malimar to receive a reincarnate spell (but
  you must still pay the costs). A Forest Giant druid casts
  the spell. Cross off once used that way.
  Hunted: Because you have killed their little Kwengai,
  her parents are after you. Whenever you fight a forest
  giant in the Udgru, you are their first target. No Udgru
  forest giant EVER gives you any quarter in combat (the
  rest of the party is not affected by this). Perhaps one
  day, they will forget you.
  Water Watcher spy: for bringing back the body of a
  spy, King Elohir rewards you with his friendship.
  Should you meet him in the future, you get a +2
  circumstance bonus to social rolls with the Elf King
  and the Elven War Council. This can be used as an
  influence point in the Udgru only. Cross of once used.
  Patriot: for bringing back the body of the Water
  Watcher, you have earned the thanks of the Water
  Watcher’s high command. You gain a +2 circumstance
  bonus to members of the Water Watchers. This can be
  used as an influence point. Cross of once used.
  Incompetent: Because of you inaction, a young boy
  was killed uselessly. Because of this, until the end of
  596CY, the gp and influence costs for joining any
  Tusmit metaorg (even promotion) are doubled for you.
  Wanted in the Udgru The DM should write the crime
  & sentence in play notes.
  Wanted in Khalid The DM should write the crime &
  sentence in play notes.
  
  TUSI5-03 Misplaced Childhood
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  Appendix One: NPCs and Creatures
  Poreyin the Militiaman: Male Baklunish War2;
  Medium Humanoid; CR 1; HD 2d8+6; hp 22; Init
  +2; Spd 20 ft; AC 18 (+4 armor, +2 shield, +2 dex),
  touch 12, flat-footed 16; Base Atk +2; Grp +5;
  Atk/Full Atk +5 melee (1d6+3, Scimitar), +4 ranged
  (1d8, Longbow); AL NG; SV Fort +6, Ref +2, Will -
  1; Str 16, Dex 14, Con 16, Int 10, Wis 8, Cha 8;
  Skills and Feats: Handle Animal +4, Intimidate
  +4, Ride +9. Toughness, Track
  Possessions: scimitar, longbow, 20 arrows, scale
  mail armor, heavy wooden shield, all his gear bear
  the symbols of Tusmit.
  Tusman Farmer: Male Baklunish Com2; Medium
  Humanoid; CR 1/2; HD 2d4+6; hp 16; Init +2; Spd
  30 ft; AC 13 (+1 armor, +1 shield, +1 dex), touch 12,
  flat-footed 12; Base Atk +1; Grp +3; Atk/Full Atk +3
  melee (1d6+2, Club); AL NG; SV Fort +3, Ref +1,
  Will -1; Str 14, Dex 12, Con 16, Int 8, Wis 8, Cha 8;
  Skills and Feats: Craft (Carpentry) +2, Handle
  Animal +4, Listen +2, Profession (Farmer) +7. Skill
  Focus(Profession (Farmer)), Toughness
  Possessions: club, padded armor, light wooden
  shield
  Elven Warrior: Male Elf (Wood) War2; Medium
  Humanoid; CR 2; HD 2d8+2; hp 15; Init +4; Spd 30
  ft; AC 17 (+3 armor, +4 dex), touch 14, flat-footed
  13; Base Atk +2; Grp +5; Atk/Full Atk +5 melee
  (1d8+3, Longsword), +6 Ranged (1d8, Longbow);
  AL CG; SV Fort +4, Ref +4, Will -1; Str 16, Dex 18,
  Con 12, Int 12, Wis 8, Cha 8;
  Skills and Feats: Climb +7, Intimidate +4, Jump
  +7. Point-Blank Shot.
  Possessions: studded leather armor, longsword,
  longbow, 40 arrows
  
  TUSI5-03 Misplaced Childhood
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  Appendix Two: New Rules
  Giant, Forest (from Monster Manual II)
  Huge Giant
  Hit Dice: 13d8+78 (136 hp)
  Initiative: +5
  Speed: 40 ft.
  AC: 20 (-2 Size, +1 Dex, +11 Natural) Touch 9, Flat Footed 19
  Base Attack/Grapple: +9/ +28
  Space/Reach: 15 ft. / 15 ft.
