TEXT: HIG1-07
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  Version 1
  bbbbyyyy    CCCChhhhrrrriiiissss    TTTTuuuullllaaaacccchhhh
  The Wyvern's Sting, a bandit group marauding about the Fairdells, has planned a grand heist - one that will surely spell
  the ruin of a well-respected gnome miner. You are all that stands between the bandits and their goal. Your trip will take
  you through the Highvale and into the treacherous Clatspurs during the beginnings of winter. Recommended for
  resilient PCs. For characters levels 1-6.
  D U N G E ON S  &  DRA G ON S ,  D& D ,  G RE YHA WK an d RP G A ar e  re g i s t e r e d tr ade m ar ks of Wi za r ds of 
  t h e  Co a s t , I n c . LI V I N G  GRE YH A WK is  a tr ade m a r k of  Wi zar ds  of  th e  Co a s t ,  In c .  Sc e n a r i o  de t a i l 
  c o py r i g h t  20 01 by Wi zar ds  of  th e  Co a s t , In c . AL L  RI G HT S RE S E RV E D .  Th i s  sc e n a r i o is in t e n de d fo r 
  t o u r n am e n t us e  on l y an d  ma y no t  be  re pr o du c e d wi t h o u t  appr o v al  of  th e  RP G A  Ne t w o r k . 
  
  Highway, Low Way
  Page 2
  T h i s  is an RP G A ®  Ne t wo rk sc e n ar i o  fo r th e Du n g e o n s  &
  D ra go n s ® gam e .  A fo u r- h o u r ti m e bl o c k has be e n al l o c a te d 
  f o r e ac h ro u n d of th i s sc e n ar i o , but th e  ac t ua l  pl a yi n g ti m e 
  w i l l  be cl o s e r to th re e  ho u rs .  Th e re s t of th e ti m e  is  spe n t in 
  p re pa ra t i o n  be f o r e  gam e  pl a y, an d sc o ri n g af te r th e gam e . 
  T h e fo l l o w i n g  gui de l i n e s ar e  he r e  to he l p yo u wi t h  bo th 
  t h e pre p ar at i o n an d vo ti n g se gm e n t of th e ga m e .  Re a d th i s 
  p ag e  ca r e f ul l y so th at yo u kn o w an d can co m m un i c a te to 
  y o u r pl a ye rs th e  sp e c i al as pe c t s of pl a yi n g an RP G A 
  s c e n a ri o . 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  F i r s t yo u sh o ul d pr i n t th i s sc e n ar i o . Th i s  sc e n a r i o was 
  c re at e d to su pp o r t do u b l e -s i d e d pr i n t i n g, bu t pr i n t i n g it
  s i n gl e  si d e d wi l l wo rk as we l l . Th e r e is  en o ug h  ro o m  al o n g 
  t h e in s i de ma rg i n to bi n d th e ad ve n t u re ,  if yo u de s i r e . 
  R e a d th i s  en t i r e  ad v e n tu r e  at le as t on c e  be f o r e  yo u run 
  y o u r ga m e . Be sur e  to  fa m i l i a ri z e  yo u rs e l f wi t h  an y spe c i a l 
  r ul e s ,  spe l l s ,  or e q ui pm e n t pre s e n te d in  th e adv e n t ur e . It 
  m ay he l p to  hi g h l i g h t pa r ti c u l a r l y im po rt an t pas s ag e s . 
  W h e n  yo u run an RPG A D& D ad ve n t u re we as s um e 
  t h a t yo u hav e  ac c e s s to  th e fo l l o w i n g bo o ks : th e P la ye r ’ s 
  H a n d b o o k, th e D u n ge o n Ma st e r ’ s Gu i d e , an d th e  M o n st er 
  M a n u a l. We  al s o  as s um e  th a t yo u hav e  a se t of di c e (at le as t
  o n e d4, d6 ,  d8, d10 , d12 , an d d2 0) ,  so m e  sc r ap pa pe r, a
  p e n c i l , an RP G A sc o r i n g pac ke t, an d yo u r se n s e of fun .  It is 
  a l s o  a go o d ide a to ha ve a wa y to  tr a c k mo v e m e n t du ri n g 
  c o m b a t. Th i s ca n  be as si m p l e as a pa d of gr ap h  pap e r an d a
  p e n c i l , as ha n d y as a vi n yl gri d map an d ch i ts ,  or as 
  e l a b o ra t e  as re s i n  dun ge o n  wa l l s an d mi n i at u re s . 
  I n s tr uc t th e pl ay e r s e i t h e r to  pre pa r e  th e i r ch a r ac te rs 
  n o w ,  or wa i t un ti l  yo u re ad th e in tr o du c t i o n ,  de p e n di n g on 
  t h e re q u i r e m e n t s  of th e  sc e n a ri o as  de s c r i b e d in th e 
  i n t ro du c ti o n . 
  Ke e p in mi n d th at yo u mu s t ha ve at le as t fo u r pl a ye rs 
  ( n o t co u n t i n g th e DM ), fo r th e  gam e  se s s i o n to be a
  s an c t i o n e d RP G A e ve n t. As we l l , yo u can n o t hav e  mo r e 
  t h a n  se v e n pl ay e r s  par ti c i p at i n g in  th e gam e . 
  O n c e  yo u are re ad y to  pl a y, it is  ha n dy to  in s tr u c t e ac h 
  p l a ye r to  pl a c e a na m e ta g in  fr o n t of hi m or he r . Th e ta g
  s h o ul d hav e  th e pl a y e r ’ s na m e at th e bo tt o m , an d th e 
  c h a ra c t e r’ s  nam e , ra c e ,  an d ge n d e r at th e to p. Th i s mak e s  it 
  e as i e r fo r th e  pl ay e rs (a n d th e DM ) to  ke e p tr ac k of wh o is 
  p l a yi n g wh i c h ch a ra c te r. 
  T h e pl a y e r s  are fre e to  us e th e ga m e ru l e s  to  le a rn 
  a b o ut e q ui pm e n t an d we ap o n s th e i r ch a ra c t e r s are 
  c ar ry i n g .  Th a t sa i d , yo u as th e DM ca n  ba r th e us e  of e v e n 
  c o r e  ru l e  bo o ks dur i n g ce rt ai n  ti m e s of pl a y .  Fo r e xa m p l e , 
  t h e pl a y e r s  are no t fr e e to co n s ul t th e Dun g e o n  Mas te r’ s 
  G ui de wh e n co n f ro n t e d wi t h  a tr a p or ha za rd , or th e 
  M o n s t e r Ma n u a l  wh e n co n f r o n te d wi t h  a mo n s t e r. 
  S o m e  of th e  te x t in th i s sc e n ar i o  is wr i t te n so  th a t yo u
  m ay pre s e n t it as wr i t te n to  th e pl a y e r s , wh i l e  oth e r te xt is 
  f o r yo u r e ye s on l y. Te xt fo r th e pl a y e r s  wi l l  be in gra y 
  b o x e s .  It’ s  str o n gl y re c o m m e n de d th a t yo u pa ra ph r as e  th e 
  p l a ye r te x t in s te ad of re ad i n g it al o ud .  So m e  of th i s te xt is 
  g e n e r al an d mus t be ad ap t e d to  th e sp e c i f i c si tu a ti o n or to 
  a c t i o n s of th e  pl ay e r ch a ra c t e r s . 
  SSSSccccoooorrrriiiinnnngggg
  A ft e r th e  pl a ye rs ha ve co m p l e te d th e sc e n ar i o  or th e  ti m e 
  a l l o t te d to  run th e sc e n a ri o  ha s run ou t, th e  pl a ye rs an d
  D M  sc o r e th e ga m e .  Th e RP G A has th re e way s  to  sc o re its 
  g am e s .  Co n s u l t yo ur co n v e n t i o n  co o rd i n a to r to  de t e r m i n e 
  w h i c h me th o d to us e fo r th i s  sc e n a ri o : 
  1.  
  N o - vo te sc o r i n g :  Th e pl a y e r s  wr i te th e i r na m e s an d
  R PG A nu m b e rs on th e sc o r i n g pac k e t gr i d .  Yo u fi l l in 
  t h e to p of th e  gr i d . Th a t is  al l .  No on e  is ra te d .  Th i s 
  m e t h o d is  us e d fo r pe o pl e wh o ar e  ju s t pl ay i n g fo r fu n . 
  2.  
  P ar ti al sc o r i n g :  Th e pl a y e r s  ra t e  th e gam e  mas te r an d 
  t h e sc e n ar i o on th e i r pl a ye r vo t i n g sh e e t ,  an d pr o v i d e 
  p e r s o n a l in f o rm at i o n ,  bu t do n ’ t vo te fo r ot h e r pl ay e r s . 
  T h e gam e mas t e r rat e s  th e sc e n a r i o an d co m p l e t e s 
  p e r s o n a l an d ev e n t in f o r m at i o n , bu t do e s  no t rat e th e 
  p l a ye rs as a te am or vo t e fo r pl ay e r s .  Th i s me th o d is 
  u s e d wh e n  th e re is  no  co m pe ti ti o n , bu t th e  e ve n t 
  c o o rd i n a to r wan ts in fo rm a ti o n on ho w th e  ga m e 
  m as te rs ar e  pe r fo rm i n g ,  or th e  gam e  mas te r wan ts 
  f e e db ac k on  hi s or he r ow n  pe rf o rm an c e . 
  3.  
  V o t i n g: Pl ay e rs an d ga m e ma s t e r s co m p l e te th e  en t i r e 
  p ac ke t, in c l u di n g vo ti n g fo r be s t pl a ye r. If th i s me t h o d 
  i s  us e d , be  sur e  to al l o w ab o ut 15 -2 0 mi n ut e s  fo r th e 
  p l a ye rs to br i e fl y de s c r i b e th e i r ch a ra c t e r s to  th e oth e r
  p l a ye rs , an d ab o u t 5-1 0 m i n ut e s 
  fo r 
  vo t i n g. 
  Th i s 
  m e t h o d is  us e d wh e n th e  pl a ye rs wa n t to kn o w wh o 
  p l a ye d th e “b e s t” am o n gs t th e gr o u p, or wh e n th e 
  a dv e n tu r e  is ru n  in to ur n am e n t fo r m a t wi t h  wi n n e r s 
  a n d pri z e s . 
  W h e n  us i n g vo ti n g ,  ran k th e pl a y e r s  in  or de r of yo u r
  v o t i n g ch o i c e wh i l e th e y ar e  co m pl e t i n g th e i r fo r m s ,  so 
  t h a t yo u are no t in f l u e n c e d by th e i r co m m e n t s  on yo ur 
  a b i l i ti e s . It ’ s a go o d id e a to  hav e  th e p l a ye rs vo te wh i l e  yo u 
  d e t e r m i n e  tr e as ur e  an d e x pe ri e n c e  aw a rd s  fo r th e sc e n ar i o . 
  A ft e r vo ti n g , gi v e  th e Sc o r i n g Pac ke t to  yo u r ev e n t 
  c o o rd i n a to r. 
  
  Highway, Low Way
  Page 3
  This is a LIVING GREYHAWK Adventure. As a Living™
  adventure, it is expected that players will bring their own
  characters with them. If players do not have a LIVING
  GREYHAWK character generated, get a copy of the current
  LIVING GREYHAWK character generation guidelines, a
  character sheet, and a LIVING GREYHAWK log sheet from
  your convention coordinator or the RPGA Web site, and
  then have any players without a character create one.
  Once all players have a LIVING GREYHAWK character, play
  can begin.
  Along with the other materials that you are assumed
  to have in order to run a D&D game, it is also
  recommended that you have a copy of the LIVING
  GREYHAWK Gazetteer.
  LLLL              IIIIVVVVIIIINNN
  NGGGG                  
  GGGG              
                                                RRRREEEEYYYYHHHHAAAAW
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  WKKKK              TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                    
  Because players bring their own characters to LIVING
  GREYHAWK campaigns, this adventure is tiered. Basically,
  the challenges in this adventure are proportioned to the
  average character level of the characters participating in
  the adventure. To determine the tier that you will use to
  run this adventure, add the character levels of all the
  characters. In addition, add the levels of any cohorts or
  animals according to the values on their certificates.
  Cross-reference the total and the number of players
  participating in the game using the chart below to
  determine the tier used for this adventure.
     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 is 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.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current part of the
  LIVING GREYHAWK campaign, it may be necessary to
  determine if this adventure takes place during a full
  moon. For game purposes, the full moon lasts three days
  of each month. For a given scenario that does not state
  the phase of the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night of the
  full moon (roll 1d3 to determine where in the sequence
  of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level of
  lifestyle they wish to maintain. The lifestyles, and the
  effects that each has on play, are:
  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: You sleep in poor accommodations, and eat poor
  quality food. You wear a peasant outfit, and have two sets
  of clothing.
  Common: You have common lodgings, and eat common
  quality food. You have normal clothing for your
  profession (adventuring); nothing fancy. You probably
  have two or three sets of clothing.
  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: 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 Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  DDDDM
  M
  M
  M’’’’ssss    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  The Wyvern's Sting has a good deal going. This band of
  brigands has been operating in the Highfolk region for
  quite some time, and with success. They have stolen from
  merchants and travelers all along the Quagflow Road,
  masquerading as other traveling merchants and
  waylaying unsuspecting people when they offer to "share
  their fire" for a night. The folk of the Fairdells, while
  alarmed at their thefts, have not attempted to retaliate in a
  noticeable way. Since the Wyvern's Sting is not typically
  violent, and no one has died during their thefts, they are
  considered more of a wandering hazard than a dangerous
  threat. They are so successful that a mysterious elven man
  has contacted them, hoping to put their skills to good use.
  Magliana, the thieves' leader, received the new
  mission for her band a few months back. They have been
  employed to steal elven weapons transported to and from
  the Vesve, and bring those weapons to a drop-off point
  near the border of the great forest. Once again, the
  
