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  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  RTK7−03 
   
   
   
   
   
  Strange Days in the 
  Timberway 
   
  A One−Round Dungeons & Dragons® Living 
  Greyhawk™  
  Regional Adventure set in Ratik 
  Version 1.3 
   
   
  by Greg Jones and Frank Mikes 
  Circle Reviewer: Colleen Simpson 
  Reviewer: James Dempsey 
  Playtesters: James Dempsey (GM), Dean Bailey, Derek Christensen, John Deague, Hugh McVicker, Brendan 
  Robertson, Adrian Gillmore, David Adams, Sulenna Nicholson, Wes  
  Nicholson 
   
   
  The Timberway keeps its secrets well but now those secrets are starting to emerge. Strange and bizarre creatures are 
  coming out of the Timberway and people are beginning to notice. Why is this happening and what is behind it? Some 
  important figures want you to find out. A one-round Regional adventure set in Ratik for characters level 1-11 (APLs 2-8). 
  Part One of the Heart of the Timberway. 
   
  Resources for this adventure [and the authors of those works] include Complete Adventurer [Jesse Decker], Frostburn 
  [Wolfgang Baur, James Jacobs, George Strayton], Monster Manuel II [Ed Bonny, Jeff Grubb, Rich Redman, Skip 
  Williams, Steve Winter].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA event from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the session Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the session DM. You must be at least a 
  HERALD-LEVEL GM to run this adventure. 
  By 
  sanctioning 
  and 
  reporting 
  this 
  adventure, 
  you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  Players Read No Farther 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  Preparing for Play 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or read 
  aloud when appropriate. Sidebars contain important 
  information for you, including special instruction on 
  running the adventure. Information on nonplayer 
  characters (NPCs) and monsters appear in abbreviated 
  form in the adventure text. Full information on NPCs 
  and monsters are given in Appendix 1. For your 
  convenience, that appendix is split by APL. 
   
  Along with this adventure you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and turn 
  in this sheet to your senior GM directly after play. You’ll 
  also find a LIVING GREYHAWK Adventure Record (AR).  
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
   Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. Each PC may bring 
  one animal, plus any creatures gained from class 
  abilities to help in combat. (PCs can bring more 
  creatures but they cannot help in combat). If you 
  deem that the animal bestows a significant benefit in 
  combat add the animal’s CR to the level of the PC it 
  is accompanying for calculating APL. (Animals 
  gained from class abilities and one standard horse, 
  warhorse, or riding dog for a PC with Mounted 
  Combat do not affect APL). 
  2. 
  Sum the results of step 1 and divide by the number 
  of characters playing in the adventure. Round to the 
  nearest whole number. 
  3. 
  If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. A player 
  character more than three levels higher than the APL at 
  which the adventure is played cannot participate. If a 
  player character is more than two levels away from the 
  APL at which the adventure is played, he suffers a 50% 
  penalty to the amount of gold and XP gained in the 
  adventure. This simulates the fact that either the PC was 
  not challenged as much as normal or relied on help by 
  higher-level characters to reach the objectives. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  These APL calculation rules reference version 7.0 of the 
  Living Greyhawk Campaign Sourcebook. If you are playing 
  this adventure in 2008, check the current version of the 
  LGCS and follow any updated rules presented within.  
  RTK7-03 Strange Days in the Timberway  
   
  Page 1 
  
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Ratik. Characters from Ratik pay one (1) Time Unit per 
  round, while all other characters pay two (2) Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign Sourcebook. 
   
  ADVENTURE BACKGROUND 
  House Keth has been plagued by a bad reputation and a 
  shrinking economy. The Timberway Forest is no longer 
  providing the bounty it once did, either in game or 
  produce. Many people believe that the Forest is reacting 
  to the over-hunting and over-logging that has been 
  practiced under the influence of Lady Katharna Keth. 
  Many people believe that the Keth areas of the Forest are 
  cursed. 
   
  Fey creatures, normally fair and friendly are 
  suffering from some form of foul blight as is the forest 
  itself. This corruption is beginning to spill from the lands 
  of House Keth into the rest of the Timberway and several 
  strange occurrences have already been reported. 
   
  House Abonhoth was the first to notice this but 
  made a poor choice in sending someone to investigate. 
  Having received no report from their agent, Prondell the 
  ranger, they are now turning to a stronger group to find 
  out what is happening in the Timberway.  
   
  ADVENTURE SUMMARY 
   
   
  Introduction – PCs meet with Lady Harrina 
  Abonhoth who hires them for this mission. 
   
   
  Encounter 1 – On the path to Reeswold, PCs 
  encounter a flamboyant highwayman. 
   
   
  Encounter 2 – In the town of Reeswold, the PCs 
  find that Prondell is there and willing to assist them in 
  their investigations. 
   
   
  Encounter 3 – The PCs make camp and are attacked 
  by one of the corrupted denizens of the forest. 
   
   
   
  Encounter 4 – Prondell leads the PCs into an 
  ambush. 
   
   
  Encounter 5 – The PCs finally encounter the 
  Hermit that Prondell was leading them towards. They 
  may or may not find the information they were looking 
  for.  
   
   
   
   
   
  Conclusion – The PCs get back to Abonhoth and 
  report to Lady Harrina  
   
  PREPARATION FOR PLAY 
  This module contains several prominent NPCs that the 
  GM should take care in portraying. Lady Harrina should 
  be portrayed as an excited amateur at intrigue. Gallini the 
  Highwayman should be played as supremely confident 
  but friendly while Prondell should seem arrogant and 
  unpleasant but basically co-operative – until he betrays 
  the party of course. 
   
  Before starting this module, ask each of the players 
  for their skill modifiers for spot, listen and sense motive 
  (and anything else you want them to be paranoid about). 
  Then have them roll 10 or more checks and write down 
  the results. There are several instances in this mod, 
  especially in regards to Prondell, where a PC’s awareness 
  needs to be checked but that the player should not know 
  if they failed. Therefore, mark off the checks as the 
  players use them in ambushes and while talking to 
  Prondell. 
   
  It will also be necessary for the GM to understand 
  the Diplomacy and Intimidate rules as outlined in the 
  Players Handbook, pg 71-72 and pg 76.  
   
  INTRODUCTION 
   
  The PCs find themselves travelling through the lands of 
  House Abonhoth. While staying the night at a local inn 
  they are offered a job… 
   
  Winter is giving way to spring in Ratik and with the 
  thaw people are beginning to travel more and some 
  disturbing stories are coming out of the hinterlands 
  of the Timberway. 
   
   
  You find yourselves travelling through the 
  lands of House Abonhoth and are staying the night 
  at the Kobold’s Demise Inn. The sign above the door 
  portrays a Kobold with a sword in it’s chest and a 
  very surprised expression on it’s face. The inn itself 
  is tidy and well kept and has a large common room 
  RTK7-03 Strange Days in the Timberway  
   
  Page 2 
  
  which is alive with travellers, entertainers and locals 
  enjoying some excellent food and drink. 
   
  An older man with the clothing and smell of a 
  trapper relates a story for everyone, his expression 
  one of fear and amazement. “I seen it with my own 
  eyes. I was up in the mountains I was and lightning 
  came, not from the clouds but from a large stone. It 
  hit down in the forest it did, about a hunnerd times. 
  And each time it hit, the tree it struck turned into 
  some foul, demonic thing. I run as fast as I could 
  and hid in a crevice but them things is out there and 
  they’s unnatural.” 
   
   
  “What were you doing way up in our 
  mountains?” A dwarven trader asks sternly from a 
  table. 
   
   
  “Are you tellin’ me you dwarves are part o’ this 
  evil?” The man fairly accuses. 
   
   
  “No.” The dwarf replies calmly, “however, some 
  unscrupulous dwarven traders have been known to 
  tell gullible Humans tradin’ skins illegally for gold 
  that they should seal the deal with a few drinks. 
  Well, ain’t no Human can out drink a dwarf and a 
  Human trapper on dwarven ale is likely to see all 
  sorts of things and then come down from the 
  mountain with no skins or gold. He’d probably have 
  to tell some wild story to cover his foolishness.” 
   
   
  “You callin’ me a liar!?” The man seems ready to 
  start a fight. 
   
   
  “No. But give me a while and I might.” The 
  Dwarf replies calmly. 
   
   
  Before anyone else moves, a large and 
  undeniably more sober trapper steps forward. He is 
  pale and blond with more than a little Suel blood in 
  his veins. “I too have seen strange things. Three 
  nights ago, I kill a large mountain cat with three 
  heads. This is not the strangest though.” 
   
   
  Fight averted, stories continue and you are 
  surprised to receive another round of drinks, 
  despite not ordering them. The bar wench that 
  brings them winks obviously several times and taps 
  the coasters that she places the drinks on before 
  moving off. 
   
  On the other side of the coasters is written: Finish 
  your drinks and then come to room 3 upstairs. 
  Knock once and then three times and bring 
  the coasters. 
   
   
  If the PCs follow these guidelines they will soon be 
  in the room with the tavern wench who looks bright and 
  cheerfully at them. It should be noted that if the PCs 
  don’t follow the instructions, the wench will become 
  more and more obvious, annoyed and in the end virtually 
  demand that the PCs come with her. 
   
  In 
  the 
  room, 
  the 
  wench 
  looks 
  around 
  conspiratorially. “You may not believe this brave 
  adventurers but I can assure you that I am actually 
  Lady Harrina Abonhoth. I need your help and . . . oh, 
  this is so exciting. You have no idea how dull my life 
  usually is.” She then gets back on track and 
  continues, “anyway, there are many strange rumours 
  of things coming out of the Timberway and my 
  House needs someone to investigate this who isn’t 
  actually part of the House. In case it causes a 
  problem you understand, so, will you do this for us?” 
   
  Answers to questions adventurers are likely to ask. 
   
  What will we be paid for this? 
   
  “Oh yes, I’ve heard you adventurers can be quite 
  greedy. Well, it depends on what information you 
  get for us. I’m willing to give you 10gp each to start 
  with but you can expect much more if you find out 
  what is going on in the forest and report back to us.” 
   
  Why us? 
   
  “Why not? You are adventurers aren’t you? I’d be 
  terribly disappointed if you don’t.” She pouts 
  prettily. 
   
  Why not send out the Order of the Heart or troops? 
   
  We can’t afford to anger other Houses. Plus, our 
  guards are needed for . . . well, guarding. You people 
  are for hire are you not? Ready to fling spells of 
  awesome power or cut things down with your 
  sword.” She waves her arms around for a second 
  before becoming embarrassed and stops. 
   
  How do we contact you once we have the information? 
   
  Come to Abonhoth Castle and ask for me. I will 
  wait there for you. People may notice if I spend the 
  next week or two waiting here.  
   
  If the PCs ask where to start or if she has sent anyone 
  else, read the following. 
   
  I suggest you move north along the road to 
  Ulthek. About 15 miles along, you will cross a river 
  and enter House Keth territory. Another five miles 
  and you will find a narrow track to the west. It leads 
  to the village of Reeswold. I’ve been there before, 
  House Abonhoth hired a ranger there to look into 
  this, a well recommended man named Prondell. 
  Unfortunately, we haven’t heard back from him but 
  he was only one man. You are a whole party, surely 
  you will succeed where he has failed?” She enthuses 
  before continuing. “Remember, this has to be a little 
  discrete, you cannot mention you are working for 
  House Abonhoth to anybody other than Prondell. 
  Also, remember that you are only after information. 
  RTK7-03 Strange Days in the Timberway  
   
  Page 3 
  
  Find out what is happening and return with the 
  information and you will be rewarded.” 
   
  What's happening with that village, Thellonsfield? 
  “Oh you've heard about that have you? Hmm, it is 
  most perplexing and we are still investigating it. 
  While the kidnapping of people is not unheard of, 
  the stealing of a whole village, buildings and all, is 
  most odd. We still have no idea of what motivated 
  them to do so, but we hope to find out soon.”  
   
  Have you rescued them yet? 
  “I don't know much about that, but no, not yet I 
  don't believe. I've been told that the wait is to avoid 
  doing something rash and making it worse for the 
  poor unfortunates.” 
   
  Treasure: The PCs receive the following payment from 
  Lady Harrina: 
   
   
  All APLs: Loot 0 gp; Coin 10gp; Magic 0 gp; Total 10 
  gp. 
   
  ENCOUNTER ONE: SCARY 
  SCARY, DON’T WE LOOK 
  MEAN? 
   
  About five miles from the river, still inside Abonhoth 
  territory and around an overgrown corner, the PCs will 
  encounter Gallini the Highwayman. Actually, they have 
  been spotted beforehand by Gallini from a nearby hilltop 
  and he and Iselda have had some time to prepare. Gallini 
  and Iselda are all bluff so it is important for the GM to 
  play Gallini confidently. 
   
  You round a bend in the forest road and see the way 
  before you is blocked. A green curtain, made of rope 
  with branches woven through it makes an effective, 
  if temporary barrier to your passage. However, the 
  man in blue standing in front of this is even more of 
  an oddity. 
   
   
  He is tall, blond, handsome and quite noticeable 
  in a black tricorn hat whose brim is flanked by two 
  large white feathers. Both his jacket and hose are 
  rich blue and the rapier that he holds with practised 
  ease in his right hand glows brightly in a similar 
  colour with glowing, mystic runes dancing along the 
  hilt. His other hand has two gleaming rings, one 
  with a tracing of arcane writing upon it. The man 
  smiles broadly at you, a small black mask with 
  eyeholes is all that hides his identity. 
   