  Attack: Huge Greatclub +18 melee (3d6+16) or Huge Composite Longbow (+4 Str) +8 ranged (3d6+4) or rock +9
  ranged (2d8+11)
  Full Attack: Huge Greatclub +18/+13 melee (3d6+16) or Huge Composite Longbow (+4 Str) +8/+3 ranged
  (3d6+4) or rock +9 ranged (2d8+11)
  Special Attacks: Poisoned Arrows, rock throwing
  Special Qualities: Darkvision 60ft., rock catching
  Saves: Fort +14, Ref +5, Will +7
  Abilities: Str 33, Dex 12, Con 22, Int 14, Wis 16, Cha 21
  Skills: Hide +5* (+9), Liste +5, Sense Motive +6, Spot +7
  Feats: Improved Initiative, Point Blank Shot, Precise shot
  Climate/Terrain: Any forest
  Organization: Solitary, pair, gang or band (6-9 plus 35% non-combatant plus one 1st-2nd level druid) or
  hunting/raiding party (6-9 plus 35% non-combatant plus one 3rd-5th level druid).
  Challenge Rating: 11
  Treasure: Standard coins, double goods, standard items.
  Alignment: Usually neutral
  Advancement: By character class
  Level Advancement: +16
  Forest giants are amongst the tallest specimens of giantkind, and they live to be up to 200 years old. They are
  powerful hunters that pose a threat to all animals that dwell in the woods.
  An adult forest giant stands 18 feet tall but weighs only 3,000 pounds. The lanky, muscular body resembles that
  of a wood elf but appears much sturdier. The creature has deep, earth-yellow skin and pale-green hair that is usually
  wild and unkempt. The typical clothing for either gender is made of fur or leather, and each forest giant also wears
  some bone jewelry, particularly collars or earrings.
  A forest giant’s bag contains everything needed to survive in the wilderness, including tools to make and repair
  weapons, 2d4 rock, 1d4+4 mundane items, and the giant’s personal wealth. The items tend to be parts of things it
  killed for food, such as scraps of fur and hide, dried insects, and bones.
  
  TUSI5-03 Misplaced Childhood
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  COMBAT
  Forest giants target opponents from afar with their poisoned arrows. Though they are not adverse to attacking
  with their clubs, their poisoned-tipped, ranged weapons often end a battle quickly with few casualties for the giants.
  Forest giants use their natural camouflage abilities to hide among the trees and wait in ambush for the next creature
  that crosses their path. Their thrown rocks have a range increment of 120 feet.
  Poison (Ex): Forest giants coat their arrows with poison (Fortitude DC 22); initial and secondary is the same
  (unconsciousness for 4d4 rounds).
  Skills: A forest giant has a +4 racial bonus on hide checks. * In wooded areas, this bonus rises to +8.
  Forest Giant Society
  Forest giants live solely in the wooded areas regardless of the climate. These ravenous meat-eaters hunt nearly
  any kind of animal or beast for its flesh. Forest giants maintain friendly relations with fey, and they cooperate with
  other primitive woodland beings who enjoys the same hunting lifestyle as they do.
  Forest Giant Characters
  A forest giant’s favored class is ranger. Many groups of forest giants include both druids and rangers.
  
  TUSI5-03 Misplaced Childhood
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  Appendix Three: The law in Northern/Southern Tusmit
  Generalities
  Please note that the laws outlined here do not
  comprise of the entire list of laws in Tusmit. For a
  more complete list consult the Tusmit Gazetteer. For
  any crime not listed please contact the triad at
  tusmittriad@yahoogroups.com.
  Horses
  A horse qualifies as a person for the charges
  wherever it might be applicable (murder, assault).
  Elves
  Because of the current situation of the elves, assaults
  on rebellious elves are overlooked by the authorities
  of Khalid. Too many locals died in the woods that the
  local authorities want some revenge. This is an
  exceptional situation, and definitely NOT the norm.
  Elven Justice
  The elves have little qualms about killing non-elves
  in the woods. Elohir’s ultimatum is known to all. A
  DM should draw a line between killing in self-
  defence and murder.
