TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game 
  designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without 
  permission of the author.  To learn more about the Open Gaming License and the d20 system license, please visit 
  www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network.  
   
  URD6−02  
   
   
   
   
   
  Forged in the Vale 
   
  A One-Round D&D LIVING GREYHAWK®  
  Duchy of Urnst Regional Adventure 
  Version 1.7 
  Round 1 
  by Kathy Ice 
   
   
  It’s been two years since the orc invasion of the Vale was stopped in its tracks. The orc menace has ended…hasn’t it? The 
  Duchy’s new Regent is looking for adventurers willing to investigate. This is a Duchy Factions adventure and may be 
  used for Ducal Guard, White Bear, and Scarlet Bear banked time units.  An adventure for APLs 2-8. 
   
  
  Introduction 
  This is an RPGA® Network scenario for the Dungeons & 
  Dragons® game. A four-hour time block has been allocated 
  for each round of this scenario, but the actual playing time 
  will be closer to three and a half hours. The rest of the time 
  is spent in preparation before game play, and record-
  keeping after the game. The following guidelines are here 
  to help you with both the preparation and voting segment 
  of the game. Read this page carefully so that you know and 
  can communicate to your players the special aspects of 
  playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Keep in mind that you must have at least four players 
  (not counting the judge), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
  Playing the Game 
   
   
   
   
   
  Instruct the players either to prepare their characters 
  to participate in the adventure before the session begins, or 
  wait until you read the introduction, depending on the 
  requirements of the scenario as described in the 
  introduction. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the judge) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the judge can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in bold 
  italics. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  judge fill out the RPGA Tracking Sheet.  The judge 
  should complete the top of the form and list his name 
  and RPGA number.  The players should each list their 
  name and RPGA number.  After the form is filled out it 
  should be given to the Event Coordinator. 
  LIVING GREYHAWK 
   
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a LIVING 
  adventure it is expected that players bring their own 
  characters with them.  If players do not have a LIVING 
  GREYHAWK character generated, get a copy of the current 
  LIVING GREYHAWK character generation guidelines, and a 
  character sheet from your convention coordinator or the 
  RPGA Web site, and then have any players without a 
  character create one.  Once all players have a LIVING 
  GREYHAWK character, play can begin. 
   
  Along with the other materials discussed in the 
  Preparation section above that you are assumed to have in 
  order to run a D&D game, it is also recommended that 
  you have a copy of the LIVING GREYHAWK Gazetteer. 
  LIVING GREYHAWK Levels of Play  
   
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportioned to the average character level of the PCs 
  participating in the adventure. To determine the Average 
  Party Level (APL): 
  1. 
  Determine the character level for each of the PCs 
  participating in the adventure. 
  2. 
  If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs trained 
  for war), other than those brought by virtue of a class 
  ability (i.e. animal companions, familiars paladin’s 
  mounts, etc.) use the sidebar chart to determine the 
  number of levels you add to the sum above. Add each 
  character’s animals separately. A single PC may only 
  bring four or fewer animals of this type, and animals 
  with 
  different 
  CRs 
  are 
  added 
  separately.  
  Nevertheless, if a character has the Mounted Combat 
  feat, he may bring a single warhorse, light or heavy, 
  with him in the adventure and it will not count 
  toward the APL calculation. 
  URD6-02 Forged in the Vale 
   
  Page 1 
  
  3. 
  Sum the results of 1 and 2, and divide by the number 
  of characters playing in the adventure.  Round to the 
  nearest whole number. 
  4. 
  If you are running a table of six PCs, add one to that 
  average. 
  By following these four steps, you will have determined 
  the APL. Throughout this adventure, APLs categorize the 
  level of challenge the PCs will face. APLS are given in 
  even-numbered increments. If the APL of your group 
  falls on an odd number, ask them before the adventure 
  begins whether they would like to play a harder or easier 
  adventure. Based on their choice, use either the higher or 
  the lower adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC may gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character will receive only one-half of the 
  experience points for the adventure.  Further, if the PC is 
  three character levels or more lower than the APL at 
  which this adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  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. 
   