   
  “Greetings friends, I am afraid you have 
  blundered into my trap. But fear not, for you may 
  now brag to your friends that you too have been 
  robbed by the great Gallini the Highwayman.” He 
  then bows before continuing. “Please, don’t reach 
  for your weapons. Some of my men are nervous for 
  my welfare, although I don’t see why. With this 
  rapier I am the greatest swordsman in the region, so 
  you can see that you are quite in my power. There are 
  fully a dozen crossbowmen cunningly hidden in the 
  undergrowth. If you don’t believe me I shall show 
  you, second rank, fire in the air.” As he says this, six 
  crossbows fire and their bolts arc high in the air. 
   
   
  “If that wasn’t enough to convince you, Iselda, 
  an archer of skill only matched by her incredible 
  beauty is hidden in the forest. I confess that I have 
  to hide her away as more than one man has lost his 
  heart to her with one brief glance at her face. She is 
  known to never miss a target. Here.” He tosses a 
  wooden club to the nearest PC. “Throw that at my 
  head.” 
   
  If thrown, an arrow streaks out and hits the club, 
  deflecting it out of the air. 
   
  “Now, as you can see, resistance would be sheer folly. 
  Especially as I am only going to ask a mere 12gp 
  from each of you. So, will you pay the road tax, or 
  must I resort to force?” 
   
  Gallini and Iselda are more confidence tricksters than 
  highwaymen. Gallini’s sword has light cast on it as well as 
  arcane mark. The ring on his hand also has arcane mark 
  upon it. The crossbows are set up and fired by Iselda 
  using a rope and mage hand. The illusion is further 
  enhanced by a quiet ghost sound spell of a couple of quiet 
  whispers coming from the brush near the crossbows. 
   
  Iselda, a Gnome Illusionist has true strike cast and is 
  waiting to shoot the club. 
   
  Creatures: As Gallini and Iselda are relying upon bluff 
  and are both only level one, this encounter offers no xp 
  reward beyond APL4. It is designed for fun, and to 
  illustrate the difference on the Keth side of the border. 
   
  All APLs (EL 2) (EL 0 at APLs 6 and 8) 
   �Gallini: male human bard 1; hp 5; Appendix 1.  
   �Iselda: female gnome wizard (illusionist) 1; hp 5; 
  Appendix 1. 
   
  Tactics: If combat develops, Gallini will try to engage 
  one PC at a time and will retreat if badly wounded. Iselda 
  will also concentrate on PCs attacking Gallini but will 
  attempt to hide and get away if possible. 
   
  Treasure: The PCs can gain the following treasure by 
  looting Gallini and Iselda. Note that Iselda does not have 
  her spellbook with her. 
   
   
  �All APLs: Loot 65 gp; Coin 5gp; Magic 8 gp; 2 x 
  potion of cure light wounds (4 gp each); Total 78 gp. 
  RTK7-03 Strange Days in the Timberway  
   
  Page 4 
  
   
  Development: If the PCs paid Gallini the Highwayman, 
  they receive the Robbed by Gallini the Highwayman 
  AR reward. 
   
  ENCOUNTER TWO: THE 
  VILLAGE OF REESWOLD 
   
  Once the PCs cross the river, the forest grows dark and 
  somehow, eerie. Rangers and druids will feel this the 
  most and the GM should tell ranger and druid players 
  that their PCs feel something ‘wrong’. 
   
   
  When the PCs turn down the track to Reeswold, the 
  feelings get worse. The deeper they go into the territory 
  of House Keth, the more menacing things become. 
   
  This forest feels wrong, quieter and darker than you 
  feel is normal. As you travel down the track toward 
  Reeswold, there is a sudden flash in the sky, 
  momentarily piercing the perpetual gloom of the 
  forest. 
   
  The PCs can look as much as they like but will find no 
  source for the flash, although the GM should encourage 
  fear and paranoia if time permits. 
   
   
  You have travelled down this path for miles and it 
  seems to be getting thinner and thinner, the trees 
  closing in on all sides. Is that dark shape just a bush 
  or something . . . no, just a bush this time but you 
  swear you saw something move behind it. However 
  nothing is there now. 
   
   
  Just as you reach a large clearing where you can 
  see the structures of the town, a large, howling 
  growl erupts from the forest. The people in the 
  town, already obviously armed and wary, raise 
  weapons and look around. After a very tense silence, 
  things return to normal. You have reached 
  Reeswold. 
   
   
  Reeswold is a tiny village, housing no more than 
  60 people. There are less than a dozen buildings in 
  all, and none of them look to be much better than 
  hovels. The people that walk the street are dirty and 
  hungry, in fact they appear to be watching you with 
  the predatory look of hunters watching their prey. 
   
   
  The only building in town of any size is a small 
  trading post. There are a few trade goods on the 
  veranda, but nothing of any great value.  
   
  The PCs have a couple of options here, they can talk to 
  the locals, go to the trading post, or they can ask about 
  Prondell the Ranger. Queries about Prondell’s location 
  will result in the PCs being directed to the Trading Post. 
   
   
  If the PCs try talking to the folk of Reeswold, have 
  them make a Gather Information check and consult the 
  table below. GMs should apply a modifier of up to +5 
  based upon the PC’s generosity (remember that these 
  people are starving and dirt poor). 
   
  ASKING ABOUT THE FOREST: 
   
  DC5 – There is almost no food left in the forest. Most 
  people feel that this is due to the greed of Lady Katharna 
  Keth. 
   
  DC10 – Many strange creatures have been seen recently. 
  Most of these creatures are touched by evil. They are 
  vicious and will attack people. The meat from these 
  creatures is often inedible. 
   
  DC15 – It is not just the animals affected. There are 
  strange and deadly plant creatures in the forest where 
  there have never been before. These plant creatures are 
  often poisonous. 
   
  DC 20 – The worst of the plant creatures look like orcs, 
  but have no facial features. They attack children mostly, 
  and take them off into the forest. One of the orc plants 
  was killed; we used the body to fuel the fires. 
   
  DC 25 – The fairies are the worst. Fey can always be 
  tricksy, but now they are malevolent and cruel. Many of 
  them look darker and more evil. 
   
  DC 30 – They say it is worse the further north you go. But 
  then, they say that about a lot of things. 
   
  ASKING ABOUT PRONDELL: 
   
  DC 5 – You can find him at the Trading Post.  
   
  DC 10 – Prondell is a trapper by trade, but there isn’t 
  much to trap any more. However, he seems to have 
  money. 
   
  DC 15 – Prondell is a rough man, it isn’t wise to cross 
  him. They say that he has killed men before. 
   
  DC 20 – Prondell is being paid by people in the south to 
  find out why things are so bad. Probably won’t be long 
  before the Order of the Hart hears about it. 
   
  DC 25 – Prondell makes most of his money as a bandit. 
  He has a band hidden in the forest that he often leads 
  people to. 
   
  DC 30 – Prondell is wanted by the authorities in Keth. 
  There is a reward for those that turn him in. 
   
  �Villagers: Most of the villagers are Suel commoners of 
  between levels 1 and 4. There is no village priest and the 
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  closest this village has to a mayor or leader is Gunter, the 
  owner of the Trading Post. 
   
   
  Some names for the villagers are: Victor, Iselda, Gert, 
  Ivan, Sventna, Wulfgar, Bjorn, Helga. 
   
  Development: If the PCs find out the last two pieces of 
  information, it is possible that they may try to arrest 
  Prondell. If they ask, the villagers will tell them that 
  there is no law in town. However, if the PCs arrest 
  Prondell they can keep him locked up until the reeve of 
  Lady Keth’s court comes through next fortnight. 
   
   ENCOUNTER THREE: THE 
  TRADING POST 
   
  The trading post is the largest building in town, but is in 
  poor repair. The owner, Gunter, is an evil little man who 
  controls what little trade moves in and out of Reeswold. 
  He also acts for Prondell as his fence. 
   
  Prondell can be found here, enjoying a quiet meal 
  and some liquor. He does not know that he is wanted by 
  the law, so will have no reason to be paranoid around the 
  PCs. Prondell is foul, and a little arrogant, but will not 
  knowingly antagonise the PCs.  
   
  The PCs can easily find Prondell, either by asking 
  Gunter, the owner, or by looking around. Prondell is 
  seated at a table eating a meal. As the PCs approach 
  Prondell will be watching them. 
   
  The inside of the Trading Post is dark and gloomy, 
  and smells of stale sweat and damp furs. Around the 
  building you can see piles of grain, barrels of pickles 
  and fruit, barrels of alcohol and various tools and 
  equipment on shelves or resting next to the walls. A 
  small wiry man with shifty eyes walks out to great 
  you, “Good day travellers. I am Gunter, and this here 
  is my place. What can I get for you? Do you need 
  travelling supplies, a meal, or are you looking for a 
  place to stay for the night?” 
   
  Allow the PCs to answer. Gunter will point out Prondell 
  if asked, and will sell the PCs rations and basic 
  adventuring gear for triple the normal price. Times are 
  hard in Keth! 
   
  Once the PCs have been directed to Prondell, or start 
  looking for him: 
   
  Towards the back of the room, concealed by the 
  gloom and the trade goods, you can see a man sitting 
  at a small table eating a meal. He has noticed your 
  entrance and watches you approach. When you get 
  to his table, he stands, spits something from his 
  mouth onto the floor and holds out his hand to you, 
  “I’m Prondell, what are you wanting with me?” 
   
   
  If the PCs are here to talk to Prondell, go to 3A. 
   
  If the PCs are here to arrest Prondell, go to 3B. 
   
  3A: THE RANGER TALKS 
   
  Wait for the PCs to answer. If the PCs tell Prondell that 
  they are working for House Abonhoth he will answer 
  their questions (see below). If they don’t identify 
  themselves, he will be evasive and will soon try to leave. 
   
   
  Some possible questions the PCs might have: 
   
  What is going on in this forest? 
   
  I don’t know exactly. But I have seen many 
  strange creatures. Creatures that look corrupted by 
  dark powers, and that attack people like rabid dogs 
  would. 
   
  Why haven’t you sent a report to House Abonhoth? 
   
  I’ve been out in the forest, looking for someone 
  or something that might know more about what is 
  going on. I just got back in today. I was about to 
  write a letter asking them to send me more help. 
   
  Why would you need more help? 
   
  I heard about a crazy old hermit named Fyodr 
  living to the north of here. He is said to know a great 
  deal about this forest and everything that happens 
  in it. But he’s also said to be a mad as a cut snake and 
  twice as deadly. I don’t mind taking Abonhoth coin, 
  but I am not going to die for it. 
   
  Can you take us to this hermit? 
   
  Sure, but I haven’t been paid for a while. It will 
  cost you 50gp. 
   
  Prondell is willing to negotiate on the price, as he is 
  planning to rob them of everything anyway. Allow the 
  PCs a DC 12 Sense Motive check to know that he is 
  willing to negotiate the price. A DC 18 Sense Motive 
  check reveals that he will go down to about half the 
  requested amount. A DC 22 Sense Motive check reveals 
  that he will not go below 20gp. A DC (20 + Prondell’s 
  Bluff modifier) Sense Motive will reveal that Prondell 
  doesn’t really care about the price, he is just going 
  through the motions of negotiating.  
   
  Prondell will not go below 20gp, as he knows that 
  the location of the hermit and the information the 
  hermit has is worth at least that much. Prondell feels that 
  if he accepts any less than 20gp it will look suspicious. 
  GMs should feel free to inform the PCs that they realise 
  that the location of the hermit and the information he 
  has is worth at least 20gp. 
   
   
  Specifically, what sort of strange things have you 
  seen? 
   
  I have seen: strange lights and flashes; weird 
  howling noises; rabid animals; glowing, poisonous 
  mosses and fungi; mutant and corrupted animals; 
  sightings of small winged demons; evil, blood 
  RTK7-03 Strange Days in the Timberway  
   
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  drinking fey; and apparitions in the mist that can 
  steal a mans soul.  
   
  Really, some of that sounds a little far fetched? 
   
  OK, I haven’t seen any demons, blood-drinking 
  fey or apparitions in the mist, but I have heard other 
  folk speak of them. 
   
  When can we leave? 
   
  As soon as you are ready. 
   
  PCs can leave whenever they like. Gunter will allow 
  them to sleep in the Trading Post if the PCs have 
  purchased standard lifestyle of better for this module. 
   
  3B: THE RANGER FLEES 
   
  If the PCs try to arrest Prondell, ask them how they are 
  approaching him. If they have weapons at the ready he 
  will try to flee immediately. If they try talking, he will 
  greet them as in 3a above. 
   
  Prondell’s main aim is to get out of the Trading Post 
  and into the forest. From there he will make his way back 
  to where Trong is hiding. 
   
  Creatures: Prondell is trying to get away, not to fight or 
  kill the PCs. Because of this, the EL of this encounter is 0, 
  but the PCs still get full XP for encounter five whether 
  they face Prondell and Trong together or separately. 
   
  APL 2 (EL 0) 
   �Prondell: male human rogue 1/ranger 1; hp 12; 
  Appendix 1.  
   
  APL 4 (EL 0) 
   �Prondell: male human rogue 3/ranger 1; hp 22; 
  Appendix 1.  
   
  APL 6 (EL 0) 
   �Prondell: male human rogue 4/ranger 2; hp 34; 
  Appendix 1.  
   
  APL 8 (EL 0) 
   �Prondell: male human rogue 5/ranger 3; hp 46; 
  Appendix 1.  
   
  Tactics: As stated above, Prondell is trying to get out of 
  the Trading Post. His main aim is to get out of town to 
  where Trong is so that he can get some help. He will 
  fight as much as he must, but will not stay if he has a line 
  of retreat. 
   