  Most elves fire lethal arrows, but tend to allow their
  target to escape if they run for their lives. Those who
  are knocked unconscious are usually thrown outside
  the woods. Those who lay dying on the forest floor
  are sometimes healed and thrown out of the woods, if
  they hurt any elf they are usually left to die.
  High Fines
  If the guilty party cannot pay a fine, it can be worked
  off at a value of 50 fountains per week (one TU) in
  the mines.
  Full responsibility of the law is expected and
  enforced by the Qadi and Mullahs, regardless of the
  circumstances.
  The military and the nobles, however, understand the
  concept of excessive force used in self-defence.
  The Self-Defense Clause
  A clause of self-defence can be claimed and the good
  military or noble presiding official(s) will hear your
  plea.
  A Diplomacy check (or Bluff) can be made, at 20 +
  the APL to convince the presiding official that the act
  was done in pure self-defence.
  Failure to convince the presiding official (but the
  truth being that the crime was unintentional) will
  incur a penalty of one hundred fountains per death
  plus twenty-five fountains per point below the Bluff
  or Diplomacy DC. 1d10 lashes will also be given per
  point scored below the DC. The total penalty will be
  one time unit of imprisonment, lashes and a fine (as
  listed above) per death. Lashes and fines (as listed
  above) are still applicable to assault (major).
  Ignorance of the law is no reason not to call upon this
  clause.
  Assault (Major)
  Threat or use of lethal force that results in major
  bodily harm reducing the victim’s hit points to
  between 0 and -9.
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and
  imprisonment of up to six time units and 10d10
  lashes.
  Assault (Minor)
  Threat or use of lethal force that results in major
  bodily harm without reducing the victim’s hit points
  past 0
  Sentence: 
  Confiscation 
  of 
  weapon 
  used 
  and
  imprisonment of three time units and 5d10 lashes.
  Assault (Negligible)
  Threat or use of non lethal force against a victim.
  Sentence: overlooked (left off with warnings).
  Illegal use of magic
  Any target or area effect spell that requires a save,
  causes any change in state, causes damage, or
  produces an otherwise unwanted effect by the victim.
  Sentence: Fine of fifty fountains per spell level and
  1d10 lashes per spell level.
  Manslaughter
  Use of lethal force that unintentionally results in
  major bodily harm reducing the victim to below -9
  hit points.
  Sentence: Sent to the mines for up to 10 years, plus
  loss of all property to be given to the family of the
  victim.
  
  TUSI5-03 Misplaced Childhood
  Page 20
  Murder
  Use of lethal force that intentionally results in major
  bodily harm reducing the victim to below -9 hit
  points.
  Sentences:
  • 
  Mass murder: torture in public and death.
  • 
  Other: Death.
  Theft
  Possession, sale, or acquisition of an object without
  permission.
  Sentence: Imprisonment for one time unit and 4d10
  lashes per one hundred fountains worth of goods,
  services, or information. As well a fine up to
  equalling up to five times the worth of the goods,
  services or information. 500 fountains worth or more.
  Theft (Horse)
  Possession, sale, or acquisition of a horse without
  permission.
  Sentence: Death.
  
  TUSI5-03 Misplaced Childhood
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  Appendix Four: Textes Français
  Introduction
  Non-Elven Party
  A la fin de 594CY, les elfes de l’Udgru ont envoyé
  un ultimatum à sa Splendeur Exaltée, le Pacha
  Muammar Quaran. Son contenu était très simple :
  cesser immédiatement tout opération forestière ou
  souffrir les conséquences.
  Le Pacha répliqua en envoyant des aventuriers
  armés et des troupes pour donner une leçon à ces
  elfes révoltés. La stratégie fonctionna et bientôt
  Khellersorian lui-même fut capturé par un groupe
  de braves et nobles aventuriers avant d’être amené
  devant le pacha. Sa Splendeur Exaltée ne perdit pas
  de temps de reconnaître l’elfe coupable de trahison
  et exécuté.
  Le nouveau roi des elfes, un rebelle et criminel
  notoire nommé Elohir fut couronné roi des elfes. Il
  ordonna au reste de son armée de se retirer dans les
  bois et fit savoir à tous les villages près de la forêt
  que toute personne prise sur les terres sacrées des
  elfes serait traité comme un acte de guerre.
