TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  The Wrong Pl
  The Wrong Pl
  The Wrong Pl
  The Wrong Place
  ace
  ace
  ace    at 
  at 
  at 
  at 
  the Wrong 
  the Wrong 
  the Wrong 
  the Wrong Time
  Time
  Time
  Time    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
   
   
  by Andrew VanHooreweghe
  by Andrew VanHooreweghe
  by Andrew VanHooreweghe
  by Andrew VanHooreweghe    
   
   
   
   
   
   
  Part I of the Gnarley Adventures Series. The Rangers of the Gnarley Forest have closed the Great Forest Road south of Dyvers, and 
  the city is in an uproar. With such potential loss in trade to the city, merchants are hiring investigators to see what can be done. You 
  have been summoned to the Jolly Ogre Tavern for just such an opportunity. An adventure for characters levels 1-6. 
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of 
  the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail 
  copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
  
   
  The Wrong Place at the Wrong Time 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  numbers on the scoring packet grid, you fill in the top 
  of the grid. That is all. No one is rated. This method is 
  used for people who are just playing for fun. 
  2. 
  Partial scoring: The players rate the game master and the 
  scenario on their player voting sheet, and provide 
  personal information, but don’t vote for other players. 
  The game master rates the scenario and completes 
  personal and event information, but does not rate the 
  players as a team or vote for players. This method is 
  used when there is no competition, but the 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  When using Voting, rank the players in order of your 
  voting choice while they are completing their forms, so 
  that you are not influenced by their comments on your 
  abilities. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
  T3: 
  23-32 
  25-35 
  27-38 
  29-41 
  8th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  At the beginning of every scenario, each PC is required to 
  pay upkeep costs matching the level of lifestyle they wish 
  to maintain. The cost of each lifestyle will be indicated at 
  the beginning of the scenario
  scenario
  scenario
  scenario. The lifestyles, and the 
  effects that each has on play, are: 
   
  Destitute
  Destitute
  Destitute
  Destitute 
  You have no living space, and must carry all 
  your gear everywhere. You eat poor quality 
  food. You wear a peasant outfit, your only 
  change of clothes. 
  Poor
  Poor
  Poor
  Poor 
  You sleep in poor accommodations, and eat 
  poor quality food. You wear a peasant outfit, 
  and have two sets of clothing. 
  Common
  Common
  Common
  Common 
  You have common lodgings, and eat 
  common quality food. You have Naimural 
  clothing for your profession (adventuring); 
  nothing fancy. You probably have two or 
  three sets of clothing. 
  High
  High
  High
  High 
  You stay in good quality lodgings, and eat 
  good quality food. You wear anything in 
  value up to courtier’s outfits, and generally 
  buy a new set of clothing every two weeks. 
  Luxury
  Luxury
  Luxury
  Luxury 
  You have luxurious accommodations (twice 
  the cost of good accommodations), and you 
  eat excellent foods. You can throw a 
  banquet for your friends every day, and 
  frequently do. You wear clothing up to the 
  value of noble’s outfit, and buy a new set of 
  clothes every week.  
   
  Lifestyles come with bonuses or penalties to Diplomacy, 
  Intimidate, Disguise, and Bluff skill checks. These 
  penalties, shown below, should be applied at the DM’s 
  discretion, and can sometimes backfire—for example, a 
  PC with a poor lifestyle would not have a penalty when 
  talking to a beggar, but would when talking to a city 
  official. A PC with a high lifestyle should have a penalty 
  when dealing with a group of street thugs, where a PC 
  with a destitute lifestyle might not. 
   
  DMs are encouraged to role-play these reactions 
  whenever possible. 
   
  Lifestyle
  Lifestyle
  Lifestyle
  Lifestyle    
  Cost
  Cost
  Cost
  Cost    
  Skill Modifier
  Skill Modifier
  Skill Modifier
  Skill Modifier    
  Destitute 
  14 sp 
  -2 
  Poor 
  43 sp 
  -1 
  Common 
  12 gp 
   0 
  High 
  250 gp 
  +1 
  Luxury 
  500 gp 
  +2 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 3 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  Since the great wars many nations have been rebuilding 
  that which was destroyed. Still others were unscathed by 
  the violence, and remain wary of their neighbors, lest 
  they show any sign of weakness that might be exploited. 
   
  The Free Lands of Dyvers remained primarily neutral 
  throughout the conflict and served as a haven for those 
  who sought refuge from battles they had nothing to do 
  with. The city’s population grew rapidly from the arrival 
  of hundreds of refugees every month. Soon the city and 
  surrounding countryside were saturated with those who 
  had nowhere else to go. Dyvers’ resources were stretched 
  in every direction and civil unrest soon outmatched the 
  control the Dyvers peacekeepers had enjoyed for many 
  years. 
   
  As a matter of course, tighter control was established 
  within the city and along the major roads leading to 
  Dyvers, as well as the mouth of the Velverdyva and the 
  Nyr Dyv. Trade was monitored much more closely along 
  these routes, lest those with evil intent find their way into 
  the comparatively unprotected city proper. 
   
  This included the Gnarley Road (also called Great 
  Forest Road), the main road immediately south of Dyvers, 
  a route that led through the nearby Gnarley Forest. A 
  critical trade route to the Wild Coast and ports along the 
  Wooly Bay, this road ran through the heart of the Forest, 
  much to the disdain of the residents of the Gnarley. Until 
  recently, that is. This road has been plagued by attacks 
  from unknown monsters.  
   
  In response to the recent violence, the Rangers of 
  the Gnarley Forest have decreed that the Gnarley Road is 
  closed to tradesman and traveler alike. No one shall be 
  allowed entrance into the Forest until control over the 
  road can be re-established. Since Dyvers lays claim to a 
  portion of the Forest, you can imagine the reaction in the 
  City. 
   
  Dyvers’ relations with the residents of the Gnarley 
  have always been shaky at best. This is not due to any 
  threat of conflict—the Gnarley folk simply choose to 
  keep matters to themselves. Closing the road with no real 
  explanation has the Dyvers residents—especially the 
  Dyvers Merchants’ Guild—incensed that approximately 
  one-fifth of their trade will now be days behind schedule 
  and cost significantly more to transport (due to the length 
  of time caravans must now spend circumventing the 
  Forest). 
   
  In addition, Dyvers’ shipyards must now find some 
  other source of wood for their shipbuilding endeavors. 
  This problem, if not solved relatively soon, could 
  seriously affect Dyvers’ ability to defend itself in the case 
  of renewed conflict. 
   
  Because of these and other problems, a solution must 
  be found, and found soon. Some city residents have 
  responded to the extreme—by beginning to pack up their 
  belongings and move out, while others have called for a 
  military force to be sent to establish control of the Wood. 
  This is where our adventure begins. 
   
   
  Adventure Summary
  Adventure Summary
  Adventure Summary
  Adventure Summary    
  Part I: The Jolly Ogre
  Part I: The Jolly Ogre
  Part I: The Jolly Ogre
  Part I: The Jolly Ogre    
  Encounter 1, “So You’re in This Bar:” 
  Encounter 1, “So You’re in This Bar:” 
  Encounter 1, “So You’re in This Bar:” 
  Encounter 1, “So You’re in This Bar:” The adventurers 
  are in the Jolly Ogre, a tavern frequented by adventurers. 
  They begin in the middle of a bar fight, something quite 
  common in this establishment. When the fight is over 
  (one way or another), the introduction will be inserted as 
  a flashback sequence. 
      
  Encounter 2, Introductions and After
  Encounter 2, Introductions and After
  Encounter 2, Introductions and After
  Encounter 2, Introductions and Aftermath
  math
  math
  math: The party 
  learns that the brawl has frightened off their potential 
  employers (private merchants) from the tavern. Soon 
  after they arrived, a traveler entered the bar and was 
  attacked by the patrons. Seeing the traveler as an 
  innocent victim, the party defended her and the fight 
  began.    
      
  After the fight, the party learns that the traveler is in 
  fact a messenger from the Gnarley Forest, sent to the Old 
  Palace in Dyvers to explain the reasons for the closing of 
  the Gnarley Road. When the bar patrons learned that she 
  was from the Gnarley, they attacked. Annika Silverwood, 
  the messenger, asks for the party’s aid in escorting her to 
  the palace. 
      
  Encounter 3, “Watch Your Mouth:”
  Encounter 3, “Watch Your Mouth:”
  Encounter 3, “Watch Your Mouth:”
  Encounter 3, “Watch Your Mouth:” The party leads the 
  messenger up the street to the palace, only to be cursed at 
  and taunted by passers-by. If a fight ensues, they will be 
  quickly arrested by the Watch and taken to the 
  guardhouse. If they are able to stay peaceful, they are 
  allowed entrance into the palace with the messenger. 
  Annika invites them to join her in the Great Hall. 
   
  Part II: Your Mission, Whether or Not 
  Part II: Your Mission, Whether or Not 
  Part II: Your Mission, Whether or Not 
  Part II: Your Mission, Whether or Not 
  You Choose to Accept It
  You Choose to Accept It
  You Choose to Accept It
  You Choose to Accept It    
  Encounter IV, “Arrested!”
  Encounter IV, “Arrested!”
  Encounter IV, “Arrested!”
  Encounter IV, “Arrested!” occurs only if PCs were 
  arrested for fighting in the streets or drawing weapons in 
  the bar. PCs are led to the Palace Hall to answer to the 
  Magister for their actions. As punishment for their crime, 
  they will be required to spend some time in jail (which 
  means removal from play), or escort the messenger back 
  to the Gnarley in lieu of jail time. 
      
  Encounter V, “Assignment”
  Encounter V, “Assignment”
  Encounter V, “Assignment”
  Encounter V, “Assignment” occurs if PCs are not arrested 
  but are instead allowed entrance to the Old Palace. PCs 
  observe the delivery of the message (verbally) and are 
  asked to escort the messenger back to the Gnarley for the 
  City. If pressed, the City will offer to pay expenses (travel 
  costs, horses, etc.). 
      
  Encounter VI
  Encounter VI
  Encounter VI
  Encounter VI, Merchant Caravan
  , Merchant Caravan
  , Merchant Caravan
  , Merchant Caravan: The PCs encounter a 
  merchant caravan along the road. The merchant states 
  that he has just come from the Gnarley and was able to 
  complete his trek through the forest, much to Annika’s 
  surprise, since no one is allowed entrance. This merchant 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 4 
  is actually a thieves’ guild member, and is looking for any 
  party member who is going to the Forest to leak some 
  information. 
      
  Encounter VII, The Gnarley Forest
  Encounter VII, The Gnarley Forest
  Encounter VII, The Gnarley Forest
  Encounter VII, The Gnarley Forest: The PCs travel as 
  escorts to the Gnarley and are instructed in the ways of 
  the Gnarley. They are eventually led to the High Druid.  
      
  Encounter VIII, The High Druid:
  Encounter VIII, The High Druid:
  Encounter VIII, The High Druid:
  Encounter VIII, The High Druid: The PCs are 
  introduced to the High Druid of the Forest. They are 
  asked to explain the response by the Magister to their 
  situation, and he looks to the PCs to negotiate a 
  settlement for travel through the Forest for trade. A 
  compromise will be the result. During the negotiations, 
  the PCs and the Gnarley Folk are attacked by undead orcs 
  from the Forest. The PCs will be left to defend 
  themselves, but will discover the undead humanoid 
  threat. 
      
  Encounter IX, Return
  Encounter IX, Return
  Encounter IX, Return
  Encounter IX, Return: After the hunt, the PCs explain 
  what they have found to the High Druid. They are then 
  thanked and are sent back to Dyvers to make their report. 
  They are rewarded by both the Gnarley folk and the 
  Magister. 
   
   
  Part I: The Jolly O
  Part I: The Jolly O
  Part I: The Jolly O
  Part I: The Jolly Ogre
  gre
  gre
  gre    
   
  Encounter I: “You’re in This 
  Encounter I: “You’re in This 
  Encounter I: “You’re in This 
  Encounter I: “You’re in This 
  Bar”
  Bar”
  Bar”
  Bar”    
  The PCs begin the adventure at The Jolly Ogre, a popular 
  adventurers’ bar just inside the south gate of town. The 
  introduction will be following the obligatory bar fight. 
  The purpose of this encounter is to immediately 
  familiarize the players with the 3E combat system, and to 
  begin life in Dyvers on the right foot! 
   
  The PCs are in the middle of a bar fight. They each have 
  full hit points and their entire complement of spells, but 
  they have no weapons other than those that are concealed 
  (they were checked at the door). 
   
  This combat will be primarily brawling, save for one 
  rogue who will draw a dagger as soon as he is hit the first 
  time. PCs from Dyvers can make an INT check (DC 15) to 
  realize that drawing a weapon (or casting a harmful spell) 
  will get them thrown in jail. Brawls in this establishment 
  are common and charges will not be pressed against the 
  participants unless weapons are drawn (in which case the 
  charge is “attempted murder”). 
   
  Each of you faces down a bar p
  Each of you faces down a bar p
  Each of you faces down a bar p
  Each of you faces down a bar patron who is attacking with 
  atron who is attacking with 
  atron who is attacking with 
  atron who is attacking with 
  fists, mugs of ale, and even the occasional piece of furniture. 
  fists, mugs of ale, and even the occasional piece of furniture. 
  fists, mugs of ale, and even the occasional piece of furniture. 
  fists, mugs of ale, and even the occasional piece of furniture. 
  You are thinking perhaps this may not have been the best 
  You are thinking perhaps this may not have been the best 
  You are thinking perhaps this may not have been the best 
  You are thinking perhaps this may not have been the best 
  fight to choose.
  fight to choose.
  fight to choose.
  fight to choose. 
      
  Of course 
  course 
  course 
  course the PCs did not “choose” this fight, but they are 
  in it nevertheless. Each PC has an opponent assigned to 
  them, depending upon their profession and level. Try to 
  match up the PCs with an appropriate attacker, but do not 
  “gang up” on any one PC (except the orc barbarian with 
  the 20 STR, against whom you may feel free to use as 
  many opponents as you see fit). 
   
  For this combat, you must be familiar with the rules 
  for unarmed combat. The fighters have the Improved 
  Unarmed Combat feat; most PCs will not. This is 
  designed to show Dyvers PCs that bar brawling is 
  something with which they should be familiar. In 
  addition, there is no better way to introduce and 
  demonstrate the D&D 3rd Edition combat mechanics 
  than with a bar brawl. 
   
  The GM should have the bar scene laid out on a 
  battle mat or grid map (with figures or other 
  representative markers) beforehand to make this simpler, 
  since the Third Edition combat rules rely on visualization 
  more than other editions have. The bar itself is not set – 
  feel free to make up your own custom bar scene for this 
  encounter. 
   
  As soon as the first rogue is hit in combat, he will 
  draw a dagger and attempt to stab the opposing PC (only 
  one rogue will do this). When this happens, the PC 
  should be allowed the above INT check (if he/she had not 
  already figured this out) to determine that this will get 
  one thrown in jail regardless of the outcome. If the rogue 
  downs his PC, the bar’s bouncer will step in and take care 
  of him —easily. 
   