  Treasure: The PCs can gain the following treasure by 
  looting Prondell: 
   
  �APL 2: Loot 36 gp; Magic 112 gp; wand of cure light 
  wounds (62 gp), 4 x elixir of love (12.5 gp each); Total 148 
  gp. 
   
  �APL 4: Loot 27 gp; Magic 216 gp; wand of cure light 
  wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain 
  shirt (104 gp); Total 244 gp. 
   
  �APL 6: Loot 53 gp; Magic 550 gp; wand of cure light 
  wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain 
  shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp. 
   
  �APL 8: Loot 53 gp; Magic 550 gp; wand of cure light 
  wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain 
  shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp. 
   
  Development: If Prondell gets away he can be tracked 
  with a DC 10 Survival check by anybody with the Track 
  feat (Players Handbook pg 101). Prondell is moving at 
  full speed, so the PCs will need to add 5 to the DC of the 
  check if they wish to keep up. PCs can take 10 on this 
  check. 
   
   
  If none of the PCs have the Track feat, they can buy a 
  hunting dog from the villagers for 250gp (the villagers 
  know desperate when they see it). This can be bargained 
  down to 200gp with a DC 15 diplomacy check, or to 
  125gp with a DC 30 diplomacy check. Use the stats for a 
  small dog (Monster Manual pg 271). If the PCs cannot 
  track, and refuse to pay that much for a 25gp dog, the 
  adventure effectively ends here. 
   
   
  If the PCs capture Prondell they can question him 
  and have him locked up until the reeve arrives. To get 
  any information out of Prondell will require one of the 
  following: magical coercion (charm person, dominate person, 
  etc.); a promise of freedom, which Prondell will use his 
  sense motive skill to judge if genuine; or a successful 
  intimidate check (see Players Handbook pg 76). 
  Remember that the PCs are on no time limit here, but 
  that if they fail to intimidate him they cannot retry. 
   
   
  If the PCs succeed on coercing Prondell he will tell 
  them that the hermit is genuine, is crazy and deadly, 
  knows more about what is going on than Prondell does 
  and has magical powers. Prondell will also give the 
  location of the hermit, about 25 miles to the north on the 
  edge of Lake Tynon. 
   
  ENCOUNTER FOUR: AN ORC 
  IN THE BLACK FOREST 
   
  It will be a two day march through the forest to Lake 
  Tynon to find the hermit. During that time the PCs will 
  be able to see for themselves how bad this area of the 
  Timberway has become. 
   
   
  Due to the flexible nature of Encounter Three, and 
  the possibility that Prondell will not be with the party, 
  some box text may need to be adjusted from this point 
  RTK7-03 Strange Days in the Timberway  
   
  Page 7 
  
  forth. Box text that should be dropped if Prondell is not 
  present is enclosed in brackets below. 
   
   
  Ask the players for a marching order for a 10 ft. wide 
  path. Prondell is NEVER at the front! He is always in the 
  second or third rank. While the PCs are not going to be 
  attacked until nightfall, they don’t need to know that! 
   
  As you travel north from Reeswold you can see for 
  yourself that all is not right in this forest. There are 
  almost no creatures to be seen, whether large game, 
  small game, birds or even small reptiles. Most of the 
  trees and plants bear little or no fruit or flowers. 
   
   
  During the day you are kept on a constant edge 
  by the long silences, periodically broken by strange 
  howls from the forest. [Even Prondell, a native of 
  this area, travels with his axe in hand and constantly 
  on the lookout for trouble.] 
   
   
  As evening approaches you find a small clearing 
  by the road in which to make camp. Once again you 
  are struck by the eerie silence in the area. 
   
  The wortlings are waiting in the woods for the PCs to 
  separate a little. They then attack the most isolated PC 
  possible. If the players ask where Prondell is, mention 
  casually that he is collecting wood. 
   
  Creatures: Normally wortlings travel in much larger 
  packs, but the orcwort they are from is sick, and cannot 
  produce any more ‘fruit’. 
   
  When the PCs first see the wortlings they can 
  attempt a DC 42 Knowledge (nature) check to know 
  anything about these creatures. The DC is based on the 
  Hit Dice of the orcwort (32 HD), of which the wortlings 
  are but a fruit. 
   
  NOTE: Remember that the wortling sleep poison works 
  as the spell. This means that affected PCs can be woken 
  up by their fellows. 
   
  APL 2 (EL 3) 
   �Fiendish Wortling: hp 18; Appendix 1.  
   
  APL 4 (EL 5) 
   �Fiendish Wortlings (2): hp 18 each; Appendix 1.  
   
  APL 6 (EL 8) 
   �Advanced Fiendish Wortlings (2): hp 49 each; 
  Appendix 1.  
   
  APL 8 (EL 10) 
   �Advanced Fiendish Wortlings (4): hp 49 each; 
  Appendix 1.  
   
  Tactics: The wortlings are here for food. They will try to 
  subdue a single PC, then carry them off into the woods to 
  feed to the orcwort. The orcwort is several hundred yards 
  away, so rescuing a subdued PC should not be difficult. 
   
  The wortlings do not run when carrying a sleeping 
  victim, to do so would awaken them. As plants, wortlings 
  are unaffected by the forest terrain, but for the PCs it 
  counts as difficult terrain as normal. 
   
  ENCOUNTER FIVE: THE 
  DOUBLE CROSS 
   
  Prondell is getting closer to his hide out, and to Trong. 
  He starts to become more garrulous, partially to hide his 
  nervousness, but also to alert Trong that he is 
  approaching. 
   
  Once again, ask the PCs for a marching order, and 
  ensure that Prondell is NOT in the front rank.  
   
  This second day of travel is little better than the 
  first. As you travel you continue to be amazed by the 
  lack of life in the forest. There was no dawn chorus 
  to wake you and you have not seen a single creature 
  all morning. 
   
  [Prondell is doing his best to point out the 
  various types of corruption that are about. While 
  talking he tells you a little about the crazy hermit he 
  is taking you to see. “The hermit lives on the edge of 
  a small lake, Lake Tynon, not far north of here. They 
  say that he has been living there for years, and that 
  he is at least 100 years old. He is as mad as a cut 
  snake, living as a total recluse and surviving on the 
  fish of the Lake as his only food source. Most people 
  won’t go near him. He is said to have magical 
  powers, able to control the water and the fish that 
  live in it.]  
   
  As you travel you can see many strange fungi 
  growing on the trees and plants, and despite it being 
  a lovely Spring day many of the plants are wilting 
  and look sick. Several times you are forced to move 
  off the path because of trees that have recently 
  dropped across it. 
   
   
  Make Sense Motive checks for all the players against 
  a DC of (10 plus Prondell’s bluff modifier). Those that 
  succeed notice that Prondell is even more nervous today 
  than yesterday. Those that succeed by 5 or more are not 
  flat-footed against Prondell in the first round of the 
  combat.  
   
  If Prondell is with the party: 
   
   
  It is almost midday when Prondell stops and 
  motions for quiet. “I think I can hear something up 
  ahead,” he whispers. As you pause you can hear a 
  faint movement in the brush ahead. Suddenly, an 
  orc steps out from behind a tree 60 ft. up the path 
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  and charges you. Unlike the creatures you saw last 
  night, this orc has facial features and is roaring as he 
  charges. 
   
  If Prondell is NOT with the party: 
   
   
  It is almost midday, and you are hoping to find 
  Lake Tynon within the hour, when you hear the 
  sound of movement ahead. Suddenly, an orc steps 
  out from behind a tree 60 ft. up the path and 
  charges. Unlike the creatures you saw last night, this 
  orc has facial features and is roaring as he charges. 
   
  Creatures: The orc is Trong, Prondell’s partner in crime. 
  If Prondell escaped in encounter three the PCs get to face 
  him again now. The PCs still get full XP for this 
  encounter whether they face Prondell and Trong 
  together or separately. 
   
   
  When Trong steps out from behind the tree, 
  everybody has a chance to react. Roll for initiative, and 
  have Trong do his charge on his initiative turn. There is 
  NO surprise round in this combat. 
   
  APL 2 (EL 3) 
   �Prondell: male human rogue 1/ranger 1; hp 12; 
  Appendix 1.  
   �Trong: male orc barbarian 1; hp 11(13); Appendix 
  1. 
   
  APL 4 (EL 5) 
   �Prondell: male human rogue 3/ranger 1; hp 22; 
  Appendix 1.  
   �Trong: male orc barbarian 2; hp 22(26); Appendix 
  1. 
   
  APL 6 (EL 7) 
   �Prondell: male human rogue 4/ranger 2; hp 34; 
  Appendix 1.  
   �Trong: male orc barbarian 4; hp 44(52); Appendix 
  1. 
   
  APL 8 (EL 9) 
   
  �Prondell: male human rogue 5/ranger 3; hp 46; 
  Appendix 1. 
   
  �Trong: male orc barbarian 6; hp 66(78); Appendix 
  1. 
   
  Tactics: Trong simply charges and hacks away at each 
  opponent until he drops them. If the PCs still believe 
  that Prondell is on their side, he will ‘ready for the orc’ in 
  the first round, then step in and sneak attack after Trong 
  charges. If the PCs are on to Prondell, he will tumble for 
  flanks and try to fight his way out. 
   
  Treasure: The PCs can gain the following treasure by 
  looting Trong. The treasure for looting Prondell can be 
  found in encounter three. 
   
  �APL 2: Loot 30 gp; Magic 150 gp; Quiver of 
  Ehlonna (150 gp); Total 180 gp. 
   
  �APL 4: Loot 30 gp; Magic 358 gp; Quiver of 
  Ehlonna (150 gp), ring of sustenance (208 gp); Total 388 gp. 
   
  �APL 6: Loot 30 gp; Magic 358 gp; Quiver of 
  Ehlonna (150 gp), ring of sustenance (208 gp); Total 388 gp. 
   
  �APL 8: Loot 30 gp; Magic 708 gp; Quiver of 
  Ehlonna (150 gp), mithral breast plate (350 gp), ring of 
  sustenance (208 gp); Total 738 gp. 
   
   
  Development: If the PCs capture Prondell and Trong 
  they can question them. Trong has no useful information, 
  but Prondell can be coerced into telling the PCs what he 
  knows about Fyodr, the hermit.  
   
  Prondell can tell the PCs that Fyodr the hermit is 
  genuine, is crazy and deadly, knows more about what is 
  going on than Prondell does and has magical powers. 
  Prondell will also give the location of the hermit, about 2 
  miles to the north on the edge of Lake Tynon. 
   
  ENCOUNTER SIX: THE 
  HERMIT 
   
  It is a short journey from the site of the ambush to Lake 
  Tynon. Once there they will see Fyodr sitting by the 
  Lake. PCs are unlikely to just attack Fyodr, but they are 
  welcome to do so. If they do attack him, he will not reveal 
  anything he knows without magical coercion. Fyodr is 
  fickle and suicidal, and will NOT help anyone after being 
  attacked.  
   
  NOTE: Fyodr can only speak Cold Tongue and Sylvan. 
  If none of the PCs can communicate in either of these 
  languages, either normally or magically, then this 
  encounter reverts immediately to combat. 
   
  As you walk into the clearing you can see the waters 
  of Lake Tynon stretching out before. The Lake is still 
  and quiet, waiting with a deathly patience for 
  somebody to break the mirror-like finish of its 
  surface. 
   
  All around the edge of the Lake you can see 
  scum and rotting plant matter on the banks. Poking 
  out of the water are reeds that look brown and dead. 
  There are no birds, there are no sounds… 
   
  As you take this in an old man comes into sight 
  from around a curve in the bank. He is 5’6”, pot 
  bellied and has long, lanky hair and a matted beard. 
  His skin has a greenish tinge to it, and he holds a 
  half-eaten raw fish in his hand. 
   
  As he comes closer, you can see that his eyes are 
  black pits. Noticing you he pauses, throws the fish 
  to the ground, and then approaches you. 
  RTK7-03 Strange Days in the Timberway  
   
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  Players will probably want to interrupt the description at 
  this stage, so ask them what they want to do. Remember, 
  if they attack, Fyodr will fight to the death with glee. 
  Even if they subdue him, they will never get Fyodr to talk 
  without magical coercion. 
   
  If the PCs try greeting Fyodr they will need to make 
  a Diplomacy check. Fyodr begins with an attitude of 
  Unfriendly, and the PCs need to shift his attitude to 
  Indifferent (DC 15). It is not possible to shift Fyodr’s 
  attitude further than Indifferent at this stage of the 
  encounter. If the PCs fail by less than 5 Fyodr will still 
  talk to them, but the subsequent diplomacy check at the 
  end of the encounter will be more difficult.  
   
  If the PCs fail by five or more, Fyodr becomes 
  enraged at some imagined (or not so imagined) slight or 
  insult and attacks the party.  
   
  If they succeed, Fyodr will respond in Cold Tongue. 
  If nobody in the party can speak either Cold Tongue or 
  Sylvan, either normally or via magic, then negotiations 
  break down and Fyodr attacks. 
   
  If the PCs manage to communicate with Fyodr, they 
  can ask him about what is going on. This is Fyodr’s story: 
   
  “For many passings of the seasons I have lived at 
  this Lake. Sometimes your kind would travel here 
  and leave me gifts, and sometimes I would help 
  some of your kind. But for the most part I lived 
  alone, peaceful and happy.  
   
  “Recently though more people came to my lake 
  for fish. They are always whining that there is no 
  food, that there are no more animals in the forest. 
  ‘Fyodr, Fyodr’, they would say ‘Please help us we are 
  hungry’. This would make me angry, and sometimes 
  I kill these people, making it peaceful once again. 
  But soon, I notice that there is rot in the trees, that 
  the lake is dying, and that the fish are disappearing. 
   
