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.  
   
  GEOIntro-03 
   
   
   
   
   
   
   
  Lions in Hand 
   
  A One-Round D&D LIVING GREYHAWK®  
  Geoff Regional Introductory Adventure 
  Version 1.0 
   
  by Wesley Wright 
   
   
  The Army of Liberation is looking for freelance adventurers to help deliver low-priority messages.  A bit of 
  gold in your pocket, a few days in nice weather, how could there be any better work for adventurers such 
  as yourselves?  A Geoff Regional Introductory Adventure for 1st-level characters. 
  
  Lions in Hand 
  Round 1 
  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. 
  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, and then have any players 
  without a character create one.  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. 
  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 
  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 
  
  Lions in Hand 
  Round 1 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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. 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 two 
  things that you can do to help even the score. 
  2. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  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 standard one-round Regional adventure, 
  set in the Grand Duchy of Geoff.  Characters 
  native to Geoff 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 
  For many years, the Dim Forest along the Gyric 
  bank of the Realstream has been a calm place to 
  live.  The shadow dragon is far away, and troubles 
  with wood elf tribes in the Gran March have yet to 
  spill over the Realstream. 
  It is precisely this calm that has attracted a young 
  and charismatic kobold cleric.  He has taken 
  control of a band of kobolds, and brought them 
  near Linhir, hoping to build himself a kingdom of 
  some sort.  Grak and his band of kobolds 
  discovered a badgers burrow, and claimed it for 
  their own.  In the process, they pushed the badger 
  cete out of the burrow, making them homeless. 
  These badgers have provided the first sign of the 
  kobold menace, as they have not started any raids 
  in the area as of yet.  This sign has not gone 
  unnoticed by the local Olwythi scout, Meic the 
  Blade.  He is investigating the problem when the 
  adventure starts. 
  Adventure Summary  
  The characters are started in the module by 
  responding to a notice from the Army of Liberation, 
  which is seeking assistance with delivery of 
  messages in the secured areas of Geoff.  The six 
  of them are asked to deliver a message to Meic 
  the Blade, an Olwythi scout that is assigned to the 
  
  Lions in Hand 
  Round 1 
  Page 4 
  Dim Forest village of Linhir.  They are also to 
  convey any response from Meic.   
  The journey should take about four days each way 
  if there are slow movers in the party, three days 
  otherwise.  The trip is mostly uneventful.  As they 
  near Linhir, they come upon a small group of 
  kobolds arguing over an unconscious human form. 
   The human is Meic, who has been waylaid by 
  Grak's kobolds.  These 9 have been instructed to 
  get Meic back to their burrow, so that Grak can 
  sacrifice Meic to Kurtulmak, in order to bless the 
  new lair.  The kobolds are arguing over how to 
  best carry him.   
  Once the kobolds have been run off, the 
  adventurers will need to get Meic to Linhir.  Along 
  the way, the adventurers run into a couple of traps 
  that the kobolds have set along the path to Linhir.  
  If they are able to wake up Meic (with healing), 
  then he can help them out. 
  Arriving in Linhir, Talindra, one of Lorindoriel's 
  acolytes, will heal Meic.  He will relate to her and 
  the adventurers an encounter with the badgers, 
  and his subsequent encounter with the kobolds.  
  Meic 
  doesn't 
  want 
  to 
  have 
  to 
  send 
  for 
  reinforcements to deal with this problem, and 
  since the adventurers are here, he asks them to 
  assist him with rooting out the kobolds.   
  Whatever the adventurers choose to do, they will 
  need to wait for the fog to lift, so they might as well 
  spend the night in Linhir.  It is near noon before it 
  does so, giving the adventurers plenty of time to 
  wander about the village. 
  Meic says there is a small tributary stream running 
  roughly east and west.  He suggests that the 
  adventurers scout north of the stream, and he will 
  scout south of the stream.   
  While the adventurers are scouting, they come 
  across the badgers that were pushed out of their 
  burrow by the kobolds.  This encounter can go 
  many ways, depending on how aggressive the 
  adventurers are.   
  Sooner or later, either by tracking checks or 
  assistance from the badgers, the adventurers will 
  come across the badger burrow now inhabited by 
  the kobolds.  The adventurers have two choices.  
  They can attack immediately, or they can go find 
  Meic and get his help.  If they attack immediately, 
  the encounter is run as written.  If they go find 
  Meic, then simply add more kobolds as dictated in 
  the encounter. 
  Once the kobolds are defeated, the adventurers 
  can return to Hochoch without incident, along with 
  thanks from Meic and a response to the Army of 
  Liberation. 
  A Note about the Weather 
  The weather for the entirety of this adventure is 
  light winter snow in the mornings, followed by 
  clear sunny skies in the afternoons.  It is cold, but 
  not so cold that a unprepared adventurer will die 
  from the elements.  A good cloak, a good pair of 
  boots, and a sturdy winter blanket ensures 
  survival.  There is no need for Fortitude saves due 
  to the weather. 
  Introduction 
  The adventure begins with the PCs noticing a 
  posting on a pole in Iowerth Square in Hochoch.  
  The posting is Player’s Handout #1.   
  If the PCs respond and go to the Army of 
  Liberation camp, then read the following. 
  Having responded to the notice you found on a 
  message post in Hochoch, you sit outside of a 
  command post in the Army of Liberation's 
  encampment outside of the city.  Sitting with 
  you are a number of fellow adventurers. 
  Allow the party members to introduce themselves. 
  After introductions, you are ushered into the 
  small building, where a short man of Flannae 
  descent sits, wearing the uniform of an Army 
  of Liberation officer.  He motions for you to sit 
  on a number of stools arrayed around a table.  
  Laid out upon the table is a map of the Dim 
  Forest. 
  "Bore da. (bore-eh da, Flan tr. good day)  You six 
  have 
  been 
  assigned 
  with 
  carrying 
  this 
  message," the officer holds up a sealed scroll 
  tube, "to one of our Olwythi scouts in the Dim 
  Forest.  He is based here, in a village called 
  Linhir."  He points to the village on the map, 
  near 
  the 
  Realstream. 
   