  Highway, Low Way
  Page 4
  Wyvern's Sting proved successful, and has taken in a
  good deal of money from this line of work.
  Just last week, another gentlemen of Baklunish
  decent (apparently an associate of the first mysterious
  man) offered a different target for their depredations. For
  the sum of 1000 golden solars, the thieves agreed to rob a
  small caravan heading back to Highfolk from Gildenhand
  (a gnomish mining community in the hilly northern part
  of the Vesve Forest). Their target was one simple item - a
  wand of stone shape, carried by a wizard heading home.
  The wizard, known as Everain the Intrepid, just
  finished crafting the wand a few weeks earlier. He was
  taking it with him on a trip to visit a gnome friend of his
  in Gildenhand. He had received the wand on loan from a
  member of the Guildsmen of the High Art (the Highfolk
  wizard's guild); he had planned to use it to help fashion
  his new laboratory back in Highfolk.
  On the caravan's return trip, Magliana's group met
  up with them (posing as merchants), and shared a rest
  stop. In the morning, the caravan awoke to find the
  thieves gone, along with the wand. They did not harm
  anyone or take anything else.
  Magliana, while wishing to collect for her mission,
  had other plans for the use of the wand. She had heard
  recently of a gnome miner named Ezerthum who
  discovered a large vein of gold in the Clatspur Mountains.
  He was apparently looking for help in Verbeeg Hill
  several months ago, and Magliana has wanted to go check
  out the mine ever since. Now that she has a wand of stone
  shape, she believes it would be a good time for a break in
  the monotony of caravan raiding. She wants to steal the
  gold with the help of her band.
  Unfortunately, her employer had kept a close eye on
  her. He realized what she was doing, and decided to send
  another group (perhaps a bit more loyal) to retrieve the
  wand and punish her for diverting from her task. A group
  of hobgoblins, led by Hetgark, is on the thieves' trail.
  They know exactly where the Wyvern's Sting is headed,
  and won't rest until the wand is in their employer's
  hands.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  The PCs start off in Verbeeg Hill, and are contacted by
  Everain (some may have helped him before). He explains
  what happened to him, and tells the heroes he spent all of
  his money on a scrying spell to find out where the bandits
  were headed. Through the spell, he was able to determine
  that the Wyvern's Sting's destination is Ezerthum's mine
  in the Clatspurs. He is unwilling to contact the
  Guildsmen of the High Art, as it is the wand of the co-
  founder of the guild, Wilmont. He has just been accepted
  (i.e., paid) into the Guildsmen, and does not want to be
  booted out for losing a valuable magic item. He can't offer
  the characters much in return (he spent it all on the
  clerical spell), but promises that he'll think of something.
  The PCs can then get packed up and start their
  journey, or take some time to gather a little information
  in the town. If they choose the latter, the heroes find out
  some details of Ezerthum's mine and the nature of the
  Wyvern's Sting.
  Along the Quagflow Road heading north, the heroes
  encounter Oslen Oakbough, a Knight of the High Forest.
  He tells the characters about the recent rash of banditry
  along the road, and advises them to be cautious.
  At their last night in the Highvale, the PCs stop at
  the Home on the Road, an inn right off the Quagflow
  Road. Here, they can find people that have seen the
  bandits pass through, and get some rumors about the
  Clatspurs.
  The next day, they enter the mountains, and find
  signs of a battle. Dead members of the Wyvern's Sting are
  found, as well as indications that there are others out on
  the trail (it just so happens that the ogre killed these
  bandits; the hobgoblins came upon the trail soon after the
  battle).
  A fight with the ogre (and his mountain lion pet)
  ensues soon afterward. The weather begins to get colder
  and windier.
  The PCs come upon the bridge used to span a gorge,
  and find that its ropes have been cut. The high winds and
  lack of a reliable means of crossing makes this a tough
  obstacle.
  After all of this, the heroes eventually get to the mine
  and find the gnomes either tied up or unconscious.
  Ezerthum was just finishing up the last load of ore, and
  had sent most of his miners home for the winter. The few
  that remained were helping mostly with cleanup and
  closing down the mine. It is here that the bandits and
  heroes fight it out or negotiate. The bandits, led by
  Magliana, attempt to escape once things turn sour. They
  reveal all they know if captured.
  On the way back out of the mountains, the
  characters find themselves stuck in a blizzard. As the
  blizzard whips about them, the hobgoblins, lead by
  Hetgark, attack. They do not surrender, and are unwilling
  to take any prisoners.
  Once all that is done, the PCs can return to Highfolk
  to give back the wand to either Everain or Wilmont, and
  are thanked profusely either way.
  PPPPllllaaaayyyyeeeerrrrssss’’’’    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  It is the last day of Ready'reat, and all about the Fairdells,
  people are making their final preparations for the winter
  season. Winters in Highfolk are relatively mild when
  compared to the rest of the Flaeness, but snow and frost still
  make their rounds here.
  You are in Verbeeg Hill, a bustling town that lies on
  the Velverdyva River. This makes the community a prime
  stopping point for trade barges and riverboats heading to
  points north (such as Schwartzenbruin and Traft in
  Perrenland) and south (such as Highfolk, Caronis in
  Furyondy, Verbobonc, and Dyvers).
  Verbeeg Hill has two qualities of note - eel jelly and
  gambling. The former creates an unmistakable odor that
  permeates the town. The latter creates an unmistakable
  atmosphere that permeates the town. Verbeeg Hill's prime
  gambling houses are the Smiling Halls of Good Fortune,
  
  Highway, Low Way
  Page 5
  which also do double duty as the temple to Norebo, the god
  of chance. As a result of the town's enthusiasm with this
  risky pastime, there is a certain wild and rowdy element
  ever present here. It is certainly a perfect spot for
  adventurers to enjoy themselves.
  It is around noon. The PCs may begin anywhere they
  wish in town; have them take a moment to describe what
  they are doing in Verbeeg Hill. Some characters may
  have adventured together recently, and may still be
  together at the beginning of this adventure. Let the
  players figure it out.
  After a brief while, the PCs (at various places) see a
  parchment being nailed up to several shops and public
  buildings in town. If any of the heroes investigate the
  writing, give them Handout 1. Everain, a wizard from
  Highfolk, recently had his wand stolen by a group of
  thieves out on the Quagflow Road. He's looking for
  adventurers to help him recover it.
  When (and if) the characters decide to head over to
  the Eel's Escape, read the following:
  You reach the docks, and quickly you find the questionable
  establishment known as the Eel's Escape. You're not quite
  certain how the place got its name, but upon walking in it
  is certain that something tried to escape from here, probably
  a large beast. The tables are scratched, cracked, and wobbly;
  you'd swear the little kitchen in the back was once the lair
  of an otyugh. Even the sailors and dockworkers have grime
  all about them. Most in here pay you no mind, including
  the bartender - which might be a good thing.
  A skinny, balding Suloise fellow with a faded red robe
  looks up as you enter. He stands, making certain you see
  him in the small common room, and waves you over.
  This man is Everain the Intrepid (male human Wiz4;
  hp 14; Alchemy +10, Knowledge (arcana) +10, Spellcraft
  +10), a person that some may know from Deep in the Vesve.
  In that adventure, Everain asked the PCs to make a
  delivery of a silver mirror to a companion in Ironstead.
  He generally acts in a very positive manner to any heroes
  he has met before. Now he is asking for the PCs help
  again, but this time, he's the one in need.
  Everain likes to do magical experiments back at his
  home in Highfolk. Recently, he did a lot of damage to his
  basement laboratory (alchemist's fire and burning hands
  don't seem to work well together), and was in need of
  some remodeling. As Everain is a just-joined member of
  the Guildsmen of the High Art (the wizard's guild), he
  asked around the guildhouse for any suggestions on a
  new lab. Wilmont the Sagely, one of two co-founders of
  the Guildsmen, decided to give the junior member a
  hand. He lent Everain a wand of stone shape with which the
  wizard can construct his new experiment shop. Everain
  was to give it back "when he was done". Well, the wand is
  gone, and Wilmont will want it back soon. Everain is
  happy to provide the PCs with the following information
  (as well as information listed above):
  • 
  I was returning from Gildenhand (north of
  here in the Gnome Hills), visiting a gnome friend
  of mine named Hergen Litlosh. We are both
  members of the Guildsmen of the High Art, and
  have some similar interests when it comes to
  magical experimentation.
  •  I decided to go back to Highfolk with
  Kerrum's group. They own a caravan company
  that makes frequent visits throughout the
  Fairdells. I figured there would be safety in
  numbers. I guess I was wrong.
  • 
  On the way back, we made camp with what I
  thought was a group of cloth merchants from Ket.
  Everything seemed to be going along fine, and in
  the morning, we parted and went in opposite
  directions.
  • 
  Yesterday, we had stopped to rest at an inn. I
  decided to take inventory on my gear at that time.
  That is when I found the wand missing.
  • 
  Kerrum did a shake down of all of his people,
  and found nothing. It was then that I thought the
  thief may have belonged to that Ketite group that
  we shared our fire with a couple of days back.
  • 
  The thieves seemed like nice folk at the time.
  They were not violent in any way, just very
  deceptive. Thinking back on it, I know now that
  they're good at pulling this trick. They must have
  done it before.
  •  When I reached Verbeeg Hill (this
  morning), I went to the Smiling Halls of Good
  Fortune to see if they could help me locate the
  missing wand. They said they could, but it would
  cost me almost every coin I had. I agreed.
  • 
  The clerics there cast scrying and found the
  group that stole the wand. They were still in the
  Highvale, along the Quagflow Road, when we
  saw them. I don't think they detected the scrying.
  The leader seems to be a female human that goes
  by the name of Magliana. They also mentioned
  that they were headed to Ezerthum's mine in the
  Clatspurs. Magliana mentioned something about
  the wand being perfect for cracking open the
  mine. I don't know exactly where the mine is
  located in the mountains.
  • 
  Magliana is a real pretty woman, with auburn
  hair and cream-colored skin. She was very witty
  and quick to smile.
  • 
  Once I found this out, I took the remaining
  money I had and paid a scribe to write up a few
  parchments on the matter, and post them
  throughout the town. It looks like there are a few
  good folk still visiting this town.
  • 
  The wand is a wand of stone shape that was lent
  to me on Wilmont the Sagely's good faith. He
  gave it to me so I could finish remodeling my new
  basement laboratory. Wilmont is the co-founder
  of the Guildsmen, and wields considerable power
  in Highfolk.
  •  I can't tell the Guildsmen what has
  happened; Wilmont would kill me if he knew,
  and I would be expelled from the guild for losing
  a magic item. For the same reasons, I can't go to
  any of them for a teleport spell or any other means
  of magical travel. Most powerful wizards and
  
  Highway, Low Way
  Page 6
  sorcerers around here are members of the
  Guildsmen of the High Art.
  • 
  I really am in need of help here. I know that I
  can't pay you anything to help out, but I promise
  that I'll do what I can to compensate you. Please
  find the thieves and bring back the wand.
  If the characters accept the mission, Everain is so thrilled
  he almost jumps out of his seat. He thanks the heroes
  profusely, and promises to see what he can arrange for
  payment. He also informs the PCs to take the wand back
  to Highfolk (which is where he lives), and ask for him at
  the Vesve's Tankard (a well-known tavern in town).
  Everain suggests the heroes start right away. He also
  suggests horses, if possible, so that they may catch up to
  the thieves. If asked, he tells the PCs that the bandits had
  a large covered wagon, and should be slowed down if they
  keep their cover up to the mine.
  Everain the Intrepid, male human Wiz4: Medium-
  size Humanoid (5 ft. 11 in. tall); HD 4d4; hp 14; Init +1
  (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atks +2 melee (1d4 [crit
  19-20], dagger); SA Wiz spells; SD Wiz spells; AL NG; SV
  Fort +1, Ref +2, Will +5.
  Str 10, Dex 13, Con 11, Int 17, Wis 12, Cha 12.
  Skills: Alchemy +10, Concentration +7, Knowledge
  (arcana) +10, Listen +2, Scry +7, Speak Draconic, Speak
  Elven, Speak Old Oeridian, Spellcraft +10, Spot +3. Feats:
  Brew Potion, Scribe Scroll, Still Spell.
  Equipment: Dagger, spell components, coin purse
  with 45 solars (gp) and 28 small lunars (sp).
  Spells Prepared (4/4/3): 0—detect magic, mage hand,
  ray of frost, resistance; 1st—color spray, expeditious retreat,
  identify, shield; 2nd—invisibility, summon monster II, web.
  Personality Traits: Honest, eager, absent-minded,
  serious.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    IIIInnnnffffoooorrrrm
  m
  m
  maaaattttiiiioooonnnn,,,,
  PPPPlllleeeeaaaasssseeee
  After meeting with Everain, the PCs can go about town
  and gather provisions. Since they are aware that they are
  going into the mountains, the characters should be
  purchasing suitable equipment and clothing. Horses can
  be found for the standard rate in the Player's Handbook; if
  characters cannot afford the standard prices for mounts,
  broken down nags are available for half price (although
  the characters may have more problems with them).
  In addition to supplies, the characters might wish to
  go about the town to hunt for information. Each PC is
  entitled to a Gather Information check. Listed below is
  the information gained at different DCs, as well as the
  cost for gaining the information.
  DDDDCCCC    11110000    ((((2222    ggggpppp))))
  • 
  Ezerthum has been in the mining business for well
  over 100 years. He has been successful in the past. He is
  much better at mineral mining than gemstone mining.
  • 
  The Clatspurs are an arm of the Yatil Mountains, and
  are not known for yielding much in the way of precious
  gems and minerals. The range separates Highfolk from
  Perrenland, and on the western side, many Perrenlanders
  live on the lower slopes.
  DDDDCCCC    11115555    ((((5555    ggggpppp))))
  • 
  All the information for DC 10.
  •  
  Bandit activity has picked up over the last few
  months. The main trade routes seem to be the most
  affected. Merchants are starting to get very concerned.
  • 
  The PCs are given directions to the mine they seek.
  The mine is located north of Verbeeg Hill. It is a 5-day (or
  4 with fast horses) ride to reach the trail that branches off
  from the Quagflow Road into the Clatspurs. Ezerthum's
  mine is located along the trail, about 8 miles into the
  mountains.
  DDDDCCCC    22220000    ((((11110000    ggggpppp))))
  • 
  All the information for DC 10 and 15.
  • 
  The group of bandits sounds like the Wyvern's Sting.
  They've been operating in the region for a couple of years
  now. It is said that they deceive their marks by disguising
  themselves as merchants or other travelers wanting to
  share a fire for the night. In the middle of the night, they
  rob their unsuspecting victims, and are gone by daybreak.
  As far as is known, they have never killed one of their
  victims. That's what keeps them going; no one ever gets
  enough resolve to go hunt them for long, since they're
  not really murderers, just bad folk.
  • 
  The PCs are given a map showing them the location
  of the mine. Give the players Map 1.
  •  
  Many have heard about Ezerthum's latest mining
  expedition. He came around Verbeeg Hill in the spring,
  and was looking for good workers to help him mine.
  Word got out that he had hit a gold mine, and quite a few
  folks signed on to work. This is his first mine in the
  Clatspurs; he usually mines the Sepia Uplands and
  Gnome Hills. He should be closing the mine up for the
  winter soon; the mountains get real nasty this time of
  year.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    OOOOsssslllleeeennnn    OOOOaaaakkkkbbbboooouuuugggghhhh
  Your journey along the Quagflow Road has been quiet and
  uneventful for the past two days. The weather is clear and
  very cool, but comfortable enough for traveling.
  Fortunately, you have spent each of the chilly evenings by
  the warmth of an inn's fire.
  Up ahead of you on the road, the path becomes a bit
  more forested. Bare trees whose branches still cling to the
  last of their dead leaves flank the road on either side.
  Twisted masses of brown shrubs sit in the shadows of their
  giant cousins.
  Characters may make Spot checks (DC 15) if they wish.
  Successful rolls indicate movement in the shrubs on both
  sides of the path. Making the Spot check by 10 or more
  gives a PC a glance at a humanoid figure, approximately
  