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2)
  Tier 1 (EL 2)    
  Fighter Types and Monks
  Fighter Types and Monks
  Fighter Types and Monks
  Fighter Types and Monks: 
  Drunken Bar Rowdy, male human War1:
  Drunken Bar Rowdy, male human War1:
  Drunken Bar Rowdy, male human War1:
  Drunken Bar Rowdy, male human War1: CR1/2, 
  Medium-size humanoid; HD 1d8+4; hp 12; Init +1 (Dex); 
  Spd 30; AC 16 (chain +5, Dex +1); Atks: +4 melee (1d6+3 
  bar stool or 1d3+3 fists); AL N; SV Fort +4, Ref +1, Will -1 
   
  Str 16, Dex 12, Con 14, Int 10, Wis 8, Chr 8 
   
  Skills: Jump +6, Climb +6, Intimidate +3; Feats: 
  Improved Unarmed Strike, Power Attack  
   
  Warrior NPC class may be found in the DMG 
   
  Rogues and Cleric Types, Bards:
  Rogues and Cleric Types, Bards:
  Rogues and Cleric Types, Bards:
  Rogues and Cleric Types, Bards:    
  Drunken Barfly, male human Rog1:
  Drunken Barfly, male human Rog1:
  Drunken Barfly, male human Rog1:
  Drunken Barfly, male human Rog1: CR 1; Medium-size 
  humanoid; HD 1d6+1; hp 7; Init +7 (Dex, Improved 
  Initiative); Spd. 30; AC 15 (16) (leather +2, Dex +3, Dodge 
  +1 vs. chosen opponent); Atks +2 melee (1d3+2 fists, 
  1d4+2 [crit 19-20 x2], dagger; AL CN; SV Fort +1, Ref +5, 
  Will +0 
   
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Chr 10 
   
  Skills: Hide +8, Listen +3, Spot +3, Bluff +3, Tumble 
  +7, Jump +5; Feats: Improved Initiative, Improved 
  Unarmed Strike 
   
  Wizards and Sorcerers:
  Wizards and Sorcerers:
  Wizards and Sorcerers:
  Wizards and Sorcerers:    
  Drunken Old Bar Patron, Com1:
  Drunken Old Bar Patron, Com1:
  Drunken Old Bar Patron, Com1:
  Drunken Old Bar Patron, Com1: CR 1/2; Medium size-
  humanoid; HD 1d4+2; hp 6; Init +1 (Dex); Spd. 30; AC 13 
  (leather +2, Dex +1); Atks +0 melee (1d3, mug of ale) or 
  (1d3, fists); SA: blinding attack; AL N; SV Fort +2, Ref +1, 
  Will +1 
      
  Str 10, Dex 12, Con 14, Int 14, Wis 12, Cha 12 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 5 
   
  Skills: Climb +4, Jump +4, Listen +5, Spot +5, Use 
  Rope +5; Feats:    Blind-Fight, Exotic Weapon Proficiency 
  (mug) 
   
  The drunken old men will toss ale into the eyes of their 
  opponent on the first round with a +2 circumstance 
  bonus. If they hit, the PC must make a successful Reflex 
  save (DC 15) in order to avoid being blinded for 1d2 
  rounds.  
   
  The commoner NPC class may be found in the DMG  
   
  Tier 2 (EL 4)
  Tier 2 (EL 4)
  Tier 2 (EL 4)
  Tier 2 (EL 4)    
  Fighter Types and Monks
  Fighter Types and Monks
  Fighter Types and Monks
  Fighter Types and Monks: 
  Drunken Bar Rowdy, male hu
  Drunken Bar Rowdy, male hu
  Drunken Bar Rowdy, male hu
  Drunken Bar Rowdy, male human War3: 
  man War3: 
  man War3: 
  man War3: CR 2, Medium-
  size humanoid; HD 3d8+6; hp 24; Init +1 (Dex); Spd 30; 
  AC 16 (chain +5, Dex +1); Atks +6 melee (1d6+3 bar stool) 
  or (1d3+3, fists); AL N; SV Fort +5, Ref +2, Will +0 
      
  Str 16, Dex 12, Con 14, Int 10, Wis 8, Chr 8 
   
  Skills: Jump +8, Climb +8, Intimidate +5; Feats: 
  Improved Unarmed Strike, Power Attack, Endurance  
   
  Warrior NPC class may be found in the DMG 
   
  Rogues and Cleric Types, Bards:
  Rogues and Cleric Types, Bards:
  Rogues and Cleric Types, Bards:
  Rogues and Cleric Types, Bards:    
  Drunken Barfly, male human Rog3:
  Drunken Barfly, male human Rog3:
  Drunken Barfly, male human Rog3:
  Drunken Barfly, male human Rog3: CR 3; Medium-size 
  humanoid; HD 3d6+3; hp 19; Init +7 (Dex, Improved 
  Initiative); Spd 30; AC 15 (16) (leather +2, Dex +3, Dodge 
  +1 vs. chosen opponent); Atks +4 melee (1d3+2 fists) or 
  1d4+2 [crit 19-20], dagger); AL CN; SV Fort +2, Ref +6, 
  Will +1 
   
  Str 14, Dex 16, Con 12, Int 12, Wis 10, Chr 10 
   
  Skills: Hide +9, Listen +4, Spot +4, Bluff +5, Tumble 
  +8, Jump +6; Feats: Improved Initiative, Improved 
  Unarmed Strike, Dodge 
   
  Wizards and Sorcerers: 
  Wizards and Sorcerers: 
  Wizards and Sorcerers: 
  Wizards and Sorcerers:     
  Drunken Old Bar Patron, male human Com3:
  Drunken Old Bar Patron, male human Com3:
  Drunken Old Bar Patron, male human Com3:
  Drunken Old Bar Patron, male human Com3: CR 2; 
  Medium-size humanoids; HD 3d4+6; hp 16; Init +1 (Dex); 
  Spd. 30; AC 13 (leather +2, Dex +1); Atks +1 melee (1d2, 
  mug of ale) or (1d3, fists); SA: blinding attack; SD: nil; AL 
  N; SV Fort +3, Ref +2, Will +2 
   
  Str 10, Dex 12, Con 14, Int 14, Wis 12, Cha 12 
   
  Skills: Climb +6, Jump +6, Listen +7, Spot +7, Use 
  Rope +7; Feats: Blind-Fighting, Improved Unarmed 
  Strike, Exotic Weapon Proficiency (mug) 
   
  The drunken old men will toss ale into the eyes of their 
  opponent on the first round with a +2 circumstance 
  bonus. If they hit, the PC must make a successful Reflex 
  save (DC 15) in order to avoid being blinded for 1d2 
  rounds.  
   
  Commoner NPC class may be found in the DMG 
   
  Tier 3 (EL 9)
  Tier 3 (EL 9)
  Tier 3 (EL 9)
  Tier 3 (EL 9)    
  Fighter Types and Monks
  Fighter Types and Monks
  Fighter Types and Monks
  Fighter Types and Monks: 
  Drunken Bar Rowdy, male human War6: 
  Drunken Bar Rowdy, male human War6: 
  Drunken Bar Rowdy, male human War6: 
  Drunken Bar Rowdy, male human War6: CR 5; Medium-
  size humanoid; HD 6d8+12; hp 45; Init +1 (Dex); Spd 30; 
  AC 16 (chain +5, Dex +1); Atks +9/+4 melee (1d6+3, bar 
  stool) or (1d3+3, fists); AL N; SV Fort +7, Ref +3, Will +1 
   
  Str 16, Dex 13, Con 14, Int 10, Wis 8, Chr 8 
   
  Skills: Jump +11, Climb +11, Intimidate +8; Feats: 
  Improved Unarmed Strike, Power Attack, Endurance  
   
  Warrior NPC class may be found in the DMG 
   
  Rogues and Cleric Types, Bards:
  Rogues and Cleric Types, Bards:
  Rogues and Cleric Types, Bards:
  Rogues and Cleric Types, Bards:    
  Drunken Barfly, male human Rog 5: 
  Drunken Barfly, male human Rog 5: 
  Drunken Barfly, male human Rog 5: 
  Drunken Barfly, male human Rog 5: CR 5; Medium-size 
  humanoid; HD 5d6+5; hp 29; Init +7 (Dex, Improved 
  Initiative); Spd 30; AC 15 (16) (leather +2, Dex +3, Dodge 
  +1 vs. chosen opponent); Atks +6 melee (1d3+2 fists CRIT 
  x2, 1d4+2 [crit 19-20] dagger); SA: sneak attack +3d6; SD: 
  uncanny dodge (cannot be flanked and DEX to AC), 
  evasion; AL CN; SV Fort +3, Ref +7, Will +2 
      
  Str 15, Dex 16, Con 12, Int 12, Wis 10, Chr 10  
   
  Skills: Hide +11, Listen +8, Spot +8, Bluff +8, Tumble 
  +11, Jump +8; Feats: Improved Initiative, Improved 
  Unarmed Strike, Dodge 
   
  Wizards and Sorcerers:
  Wizards and Sorcerers:
  Wizards and Sorcerers:
  Wizards and Sorcerers:    
  Drunken Old Bar Patron, male human Com5: 
  Drunken Old Bar Patron, male human Com5: 
  Drunken Old Bar Patron, male human Com5: 
  Drunken Old Bar Patron, male human Com5: CR 4; 
  Medium-size humanoid; HD 5d4+10; hp 26; Init +1 (Dex); 
  Spd 30; AC 13 (+2 leather, +1 Dex); Atks +2 melee (1d2, 
  mug of ale), or (1-3, fists); SA: blinding attack; SD: nil; AL 
  N; SV Fort +3, Ref +2, Will +2 
   
  Str 10, Dex 13, Con 14, Int 14, Wis 12, Cha 12 
   
  Skills: Climb +8, Jump +8, Listen +9, Spot +9, Use 
  Rope +9; Feats: Blind-Fighting, Improved Unarmed 
  Strike, Exotic Weapon Proficiency (mug) 
   
  The drunken old men will toss ale into the eyes of their 
  opponent on the first round with a +2 bonus. If they hit, 
  the PC must make a successful Reflex save (DC 15) in 
  order to avoid being blinded for 1d2 rounds.  
   
  Commoner NPC class may be found in the DMG 
   
  Smudge, bouncer at the Jolly Ogre, male half orc Brb8: 
  Smudge, bouncer at the Jolly Ogre, male half orc Brb8: 
  Smudge, bouncer at the Jolly Ogre, male half orc Brb8: 
  Smudge, bouncer at the Jolly Ogre, male half orc Brb8: 
  CR 8; Medium-size humanoid; HD 8d12+24; hp 79; Init 
  +6 (Dex, Improved Initiative); Spd 40 ft.; AC 19 (+5 hide 
  +2, +2 ring of protection +2, +2 Dex); Atks +12/+7 melee 
  (1d8+4 table) or (1d3+4 fists); SA: Rage; SD: uncanny 
  dodge; AL N; SV Fort +8, Ref +4, Will +1 
      
  Str 18 (22), Dex 14, Con 16 (20), Int 8, Wis 8, Cha 8 
   
  Skills: Climb +8, Handle Animal +2, Heal +2, Hide +5, 
  Intimidate +5, Jump +8, Listen +3, Move Silently +5, Spot 
  +3, Swim +6, Wilderness Lore +3; Feats:    Improved 
  Unarmed Strike, Improved Initiative, Power Attack 
   
  Please assign opponents to PCs by their ability. If a PC 
  soundly beats their opponent on the first round, feel free 
  to throw others at them. Do not do so to defeat them. 
   
  If anyone attacks Smudge, he will rage, beat that 
  person senseless, and throw him or her onto the street. If 
  the PCs use weapons in the fight they will be thrown in 
  jail (with Annika) by the Watch (who would normally be 
  nowhere near the bar, but strangely appear if weapons are 
  used). If this happens, the introductions in Encounter 2 
  will take place in the jailhouse at the Old Palace, and you 
  should proceed to Encounter IV. The GM should modify 
  the boxed text to reflect this. 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 6 
   
  The PCs should be able to win this fight. However, if 
  they do not, it makes no difference as to whether or not 
  they are able to complete the adventure. After the combat, 
  they will be able to ascertain just who is in league with 
  whom. Whether they win or lose, proceed to Encounter 
  II. 
   
   
  Encounter 2: 
  Encounter 2: 
  Encounter 2: 
  Encounter 2: 
  Introduction/Aftermath
  Introduction/Aftermath
  Introduction/Aftermath
  Introduction/Aftermath    
  As you dust yourselves off after the melee, you wonder if the 
  As you dust yourselves off after the melee, you wonder if the 
  As you dust yourselves off after the melee, you wonder if the 
  As you dust yourselves off after the melee, you wonder if the 
  merchant you were supposed to meet fled in the wake of the 
  merchant you were supposed to meet fled in the wake of the 
  merchant you were supposed to meet fled in the wake of the 
  merchant you were supposed to meet fled in the wake of the 
  combat. You recall rumors of an expedition that was to begin 
  combat. You recall rumors of an expedition that was to begin 
  combat. You recall rumors of an expedition that was to begin 
  combat. You recall rumors of an expedition that was to begin 
  here at the Jolly 
  here at the Jolly 
  here at the Jolly 
  here at the Jolly Ogre, in order to investigate the closing of the 
  Ogre, in order to investigate the closing of the 
  Ogre, in order to investigate the closing of the 
  Ogre, in order to investigate the closing of the 
  Gnarley Road south of Dyvers.
  Gnarley Road south of Dyvers.
  Gnarley Road south of Dyvers.
  Gnarley Road south of Dyvers.    
   
  The closing of the Great Forest Road has the City in an 
  The closing of the Great Forest Road has the City in an 
  The closing of the Great Forest Road has the City in an 
  The closing of the Great Forest Road has the City in an 
  uproar. Dyvers residents have responded in many ways
  uproar. Dyvers residents have responded in many ways
  uproar. Dyvers residents have responded in many ways
  uproar. Dyvers residents have responded in many ways—
  —
  —
  —from 
  from 
  from 
  from 
  packing up their meager belongings and preparing to leave, to 
  packing up their meager belongings and preparing to leave, to 
  packing up their meager belongings and preparing to leave, to 
  packing up their meager belongings and preparing to leave, to 
  calling for a military solution in the establishment of an 
  calling for a military solution in the establishment of an 
  calling for a military solution in the establishment of an 
  calling for a military solution in the establishment of an 
  outpost on the Gnarley Forest edge, manned by Dyvers militia.
  outpost on the Gnarley Forest edge, manned by Dyvers militia.
  outpost on the Gnarley Forest edge, manned by Dyvers militia.
  outpost on the Gnarley Forest edge, manned by Dyvers militia.    
      
  Since Dyvers lays claim to a large portion of the Gnarley, 
  Since Dyvers lays claim to a large portion of the Gnarley, 
  Since Dyvers lays claim to a large portion of the Gnarley, 
  Since Dyvers lays claim to a large portion of the Gnarley, 
  a military solution seems all too probable at this point.
  a military solution seems all too probable at this point.
  a military solution seems all too probable at this point.
  a military solution seems all too probable at this point.    
      
  The City’s relat
  The City’s relat
  The City’s relat
  The City’s relations with the residents of the Gnarley 
  ions with the residents of the Gnarley 
  ions with the residents of the Gnarley 
  ions with the residents of the Gnarley 
  have always been unstable, not due to threats of conflict, but 
  have always been unstable, not due to threats of conflict, but 
  have always been unstable, not due to threats of conflict, but 
  have always been unstable, not due to threats of conflict, but 
  more so because the Gnarley folk have always been rather 
  more so because the Gnarley folk have always been rather 
  more so because the Gnarley folk have always been rather 
  more so because the Gnarley folk have always been rather 
  reclusive. Since approximately one
  reclusive. Since approximately one
  reclusive. Since approximately one
  reclusive. Since approximately one----fifth of the City’s trade 
  fifth of the City’s trade 
  fifth of the City’s trade 
  fifth of the City’s trade 
  comes from this route, any informati
  comes from this route, any informati
  comes from this route, any informati
  comes from this route, any information that might lead to a 
  on that might lead to a 
  on that might lead to a 
  on that might lead to a 
  solution would be worth quite a bit to local merchants.
  solution would be worth quite a bit to local merchants.
  solution would be worth quite a bit to local merchants.
  solution would be worth quite a bit to local merchants.    
  Now, however, you have been sidetracked because some 
  Now, however, you have been sidetracked because some 
  Now, however, you have been sidetracked because some 
  Now, however, you have been sidetracked because some 
  traveler came into the place and got attacked by the patrons
  traveler came into the place and got attacked by the patrons
  traveler came into the place and got attacked by the patrons
  traveler came into the place and got attacked by the patrons—
  —
  —
  —
  and you are not even sure why.
  and you are not even sure why.
  and you are not even sure why.
  and you are not even sure why.    
      
  It seems that the patrons did 
  It seems that the patrons did 
  It seems that the patrons did 
  It seems that the patrons did not appreciate something 
  not appreciate something 
  not appreciate something 
  not appreciate something 
  this traveler said or did, for they attacked her almost 
  this traveler said or did, for they attacked her almost 
  this traveler said or did, for they attacked her almost 
  this traveler said or did, for they attacked her almost 
  immediately upon her entry. Watching five or six patrons 
  immediately upon her entry. Watching five or six patrons 
  immediately upon her entry. Watching five or six patrons 
  immediately upon her entry. Watching five or six patrons 
  attack her at once, you reluctantly became a part of the brawl 
  attack her at once, you reluctantly became a part of the brawl 
  attack her at once, you reluctantly became a part of the brawl 
  attack her at once, you reluctantly became a part of the brawl 
  in order to, perhaps, save her life. You have never see
  in order to, perhaps, save her life. You have never see
  in order to, perhaps, save her life. You have never see
  in order to, perhaps, save her life. You have never seen such 
  n such 
  n such 
  n such 
  malicious intent from tavern
  malicious intent from tavern
  malicious intent from tavern
  malicious intent from tavern----goers.
  goers.
  goers.
  goers.    
      