  "Very 
  simple 
  assignment, should cause you no trouble.  The 
  scout's name is Corforrol Meic the Blade.  
  You'll know him by the ivy tattoo on the right 
  side of his face.  Have you any questions?" 
  Refer to DM Aids: Map #1 for a map of the Dim 
  Forest.   
  The officer doesn't have much more information 
  for them.  He explains the reasoning behind them 
  being hired to carry messages is that much of the 
  Army's resources are being concentrated in the 
  
  Lions in Hand 
  Round 1 
  Page 5 
  campaign in the south.  Low priority messages like 
  the one that they are carrying are being delegated 
  to hired help. 
  A successful Sense Motive or Appraise (DC 10) 
  check 
  reveals 
  that 
  the 
  payment 
  for 
  this 
  assignment is a bit high, given the circumstances. 
   If asked about this, the officer simply states that 
  20 lions is the rate that Cadofyth Greenarrow has 
  set for assignments such as this. 
  He also explains (if asked) that there hasn't really 
  been any problems in that area.  Troubles in the 
  Gran March have yet to cross the Realstream.  
  The Shadow Dragon has never exerted much 
  influence in the area, and the Giants never got that 
  far into the Dim Forest.  He advises that if they run 
  into any trouble, be sure to report it to Meic. 
  Encounter One 
  The weather has been thoroughly cold, and it 
  has snowed almost every morning. The sun 
  shines clearly through the boughs of the Dim 
  Forest throughout the afternoon, and your trip 
  has been relatively pleasant. 
  A small footpath through the woods has led 
  the way for much of your journey.  Though it 
  twists and turns along its way, the path is easy 
  enough to follow.  It is clearly well used, and 
  there are markers above the snow to help you 
  stay on the path. 
  It is the beginning of the fourth day of your 
  trek.  Camp was broken a couple of hours ago, 
  and the morning snow has just stopped.  
  Piercing the serenity of your walk are the high 
  pitched sounds of some kind of argument, 
  though it is in a strange tongue. 
  There is not much need to be sneaky, as the 
  kobolds are not paying much attention to the forest 
  around them.  Only intentionally loud actions allow 
  the kobolds to notice the adventurers.  They can 
  sneak up to about 30 ft. 
  Moving up to investigate, you find quite the 
  sight.  Ten short, reptilian creatures with 
  spears are standing around a prone human 
  man.  The human is either unconscious or 
  dead, as he isn't moving.  He wears studded 
  leather armor, and you can see a longbow and 
  a longsword in the clearing near him.  The 
  snow in the clearing has been well trodden, 
  and there is blood visible on the ground.  The 
  creatures appear to be arguing, shaking their 
  spears at each other, pointing to the human, 
  and gesticulating wildly. 
  Allow the adventurers to make a Spot Check (DC 
  12).  Success allows them to notice that the 
  human's face is decorated on the right side with 
  an ivy tattoo, identifying him as the Olwythi they 
  are looking for. 
  Adventurers that understand Draconic can make 
  out the argument.  They are arguing on how to get 
  him back to the burrow.  4 of them just want to tie 
  him up with vines and drag him back, but the 
  others are worried that he will knock his head on a 
  rock and ruin Grak's sacrifice. 
  The kobolds argue until they are interrupted, 
  presumably 
  by 
  the 
  adventurers 
  attacking.  
  Attempts to negotiate are met by attack, out of 
  fright.  They aren't expecting any company. 
  APL 2 (EL 3) 
  Kobolds (10): hp 4 (each); see Monster Manual 
  p. 161 
  Tactics: Kobolds aren't terribly smart.  In this kind 
  of a close melee, they just pair up on an opponent 
  and attack.  If six or more drop, then the rest run if 
  they can. 
  Development: Once the kobolds are killed or 
  driven off, then the party can tend to Meic.  He has 
  taken 10 points of real damage, and 22 points of 
  subdual damage.  Their two basic choices are to 
  either use some magic to heal so that he is 
  conscious, or they can just carry him to Linhir.  
  Either way, continue to Encounter Two. 
  Encounter Two 
  If the adventurers used healing to wake up Meic, 
  read the following text. 
  Meic says to you, "We should get to Linhir as 
  soon as possible.  I want to consult with 
  Talindra concerning this new threat.  Let's get 
  back to the path.  We'll make better time."  
  If the adventurers didn't use any healing to wake 
  up Meic, then they'll have to get him back to Linhir 
  some other way.  Easiest would be to carry him.  If 
  they have any horses, they could also put him on 
  the horse.  If anyone has a beast of burden, and 
  make a Craft (Carpentry) or Survival check (DC 
  10), they can quickly fashion a travois to carry 
  Meic.   
  Whether Meic is awake or not, the adventurers 
  should set out to get to Linhir.  Read or 
  