  Highway, Low Way
  Page 7
  the size of a man or elf. Let the players figure out what
  they want their heroes to do next.
  Oslen Oakbough (male half-elf Rgr8; hp 68) and his
  retinue lie in wait here; not to raid merchants and
  travelers, but to protect them. Oslen is a Knight of the
  High Forest, and along with many other Knights, he has
  pulled himself from the Vesve Forest to help in curbing
  the rash of banditries along the trade routes in the
  Fairdells. He has brought a group of elves with him to aid
  in his task. They are waiting to size up the PCs, and he
  approaches them when his men are in position.
  Heroes that see the movement in the brush spot
  Oslen as he walks from his hiding position on to the trail.
  Others simply see him appear on the trail in front of
  them.
  Just ahead of you, a half-elven man appears on the path. He
  is wearing brown and green leather armor, and has a
  composite longbow in his hands. The bow is nocked, but he
  has not pulled back on the string, and is pointing the arrow
  at the ground.
  Some characters that participated in A Path Less Traveled
  may recognize this person as Oslen Oakbough (the player
  must point it out, however). If some in the group have
  met Oslen before, he hails them, and has his band drop
  from cover. He is more guarded with a group that does
  not have any recognizable faces. Oslen attempts to
  ascertain their business on the road, and once he is told
  the truth, he relaxes a bit and has his men come out from
  hiding.
  He can share the following information with the
  characters, once he has found them to be non-
  threatening:
  • 
  I am here to help protect the Quagflow Road
  from bandits and other thieves. My band and I had
  been patrolling the Vesve Forest for quite some
  time. When I heard about the alarmingly high
  number of raids on merchants in the Highvale, I
  decided to help safeguard the road from future
  predations.
  • 
  I just arrived here a couple of days ago. It took a
  while for me to outfit my group with what I thought
  we would need. Sleep arrows aren't cheap, you know.
  • 
  Many Knights are now guarding caravans and
  watching the roads. The impact of the bandit raids
  on trade is beginning to take its toll. If we don't stop
  them soon, Highfolk will have a hard winter this
  year.
  •  
  If asked about the Wyvern's Sting: I have
  not seen the bandits you are looking for. However, I
  will keep close watch for any that fit the description.
  If I find your quarry, I will leave a note for you at
  the Leaping Deer in Highfolk.
  • 
  If asked about the Clatspurs or Ezerthum's
  mine: I really don't know much about that.
  However, the Clatspur Range is very dangerous this
  time of year, so be careful.
   Oslen Oakbough, male half-elven Rgr8: Medium-size
  Humanoid (5 ft. 5 in. tall); HD 8d10+16; hp 68; Init +3
  (Dex); Spd 30 ft.; AC 19 (+4 +2 deerskin leather armor, +1
  ring of protection +1, +3 Dex); Atks +9/+4 melee (1d8+3 [crit
  17-20], +1 keen longsword) and +9 melee (1d6+2 [crit 19-20],
  +1 short sword) or +14 ranged (1d8+4 [crit x3], +2 mighty
  composite longbow (+2 Str)); AL CG; SA Favored enemy (1st-
  orcs, 2nd- aberrations); SV Fort +8, Ref +5, Will +4.
   
  Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10.
   
  Skills: Handle Animal +3, Hide +14, Move Silently
  +14, Ride +7, Spot +14, Wilderness Lore +6. Feats:
  Ambidexterity (when in light or no armor), Point Blank
  Shot, Rapid Shot, Track, Two Weapon Fighting (when in
  light or no armor), Weapon Focus (composite longbow).
   
  Equipment: +2 deerskin leather armor, +1 keen
  longsword, +1 short sword, +2 mighty composite longbow (+2
  Str), +1 ring of protection, 20 +1 arrows, 8 +2 arrows, 3 potions
  of cure light wounds, potion of cure moderate wounds, pouch
  containing 40 solars (gp) and 12 small lunars (sp).
   
  Spells Prepared (2/1): 1st—entagle, resist elements;
  2nd—cure light wounds.
   
  Personality Traits: Practical, haughty, deliberate,
  resolute.
   Elven archers, male high elf Ftr2 (8): Medium
  humanoid (varying heights); HD 2d10+2; hp 20; Init +4;
  Spd 30 ft.; AC 17 (+3 studded leather armor, +4 Dex); Atks
  +4 melee (1d8+2 [crit 19-20], longsword) or +7 ranged
  (1d8 subdual [crit x3], composite longbow with sleep
  arrows); SA Favored enemy (orcs); SQ Favored enemy
  (orcs); AL NG; SV Fort +3, Ref +1, Will +2.
   
  Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 10.
   
  Skills: Hide +6, Move Silently +5. Feats: Point Blank
  Shot, Precise Shot, Rapid Shot.
   
  Equipment: Studded leather armor, longsword,
  composite longbow, 20 arrows, 2 sleep arrows, pouch
  containing 1d8 solars (gp) and 1d12 small lunars (sp).
  Tactics: If the characters fight Oslen, he fires his first
  bowshot off, and then draws his weapons for melee. The
  elves in the bushes (about 30 feet away) fire sleep arrows at
  the characters on the road. Once they run out of sleep
  arrows, they engage in melee with any still standing. They
  do not fight to kill, only to subdue.
  Note that if the characters attack Oslen's band
  and attempt to take all his gear (if they win the
  combat), they are not be able to keep any of it, and
  face justice back in Highfolk from Paxana Eventhil.
  Each character that attacked Oslen receives a sentence of
  six months in the Roots (costing 26 Time Units). If they
  stole his gear as well, or killed any of the archers (or
  Oslen), contact the Wisconsin Triad for punishment.
  Make sure to note any crime committed on the log sheet
  of the offending character. If the characters attacked
  Oslen, but were unsuccessful (i.e., they lost), losing is its
  own punishment. Regardless, attacking Oslen or his
  band results in the enmity of the Knights of the
  High Forest. Give the offender an Emnity of the
  Knights of the High Forest certificate.
  
  Highway, Low Way
  Page 8
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    TTTThhhheeee    HHHHoooom
  m
  m
  meeee    oooonnnn    tttthhhheeee
  RRRRooooaaaadddd    IIIInnnnnnnn
  An inn greets the PCs on their last night in the Highvale.
  Read the following to the players:
  Through the dusky sky you can see an inn ahead. It will be
  good to have one final night of comfort before heading into
  the mountains. As you approach, you can see that the wood
  timber inn bears a large painted sign on its front. Painted
  in Common are the words "Home on the Road". A few
  horses are tethered outside the inn proper, and a stable
  around the back provides the animals a resting spot for the
  night.
  Entering the inn, you see many travelers sharing the
  warmth of the fire, laughing and talking to each other. An
  older halfling gentleman tends the bar, and three human
  serving girls keep the patrons well fed and watered.
  The halfling, named Feltus Westing (male halfling
  Exp3; hp 11; Profession (innkeeper) +10) is an older man,
  who is quiet and friendly. He motions the characters over
  to the bar, and asks them if they'd like a room for the
  night. Rooms are two person affairs, with each individual
  paying 5 small lunars (sp) per night. If drinks and a meal
  are desired, then the cost is one solar (gp) per night
  stayed (it also includes breakfast). Meals are hearty, with
  soup, bread, vegetables, and venison.
  In addition, Feltus is more than happy to share the
  following information if PCs ask:
  • 
  If the PCs ask about the Wyvern's Sting: Yes,
  they were here a couple of days ago. They said they
  were merchants from Ket, selling cloth. They did
  have some very nice bolts of cloth; we gave them free
  rooms for some of the cloth. My wife is looking
  forward to making our serving girls new dresses
  from it.
  • 
  If the PCs ask specifically about Magliana:
  She was a real charmer. She bought everyone in the
  bar a round of drinks, and told jokes that made us
  laugh until we cried.
  •  
  If the PCs don’t know exactly where the
  mine is, and ask directions: Well, I don't know
  much about the Clatspurs myself. However, Thorgor
  over there frequents the mountains all the time. It's
  best to ask him such questions.
  • 
  If the heroes ask about the bandit raids: The
  bandits have been preying on many along the main
  trade routes lately. It is fortunate that I run an inn,
  otherwise my family might have had a hard time this
  winter. I think provisions are going to be a bit short
  because of the raids.
  Around the common room, many patrons and travelers
  are enjoying the night. Thorgor (male dwarf Rgr3; hp 31;
  Wilderness Lore +8) sits alone in one corner of the room.
  The dwarf looks like he spent the last few nights sleeping
  outside (his clothes and beard are dirty and full of small
  bits of twig and grass). While not being particularly
  friendly, when asked about the Clatspurs, he gets a wild
  look in his eye and cracks a broad smile. He has the
  following to share:
  • 
  So, yer gonna go in. Inta the Clatspurs. In tha
  beginnin's of winter, eh? Heh. Heh, heh. Hah, hah,
  hah hah!
  • 
  Well, I hope ya have a good outdoors type with
  ya. Yer gonna need 'em. There's giants an' trolls an'
  dragons an' all kindsa other things that'll gitcha if yer
  not careful. Mind tha weather too, that'll gitcha
  sooner than them beasties. Ya got warmer clothin'
  don't cha?
  • 
  If yer gonna stay tha night in there, make sure
  ya find yerself a nice cave or somethin' ta rest in; ya
  got tents, right? Don't wanna find yerself sleepin' out
  in tha cold, all naked ta tha wind.
  • 
   If asked about the mine: Yeah, I know where
  that mine's at. Here, if ya got yerself some writin'
  bark, I'll draw it fer ya. Give the players Map 1.
  Also, the patrons can provide the heroes with some
  information. After a few drinks (costing 1 gp) and a
  Gather Information check (DC 10), the heroes can obtain
  the following information (in addition to any information
  that Feltus has):
  • 
  It sounds like the bandits you're describing are
  the Wyvern's Sting gang. The Wyvern's Sting is
  becoming very notorious. They are well known for
  their ability to deceive merchants and travelers. They
  rarely steal more than they can easily carry, and they
  never resort to violence. In fact, for the most part,
  they leave the commoners alone, and only target rich
  folks. They don't take any staple goods like foodstuffs
  and clothing either. All in all, they're more of a
  nuisance than a real threat.
  •  Ezerthum has stopped in here on a few
  occasions. He's a pretty decent fellow that seems to
  live and breathe mining. He's had some hard times
  in the past, but for the most part, he's been
  successful.
  • 
  Ezerthum recently abandoned a copper mine in
  the Gnome Hills. There were complaints from the
  workers of too many accidents and that the place was
  haunted (or cursed). So he closed it down, and took
  his remaining miners to find another decent site.
  • 
  Earlier this year, he found what he said was a
  large vein of gold in the Clatspurs. He spent a few
  weeks recruiting more workers for the task, heading
  up to Gildenhand and down to Verbeeg Hill. He
  built up quite a crew.
  • 
  Most of the crew's back home for the winter,
  and the rest are probably getting the mine ready to
  be closed down. I'm sure he'll be back down from the
  mountains soon.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    IIIInnnnttttoooo    tttthhhheeee    CCCCllllaaaattttssssppppuuuurrrrssss
  The following day, the characters take the Clatspur Trail
  from the Quagflow Road. After a half a day of travel, they
  are in the lower slopes. The weather begins to get much
  colder, and the wind picks up a bit. The trail is safe
  