  Looking around, you see the mysterious traveler standing 
  Looking around, you see the mysterious traveler standing 
  Looking around, you see the mysterious traveler standing 
  Looking around, you see the mysterious traveler standing 
  over her opponent, a burly sot at least twice her size. The 
  over her opponent, a burly sot at least twice her size. The 
  over her opponent, a burly sot at least twice her size. The 
  over her opponent, a burly sot at least twice her size. The 
  raven
  raven
  raven
  raven----haired woman nods at the ogre at the door, shrugs her 
  haired woman nods at the ogre at the door, shrugs her 
  haired woman nods at the ogre at the door, shrugs her 
  haired woman nods at the ogre at the door, shrugs her 
  cloak back to its rightful place on
  cloak back to its rightful place on
  cloak back to its rightful place on
  cloak back to its rightful place on her shoulders, and moves in 
   her shoulders, and moves in 
   her shoulders, and moves in 
   her shoulders, and moves in 
  your direction.
  your direction.
  your direction.
  your direction.    
      
  “Thank you for protecting me,” she gasps. “I was afraid 
  “Thank you for protecting me,” she gasps. “I was afraid 
  “Thank you for protecting me,” she gasps. “I was afraid 
  “Thank you for protecting me,” she gasps. “I was afraid 
  that I might have been left for dead with the way this town 
  that I might have been left for dead with the way this town 
  that I might have been left for dead with the way this town 
  that I might have been left for dead with the way this town 
  feels about our residents lately. It would seem that I am not as 
  feels about our residents lately. It would seem that I am not as 
  feels about our residents lately. It would seem that I am not as 
  feels about our residents lately. It would seem that I am not as 
  safe here as I thought.”
  safe here as I thought.”
  safe here as I thought.”
  safe here as I thought.”    
      
  Now
  Now
  Now
  Now that she is in front of you, you notice the clasp of her 
   that she is in front of you, you notice the clasp of her 
   that she is in front of you, you notice the clasp of her 
   that she is in front of you, you notice the clasp of her 
  cloak much more plainly. It is a gold chain with a charm in 
  cloak much more plainly. It is a gold chain with a charm in 
  cloak much more plainly. It is a gold chain with a charm in 
  cloak much more plainly. It is a gold chain with a charm in 
  the shape of twin gold oak leaves with a golden acorn in the 
  the shape of twin gold oak leaves with a golden acorn in the 
  the shape of twin gold oak leaves with a golden acorn in the 
  the shape of twin gold oak leaves with a golden acorn in the 
  center
  center
  center
  center—
  —
  —
  —the symbol of a Senior Ranger of the Gnarley Forest.
  the symbol of a Senior Ranger of the Gnarley Forest.
  the symbol of a Senior Ranger of the Gnarley Forest.
  the symbol of a Senior Ranger of the Gnarley Forest.    
      
  “My name is Anni
  “My name is Anni
  “My name is Anni
  “My name is Annika Silverwood. I have been sent with a 
  ka Silverwood. I have been sent with a 
  ka Silverwood. I have been sent with a 
  ka Silverwood. I have been sent with a 
  message to your Magister, Larissa Hunter. To whom do I owe 
  message to your Magister, Larissa Hunter. To whom do I owe 
  message to your Magister, Larissa Hunter. To whom do I owe 
  message to your Magister, Larissa Hunter. To whom do I owe 
  my respect and thanks?”
  my respect and thanks?”
  my respect and thanks?”
  my respect and thanks?”    
   
  This is the proper time for the PCs to introduce and 
  describe themselves. Annika will immediately regard 
  those wearing the colors of the city (the Dyvers crest), as 
  well as holy symbols of Ehlonna, as the leaders of the 
  group. Barring this, she will address herself to a Ranger, 
  Druid, or Fighter-type in non-metal armor (and the 
  highest Charisma if there is a tie). If none of those are 
  present she will choose a Cleric wearing the holy symbol 
  of a good-aligned deity (or a monk if there are no clerics). 
  If the party is made up of all wizards, sorcerers, and 
  rogues, she will reluctantly accept the help but speak to 
  the party member with the highest CHA who seems to 
  show concern for her well being. 
   
  Annika has been chosen for this mission as her final 
  task in becoming a Ranger Knight of the Gnarley. She 
  does not truly need the party’s help, as she is quite capable 
  of protecting herself. She has been ordered to find some 
  Dyvers residents who are willing to investigate first and 
  judge later, unlike the rest of the city. She chose the first 
  tavern inside the City’s southern gate in order to find 
  these people and happened to meet the PCs. It also helps 
  her to be seen with Dyversians when in public. 
   
  Roleplay Annika as a very confident warrior who is 
  putting on a show of humility and innocence in order to 
  inspire those she meets to not see her as a threat to 
  Dyvers. She will really try to make the PC’s comfortable 
  by convincing them that she could be lynched if left to 
  the streets by herself. Her goal here is to convince the 
  PCs to accompany her to the Old Palace in order to have 
  them serve as a buffer between her and the somewhat 
  hostile Dyvers populace. She will ask the PC “leader” if 
  his/her party would be willing to escort her to the Old 
  Palace in return for heal any wounds they suffered in the 
  brawl. 
   
  Annika Silverwood, female human Rgr8: 
  Annika Silverwood, female human Rgr8: 
  Annika Silverwood, female human Rgr8: 
  Annika Silverwood, female human Rgr8: CR 8; Medium-
  size human; AC 20 (masterwork +4 studded leather, +2 
  cloak of resistance, +3 Dex); HD 8d10+8; hp 58; Init +3 
  (Dex); Spd 30 (40 outdoors); Atks +10/+5 with fists or 
  melee, +9/+9/+6/+6 with scimitar/short sword combo 
  (1d6+3, [crit 19-20], masterwork short sword and [crit 18-
  20] masterwork scimitar), or +10/+10/+5 (1d8+1 [crit x3], 
  mighty longbow); SV Fort +11, Ref +9, Will +8 
   
  Str 14, Dex 16, Con 12, Int 12, Wis 14, Cha 14 
   
  Skills:    Animal Empathy +5, Climb +5, Craft 
  (Woodworking) +2, Diplomacy +5, Gather Information 
  +5, Handle Animal +5, Heal +5, Hide +10, Intuit 
  Direction +5, Jump +5, Knowledge (Nature) +5, Listen +5, 
  Move Silently +10, Ride +5, Search +3, Sense Motive +3, 
  Speak Language (Sylvan), Spot +5, Swim +5, Wilderness 
  Lore +5; Feats:    Ambidexterity*, 2-Weapon Fighting*, 
  Track*, Point Blank Shot, Rapid Shot, Precise Shot, 
  Improved 2-Weapon Fighting (* = bonus) 
   
  Equipment: masterwork scimitar, masterwork short 
  sword, mighty longbow, masterwork studded leather 
  armor, cloak of resistance +2, six potions of cure light wounds 
  (in the form of a healing salve). 
      
  Spells prepared (3): 1st lvl—alarm, resist elements, speak 
  with animal 
   
  For any PC wounded in the brawl, she will offer up to 6 
  applications (total—not per PC) of a healing salve that has 
  been created in the forest. This salve acts as a potion of 
  cure light wounds with the power of a 3rd level cleric, i.e., 
  1d8+3 hp cured when applied to wounds). PCs cannot 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 7 
  take the salve as an item it is offered to cure immediate 
  wounds. 
   
   
  Here is the information she will offer the PCs: 
  • 
  She has been sent as a messenger to the Magister in 
  order to explain the actions of the Gnarley Folk. She 
  has been ordered to seek an audience at the Old 
  Palace for this purpose. 
  • 
  The Gnarley Road has been closed because there 
  have been many attacks lately, and the only way to 
  maintain safety within the area is to keep outsiders 
  away from the area until the Rangers can find and 
  eliminate the threat. She sees this (as do the rest of 
  the Rangers) as an internal affair, and Dyvers is not 
  welcome to form a military presence with the forest. 
  • 
  The attacks have been made by an unknown menace. 
  Brigands are not the reason (if it was brigands, the 
  Rangers would have handled it long ago). Remains of 
  the attacks remind them of humanoid (orc and 
  goblin) attacks, but no orc or goblin bodies have been 
  found, only the occasional scrap of clothing, and 
  broken spear or sword. In addition, no blood other 
  than that of the victims has been found—if it were 
  humanoids, surely there would be some evidence of 
  their injury. 
  • 
  The attacks have been made both on and off the 
  traveled paths—it seems they are able to find 
  travelers wherever they happen to be. The attackers 
  never retreat, nor has anyone defeated them. There 
  have been no living witnesses of the attacks. 
  • 
  No caravan guarded by the Rangers has been 
  attacked. 
  • 
  One of the primary goals of the Gnarley Rangers is to 
  remain autonomous—to allow outsiders (who do not 
  know how to care for the wood) a military presence 
  in the Forest would be completely unacceptable. 
  • 
  She has been threatened several times since entering 
  the city, and the violence shown in the Jolly Ogre 
  tells her that it might be wise to have some locals 
  with her when she is seen in public. 
   
  “Given the circumstances, I would be better off traveling 
  “Given the circumstances, I would be better off traveling 
  “Given the circumstances, I would be better off traveling 
  “Given the circumstances, I would be better off traveling 
  through the street with an escort of city residents. Would y
  through the street with an escort of city residents. Would y
  through the street with an escort of city residents. Would y
  through the street with an escort of city residents. Would you 
  ou 
  ou 
  ou 
  volunteer to escort me to the Old Palace?”
  volunteer to escort me to the Old Palace?”
  volunteer to escort me to the Old Palace?”
  volunteer to escort me to the Old Palace?”    
   
  She will wait for the PCs to accept. If they do, she will 
  finish healing those who need it and lead them out the 
  door. If they do not, she will leave and the adventure is 
  over, for the merchant they were here to meet in the first 
  place left at the first signs of conflict and will not return. 
  Attempts to find him will be fruitless since they do not 
  even have a name, only a rumor that he would be hiring 
  adventurers on this day in this bar. 
   
  Once the PCs accept, they will be led out the door. 
  The last one out the door is accosted by one of the locals 
  who just got picked up off the floor (i.e. one of the losers 
  in the brawl). He is a greasy, scrawny, roguish-looking 
  individual wearing breeches, a shirt, and leather vest. 
   
  The man wipes a trickle of blood from his chin and spits some 
  The man wipes a trickle of blood from his chin and spits some 
  The man wipes a trickle of blood from his chin and spits some 
  The man wipes a trickle of blood from his chin and spits some 
  more blood on the floor.
  more blood on the floor.
  more blood on the floor.
  more blood on the floor.    
      
  “I’d be careful if I was you. Them woodland folk are 
  “I’d be careful if I was you. Them woodland folk are 
  “I’d be careful if I was you. Them woodland folk are 
  “I’d be careful if I was you. Them woodland folk are 
  pretty secretive. They gots some type of rituals goin’ on in that 
  pretty secretive. They gots some type of rituals goin’ on in that 
  pretty secretive. They gots some type of rituals goin’ on in that 
  pretty secretive. They gots some type of rituals goin’ on in that 
  forest and that’s why they closed it
  forest and that’s why they closed it
  forest and that’s why they closed it
  forest and that’s why they closed it—
  —
  —
  —don’t
  don’t
  don’t
  don’t want anyone
   want anyone
   want anyone
   want anyone to 
  to 
  to 
  to 
  find out that they’re in league with those Scarlet Brotherhood 
  find out that they’re in league with those Scarlet Brotherhood 
  find out that they’re in league with those Scarlet Brotherhood 
  find out that they’re in league with those Scarlet Brotherhood 
  monks. You can trust her if you like, but I’d watch my back.”
  monks. You can trust her if you like, but I’d watch my back.”
  monks. You can trust her if you like, but I’d watch my back.”
  monks. You can trust her if you like, but I’d watch my back.”    
   
   
  The man answers no questions and heads out the 
  same door, but in the opposite direction of the PCs. If 
  pressed, he acts like he does not know any of them and 
  will even call for the Watch if detained. 
   
   
  Encounter 3: Watch Your 
  Encounter 3: Watch Your 
  Encounter 3: Watch Your 
  Encounter 3: Watch Your 
  Mouth
  Mouth
  Mouth
  Mouth    
  You proceed up Lighthouse Street to the Royal District, trying 
  You proceed up Lighthouse Street to the Royal District, trying 
  You proceed up Lighthouse Street to the Royal District, trying 
  You proceed up Lighthouse Street to the Royal District, trying 
  to forget the unfortunate turn events have taken today. Your 
  to forget the unfortunate turn events have taken today. Your 
  to forget the unfortunate turn events have taken today. Your 
  to forget the unfortunate turn events have taken today. Your 
  hopes of maki
  hopes of maki
  hopes of maki
  hopes of making a few coins have been dashed. 
  ng a few coins have been dashed. 
  ng a few coins have been dashed. 
  ng a few coins have been dashed.     
      
  As you move farther up the street, you notice that the 
  As you move farther up the street, you notice that the 
  As you move farther up the street, you notice that the 
  As you move farther up the street, you notice that the 
  street has gotten a bit more crowded, and it’s not the type of 
  street has gotten a bit more crowded, and it’s not the type of 
  street has gotten a bit more crowded, and it’s not the type of 
  street has gotten a bit more crowded, and it’s not the type of 
  crowd you want to be in. It would seem that a mob has 
  crowd you want to be in. It would seem that a mob has 
  crowd you want to be in. It would seem that a mob has 
  crowd you want to be in. It would seem that a mob has 
  formed, and they are upset. They are following yo
  formed, and they are upset. They are following yo
  formed, and they are upset. They are following yo
  formed, and they are upset. They are following you.u.u.u.    
      
  You see approximately twenty or thirty townspeople, 
  You see approximately twenty or thirty townspeople, 
  You see approximately twenty or thirty townspeople, 
  You see approximately twenty or thirty townspeople, 
  brandishing makeshift clubs and carrying multiple items that 
  brandishing makeshift clubs and carrying multiple items that 
  brandishing makeshift clubs and carrying multiple items that 
  brandishing makeshift clubs and carrying multiple items that 
  could be thrown to cause you no small discomfort. The Watch 
  could be thrown to cause you no small discomfort. The Watch 
  could be thrown to cause you no small discomfort. The Watch 
  could be thrown to cause you no small discomfort. The Watch 
  is nowhere to be seen.
  is nowhere to be seen.
  is nowhere to be seen.
  is nowhere to be seen.    
   
  The crowd has formed because they have heard about 
  Annika’s presence, and that she still breathes. 
   
  If the party hurries away, they will be pelted with 
  rocks, vegetables, and garbage, but will not be injured. If 
  they hesitate or stop to explain, they will be hurriedly 
  surrounded. Cries of “We lost our business because of 
  her!” and “Let’s show them tree huggers we can’t be 
  pushed around!” and the like permeate the already hostile 
  air. 
   
  The crowd wants the PCs to step away and let them 
  have Annika to themselves, lest they share her fate. It will 
  take some weaseling to get them out of this. The residents 
  of this part of town depend heavily on their business from 
  the Gnarley trade route, they and are both angered and 
  frightened that they may lose their jobs, homes, and 
  businesses. 
   
  The WRONG response is to stride boldly forward 
  and challenge the crowd saying something to the effect of 
  “To get her you have to go through US,” or some other 
  paladin-like statement. That response will get the PCs 
  beaten down (overborne) by the crowd until the Watch 
  shows up. If this happens, it is not necessary to run the 
  combat—the party will lose (if the players INSIST, you 
  can quadruple or quintuple Encounter 1 for statistical 
  purposes). Once the PCs have been slapped around a bit, 
  the Watch will arrest them and you may proceed to 
  Encounter 4. Note that the PCs will not be robbed, nor 
  will Annika—just pounded on for a while. 
   