  “It is the same on all banks of the lake, and for 
  miles in every direction. I wonder why this is, but 
  there is no answer. I can taste the dark magic on the 
  wind, but it is never close enough for me to identify. 
  Then one day a creature comes. 
   
  “This creature is foul, seeking only to bring 
  corruption and filth, to destroy the natural order 
  and to give power to the darkness. It tried to recruit 
  me to its cause, and I refused. Naturally, we fought, 
  and naturally I won. But in the fight I was wounded. 
   
  The wound has now healed, but the corruption 
  that the creature carried is now inside me. The rage 
  destroys my reason, and soon I will be as one with 
  the darkness that will soon cover this land. 
   
  “If you wish to find this filth, to stop the 
  darkness, you must seek the Heart of the 
  Timberway. But beware, the Heart is the true power 
  in this forest, the life and the centre of all that is 
  pure. If they are corrupting it, as I believe, it will be 
  guarded by many dark abominations.” 
   
  Ask the PC that was talking to Fyodr to make a diplomacy 
  check (see Players Handbook pg 71-72). Those PCs that 
  can speak either Cold Tongue or Sylvan can try to assist. 
  Add the APL to the DC of this Diplomacy check to 
  represent the level to which Fyodr is corrupted, and the 
  diminishing control he has over his rage. 
   
  If the PCs’ diplomacy check leaves Fyodr with an 
  attitude of Indifferent or worse, he will attack the party 
  to the best of his ability.  
   
  If the PCs’ diplomacy check moves Fyodr to 
  Friendly, then he attacks the party, but will not try to 
  drag them into the water and drown them, and (at APL 
  6&8) will not rage until he is down to his last 20hp. 
   
  If the PCs’ diplomacy check moves Fyodr to Helpful, 
  then he will ask the PCs to kill him, and end his misery. 
  If the PCs refuse, then Fyodr’s attitude shifts back to 
  Friendly and he attacks them as above. 
   
  “And now it is time to end the corruption, it is time 
  for Fyodr to die!” 
   
  If Fyodr’s attitude is Friendly or worse, he attacks as 
  detailed above. If it is Helpful: 
   
  “You can help end Fyodr’s misery, stop him from 
  joining the darkness. End Fyodr’s life now, end it 
  before Fyodr loses control.” And so saying, Fyodr 
  turns his back on you and bows his head, waiting for 
  the death blow to land. 
   
   
  If the PCs refuse to kill Fyodr, he turns with a sneer 
  and attacks them. 
   
  Creature: Fyodr is a corrupted fey. The corruption has 
  shifted his alignment to evil, and APLs 6 & 8 he soon 
  becomes lost in a rage-filled madness. Fyodr is essentially 
  suicidal, but in the typical perversity of most life, cannot 
  kill himself. Only the most diplomatic of PCs will 
  prevent Fyodr from trying to take others with him (see 
  above). 
   
  APL 2 (EL 4) 
   �Fyodr: male fiendish vodyanoi; hp 25; Appendix 
  1.  
   
  APL 4 (EL 6) 
   �Fyodr: male advanced fiendish vodyanoi; hp 45; 
  Appendix 1.  
   
  APL 6 (EL 9) 
   �Fyodr: 
  male 
  advanced 
  fiendish 
  vodyanoi 
  barbarian 3; hp 55(79); Appendix 1.  
   
  APL 8 (EL 11) 
   
  �Fyodr: 
  male 
  advanced 
  fiendish 
  vodyanoi 
  barbarian 5; hp 75(103); Appendix 1.  
  RTK7-03 Strange Days in the Timberway  
   
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  Tactics: Fyodr attacks so that he can reach as many PCs 
  as possible, and so that as many of them can reach him as 
  possible. He is trying to die, and depending on how 
  diplomatic the PCs were (see above), he is trying to take 
  several PCs with him. 
   
  Treasure: The PCs can gain the following treasure by 
  looting Fyodr. 
   
   
  �APL 2: Magic 125 gp; brooch of shielding (125 gp); 
  Total 125 gp. 
   
  �APL 4: Magic 125 gp; brooch of shielding (125 gp); 
  Total 125 gp. 
   
  �APL 6: Magic 125 gp; brooch of shielding (125 gp); 
  Total 125 gp. 
   
  �APL 8: Magic 792 gp; brooch of shielding (125 gp), 
  pale blue ioun stone (667 gp); Total 792 gp. 
   
  Development: With Fyodr’s story, the PCs now have the 
  information that House Abonhoth requires. If the PCs 
  seem intent on running off to the Heart of the Forest at 
  this time, remind them that they were asked to return 
  with information, not deal with the whole matter 
  themselves. 
   
   
   
  If the PCs wish to try and cure Fyodr, then they are 
  going to have a hard time. A DC20 Knowledge (arcana), 
  (nature), (the planes) or a DC15 Bardic Knowledge check 
  will reveal that Fyodr’s essential nature is being changed. 
  In game terms this means he is acquiring a template, but 
  the PCs don’t know what sort of template. A DC30 
  Knowledge (nature) check reveals that he is being 
  changed into an unseelie fey. In game terms he has 
  acquired the fiendish template, and will soon have the 
  half-fiend template.  
   
  There is no cure for Fyodr’s slow corruption, other 
  than a wish or a miracle.  
   
  If the PCs get the information before killing Fyodr, 
  they receive the Blessing of Fyodr. If the attack Fyodr 
  immediately, or are unable to communicate with him, 
  then they don’t receive his blessing. If the PCs capture 
  Fyodr to take him back to House Abonhoth for 
  questioning or healing then they do not receive Fyodr’s 
  blessing. 
   
  CONCLUSION 
   
  The PCs quickly return to Abonhoth lands, and are soon 
  in the presence of Lady Harrina Abonhoth once more.  
   
  Your journey back to the lands of House Abonhoth 
  is one of returning to the light. As you travel the 
  forest becomes less dark and forbidding, until you 
  cross the border back into Abonhoth. The land and 
  the forest once again looks like it should in the 
  bloom of Spring. 
   
  CONCLUSION A: THE PCS GOT THE 
  INFORMATION FROM FYODR 
   
  If the PCs managed to get the information from Fyodr, 
  read the following: 
   
  Arriving at Abonhoth Castle you are soon led in to 
  see Lady Harrina. She is pleased to see you, and 
  seems very excited. She asks you to tell her 
  everything that happened, and hangs on every word 
  as you tell your tale. 
   
   
  Finishing your tale, Lady Harrina sits for a 
  moment, stunned by what you had to say. “This is 
  incredible. We need to find out more about who is 
  behind this, what the Heart of the Forest is and how 
  to stop the corruption. Will you help to deal with 
  the problem?” 
   
  Allow the PCs to answer as they choose. So long as they 
  don’t insult Lady Harrina, continue: 
   
  “We owe you a debt for what you have done, but you 
  must understand that at this time House Abonhoth 
  cannot publicly acknowledge your deeds. However, 
  once this situation is dealt with I am sure that will 
  change. For now I can only offer you a small reward 
  from my own discretionary fund. I hope it is 
  enough.” 
   
  The PCs receive the Gratitude of Lady Harrina, the 
  Appreciation of House Abonhoth and the Blessing of 
  Fyodr.  
   
  If the PCs paid Gallini the Highwayman, they 
  receive the Robbed by Gallini the Highwayman AR 
  reward. 
   
  If the PCs captured Prondell, either in Reeswold or 
  in the forest, and turn him over to the authorities of 
  House Keth they earn the Favour of House Keth. There 
  is no bounty for Prondell, as the House cannot afford to 
  pay one. 
   
  CONCLUSION B: THE PCS DID NOT GET 
  THE INFORMATION FROM FYODR 
   
  If the PCs attacked Fyodr before speaking with him, or 
  were unable to otherwise speak to him, read the 
  following: 
   
  Arriving at Abonhoth Castle you are soon led in to 
  see Lady Harrina. She is pleased to see you, and 
  seems very excited. She asks you to tell her 
  everything that happened, but seems rather 
  disappointed that you discovered so little. 
   
   
  Finishing your tale, Lady Harrina speaks, “It is a 
  pity that you could not discover more about what is 
  RTK7-03 Strange Days in the Timberway  
   
  Page 11 
  
  happening inside the Keth border. We will need to 
  investigate further before we are able to take action. 
  If other agents are able to discover anything, will 
  you help to deal with the problem?” 
   
  Allow the PCs to answer as they choose. So long as they 
  don’t insult Lady Harrina, continue: 
   
  “We owe you a small debt for what you have done, 
  but you must understand that at this time House 
  Abonhoth cannot publicly acknowledge your deeds. 
  However, once this situation is dealt with I am sure 
  that will change. For now I can only offer you my 
  thanks, and the possibility of greater reward in the 
  future.” 
   
   
  The PCs receive the Appreciation of House 
  Abonhoth.  
   
  If the PCs paid Gallini the Highwayman, they 
  receive the Robbed by Gallini the Highwayman AR 
  reward. 
   
  If the PCs captured Prondell, either in Reeswold or 
  in the forest, and turn him over to the authorities of 
  House Keth they earn the Favour of House Keth. There 
  is no bounty for Prondell, as the House cannot afford to 
  pay one. 
   
  CONCLUSION C: THE PCS CAPTURED 
  FYODR AND RETURNED HIM TO 
  HOUSE ABONHOTH 
   
  If the PCs could not talk to Fyodr, but captured him and 
  returned him to House Abonhoth for questioning, read 
  the following: 
   
  Arriving at Abonhoth Castle you are soon led in to 
  see Lady Harrina. She is pleased to see you, and 
  seems very excited. She asks you to tell her 
  everything that happened, and hangs on every word 
  as you tell your tale. 
   
  Lady Harrina spends some time questioning 
  Fyodr in Cold Tongue. Upon the conclusion of his 
  tale, Fyodr is led away and Lady Harrina relates his 
  sad tale to you. 
   
  GMs should paraphrase the information from Fyodr’s tale 
  in Encounter Six.  
   
   
  Finishing the tale, Lady Harrina sits for a 
  moment. “This is incredible. We need to find out 
  more about who is behind this, what the Heart of 
  the Forest is and how to stop the corruption. Will 
  you help to deal with the problem?” 
   
  Allow the PCs to answer as they choose. So long as they 
  don’t insult Lady Harrina, continue: 
   
  “We owe you a debt for what you have done, but you 
  must understand that at this time House Abonhoth 
  cannot publicly acknowledge your deeds. However, 
  once this situation is dealt with I am sure that will 
  change. For now I can only offer you a small reward 
  from my own discretionary fund. I hope it is 
  enough.” 
   
  The PCs receive the Gratitude of Lady Harrina and the 
  Appreciation of House Abonhoth.  
   
   
  If the PCs paid Gallini the Highwayman, they 
  receive the Robbed by Gallini the Highwayman AR 
  reward. 
   
  If the PCs captured Prondell, either in Reeswold or 
  in the forest, and turn him over to the authorities of 
  House Keth they earn the Favour of House Keth. There 
  is no bounty for Prondell, as the House cannot afford to 
  pay one. 
   
  The End. 
   
  RTK7-03 Strange Days in the Timberway  
   
  Page 12 
  
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 1 
  Get past Gallini 
  APL 2  
  60 XP 
  APL 4  
  60 XP 
  APL 6  
  0 XP 
  APL 8  
  0 XP 
   
  Encounter 3 
  Arrest Prondell 
  APL 2  
  0 XP 
  APL 4  
  0 XP 
  APL 6  
  0 XP 
  APL 8  
  0 XP 
   
  Encounter 4 
  Defeat the wortlings 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  240 XP 
  APL 8  
  300 XP 
   
  Encounter 5 
  Defeat Prondell and Trong 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
   
  Encounter 6 
  Kill Fyodr 
  APL 2  
  120 XP 
  APL 4  
  180 XP 
  APL 6  
  270 XP 
  APL 8  
  330 XP 
   
  Story Award 
  Objective met: Get information from Fyodr 
  APL 2  
  90 XP 
  APL 4  
  135 XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
   
  Total possible experience: 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items. 
   
  Introduction 
   
  All APLs: Loot 0 gp; Coin 10gp; Magic 0 gp; Total 10 
  gp. 
   
  Encounter 1: Scary, Scary, Don’t we Look Mean 
   
  All APLs: Loot 65 gp; Coin 5gp; Magic 8 gp; 2 x 
  potion of cure light wounds (4 gp each); Total 78 gp. 
   
   
  Encounter 3: The Trading Post  
   
  APL 2: Loot 36 gp; Magic 112 gp; wand of cure light 
  wounds (62 gp), 4 x elixir of love (12.5 gp each); Total 148 
  gp. 
   
  APL 4: Loot 27 gp; Magic 216 gp; wand of cure light 
  wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain 
  shirt (104 gp); Total 244 gp. 
  RTK7-03 Strange Days in the Timberway  
   
  Page 13 
  
   
  APL 6: Loot 53 gp; Magic 550 gp; wand of cure light 
  wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain 
  shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp. 
   
  APL 8: Loot 53 gp; Magic 550 gp; wand of cure light 
  wounds (62 gp), 4 x elixir of love (12.5 gp each), +1 chain 
  shirt (104 gp), gloves of dexterity +2 (333); Total 603 gp. 
    
  Encounter 5: The Double Cross 
   
  APL 2: Loot 30 gp; Magic 150 gp; Quiver of Ehlonna 
  (150 gp); Total 180 gp. 
   
  APL 4: Loot 30 gp; Magic 358 gp; Quiver of Ehlonna 
  (150 gp), ring of sustenance (208 gp); Total 388 gp. 
   