  Highway, Low Way
  Page 9
  enough to travel on with horses. Read the following to
  the players:
  After a half-day's ride through the hills leading up to the
  Clatspur Range, you find yourselves on the lower slopes,
  winding on the Clatspur Trail westward and upward. The
  wind is picking up, and as you climb higher in the
  mountains, the temperate drops below freezing. Small
  patches of snow dot the rocks around the trail. You slow
  down your pace a bit, to keep the horses from tiring and to
  watch out for any dangers.
  Have the characters set a marching order that they are
  typically in while in the mountains. The trail is wide
  enough to accommodate anything within reason.
  At this point, characters need to be wearing winter
  clothing; otherwise they suffer the effects of cold
  weather. Any character not wearing winter clothing must
  make a Fortitude save each hour (DC 15, +1 per previous
  check) or sustain 1d6 points of subdual damage.
  Characters using the Wilderness Lore skill may make a
  check (DC 15) to give themselves a +2 bonus to the saves
  for one day. For each point above 15 that the check
  succeeds by, another character can be granted the save
  bonus. If a character falls unconscious from cold subdual
  damage, they begin taking real damage until dead.
  Characters wearing winter clothing (or putting it on
  after a while) are not affected. Remember, spell use
  (such as endure elements (cold)) can also make a difference.
  In the late afternoon of the same day, the characters
  come upon the site of a battle. Read the following to
  them:
  Rounding another steadily climbing bend, you see some
  debris lying on the trail. As you get a bit closer, you can see
  the debris more clearly; it is the mangled bodies of two
  humanoids, along with various bits of equipment scattered
  about the trail. It appears as though a battle was fought
  here not long ago.
  Characters that are looking see the sides of the trail slope
  upward toward higher points on the mountains, making
  it a perfect spot for an ambush. That is exactly what
  happened here. Yesterday an ogre, always on the lookout
  for travelers stupid enough to brave the mountain passes,
  beset upon the Wyvern's Sting as they were making their
  way to the mine. He managed to kill one of the bandits
  with his longspear; another bandit fell to his mountain
  lion pet. The rest escaped, and continued onward. Earlier
  today, the hobgoblins were here, and continued on
  toward their quarry.
  Characters examining the bodies find that they are
  devoid of any valuable equipment they once had (the
  ogre took everything it thought was valuable). The rest of
  the gear was smashed near the bodies (including swords
  and traveling gear). The bodies themselves are beyond
  help, except with a raise dead. Both are male humans; one
  of them is badly mauled (missing an arm and his face
  looks chewed upon) as if by an animal. The other appears
  to have a large chest wound from a piercing weapon. Use
  of the Heal skill (DC 10) reveals that the bodies have been
  dead for about a day.
  Searching around the area yields some important
  clues. A character with the Track feat may make three
  separate Wilderness Lore checks. The first check (DC 11)
  reveals that several horses and a wagon went off in the
  direction of the mine, down the trail. The second check
  (DC 14) reveals that a large two-legged humanoid (the
  ogre) and a catlike creature (the mountain lion) came
  down the east slope, moved around on the trail, and went
  back up the same slope. The final check (DC 13) reveals
  another set of humanoid footprints (about a half dozen)
  went in the same direction as the horses, only they were
  here not long ago (perhaps a half a day or so). Characters
  without the Track feat cannot gain the above
  information. A Wilderness Lore check made at DC 15
  (with a +2 circumstance bonus if the character hails from
  the mountains or hills) reveals that the pawprints are
  those of a mountain lion.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    GGGGrrrruuuunnnnttttooookkkk    SSSSm
  m
  m
  maaaasssshhhh!!!!
  By now, the PCs should be aware that something very
  large is lurking in the area. That something is Gruntok, an
  ogre who makes his home a few miles from the Clatspur
  Trail. Occasionally, when he's in the mood, he'll camp out
  near the trail for a few days with Nowagna, his mountain
  lion companion (boy, did it take him a long time to rear
  that animal). If someone comes along, Gruntok takes the
  opportunity to ambush whomever it is along the trail.
  He's become aware that many smaller humanoids using
  the trail carry nice things, and likes to see if there's
  something interesting on those who pass through.
  Gruntok spots the PCs walking through the
  mountains, just a few hundred yards from the point
  where he attacked the Wyvern's Sting. He now lies in
  wait up on the eastern slope, while his pet quietly chews
  on an arm taken from one of the bodies. Have characters
  that specifically stated they were watching the
  eastern slope make Spot checks (DC 10). If they
  succeed, tell them that they see a large form moving
  behind a rock on the eastern slope, about 30 feet away.
  Those characters may act on the surprise round; all the
  others are caught flat-footed until the normal combat
  round begins. Use Map 2 to set up the battle.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
   Gruntok, male ogre: CR 2; Large Giant (9 ft. tall); HD
  4d8+8; hp 26; Init -1 (Dex); Spd 30 ft.; AC 16 (-1 size, -1
  Dex, +5 natural, +3 hide armor); Atks +8 melee (2d6+7,
  huge greatclub) or +1 ranged (2d6+5, huge longspear);
  Face/Reach 5ft. x 5 ft./10 ft.; AL CE; SV Fort +6, Ref +0,
  Will +1.
   
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 10.
   
  Skills: Climb +4, Handle Animal +4. Feats: Weapon
  Focus (greatclub).
   
  Equipment: Hide armor, huge greatclub, huge
  longspear, animal pelts, sack with 80 gp, 130 sp, and 95
  cp.
  
  Highway, Low Way
  Page 10
   
  Nowagna, mountain lion: CR 2; Medium-size Animal;
  HD 3d8+6; hp 19; Init +4 (Dex); Spd 40 ft., climb 20 ft.;
  AC 15 (+4 Dex, +1 natural); Atks +6 melee (1d6+3, bite)
  and +1/+1 melee (1d3+1, 2 claws); SA Pounce, improved
  grab, rake 1d3+1; SQ Scent; AL N; SV Fort +5, Ref +7, Will
  +2.
  Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.
  Skills: Balance +12, Climb +11, Hide +9, Listen +6,
  Move Silently +9, Spot +6. Feats: Weapon Finesse (bite,
  claws).
  SA: Pounce (Ex)—If a mountain lion leaps upon a foe
  during the first round of combat, it can make a full attack
  even if it has already taken a move action. Improved Grab
  (Ex)—A successful bite attack indicates the mountain
  lion deals normal damage and attempts to start a grapple
  as a free action without provoking an attack of
  opportunity. (See Grapple on page 137 of the Player's
  Handbook.) If it gets a hold, it can rake. Rake (Ex)—A
  mountain lion that gets a hold can make two rake attacks
  (+6 melee) with its hind legs for 1d3+1 damage each. If
  the mountain lion pounces an opponent, it can also rake.
  SQ: Scent (Ex)—For a description of this ability, see
  the Monster Manual, page 10.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
   Gruntok, male ogre Bbn3: CR 5; Large Giant (9 ft. tall);
  HD 4d8+8 + 3d12+6; hp 53; Init -1 (Dex); Spd 40 ft.; AC 16
  (-1 size, -1 Dex, +5 natural, +3 hide armor); Atks +11 melee
  (2d6+7, huge greatclub) or +4 ranged (2d6+5, huge
  longspear); Face/Reach 5 ft. x 5 ft./10 ft.; SA Rage 1/day;
  SQ Uncanny dodge (retains Dex bonus to AC); AL CE;
  SV Fort +9, Ref +1, Will +2.
   
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 10.
   
  Skills: Climb +7, Handle Animal +7, Jump +3,
  Wilderness Lore +7. Feats: Power Attack, Weapon Focus
  (greatclub).
   
  Equipment: Hide armor, huge greatclub, huge
  longspear, animal pelts, sack with 80 gp, 130 sp, and 95
  cp.
   
   Nowagna uses the same statistics as Tier 1.
   
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
   Gruntok, male ogre Bbn5: CR 7; Large Giant (9 ft. tall);
  HD 4d8+8 + 5d12+10; hp 71; Init -1 (Dex); Spd 40 ft.; AC
  16 (-1 size, -1 Dex, +5 natural, +3 hide armor); Atks +14
  melee (2d6+8, huge greatclub) or +5 ranged (2d6+6, huge
  longspear); Face/Reach 5 ft. x 5 ft./10 ft.; SA Rage 2/day;
  SQ Uncanny dodge (retains Dex bonus to AC, can't be
  flanked); AL CE; SV Fort +10, Ref +1, Will +2.
   
  Str 22, Dex 8, Con 15, Int 6, Wis 10, Cha 10.
   
  Skills: Climb +6, Handle Animal +9, Jump +3,
  Wilderness Lore +9. Feats: Weapon Focus (greatclub).
   
  Equipment: Hide armor, huge greatclub, huge
  longspear, animal pelts, sack with 80 gp, 130 sp, and 95
  cp.
  Nowagna uses the same statistics as Tier 1.
  Tactics: Gruntok is strong, tough, but also very dumb. He
  is also overconfident. The first thing he does (during the
  surprise round) is toss his longspear at a heavily armored
  character (he has an additional -2 to hit because of range).
  On the next round, he picks up his greatclub (a move-
  equivalent action) and strides down the slope. PCs can get
  a chance to pepper Gruntok with missiles before he even
  gets to them. Don't forget about his reach, though (10
  feet)! In addition, Gruntok yells (in Giant), "Nowagna,
  dinner's here!" Two rounds later, Nowagna comes
  running, and pounces on a fresh victim. Characters that
  make a Spot roll (DC 12) see Nowagna bounding down
  the slope.
  Development: It is possible to keep Nowagna from
  attacking a party member. If a character has a higher
  initiative score than Nowagna, they may see the cat
  running down the slope. Casting animal friendship, calm
  animals (no save, as it's not specifically trained to attack or
  guard), hold animal or successful use of the Animal
  Empathy skill (DC 25) stops Nowagna from attacking (in
  addition to damage causing magic). Otherwise, the above
  spells can be used after the initial attack to break
  Nowagna from a party member.
  In addition, should a druid, ranger, or cleric with the
  Animal Domain cast animal friendship on the cat, it begins
  to follow them around. If Gruntok is killed, Nowagna can
  also be coaxed to follow with a successful Animal
  Empathy roll (DC 15). In any case, if Nowagna survives
  the battle, and is befriended by a cleric (with the Animal
  Domain), druid, or ranger that casts animal friendship on
  him within the next 24 hours, he becomes an animal
  companion for that character (if they do not exceed the
  Hit Dice limit for their level, which is (for adventuring
  characters) equal to their level). A certificate can be found
  for Nowagna.
  If captured, the ogre knows little (and only understands
  and can speak in Giant).
  • 
  He saw a group of many people, all humans, pass
  by near here yesterday. He thought they might have
  nice things, so he attacked them.
  •  The humans fled down the trail after he
  attacked, but he managed to kill one, and Nowagna
  killed another. They didn't have much, just a few
  coins and other junk. Gruntok smashed most of it.
  Treasure from Gruntok:
  •  
  Gruntok's gear. Only the huge greatclub and
  longspear are worth anything (half the price of the
  standard sized items listed in the Player's Handbook).
  His hide armor is too smelly and disgusting to be
  worth anything to anyone.
  • 
  Gruntok has 80 gp, 130 sp, and 95 cp in his sack.
  
  Highway, Low Way
  Page 11
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    BBBBrrrriiiiddddggggeeee    IIIIssss
  OOOOuuuutttt!!!!
  Night is fast beginning to fall after the battle with
  Gruntok. The characters must find shelter somewhere in
  the mountains, or else pitch tents. Let them know that
  they need to rest; as night is falling, and they are still a
  little over a half-day's ride from the mine. PCs that
  succeed in a Wilderness Lore check (DC 15) can locate a
  sheltered area on the western slope that seems to be safe
  from the worst of the wind. If the heroes don’t find a
  suitable location, they are alright as long as they brought
  tents to sleep in. Characters that do not find shelter,
  or have no tents (but still have bedrolls and warm
  clothing) must make two Fortitude saving throws during
  the night (DC 15 for each).
  •  
  Failing the first save results in 2d6 subdual
  damage taken in the morning, as a result of the cold
  and wind. Wilderness Lore (DC 15) can be used to
  give a +2 circumstance bonus to the saving throw.
  Subdual damage is regained at 1 hit point per hour.
  • 
  Failing the second save results in the PC waking
  up fatigued (unable to sleep due to the weather).
  Throughout the next day, the character is at a -2
  penalty to Strength and Dexterity, and cannot run or
  charge. Eight hours of complete rest are needed to
  recover from this state. Wilderness Lore cannot be
  used to modify this save.
  Characters that do not have protection against the
  elements (in any form) face the same deadly hazard as
  listed under Encounter 4. If PCs without winter
  clothing find shelter or tents, they face the same situation
  as those characters that do not find suitable shelter (listed
  above). Remember, spells may affect the situation.
  The next morning, after a few short hours of riding,
  they reach the bridge that leads to the mine beyond.
  Unfortunately, the bridge has been smashed (the
  hobgoblins smashed it when they crossed). It spans a 20-
  foot wide gorge that goes down about 120 feet, and
  continues in either direction for miles. Going around to
  the next pass would require at least two more days travel.
  It should be obvious that the characters must cross at this
  point. Read the following when they come upon the
  bridge:
  Ahead of you, the trail comes to an abrupt halt at a twenty-
  foot wide gorge. A bridge was once constructed here to make
  crossing the gap easy, but it has since been smashed; only a
  few planks at either end remain. The gorge continues in
  both directions as far as the eye can see, and plummets far
  down to the depths below. The wind howls as it blows tiny
  flakes of snow all around you.
  CCCCrrrroooossssssssiiiinnnngggg    tttthhhheeee    GGGGoooorrrrggggeeee
  Consult Map 3. The heroes have some options for
  crossing the bridge. Presented here are some choices. If
  the PCs come up with a reasonable plan not listed here,
  give it a chance to succeed.
  JJJJuuuum
  m
  m
  mppppiiiinnnngggg    tttthhhheeee    GGGGoooorrrrggggeeee
  The gorge can be jumped. This is one of the most obvious
  and potentially dangerous ways of crossing.
  • 
  A character doing a running jump across the
  gorge with a base movement of 30 feet needs to
  succeed at a Jump check, DC 25. If the speed of the
  character is 20 feet, the check is DC 35. If the speed
  of the character is 15 feet, the check is DC 45.
  Conversely, if the speed of the character is 40 feet,
  the check is DC 20. Characters with the Run feat
  jump one-quarter farther than normal (still subject
  to maximum jumping distance based on height).
  Note that a character cannot take a running jump in
  heavy armor. Regardless, the character must be
  at least 3 feet, 4 inches tall in order to make the
  jump without magic or other aids.
  •  Casting expeditious retreat doubles both the
  distance jumped on a successful roll, and the
  maximum possible distance (factored by height).
  Thus the characters above would need the following
  rolls to make their Jump checks: 40 feet- DC 13, 30
  feet- DC 15, 20 feet- DC 20, 15 feet- DC 25. Note that
  the height limitation would not apply to PCs (unless
  magically altered in some form).
  • 
  Casting jump adds a +30 bonus to the roll. This
  may still require a roll if the character is of small
  size, or encumbered.
  • 
  If a character fails the Jump roll by 1, allow a
  Reflex save (DC 12). If this is not made, the
  character plummets to his or her (likely) death. If
  this save is made, the character has caught the ledge
  on the other side, and is hanging down. A Climb
  skill check (DC 10) must be made to pull up to the
  top. Each Climb check takes 1 minute. Failing this
  roll means no progress, unless it was failed by 5 or
  more, in which case the character falls. A character
  can hold onto the ledge for 3 minutes before falling,
  adjusted by the PC's Strength modifier (both up or
  down; i.e., Strength 14 would give a character 5
  minutes). Characters that have the Endurance feat
  get 4 extra minutes to hold on.
  •  
  Any character failing the Jump roll by more
  than 1 falls.
  SSSSwwwwiiiinnnnggggiiiinnnngggg    AAAAccccrrrroooossssssss
  Perhaps the safest solution is to attempt to swing across
  the gorge. Once one character is across, a rope can be
  passed back to another very easily.
  •  
  There are trees along the other side of the
  gorge. A Wilderness Lore check (DC 15) spots the
  strongest branches to attempt to grapple with a
  grappling hook. Hitting the right branch requires
  an attack roll against AC 18 (which accounts for the
  high winds). Grappling hook rope must be tied to
  the grapple correctly for this to work; it requires a
  Use Rope skill check (rolled secretly) at DC 10.
  Failing this roll means the grapple comes off as the
  rope is being tested for strength. Failing this roll by
  5 or more means that the strength test for the rope
  