  There are several ways to avoid the fight, and none of 
  them involve challenging the crowd. Options include: 
  convincing the crowd that, “We found her first,” or 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 8 
  explaining that they are escorting Annika to the Old 
  Palace to see that “justice is done.” As well they can 
  attempt to convince the crowd that they are investigating 
  the Gnarley situation and that they have authority until 
  the Watch takes her into custody. As long as they in no 
  way imply that they are “on her (Annika’s) side,” they will 
  be able to stall the crowd until the Watch shows up (ten 
  rounds after the crowd surrounds them). DM note: 
  Remember that a round is now six seconds, not a full 
  minute. 
   
  When the Watch arrives, they will break up the 
  crowd and inquire as to what the PCs did to cause the 
  commotion. The PCs will once again have to do some 
  convincing. The Watch will suggest that they take Annika 
  to the guardhouse “for safe keeping.” But once the PCs 
  convince them that they are on the way to the Palace the 
  guards will warn them not to incite anyone who may wish 
  to see Annika harm—it could get them seriously hurt or 
  even killed. 
   
  If the Watch is attacked, they will fight to subdue. 
  After three rounds, a Dyvers Armed Intervention Patrol 
  will be sent to assist. They will consist of 20 men in the 
  patrol, one captain (6th level), one lieutenant (5th level), 
  two sergeants (4th level), two priests (3rd level each), two 
  mages (3rd each) and twelve veteran guards (1st). They will 
  finish breaking up the fight and arrest those involved. 
   
  Dyversian Guards, male human Ftr1 (4): 
  Dyversian Guards, male human Ftr1 (4): 
  Dyversian Guards, male human Ftr1 (4): 
  Dyversian Guards, male human Ftr1 (4): Medium-size 
  humanoid (6 ft. tall); HD 1d10+2; hp 12; Init +2 (Dex); 
  Spd 30; AC 18 (chain +5, shield +1, Dex +2); Atks +4 (+5) 
  melee (1d8+4 [crit 19-20], longsword); SV Fort +4, Ref +2, 
  Will -1 
   
  Str 16, Dex 14, Con 14, Int 10, Wis 8, Cha 10 
   
  Skills: Gather Information +1, Innuendo +1, Jump +4, 
  Knowledge (Law) +1, Search +1, Sense Motive +1 Feats: 
  Power Attack, Weapon Focus (longsword), Quick Draw 
   
  Equipment: 
  chainmail, 
  large 
  wooden 
  shield, 
  longsword 
   
  Dyversian Patrol Sergeant, Smythe, male human Ftr4:
  Dyversian Patrol Sergeant, Smythe, male human Ftr4:
  Dyversian Patrol Sergeant, Smythe, male human Ftr4:
  Dyversian Patrol Sergeant, Smythe, male human Ftr4: 
  Medium-size humanoid (6 ft. 6 in. tall); HD 4d10+8; hp 
  36; Init +1 (Dex); Spd 30; AC 18 (banded +6, shield +1, 
  Dex +1); Atks +9 melee (1d8+5 [crit 19-20], longsword); 
  SV Fort +6, Ref +2, Will +0 
   
  Str 16, Dex 12, Con 14, Int 13, Wis 8, Cha 10 
   
  Skills: Gather Information +3, Innuendo +2, Jump 
  +6, Knowledge (Law) +3, Search +2, Sense Motive +3; 
  Feats: Weapon Focus (longsword), Power Attack, 
  Expertise, Weapon Specialization (longsword) 
   
  Equipment: chain mail, shield (large wooden), 
  longsword (masterwork) 
   
   
  Proceed to Encounter IV if the PCs were arrested. If 
  not, proceed to Encounter V. 
   
   
  Part II: Your Mission, Whether 
  Part II: Your Mission, Whether 
  Part II: Your Mission, Whether 
  Part II: Your Mission, Whether 
  or Not You Choose to Accept 
  or Not You Choose to Accept 
  or Not You Choose to Accept 
  or Not You Choose to Accept 
  ItItItIt    
   
  Enco
  Enco
  Enco
  Encounter 4: Arrested
  unter 4: Arrested
  unter 4: Arrested
  unter 4: Arrested    
  You are dragged up the street to the local guardhouse, which 
  You are dragged up the street to the local guardhouse, which 
  You are dragged up the street to the local guardhouse, which 
  You are dragged up the street to the local guardhouse, which 
  also happens to be right next to the Old Palace. Annika tries to 
  also happens to be right next to the Old Palace. Annika tries to 
  also happens to be right next to the Old Palace. Annika tries to 
  also happens to be right next to the Old Palace. Annika tries to 
  plead your case, but to no avail. Your party is separated from 
  plead your case, but to no avail. Your party is separated from 
  plead your case, but to no avail. Your party is separated from 
  plead your case, but to no avail. Your party is separated from 
  her when you are placed in separate cells. 
  her when you are placed in separate cells. 
  her when you are placed in separate cells. 
  her when you are placed in separate cells.     
      
  Appr
  Appr
  Appr
  Approximately one hour after your incarceration, the 
  oximately one hour after your incarceration, the 
  oximately one hour after your incarceration, the 
  oximately one hour after your incarceration, the 
  guards arrive and remove Annika from her cell. You are left 
  guards arrive and remove Annika from her cell. You are left 
  guards arrive and remove Annika from her cell. You are left 
  guards arrive and remove Annika from her cell. You are left 
  alone to ponder your mistakes of the day.
  alone to ponder your mistakes of the day.
  alone to ponder your mistakes of the day.
  alone to ponder your mistakes of the day.    
      
  Another two hours later, the guards return to your cell, 
  Another two hours later, the guards return to your cell, 
  Another two hours later, the guards return to your cell, 
  Another two hours later, the guards return to your cell, 
  open the door, and beckon you forward. You are 
  open the door, and beckon you forward. You are 
  open the door, and beckon you forward. You are 
  open the door, and beckon you forward. You are led across the 
  led across the 
  led across the 
  led across the 
  street to the Palace, up the marble steps, and into the Great 
  street to the Palace, up the marble steps, and into the Great 
  street to the Palace, up the marble steps, and into the Great 
  street to the Palace, up the marble steps, and into the Great 
  Reception Hall.
  Reception Hall.
  Reception Hall.
  Reception Hall.    
      
  Arriving in what formerly was a reception hall for the 
  Arriving in what formerly was a reception hall for the 
  Arriving in what formerly was a reception hall for the 
  Arriving in what formerly was a reception hall for the 
  King of Furyondy, you see a grand raised platform on which 
  King of Furyondy, you see a grand raised platform on which 
  King of Furyondy, you see a grand raised platform on which 
  King of Furyondy, you see a grand raised platform on which 
  sit over one dozen large, plush chairs. Seated h
  sit over one dozen large, plush chairs. Seated h
  sit over one dozen large, plush chairs. Seated h
  sit over one dozen large, plush chairs. Seated here are some of 
  ere are some of 
  ere are some of 
  ere are some of 
  the most finely dressed individuals you have seen. This august 
  the most finely dressed individuals you have seen. This august 
  the most finely dressed individuals you have seen. This august 
  the most finely dressed individuals you have seen. This august 
  group is the Gentry of Dyvers
  group is the Gentry of Dyvers
  group is the Gentry of Dyvers
  group is the Gentry of Dyvers—
  —
  —
  —the ruling council that 
  the ruling council that 
  the ruling council that 
  the ruling council that 
  represents every part of the City.
  represents every part of the City.
  represents every part of the City.
  represents every part of the City.    
      
  Annika stands before them, and everyone in the room 
  Annika stands before them, and everyone in the room 
  Annika stands before them, and everyone in the room 
  Annika stands before them, and everyone in the room 
  watches her, as she in turn watches
  watches her, as she in turn watches
  watches her, as she in turn watches
  watches her, as she in turn watches your entrance. She has 
   your entrance. She has 
   your entrance. She has 
   your entrance. She has 
  changed from her drab traveling attire to an exquisite brown 
  changed from her drab traveling attire to an exquisite brown 
  changed from her drab traveling attire to an exquisite brown 
  changed from her drab traveling attire to an exquisite brown 
  leather outfit and green cloak. She has a completely different 
  leather outfit and green cloak. She has a completely different 
  leather outfit and green cloak. She has a completely different 
  leather outfit and green cloak. She has a completely different 
  air about her, as she seems to command the attention of 
  air about her, as she seems to command the attention of 
  air about her, as she seems to command the attention of 
  air about her, as she seems to command the attention of 
  everyone in the room.
  everyone in the room.
  everyone in the room.
  everyone in the room.    
      
  Turning to your group, she sa
  Turning to your group, she sa
  Turning to your group, she sa
  Turning to your group, she says “I would like to introduce 
  ys “I would like to introduce 
  ys “I would like to introduce 
  ys “I would like to introduce 
  you to the Magister of The Free Lands of Dyvers
  you to the Magister of The Free Lands of Dyvers
  you to the Magister of The Free Lands of Dyvers
  you to the Magister of The Free Lands of Dyvers—
  —
  —
  —Her 
  Her 
  Her 
  Her 
  Excellency, Larissa Hunter.” Gesturing to an imposing blonde 
  Excellency, Larissa Hunter.” Gesturing to an imposing blonde 
  Excellency, Larissa Hunter.” Gesturing to an imposing blonde 
  Excellency, Larissa Hunter.” Gesturing to an imposing blonde 
  woman dressed in plate armor, Annika steps aside.
  woman dressed in plate armor, Annika steps aside.
  woman dressed in plate armor, Annika steps aside.
  woman dressed in plate armor, Annika steps aside.    
      
  “Greetings,” Hunter addresses you. “I must apologize for 
  “Greetings,” Hunter addresses you. “I must apologize for 
  “Greetings,” Hunter addresses you. “I must apologize for 
  “Greetings,” Hunter addresses you. “I must apologize for 
  the w
  the w
  the w
  the way you have been treated so far. You must understand 
  ay you have been treated so far. You must understand 
  ay you have been treated so far. You must understand 
  ay you have been treated so far. You must understand 
  that our guards were just being careful, after all. Please, 
  that our guards were just being careful, after all. Please, 
  that our guards were just being careful, after all. Please, 
  that our guards were just being careful, after all. Please, 
  introduce yourselves.”
  introduce yourselves.”
  introduce yourselves.”
  introduce yourselves.”    
   
  Allow the PCs to introduce themselves to Hunter. They 
  also may take this time to explain their actions. Hunter 
  and the Gentry will listen to their explanations and 
  descriptions as long as they remain cordial and show her 
  and the Council the respect that is their due. If some PCs 
  become exceedingly obstinate, they will be thrown back 
  in jail for the duration of the adventure. 
   
  The PCs may take this time to ask questions, as well. 
  Hunter and Annika will summarize the events that 
  occurred prior to their arrival. 
  • 
  Annika approached the Council and explained that 
  the Gnarley Road has been closed because there have 
  been many attacks lately, and the only way to 
  maintain safety within the area is to keep outsiders 
  away from the area until the Rangers can find and 
  eliminate the threat. She sees this (as do the rest of 
  the Rangers) as an internal affair, and Dyvers is not 
  welcome to form a military presence there. 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 9 
  • 
  The reason the Gnarley Council does not want 
  outsiders in the Forest is that the visitors do not care 
  for the area and end up harming the balance of the 
  Forest. 
  • 
  Loggers and adventurers that have “tried to help” 
  have only damaged the Forest. The Rangers are also 
  tired of logging live trees for shipping 
  • 
  The attacks have been made by an unknown menace. 
  Brigands are not the reason (if it was brigands, the 
  Rangers would have handled it long ago). Remains of 
  the attacks remind them of humanoid (orc and 
  goblin) attacks, but no orc or goblin bodies have been 
  found, only the occasional scrap of clothing, and the 
  occasional broken spear or sword. In addition, no 
  blood other than that of the victims has been 
  found—if it were humanoids, surely there would be 
  some evidence of their injury. 
  • 
  The Council replied that their first response to the 
  closing is to establish an armed outpost either inside 
  the Gnarley border or just outside the Forest. The 
  Dyvers Militia will clear the road by force. 
  • 
  Annika’s explanation has not been satisfactory to the 
  Gentry, and the Council is still making plans to 
  establish this outpost unless some other agreement 
  can be reached. Negotiators will be sent to the 
  Gnarley to come to a mutually satisfactory 
  arrangement. 
   
  Hunter continues “Ranger Silverwood has informed me that 
  Hunter continues “Ranger Silverwood has informed me that 
  Hunter continues “Ranger Silverwood has informed me that 
  Hunter continues “Ranger Silverwood has informed me that 
  you were very helpful to her in her endeavor to reach us. For 
  you were very helpful to her in her endeavor to reach us. For 
  you were very helpful to her in her endeavor to reach us. For 
  you were very helpful to her in her endeavor to reach us. For 
  this you have our thanks. However, we must not forget the 
  this you have our thanks. However, we must not forget the 
  this you have our thanks. However, we must not forget the 
  this you have our thanks. However, we must not forget the 
  crimes that you have committed against our fair City, and for 
  crimes that you have committed against our fair City, and for 
  crimes that you have committed against our fair City, and for 
  crimes that you have committed against our fair City, and for 
  those you must b
  those you must b
  those you must b
  those you must be punished.”
  e punished.”
  e punished.”
  e punished.”    
      
  Hunter hands you a scroll tube. Annika explains, “You 
  Hunter hands you a scroll tube. Annika explains, “You 
  Hunter hands you a scroll tube. Annika explains, “You 
  Hunter hands you a scroll tube. Annika explains, “You 
  are to accompany me to the Gnarley Forest where you will 
  are to accompany me to the Gnarley Forest where you will 
  are to accompany me to the Gnarley Forest where you will 
  are to accompany me to the Gnarley Forest where you will 
  present your City’s position to the Gnarley Council.”
  present your City’s position to the Gnarley Council.”
  present your City’s position to the Gnarley Council.”
  present your City’s position to the Gnarley Council.”    
      
  Hunter adds, “Once you have completed the negotiations, 
  Hunter adds, “Once you have completed the negotiations, 
  Hunter adds, “Once you have completed the negotiations, 
  Hunter adds, “Once you have completed the negotiations, 
  return here. As paym
  return here. As paym
  return here. As paym
  return here. As payment for your services, all charges against 
  ent for your services, all charges against 
  ent for your services, all charges against 
  ent for your services, all charges against 
  you will be dropped.”
  you will be dropped.”
  you will be dropped.”
  you will be dropped.”    
   
  Give the players Handout #1
  Handout #1
  Handout #1
  Handout #1. 
   
  The Magister will then dismiss Annika and the council so 
  she may speak to the PCs privately. Once the room has 
  been cleared, she will present her terms of negotiation to 
  the PCs. This is to be done verbally, and not to be written 
  down lest others find the document. 
   
  Hunter is to be portrayed as a very commanding 
  individual (she is a military leader, after all) who needs 
  strict order and procedure in order to feel comfortable in 
  her relations to others. She is also, however, deeply 
  concerned for the well being of the City’s residents. 
   
  Larissa Hunter, Magister of Dyvers, female human 
  Larissa Hunter, Magister of Dyvers, female human 
  Larissa Hunter, Magister of Dyvers, female human 
  Larissa Hunter, Magister of Dyvers, female human 
  Ftr10:
  Ftr10:
  Ftr10:
  Ftr10: Medium Humanoid (5 ft. 8 in. tall); HD 10d10+20; 
  hp 84; Init +1 (Dex); Spd 30; AC 20 (+ 9 masterwork full 
  plate, Dex +1); Atks +16/+11 melee (1d8+7+1d6 frost 
  damage [18-20], longsword +3, frost); SV Fort +9, Ref +4, 
  Will +4 
   
  Str 15, Dex 12, Con 14, Int 13, Wis 12, Cha 12 
   
  Skills: Bluff +7, Climb +8, Diplomacy +7, Heal +3, 
  Intimidate +5, Jump +7, Knowledge (etiquette) +5, 
  Knowledge (military tactics) +5, Knowledge (law) +5, 
  Listen +3, Profession (military) +5, Ride +7, Search +3, 
  Sense Motive +5, Spot +3, Swim +5; Feats: Weapon Focus 
  (longsword), 
  Power 
  Attack, 
  Expertise, 
  Weapon 
  Specialization 
  (longsword), 
  Improved 
  Critical 
  (longsword), Leadership, Mounted Combat, Ride-By 
  Attack, Spirited Charge 
   
  Equipment: Masterwork full plate, longsword +3, frost 
   
  These are the “bottom line” requirements for completion 
  of this mission: 
  • 
  It is acceptable to have the road temporarily closed to 
  solve their little problem, but the road must be 
  opened within one week’s time, or the City will 
  suffer great financial hardship. 
  • 
  If the road is not opened within a week, she will send 
  100 soldiers to open it. 
  • 
  Dyvers will have an increased presence in the 
  Gnarley, whether this is a manned outpost within the 
  Forest itself, or daily patrols along the road. 
  Whatever the outcome, Dyvers’ mercantile system 
  will never be enslaved to such circumstances again. 
  • 
  It would be acceptable for the Rangers to control this 
  outpost and the area along the road, but she wishes 
  Dyvers soldiers to be included/trained at this outpost 
  so that the City has a presence there at all times, if 
  nothing else but as an advisory contact. This may 
  solve the problem of “upsetting the balance.” 
  • 
  While in the area, the party should look for clues that 
  this may have been caused by orcs from the Pomarj, 
  Greyhawk, Celene, or Verbobonc. Information about 
  any outside influence needs to be reported, so that 
  influence may be eliminated. 
  • 
  She will agree to limit logging to that which is left to 
  the direction of the Rangers (i.e. dead wood only). 
  Dyvers forces will enforce this. 
  • 
  PCs are to share information with no one outside the 
  Gentry or the Gnarley Council. 
   