  APL 6: Loot 30 gp; Magic 358 gp; Quiver of Ehlonna 
  (150 gp), ring of sustenance (208 gp); Total 388 gp. 
   
  APL 8: Loot 30 gp; Magic 708 gp; Quiver of Ehlonna 
  (150 gp), mithral breast plate (350 gp), ring of sustenance 
  (208 gp); Total 738 gp. 
   
  Encounter 6: The Hermit 
   
  APL 2: Magic 125 gp; brooch of shielding (125 gp); 
  Total 125 gp. 
   
  APL 4: Magic 125 gp; brooch of shielding (125 gp); 
  Total 125 gp. 
   
  APL 6: Magic 125 gp; brooch of shielding (125 gp); 
  Total 125 gp. 
   
  APL 8: Magic 792 gp; brooch of shielding (125 gp), pale 
  blue ioun stone (667 gp); Total 792 gp. 
   
  Total Possible Treasure 
   
  APL 2: Loot: 131 gp; Coin: 15 gp; Magic: 395 gp; 
  Total: 541 gp (max 450gp) 
   
  APL 4: Loot: 122 gp; Coin: 15 gp; Magic: 707 gp; 
  Total: 844 gp (max 650gp) 
   
  APL 6: Loot: 148 gp; Coin: 15 gp; Magic: 1,094 gp; 
  Total: 1,257 gp (max 900gp) 
   
  APL 8: Loot: 148 gp; Coin: 15 gp; Magic: 2,058 gp; 
  Total: 2,221 gp (max 1,300gp) 
   
  Special 
  Blessing of Fyodr: For releasing Fyodr from his misery 
  and corruption he has marked you with his blessing. This 
  blessing can be seen by all fey creatures and gives you a 
  +2 bonus on all Cha checks with fey. Also, you may use 
  this favour to re-roll one failed saving throw with a +2 
  bonus, but doing so removes the blessing. Mark off this 
  favour when used. 
   
  Appreciation of House Abonhoth: Though House 
  Abonhoth appreciates what you have done for them, they 
  cannot publicly acknowledge your efforts at this time. 
  However, Lady Harrina promises that your efforts will be 
  acknowledged in the future. 
   
  Gratitude of Lady Harrina: In gratitude of your efforts 
  Lady Harrina has personally offered to either: provide a 
  choker of eloquence – lesser at the cost of only 4,500gp 
  (Access: Regional) or; to arrange access to have any one 
  weapon upgraded with any +1 bonus Special Ability from 
  tables 7-14 and 7-15 of the DMG at the normal cost. Mark 
  off this favour when used.  
   
  Favour of House Keth: For turning in the bandit 
  Prondell you have earned one influence point with 
  House Keth.  
   
  Robbed by Gallini the Highwayman: You were 
  waylaid and robbed by Gallini the Highwayman. In your 
  next 
  Ratik 
  adventure 
  you 
  may 
  receive 
  one  
  TU of standard upkeep for free as you dine out on the 
  tale. You are not sure if everyone is laughing with you 
  though... 
   
  ITEMS FOR THE ADVENTURE 
  RECORD 
   
  Item Access 
  APL 2: 
  • 
  Choker of eloquence - lesser (Regional; CL 6th; Complete 
  Adventurer; 4,500 gp) 
  • 
  Elixir of Love (Adventure; DMG) 
  • 
  Quiver of Ehlonna (Adventure; DMG) 
   
  APL 4 (all of APL 2 plus the following): 
  • 
  Brooch of Shielding (Adventure; DMG) 
  • 
  Ring of Sustenance (Adventure; DMG) 
   
  APL 6 (all of APLs 2-4 plus the following): 
  • 
  mithral breast plate (Adventure; DMG) 
   
  APL 8 (all of APLs 2-6 plus the following): 
  • 
  Pale blue ioun stone (Adventure; DMG) 
   
   
  RTK7-03 Strange Days in the Timberway  
   
  Page 14 
  
  APPENDIX 1: ALL APLS 
  1: SCARY, SCARY, DON’T WE LOOK 
  MEAN  
  G ALLI NI 
  CR  1   
  Male human bard 1 
  CN Medium Humanoid (Human) 
  Init +6; Senses Listen +0, Spot +0 
  Languages Common 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 chain shirt) 
  hp 5 (1d6+1 HD);  
  Fort +1, Ref +4, Will +2 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee mw rapier +2  (1d6+1) 
  Ranged dagger +2 (1d4+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp +1 
  Special Options Bardic Music, Spells 
  Combat Gear mw rapier, dagger, chain shirt, potion of 
  cure light wounds 
  Bard Spells Known (CL 1st): 
   0 
  (2/day)—Detect 
  Magic, 
  Light, 
  Mending, 
  Prestidigitation 
  Abilities Str 13, Dex 14, Con 12, Int 11, Wis 10, Cha 16 
  Feats Improved Initiative, Persuasive  
  Skills Bluff +9, Diplomacy +7, Disguise +7, Intimidate 
  +7, Knowledge (local – NMR) +4, Perform (oratory) 
  +7, Sense Motive +4  
  Possessions 2 x rings, 12gp 
   
  I S E L D A 
  CR  1   
  Female gnome wizard (illusionist) 1 
  CN Small Humanoid (Gnome) 
  Init +2; Senses Listen +0, Spot +0 
  Languages Common, Gnome, Cold Tongue,  
  AC 17, touch 13, flat-footed 15 
   (+1 size, +2 Dex, +4 mage armor) 
  hp 5 (1d4+2 HD);  
  Fort +2, Ref +2, Will +2 
  Speed 20 ft. in no armor (4 squares), base movement 
  20 ft.; 
  Melee dagger +0  (1d3-1) 
  Ranged light crossbow +3 (1d6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +0; Grp –5 
  Special Options Spells, Spell-like abilities 
  Combat Gear light crossbow (x10), bolts (x50), dagger, 
  spell component pouch, potion of cure light wounds 
  Wizard Spells Prepared (CL 1st): 
   1st—mage armor�, true strike �, silent image � 
   0—detect magic, mage hand (x2), ghost sound 
  �Already cast 
  Spell-Like Abilities (CL 1st): 
   1/day—speak with animals, dancing lights, ghost 
  sound, prestidigitation  
  Abilities Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 10 
  SQ gnome racial traits, low-light vision, summon familiar 
  Feats Point Blank Shot, Scribe Scroll  
  Skills Concentration +6, Knowledge (local – NMR) +6, 
  Knowledge (arcana) +6, Spellcraft +6 
  Possessions combat gear 
  RTK7-03 Strange Days in the Timberway  
   
  Page 15 
  
  APPENDIX 1: APL 2
  3: THE TRADING POST 
   
  P R O N D E L L 
  CR  2   
  Male human rogue 1/ranger 1 
  CN Medium Humanoid (Human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 chain shirt) 
  hp 12 (1d6+1 plus 1d8+1 HD);  
  Fort +3, Ref +6, Will +1 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee mw throwing axe +4  (1d6+2) 
  Ranged mw throwing axe +4  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Special Options Favored Enemy (humans) +2, 
  Sneak Attack +1d6, Wild Empathy  
  Combat Gear mw throwing axe, dagger, chain shirt, 
  wand of cure light wounds 
  Abilities Str 14, Dex 14, Con 12, Int 11, Wis 12, Cha 
  10 
  Feats Improved Initiative, Persuasive, Track  
  Skills Bluff +6, Hide +4, Intimidate +6, Knowledge 
  (local – NMR) +4, Listen +6, Move Silently +4, 
  Search +4, Spot +6, Survival +6, Tumble +4  
  Possessions Combat Gear plus furs, snares, bedroll, 
  cooking gear, flint, pack, 4 x elixir of love 
   
  4: AN ORC IN BLACK FOREST 
   
  F I E N D I S H  W O R T L I N G 
  CR  3   
  NE Small Plant (augmented, extraplanar) 
  Init +6; Senses Listen +0, Spot +0 
  Languages None 
  AC 16, touch 13, flat-footed 14 
   (+1 Size, +2 Dex, +3 Natural) 
  hp 18 (3d8 HD);  
  Immune 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  polymorphing 
  Resist cold 5, fire 5; SR 8 
  Fort +3, Ref +3, Will +1 
  Speed 30 ft. in no armor (6 squares), climb 15ft., base 
  movement 30 ft.; 
  Melee claws (x2) +5  (1d3+2 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +0 
  Attack Options Poison, Swarming, Smite good 1/day 
  (+3 damage)  
  Abilities Str 15, Dex 14, Con 11, Int 3, Wis 11, Cha 6 
  SQ Plantmind, partial immunity to piercing, plant 
  traits, woodsense, darkvision 60ft. 
  Feats Improved Initiative  
  Skills  Climb +10, Hide +11, Move Silently +7 
  Possessions None 
   
  Poison (Ex): A wortling delivers its poison (Fortitude 
  save DC 11) with each successful claw attack. The 
  initial damage is sleep for 1 minute, and the 
  secondary damage is sleep for 1d10 minutes. Both 
  of these sleep effects work only against living 
  creatures but otherwise function as the spell of the 
  same name. 
  Swarming (Ex): Wortlings can swarm over and 
  around each other with ease, so up to three of 
  them can occupy the same 5-foot-by-5-foot space. 
  They are likewise adept at attacking as a group; for 
  every wortling that is grappling a foe (grapple 
  bonus +0), every wortling gets a +1 competence 
  bonus on attack rolls against that foe. 
  Plantmind (Ex): All wortlings within fifteen miles of 
  their orcwort parent are in constant communication. 
  If one is aware of a particular danger, they all are. If 
  one in a particular group is not flat-footed, none of 
  them are. No wortling in such a group is considered 
  flanked unless they all are. 
  Partial Immunity to Piercing (Ex): Piercing weapons 
  deal only half damage to orcworts, and wortlings. 
  The minimum damage per hit with such a weapon 
  is 1 point. 
  Plant Traits (Ex): An orcwort or wortling is immune to 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  and 
  polymorphing. It is not subject to critical hits or 
  mind-affecting effects. 
  Woodsense (EV): And orcwort or wortling can 
  automatically sense the location of anything within 
  60 feet that is in contact with vegetation, even 
  objects or creatures that are not in contact with the 
  same vegetation as itself 
   
  5: THE DOUBLE−CROSS  
  P R O N D E L L 
  CR  2   
  Male human rogue 1/ranger 1 
  CN Medium Humanoid (Human) 
  Init +6; Senses Listen +6, Spot +6 
  Languages Common 
  AC 16, touch 12, flat-footed 14 
   (+2 Dex, +4 chain shirt) 
  hp 12 (1d6+1 plus 1d8+1 HD);  
  Fort +3, Ref +6, Will +1 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee mw throwing axe +4  (1d6+2) 
  Ranged mw throwing axe +4  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +3 
  Special Options Favored Enemy (humans) +2, 
  Sneak Attack +1d6, Wild Empathy  
  Combat Gear mw throwing axe, dagger, chain shirt, 
  wand of cure light wounds 
  Abilities Str 14, Dex 14, Con 12, Int 11, Wis 12, Cha 
  10 
  Feats Improved Initiative, Persuasive, Track  
  RTK7-03 Strange Days in the Timberway  
   
  Page 16 
  
  Skills Bluff +6, Hide +4, Intimidate +6, Knowledge 
  (local – NMR) +4, Listen +6, Move Silently +4, 
  Search +4, Spot +6, Survival +6, Tumble +4  
  Possessions Combat Gear plus furs, snares, bedroll, 
  cooking gear, flint, pack, 4 x elixir of love 
   
   
  T R O N G 
  CR  1   
  Male orc barbarian 1 
  CE Medium Humanoid (Orc) 
  Init +2; Senses Listen +4, Spot +0 
  Languages Common, Orc 
  AC 17 , touch 12, flat-footed 15 
   (+2 Dex, +3 studded leather, +2 heavy shield) 
  hp 11 (1d12+2 HD);  
  Fort +4, Ref +2, Will +0 
  Speed 40 ft. in studded leather armor (8 squares), 
  base movement 40 ft.; 
  Melee mw throwing axe +7 (1d6+4) 
  Ranged javelin +3  (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +5 
  Special Options Rage  
  Combat Gear mw throwing axe, dagger, javelin (x18), 
  studded leather, heavy wooden shield, Quiver of 
  Ehlonna  
  Abilities Str 19, Dex 14, Con 14, Int 6, Wis 10, Cha 8 
  SQ Darkvision 60ft., light sensitivity, fast movement, 
  uncanny dodge  
  Feats Weapon Focus (throwing axe) 
  Skills Listen +4, Survival +4  
  Possessions Combat Gear plus furs 
   
  T R O N G  ( R AG I N G) 
    
  AC 15, touch 10, flat-footed 13 
   (+2 Dex, +3 studded leather, +2 heavy shield) 
  hp 13 (1d12+4 HD);  
  Fort +6, Ref +2, Will +2 
  Speed 40 ft. in studded leather armor (8 squares), 
  base movement 40 ft.; 
  Melee mw throwing axe +9 (1d6+6) 
  Ranged javelin +3  (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +7 
  Abilities Str 23, Dex 14, Con 18, Int 6, Wis 10, Cha 8 
   