  Le Pacha, occupé par d’autres problèmes au sud se
  trouva dans l’impossibilité de porter le coup fatal
  aux elfes, retira son armée dans Khalid, Dihn et
  Malimar.
  Cependant l’armée Tusman garde un œil constant
  sur la forêt. Des groupes d’aventuriers et de la
  milice patrouillent l’extérieur de la forêt, cherchant
  les signes d’une contre-attaque des elfes.
  Vous avez été engagé par le constable du petit
  village de Mereth el-Pawa dans le Sheikdom de
  Khalid  pour patrouiller la région. Bien que vous
  ayez eut quelques rencontres avec des créatures de
  la forêt ou des marchants elfes entrant ou sortant
  de la forêt, il semble que les elfes soient résolus à
  rester dans leur bois.
  Vous êtes à peu près à mi-chemin de votre
  patrouille journalière, la pluie étant votre seule
  amie. Gelés et trempés, vous persévérez tout de
  même. Voilà déjà plusieurs semaines que vous
  patrouillez la même étendue de terre, sans qu’il ne
  se passe grand-chose. Ce n’est pas très glorieux,
  mais on vous a promis une bonne paie lorsque votre
  engagement sera terminé.
  Passant un coude de la route, vous apercevez une
  femme qui se tient debout dans la pluie, face à la
  forêt. Lorsqu’elle vous voit, elle se précipite vers
  vous.
  All-Elf Party
  A la fin de 594CY, les elfes de l’Udgru ont envoyé
  un ultimatum à sa Splendeur Exaltée, le Pacha
  Muammar Quaran. Son contenu était très simple :
  cesser immédiatement tout opération forestière ou
  souffrir les conséquences.
  Le Pacha répliqua en envoyant des aventuriers
  armés et des troupes pour exterminer les bonnes
  gens de l’Udgru. Des aventuriers avides de sang, les
  yeux 
  remplis 
  de 
  haine 
  capturèrent 
  le 
  roi
  Khellersorian et le mettant aux fers le traînèrent
  devant le Pacha. Le Pacha de Tusmit ne perdit pas
  une seconde à le faire exécuter, sans écouter ce que
  le roi avait à dire.
  Le nouveau roi de elfes, Elohir (« Ombre » en bas
  Elfe sylvain) fut couronné roi par les membres du
  conseil de guerre. Le Roi Elohir était un exilé et un
  extrémiste avant l’attaque de Khellersorian. Il
  ordonna à l’armée de se retirer dans l’Udgru bois et
  fit savoir à tous les villages près de la forêt que toute
  personne prise sur les terres sacrées des elfes serait
  traitée comme un acte de guerre. Depuis son
  ascension au trône, il a surpris tout le monde en
  agissant avec précautions et faisant de alliances
  avec d’autres créatures de l’Udgru.
  Maintenant les elfes gardent l’œil sur la lisière de la
  forêt. L’armée Tusmane n’a pas encore lancé
  d’offensive majeure contre la forêt et on replié le
  gros de leurs forces dans les Sheikdom voisin de la
  forêt. Plusieurs petites bandes d’elfes à la fois de
  l’Udgru et d’ailleurs ont accouru à la bannière
  d’Elohir.
  Vous êtes un tel groupe d’aventuriers, à qui on a
  demandé de garder un œil sur la frontière et de
  repousser tout envahisseur Tusman. Vous avez
  rencontrez 
  quelques 
  créatures 
  et 
  quelques
  braconniers, mais dans l’ensemble, il semble que les
  Tusmans soient heureux de rester hors de la forêt.
  En compensation pour quelques semaines de
  services, on vous a promis un beau montant d’or.
  Votre tâche est important car vous êtes la première
  ligne de défense de l’Udgru. L’épais couvert de
  feuille loin au-dessus de vos têtes vous protège de la
  pluie qui est tombée tout l’été.
  Vous avez d’abords entendus des cris de détresse.