  Lions in Hand 
  Round 1 
  Page 6 
  paraphrase the following.  Make note of the 
  marching order. 
  It is easy enough to get back to the path your 
  group was following earlier.  The going is easy 
  enough, though as the afternoon drags on, the 
  shadows get longer and darker.  Your breath 
  can be clearly seen in the cold air, and it is 
  difficult to make out objects farther along the 
  path. 
  The adventurer leading the group should make a 
  Spot check (DC 18).  Success reveals a small 
  mound of snow built up over a vine strung across 
  the trail just in front of the group.  Failure means 
  that adventurer has set off the dart trap.  If the 
  adventurers had previously stated that they were 
  looking for traps along the way, make the check a 
  Search check (DC 14).  The kobolds have set this 
  trap in order to start making their mark on the 
  area.  Meic would have found it earlier, but he has 
  been searching away from the trails for the 
  problem. 
  There is a second dart trap about 100 yards 
  further down the trail.  If the adventurers say that 
  they are keeping an eye out for more traps as they 
  go on, give the lead adventurer a Search check 
  (DC 14).  Otherwise, give the lead adventurer a 
  Spot check (DC 18).  Success at either check 
  reveals another vine and dart trap, failure means 
  they have set off the trap. 
  APL 2 (EL 2) 
  Fusillade of Darts: CR 1; +8 ranged (1d4+1, 
  dart); multiple targets (fires 1d4 darts at each 
  target in two adjacent 5-ft. squares); Search (DC 
  14); Disable Device (DC 20). 
  The trap targets the square that the lead 
  adventurer is in, and the square right behind him.   
  Once the adventurers get past the two traps, they 
  can get to Linhir.  Continue with Encounter 
  Three. 
  Encounter Three 
  If the adventurers bring Meic in unconscious, read 
  the following. 
  The path through the Dim opens up, and you 
  see 
  before 
  you 
  the 
  village 
  of 
  Linhir.  
  Underbrush has been cleared away, and small 
  huts have been built all over.  The trees have 
  staircases built around them, leading up to 
  flets in the trees.  There is snow on the ground. 
   Paths have been worn into it by villagers. 
  These flets are built on many levels, with rope 
  bridges, beautiful carved staircases, and 
  arches between them.  The roofs are covered 
  in snow, and the place almost has the look of a 
  winter wonderland. 
  While gazing at the simple beauty of the place, 
  a Flannae man in woodsman attire approaches 
  you.  He takes note of your burden, and gasps. 
   "By the Huntress, what happened?  No matter, 
  quickly.  Bring him this way." 
  If the adventurers bring in Meic conscious, read 
  the following. 
  The path through the Dim opens up, and you 
  see 
  before 
  you 
  the 
  village 
  of 
  Linhir.  
  Underbrush has been cleared away, and small 
  huts have been built all over.  The trees have 
  staircases built around them, leading up to 
  flets in the trees.  There is snow on the ground. 
   Villagers have worn paths into the snow. 
  These flets are built on many levels, with rope 
  bridges, beautiful carved staircases, and 
  arches between them.  The roofs are covered 
  in snow, and the place almost has the look of a 
  winter wonderland. 
  While gazing at the simple beauty of the place, 
  Meic speaks up.  "Please, come with me.  We 
  must go speak with Talindra." 
  Either way, continue on here. 
  You are lead up a set of stairs to the largest 
  flet you have yet seen.  The archway inside is 
  carved with the likeness of lush ivy.  Just 
  inside are two stone statues.  The statue of the 
  right is of a human woman, very beautiful, 
  holding a slender longsword to the sky.  On 
  the left is a statue of an equally beautiful elven 
  woman, holding a similar longsword toward 
  the sky. 
  A sylvan elf woman, wearing leather armor 
  with a unicorn symbol engraved upon its 
  breast greets you.  "The Huntress has been 
  kind to you, Meic.  Sending such a fine escort. 
   Please, enter and be welcome. 
  Talindra proceeds to heal Meic to full, as well as 
  any adventurers that have been injured.  After the 
  spells have been cast, Meic tells Talindra what he 
  has learned. 
  "Things are as I feared.  Vile creatures have 
  finally come to roost near the Realstream.  I am 
  lucky these fine folk happened upon me."  
  