   
  6: THE HERMIT 
   
  F Y O D R 
  CR  4   
  Male fiendish vodyanoi 
  CE Medium Augmented Fey (Aquatic, Extra-planar) 
  Init +3; Senses Listen +10, Spot +10 
  Aura faint evil 
  Languages Cold Tongue, Sylvan 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 25 (5d6+5 HD); DR 5/magic 
  Resist cold 5, fire 5; SR 16 
  Fort +2, Ref +7, Will +6 
  Speed 30 ft. in no armor (6 squares), swim 30ft., base 
  movement 30 ft.; 
  Melee 2 claws +6 (1d4+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +4 
  Special Options Control water, fish cloud, improved 
  grab, smite good 1/day (+5 damage)  
  Combat Gear Brooch of Shielding 
  Abilities Str 15, Dex 16, Con 12, Int 12, Wis 14, Cha 
  11 
  SQ Amphibious, low-light vision, darkvision 60ft. 
  Feats Weapon Finesse, Weapon Focus (claw)  
  Skills Bluff +13, Diplomacy +7, Disguise +0 (+2 
  acting), Hide +11 (+19 in water), Intimidate +10, 
  Knowledge (nature) +3, Listen +10, Move Silently 
  +11 (+19 in water), Spot +10, Survival +10, Swim 
  +10 (can always take 10)  
  Possessions Combat Gear  
   
  RTK7-03 Strange Days in the Timberway  
   
  Page 17 
  
  APL 4 
  3: THE TRADING POST 
   
  P R O N D E L L 
  CR  4   
  Male human rogue 3/ranger 1 
  CN Medium Humanoid (Human) 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 chain shirt +1) 
  hp 22 (3d6+3 plus 1d8+1 HD);  
  Fort +4, Ref +7, Will +2 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee mw throwing axe +6  (1d6+2) 
  Ranged mw throwing axe +6  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Options Favored Enemy (humans) +2, 
  Sneak Attack +2d6, Wild Empathy  
  Combat Gear mw throwing axe, dagger, +1 chain 
  shirt, wand of cure light wounds 
  Abilities Str 14, Dex 15, Con 12, Int 11, Wis 12, Cha 
  10 
  Feats Dodge, Improved Initiative, Persuasive, Track  
  Skills Bluff +8, Hide +7, Intimidate +10, Knowledge 
  (local – NMR) +6, Listen +8, Move Silently +7, 
  Search +6, Spot +8, Survival +6, Tumble +7  
  Possessions Combat Gear plus furs, snares, bedroll, 
  cooking gear, flint, pack, 4 x elixir of love 
   
  4: AN ORC IN BLACK FOREST 
   
  F I E N D I S H  W O R T L I N G 
  CR  3   
  NE Small Plant (augmented, extraplanar) 
  Init +6; Senses Listen +0, Spot +0 
  Languages None 
  AC 16, touch 13, flat-footed 14 
   (+1 Size, +2 Dex, +3 Natural) 
  hp 18 (3d8 HD);  
  Immune 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  polymorphing 
  Resist cold 5, fire 5; SR 8 
  Fort +3, Ref +3, Will +1 
  Speed 30 ft. in no armor (6 squares), climb 15ft., base 
  movement 30 ft.; 
  Melee claws (x2) +5  (1d3+2 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +0 
  Attack Options Poison, Swarming, Smite good 1/day 
  (+3 damage)  
  Abilities Str 15, Dex 14, Con 11, Int 3, Wis 11, Cha 6 
  SQ Plantmind, partial immunity to piercing, plant 
  traits, woodsense, darkvision 60ft. 
  Feats Improved Initiative  
  Skills  Climb +10, Hide +11, Move Silently +7 
  Possessions None 
   
  Poison (Ex): A wortling delivers its poison (Fortitude 
  save DC 11) with each successful claw attack. The 
  initial damage is sleep for 1 minute, and the 
  secondary damage is sleep for 1d10 minutes. Both 
  of these sleep effects work only against living 
  creatures but otherwise function as the spell of the 
  same name. 
  Swarming (Ex): Wortlings can swarm over and 
  around each other with ease, so up to three of 
  them can occupy the same 5-foot-by-5-foot space. 
  They are likewise adept at attacking as a group; for 
  every wortling that is grappling a foe (grapple 
  bonus +0), every wortling gets a +1 competence 
  bonus on attack rolls against that foe. 
  Plantmind (Ex): All wortlings within fifteen miles of 
  their orcwort parent are in constant communication. 
  If one is aware of a particular danger, they all are. If 
  one in a particular group is not flat-footed, none of 
  them are. No wortling in such a group is considered 
  flanked unless they all are. 
  Partial Immunity to Piercing (Ex): Piercing weapons 
  deal only half damage to orcworts, and wortlings. 
  The minimum damage per hit with such a weapon 
  is 1 point. 
  Plant Traits (Ex): An orcwort or wortling is immune to 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  and 
  polymorphing. It is not subject to critical hits or 
  mind-affecting effects. 
  Woodsense (EV): And orcwort or wortling can 
  automatically sense the location of anything within 
  60 feet that is in contact with vegetation, even 
  objects or creatures that are not in contact with the 
  same vegetation as itself 
   
  5: THE DOUBLE−CROSS  
  P R O N D E L L 
  CR  4   
  Male human rogue 3/ranger 1 
  CN Medium Humanoid (Human) 
  Init +6; Senses Listen +8, Spot +8 
  Languages Common 
  AC 17, touch 12, flat-footed 15 
   (+2 Dex, +5 chain shirt +1) 
  hp 22 (3d6+3 plus 1d8+1 HD);  
  Fort +4, Ref +7, Will +2 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee mw throwing axe +6  (1d6+2) 
  Ranged mw throwing axe +6  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Special Options Favored Enemy (humans) +2, 
  Sneak Attack +2d6, Wild Empathy  
  Combat Gear mw throwing axe, dagger, +1 chain 
  shirt, wand of cure light wounds 
  Abilities Str 14, Dex 15, Con 12, Int 11, Wis 12, Cha 
  10 
  Feats Dodge, Improved Initiative, Persuasive, Track  
  RTK7-03 Strange Days in the Timberway  
   
  Page 18 
  
  Skills Bluff +8, Hide +7, Intimidate +10, Knowledge 
  (local – NMR) +6, Listen +8, Move Silently +7, 
  Search +6, Spot +8, Survival +6, Tumble +7  
  Possessions Combat Gear plus furs, snares, bedroll, 
  cooking gear, flint, pack, 4 x elixir of love 
   
   
  T R O N G 
  CR  2   
  Male orc barbarian 2 
  CE Medium Humanoid (Orc) 
  Init +2; Senses Listen +5, Spot +0 
  Languages Common, Orc 
  AC 17 , touch 12, flat-footed 15 
   (+2 Dex, +3 studded leather, +2 heavy shield) 
  hp 22 (2d12+4 HD);  
  Fort +5, Ref +2, Will +0 
  Speed 40 ft. in studded leather armor (8 squares), 
  base movement 40 ft.; 
  Melee mw battle axe +8 (1d8+4) 
  Ranged javelin +4  (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +6 
  Special Options Rage  
  Combat Gear mw battle axe, dagger, javelin (x18), 
  studded leather, heavy wooden shield, Quiver of 
  Ehlonna  
  Abilities Str 19, Dex 14, Con 14, Int 6, Wis 10, Cha 8 
  SQ Darkvision 60ft., light sensitivity, fast movement, 
  uncanny dodge  
  Feats Weapon Focus (battle axe) 
  Skills Listen +5, Survival +5  
  Possessions Combat Gear plus furs, ring of 
  sustenance 
   
  T R O N G  ( R AG I N G) 
    
  AC 15, touch 10, flat-footed 13 
   (+2 Dex, +3 studded leather, +2 heavy shield) 
  hp 28 (2d12+8 HD);  
  Fort +7, Ref +2, Will +2 
  Speed 40 ft. in studded leather armor (8 squares), 
  base movement 40 ft.; 
  Melee mw battle axe +10 (1d8+6) 
  Ranged javelin +4  (1d6+6) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp +8 
  Abilities Str 23, Dex 14, Con 18, Int 6, Wis 10, Cha 8 
   
   
  6: THE HERMIT 
   
  F Y O D R 
  CR  6   
  Advanced male fiendish vodyanoi 
  CE Medium Augmented Fey (Aquatic, Extra-planar) 
  Init +7; Senses Listen +14, Spot +14 
  Aura moderate evil 
  Languages Cold Tongue, Sylvan 
  AC 17, touch 13, flat-footed 14 
   (+3 Dex, +4 natural) 
  hp 45 (9d6+9 HD); DR 5/magic 
  Resist cold 10, fire 10; SR 20 
  Fort +4, Ref +9, Will +8 
  Speed 30 ft. in no armor (6 squares), swim 30ft., base 
  movement 30 ft.; 
  Melee 2 claws +8  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +6 
  Special Options Control water, fish cloud, improved 
  grab, smite good 1/day (+9 damage)  
  Combat Gear Brooch of Shielding 
  Abilities Str 15, Dex 17, Con 12, Int 12, Wis 14, Cha 
  11 
  SQ Amphibious, low-light vision, darkvision 60ft. 
  Feats Improved Initiative, Improved Natural Attack 
  (claws), Weapon Finesse, Weapon Focus (claw)  
  Skills Bluff +17, Diplomacy +7, Disguise +0 (+2 
  acting), Hide +15 (+23 in water), Intimidate +14, 
  Knowledge (nature) +3, Listen +14, Move Silently 
  +15 (+23 in water), Spot +14, Survival +14, Swim 
  +10 (can always take 10) 
  Possessions Combat Gear  
   
  RTK7-03 Strange Days in the Timberway  
   
  Page 19 
  
  APL 6 
  3: THE TRADING POST 
   
  P R O N D E L L 
  CR  6   
  Male human rogue 4/ranger 2 
  CN Medium Humanoid (Human) 
  Init +7; Senses Listen +10, Spot +10 
  Languages Common 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +5 chain shirt +1, +1 shield), Dodge, 
  uncanny dodge 
  hp 34 (4d6+4 plus 2d8+2 HD);  
  Fort +5, Ref +10, Will +2 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee mw throwing axe +8  (1d6+2) or 2 x mw 
  throwing axe +6  (1d6+2/1d6+1) 
  Ranged mw throwing axe +9  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Special Options Favored Enemy (humans) +2, 
  Sneak Attack +2d6, Wild Empathy, Combat Style  
  Combat Gear mw throwing axe (x2), dagger, +1 
  chain shirt, wand of cure light wounds, gloves of 
  dexterity +2 
  Abilities Str 14, Dex 15(17), Con 12, Int 11, Wis 12, 
  Cha 10 
  Feats Dodge, Improved Initiative, Persuasive, Track, 
  Two-Weapon Fighting, Two Weapon Defense  
  Skills Bluff +9, Hide +11, Intimidate +9, Knowledge 
  (local – NMR) +7, Listen +10, Move Silently +11, 
  Search +7, Spot +10, Survival +9, Tumble +10  
  Possessions Combat Gear plus furs, snares, bedroll, 
  cooking gear, flint, pack, 4 x elixir of love 
   
  4: AN ORC IN BLACK FOREST 
   
  AD V AN C E D  F I E N D I S H  W O R T L I N G 
  CR  6   
  NE Small Plant (augmented, extraplanar) 
  Init +5; Senses Listen +0, Spot +0 
  Languages None 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 Natural) 
  hp 49 (7d8+7 HD); DR 5/magic 
  Immune 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  polymorphing 
  Resist cold 5, fire 5; SR 12 
  Fort +6, Ref +3, Will +2 
  Speed 30 ft. in no armor (6 squares), climb 15ft., base 
  movement 30 ft.; 
  Melee claws (x2) +10  (1d6+5 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +9 
  Attack Options Poison, Swarming, Smite good 1/day 
  (+7 damage)  
  Abilities Str 20, Dex 12, Con 13, Int 2, Wis 11, Cha 6 
  SQ Plantmind, partial immunity to piercing, plant 
  traits, woodsense, darkvision 60ft. 
  Feats Augment Ability (poison), Improved Initiative, 
  Improved Natural Attack (claws) 
  Skills  Climb +10, Hide +11, Move Silently +11 
  Possessions None 
   
  Poison (Ex): A wortling delivers its poison (Fortitude 
  save DC 16) with each successful claw attack. The 
  initial damage is sleep for 1 minute, and the 
  secondary damage is sleep for 1d10 minutes. Both 
  of these sleep effects work only against living 
  creatures but otherwise function as the spell of the 
  same name. 
  Swarming (Ex): Wortlings can swarm over and 
  around each other with ease, so up to three of 
  them can occupy the same 5-foot-by-5-foot space. 
  They are likewise adept at attacking as a group; for 
  every wortling that is grappling a foe (grapple 
  bonus +0), every wortling gets a +1 competence 
  bonus on attack rolls against that foe. 
  Plantmind (Ex): All wortlings within fifteen miles of 
  their orcwort parent are in constant communication. 
  If one is aware of a particular danger, they all are. If 
  one in a particular group is not flat-footed, none of 
  them are. No wortling in such a group is considered 
  flanked unless they all are. 
  Partial Immunity to Piercing (Ex): Piercing weapons 
  deal only half damage to orcworts, and wortlings. 
  The minimum damage per hit with such a weapon 
  is 1 point. 
  Plant Traits (Ex): An orcwort or wortling is immune to 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  and 
  polymorphing. It is not subject to critical hits or 
  mind-affecting effects. 
  Woodsense (EV): And orcwort or wortling can 
  automatically sense the location of anything within 
  60 feet that is in contact with vegetation, even 
  objects or creatures that are not in contact with the 
  same vegetation as itself 
   