  Approchant pour voir de quoi il s’agissait, vous
  
  TUSI5-03 Misplaced Childhood
  Page 22
  avez trouvé une femme Baklunienne se promenant
  dans les bois. Lorsqu’elle vous voit, elle se précipite
  sur vous.
  Encounter Four: Patrol
  All-elf party
  Ce n’aurait pu être plus évident. Le niveau de bruit
  ne pouvait provenir que d’un groupe d’humains.
  Prenant de bonnes positions derrière les arbres,
  vous pouvez les voir.
  Six d’entre eux ne sont vêtus que d’épaisses
  tuniques de laine. Ils portent des gourdins et de
  simples boucliers de bois. Le septième est mieux
  équipé. Son armure d’écailles (scale mail) semble
  briller dans la sombre lumière de l’Udgru. Les six
  fermiers se tiennent tous autour de leur chef qui
  semble cherche des pistes.
  Non-elf party
  Vous êtes maintenant profondément dans la forêt.
  Vous vous arrêtez un moment pour vous assurez
  que vous suivez la bonne piste et vous assurez que
  vous ne tournez pas en rond. L’œil constamment
  aux aguets vous ne pouvez faire autrement que
  d’avoir l’impression que des milliers de paires
  d’yeux vous observent. Les cheveux sur votre nuque
  se dressent soudain.
  Une flèche unique siffle au milieu de votre groupe
  avant d’aller se planter profondément dans un
  arbre tout près avec un thunk!
  « Toos-man! Annoncez votre but dans la Sainte
  Terre Sacrée de l’Udgru ! » La voix parle en
  commun mais avec un fort accent elfique.
  Encounter Six: Kwengai
  Continuant votre chemin dans l’Udgru en cette fin
  d’après-midi, les bois deviennent plus sombres et les
  ombres se rapprochent. Vous suivez le cours d’un
  ruisseau depuis quelques minutes.
  Alors que vous vous apprêtez à abandonner pour la
  nuit, une unique voix aigue vous parvient par le
  tunnel de verdure formé par le ruisseau. La voix est
  douce et rythmé comme si elle chantait… oui, elle
  chante! Quelque chose chante tout fort dans les
  bois.
  Vous approchez discrètement, restant à courvert des
  fougères. Ce que vous voyez dans la clairière vous
  surprend. Assise, vous tournant le dos est ce qui
  semble être un elfe de grande taille, aussi grande
  qu’un ogre ! Sa peau et ses cheveux sont verts et
  très sales, remplis de boue, de poussière, de sang, de
  brindilles et de feuilles. Ses vêtements sont faits de
  cuirs et de fourrures et sont également très sales.
  Elle semble chanter à quelque chose qu’elle tient
  dans ses bras comme un enfant, mais vous ne
  pouvez distinguer de quoi il s’agit d’où vous êtes.
  Encounter Seven: Mom & Dad
  There’s always a Mom
  Une immense femme qui porte une grande
  ressemblance a la petite, mais de stature beaucoup
  plus imposante vous dépasse de plusieurs têtes.
  Dans son dos est un arc avec des flèches immenses
  et elle tient un gourdin de dimension imposante
  dans sa main. Elle aussi est vêtue de fourrures et
  cuir qui lui donne une apparence sauvage.
  Elle entre dans la clairière, se dirigeant droit vers
  l’enfant, vous pouvez apercevoir un autre géant, un
  homme celui-là de tient dans les feuillage une
  flèche encochée et prête à tirer. La femelle examine
  la petite avant de la prendre dans ses bras. L’enfant
  souris en reconnaissant sa mère. La mère et la fille
  quittent la clairière sans vous adresser la parole.
  Les deux géants échangent quelques mots avant
  que la femelle disparaisse dans la forêt, sa petite
  dans les bras..
  * * *
  Le géant dont la peau est d’un vert tres somber avec
  une épaisse barbe entre dans la clairière, mettant
  son arc dans son carquois. Son visage témoigne
  d’un certain soulagement. Mettant un genou à
  terre, il tire quelque chose de son sac fait de cuir de
  manticore. Tendant sa gigantesque main dans votre
  direction, vous pouvez voir qu’elle renferme une
  série de petites anneaux faites d’os et un mince
  lanière de cuir lie une plume à chaque anneau.