  Highway, Low Way
  Page 12
  holds, but once sufficient weight (i.e., a PC) is put
  on the rope, it comes loose of the grapple. The PC
  most likely plummets to his or her death in this
  circumstance.
  • 
   Once a successful grapple is made, a hero can
  swing across the gorge. The gorge is level on both
  sides, so characters swinging across hit the cliff face
  on the opposite side, and must make a Climb check
  (DC 5) to scramble up to the opposite side. A
  character can hold themselves up on the rope for a
  number of minutes equal to their Strength score (+4
  if they have the Endurance feat).
  OOOOtttthhhheeeerrrr    M
  M
  M
  Meeeeaaaannnnssss
  Spells such as levitate, feather fall, fly, and others might
  make this gorge much easier in negotiating. The judge is
  left to adjudicate the results of such attempts, as well as
  any other mundane attempts at crossing the gorge.
  W
  W
  W
  Whhhhaaaatttt    AAAAbbbboooouuuutttt    tttthhhheeee    AAAAnnnniiiim
  m
  m
  maaaallllssss????
  The horses (unless a paladin's mount) do not attempt to
  jump the gorge under any circumstances. If a paladin's
  mount wishes to make the jump, roll for it just like a
  normal character. The mountain lion (as well as other
  earthbound creatures) also refuses to go across. Of course,
  magical means that does not involve the animals
  physically jumping might get them over the expanse.
  Once the PCs cross, earthbound animals wait for the
  heroes on the other side until they return, or more than a
  few days pass (unless tethered or restricted in some way).
  FFFFaaaalllllllliiiinnnngggg    IIIIssss    BBBBaaaadddd
  Any character that plummets to the hard rock 120 feet
  below takes a lot of damage; 12d6 damage, in fact. A Jump
  check may be made (DC 15) to lessen the damage to 10d6
  real damage and 1d6 subdual damage. Depending on
  where they fall, monks might get to use their slow fall
  ability.
  Of course, if the character had the foresight (or luck)
  to have a feather fall spell in effect when the fall occurs,
  they take no damage from the fall if the spell was cast by a
  caster of 2nd level or higher. A 1st level feather fall negates
  60 feet of falling damage; the other 60 must be taken
  normally (a Jump check can still apply to the result).
  CCCClllliiiim
  m
  m
  mbbbbiiiinnnngggg    BBBBaaaacccckkkk    UUUUpppp
  A character that falls and survives may attempt to climb
  back up. The DC for the Climb checks is 15 without any
  assistance; with a rope, the check is 5. A successful Climb
  roll results in the character climbing half of his or her
  normal movement rate. Characters fall if they fail their
  Climb checks by 5 or more.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    TTTThhhheeee    W
  W
  W
  Wyyyyvvvveeeerrrrnnnn''''ssss
  SSSSttttiiiinnnngggg
  The wagon and horse trail can be picked back up on the
  other side of the gorge (Track check, using Wilderness
  Lore, DC 11), and continues on to the mine. The other
  footprints (the hobgoblins) break from the trail, and
  continue off to the west, over barren rock. The check to
  follow those footprints is DC 23 (the hobgoblins began to
  hide their trail). While it is possible to follow the
  hobgoblin footprints to their source (which is a small
  camp about 100 yards west of the mine, with a good
  vantage point), it would take a lot longer. By the time the
  PCs make it to the hobgoblin campsite, they are gone,
  already having headed down to the trail to deal with the
  Wyvern's Sting. They can then follow the tracks back
  down to the mine. See Encounter 8 if this occurs.
  More than likely, the heroes continue along the trail,
  and a few hours later, reach the mine. Read the following
  as the PCs approach:
  You climb a rise in trail to find the mine just ahead of you.
  Tents dot the barren landscape around the gaping maw in
  the earth. You can see a host of ponies and horses tethered to
  stakes just outside the mine's entrance. Carts lie scattered
  throughout the camp, and around the mine itself. To the
  east side of the entrance into the earth, a covered wagon is
  parked. People, probably humans, are loading up the back
  of the wagon with large chunks of rock. The sky is getting
  darker, and a light dusting of snow is falling from the
  heavens.
  As you survey the scene, a woman stops the others from
  working. She begins to walk toward you and lowers the
  hood on her cloak. The others follow her.
  Magliana spots the heroes as they survey the scene. She
  orders the workers to stop, and intends to talk the heroes
  out of a violent confrontation. Consult Map 4 for the
  positions of Magliana and her men. If the heroes want to
  fight it out, go right to initiative. Otherwise, they can
  discuss the situation with Magliana like civilized beings.
  TTTTaaaallllkkkkiiiinnnngggg    wwwwiiiitttthhhh                            
  M
  M
  M
  Maaaagggglllliiiiaaaannnnaaaa
  If the PCs let her approach, read the following:
  A beautiful woman with auburn hair, dressed in warm furs
  (like the rest of her companions), grins at you as she
  approaches. The others, five human males, flank her as she
  walks up. Not a single one of the group has a weapon
  brandished, but they are armed with short swords at their
  sides.
  ”Well, it seems we have not been properly introduced.
  My name is Magliana, leader of the Wyvern's Sting. We
  decided to drop by and do the gnomes a favor by cleaning up
  their dirty mine. If you wouldn't mind terribly much, I
  would like to get our work done before the snow begins to
  fall any harder. I wouldn't want to disappoint our gnomish
  friends. After all, we're supposed to be finished before they
  wake up. So, what is it that I may help you with?"
  
  Highway, Low Way
  Page 13
  Magliana is fully aware that a group of armed adventurers
  is here for only one reason: to stop them from stealing the
  gold. The Wyvern's Sting has already finished emptying
  all of the remaining carts, and she has already culled a fair
  amount from the mine itself using the wand of stone shape.
  The group was just about ready to leave when the PCs
  showed up. She knows that the Wyvern's Sting is not
  equipped to fight, and would much prefer that a deal be
  struck. She is willing to talk things through, and attempts
  to bargain her way out of the situation.
  TTTThhhheeee    DDDDeeeeaaaallll
  After exchanging greetings (or listening to the PCs'
  threats) Magliana offers up a deal to the heroes. She will
  give the heroes the wand (she's done with it, anyway) and
  split half of the gold with them (a sum worth about 5000
  gp). Each group will then go their separate way (the path
  does continue onward past the mine; Magliana offers to
  take that path). Obviously, this deal should only interest
  the greediest wretches. If this deal doesn't work, she is
  ready to negotiate other terms. Listed below is a
  framework to bargain within. Note that Diplomacy skill
  checks (along with good roleplaying) might get the
  characters the best deal.
  •  
  Magliana is more than willing to give up the
  wand. However, she does not want to just let it go
  and walk away with nothing. She is ready to give
  over the wand for 2000 gold (1000 gold if the party is
  convincing/threatening and makes a successful
  Diplomacy (or Intimidation) skill check, DC 20).
  •  Magliana offers information about her
  employers if the characters give their word that they
  will not bring them to justice. She attempts to
  bargain this from the heroes if they seem willing to
  close a deal with her.
  • 
  If the characters begin to take aggressive stances
  (not just verbal threats), Magliana drops the ransom
  for the wand to 500 gold. She assures the heroes that
  she seeks a peaceful solution to the problem, and she
  doesn't want to see any more of her men come to
  harm.
  •  
  If the PCs are very convincing (and roll a
  Diplomacy check, DC 25), going on about how the
  Wyvern's Sting should face justice, Magliana is
  prepared to take the whole mission as a loss. She asks
  for her (and her band's) freedom in exchange for the
  wand.
  • 
  A Sense Motive check (DC 20) reveals nothing
  out of the ordinary. She seems forthright.
  W
  W
  W
  Whhhhaaaatttt    M
  M
  M
  Maaaagggglllliiiiaaaannnnaaaa    KKKKnnnnoooowwwwssss
  In between bargaining for the gold and her freedom,
  Magliana may share some information with the PCs.
  Obviously, if she has worked out a deal by which she
  exchanges information for the bandits' freedom, she'll
  give all of the following information to the heroes.
  •  We have been successful bandits in the
  Highvale for a couple of years now. I, along with the
  rest of the Sting, don't believe in using violence to
  get what we want. When bandits use violence,
  people take it far more personal than if they are just
  duped.
  •  
  I try not to steal anything that would be
  considered a basic necessity (food, clothing, raw
  materials for shelter). To be honest, there's little
  resale value, and it would just result in too much
  attention from the law. Besides, people have got to
  live on that stuff.
  •  
  Our raids have been so successful that a few
  months ago I was contacted by an elven gentleman.
  He was attempting to be all shadowy and
  mysterious, so I obliged him and never asked too
  many questions. He said that he liked our work, and
  wanted to hire us to steal elven weapons from
  caravans in the area. Even though it seemed a little
  odd, we agreed.
  • 
  We would steal the weapons using our standard
  procedure (duping unsuspecting merchants and
  traders), and drop the weapons off at a location on
  the edge of the Vesve. (If the PCs have a map, and ask
  her to show where they dumped the weapons, she marks
  the point on the map. It is not important where you mark
  on the PC's map, as the location has changed numerous
  times. She gives the PCs only one location.)
  •  
  At the drop-off point, a woodsman would be
  waiting for us at the appointed time. He would then
  pay us. The woodsman would then leave. I don't
  know what happened to the weapons, as I never
  remained around long enough to see who took
  them.
  • 
  After doing this for several months (in between
  other jobs), a Baklunish gentleman contacted us. He
  told us that he was an associate of the mysterious elf,
  and had another task for us. The man told us that a
  caravan with a wizard was heading south from
  Gildenhand to Highfolk, and the wizard had in his
  possession a wand of stone shape. He said that he
  would pay us 1000 gold if we stole the wand and
  returned it to him. I asked him where we would
  meet to return the wand, and he told me that he
  would contact our group when he needed the item.
  I still don't know how he intended to contact us.
  •  
  He also mentioned something about helping
  him steal a few corpses after we returned the wand,
  but I wasn't about to go skulking around graveyards
  late at night.
  •  
  I had heard about this mine a few months
  earlier while our group was staying in Verbeeg Hill.
  Ezerthum, the mine's owner, was in town looking
  for workers. Word got out that he had hit a big gold
  vein. I wanted to get here much sooner, but I didn't
  have a good enough plan to get in and out quickly
  with a large amount of gold.
  •  
  When the Baklunish man gave us the job, I
  figured it would be easy enough to take a little trip
  up here to use the wand to help break into the mine,
  and harvest the gold. Since I knew Ezerthum would
  be closing the mine down soon as winter drew near,
  I surmised that most of the mining crew would be
  home for the season.
  
  Highway, Low Way
  Page 14
  • 
  Unfortunately, on the way here, we lost two of
  my men. Kigert and Roshan were good men. An
  ogre attacked us yesterday on the trail here. He
  killed Kigert with his spear, and a mountain lion
  (which must be his pet or something) took down
  Roshan before we could get away.
  •  
  We managed to get here and surprise the
  workers while they were cleaning up. A couple of
  well-placed sleep spells took care of the lot of them.
  Ezerthum himself just surrendered. I told him we
  wouldn't be here long, and we'd make sure that he
  was comfortable during our stay. The gnomes are all
  tied up in their bedrolls. None of them have been
  harmed. We even made sure each of them had some
  water this morning. Never tell me that we're not
  gracious hosts!
  •  
  Don't worry; we were planning on untying
  some of the miners before we left, so they could go
  about their business, and wouldn't die of thirst or
  starvation. I'm not a monster after all; the storms up
  here would kill a helpless man in a matter of a few
  hours.
  • 
  I used the wand to get at some choice veins of
  gold in the mine that would have taken weeks for
  the miners to dig out. I was just finishing up loading
  the cart when you arrived.
  • 
  In fact, after this job was done, my men and I
  were planning to take a trip away from Highfolk for,
  say, a few years. I think we're getting a little too well
  known around the Fairdells.
  FFFFiiiigggghhhhttttiiiinnnngggg    tttthhhheeee                                
  W
  W
  W
  Wyyyyvvvveeeerrrrnnnn''''ssss    SSSSttttiiiinnnngggg
  If the heroes really don’t handle words very well, there's
  always the option of combat.
  AAAAllllllll    TTTTiiiieeeerrrrssss
  Magliana, 
  female 
  human 
  Rog2/Wiz(Ench)3:
  Medium-size Humanoid (5 ft. 7 in. tall); HD 2d6 + 3d4; hp
  19; Init +0 (Dex); Spd 30 ft.; AC 10; Atks +2 melee (1d6
  [crit 19-20], short sword) or +2 ranged (1d8 [crit 19-20],
  light crossbow); SA Sneak attack +1d6, spells; SD Evasion,
  spells; AL N; SV Fort +1, Ref +4, Will +4.
  Str 10, Dex 10, Con 10, Int 16, Wis 12, Cha 16.
  Skills: Appraise +8, Bluff +13, Diplomacy +10,
  Disguise +10, Gather Information +8, Innuendo +8,
  Perform +5, Read Lips +6, Search +8, Sense Motive +8,
  Spellcraft +7, Use Magic Device +8. Feats: Scribe Scroll,
  Skill Focus (Bluff), Spell Focus (enchantment), Spell
  Mastery (alter self, invisibility, sleep).
  Equipment: Leather armor, short sword, light
  crossbow with 20 bolts, scroll of sleep (x2), spell
  components, waterskin (the rest of the equipment is in
  the wagon). Note that Magliana does not carry her
  spellbook with her; she relies on her skills and her
  Spell Mastery to get her through situations.   
  Spells Prepared (4/4/3): 0—detect magic, daze, mage
  hand, mending; 1st—charm person, change self, sleep (x2);
  2nd—alter self, invisibility, Tasha's hideous laughter.
  Personality Traits: Witty, charming, confident,
  caring (for a bandit, anyway).
   Wyvern's Sting bandits (Nordun, Filgar, Jonhen,
  Remmings, "Quill", Zuko), male human Rog1 (6):
  Medium humanoids (height varies); HD 1d6; hp 6; Init
  +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Atks +0
  melee (1d6 [crit 19-20], short sword) or +2 ranged (1d8
  [crit 19-20], light crossbow); SA Sneak attack +1d6; AL N
  or CN; SV Fort +0, Ref +4, Will +1.
   
  Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 14.
   
  Skills: Bluff +6, Disable Device +6, Disguise +6, Hide
  +6, Innuendo +6, Move Silently +6, Open Locks +6, Pick
  Pocket +6, Read Lips +5, Search +5. Feats: Dodge, Skill
  Focus (Bluff).
   
  Equipment: Leather armor, short sword, light
  crossbow with 10 bolts, waterskin; other equipment is in
  the wagon.
  Tactics: It should be obvious that the Wyvern's Sting
  isn't built for combat. After going defensive in the first
  round of battle, the Sting attempt to flee down the trail
  (heading further into the mountains). Magliana casts
  invisibility at her first opportunity, and attempts to escape.
  She rationalizes that the PCs won't slaughter her band,
  and she'll be able to free the rest of her gang later (much
  later than the scope of this adventure).
  TTTThhhheeee    GGGGnnnnoooom
  m
  m
  meeeessss
  Either after winning the battle or negotiating a
  settlement with Magliana, the heroes may want to check
  in on the gnomes. There are eight workers still in the
  camp; all of them have been bound and gagged in their
  bedrolls. They can share the following information:
  • 
  They have all been working at the mine for well
  over 8 months now. Ezerthum hired them in
  Gildenhand and Verbeeg Hill after he told them he
  had found gold in the mountains. Each was
  promised a share of the riches.
  • 
  Some of the gnomes were a little reluctant to
  join up with Ezerthum after his last mining
  excursion in the Gnome Hills. The copper mine
  there failed because of "unusual circumstances".
  Some say it was haunted, others cursed.
  • 
  So far, aside from the occasional bought of bad
  weather or ogre sighting, the mining has went
  relatively well. Right before the miners started
  closing up for the winter, they had struck a large
  vein of gold.
  •  
  Most of the miners have returned to their
  homes for the season. The ones that are left here are
  cleaning up and shutting down the mine. Work will
  resume in the spring.
  •  
  The bandits surprised the gnomes while they
  were all working on cleanup within the mine. Most
  were knocked unconscious right away, probably by
  spells. The two remaining surrendered.
  • 
  The bandits didn't hurt any of us; they said they
  just wanted to take some gold and leave. They tied us
  
  Highway, Low Way
  Page 15
  up, gagged us, and put us in our bedrolls. This
  morning, the woman came around and made sure we
  all had water. She told us that she would be leaving
  by the end of the day.
  • 
  We'll need to finish cleanup before going home.
  We should be done here in just a few days.
  Ezerthum (male gnome Exp8; hp 34; Appraising +15,
  Profession (miner) +15) can also be found in one of the
  tents. When freed, he is deeply distressed, but relieved if
  the characters managed to keep his gold from being taken
  by the bandits. He has the following to offer:
  •  
  I've been mining for well over a hundred
  years, and I never saw a gold mine such as this. I
  found gold here on an old dwarf's suggestion that I
  close up my mine in the Gnome Hills and head out
  to the Clatspurs to look. It was the best suggestion
  he ever had.
  • 
  I have a mine over in the Gnome Hills, near
  Gildenhand. It's got veins of copper, and I think
  there's some silver in there, too. My crew, however,
  was yellow-bellied after a few equipment accidents
  and such. They thought the place was cursed or
  something, and wouldn't work it any more.
  •  
  After I found gold up here, I went back to
  Gildenhand to find workers. Most of the gnomes
  up there had heard of the copper mine I owned,
  and were real afraid to go into another venture with
  me, even though all my previous mining
  expeditions had been profitable. I hired on those I
  could, and headed to Verbeeg Hill for more help.
  • 
  In Verbeeg Hill, I found many more that were
  interested in a good paying job. Once I had a
  sizable crew, we began work. That was back in
  Coldeven. Since then, the mining has progressed
  nicely, and we've had minimal problems, until now.
  •  Those wretches showed up yesterday, and
  immobilized most of my crew with spells. I had no
  choice but to surrender. After all the work my
  miners have been though to turn a profit, those
  villains show up and just collect on my labor! I
  hope they spend a long time in the Roots for this!
  (The Roots is the prison under the town of Highfolk.)
  •  If he is told that the bridge is out,
  Ezerthum is very upset, and blames the bandits for
  doing this (although he doesn't know why they
  would, since they came in on horses). It'll take him
  a few extra days to go around, but he and his men
  will make the journey.
  • 
  If the bandit's wagon is still at the mine,
  Ezerthum offers 100 solars for all the equipment
  inside (it is mostly tents, climbing gear, etc.).
  After talking to you for a bit, Ezerthum rubs his near-bald
  head and says, "Anyway, since you helped me out and all,
  I'll give you each a nice-sized nugget from my mine. Right
  now, that's all I can afford until I turn a profit on this
  thing. Well, there is something else, but…no, forget I even
  thought it."
  If the PCs ask him what he was thinking about, he just
  tells them that it's not worth mentioning, and to ignore
  what he said. He is unwilling, under any normal means,
  to reveal what it is. If magically persuaded, he reveals
  that it is his old copper mine; but he's not sure about
  giving it up just yet.
  After all this, Ezerthum thanks the PCs profusely,
  and lets them know that he needs to get back to work.
  His miners need to head home for the winter, and they
  only have a few days of cleanup left.
  Treasure from the bandits (if defeated and captured) and
  Ezerthum:
  •  
  The equipment on each bandit is worth the
  standard rate (half of the Player's Handbook value).
  • 
  Scroll of sleep (x2) on Magliana. This is one scroll
  with 2 sleep spells on it. Value: 50 gp.
  • 
  Golden nugget from Ezerthum's mine. Value: 50
  gp.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::    BBBBaaaattttttttlllleeee    iiiinnnn    tttthhhheeee
  BBBBlllliiiizzzzzzzzaaaarrrrdddd
  Eventually, the characters depart, either with or without
  the Wyvern's Sting in tow. As they are heading back to
  the bridge (or going the long way around), they are
  attacked by the hobgoblins that have been following
  Magliana. Their mission is to get the wand, and leave no
  survivors. As the hobgoblins attack, a blizzard kicks up,
  obscuring vision and making the combat more hazardous
  for all. Read the following:
  You are finally on your way back out of the Clatspurs.
  You'll need to stop for the evening soon, but you're confident
  that you can make it a little farther today. The wind begins
  to pick up, and you notice dark clouds rolling in very
  quickly. You begin to look around for shelter as the snow
  starts falling in sheets of white, and the wind's chill rips
  through you like a frozen claw. As you scan the area, you
  notice five humanoid-shaped outlines through the falling
  snow. They are about a spear's throw away, and are
  approaching rapidly.
  Go right to initiative. Neither side is surprised. The trail is
  15 feet wide. The hobgoblins are 40 feet away from the
  trail when combat begins. Hetgark and his hobgoblins
  move to attack, as the blizzard begins.
  TTTThhhheeee    BBBBlllliiiizzzzzzzzaaaarrrrdddd
  As the characters begin the battle, a blizzard whips
  through the area. This severely impairs missile combat
  and can effect spell use. The force of the wind can also
  knock down small characters. The effects of the blizzard
  on the combat are summarized below:
  •  
  Movement is cut in half. Characters can still
  take a double move action or run, but see below.
  
  Highway, Low Way
  Page 16
  • 
  Characters can only see at a maximum distance
  of 10 feet. Beyond that, only vague forms can be
  seen.
  • 
  All ranged attacks are at a -8 penalty to hit, due
  to both high winds and blinding conditions.
  Characters cannot attempt a ranged attack at a
  distance greater than 10 feet.
  • 
  Every time a spell is cast a Concentration check
  (DC 5 + spell level) must be made to succeed in
  casting due to the high winds and blinding snow.
  • 
  On each character's initiative, a Fortitude save
  (DC 15) must be rolled. If successful, the character
  may act normally, in accordance with the above
  guidelines. If the save is failed, and the character is of
  Medium height, they are unable to take a move
  action this round, including a 5-foot adjustment
  (they are checked by the force of the wind). If the
  save is failed, and the character is of Small height,
  they are knocked down by the wind. Standing up is a
  move-equivalent action, but the character may not
  conduct any other move actions in the round in
  which he or she stood up (considered checked for
  the rest of the round).
  •  Characters suffer from the biting cold as
  detailed in Encounter 4, except that unprotected
  characters need to make a Fortitude saving throw
  every minute (10 rounds) to avoid subdual damage.
  Protected heroes need not worry about taking
  damage from the cold.
  •  
  Please note that the hobgoblins are also
  affected by the above conditions (but are dressed
  appropriately, and as such need not worry about
  the cold).
  TTTThhhheeee    BBBBaaaattttttttlllleeee
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
   Hetgark, male hobgoblin Rgr1/Sor1: CR 2; Medium-
  size Humanoid (Goblinoid) (5 ft. 10 in. tall); HD 1d10+2 +
  1d4+2; hp 15; Init +0; Spd 30 ft.; AC 20 (+3 studded
  leather armor, +7 shield spell); Atks +1 melee (1d8+2 [crit
  19-20], longsword)/+1 melee (1d6+1 [crit 19-20], short
  sword); SQ Darkvision 60 ft.; AL LE; SV Fort +4, Ref +0,
  Will +3.
   
  Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 14.
  Skills: Concentration +4, Hide +3, Listen +7, Move
  Silently +3, Spellcraft +2, Spot +7, Wilderness Lore +5.
  Feats: Alertness, Ambidexterity (in light or no armor),
  Track, Two-Weapon Fighting (in light or no armor).
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat), wand of magic
  missile (1st level), potion of bull's strength, scroll of true strike.
  Spells Known (5/3 (shield spell already cast prior to
  combat)): 0—detect magic, daze, disrupt undead, ray of frost;
  1st—shield, true strike. Note that Hetgark has a 15%
  chance of spell failure each time he casts a spell.
   Hobgoblins (4): CR 0.5; Medium-size Humanoid
  (Goblinoid) (5 ft. 8 in. tall); HD 1d8+1; hp 5; Init +1; Spd
  30 ft.; AC 15 (+1 Dex, +3 studded leather armor, +1 small
  shield); Atks +1 melee (1d8 [crit 19-20], longsword); SQ
  Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +0.
   
  Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
  Skills: Hide +1, Listen +3, Move Silently +3, Spot +3.
  Feats: Alertness.
  Equipment: Studded leather armor, small shield,
  longsword, 2 javelins (not used in this combat).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
   Hetgark, male hobgoblin Rgr2/Sor2: CR 4; Medium-
  size Humanoid (Goblinoid) (5 ft. 10 in. tall); HD 2d10+4 +
  2d4+4; hp 28; Init +0; Spd 30 ft.; AC 20 (+3 studded
  leather armor, +7 shield spell); Atks +3 melee (1d8+2 [crit
  19-20], longsword)/+3 melee (1d6+1 [crit 19-20], short
  sword); SQ Darkvision 60 ft.; AL LE; SV Fort +5, Ref +0,
  Will +4.
   
  Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 14.
  Skills: Concentration +5, Hide +4, Listen +8, Move
  Silently +4, Spellcraft +4, Spot +8, Wilderness Lore +6.
  Feats: Alertness, Ambidexterity (in light or no armor),
  Power Attack, Track, Two-Weapon Fighting (in light or
  no armor).
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat), wand of magic
  missile (3rd level), potion of bull's strength, scroll of true strike.
  Spells Known (6/4 (shield spell already cast prior to
  combat)): 0—detect magic, daze, disrupt undead, flare, ray of
  frost; 1st—shield, true strike. Note that Hetgark has a 15%
  chance of spell failure each time he casts a spell.
   Hobgoblin scouts, male hobgoblin Rgr1 (4): CR 1;
  Medium-size Humanoid (Goblinoid) (5 ft. 8 in. tall); HD
  1d10+2; hp 12; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +3
  studded leather armor); Atks +0 melee (1d8+1 [crit 19-20],
  longsword)/+0 melee (1d6 [crit 19-20], short sword); SQ
  Darkvision 60 ft.; AL LE; SV Fort +4, Ref +2, Will +1.
   
  Str 13, Dex 14, Con 14, Int 10, Wis 12, Cha 10.
  Skills: Listen +5, Move Silently +5, Spot +5,
  Wilderness Lore +5. Feats: Ambidexterity (in light or no
  armor), Combat Reflexes, Track, Two-Weapon Fighting
  (in light or no armor).
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
   Hetgark, male hobgoblin Rgr3/Sor3: CR 6; Medium-
  size Humanoid (Goblinoid) (5 ft. 10 in. tall); HD 3d10+6 +
  3d4+6; hp 41; Init +0; Spd 30 ft.; AC 20 (+3 studded
  leather armor, +7 shield spell); Atks +4 melee (1d8+2 [crit
  19-20], longsword)/+4 melee (1d6+1 [crit 19-20], short
  sword); SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +2,
  Will +5.
   
  Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 14.
  Skills: Concentration +6, Hide +5, Listen +9, Move
  Silently +5, Spellcraft +6, Spot +9, Wilderness Lore +7.
  Feats: Alertness, Ambidexterity (in light or no armor),
  Cleave, Power Attack, Track, Two-Weapon Fighting (in
  light or no armor).
  
  Highway, Low Way
  Page 17
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat), wand of magic
  missile (5th level), potion of bull's strength, scroll of true strike.
  Spells Known (6/5 (shield spell already cast prior to
  combat)): 0—detect magic, daze, disrupt undead, flare, ray of
  frost; 1st—shield, summon monster I, true strike. Note that
  Hetgark has a 15% chance of spell failure each time
  he casts a spell.
   Hobgoblin scouts, male hobgoblin Rgr2 (4): CR 2;
  Medium-size Humanoid (Goblinoid) (5 ft. 8 in. tall); HD
  2d10+4; hp 20; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +3
  studded leather armor); Atks +1 melee (1d8+1 [crit 19-20],
  longsword)/+1 melee (1d6 [crit 19-20], short sword); SQ
  Darkvision 60 ft.; AL LE; SV Fort +5, Ref +2, Will +1.
   