  5: THE DOUBLE−CROSS  
  P R O N D E L L 
  CR  6   
  Male human rogue 4/ranger 2 
  CN Medium Humanoid (Human) 
  Init +7; Senses Listen +10, Spot +10 
  Languages Common 
  AC 19, touch 13, flat-footed 16 
   (+3 Dex, +5 chain shirt +1, +1 shield), Dodge, 
  uncanny dodge 
  hp 34 (4d6+4 plus 2d8+2 HD);  
  Fort +5, Ref +10, Will +2 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee mw throwing axe +8  (1d6+2) or 2 x mw 
  throwing axe +6  (1d6+2/1d6+1) 
  Ranged mw throwing axe +9  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +7 
  Special Options Favored Enemy (humans) +2, 
  Sneak Attack +2d6, Wild Empathy, Combat Style  
  RTK7-03 Strange Days in the Timberway  
   
  Page 20 
  
  Combat Gear mw throwing axe (x2), dagger, +1 
  chain shirt, wand of cure light wounds, gloves of 
  dexterity +2 
  Abilities Str 14, Dex 15(17), Con 12, Int 11, Wis 12, 
  Cha 10 
  Feats Dodge, Improved Initiative, Persuasive, Track, 
  Two-Weapon Fighting, Two Weapon Defense  
  Skills Bluff +9, Hide +11, Intimidate +9, Knowledge 
  (local – NMR) +7, Listen +10, Move Silently +11, 
  Search +7, Spot +10, Survival +9, Tumble +10  
  Possessions Combat Gear plus furs, snares, bedroll, 
  cooking gear, flint, pack, 4 x elixir of love 
   
  T R O N G 
  CR  4   
  Male orc barbarian 4 
  CE Medium Humanoid (Orc) 
  Init +2; Senses Listen +7, Spot +0 
  Languages Common, Orc 
  AC 17 , touch 12, flat-footed 15 
   (+2 Dex, +3 studded leather, +2 heavy shield) 
  hp 44 (4d12+8 HD);  
  Fort +6, Ref +3, Will +1 
  Speed 40 ft. in studded leather (8 squares), base 
  movement 40 ft.; 
  Melee mw battle axe +11  (1d8+5) 
  Ranged javelin +6  (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +8 
  Special Options Rage 2/day  
  Combat Gear mw battle axe, dagger, javelin (x18), 
  studded leather, heavy wooden shield, Quiver of 
  Ehlonna 
  Abilities Str 20, Dex 14, Con 14, Int 6, Wis 10, Cha 8 
  SQ Darkvision 60ft., light sensitivity, fast movement, 
  uncanny dodge, trap sense +1 
  Feats Power Attack, Weapon Focus (battle axe) 
  Skills Listen +7, Survival +7  
  Possessions Combat Gear plus furs, ring of 
  sustenance 
   
  T R O N G  ( R AG I N G) 
    
  AC 15 , touch 10, flat-footed 13 
   (+2 Dex, +3 studded leather, +2 heavy shield) 
  hp 52 (4d12+16 HD);  
  Fort +8, Ref +3, Will +3 
  Speed 40 ft. in studded leather (8 squares), base 
  movement 40 ft.; 
  Melee mw battle axe +13  (1d8+7) 
  Ranged javelin +6  (1d6+7) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +4; Grp +10 
  Abilities Str 24, Dex 14, Con 18, Int 6, Wis 10, Cha 8 
   
   
  6: THE HERMIT 
   
  F Y O D R 
  CR  9   
  Advanced male fiendish vodyanoi barbarian 3 
  CE Medium Augmented Fey (Aquatic, Extra-planar) 
  Init +8; Senses Listen +14, Spot +14 
  Aura moderate evil 
  Languages Cold Tongue, Sylvan 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +4 natural) 
  hp 55 (9d6+9 plus 3d12+3 HD); DR 10/magic 
  Resist cold 10, fire 10; SR 23 
  Fort +7, Ref +11, Will +9 
  Speed 40 ft. in no armor (8 squares), swim 30ft., base 
  movement 40 ft.; 
  Melee 2 claws +12  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +9 
  Special Options Control water, fish cloud, improved 
  grab, smite good 1/day (+9 damage), Rage 1/day  
  Combat Gear Brooch of Shielding 
  Abilities Str 15, Dex 18, Con 12, Int 12, Wis 14, Cha 
  11 
  SQ Amphibious, low-light vision, darkvision 60ft., fast 
  movement, uncanny dodge, trap sense +1 
  Feats Improved Initiative, Improved Natural Attack 
  (claws), Power Attack, Weapon Finesse, Weapon 
  Focus (claw)  
  Skills Bluff +17, Diplomacy +7, Disguise +0 (+2 
  acting), Hide +16 (+24 in water), Intimidate +14, 
  Knowledge (nature) +6, Listen +14, Move Silently 
  +16 (+24 in water), Spot +14, Survival +19, Swim 
  +14 (can always take 10) 
  Possessions Combat Gear  
   
  F Y O D R  ( R AG I N G) 
    
  AC 16, touch 12, flat-footed 12 
   (+4 Dex, +4 natural) 
  hp 79 (9d6+27 plus 3d12+9 HD); DR 10/magic 
  Resist cold 10, fire 10; SR 23 
  Fort +9, Ref +11, Will +11 
  Speed 40 ft. in no armor (8 squares), swim 30ft., base 
  movement 40 ft.; 
  Melee 2 claws +12   (1d6+4) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +11 
  Abilities Str 19, Dex 18, Con 16, Int 12, Wis 14, Cha 
  11 
   
  RTK7-03 Strange Days in the Timberway  
   
  Page 21 
  
  APL 8 
  3: THE TRADING POST 
   
  P R O N D E L L 
  CR  8   
  Male human rogue 5/ranger 3 
  CN Medium Humanoid (Human) 
  Init +8; Senses Listen +12, Spot +12 
  Languages Common 
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +5 chain shirt +1, +1 shield) , Dodge, 
  uncanny dodge 
  hp 46 (5d6+5 plus 3d8+5 HD);  
  Fort +5, Ref +11, Will +3 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee mw throwing axe +9/+4  (1d6+2) or mw 
  throwing axe +7/+2  (1d6+2) and mw throwing axe 
  +7  (1d6+1) 
  Ranged mw throwing axe +11/+6  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +8 
  Special Options Favored Enemy (humans) +2, 
  Sneak Attack +3d6, Wild Empathy, Combat Style  
  Combat Gear mw throwing axe (x2), dagger, +1 
  chain shirt, wand of cure light wounds, gloves of 
  dexterity +2 
  Abilities Str 14, Dex 16(18), Con 12, Int 11, Wis 12, 
  Cha 10 
  Feats Dodge, Improved Initiative, Persuasive, Track, 
  Two-Weapon Fighting, Two Weapon Defense, 
  Endurance 
  Skills Bluff +10, Hide +13, Intimidate +12, Knowledge 
  (local – NMR) +8, Listen +12, Move Silently +13, 
  Search +8, Spot +12, Survival +12, Tumble +10  
  Possessions Combat Gear plus furs, snares, bedroll, 
  cooking gear, flint, pack, 4 x elixir of love 
   
  4: AN ORC IN BLACK FOREST 
   
  AD V AN C E D  F I E N D I S H  W O R T L I N G 
  CR  6   
  NE Small Plant (augmented, extraplanar) 
  Init +5; Senses Listen +0, Spot +0 
  Languages None 
  AC 15, touch 11, flat-footed 14 
   (+1 Dex, +4 Natural) 
  hp 49 (7d8+7 HD); DR 5/magic 
  Immune 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  polymorphing 
  Resist cold 5, fire 5; SR 12 
  Fort +6, Ref +3, Will +2 
  Speed 30 ft. in no armor (6 squares), climb 15ft., base 
  movement 30 ft.; 
  Melee claws (x2) +10  (1d6+5 plus poison) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +9 
  Attack Options Poison, Swarming, Smite good 1/day 
  (+7 damage)  
  Abilities Str 20, Dex 12, Con 13, Int 2, Wis 11, Cha 6 
  SQ Plantmind, partial immunity to piercing, plant 
  traits, woodsense, darkvision 60ft. 
  Feats Augment Ability (poison), Improved Initiative, 
  Improved Natural Attack (claws) 
  Skills  Climb +10, Hide +11, Move Silently +11 
  Possessions None 
   
  Poison (Ex): A wortling delivers its poison (Fortitude 
  save DC 16) with each successful claw attack. The 
  initial damage is sleep for 1 minute, and the 
  secondary damage is sleep for 1d10 minutes. Both 
  of these sleep effects work only against living 
  creatures but otherwise function as the spell of the 
  same name. 
  Swarming (Ex): Wortlings can swarm over and 
  around each other with ease, so up to three of 
  them can occupy the same 5-foot-by-5-foot space. 
  They are likewise adept at attacking as a group; for 
  every wortling that is grappling a foe (grapple 
  bonus +0), every wortling gets a +1 competence 
  bonus on attack rolls against that foe. 
  Plantmind (Ex): All wortlings within fifteen miles of 
  their orcwort parent are in constant communication. 
  If one is aware of a particular danger, they all are. If 
  one in a particular group is not flat-footed, none of 
  them are. No wortling in such a group is considered 
  flanked unless they all are. 
  Partial Immunity to Piercing (Ex): Piercing weapons 
  deal only half damage to orcworts, and wortlings. 
  The minimum damage per hit with such a weapon 
  is 1 point. 
  Plant Traits (Ex): An orcwort or wortling is immune to 
  poison, 
  sleep, 
  paralysis, 
  stunning, 
  and 
  polymorphing. It is not subject to critical hits or 
  mind-affecting effects. 
  Woodsense (EV): And orcwort or wortling can 
  automatically sense the location of anything within 
  60 feet that is in contact with vegetation, even 
  objects or creatures that are not in contact with the 
  same vegetation as itself 
   
   
  5: THE DOUBLE−CROSS  
  P R O N D E L L 
  CR  8   
  Male human rogue 5/ranger 3 
  CN Medium Humanoid (Human) 
  Init +8; Senses Listen +12, Spot +12 
  Languages Common 
  AC 20, touch 14, flat-footed 16 
   (+4 Dex, +5 chain shirt +1, +1 shield) , Dodge, 
  uncanny dodge 
  hp 46 (5d6+5 plus 3d8+5 HD);  
  Fort +5, Ref +11, Will +3 
  Speed 30 ft. in chain shirt armor (6 squares), base 
  movement 30 ft.; 
  Melee mw throwing axe +9/+4  (1d6+2) or mw 
  throwing axe +7/+2  (1d6+2) and mw throwing axe 
  +7  (1d6+1) 
  Ranged mw throwing axe +11/+6  (1d6+2) 
  Space 5 ft.; Reach 5 ft. 
  RTK7-03 Strange Days in the Timberway  
   
  Page 22 
  
  Base Atk +6; Grp +8 
  Special Options Favored Enemy (humans) +2, 
  Sneak Attack +3d6, Wild Empathy, Combat Style  
  Combat Gear mw throwing axe (x2), dagger, +1 
  chain shirt, wand of cure light wounds, gloves of 
  dexterity +2 
  Abilities Str 14, Dex 16(18), Con 12, Int 11, Wis 12, 
  Cha 10 
  Feats Dodge, Improved Initiative, Persuasive, Track, 
  Two-Weapon Fighting, Two Weapon Defense, 
  Endurance 
  Skills Bluff +10, Hide +13, Intimidate +12, Knowledge 
  (local – NMR) +8, Listen +12, Move Silently +13, 
  Search +8, Spot +12, Survival +12, Tumble +10  
  Possessions Combat Gear plus furs, snares, bedroll, 
  cooking gear, flint, pack, 4 x elixir of love 
   
  T R O N G 
  CR  6   
  Male orc barbarian 6 
  CE Medium Humanoid (Orc) 
  Init +2; Senses Listen +9, Spot +0 
  Languages Common, Orc 
  AC 19 , touch 12, flat-footed 17 
   (+2 Dex, +5 mithral breast plate, +2 heavy shield) 
  hp 66 (6d12+12 HD);  
  Fort +7, Ref +4, Will +2 
  Speed 40 ft. in mithral breast plate (8 squares), base 
  movement 40 ft.; 
  Melee mw battle axe +13/+8  (1d8+5) 
  Ranged javelin +8/+3  (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +10 
  Special Options Rage 2/day  
  Combat Gear mw battle axe, dagger, javelin (x18), 
  mithral breast plate, heavy wooden shield, Quiver 
  of Ehlonna  
  Abilities Str 20, Dex 14, Con 14, Int 6, Wis 10, Cha 8 
  SQ Darkvision 60ft., light sensitivity, fast movement, 
  improved uncanny dodge, trap sense +2 
  Feats Improved Unarmed Attack, Power Attack, 
  Weapon Focus (battle axe) 
  Skills Listen +9, Survival +9  
  Possessions Combat Gear plus furs, ring of 
  sustenance 
   
  T R O N G  ( R AG I N G) 
    
  AC 17 , touch 10, flat-footed 15 
   (+2 Dex, +5 mithral breast plate, +2 heavy shield) 
  hp 78 (6d12+24 HD);  
  Fort +9, Ref +4, Will +4 
  Speed 40 ft. in mithral breast plate (8 squares), base 
  movement 40 ft.; 
  Melee mw battle axe +15/+10  (1d8+7) 
  Ranged javelin +8/+3  (1d6+8) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +6; Grp +12 
  Abilities Str 24, Dex 14, Con 18, Int 6, Wis 10, Cha 8 
   