   “Teev, grashad bawayd Kwengai. Ourga Gihfh
  kaha Wrang. Kwengai Oorta zelte baruga. Grima
  eto goof. Atoua Udgru dekoua.”
  * * *
  Voici ce que Gihfh dit: « Petites personnes, vous
  nous avez aidé à sauver notre fille Kwengai. Je suis
  Gihfh et c’était ma femme Wrang. Kwengai s’est
  sauvé alors que nous étions à la chasse. Prennez ces
  cadeaux. Portez-les, ils prouvent que vous êtes de
  bons chasseurs. »
  
  TUSI5-03 Misplaced Childhood
  Page 23
  Conclusion
  All dead
  L’Udgru est un endroit dangereux. Les elfes ne sont
  qu’un seul de ses dangers. La forêt est remplie de
  vie, de prédateurs et de proies. Malheureusement
  pour vous, vous étiez la proie. L’Udgru est un
  endroit où il faut surveiller ses pas. Prenez garde à
  la forêt, elle peut être votre amie, mais elle peut
  aussi être votre tombe.
  Giant bate
  L’Udgru est un endroit dangereux. Les elfes ne sont
  qu’un seul de ses dangers. La forêt est remplie de
  vie, de prédateurs et de proies. Parfois, ce qui
  semble facile à vaincre possède des parents qui
  n’apprécient pas qu’on touche leurs enfants.
  Prenez garde, car même si vous avez eut la sagesse
  de fuir, vous êtes marqués. L’Udgru a un chasseur
  qui vous cherche.
  A cause de vous, un groupe d’elfe ont retourne le
  corps de Terol à sa mère éplorée. Il n’y a rien pour
  se réjouir.
  Tall Friends
  L’Udgru est un endroit dangereux. Les elfes ne sont
  qu’un seul de ses dangers. La forêt est remplie de
  vie, de prédateurs et de proies. Parfois, ce qui
  semble facile à vaincre possède des parents qui
  n’apprécient pas qu’on touche leurs enfants.
  Vous avez vu plusieurs formes de vie que contient la
  forêt, et êtes parvenus à vous faire des amis. Au
  moins maintenant, certains prédateurs de la forêt
  ne sont plus après vous.
  Rendant Terol à sa mere, elle pleure de joie. Le petit
  se remet vite sur pied et vous le voyez jouer dans les
  champs a nouveau. Tous les jours, alors que vous
  passez devant sa maison, il vient vous offrir du pain
  fraîchement sorti du four que sa mère a préparé
  pour vous.
  Puis un jour, Terol vous demande. « Dites-moi, que
  faut-il pour devenir un grand aventurier comme
  vous ? »
  Kwengai’s dolly
  Vous passez le mois qui suit dans la caverne avec la
  petite 
  géante. 
  Contrairement 
  à 
  ses 
  jouets
  précédents, elle prend bien soin de toi. Elle te nourri
  de morceau de cuisine préparé par sa mère. Elle te
  baigne dans l’étang. Elle change tes vêtements avec
  ceux qu’elle et sa mère ont fabriqué. Tes cheveux
  sont tressés et re-tressés en plus des couronne de
  fleurs. Le soir lorsqu’elle se couche, elle te donne
  de grosses caresses jusqu’à ce que tu t’évanouisses
  et que tu te relèves le lendemain matin. Elle t’aime
  beaucoup!
  Un jour, Wrang, la mere de Kwengai l’amène à
  l’extérieur pour un bon bain. A ce moment, son
  père, Gihfh ouvre son sac et te fait signe d’entrer.
  Gihfh quitte la caverne et te laisse où ils t’ont
  trouvé. Avec un sourire, il passe les fougères et
  disparaît.
  Pendant un moment tu t’ennuies de la petite géante.
  Puis la réalité te frappe de plein fouet. Tu es libre!
  Cowards
  L’Udgru est un endroit dangereux. Les elfes ne sont
  qu’un seul de ses dangers. La forêt est remplie de
  vie, de prédateurs et de proies. Mais vous vous
  qualifiez à peine pour un ou pour l’autre.
  The End
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/Tusmit/TUS5-A03 - Misplaced Childhood.pdf