  She will make it clear that there are only two major goals: 
  first, to open the road, and second, to have some sort of a 
  presence by Dyvers closer to the forest, even if this is only 
  one that allows greater communication from the area. 
   
  Since the PCs have been arrested, there will be no 
  payment—this is in lieu of jail time. The gentry will allow 
  them to purchase items from the Palace Armory at PHB 
  values (within reason). 
   
  Once she has made these points clear, she will 
  dismiss the PCs. Proceed to Encounter 6. 
   
   
  Encounter 5: Assignment
  Encounter 5: Assignment
  Encounter 5: Assignment
  Encounter 5: Assignment    
  Having narrowly avoided a conflict with the hostile crowd, 
  Having narrowly avoided a conflict with the hostile crowd, 
  Having narrowly avoided a conflict with the hostile crowd, 
  Having narrowly avoided a conflict with the hostile crowd, 
  you now find yourselves at the marble steps of the Old Palace 
  you now find yourselves at the marble steps of the Old Palace 
  you now find yourselves at the marble steps of the Old Palace 
  you now find yourselves at the marble steps of the Old Palace 
  in the Royal District. Formerly the Furyondian Palace, this 
  in the Royal District. Formerly the Furyondian Palace, this 
  in the Royal District. Formerly the Furyondian Palace, this 
  in the Royal District. Formerly the Furyondian Palace, this 
  grand structure now serves as the offices for go
  grand structure now serves as the offices for go
  grand structure now serves as the offices for go
  grand structure now serves as the offices for government and 
  vernment and 
  vernment and 
  vernment and 
  city officials in Dyvers.
  city officials in Dyvers.
  city officials in Dyvers.
  city officials in Dyvers. 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 10 
   
  Annika approaches the gate at the top of the steps and 
  Annika approaches the gate at the top of the steps and 
  Annika approaches the gate at the top of the steps and 
  Annika approaches the gate at the top of the steps and 
  hands a scroll to the Watch officer on duty. The Watchman 
  hands a scroll to the Watch officer on duty. The Watchman 
  hands a scroll to the Watch officer on duty. The Watchman 
  hands a scroll to the Watch officer on duty. The Watchman 
  scans the scroll quickly and calls over another officer who 
  scans the scroll quickly and calls over another officer who 
  scans the scroll quickly and calls over another officer who 
  scans the scroll quickly and calls over another officer who 
  appears to be the sergeant on duty. He open
  appears to be the sergeant on duty. He open
  appears to be the sergeant on duty. He open
  appears to be the sergeant on duty. He opens the gate without 
  s the gate without 
  s the gate without 
  s the gate without 
  a word, and escorts you inside. Annika beckons for you to 
  a word, and escorts you inside. Annika beckons for you to 
  a word, and escorts you inside. Annika beckons for you to 
  a word, and escorts you inside. Annika beckons for you to 
  follow her.
  follow her.
  follow her.
  follow her.    
      
  You pass under a large stone archway and through a 
  You pass under a large stone archway and through a 
  You pass under a large stone archway and through a 
  You pass under a large stone archway and through a 
  foyer, up to a very large set of double doors. There an attendant 
  foyer, up to a very large set of double doors. There an attendant 
  foyer, up to a very large set of double doors. There an attendant 
  foyer, up to a very large set of double doors. There an attendant 
  greets you.
  greets you.
  greets you.
  greets you.    
      
  “Welcome to the Dyvers Palace, home 
  “Welcome to the Dyvers Palace, home 
  “Welcome to the Dyvers Palace, home 
  “Welcome to the Dyvers Palace, home to the Gentry and 
  to the Gentry and 
  to the Gentry and 
  to the Gentry and 
  the Magister of our fair City. If you would be so kind as to 
  the Magister of our fair City. If you would be so kind as to 
  the Magister of our fair City. If you would be so kind as to 
  the Magister of our fair City. If you would be so kind as to 
  wait over there,” he says, gesturing to a set of stone benches in 
  wait over there,” he says, gesturing to a set of stone benches in 
  wait over there,” he says, gesturing to a set of stone benches in 
  wait over there,” he says, gesturing to a set of stone benches in 
  the wing of the foyer, “I will inform the Magister that you are 
  the wing of the foyer, “I will inform the Magister that you are 
  the wing of the foyer, “I will inform the Magister that you are 
  the wing of the foyer, “I will inform the Magister that you are 
  here.”
  here.”
  here.”
  here.”    
   
  The PCs will wait for approximately 30 minutes. Annika 
  will inform the PCs that she should be the one allowed to 
  address the Council initially. Also, she will remind them 
  that she is there as a representative of the Gnarley 
  Council, and what she offers to the Gentry is the official 
  voice of that Council. After she presents her information, 
  the Gentry will most likely ask the PCs to introduce 
  themselves. She wishes to make sure that this protocol is 
  followed in the interests of diplomacy. 
   
  She will include that each PC should introduce 
  themselves by offering their name, profession, and where 
  they live/are from. The Magister is to be addressed as 
  “Your Excellency,” or “Madam Magister.” Gentry 
  members are not to be addressed individually, as they are 
  not allowed to speak unless the Magister introduces 
  them. This process will go more smoothly if these 
  stipulations are followed. 
   
  If any PC inquires as to why they are being included, 
  Annika will answer that it is important for her to show 
  amiable relations with the populace of the City, as well as 
  show that she hides nothing from them. 
   
  After 30 minutes, the attendant reappears and shows you 
  After 30 minutes, the attendant reappears and shows you 
  After 30 minutes, the attendant reappears and shows you 
  After 30 minutes, the attendant reappears and shows you 
  through the double doors into a huge reception hall. You are 
  through the double doors into a huge reception hall. You are 
  through the double doors into a huge reception hall. You are 
  through the double doors into a huge reception hall. You are 
  somewhat taken aback by the sheer size of the room, as well as 
  somewhat taken aback by the sheer size of the room, as well as 
  somewhat taken aback by the sheer size of the room, as well as 
  somewhat taken aback by the sheer size of the room, as well as 
  the height of the ceiling. The hall must 
  the height of the ceiling. The hall must 
  the height of the ceiling. The hall must 
  the height of the ceiling. The hall must be at least 200 feet long 
  be at least 200 feet long 
  be at least 200 feet long 
  be at least 200 feet long 
  and 50 feet high. 
  and 50 feet high. 
  and 50 feet high. 
  and 50 feet high.     
      
  The dome in the ceiling brightens the room through 
  The dome in the ceiling brightens the room through 
  The dome in the ceiling brightens the room through 
  The dome in the ceiling brightens the room through 
  several glass skylights and illuminates the ornate artwork 
  several glass skylights and illuminates the ornate artwork 
  several glass skylights and illuminates the ornate artwork 
  several glass skylights and illuminates the ornate artwork 
  along the walls. At the end of the room stands a large raised 
  along the walls. At the end of the room stands a large raised 
  along the walls. At the end of the room stands a large raised 
  along the walls. At the end of the room stands a large raised 
  platform on which are over a dozen plu
  platform on which are over a dozen plu
  platform on which are over a dozen plu
  platform on which are over a dozen plush chairs and a large 
  sh chairs and a large 
  sh chairs and a large 
  sh chairs and a large 
  throne.
  throne.
  throne.
  throne.    
      
  The attendant leads you through the room to the far end. 
  The attendant leads you through the room to the far end. 
  The attendant leads you through the room to the far end. 
  The attendant leads you through the room to the far end. 
  When you arrive there he proclaims loudly “I now present to 
  When you arrive there he proclaims loudly “I now present to 
  When you arrive there he proclaims loudly “I now present to 
  When you arrive there he proclaims loudly “I now present to 
  the Gentry Annika Silverwood, Ranger of the Gnarley Forest, 
  the Gentry Annika Silverwood, Ranger of the Gnarley Forest, 
  the Gentry Annika Silverwood, Ranger of the Gnarley Forest, 
  the Gentry Annika Silverwood, Ranger of the Gnarley Forest, 
  and her entourage.”
  and her entourage.”
  and her entourage.”
  and her entourage.” 
      
  Annika speaks, “Greetings, 
  Annika speaks, “Greetings, 
  Annika speaks, “Greetings, 
  Annika speaks, “Greetings, Your Excellency. I bring 
  Your Excellency. I bring 
  Your Excellency. I bring 
  Your Excellency. I bring 
  salutations and news from the Gnarley Council. As their 
  salutations and news from the Gnarley Council. As their 
  salutations and news from the Gnarley Council. As their 
  salutations and news from the Gnarley Council. As their 
  designated representative, I have been sent to explain the 
  designated representative, I have been sent to explain the 
  designated representative, I have been sent to explain the 
  designated representative, I have been sent to explain the 
  actions my people have taken of late.”
  actions my people have taken of late.”
  actions my people have taken of late.”
  actions my people have taken of late.”    
      
  Hunter inquires, “And who are these others I see before 
  Hunter inquires, “And who are these others I see before 
  Hunter inquires, “And who are these others I see before 
  Hunter inquires, “And who are these others I see before 
  me, and why are they
  me, and why are they
  me, and why are they
  me, and why are they here?” Annika nods to you.
   here?” Annika nods to you.
   here?” Annika nods to you.
   here?” Annika nods to you.    
   
  Allow each PC to introduce himself or herself in turn. 
  Hunter will expect each PC to give their name, 
  profession, and place of residence. If they do not do so 
  initially, she will reprimand them on not addressing the 
  Gentry or herself in the proper manner, as well as instruct 
  them on the proper method.  
   
  Once the PCs have explained about protecting 
  Silverwood: 
   
  “I see. Our residents have been very restless due to the trade 
  “I see. Our residents have been very restless due to the trade 
  “I see. Our residents have been very restless due to the trade 
  “I see. Our residents have been very restless due to the trade 
  problems. Do you wish to continue in this endeavor, then?
  problems. Do you wish to continue in this endeavor, then?
  problems. Do you wish to continue in this endeavor, then?
  problems. Do you wish to continue in this endeavor, then?” ” ” ” 
  (pause for reply)
  (pause for reply)
  (pause for reply)
  (pause for reply)    
      
  Hunter smiles and hands you a scroll tube. “You are to 
  Hunter smiles and hands you a scroll tube. “You are to 
  Hunter smiles and hands you a scroll tube. “You are to 
  Hunter smiles and hands you a scroll tube. “You are to 
  accompany Ranger Silverwood to an audience with the 
  accompany Ranger Silverwood to an audience with the 
  accompany Ranger Silverwood to an audience with the 
  accompany Ranger Silverwood to an audience with the 
  Gnarley Council to present our position on this crisis. This 
  Gnarley Council to present our position on this crisis. This 
  Gnarley Council to present our position on this crisis. This 
  Gnarley Council to present our position on this crisis. This 
  scroll is to be delivered to the High Druid of the Gnarley 
  scroll is to be delivered to the High Druid of the Gnarley 
  scroll is to be delivered to the High Druid of the Gnarley 
  scroll is to be delivered to the High Druid of the Gnarley 
  Forest.”
  Forest.”
  Forest.”
  Forest.”    
   
  Give the players Handout #1. 
   
  The Magister will then dismiss Annika and the council so 
  she may speak to the PCs privately. Once the room has 
  been cleared, she will present her terms of negotiation to 
  the PCs. This is to be done verbally, and not to be written 
  down lest others find the document. 
   
  Hunter is to be portrayed as a very commanding 
  individual (she is a military leader, after all) who needs 
  strict order and procedure in order to feel comfortable in 
  her relations to others. She is also however deeply 
  concerned for the well being of the City’s residents. 
   
  Larissa Hunter, Magister of Dyvers, female human 
  Larissa Hunter, Magister of Dyvers, female human 
  Larissa Hunter, Magister of Dyvers, female human 
  Larissa Hunter, Magister of Dyvers, female human 
  Ftr10:
  Ftr10:
  Ftr10:
  Ftr10: Medium Humanoid (5 ft. 8 in. tall); HD 10d10+20; 
  hp 84; Init +1 (Dex); Spd 30; AC 20 (+ 9 masterwork full 
  plate, Dex +1); Atks +16/+11 melee (1d8+7+1d6 frost 
  damage [18-20], longsword +3, frost); SV Fort +9, Ref +4, 
  Will +4 
   
  Str 15, Dex 12, Con 14, Int 13, Wis 12, Cha 12 
   
  Skills: Bluff +7, Climb +8, Diplomacy +7, Heal +3, 
  Intimidate +5, Jump +7, Knowledge (etiquette) +5, 
  Knowledge (military tactics) +5, Knowledge (law) +5, 
  Listen +3, Profession (military) +5, Ride +7, Search +3, 
  Sense Motive +5, Spot +3, Swim +5; Feats: Weapon Focus 
  (longsword), 
  Power 
  Attack, 
  Expertise, 
  Weapon 
  Specialization 
  (longsword), 
  Improved 
  Critical 
  (longsword), Leadership, Mounted Combat, Ride-By 
  Attack, Spirited Charge 
   
  Equipment: Masterwork full plate, longsword +3, frost 
   
  These are the “bottom line” requirements for completion 
  of this mission: 
  • 
  It is acceptable to have the road temporarily closed to 
  solve their little problem, but the road must be 
  opened within one week’s time, or the City will 
  suffer great financial hardship. 
  • 
  If the road is not opened within a week, she will send 
  100 soldiers to open it. 
  • 
  Dyvers will have an increased presence in the 
  Gnarley, whether this is a manned outpost within the 
  Forest itself, or daily patrols along the road. 
  Whatever the outcome, Dyvers’ mercantile system 
  will never be enslaved to such circumstances again. 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 11 
  • 
  It would be acceptable for the Rangers to control this 
  outpost and the area along the road, but she wishes 
  Dyvers soldiers to be included/trained at this outpost 
  so that the City has a presence there at all times, if 
  nothing else but as an advisory contact. This may 
  solve the problem of “upsetting the balance.” 
  • 
  While in the area, the party should look for clues that 
  this may have been caused by orcs from the Pomarj, 
  Greyhawk, Celene, or Verbobonc. Information about 
  any outside influence needs to be reported, so that 
  influence may be eliminated. 
  • 
  She will agree to limit logging to that which is left to 
  the direction of the Rangers (i.e. dead wood only). 
  Dyverse forces will enforce this. 
  • 
  PCs are to share this information with no one outside 
  the Gentry and the Gnarley Council. 
   
  She will make it clear that there are only two major goals: 
  first, to open the road, and second, to have some sort of a 
  presence by Dyvers closer to the forest, even if this is only 
  one that allows greater communication from the area. 
   
  She offers the PCs 50 gp each for their efforts, as well 
  as the thanks of the Gentry. She can be pushed to 100 gp, 
  but PCs who do so will not receive the Influence Point in 
  Gentry at the end of the adventure. The PCs will be 
  allowed any equipment they wish to use for the duration 
  of the adventure, as well as horses, but it will need to be 
  purchased or returned when they return. Since the PCs 
  will most likely not have enough gold to buy anything of 
  a masterwork quality, this should not be a problem. 
   
  Some parties may have the enterprising idea of 
  trying to attract an attack by the orcs on their way to the 
  Gnarley, by appearing to be a caravan or other travelers. 
  Inform them that the road is closed, and that they will not 
  be allowed inside the Gnarley anyway, unless as an official 
  delegation. 
   