  Lions in Hand 
  Round 1 
  Page 7 
  Meic turns to you.  "Which reminds me.  What 
  brings you to Linhir?"  
  The adventurers can explain themselves.   
  Meic reads the scroll quickly, then looks up to 
  you.  "Well, my superiors are after a report.  I'd 
  much rather report that all is well than have to 
  pull resources from Hochoch to deal with this 
  problem.  I'd like to ask your help.  Before you 
  say yes or no, let me fill you in on the details." 
  "About a week ago, a group of woodsmen 
  came upon a cete of badgers.  They were very 
  aggressive, and one of the woodsmen nearly 
  got bit.  They told me about it, and I went 
  looking.  I figure that they were pushed into 
  this area by something.  Badgers aren't 
  unknown around here, so they might even 
  have been local.  In any case, I've been 
  scouting further out, to see if I could locate 
  whatever drove them into the area.  I was on 
  my way back to Linhir when those kobolds 
  waylaid me.  There were about 25 or 30 of 
  them, I think.  One of them was casting spells 
  to aid the others." 
  "They managed to wear me down.  They were 
  definitely trying to take me prisoner, though I 
  have no idea why.  In any case, they need to be 
  rooted out.  Whether this is an advance force 
  of some kind or just a rogue party, they are 
  trouble for the area." 
  "I don't think I can take them on by myself, but 
  if you helped me, I think it could be done.  
  You'd have my gratitude, and I'm sure the 
  Army would give you a bonus for your 
  assistance.  What do you say?" 
  If the PCs refuse, go to Conclusion A.  Otherwise 
  continue on. 
  "Excellent.  You are true heroes, my friends.  
  Talindra, you will make them welcome, I 
  trust?"  She nods, "Of course.  We have a 
  couple of flets near here that are open, you 
  may rest there."  Meic jumps up and speaks 
  excitedly.  "Perfect.  We should do this during 
  the day, as I believe kobolds are able to see in 
  the dark.  Please, feel free to wander about the 
  village if you like.  We'll get an early start 
  tomorrow morning." 
  The rest of this encounter is very free form.  The 
  adventurers have the opportunity to visit the 
  various locals.  The ones listed below are the 
  major stops in the village.  Most of the other huts 
  and flets are just personal residences.  They only 
  have time for two or three places apiece. There is 
  no danger in splitting the party.  The judge should 
  feel free to run this encounter as he sees fit, taking 
  as much or as little time as he feels like. 
  The White Tail 
  This small pub has a few small tables, and lots of 
  stools.  The sign outside shows a white tail deer 
  running away.  The man behind the bar is short 
  stocky Flannae, by the name of Peris.  He is a 
  friendly kind of man, willing to talk easily.  He used 
  to run a pub in Hocholve, but got pushed out 
  during the invasion, and has settled here. 
  The Blacksmith 
  Set in one of the few areas clear of snow in the 
  small town is a squat stone building, with a 
  massive chimney.  The sign outside has painted 
  on it a hammer and a pair of tongs, noting this as 
  the blacksmith's shop.  Inside is a half-elven man 
  by the name of Tolan ap Bran.  He is an 
  accomplished blacksmith and bowyer, and has 
  lived in this area of the Dim Forest for most of his 
  life.  He is a bit wary of strangers at first, but 
  warms up quickly enough.  He has arrows for sale, 
  and can handle horse shoeing and other 
  blacksmith needs.  He custom makes each bow 
  for the owner, but has the materials to make them 
  in just a few days. 
  The Tanner 
  Set off to the edge of Linhir is a hut, with a fenced 
  in yard around the back.  Inside is Gwr 
  Yellowhand, the local tanner.  He is Flannae, 
  average height.   He is wearing a deer skin 
  overcoat when he is first approached, working in 
  the back to stretch and cure a few skins.  The 
  overcoat is to absorb the stink of the process; he 
  removes it while talking to people.   
  The General Store 
  This hut is built around the base of a tree, and 
  there is a rope ladder leading up to a flet just 
  above it.  Inside is a short half-elf, carving a piece 
  of wood into a pipe.  The store is filled with a small 
  amount of various items one would expect to find 
  in the wilderness.  The owner is Helac the 
  Engraver.  He is known in the area for his 
  carvings, out of wood, bone, and antlers. He has 
  all sorts of knickknacks on shelves on the wall, 
  everything from dolls to knobs to anything else you 
  can think of to carve. 
  