  Str 13, Dex 14, Con 14, Int 10, Wis 12, Cha 10.
  Skills: Listen +6, Move Silently +6, Spot +6,
  Wilderness Lore +6. Feats: Ambidexterity (in light or no
  armor), Combat Reflexes, Track, Two-Weapon Fighting
  (in light or no armor).
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat).
  Tactics: Hetgark stands back from the main fray and lets
  his scouts do the work. He uses the wand of magic missile
  liberally, until engaged in melee. At Tier 3, he casts
  summon monster I as well, adding combatants to the fight.
  Once he gets into melee, he fights until he or his
  opponent goes down. Their goal is to get the wand of stone
  shape, but they attempt to kill everyone at the battle
  before taking the item.
  Treasure from the hobgoblins:
  •  Mundane equipment from the hobgoblins.
  This gear is in good shape (for humanoids, anyway)
  and fetches the standard rate (half the value listed
  in the Player's Handbook).
  • 
  Hetgark's scroll of true strike. Value: 25 gp.
  • 
  Hetgark's potion of bull's strength. Value: 300 gp.
  • 
  Hetgark's wand of magic missile. This wand is a
  tiered magic item. Depending on the tier of the
  party it is either a 1st level, 3rd level, or 5th level
  wand. It has 20 charges once the PCs get a hold of
  it. Value: 300 gp (Tier 1), 900 gp (Tier 2), 1500 gp
  (Tier 3).
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  At the end of the battle, read the following to the players:
  The wind still howls and blows as the last of the foul
  humanoids crumple to the snow-covered ground. You are
  able to quickly find some items of worth on the bodies, and
  begin to stagger and crawl your way to a rock outcropping
  for some shelter from the biting cold.
  Have each hero that has an Intelligence score of 12 or
  better make a Intelligence check or Scry check (DC 20).
  Those that make the check feel as though they are being
  watched; characters with Spellcraft may make a check
  (DC 20) to know that they are the subject of a scrying spell.
  Characters with ranks in the Scry skill that succeed in the
  check automatically know they are being scryed upon.
  The magical sensor (a tiny purple light) winks out as soon
  as the characters look around for it (they see it go out just
  as they spot it).
  BBBBaaaacccckkkk    ttttoooo                          
  HHHHiiiigggghhhhffffoooollllkkkk
  The journey back to the town of Highfolk is uneventful.
  There are a few things to wrap up once the characters
  enter the town.
  TTTThhhheeee    BBBBaaaannnnddddiiiittttssss
  If the PCs have captured the bandits, they can be turned
  over to Constable Paxana Eventhil for justice. Their
  crimes earn them a sentence of five years' time in the
  underground prison known as the Roots. Paxana thanks
  the characters for stopping this menace to trade in the
  Fairdells.
  If the heroes let the bandits get away, and tell Paxana
  Eventhil that they are on the loose, she thanks them for
  their efforts. Unfortunately, she has neither the time nor
  the resources to go track them down. She lets the heroes
  know that the Knights of the High Forest will be kept
  informed of the Wyvern's Sting.
  If the heroes took the initial deal that Magliana
  offered (splitting up the gold, characters get the wand,
  everyone goes their separate ways), justice catches up to
  them in Highfolk. They are arrested a few weeks later,
  and must either pay a fine of 2000 gp to Ezerthum, or
  spend two years in the Roots. The judge must record the
  prison sentence on the log sheet of the PC; that character
  loses all the remaining Time Units for this year and all
  Time Units for next year. If Ezerthum or any of the
  gnomes were killed, contact the Wisconsin Triad for
  punishment.
  EEEEvvvveeeerrrraaaaiiiinnnn    aaaannnndddd    tttthhhheeee    W
  W
  W
  Waaaannnndddd
  Returning to the Vesve's Tankard, a messenger boy is sent
  to fetch Everain. He appears a half an hour later, carrying
  a small bag.
  Everain smiles at all of you, and looks visibly relieved when
  you show him the wand. "Thank you so much for helping
  me out! I would have been expelled from the guild for
  certain if it wasn't for you! Oh, I do have something for
  you…let me see". Everain fishes around in a small bag.
  After a moment, he produces a blue-silver feather, and
  a glass flask with a potion in it. "This is it. I do hope it's
  enough. It's really all I could find around the house."
  Everain explains what the items are as he hands them
  over to the PCs. One is a Quaal's feather token (anchor); the
  other is a potion of jump. He looks very sheepish as he
  hands them to the heroes, but it's really all he has right
  now. The Smiling Halls of Good Fortune cleaned him
  out.
  
  Highway, Low Way
  Page 18
  RRRReeeettttuuuurrrrnnnniiiinnnngggg    tttthhhheeee    W
  W
  W
  Waaaannnndddd    ttttoooo    W
  W
  W
  Wiiiillllm
  m
  m
  moooonnnntttt
  The characters might get the idea that Everain isn't really
  worthy of holding onto this wand, and may want to make
  sure the truth is revealed about the wand's disappearance.
  The heroes may receive an audience with Wilmont the
  Sagely (the wand's real owner and co-founder of the
  Guildsmen of the High Art in Highfolk) to inform him of
  what has transpired and to give him back the wand.
  Wilmont's meeting with the heroes is brief. He
  thanks them for their honesty, and mentions that Everain
  shall be dealt with accordingly. He tells the PCs that he is
  in their debt. Everain, of course, is promptly expelled
  from the wizard's guild.
  FFFFiiiinnnnaaaallll    TTTThhhhoooouuuugggghhhhttttssss
  Modify the following based on what information the PCs
  gathered during the adventure.
  Your journey was long and arduous, yet you managed to
  bring the wand back to Highfolk. However, Magliana's
  comments to you about their recent activities have raised
  many questions. Who is this mysterious elven man? What
  does he want with elven weapons? Who is the Baklunish
  fellow? Why did he want the wand, and more alarmingly,
  why did he want dead bodies?
  As the clouds gather over Highfolk and a light snow
  falls on the town, a chill stirs within you, as you ponder
  what has past, and wonder what is to come.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  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 1
  Gathering information in Verbeeg Hill
  25 xp
  Encounter 3
  Gathering information at the inn
  25 xp
  Encounter 4
  Finding the tracks 
  25 xp
  Encounter 5
  Defeating Gruntok
  100 xp
  Encounter 6
  Getting across the gorge
  50 xp
  Encounter 7
  Negotiating a deal with Magliana (other than her
  initial offer)
  125 xp
  or
  Capturing the Wyvern's Sting
  Magliana - 65 xp
  Per other bandit (six total) - 10 xp
  Encounter 8
  Defeating Hetgark and the hobgoblins
  100 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  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.
  2. 
  Animals, followers, monsters, henchman, 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 that are worth
  more than 500 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. Alternatively,
  or if the character cannot afford the fine, the
  character may be incarcerated for a period of
  time dependant on the region and value of the
  theft. 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.
  
  Highway, Low Way
  Page 19
  Encounter 2
  This is only given if the PCs attacked Oslen
  Oakbough or his group.
  • 
  Enmity of the Knights of the High Forest. The PC
  named above has earned the enmity of the Knights of the
  High Forest for attacking Sir Oslen Oakbough during his
  mission to secure trade along the Quagflow Road. The
  hero may never become a Knight of the High Forest, and
  Knights never reacted any better than indifferent to the
  named character. Other specific disadvantages may
  present themselves during the course of play.
  Encounter 5
  •  
  Gruntok's huge greatclub and huge longspear (can
  be sold for half the price listed for the normal-sized
  versions found in the Player's Handbook).
  • 
  80 gp, 130 sp, and 95 cp from Gruntok's sack.
  Encounter 7
  If Magliana and the Wyvern's Sting are captured:
  • 
  Personal equipment from the Wyvern's Sting. It can
  be sold for half Player's Handbook prices.
  • 
  Scroll of sleep (x2) from Magliana.
  Scroll of sleep (x2) (Neg. weight, parchment scroll, 50 gp,
  rarity: common): This scroll contains two sleep spells, each
  scribed at 1st level.
  • 
  100 gp from Ezerthum for the Wyvern's Sting gear in
  the wagon.
  •  
  Each PC receives a 50 gp nugget of gold from
  Ezerthum.
  If a deal is negotiated with Magliana that does not
  involve Ezerthum losing any gold:
  •  
  Each PC receives a 50 gp nugget of gold from
  Ezerthum.
  Encounter 8
  • 
  Equipment off of the hobgoblins. It can be sold for
  half Player's Handbook prices.
  Wand of magic missile (20 charges) (1/2 lb., blue-green
  wood wand, value variable, rarity: common): This wand
  was found in the possession of a hobgoblin that accosted
  you during a blizzard in the Clatspur Mountains. 1st-level
  caster.
  • 
  Potion of bull's strength from Hetgark.
  Potion of bull's strength (1 lb., potion in glass flask, 300 gp,
  rarity: common): When quaffed, this potion functions as
  the bull's strength spell cast at 3rd level.
  • 
  Scroll of true strike from Hetgark.
  Scroll of true strike (Neg. weight, parchment scroll, 25 gp,
  rarity: common): This scroll is scribed at 1st level.
  Conclusion
  If the PCs returned the wand to Everain:
  • 
  Potion of jump for returning the wand to Everain.
  Potion of jump (1 lb., potion in glass flask, 50 gp, rarity:
  common): When quaffed, this potion functions as the
  jump spell cast at 1st level.
  • 
  Quaal's feather token (anchor) for returning the wand
  to Everain.
  Quaal's feather token (anchor) (Neg. weight, blue-silver
  feather, 50 gp, rarity: common): This feather can be used
  to moor a craft in water so as to render it immobile for
  one day.
  If the PCs returned the wand to Wilmont:
  • 
  Influence Point in Guildsmen of the High Art.
  
  Highway, Low Way
  Page 20
  Handout 1
  To all interested parties
  I am in need of assistance from a bra
  stalwart heroes. An item of mine has be
  I wish to retrieve it. The task may in
  work outdoors, and some travel. If
  interested, please stop by the Eel's E
  the docks here in town. I will be pre
  afternoon.
  Everain the Intrep
  Guildsman of the High 
         
  
  Highway, Low Way
  Page 21
  Map 1
  This is both a players' and DM's map.
  
  Highway, Low Way
  Page 22
  Map 2
  This is a DM's map, used to help set up Encounter 5.
  
  Highway, Low Way
  Page 22
  Map 3
  This is a players' and DM's map, useful for Encounter 6.
  
  Highway, Low Way
  Page 22
  Map 4
  This is a players' and DM's map, useful for Encounter 7.
  
  Highway, Low Way
  Page 22
  Appendix: NPCs and Monsters
  Player's Introduction
  Everain the Intrepid, male human Wiz4: Medium-
  size Humanoid (5 ft. 11 in. tall); HD 4d4; hp 14; Init +1
  (Dex); Spd 30 ft.; AC 11 (+1 Dex); Atks +2 melee (1d4 [crit
  19-20], dagger); SA Wiz spells; SD Wiz spells; AL NG; SV
  Fort +1, Ref +2, Will +5.
  Str 10, Dex 13, Con 11, Int 17, Wis 12, Cha 12.
  Skills: Alchemy +10, Concentration +7, Knowledge
  (arcana) +10, Listen +2, Scry +7, Speak Draconic, Speak
  Elven, Speak Old Oeridian, Spellcraft +10, Spot +3. Feats:
  Brew Potion, Scribe Scroll, Still Spell.
  Equipment: Dagger, spell components, coin purse
  with 45 solars (gp) and 28 small lunars (sp).
  Spells Prepared (4/4/3): 0—detect magic, mage hand,
  ray of frost, resistance; 1st—color spray, expeditious retreat,
  identify, shield; 2nd—invisibility, summon monster II, web.
  Personality Traits: Honest, eager, absent-minded,
  serious.
  Encounter 2
   Oslen Oakbough, male half-elven Rgr8: Medium-size
  Humanoid (5 ft. 5 in. tall); HD 8d10+16; hp 68; Init +3
  (Dex); Spd 30 ft.; AC 19 (+4 +2 deerskin leather armor, +1
  ring of protection +1, +3 Dex); Atks +9/+4 melee (1d8+3 [crit
  17-20], +1 keen longsword) and +9 melee (1d6+2 [crit 19-20],
  +1 short sword) or +14 ranged (1d8+4 [crit x3], +2 mighty
  composite longbow (+2 Str)); AL CG; SA Favored enemy (1st-
  orcs, 2nd- aberrations); SV Fort +8, Ref +5, Will +4.
   
  Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10.
   
  Skills: Handle Animal +3, Hide +14, Move Silently
  +14, Ride +7, Spot +14, Wilderness Lore +6. Feats:
  Ambidexterity (when in light or no armor), Point Blank
  Shot, Rapid Shot, Track, Two Weapon Fighting (when in
  light or no armor), Weapon Focus (composite longbow).
   
  Equipment: +2 deerskin leather armor, +1 keen
  longsword, +1 short sword, +2 mighty composite longbow (+2
  Str), +1 ring of protection, 20 +1 arrows, 8 +2 arrows, 3 potions
  of cure light wounds, potion of cure moderate wounds, pouch
  containing 40 solars (gp) and 12 small lunars (sp).
   
  Spells Prepared (2/1): 1st—entagle, resist elements;
  2nd—cure light wounds.
   
  Personality Traits: Practical, haughty, deliberate,
  resolute.
   Elven archers, male high elf Ftr2 (8): Medium
  humanoid (varying heights); HD 2d10+2; hp 20; Init +4;
  Spd 30 ft.; AC 17 (+3 studded leather armor, +4 Dex); Atks
  +4 melee (1d8+2 [crit 19-20], longsword) or +7 ranged
  (1d8 subdual [crit x3], composite longbow with sleep
  arrows); SA Favored enemy (orcs); SQ Favored enemy
  (orcs); AL NG; SV Fort +3, Ref +1, Will +2.
   
  Str 14, Dex 18, Con 12, Int 10, Wis 10, Cha 10.
   
  Skills: Hide +6, Move Silently +5. Feats: Point Blank
  Shot, Precise Shot, Rapid Shot.
   