   
  6: THE HERMIT 
   
  F Y O D R 
  CR  11   
  Advanced male fiendish vodyanoi barbarian 5 
  CE Medium Augmented Fey (Aquatic, Extra-planar) 
  Init +8; Senses Listen +16, Spot +16 
  Aura moderate evil 
  Languages Cold Tongue, Sylvan 
  AC 18, touch 14, flat-footed 14 
   (+4 Dex, +4 natural) 
  hp 75 (9d6+9 plus 5d12+5 HD); DR 10/magic 
  Resist cold 10, fire 10; SR 25 
  Fort +8, Ref +11, Will +9 
  Speed 40 ft. in no armor (8 squares), swim 30ft., base 
  movement 40 ft.; 
  Melee 2 claws +14  (1d6+3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +12 
  Special Options Control water, fish cloud, improved 
  grab, smite good 1/day (+9 damage), Rage 2/day  
  Combat Gear Brooch of Shielding, Pale Blue Ioun 
  Stone (str +2) 
  Abilities Str 15(17), Dex 18, Con 12, Int 12, Wis 14, 
  Cha 11 
  SQ Amphibious, low-light vision, darkvision 60ft., fast 
  movement, improved uncanny dodge, trap sense 
  +1 
  Feats Improved Initiative, Improved Natural Attack 
  (claws), Power Attack, Weapon Finesse, Weapon 
  Focus (claw)  
  Skills Bluff +17, Diplomacy +7, Disguise +0 (+2 
  acting), Hide +16 (+24 in water), Intimidate +14, 
  Knowledge (nature) +6, Listen +16, Move Silently 
  +16 (+24 in water), Spot +16, Survival +21, Swim 
  +15 (can always take 10) 
  Possessions Combat Gear  
   
  F Y O D R  ( R AG I N G) 
    
  AC 16, touch 12, flat-footed 12 
   (+4 Dex, +4 natural) 
  hp 103 (9d6+27 plus 5d12+15 HD); DR 10/magic 
  Resist cold 10, fire 10; SR 23 
  Fort +10, Ref +11, Will +11 
  Speed 40 ft. in no armor (8 squares), swim 30ft., base 
  movement 40 ft.; 
  Melee 2 claws +14  (1d6+5) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +14 
  Abilities Str 19(21), Dex 18, Con 16, Int 12, Wis 14, 
  Cha 11 
  RTK7-03 Strange Days in the Timberway  
   
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  APPENDIX 2: NEW RULES ITEMS 
  MAGIC ITEMS 
  Choker of Eloquence  
  Coveted by bards, singers, and public speakers, this 
  beautiful necklace is carved from ivory and jade. There 
  are two versions of these chokers. A lesser choker of 
  eloquence grants a +5 competence bonus on Diplomacy, 
  Bluff and Perform (sing) checks. A greater choker of 
  eloquence increases the bonus to +10. 
  Mocerate transmutation; CL 6th; Craft Wondrous Item, 
  creator must be a spellcaster of at least 6th level; Price 
  6,000 gp (lesser), 24,000 gp (greater). 
   
  Source: Complete Adventurer 132. 
   
  CREATURES 
  Orcwort 
  An orcwort is a walking, blood-thirsty terror that 
  prefers to make its home on the fringe of a populated 
  area. This giant plant wanders by night until it finds an 
  appropriate spot to settle, then sinks some of its roots 
  into the ground, making it seem that an immense tree 
  has grown up in the spot overnight. Over the course of 
  the next week, the orcwort produces five to twenty 
  pods that, when mature, break open to release mobile 
  fruits called wortings. The parent plant then sends out 
  its wortlings in hunting parties to bring back warm-
  blooded 
  sustenance—usually 
  livestock 
  and 
  humanoids. 
   
  An orcwort is capable of devouring the entire 
  population of a small village in a single feeding. Once it 
  has stripped an area of warm-blooded animal life, it 
  moves on in search of other population centers. Both 
  the orcwort and its wortlings are effective combatants. 
  They share the following qualities. 
   
  Partial Immunity to Piercing (Ex): Piercing 
  weapons deal only half damage to orcworts, and 
  wortlings. The minimum damage per hit with such a 
  weapon is 1 point. 
   
  Plant Traits (Ex): An orcwort or wortling is 
  immune to poison, sleep, paralysis, stunning, and 
  polymorphing. It is not subject to critical hits or mind-
  affecting effects. 
   
  Woodsense (EV): And orcwort or wortling can 
  automatically sense the location of anything within 60 
  feet that is in contact with vegetation, even objects or 
  creatures that are not in contact with the same 
  vegetation as itself 
   
  Skills and Feats: Orcworts and wortlings gain 
  skills and feats as though they were fey. 
   
  Wortling 
  Small Plant 
  Hit Dice: 3d8 (13 hp) 
  Initiative: +6 
  Speed: 
  30 ft., climb 15 ft. 
  AC: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-
  footed 10 
  Attacks: 2 claws +5 melee 
  Damage: Claw ld3+2 plus poison 
  Face/Reach: 5 ft. by 5 ft./5 ft. 
  Special Attacks: 
   Poison, swarming 
  Special Qualities: Partial immunity to piercing, plant 
  mind, plant traits, woodsense 
  Saves: 
  Fort +3, Ref +3, Will +1 
  Abilities: Str 15, Dex 14, Con 11, Int 2, Wis 11, Cha 6 
  Skills: Climb +10, Hide +11, Move Silently +7 
  Feats: Improved Initiative 
  Climate/Terrain: Temperate or warm plains, hills, and 
  marsh 
  Organization: Band (5-20) 
  Challenge Rating: 3 
  Treasure: None 
  Alignment: Always neutral 
  Advancement: 4-9 HD (Medium-size) 
   
  Wortling 
  Wortlings are the manure fruits of the orcwort plant. 
  When one of the orcwort's pods ripens, it falls to the 
  ground and breaks open to release a wording. 
   
  When first "hatched," a wortling resembles a 
  small, wrinkled, purple orc. Its body seems portly, and 
  its arms and legs are somewhat lumpy compared with 
  those of a real humanoid. Although its face resembles 
  that of a humanoid, a wortling is blind and cannot 
  speak, hear, or smell - its apparent sensory organs are 
  merely blobs of plant tissue with no actual function. 
   
  A hungry orcwort dispatches up to twenty of its 
  "ripe" wordings at a time to hunt food and bring it 
  back. The wortlings navigate terrain using their 
  woodsense. When on the prowl, wordings seek out 
  Medium-size or smaller prey because such creatures 
  are easier to transport back to the parent plant than 
  larger creatures. 
   
  The average life span of a wortling is 1d4+1 days. If 
  any wortlings are left alive when the parent plant is 
  ready to move on, the orcwort commands them to 
  arrange themselves well apart from each other at the 
  extreme range of its telepathy and root themselves. If 
  left undisturbed for one year, each of these wortlings 
  grows into a new orcwort, which pulls up its roots and 
  begins looking for food. During its maturation period, 
  a rooted wortling is immobile and helpless. 
  Combat 
  Wortlings use very simple tactics - overwhelm, subdue, 
  and return with the food. In melee, they prefer to gang 
  up on one foe rather than attack separate enemies. 
  They fight with a great sense of urgency, and when 
  they do manage to bring down a foe, a few of them 
  immediately carry off their prize to feed the orcwort, 
  leaving any remaining wortlings to continue the hunt. 
  They never willingly enter areas without natural 
  vegetation because they are effectively blind in such 
  places. 
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  Poison (Ex): A wortling delivers its poison (Fortitude 
  save DC 11) with each successful claw attack. The 
  initial damage is sleep for 1 minute, and the secondary 
  damage is sleep for 1d10 minutes. Both of these sleep 
  effects work only against living creatures but otherwise 
  function as the spell of the same name. 
  Swarming (Ex): Wortlings can swarm over and 
  around each other with ease, so up to three of them can 
  occupy the same 5-foot-by-5-foot space. They are 
  likewise adept at attacking as a group; for every 
  wortling that is grappling a foe (grapple bonus +0), 
  every wortling gets a +1 competence bonus on attack 
  rolls against that foe. 
  Plantmind (Ex): All wortlings within fifteen miles of 
  their orcwort parent are in constant communication. If 
  one is aware of a particular danger, they all are. If one 
  in a particular group is not flat-footed, none of them 
  are. No wortling in such a group is considered flanked 
  unless they all are. 
   
  VODYANOI 
  Medium Fey (Aquatic) 
  Hit Dice: 5d6+5 (22 hp) 
  Initiative: +3 
  Speed: 30 ft. (6 squares), swim 60 ft. 
  Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-
  footed 14  
  Base Attack/Grapple: +2/+4 
  Attack: Claw +6 melee (1d4+2) 
  Full Attack: 2 claws +6 melee (1d4+2) Space/Reach: 5 
  ft./5 ft. 
  Special Attacks: Control water, fish cloud, improved 
  grab 
  Special Qualities: Amphibious, low-light vision. spell 
  resistance 16 
  Saves: Fort +2, Ref +7, Will +6 
  Abilities: Str 15, Dex 16, Con 12, Int 12, Wis 14, Cha 11 
  Skills: Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), 
  Hide +11*, Intimidate +10, Knowledge (nature) +3, 
  Listen +10, Move Silently +11*, Spot +10, Survival +10, 
  Swim +10 
  Feats: Weapon Finesse, Weapon Focus (claw) 
  Environment: Cold aquatic 
  Organization: Solitary 
  Challenge Rating: 3 
  Treasure: Standard 
  Alignment: Usually chaotic neutral 
  Advancement: 7-10 HD (Medium) 
  Level Adjustment: +5 
   
  This strange old man has a long beard and hair of green and 
  yellow reeds. His wet skin has a greenish hue, and he has a 
  round potbelly and long arms. His nails are long, thick, and 
  dirty. 
   
  Vodyanoi are moody fey that dwell in the rivers and 
  cold lands. Their powers allow them considerable 
  control over their environment; they can alter a river's 
  water level drastically and ensure that schools of fish 
  are plentiful or scarce. Vodyanoi act as both providers 
  and destroyers to those who live near their domains. 
  Rarely seen by humans, vodyanoi appear as old men 
  with potbellies and beards. Their hair is a messy tangle 
  of green and yellow reeds. Their aged appearance belies 
  their strength and agility, and their long nails are 
  vicious claws. Vodyanoi can breathe air just as easily as 
  water, but they do not often leave the comfort of their 
  homes. 
   
  Villagers who live near a river or lake are careful to 
  make sacrifices of fish or cattle to the local vodyanoi. 
  Anyone whose trade depends on water makes offerings 
  as well, from fishermen to millers who use the river to 
  power a waterwheel. Vodyanoi that have been placated 
  are more likely to provide schools of fish and keep the 
  river from leaving its bed. They are known for their 
  unpredictable natures, so regular sacrifices are no 
  guarantee of their favor. On the other hand, a vodyanoi 
  that is shown disrespect will probably retaliate by 
  drowning a villager or fisherman. The angered fey 
  might also pursue harsher actions, perhaps flooding an 
  entire village or sweeping away bridges. 
   
  On rare occasions, a vodyanoi might attempt to 
  trade with solated locals (it will not stroll into the 
  village market). It might offer fish or some treasure 
  found in the river in exchange for a cow. Although it 
  might seem obvious, folk-tales advise listeners that one 
  could tell a strange trader was a vodyanoi if water 
  puddles around his feet. 
   
  Vodyanoi speak Common and Sylvan. 
   
  COMBAT 
  Vodvanoi are wily fey, ready to ambush anyone who is 
  already in the water or even at the water's edge. 
  Sometimes a vodyanoi will use its power to sweep 
  victims into a river by causing a sudden flood. 
  Control Water (Sp): A vodyanoi can use control water 
  three times per day as a 10th-level sorcerer. 
  Fish Cloud (Sp): When submerged in water, a 
  vodyanoi can summon a huge school of magic fish to 
  provide concealment (similar to the fog cloud spell). 
  This school of fish swims around the point the 
  vodyanoi designates in a 20-foot radius. This cloud of 
  fish obscures all sight. including darkvision, beyond 5 
  feet. A creature within 5 feet has concealment (20% 
  miss chance). Creatures farther away have 
  total 
  concealment (50% miss chance, and the attacker can't 
  use sight to locate the target). A strong current 
  disperses the cloud of fish in 4 rounds. A very strong 
  currrent disperses the fish in 1 round. The fish created 
  by this spell are formed of magic; they are not real 
  animals, and objects and energies pass through them as 
  though they were not there. 
   
  A vodyanoi can summon a fish cloud three times 
  per day. The fish cloud remains for 40 minutes or until 
  dispersed or dispelled. 
   
  Vodyanoi sometimes use this ability to deceive 
  villagers, making them think the vodyanoi have 
  brought fish to their waters. When vodyanoi really 
  RTK7-03 Strange Days in the Timberway  
   
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  want to reward people with they use their Survival skill 
  to lure fish into an area. 
  Improved Grab (Ex): To use this ability, a vodyanoi 
  must hit a single foe of the same size or smaller with 
  both claw attacks. It can then attempt to start a grapple 
  as a free action without provoking attacks of 
  opportunity. If it gets a hold, the vodyanoi often 
  attempts to pin a foe and hold him underwater until he 
  drowns. 
  Amphibious (Ex): Although vodyanoi live in water, 
  they can survive out of water indefinitely. 
  Skills: *Vodyanoi gain a +8 circumstance bonus on 
  Hide and Move Silently checks when in contact with a 
  body of water. A vodyanoi gains a +8 racial bonus on 
  any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a 
  Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims 
  in a straight line. 
    
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  ENCOUNTER ONE MAP 
   
   
   
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  ENCOUNTER THREE MAP 
   
   
   
   
   
   
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  ENCOUNTER FOUR MAP 
   
   
   
   
   
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  ENCOUNTER FIVE MAP 
   
   
   
   
   
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  ENCOUNTER SIX MAP 
   
   
   
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/597/Normal Scenarios/RTK7-03 - Strange Days in the Timberway (APL 2-8)/RTK7-03 - Strange Days in the Timberway.pdf