  Lions in Hand 
  Round 1 
  Page 8 
  General Ideas to impart 
  This is a place very much in tune with nature.  
  What animals the hunters bring in, are used up in 
  all sorts of ways.  Almost nothing in the animal 
  goes to waste. 
  The town in general is a happy place.  Elves and 
  humans live together here comfortably, and there 
  are lots of half-elven children under 10.  They 
  don't see much trouble here, being far from the 
  threat of the Shadow Dragon, Giants, and Marcher 
  axes.  
  Feel free to insert other appropriate locations, or 
  encounters with people on the streets.  The 
  population is primarily elves, humans, half-elves, 
  and the occasional halfling.  Gnomes and dwarves 
  don't tend to like the forest, and half-orcs are not 
  generally welcome. 
  Encounter Four 
  Meic shakes you awake in the early morning.  
  After you have a chance to freshen up, he 
  gathers your group into his hut to discuss the 
  day.  It is fairly spartan, except for the various 
  charcoal sketches.  There is everything from 
  plants and animals to various townsfolk you 
  might have seen last night.  Meic smiles as you 
  notice them, "I've got a bit of an artistic 
  streak." 
  "Anyway, down to business."  Meic takes a 
  map drawn on deer hide and spreads it out on 
  the floor.  He points to a spot on the map, 
  "This is us, in Linhir.  Most of my searching 
  has been along the river, to the north of the 
  village.  Not too close to Linhir, because I 
  didn't think that there would be anything so 
  close to the village.  So there is only this area 
  along Falcon Creek.  It's fairly small, and 
  between us, we should be able to cover the 
  whole area in about a day.  I'll take the south 
  side of the creek, and your group should be 
  able to handle the north side." 
  "Now, if you find the kobolds, take stock of the 
  situation.  If you think you can handle it, then 
  do so.  Otherwise, we'll meet up and take them 
  out together.  You'll just have to use your best 
  judgement." 
  Meic doesn't have much else for them.  Pretty 
  much everything he knows has already been told 
  to the adventurers.   
  "We'll meet up at noon along the creek, and 
  then again at the end of the day.  Good luck to 
  you, friends."   
  You head out of the village, woodsmen waving 
  to you as you go.  The weather is beautiful, 
  and you find nothing before your noon 
  meeting with Meic.  It is about an hour since 
  you ate lunch along Falcon Creek, and the 
  going has been easy enough. 
  The adventurers should be making periodic 
  Survival checks (DC 10) for tracking.  Have one 
  adventurer make the check for the entire party, 
  though the DC is low enough that that one 
  adventurer need not have the Track feat. 
  After a Survival check, have the lead adventurer 
  make a Spot check (DC 12).  Success means they 
  have noticed the badgers about 60 ft. away, failure 
  puts them about 20 ft. away. 
  APL 2 (EL 2) 
  Badgers (4): hp 6 (each); see Monster Manual 
  v3.5 page 268 
  The badgers are not immediately hostile.  It is 
  important to note that.  Do not immediately roll 
  initiative.  The adventurers have several ways to 
  go in this encounter. 
  First, they can simply attack.  The badgers fight to 
  the death, as there are two juvenile badgers in a 
  new burrow nearby. 
  Second, they can go around the badgers.  They 
  do not follow, as they are protecting their young.   
  Third, a ranger or druid can attempt Wild Empathy 
  to calm the badgers down, and allow them to pass 
  without incident.  If the lead adventurer failed the 
  initial Spot check, then the starting attitude of the 
  badgers is Unfriendly.  If the lead adventurer 
  succeeded at the initial Spot check, then the 
  starting attitude of the badgers is Indifferent.  The 
  druid or ranger needs to get the badgers to a 
  Friendly attitude in order to pass unmolested.  
  Because the badgers are just trying to protect their 
  young, the ranger or druid receives a +2 
  circumstance bonus to their roll.  If there is more 
  than one ranger or druid, they can assist one 
  another. 
  Fourth, if there is a druid or cleric able to cast 
  Speak with Animals, they can calm down the 
  badgers with a Diplomacy or Wild Empathy check 
  (DC 12).  With the spell up, they can ask a few 
  questions of the badgers.  When role-playing the 
  badgers, remember that they are natural creatures 
  