   
  Encounter 6: Merchant 
  Encounter 6: Merchant 
  Encounter 6: Merchant 
  Encounter 6: Merchant 
  Caravan
  Caravan
  Caravan
  Caravan    
  Traveling alo
  Traveling alo
  Traveling alo
  Traveling along the southern trade road, you note the Dyvers 
  ng the southern trade road, you note the Dyvers 
  ng the southern trade road, you note the Dyvers 
  ng the southern trade road, you note the Dyvers 
  reaction once again to your association with the Ranger. 
  reaction once again to your association with the Ranger. 
  reaction once again to your association with the Ranger. 
  reaction once again to your association with the Ranger. 
  Many insults are muttered as you pass, but no one challenges 
  Many insults are muttered as you pass, but no one challenges 
  Many insults are muttered as you pass, but no one challenges 
  Many insults are muttered as you pass, but no one challenges 
  you as before.
  you as before.
  you as before.
  you as before.    
   
  Leaving the southern gate, you notice that the merchant 
  Leaving the southern gate, you notice that the merchant 
  Leaving the southern gate, you notice that the merchant 
  Leaving the southern gate, you notice that the merchant 
  traffic that usual
  traffic that usual
  traffic that usual
  traffic that usually floods this road is almost nonexistent. The 
  ly floods this road is almost nonexistent. The 
  ly floods this road is almost nonexistent. The 
  ly floods this road is almost nonexistent. The 
  road is strangely quiet as you see for the first time the true 
  road is strangely quiet as you see for the first time the true 
  road is strangely quiet as you see for the first time the true 
  road is strangely quiet as you see for the first time the true 
  effect of closing the trade road.
  effect of closing the trade road.
  effect of closing the trade road.
  effect of closing the trade road.    
      
  After a few hours’ walk you are nearing your destination. 
  After a few hours’ walk you are nearing your destination. 
  After a few hours’ walk you are nearing your destination. 
  After a few hours’ walk you are nearing your destination. 
  As you approach the border, you notice that someone e
  As you approach the border, you notice that someone e
  As you approach the border, you notice that someone e
  As you approach the border, you notice that someone else is 
  lse is 
  lse is 
  lse is 
  indeed traveling this road. However, they are approaching you 
  indeed traveling this road. However, they are approaching you 
  indeed traveling this road. However, they are approaching you 
  indeed traveling this road. However, they are approaching you 
  from the Forest, meaning that they must have somehow made 
  from the Forest, meaning that they must have somehow made 
  from the Forest, meaning that they must have somehow made 
  from the Forest, meaning that they must have somehow made 
  it through the Forest safely. 
  it through the Forest safely. 
  it through the Forest safely. 
  it through the Forest safely.     
      
  You see two wagons approaching, with two guards 
  You see two wagons approaching, with two guards 
  You see two wagons approaching, with two guards 
  You see two wagons approaching, with two guards 
  walking in front of them. A large man dressed in 
  walking in front of them. A large man dressed in 
  walking in front of them. A large man dressed in 
  walking in front of them. A large man dressed in bright red 
  bright red 
  bright red 
  bright red 
  silks waves to you from his seat on the buckboard of the lead 
  silks waves to you from his seat on the buckboard of the lead 
  silks waves to you from his seat on the buckboard of the lead 
  silks waves to you from his seat on the buckboard of the lead 
  wagon.
  wagon.
  wagon.
  wagon.  
   
  The PCs should be a bit curious about this caravan 
  coming from the Forest. If they do not immediately move 
  to stop the man for questioning, Annika will mention that 
  it is very strange that he should be coming from this 
  direction, unless he approached the Forest and was 
  turned away.  
   
  The man will introduce himself as Azik, a merchant 
  originally from Tusmit. He has fine silks for sale, and he 
  has only recently left Dyvers for the Wild Coast. He is 
  actually an agent from the Dyvers Alliance (the thieves’ 
  guild), and is looking for some adventurers to give him 
  some information about the Gnarley situation from the 
  inside.  
   
  He will approach any roguish-looking PC (once he 
  has been stopped for questioning) to inquire about their 
  business in the Gnarley. He will offer a “silk discount” to 
  any PC who will bring him a summary of the events that 
  take place in the Forest (this will be done in private). They 
  are to ask about the “price discount for travelers.” Any PC 
  with Innuendo that overhears this may make a check at 
  DC 15 to realize he is looking for information for the 
  Alliance. 
   
  He will tell any PCs wishing to buy silk goods to do 
  so at his tent in Dyvers (since he must return anyway). He 
  has a “much better selection” there. Allow PCs the above 
  Innuendo check. He can offer no information about the 
  Gnarley himself, since he was not allowed inside. 
   
  If the PCs do not stop to question this NPC, ignore 
  this encounter. If the PCs attempt to detain, arrest, or 
  attack him, he will explain that he is working for the 
  Gentry in secret, and he will show them a badge of the 
  Watch of Dyvers (genuine, but stolen) and thank them 
  for their honesty before leaving. 
   
   
  Encounter 7: The Gnarley 
  Encounter 7: The Gnarley 
  Encounter 7: The Gnarley 
  Encounter 7: The Gnarley 
  Forest
  Forest
  Forest
  Forest    
  About
  About
  About
  About one hour after your meeting with Azik, you are 
   one hour after your meeting with Azik, you are 
   one hour after your meeting with Azik, you are 
   one hour after your meeting with Azik, you are 
  approaching the tree line. Though you have seen this immense 
  approaching the tree line. Though you have seen this immense 
  approaching the tree line. Though you have seen this immense 
  approaching the tree line. Though you have seen this immense 
  forest before, it seems darker somehow, despite the daylight, 
  forest before, it seems darker somehow, despite the daylight, 
  forest before, it seems darker somehow, despite the daylight, 
  forest before, it seems darker somehow, despite the daylight, 
  and is eerily quiet.
  and is eerily quiet.
  and is eerily quiet.
  and is eerily quiet.    
   
  Annika will stop the PCs about fifty feet from the tree line 
  and give them some final instructions prior to entering 
  the Forest. She will insist on these, or the PCs will not be 
  allowed into the Forest. 
  • 
  No spell casting is permitted without permission 
  from the High Druid. The PCs do not have 
  permission (yet). Even with permission, it is only 
  allowed in self-defense or in work required by the 
  High Druid. 
  • 
  The PCs are not to leave the path, or they may be 
  attacked. 
  • 
  The PCs are to stay together at all times. If they 
  separate, they may be killed due to the number of 
  attacks recently. 
  • 
  Before addressing the High Druid a PC must be 
  introduced by a party “leader” first. This person she 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 12 
  will designate as the ranger or druid with the highest 
  Charisma (the one who has treated her the best if a 
  tie). Then in descending order (if no ranger or druid) 
  a cleric of Ehlonna, Cleric of good deity, monk or 
  unarmored fighter (not a rogue). If there is no one of 
  these criteria, she will introduce them, but will only 
  reluctantly allow them to speak at all. 
   
  Allow PCs a Spot check (DC 25) to notice the hidden 
  Rangers just inside the tree line. They are guarding the 
  border. 
   
  Once the instructions are complete, Annika will 
  proceed to step inside the shade. Four Gnarley Rangers 
  surround them immediately (only those with successful 
  Spot checks are not surprised).  
   
  Allow the PCs to react. Annika will hold up her hand, 
  palm in front of her, and ask to approach. She will then 
  lower her hood and roll up her left sleeve to display a 
  brand on her left arm (an Oak Leaf for successful Spot at 
  DC 15). No words are spoken, and the four lead her inside 
  the Forest. The PCs are allowed to follow. 
   
  Once the PCs have entered the wood, four more 
  Rangers appear and seem to be taking the place of the 
  four escorting them. If the PCs dare attack, they will have 
  Annika and 12 Rangers to contend with (un-tiered). Eight 
  will attack with their melee weapons, and four will use 
  long bows. After 5 rounds, four more bowmen will 
  appear, as will four more swordsmen (both can do both 
  with the same stats as they are all identical—stats given 
  this way for ease). 
   
  Gnarley Rangers (12), human Rgr3:
  Gnarley Rangers (12), human Rgr3:
  Gnarley Rangers (12), human Rgr3:
  Gnarley Rangers (12), human Rgr3: Medium-size 
  humanoid (5 ft. 8 in. tall); HD 3d10+6; hp 28 each; Init +2 
  (Dex); Spd 30; AC 15 (+3 studded leather, +2 Dex); Atks 
  +3/+3/-2 (1d6+2/1d6+1 [crit 18-20 scimitar, crit 19-20 
  short sword], two weapons scimitar and short sword) or 
  +5 ranged (1d8 [crit x3], longbow); SV Fort +5, Ref +3, 
  Will +2 
   
  Str 14, Dex 15, Con 14, Int 12, Wis 12, Cha 10 
   
  Skills: Animal Empathy +3, Climb +5, Craft 
  (woodworking) +2, Handle Animal +3, Heal +2, Hide +7, 
  Intuit Direction +2, Jump +3, Knowledge (nature) +2, 
  Listen +3, Move Silently +5, Spot +3, Swim +3, 
  Wilderness Lore +5 Feats: Ambidexterity*, 2-Weapon 
  Fighting*, Track*, Point Blank Shot, Precise Shot 
   
  Equipment: scimitar, short sword, longbow, 12 
  arrows 
   
  Once the party follows the Rangers, they will be led down 
  the road for approximately one-half hour, when the 
  Rangers (four of the ones at the border) will stop and 
  instruct them to stay close. Horses can be tied here (in the 
  middle of the path, but they will be assured of safety) 
  since they cannot go any further. The party will then be 
  led off the path to a trail they never would have been able 
  to find if not for their guides (this is why they need to stay 
  together). 
   
   
  Encounter 8: The High Druid
  Encounter 8: The High Druid
  Encounter 8: The High Druid
  Encounter 8: The High Druid 
  You marvel
  You marvel
  You marvel
  You marvel at how the trail beneath you seems to appear with 
   at how the trail beneath you seems to appear with 
   at how the trail beneath you seems to appear with 
   at how the trail beneath you seems to appear with 
  each step. Were it not for your guides, you would most 
  each step. Were it not for your guides, you would most 
  each step. Were it not for your guides, you would most 
  each step. Were it not for your guides, you would most 
  certainly be lost. You are led into the Forest for well over an 
  certainly be lost. You are led into the Forest for well over an 
  certainly be lost. You are led into the Forest for well over an 
  certainly be lost. You are led into the Forest for well over an 
  hour before you reach a clearing.
  hour before you reach a clearing.
  hour before you reach a clearing.
  hour before you reach a clearing.    
   
  The clearing is roughly 50 feet by 50 feet and cont
  The clearing is roughly 50 feet by 50 feet and cont
  The clearing is roughly 50 feet by 50 feet and cont
  The clearing is roughly 50 feet by 50 feet and contains 
  ains 
  ains 
  ains 
  several people waiting for you. Four more Rangers stand at the 
  several people waiting for you. Four more Rangers stand at the 
  several people waiting for you. Four more Rangers stand at the 
  several people waiting for you. Four more Rangers stand at the 
  far end of the clearing, along with a short individual in brown 
  far end of the clearing, along with a short individual in brown 
  far end of the clearing, along with a short individual in brown 
  far end of the clearing, along with a short individual in brown 
  robes. When you approach the short one turns and you see that 
  robes. When you approach the short one turns and you see that 
  robes. When you approach the short one turns and you see that 
  robes. When you approach the short one turns and you see that 
  he is a gnome.
  he is a gnome.
  he is a gnome.
  he is a gnome.    
      
  “Greetings! I am the High Druid of the Gnarley
  “Greetings! I am the High Druid of the Gnarley
  “Greetings! I am the High Druid of the Gnarley
  “Greetings! I am the High Druid of the Gnarley Forest. 
   Forest. 
   Forest. 
   Forest. 
  You may call me Naimur.”
  You may call me Naimur.”
  You may call me Naimur.”
  You may call me Naimur.” 
   
  The PCs will once again have to introduce themselves. 
  The “leader” of the party should do this. Once this has 
  been done, anyone may address the High Druid. 
   
  The High Druid is quite old; he should be played as 
  someone who takes this situation very seriously. He is, 
  however, still a gnome, and he is very cheerful and has a 
  sense of humor. He will smile and invite the entire party 
  to be seated on the grass. Once everyone is seated, he will 
  sit and explain the closing of the Gnarley Road 
   
  “You are obviously here from Dyvers, yes? I knew you would 
  “You are obviously here from Dyvers, yes? I knew you would 
  “You are obviously here from Dyvers, yes? I knew you would 
  “You are obviously here from Dyvers, yes? I knew you would 
  come, heheh. Want to know about your wagons, yes? Why we 
  come, heheh. Want to know about your wagons, yes? Why we 
  come, heheh. Want to know about your wagons, yes? Why we 
  come, heheh. Want to know about your wagons, yes? Why we 
  closed the road? When we will open it again, yes?”
  closed the road? When we will open it again, yes?”
  closed the road? When we will open it again, yes?”
  closed the road? When we will open it again, yes?”    
   
  “There have been some attacks here. Road is unsafe, very 
  “There have been some attacks here. Road is unsafe, very 
  “There have been some attacks here. Road is unsafe, very 
  “There have been some attacks here. Road is unsafe, very 
  unsafe. Not even s
  unsafe. Not even s
  unsafe. Not even s
  unsafe. Not even safe for Rangers. Rangers responsible for road 
  afe for Rangers. Rangers responsible for road 
  afe for Rangers. Rangers responsible for road 
  afe for Rangers. Rangers responsible for road 
  safety, so we closed the road until we find the creatures who 
  safety, so we closed the road until we find the creatures who 
  safety, so we closed the road until we find the creatures who 
  safety, so we closed the road until we find the creatures who 
  attack. They have been very sneaky 
  attack. They have been very sneaky 
  attack. They have been very sneaky 
  attack. They have been very sneaky –––– cannot find them!”
   cannot find them!”
   cannot find them!”
   cannot find them!”    
      
  “Smells like orcs and goblins, but none of them are found, 
  “Smells like orcs and goblins, but none of them are found, 
  “Smells like orcs and goblins, but none of them are found, 
  “Smells like orcs and goblins, but none of them are found, 
  not even their blood! No wounds,
  not even their blood! No wounds,
  not even their blood! No wounds,
  not even their blood! No wounds, no bodies. Even their tracks 
   no bodies. Even their tracks 
   no bodies. Even their tracks 
   no bodies. Even their tracks 
  disappear! When we find them, we open the road again, yes?”
  disappear! When we find them, we open the road again, yes?”
  disappear! When we find them, we open the road again, yes?”
  disappear! When we find them, we open the road again, yes?”    
   
  Naimur will answer any questions the PCs have, except 
  for ones that might compromise the safety of his Rangers. 
  The information he has is below.  
   
  About the Attacks: 
  • 
  They have found orc weapons from the attack site, 
  obviously dropped during the combats. These and 
  the smell tell them that orcs and goblins may be 
  involved.  
  • 
  Tracks from orcs have been found as well, but when 
  they were followed, they disappeared after several 
  yards. 
  • 
  They have only attacked “unguarded” caravans and 
  travelers. Any time a Ranger has been present (even 
  in disguise), no attacks have been made. 
  • 
  Because of this, the High Druid believes that either 
  they are attempting to discredit the Rangers, or that 
  they plan on attacking the Rangers soon. 
  • 
  There is an attack site near here that he will take the 
  PCs to see after they talk about the terms of the 
  opening of the trade road. 
   
  About the Gnarley Road: 
  • 
  A Dyvers military force is not welcome. The High 
  Druid sees the safety within the Gnarley as his (the 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 13 
  Rangers’) responsibility. Outsiders simply do not 
  know how to treat the Forest. The High Druid will 
  defend the borders of the Forest if necessary. 
  • 
  One week may not be sufficient to discover and 
  eliminate this menace.  
  • 
  Outsiders will have to be supervised if they are in the 
  Forest due to mistreatment of the trees. This includes 
  any subsequent wood-gathering for shipbuilding, 
  because too many live trees are being lost 
   
  If the PCs suggest Dyvers forces for training by the 
  Rangers, the High Druid will nod appreciatively, 
  deliberate with the Rangers for a few minutes, and then 
  insist that any such forces be Rangers or Druids by trade. 
  They can come from Dyvers, but must learn the ways of 
  the Gnarley in order to work here. 
   