  Equipment: Studded leather armor, longsword,
  composite longbow, 20 arrows, 2 sleep arrows, pouch
  containing 1d8 solars (gp) and 1d12 small lunars (sp).
  Encounter 5
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
   Gruntok, male ogre: CR 2; Large Giant (9 ft. tall); HD
  4d8+8; hp 26; Init -1 (Dex); Spd 30 ft.; AC 16 (-1 size, -1
  Dex, +5 natural, +3 hide armor); Atks +8 melee (2d6+7,
  huge greatclub) or +1 ranged (2d6+5, huge longspear);
  Face/Reach 5ft. x 5 ft./10 ft.; AL CE; SV Fort +6, Ref +0,
  Will +1.
   
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 10.
   
  Skills: Climb +4, Handle Animal +4. Feats: Weapon
  Focus (greatclub).
   
  Equipment: Hide armor, huge greatclub, huge
  longspear, animal pelts, sack with 80 gp, 130 sp, and 95
  cp.
   
  Nowagna, mountain lion: CR 2; Medium-size Animal;
  HD 3d8+6; hp 19; Init +4 (Dex); Spd 40 ft., climb 20 ft.;
  AC 15 (+4 Dex, +1 natural); Atks +6 melee (1d6+3, bite)
  and +1/+1 melee (1d3+1, 2 claws); SA Pounce, improved
  grab, rake 1d3+1; SQ Scent; AL N; SV Fort +5, Ref +7, Will
  +2.
  Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6.
  Skills: Balance +12, Climb +11, Hide +9, Listen +6,
  Move Silently +9, Spot +6. Feats: Weapon Finesse (bite,
  claws).
  SA: Pounce (Ex)—If a mountain lion leaps upon a foe
  during the first round of combat, it can make a full attack
  even if it has already taken a move action. Improved Grab
  (Ex)—A successful bite attack indicates the mountain
  lion deals normal damage and attempts to start a grapple
  as a free action without provoking an attack of
  opportunity. (See Grapple on page 137 of the Player's
  Handbook.) If it gets a hold, it can rake. Rake (Ex)—A
  mountain lion that gets a hold can make two rake attacks
  (+6 melee) with its hind legs for 1d3+1 damage each. If
  the mountain lion pounces an opponent, it can also rake.
  SQ: Scent (Ex)—For a description of this ability, see
  the Monster Manual, page 10.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
   Gruntok, male ogre Bbn3: CR 5; Large Giant (9 ft. tall);
  HD 4d8+8 + 3d12+6; hp 53; Init -1 (Dex); Spd 40 ft.; AC 16
  (-1 size, -1 Dex, +5 natural, +3 hide armor); Atks +11 melee
  (2d6+7, huge greatclub) or +4 ranged (2d6+5, huge
  longspear); Face/Reach 5 ft. x 5 ft./10 ft.; SA Rage 1/day;
  SQ Uncanny dodge (retains Dex bonus to AC); AL CE;
  SV Fort +9, Ref +1, Will +2.
   
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 10.
   
  Skills: Climb +7, Handle Animal +7, Jump +3,
  Wilderness Lore +7. Feats: Power Attack, Weapon Focus
  (greatclub).
  
  Highway, Low Way
  Page 22
   
  Equipment: Hide armor, huge greatclub, huge
  longspear, animal pelts, sack with 80 gp, 130 sp, and 95
  cp.
   
   Nowagna uses the same statistics as Tier 1.
   
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
   Gruntok, male ogre Bbn5: CR 7; Large Giant (9 ft. tall);
  HD 4d8+8 + 5d12+10; hp 71; Init -1 (Dex); Spd 40 ft.; AC
  16 (-1 size, -1 Dex, +5 natural, +3 hide armor); Atks +14
  melee (2d6+8, huge greatclub) or +5 ranged (2d6+6, huge
  longspear); Face/Reach 5 ft. x 5 ft./10 ft.; SA Rage 2/day;
  SQ Uncanny dodge (retains Dex bonus to AC, can't be
  flanked); AL CE; SV Fort +10, Ref +1, Will +2.
   
  Str 22, Dex 8, Con 15, Int 6, Wis 10, Cha 10.
   
  Skills: Climb +6, Handle Animal +9, Jump +3,
  Wilderness Lore +9. Feats: Weapon Focus (greatclub).
   
  Equipment: Hide armor, huge greatclub, huge
  longspear, animal pelts, sack with 80 gp, 130 sp, and 95
  cp.
  Nowagna uses the same statistics as Tier 1.
  Encounter 7
  AAAAllllllll    TTTTiiiieeeerrrrssss
  Magliana, 
  female 
  human 
  Rog2/Wiz(Ench)3:
  Medium-size Humanoid (5 ft. 7 in. tall); HD 2d6 + 3d4; hp
  19; Init +0 (Dex); Spd 30 ft.; AC 10; Atks +2 melee (1d6
  [crit 19-20], short sword) or +2 ranged (1d8 [crit 19-20],
  light crossbow); SA Sneak attack +1d6, spells; SD Evasion,
  spells; AL N; SV Fort +1, Ref +4, Will +4.
  Str 10, Dex 10, Con 10, Int 16, Wis 12, Cha 16.
  Skills: Appraise +8, Bluff +13, Diplomacy +10,
  Disguise +10, Gather Information +8, Innuendo +8,
  Perform +5, Read Lips +6, Search +8, Sense Motive +8,
  Spellcraft +7, Use Magic Device +8. Feats: Scribe Scroll,
  Skill Focus (Bluff), Spell Focus (enchantment), Spell
  Mastery (alter self, invisibility, sleep).
  Equipment: Leather armor, short sword, light
  crossbow with 20 bolts, scroll of sleep (x2), spell
  components, waterskin (the rest of the equipment is in
  the wagon).
  Spells Prepared (4/4/3): 0—detect magic, daze, mage
  hand, mending; 1st—charm person, change self, sleep (x2);
  2nd—alter self, invisibility, Tasha's hideous laughter.
  Personality Traits: Witty, charming, confident,
  caring (for a bandit, anyway).
   Wyvern's Sting bandits (Nordun, Filgar, Jonhen,
  Remmings, "Quill", Zuko), male human Rog1 (6):
  Medium humanoids (height varies); HD 1d6; hp 6; Init
  +2; Spd 30 ft.; AC 14 (+2 Dex, +2 leather armor); Atks +0
  melee (1d6 [crit 19-20], short sword) or +2 ranged (1d8
  [crit 19-20], light crossbow); SA Sneak attack +1d6; AL N
  or CN; SV Fort +0, Ref +4, Will +1.
   
  Str 10, Dex 14, Con 10, Int 12, Wis 12, Cha 14.
   
  Skills: Bluff +6, Disable Device +6, Disguise +6, Hide
  +6, Innuendo +6, Move Silently +6, Open Locks +6, Pick
  Pocket +6, Read Lips +5, Search +5. Feats: Dodge, Skill
  Focus (Bluff).
   
  Equipment: Leather armor, short sword, light
  crossbow with 10 bolts, waterskin; other equipment is in
  the wagon.
  Encounter 8
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    4444))))
   Hetgark, male hobgoblin Rgr1/Sor1: CR 2; Medium-
  size Humanoid (Goblinoid) (5 ft. 10 in. tall); HD 1d10+2 +
  1d4+2; hp 15; Init +0; Spd 30 ft.; AC 20 (+3 studded
  leather armor, +7 shield spell); Atks +1 melee (1d8+2 [crit
  19-20], longsword)/+1 melee (1d6+1 [crit 19-20], short
  sword); SQ Darkvision 60 ft.; AL LE; SV Fort +4, Ref +0,
  Will +3.
   
  Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 14.
  Skills: Concentration +4, Hide +3, Listen +7, Move
  Silently +3, Spellcraft +2, Spot +7, Wilderness Lore +5.
  Feats: Alertness, Ambidexterity (in light or no armor),
  Track, Two-Weapon Fighting (in light or no armor).
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat), wand of magic
  missile (1st level), potion of bull's strength, scroll of true strike.
  Spells Known (5/3 (shield spell already cast prior to
  combat)): 0—detect magic, daze, disrupt undead, ray of frost;
  1st—shield, true strike. Note that Hetgark has a 15%
  chance of spell failure each time he casts a spell.
   Hobgoblins (4): CR 0.5; Medium-size Humanoid
  (Goblinoid) (5 ft. 8 in. tall); HD 1d8+1; hp 5; Init +1; Spd
  30 ft.; AC 15 (+1 Dex, +3 studded leather armor, +1 small
  shield); Atks +1 melee (1d8 [crit 19-20], longsword); SQ
  Darkvision 60 ft.; AL LE; SV Fort +3, Ref +1, Will +0.
   
  Str 11, Dex 13, Con 13, Int 10, Wis 10, Cha 10.
  Skills: Hide +1, Listen +3, Move Silently +3, Spot +3.
  Feats: Alertness.
  Equipment: Studded leather armor, small shield,
  longsword, 2 javelins (not used in this combat).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    6666))))
   Hetgark, male hobgoblin Rgr2/Sor2: CR 4; Medium-
  size Humanoid (Goblinoid) (5 ft. 10 in. tall); HD 2d10+4 +
  2d4+4; hp 28; Init +0; Spd 30 ft.; AC 20 (+3 studded
  leather armor, +7 shield spell); Atks +3 melee (1d8+2 [crit
  19-20], longsword)/+3 melee (1d6+1 [crit 19-20], short
  sword); SQ Darkvision 60 ft.; AL LE; SV Fort +5, Ref +0,
  Will +4.
   
  Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 14.
  Skills: Concentration +5, Hide +4, Listen +8, Move
  Silently +4, Spellcraft +4, Spot +8, Wilderness Lore +6.
  Feats: Alertness, Ambidexterity (in light or no armor),
  Power Attack, Track, Two-Weapon Fighting (in light or
  no armor).
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat), wand of magic
  missile (3rd level), potion of bull's strength, scroll of true strike.
  Spells Known (6/4 (shield spell already cast prior to
  combat)): 0—detect magic, daze, disrupt undead, flare, ray of
  
  Highway, Low Way
  Page 22
  frost; 1st—shield, true strike. Note that Hetgark has a 15%
  chance of spell failure each time he casts a spell.
   Hobgoblin scouts, male hobgoblin Rgr1 (4): CR 1;
  Medium-size Humanoid (Goblinoid) (5 ft. 8 in. tall); HD
  1d10+2; hp 12; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +3
  studded leather armor); Atks +0 melee (1d8+1 [crit 19-20],
  longsword)/+0 melee (1d6 [crit 19-20], short sword); SQ
  Darkvision 60 ft.; AL LE; SV Fort +4, Ref +2, Will +1.
   
  Str 13, Dex 14, Con 14, Int 10, Wis 12, Cha 10.
  Skills: Listen +5, Move Silently +5, Spot +5,
  Wilderness Lore +5. Feats: Ambidexterity (in light or no
  armor), Combat Reflexes, Track, Two-Weapon Fighting
  (in light or no armor).
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    8888))))
   Hetgark, male hobgoblin Rgr3/Sor3: CR 6; Medium-
  size Humanoid (Goblinoid) (5 ft. 10 in. tall); HD 3d10+6 +
  3d4+6; hp 41; Init +0; Spd 30 ft.; AC 20 (+3 studded
  leather armor, +7 shield spell); Atks +4 melee (1d8+2 [crit
  19-20], longsword)/+4 melee (1d6+1 [crit 19-20], short
  sword); SQ Darkvision 60 ft.; AL LE; SV Fort +6, Ref +2,
  Will +5.
   
  Str 14, Dex 10, Con 14, Int 12, Wis 12, Cha 14.
  Skills: Concentration +6, Hide +5, Listen +9, Move
  Silently +5, Spellcraft +6, Spot +9, Wilderness Lore +7.
  Feats: Alertness, Ambidexterity (in light or no armor),
  Cleave, Power Attack, Track, Two-Weapon Fighting (in
  light or no armor).
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat), wand of magic
  missile (5th level), potion of bull's strength, scroll of true strike.
  Spells Known (6/5 (shield spell already cast prior to
  combat)): 0—detect magic, daze, disrupt undead, flare, ray of
  frost; 1st—shield, summon monster I, true strike. Note that
  Hetgark has a 15% chance of spell failure each time
  he casts a spell.
   Hobgoblin scouts, male hobgoblin Rgr2 (4): CR 2;
  Medium-size Humanoid (Goblinoid) (5 ft. 8 in. tall); HD
  2d10+4; hp 20; Init +2; Spd 30 ft.; AC 15 (+2 Dex, +3
  studded leather armor); Atks +1 melee (1d8+1 [crit 19-20],
  longsword)/+1 melee (1d6 [crit 19-20], short sword); SQ
  Darkvision 60 ft.; AL LE; SV Fort +5, Ref +2, Will +1.
   
  Str 13, Dex 14, Con 14, Int 10, Wis 12, Cha 10.
  Skills: Listen +6, Move Silently +6, Spot +6,
  Wilderness Lore +6. Feats: Ambidexterity (in light or no
  armor), Combat Reflexes, Track, Two-Weapon Fighting
  (in light or no armor).
  Equipment: Studded leather armor, longsword, short
  sword, 2 javelins (not used in this combat).
  
  Highway, Low Way
  Page 22
  Highway, Low Way
  Critical Events Summary - Milwaukee Summer Revel '01
  1. Did the characters attack Sir Oslen Oakbough?
  Yes
  No
  2. Did the PCs find out that there has been a trade disruption in the Fairdells?
  Yes
  No
  3. Did the PCs learn that the Wyvern's Sting had been stealing elven weapons?
  Yes
  No
  4. Did the PCs learn that a Baklunish gentleman hired them to retrieve the wand?
  Yes
  No
  5. Did the heroes learn that the Baklunish gentleman wanted the Wyvern's Sting to steal bodies?
  Yes 
  No
  6. Did the characters notice the scrying on them after the battle with the hobgoblins?
  Yes
  No
  Please briefly describe below how the PCs dealt with the Wyvern's Sting.
  ___________________________________________________________________________________
   
  ___________________________________________________________________________________
  ___________________________________________________________________________________
  ___________________________________________________________________________________
  ___________________________________________________________________________________
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/591/Normal Scenarios/HIG1-07 - Highway Low Way (APL 2-6)/HIG1-07 - Highway Low Way.pdf