  Lions in Hand 
  Round 1 
  Page 9 
  with an animal intelligence.  They can relate that 
  they were recently pushed out of their warren by 
  "lizards on two legs".  If asked, one of the badgers 
  would be willing to show the adventurers where 
  their burrow was.   
  If the adventurers bypass or fight the badgers, 
  they need to make a few Survival checks (DC 14) 
  to track, or Search checks (DC 16).  Two 
  successful checks of either type lead the 
  adventurers to the warren.  Give the adventurers 
  three attempts. 
  If the adventurers used Speak with Animals to 
  gain the assistance of the badgers, they are lead 
  straight to the warren. 
  If the adventurers were unable to find the warren, 
  Meic 
  suggest 
  that 
  perhaps 
  they 
  missed 
  something.  They should go out again over the 
  same area together, and Meic is able to make the 
  checks.  Allow the adventurers to assist him. 
  Once the warren is found, continue to Encounter 
  Five. 
  Encounter Five 
  Finally you have found your quarry.  Laid out 
  before you is the kobold warren.   
  This encounter should be run as the adventurers 
  prompt through their actions.  See DM Aids: Map 
  #2 for a map of the kobold warren and 
  surrounding area. 
  If the adventurers attack during the day (which is 
  likely, they should be finding it in the afternoon), 
  then most of the kobolds are awake, but not 
  expecting an attack.  There are two sentries, 
  perched in hides 30 ft. off the ground.  Their 
  locations are marked on the map.   
  These sentries require a Spot check (DC 18) to 
  notice.  The sentries get a Spot check against the 
  adventurers' Hide check every minute that they 
  are within 100 ft. of the warren outside of combat.   
  The south entrance of the warren is the main 
  entrance.  It is not hidden, and is easily seen.  The 
  northwest entrance is hidden, requiring a Search 
  check (DC 16) to find.  The adventurers shouldn't 
  get this check unless they state that they are 
  looking for another entrance, and that they were 
  looking on the proper side of the warren.  Inside 
  the warren are the remaining kobolds, along with 
  their leader, Grak. 
  APL 2 (EL 4) 
  Grak: Kobold Clr1 of Kurtulmak; CR 1: Small 
  Humanoid (Reptilian); HD 1d8-1; hp 7; Init +1; Spd 
  30 ft.; AC 17, touch 12, flat-footed 16; Base Atk 
  +0; Grp -5; Atk +1 melee (1d6/x3, Spear) or +2 
  ranged (1d3, Sling); Full Atk +1 melee (1d6/x3, 
  Spear) or +2 ranged (1d3, Sling); Space/Reach 5 
  ft./ 5 ft.; SQ Darkvision 60 ft, light sensitivity; AL 
  LE; SV Fort +1, Ref +1, Will +3; Str 11, Dex 13, 
  Con 8, Int 12, Wis 13, Cha 12. 
  Skills 
  and 
  Feats: 
  Craft 
  (Trap-making) 
  +7, 
  Diplomacy +8, Hide +5, Listen +1, Profession 
  (Miner) +7, Search +3, Spot +1; Skill Focus 
  (Diplomacy). 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Cleric Spells Prepared (3/3; save DC 11 + spell 
  level): 0- detect magic, guidance, resistance; 1st- 
  bless, cure light wounds, entropic shield*. 
  *Domain spell.  Domains: Law (cast Law spells at 
  +1 caster level), Luck (re-roll one roll per day). 
  Possessions: 
  +1 
  studded 
  leather 
  armor, 
  masterwork spear, potion of spider climb, potion of 
  sanctuary, 30 gps. 
  Kobolds (8): hp 4 (each); see Monster Manual p. 
  161 
  Tactics: If the sentries spot the adventurers, they 
  sound an alarm. They also commence attacks 
  with their slings as soon as they see targets.  This 
  gives the kobolds a round or two to prepare some 
  sort of defense inside the warren.  They cluster 
  around the south passage, working the entrance 
  with spears.  Grak casts entropic shield on 
  himself, then ready an action to cast bless as soon 
  as an enemy is in sight. 
  If the sentries don't spot the adventurers, and they 
  are taken out in such a way that they are not able 
  to warn the others, then the other seven kobolds 
  are in the main room, working on traps and such.  
  They have their spears handy, and attack as soon 
  as they can.  Grak is in his cave, and if he hears 
  the sounds of combat, he casts entropic shield on 
  himself, and moves to the entrance of his cave. 
  If the adventurers are getting really beat up; that 
  is, two or more of them are down, and the kobolds 
  are looking to win; Meic arrives on the scene, and 
  give the adventurers a hand. 
  Once the kobolds are defeated, the adventurers 
  can return to Linhir.  Continue to Conclusion B. 
  