  If the City is willing to supply Rangers and Druids 
  for the sole purpose of maintaining and defending the 
  Forest, the High Druid will see to their housing and 
  training, as well as to their supervision. The Rangers are 
  in need of more numbers anyway, and this may be the 
  answer to both problems. The High Druid will open the 
  road as soon as this menace is removed. 
   
  As soon as an agreement is reached: 
   
  Suddenly, another Ranger bursts into the clearing opposite the 
  Suddenly, another Ranger bursts into the clearing opposite the 
  Suddenly, another Ranger bursts into the clearing opposite the 
  Suddenly, another Ranger bursts into the clearing opposite the 
  entrance you came through. He quickly
  entrance you came through. He quickly
  entrance you came through. He quickly
  entrance you came through. He quickly nods to the High 
   nods to the High 
   nods to the High 
   nods to the High 
  Druid and proceeds to whisper several sentences into his ear. 
  Druid and proceeds to whisper several sentences into his ear. 
  Druid and proceeds to whisper several sentences into his ear. 
  Druid and proceeds to whisper several sentences into his ear. 
  The High Druid then waves at your escorts, and says to you, 
  The High Druid then waves at your escorts, and says to you, 
  The High Druid then waves at your escorts, and says to you, 
  The High Druid then waves at your escorts, and says to you, 
  “Wait here
  “Wait here
  “Wait here
  “Wait here—
  —
  —
  —you will be safe until we return.”
  you will be safe until we return.”
  you will be safe until we return.”
  you will be safe until we return.”    
   
  He then disappears into the Forest, along with all of the 
  He then disappears into the Forest, along with all of the 
  He then disappears into the Forest, along with all of the 
  He then disappears into the Forest, along with all of the 
  Rangers exc
  Rangers exc
  Rangers exc
  Rangers except Annika.
  ept Annika.
  ept Annika.
  ept Annika.    
   
  Annika stays to watch over the PCs. About one minute 
  after the Rangers leave, she will turn with a start toward 
  the entrance to the clearing that the PCs used. Allow PCs 
  to make Listen checks (DC 15) to hear something moving 
  in the woods near them.  
   
  Annika looks to the PCs as if to ask whether or not 
  they should investigate. She always follows orders, but is 
  also responsible for the PCs’ safety. It will not take much 
  convincing to get her to lead them to the source of the 
  sound (she will accompany the PCs if they are the ones to 
  decide). 
   
  Once they enter the wood, they will see a few dark 
  shapes moving off in the distance. They are humanoid-
  shaped. They are moving slowly and seem to take no 
  notice of the noise the PCs make when they approach. 
  They are carrying large bundles of something. They are 
  moving away, and it will take some time for the PCs to 
  catch up to them. The chase leads for approximately one-
  half mile. 
   
  The humanoids will continue to move away until 
  someone approaches within 30 feet. At this point, they 
  will turn and attack. They appear to be orcs, but are 
  actually orc zombies. During the combat, they will be 
  slow and measured in their movements. PCs who are 
  either using missile weapons or casting spells will notice 
  the clumsiness and slow reaction time of these creatures. 
  PCs in melee will need to make a spot check (DC 15) to 
  notice the same thing (since they are busy). Also, any PC 
  can make a spot check (DC 20) to notice that when they 
  are cut, they do not bleed much, and the blood is very 
  dark (hence no blood at attack scenes). 
   
  Annika will be unable to help the PCs due to the fact that 
  she will have several of her own opponents to take care of. 
  She will conveniently kill the last of them on the last 
  round of combat. If the PCs ask, she has at least 4 zombies 
  of her own to contend with. 
   
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)
  Tier 1 (EL 3)    
  Orc Zombies (6): 
  Orc Zombies (6): 
  Orc Zombies (6): 
  Orc Zombies (6): CR 1/2; Medium-size undead (5 ft. tall);    
  HD 2d12+3; hp 12; Init -1 (Dex); Spd 30; AC 15 (+2 
  natural, +4 scale mail, -1 Dex); Atks: +2 melee (1d6+1, 
  slam) SQ Undead, partial attacks only; AL N; SV Fort +0, 
  Ref -1, Will +3 
      
  Str 13, Dex 8, Con -, Int -, Wis 10, Chr 1 
   
  Feats: Toughness 
   
  SQ: Undead immunities (Ex)—immune to mind-
  influencing effects, poison, sleep, paralysis, stunning and 
  disease. Not subject to critical hits, subdual damage, 
  ability damage, energy drain, or death from massive 
  damage; Partial actions only (Ex)—zombies have poor 
  reflexes and can perform only partial actions. Thus they 
  can move or attack, but can not do both if they charge (a 
  partial charge).  
   
  Equipment: scale mail (poor quality), short sword 
  (rusted and worthless) 
   
  Tier 2 (EL 5)
  Tier 2 (EL 5)
  Tier 2 (EL 5)
  Tier 2 (EL 5)    
  Orc Zombies (10): 
  Orc Zombies (10): 
  Orc Zombies (10): 
  Orc Zombies (10): CR 1/2; Medium-size undead (5 ft. 
  tall);    HD 2d12+3; hp 12; Init -1 (Dex); Spd 30; AC 15 (+2 
  natural, +4 scale mail, -1 Dex); Atks: +2 melee (1d6+1, 
  slam) SQ Undead, partial attacks only; AL N; SV Fort +0, 
  Ref -1, Will +3 
      
  Str 13, Dex 8, Con -, Int -, Wis 10, Chr 1 
   
  Feats: Toughness 
   
  SQ: Undead immunities (Ex)—immune to mind-
  influencing effects, poison, sleep, paralysis, stunning and 
  disease. Not subject to critical hits, subdual damage, 
  ability damage, energy drain, or death from massive 
  damage; Partial actions only (Ex)—zombies have poor 
  reflexes and can perform only partial actions. Thus they 
  can move or attack, but can not do both if they charge (a 
  partial charge).  
   
  Equipment: scale mail (poor quality), short sword 
  (rusted and worthless) 
   
  Tier 3 (EL 8)
  Tier 3 (EL 8)
  Tier 3 (EL 8)
  Tier 3 (EL 8)    
  Orc Zombies (12): 
  Orc Zombies (12): 
  Orc Zombies (12): 
  Orc Zombies (12): CR 1/2; Medium-size undead (5 ft. 
  tall);    HD 2d12+3; hp 12; Init -1 (Dex); Spd 30; AC 15 (+2 
  natural, +4 scale mail, -1 Dex); Atks: +2 melee (1d6+1, 
  slam) SQ Undead, partial attacks only; AL N; SV Fort +0, 
  Ref -1, Will +3 
      
  Str 13, Dex 8, Con -, Int -, Wis 10, Chr 1 
   
  Feats: Toughness 
   
  SQ: Undead immunities (Ex)—immune to mind-
  influencing effects, poison, sleep, paralysis, stunning and 
  disease. Not subject to critical hits, subdual damage, 
  ability damage, energy drain, or death from massive 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 14 
  damage; Partial actions only (Ex)—zombies have poor 
  reflexes and can perform only partial actions. Thus they 
  can move or attack, but can not do both if they charge (a 
  partial charge).  
   
  Equipment: scale mail (poor quality), short sword 
  (rusted and worthless) 
   
  Ogre Zombies (4): 
  Ogre Zombies (4): 
  Ogre Zombies (4): 
  Ogre Zombies (4): CR 1;    Large-size undead (8 ft. tall);    HD 
  4d12+3; hp 29; Init –1 (Dex); Spd 40; AC 14 (+3 natural, +3 
  hide, -1 Dex, –1 size); Atks +4 melee (1d10+4, greatclub) 
  or +4 melee (1d8+4, slam); SQ Undead, partial attacks 
  only; AL N; SV Fort +1, Ref +0, Will +4 
   
  Str 17, Dex 8, Con -, Int -, Wis 10, Chr 1 
      
  Feats: Toughness 
   
  SQ: Undead immunities (Ex)—immune to mind-
  influencing effects, poison, sleep, paralysis, stunning and 
  disease. Not subject to critical hits, subdual damage, 
  ability damage, energy drain, or death from massive 
  damage; Partial actions only (Ex)—zombies have poor 
  reflexes and can perform only partial actions. Thus they 
  can move or attack, but can not do both if they charge (a 
  partial charge). 
   
  Equipment: greatclub, hide armor 
   
  Following the encounter, they will have to carry bodies of 
  the dead orcs back to the clearing, or they will have 
  disappeared before they return with the Rangers. The 
  other party of Rangers will return with nothing (i.e., no 
  evidence) from their combat with the humanoids, since 
  they will have fled immediately upon discovery. That 
  attack was a diversion to move the Rangers from their 
  location. Fortunately, the PCs remained behind and were 
  able to follow the humanoids and defeat them. 
   
  The humanoid zombies were carrying armloads of 
  clothing, foodstuffs, and supplies from a caravan that was 
  raided only yesterday (the same one that the High Druid 
  was to show the PCs later). Their destination was a fire pit 
  only 100 yards away from the battle site. If the PCs search 
  back along the path of the chase, they will come across 
  the remains of the caravan itself. There are no bodies to be 
  found, and no usable equipment or valuables, either (they 
  have all been removed and burned prior to the PCs 
  arrival). The two wagons have even been dismantled and 
  parts of it burned (this and the burning of supplies should 
  give the players a definite clue that there is some 
  intelligence behind the humanoid zombies). 
   
  Once the PCs return to the clearing, proceed to 
  Encounter 9. 
   
   
  Encounter 9: The Return
  Encounter 9: The Return
  Encounter 9: The Return
  Encounter 9: The Return    
  Returning to the clearing, you notice that the other party of 
  Returning to the clearing, you notice that the other party of 
  Returning to the clearing, you notice that the other party of 
  Returning to the clearing, you notice that the other party of 
  Rangers and the High Druid has returned before you. The 
  Rangers and the High Druid has returned before you. The 
  Rangers and the High Druid has returned before you. The 
  Rangers and the High Druid has returned before you. The 
  High Druid looks quest
  High Druid looks quest
  High Druid looks quest
  High Druid looks questioningly at Annika, and seems about 
  ioningly at Annika, and seems about 
  ioningly at Annika, and seems about 
  ioningly at Annika, and seems about 
  to ask why she allowed you to leave the clearing, but instead 
  to ask why she allowed you to leave the clearing, but instead 
  to ask why she allowed you to leave the clearing, but instead 
  to ask why she allowed you to leave the clearing, but instead 
  turns to you and says, “I would assume that you had a good 
  turns to you and says, “I would assume that you had a good 
  turns to you and says, “I would assume that you had a good 
  turns to you and says, “I would assume that you had a good 
  reason for putting yourselves in danger?”
  reason for putting yourselves in danger?”
  reason for putting yourselves in danger?”
  reason for putting yourselves in danger?”    
   
  The PCs are expected to explain their actions, and what 
  has transpired. If they thought ahead to bring back bodies 
  from the combat, proceed. If they did not, go to 
  Encounter 9a. 
   
  Naimur will immediately have the Rangers bring the 
  bodies back to their camp for examination. This is exactly 
  the evidence that he needs to begin tracking the 
  humanoids to their lair. He sends four Rangers to search 
  the battle site. In this instance, read the following: 
   
  The party will be guests of honor at the dinner this 
  evening and they will be asked to tell the entire tale of 
  their adventure. 
   
  The evening is one of celebration. The food is some of the finest 
  The evening is one of celebration. The food is some of the finest 
  The evening is one of celebration. The food is some of the finest 
  The evening is one of celebration. The food is some of the finest 
  you have ever eaten, as you are served delicacies not found 
  you have ever eaten, as you are served delicacies not found 
  you have ever eaten, as you are served delicacies not found 
  you have ever eaten, as you are served delicacies not found 
  even in the richest homes in the City (or so you think). You 
  even in the richest homes in the City (or so you think). You 
  even in the richest homes in the City (or so you think). You 
  even in the richest homes in the City (or so you think). You 
  tell your tale to the Rangers, and they show great intere
  tell your tale to the Rangers, and they show great intere
  tell your tale to the Rangers, and they show great intere
  tell your tale to the Rangers, and they show great interest in 
  st in 
  st in 
  st in 
  your discovery. When you have completed your tale the High 
  your discovery. When you have completed your tale the High 
  your discovery. When you have completed your tale the High 
  your discovery. When you have completed your tale the High 
  Druid speaks:
  Druid speaks:
  Druid speaks:
  Druid speaks:    
      
  “Congratulations! It seems though our best efforts were 
  “Congratulations! It seems though our best efforts were 
  “Congratulations! It seems though our best efforts were 
  “Congratulations! It seems though our best efforts were 
  unable to discover the identity of our attackers, some outsiders 
  unable to discover the identity of our attackers, some outsiders 
  unable to discover the identity of our attackers, some outsiders 
  unable to discover the identity of our attackers, some outsiders 
  have done so merely by chance. You must stay this eveni
  have done so merely by chance. You must stay this eveni
  have done so merely by chance. You must stay this eveni
  have done so merely by chance. You must stay this evening 
  ng 
  ng 
  ng 
  and feast with us, for we have new allies in this conflict.
  and feast with us, for we have new allies in this conflict.
  and feast with us, for we have new allies in this conflict.
  and feast with us, for we have new allies in this conflict.    
      
  Tell your Magister that we shall open the Gnarley Road 
  Tell your Magister that we shall open the Gnarley Road 
  Tell your Magister that we shall open the Gnarley Road 
  Tell your Magister that we shall open the Gnarley Road 
  when she sends us 40 Rangers for us to train in the ways of the 
  when she sends us 40 Rangers for us to train in the ways of the 
  when she sends us 40 Rangers for us to train in the ways of the 
  when she sends us 40 Rangers for us to train in the ways of the 
  Forest. With Dyvers’ help, the Great Forest Road shall be safe 
  Forest. With Dyvers’ help, the Great Forest Road shall be safe 
  Forest. With Dyvers’ help, the Great Forest Road shall be safe 
  Forest. With Dyvers’ help, the Great Forest Road shall be safe 
  once again
  once again
  once again
  once again.”.”.”.”    
      
  To any Druids or Rangers in the party:  
      
  “And YOU of course are welcome to return anytime, and I 
  “And YOU of course are welcome to return anytime, and I 
  “And YOU of course are welcome to return anytime, and I 
  “And YOU of course are welcome to return anytime, and I 
  hope you are among the number that is sent by the city.”
  hope you are among the number that is sent by the city.”
  hope you are among the number that is sent by the city.”
  hope you are among the number that is sent by the city.”    
      
  Naimur then presents you with a wooden armband 
  Naimur then presents you with a wooden armband 
  Naimur then presents you with a wooden armband 
  Naimur then presents you with a wooden armband 
  featuring the carved symbol of an oak leaf 
  featuring the carved symbol of an oak leaf 
  featuring the carved symbol of an oak leaf 
  featuring the carved symbol of an oak leaf –––– the s
   the s
   the s
   the symbol of the 
  ymbol of the 
  ymbol of the 
  ymbol of the 
  Gnarley Rangers.
  Gnarley Rangers.
  Gnarley Rangers.
  Gnarley Rangers.    
   
  He will also present a masterwork weapon (either a bow, 
  quarterstaff, 24 arrows, club, or blunt weapon, but NOT 
  sword or any bladed weapon). to one (who he considers 
  most deserving) of the druids or rangers in the group. 
   
  To all:  
   
  The highlight of the evening, however, is a presentation made 
  The highlight of the evening, however, is a presentation made 
  The highlight of the evening, however, is a presentation made 
  The highlight of the evening, however, is a presentation made 
  to Annika by the High Druid. Naimur gestures for her to 
  to Annika by the High Druid. Naimur gestures for her to 
  to Annika by the High Druid. Naimur gestures for her to 
  to Annika by the High Druid. Naimur gestures for her to 
  approach the head of the table, and announces, “Annika 
  approach the head of the table, and announces, “Annika 
  approach the head of the table, and announces, “Annika 
  approach the head of the table, and announces, “Annika 
  Silverwood, your mission was of great importance to our 
  Silverwood, your mission was of great importance to our 
  Silverwood, your mission was of great importance to our 
  Silverwood, your mission was of great importance to our 
  people, and you have
  people, and you have
  people, and you have
  people, and you have met with great success. For this we owe 
   met with great success. For this we owe 
   met with great success. For this we owe 
   met with great success. For this we owe 
  you our thanks.”
  you our thanks.”
  you our thanks.”
  you our thanks.”    
      