  Lions in Hand 
  Round 1 
  Page 10 
  Treasure: 
  In addition to the equipment carried by Grak, each 
  of the kobolds has 10 gps (80 gps total for the 
  eight of them) in various coinage. 
  In addition, the kobolds have been collecting 
  pieces of amber that they have discovered in 
  some of the caves under the Dim Forest.  The 
  PCs can find 5 pieces of amber.  Each is worth 
  100 gps.  A sixth piece of amber has a beetle 
  preserved inside of it and worth twice as much 
  (200 gps). 
  Conclusion A 
  Meic hangs his head for a moment. "Very well. 
   I'll draft a reply for you, and you can be on 
  your way quickly then."  You are left alone for 
  several minutes, then Meic returns with a 
  sealed scroll in hand.  "Good journey to you."   
  Meic follows you out to the edge of the village, 
  and you can feel his eyes follow you as you 
  start your journey back to Hochoch.  It is 
  several uneventful days later when you arrive. 
  Handing the scroll to the braichdyn that greets 
  you, he breaks the seal and gives the missive a 
  quick glance.  He furrows his brow, and looks 
  up at you.  "Always thought we could depend 
  on folk like yourselves for such problems.  No 
  matter.  Take this to the paymaster, and you'll 
  get your pay.  Dismissed."  He hands you a 
  promissory note, and you are shown out. 
  Award the adventurers the XP they have earned 
  up to Encounter Three, and total up the gp award. 
  Conclusion B 
  With the kobolds defeated, you return to Linhir 
  heroes.  The townsfolk are grateful for your 
  assistance, and the seidr flows freely at the 
  White Tail.   
  The next morning, you are heading out of 
  Linhir, with a sealed message for the Army of 
  Liberation.  Meic walks with you until you are 
  out of sight of Linhir, "Thank you for your 
  assistance, my friends.  If you are in the area, 
  come by and say hello, I'd be glad to buy you a 
  drink.  Good journey to you!" 
  The weather is beautiful as you make your way 
  back to Hochoch, with good seidr on your lips, 
  and homemade sweet bread in your packs.  
  The Braichdyn that greets you upon your 
  return breaks the seal of your message, and 
  quickly glances at it.  He breaks into a smile, 
  and looks up at you.  "Glad we can continue to 
  depend on folk like yourselves for small 
  problems like this.  You know, Cadofyth 
  Greenarrow is always on the lookout for new 
  troops.  We need every man we can get.  Folks 
  who know when to take the initiative like you 
  did can go far with the Army of Liberation.  If 
  you'd like to join up, talk to the corforrol 
  outside.  He can make sure the proper forms 
  get filled out."   
  He hands you each a promissory note, and 
  says, "Take this to the paymaster, and he'll 
  draw your compensation, plus a small bonus 
  for your assistance with the kobolds.  Gyruff 
  thanks you for your contributions to the 
  cause." 
  Award the adventurers the XP they have earned, 
  and total up the gp award. 
  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 role-playing) to each 
  character. 
  Encounter One (EL 3) 
  Defeating or running off the Kobolds 90 xp;   
  Encounter Two (EL 2) 
  Finding the traps without Meic's help 60 xp;   
  Finding the traps with Meic's help 30 xp; 
  Encounter Four (EL 2) 
  Simply Avoiding the Badgers 30 xp;   
  Killing the Badgers 30 xp; 
  Calming down or communicating with the Badgers 
  60 xp; 
  Encounter Five (EL 4) 
  Defeating or Running off the Kobolds 120 xp;   
  Story Award 
  Successfully Completing the Mission 30 xp 
  Discretionary role-playing award 
  90 xp 
  
  Lions in Hand 
  Round 1 
  Page 11 
  Total possible experience:   
  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. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter One: 
   
  L: 12 gp; C: 10 gp; M: 0 gp 
  Encounter Five:   
   
  L: 40 gp; C: 99 gp; M: (+1 studded leather 
  armor (118 gps), potion of spider climb (30 gps), 
  potion of sanctuary (5 gps). 
  Conclusion A:   
   
  L: 0 gp; C: 20 gp; M: 0 gp 
  Conclusion B:   
   
  L: 0 gp; C: 20 gp; M: 0 gp 
  Total Possible Treasure 
  L: 52 gp; C: 129 gp; M: 153 gp  - Total: 334 gp 
  
  Lions in Hand 
   
  Page 12 
   
  Appendix 1:  NPC Stats 
   
  Meic the Blade: Human Rgr3; CR 3; 
  Medium Humanoid (Human); HD 3d8+3; hp 21; 
  Init +2; Spd 30 ft.; AC 15, touch 12, flat-footed 
  13; Base Atk +3; Grp +5; Atk +7 melee 
  (1d8+2/19-20, longsword) or +5 ranged (1d8/x3, 
  longbow); Full Atk +5 melee (1d8+2/19-20, 
  longsword) and +4 (1d6+1/19-20, shortsword) or 
  +5 ranged (1d8/x3, longbow); SA Favored 
  Enemy (Goblinoid) +2, Combat Style (Two-
  Weapon); SQ Wild Empathy (+3); AL CG; SV 
  Fort +4, Ref +5, Will +4; Str 14, Dex 14, Con 12, 
  Int 11, Wis 12, Cha 10. 
   