  He reaches out and removes the twin oak leaves from her 
  He reaches out and removes the twin oak leaves from her 
  He reaches out and removes the twin oak leaves from her 
  He reaches out and removes the twin oak leaves from her 
  tunic, and replaces them with another symbol. This one bears 
  tunic, and replaces them with another symbol. This one bears 
  tunic, and replaces them with another symbol. This one bears 
  tunic, and replaces them with another symbol. This one bears 
  the symbol of a Ranger Knight. Applause rings out over those 
  the symbol of a Ranger Knight. Applause rings out over those 
  the symbol of a Ranger Knight. Applause rings out over those 
  the symbol of a Ranger Knight. Applause rings out over those 
  in attendance.
  in attendance.
  in attendance.
  in attendance.    
      
  Ann
  Ann
  Ann
  Annika holds up her hand to quiet the crowd. “My success 
  ika holds up her hand to quiet the crowd. “My success 
  ika holds up her hand to quiet the crowd. “My success 
  ika holds up her hand to quiet the crowd. “My success 
  is due in large part to the bravery of the outsiders you see before 
  is due in large part to the bravery of the outsiders you see before 
  is due in large part to the bravery of the outsiders you see before 
  is due in large part to the bravery of the outsiders you see before 
  you. They were instrumental in the effort to discover the 
  you. They were instrumental in the effort to discover the 
  you. They were instrumental in the effort to discover the 
  you. They were instrumental in the effort to discover the 
  menace to our wood. I can only hope you will treat other 
  menace to our wood. I can only hope you will treat other 
  menace to our wood. I can only hope you will treat other 
  menace to our wood. I can only hope you will treat other 
  outsiders with the 
  outsiders with the 
  outsiders with the 
  outsiders with the same respect, so that we may work together 
  same respect, so that we may work together 
  same respect, so that we may work together 
  same respect, so that we may work together 
  in keeping the Forest safe.”
  in keeping the Forest safe.”
  in keeping the Forest safe.”
  in keeping the Forest safe.”    
      
  After the meal, she approaches your group. “Thank you 
  After the meal, she approaches your group. “Thank you 
  After the meal, she approaches your group. “Thank you 
  After the meal, she approaches your group. “Thank you 
  again for your help. Now you see the importance of your deeds, 
  again for your help. Now you see the importance of your deeds, 
  again for your help. Now you see the importance of your deeds, 
  again for your help. Now you see the importance of your deeds, 
  regardless of how small they may seem to you. You may call on 
  regardless of how small they may seem to you. You may call on 
  regardless of how small they may seem to you. You may call on 
  regardless of how small they may seem to you. You may call on 
  me w
  me w
  me w
  me when you visit the Forest, and I will aid you. For now 
  hen you visit the Forest, and I will aid you. For now 
  hen you visit the Forest, and I will aid you. For now 
  hen you visit the Forest, and I will aid you. For now 
  
   
  The Wrong Place at the Wrong Time 
   
  Page 15 
  please accept these jars of healing salve for thanks. Until we 
  please accept these jars of healing salve for thanks. Until we 
  please accept these jars of healing salve for thanks. Until we 
  please accept these jars of healing salve for thanks. Until we 
  meet again, I bid you safe journeys.”
  meet again, I bid you safe journeys.”
  meet again, I bid you safe journeys.”
  meet again, I bid you safe journeys.”    
      
  Your return to Dyvers is uneventful. As you present your 
  Your return to Dyvers is uneventful. As you present your 
  Your return to Dyvers is uneventful. As you present your 
  Your return to Dyvers is uneventful. As you present your 
  message to Larissa Hunter, she smiles.
  message to Larissa Hunter, she smiles.
  message to Larissa Hunter, she smiles.
  message to Larissa Hunter, she smiles.    
      
  “It
  “It
  “It
  “It is good that we have avoided a military solution. That 
   is good that we have avoided a military solution. That 
   is good that we have avoided a military solution. That 
   is good that we have avoided a military solution. That 
  they were willing to negotiate shows promise. We shall begin 
  they were willing to negotiate shows promise. We shall begin 
  they were willing to negotiate shows promise. We shall begin 
  they were willing to negotiate shows promise. We shall begin 
  recruiting the Rangers to travel to the Forest.”
  recruiting the Rangers to travel to the Forest.”
  recruiting the Rangers to travel to the Forest.”
  recruiting the Rangers to travel to the Forest.”    
      
  If the PCs were not arrested: 
   
  “You may pick up the agreed payment from the clerk. The Ci
  “You may pick up the agreed payment from the clerk. The Ci
  “You may pick up the agreed payment from the clerk. The Ci
  “You may pick up the agreed payment from the clerk. The City 
  ty 
  ty 
  ty 
  thanks you for your work, and we may have need of you in the 
  thanks you for your work, and we may have need of you in the 
  thanks you for your work, and we may have need of you in the 
  thanks you for your work, and we may have need of you in the 
  future. You are dismissed.”
  future. You are dismissed.”
  future. You are dismissed.”
  future. You are dismissed.” 
   
  Encounter 9a. Return Without Evidence
  Encounter 9a. Return Without Evidence
  Encounter 9a. Return Without Evidence
  Encounter 9a. Return Without Evidence    
  If the PCs did not bring back any evidence, Naimur will 
  nod appreciatively at their story, and look to Annika for 
  confirmation. When she vouches for the PCs, he will tell 
  them that he is happy that they were willing to defend 
  the Forest and offer their assistance, but now they must 
  go to the battle site and bring back evidence. He will send 
  Rangers with the PCs, but it will all be for naught, as all 
  evidence will have been removed by the time they arrive. 
  In this case, their battle was only a marginal success in his 
  eyes. 
   
  “It seems the problem is more complicated than we first 
  “It seems the problem is more complicated than we first 
  “It seems the problem is more complicated than we first 
  “It seems the problem is more complicated than we first 
  thought. Not only must we defeat them, but we must p
  thought. Not only must we defeat them, but we must p
  thought. Not only must we defeat them, but we must p
  thought. Not only must we defeat them, but we must preserve 
  reserve 
  reserve 
  reserve 
  the dead in order to learn their secrets.
  the dead in order to learn their secrets.
  the dead in order to learn their secrets.
  the dead in order to learn their secrets.    
      
  You must remain here and tell us everything about your 
  You must remain here and tell us everything about your 
  You must remain here and tell us everything about your 
  You must remain here and tell us everything about your 
  encounter with them. Please stay this evening and relate your 
  encounter with them. Please stay this evening and relate your 
  encounter with them. Please stay this evening and relate your 
  encounter with them. Please stay this evening and relate your 
  tale to us over dinner.”
  tale to us over dinner.”
  tale to us over dinner.”
  tale to us over dinner.”    
   
  Once the PCs have explained about the humanoids being 
  undead, and that they were dismantling the caravan, 
  along with burning the evidence, the High Druid will 
  become very concerned. He will send the PCs to sleep 
  while he deliberates with Annika and other advisors. In 
  the morning, he will send the PCs back to Dyvers with 
  the following message: 
   
  Tell your Magister that we will open the Gnarley Road if they 
  Tell your Magister that we will open the Gnarley Road if they 
  Tell your Magister that we will open the Gnarley Road if they 
  Tell your Magister that we will open the Gnarley Road if they 
  agree to send 40 Rangers for us to train and supervise here in 
  agree to send 40 Rangers for us to train and supervise here in 
  agree to send 40 Rangers for us to train and supervise here in 
  agree to send 40 Rangers for us to train and supervise here in 
  the Forest. We will open the Gnarley Road when they arrive. 
  the Forest. We will open the Gnarley Road when they arrive. 
  the Forest. We will open the Gnarley Road when they arrive. 
  the Forest. We will open the Gnarley Road when they arrive. 
  We must spend a great deal of time attempti
  We must spend a great deal of time attempti
  We must spend a great deal of time attempti
  We must spend a great deal of time attempting to find the one 
  ng to find the one 
  ng to find the one 
  ng to find the one 
  that is controlling these humanoids, and eliminate him. 
  that is controlling these humanoids, and eliminate him. 
  that is controlling these humanoids, and eliminate him. 
  that is controlling these humanoids, and eliminate him. 
  Perhaps we may call upon you in the future. Until then, I 
  Perhaps we may call upon you in the future. Until then, I 
  Perhaps we may call upon you in the future. Until then, I 
  Perhaps we may call upon you in the future. Until then, I 
  thank you for your help.”
  thank you for your help.”
  thank you for your help.”
  thank you for your help.”    
      
  The road back to Dyvers is still just as quiet, but you take 
  The road back to Dyvers is still just as quiet, but you take 
  The road back to Dyvers is still just as quiet, but you take 
  The road back to Dyvers is still just as quiet, but you take 
  solace in the fact that it will soo
  solace in the fact that it will soo
  solace in the fact that it will soo
  solace in the fact that it will soon be saturated with merchant 
  n be saturated with merchant 
  n be saturated with merchant 
  n be saturated with merchant 
  business once again. Your mission has been a success, if only a 
  business once again. Your mission has been a success, if only a 
  business once again. Your mission has been a success, if only a 
  business once again. Your mission has been a success, if only a 
  partial one.
  partial one.
  partial one.
  partial one.    
      
  Upon meeting Larissa Hunter for the second time, you 
  Upon meeting Larissa Hunter for the second time, you 
  Upon meeting Larissa Hunter for the second time, you 
  Upon meeting Larissa Hunter for the second time, you 
  deliver Naimur’s message. She nods and says: “It is good that 
  deliver Naimur’s message. She nods and says: “It is good that 
  deliver Naimur’s message. She nods and says: “It is good that 
  deliver Naimur’s message. She nods and says: “It is good that 
  we have avoided a military solutio
  we have avoided a military solutio
  we have avoided a military solutio
  we have avoided a military solution. That they were willing to 
  n. That they were willing to 
  n. That they were willing to 
  n. That they were willing to 
  negotiate shows promise. We shall begin recruiting the 
  negotiate shows promise. We shall begin recruiting the 
  negotiate shows promise. We shall begin recruiting the 
  negotiate shows promise. We shall begin recruiting the 
  Rangers to travel to the Forest.”
  Rangers to travel to the Forest.”
  Rangers to travel to the Forest.”
  Rangers to travel to the Forest.”    
   
  If the PC’s were not arrested: 
   
   
  “You may pick up the agreed payment from the clerk. The City 
  “You may pick up the agreed payment from the clerk. The City 
  “You may pick up the agreed payment from the clerk. The City 
  “You may pick up the agreed payment from the clerk. The City 
  thanks you for your work, and we may have n
  thanks you for your work, and we may have n
  thanks you for your work, and we may have n
  thanks you for your work, and we may have need of you in the 
  eed of you in the 
  eed of you in the 
  eed of you in the 
  future. You are dismissed.”
  future. You are dismissed.”
  future. You are dismissed.”
  future. You are dismissed.”    
   
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter One:
  Encounter One:
  Encounter One:
  Encounter One:    
  Defeating the brawlers—PCs unarmed 
  60 XP 
   
  OR 
  Defeating the brawlers—PCs armed 
  25 XP 
   
  Encounter Two:
  Encounter Two:
  Encounter Two:
  Encounter Two:    
  Questioning Annika 
  15 XP 
   
  Encounter Three:
  Encounter Three:
  Encounter Three:
  Encounter Three:    
  Running from mob 
  10 XP 
   
  OR 
  Negotiating with mob 
  50 XP 
   
  Encounter Six:
  Encounter Six:
  Encounter Six:
  Encounter Six:    
  Asking questions about the caravan 
  25 XP 
   
  Encounter
  Encounter
  Encounter
  Encounter Seven:
   Seven:
   Seven:
   Seven:    
  Following Gnarley protocol 
  20 XP 
   
  Encounter Eight:
  Encounter Eight:
  Encounter Eight:
  Encounter Eight:    
  Discovering Orcs are undead 
  10 XP 
  Defeating them 
  200 XP 
   
  Total experience for objectives 
  380 xp 
  Discretionary roleplaying award 
  0-35 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  415 xp
  415 xp
  415 xp
  415 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  
   
  The Wrong Place at the Wrong Time 
   
  Page 16 
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items worth more than 400 
  gp that are of personal significance to the owner 
  (including family heirlooms), and all magical items, 
  will be discovered in the possession of the character 
  by one means or another. The character must return 
  the item and pay a fine equal to three times the value 
  of the item stolen. In addition, the PC caught 
  receives campaign-decided penalties for being 
  known as a thief, such as Infamy. For other stolen 
  items which meet the criteria in #1 above, use your 
  judgment and the circumstances within the game to 
  determine whether a PC thief gets away with the 
  theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Encounter 9
  Encounter 9
  Encounter 9
  Encounter 9    
  • 
  Healing Salve (Value 50 gp): This salve works as a 
  potion of cure light wounds, caster level 1. 
  • 
  50 or 100 GP each
  50 or 100 GP each
  50 or 100 GP each
  50 or 100 GP each from Gentry (max) if not arrested. 
  Expenses are granted in addition to this (these will 
  be monitored and recorded, so no PC may abuse 
  this). 
  • 
  Bracelet of Gnarley Friendship
  Bracelet of Gnarley Friendship
  Bracelet of Gnarley Friendship
  Bracelet of Gnarley Friendship - (to all Rangers and 
  Druids as well as Clerics of Ehlonna in the party). 
  This wooden armband bears an oak leaf, the symbol 
  of the Gnarley Rangers. This identifies the wearer as 
  a friend of the Rangers. Ranger PCs who wear this 
  armband are welcome to join the Gnarley Rangers 
  when they reach sufficient level (specifications are to 
  be made for metagaming purposes and will be done 
  at interactives). Further, anyone wearing the band is 
  considered to have one permanent Influence Point 
  with the Gnarley Rangers. This point is never 
  “expended” when exchanged for a service from the 
  Rangers. Any character or group of characters can 
  benefit from only one such point per adventure. 
  • 
  Masterwork quality wooden weapon of choice
  Masterwork quality wooden weapon of choice
  Masterwork quality wooden weapon of choice
  Masterwork quality wooden weapon of choice – 
  blank (must be bow, quarterstaff, 24 arrows, club, or 
  blunt weapon, but NOT sword or any bladed 
  weapon). MUST be filled out at table as to what 
  weapon. 
  • 
  NOTE
  NOTE
  NOTE
  NOTE: Player Handout #1 
  Player Handout #1 
  Player Handout #1 
  Player Handout #1 contains an authentic 
  signature of Larissa Hunter. DO NOT present this to 
  the players, but some players may consider this to be 
  valuable for forgery, etc. 
   
  INFLUENCE POINTS
  INFLUENCE POINTS
  INFLUENCE POINTS
  INFLUENCE POINTS    
  • 
  1 Gentry of Dyvers, if not arrested and complete 
  successfully—ONLY if they introduced themselves 
  in the proper manner and if the Gentry does not find 
  out that the PCs have given information to the 
  Alliance (if they did this at all). Also, those who 
  “haggled” with Hunter in Encounter V are not given 
  this Influence Point. The gentry will do the PC a 
  favor in the future. 
  • 
  1 Alliance Influence Point if a PC provides 
  information to Azik, the merchant in Encounter VI. 
  The Alliance will do the PC a favor in the future. 
   
  
   
  The Wrong Place at the Wrong Time 
   
  Page 17 
  Player Handout #1
  Player Handout #1
  Player Handout #1
  Player Handout #1    
   
  To the High Druid of the Gnarley Council: 
   
   
  We have received your messenger, and discussed the situation with the Gentry. 
  Thank you for the communication. However, we are distraught that such 
  communication came after actions were taken that adversely affected the financial 
  stability of our fair City. 
   
  In the interests of amiable relations with your people, the Gentry has allowed 
  the span of one week to clear the Great Forest Road in order to re-establish trade 
  routes to the south. After such time, Dyvers will be sending an armed force 
  sufficient to clear the road so that we may return to business as normal. 
   
  We ask that you comply so that we do not have to resort to such unfortunate 
  actions. 
   
   
  Sincerely, 
  Her Excellency, Larissa Hunter 
  Magister, Free Lands of Dyvers 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Tuflik, Fals, and Velverdyva Trade Route/City of Dyvers/DYV1-03 - The Wrong Place at the Wrong Time.pdf