  Skills and Feats: Handle Animal +6, Hide 
  +8, Knowledge (Nature) +6, Listen +7, Move 
  Silently +8, Spot +7, Survival +7; Endurance, 
  Iron Will, Track, Two-Weapon Defense, Weapon 
  Focus (Longsword). 
   
  Favored Enemy (Goblinoid) (Ex): Meic gains 
  a +2 bonus on Bluff, Listen, Sense Motive, Spot, 
  and Survival checks when using these skills 
  against goblinoids. Likewise, he gets a +2 bonus 
  on weapon damage rolls against such creatures. 
   
  Combat Style (Ex): Meic is treated as having 
  the Two-Weapon Fighting feat, even if he does 
  not have the normal prerequisites for that feat. 
   
  The benefits of the ranger’s chosen style 
  apply only when he wears light or no armor. He 
  loses all benefits of his combat style when 
  wearing medium or heavy armor. 
   
  Wild Empathy (Ex): Meic can improve the 
  attitude of an animal. This ability functions just 
  like a Diplomacy check to improve the attitude of 
  a person. The ranger rolls 1d20 and adds his 
  ranger level and his Charisma bonus to 
  determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually 
  unfriendly. 
   
  To use wild empathy, the ranger and the 
  animal must be able to study each other, which 
  means that they must be within 30 feet of one 
  another 
  under 
  normal 
  visibility 
  conditions. 
  Generally, influencing an animal in this way 
  takes 1 minute, but, as with influencing people, it 
  might take more or less time. 
   
  The ranger can also use this ability to 
  influence a magical beast with an Intelligence 
  score of 1 or 2, but he takes a –4 penalty on the 
  check. 
   
  Possessions: Masterwork Studded Leather 
  Armor, Masterwork Longsword, Masterwork 
  Shortsword, Longbow, 20 arrows, Map of the 
  Dim Forest (Linhir Area). 
  Grak: Kobold Clr1 of Kurtulmak; CR 1: Small 
  Humanoid (Reptilian); HD 1d8-1; hp 7; Init +1; 
  Spd 30 ft.; AC 17, touch 12, flat-footed 16; Base 
  Atk +0; Grp -5; Atk +1 melee (1d6/x3, Spear) or 
  +2 ranged (1d3, Sling); Full Atk +1 melee 
  (1d6/x3, Spear) or +2 ranged (1d3, Sling); 
  Space/Reach 5 ft./ 5 ft.; SQ Darkvision 60 ft, 
  light sensitivity; AL LE; SV Fort +1, Ref +1, Will 
  +3; Str 11, Dex 13, Con 8, Int 12, Wis 13, Cha 
  12. 
  Skills and Feats: Craft (Trap-making) +7, 
  Diplomacy +8, Hide +5, Listen +1, Profession 
  (Miner) +7, Search +3, Spot +1; Skill Focus 
  (Diplomacy). 
  Light Sensitivity (Ex): Kobolds are dazzled in 
  bright sunlight or within the radius of a daylight 
  spell. 
  Cleric Spells Prepared (3/3; save DC 11 + spell 
  level): 0- detect magic, guidance, resistance; 
  1st- bless, cure light wounds, entropic shield*. 
  *Domain spell.  Domains: Law (cast Law spells 
  at +1 caster level), Luck (re-roll one roll per day). 
  Possessions: 
  +1 
  studded 
  leather 
  armor, 
  masterwork spear, potion of spider climb, potion 
  of sanctuary. 
  
  Lions in Hand 
   
  Page 13 
   
  DM Aids:  Map #1 – Dim Forest 
  
  Lions in Hand 
   
  Page 14 
   
  DM Aids: Map #2  
  Map of the Kobold Warren and Surrounding Area 
   
   
  
  Lions in Hand 
   
  Page 15 
   
  Player Handout #1 
   
   
  Attention!   
  Adventurers Needed! 
  To carry messages for the Army of Liberation.  20 golden 
  lions for less than a ten-days work.  Interested parties should 
  inquire at the Army of Liberation encampment outside 
  Hochoch. 
   
  No experience necessary. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Geoff/593/Intro mods/GEOIntro3-03 - Lions in Hand/GEOIntro3-03 - Lions in Hand.pdf