  Further, a PC who is four or more levels higher than 
  the highest APL supported by the adventure may not play 
  the scenario unless the highest APL supported by the 
  adventure is APL 12. 
   
  Note: LIVING GREYHAWK adventures are designed 
  for APL 2 and higher. Four or five 1st-level characters may 
  find difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If a group is APL 1 there are three 
  things that the group can do to help even the score. 
  1. 
  Attempt to create a table of six 1st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a move 
  action (spoken command) that may be attempted 
  each round. If the animal is wounded or has taken 
  any nonlethal damage or ability score damage, the 
  DC increases to 12. 
  Time Units and Upkeep 
   
   
   
  This is a standard one-round Regional adventure, set in 
  the Duchy of Urnst.  Characters native to the Duchy of 
  Urnst pay one Time Unit per round, all others pay two 
  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 scenario. 
   
  A character who 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 Survival 
  check (DC 20), 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 
  The Vale has long stood as a region closely allied to the 
  Suel dominated Duchy and has always been a peaceful, 
  prosperous land. Its mostly-Halfling population farmed 
  the rich soil, producing a good part of the Duchy’s crops. 
   
  In CY 593, orcs invaded the Vale, pouring from 
  beneath the Cairn Hills. The peaceful Vale Halflings 
  were killed or driven from their homes, and orcs 
  rampaged over the countryside. 
   
  It took until CY 594 for the Honorable Chamber to 
  authorize a counterstrike.  The Duke’s elite Bar Rampant 
  cavalry and several units of Ducal Guard soldiers 
  (augmented with assorted heroic adventurers), broke the 
  back of the main orcish force and drove the orcs back. All 
  the major towns in the Vale were re-taken. 
   
  The orcs were not driven out altogether, however. 
  Hundreds of them still remain in the smaller towns, 
  villages, and hamlets at the edges of the Vale. There are 
  still many Halfling refugees unable to return to their 
  homes. 
   
  During the beginning part of CY596, run this 
  module with the first sections of text. After the second 
  interactive of the year (likely April), you will need to 
  download the modifications to this adventure that will be 
  available at http://www.duchyofurnst.org/Vale 
  Adventure Summary 
  Introduction: The PCs are hired to investigate the 
  situation in the Vale. The group arrives in the Halfling 
  village of Atherlea and secures lodging. 
  Encounter One: Deputy Warder Cinda Finel approaches 
  the group and asks for their help in recovering a cache of 
  weapons that was hidden right as the orcs invaded. 
  URD6-02 Forged in the Vale 
   
  Page 2 
  
  Encounter Two: While encamped on the road, the group 
  encounters an orc patrol. 
  Encounter Three: The following night, a heavy downpour 
  makes camping a challenge. 
  Encounter Four: The group finds the wagons, but they 
  are empty. They track the weapons to a nearby barn, 
  where three orc deserters are holed up. 
  Encounter Five: Getting the wagons back to the road is a 
  wet, muddy challenge. 
  Encounter Six: The group is intercepted by a group of 
  Halfling bandits 
  Encounter Seven: The group returns to Atherlea and 
  reports the results of their expedition. 
  Preparation for Play 
  Find out whether any of the characters participated in the 
  Siege of the Vale Interactive (so Cinda can react 
  appropriately in Encounter One) or The Empty Throne 
  Interactive (to find out which faction they supported). 
   
  Character’s meta-org membership and/or faction 
  alignment could have an impact on their introduction to 
  this adventure:   
  Keepers of the Vale and Halflings from the Vale:  
  Give them Player Handout 3. 
  Strong Harts:  Those characters who have a favor with 
  Ellis Lorinar, supported Ellis for Regent in An Empty 
  Throne  or are aligned with the Strong Harts will get a 
  private audience with Lord Ellis himself (see Audience 
  with the Regent below).  Those invited may bring other 
  PCs they know if they are willing to vouch for them.  If 
  characters have a position in a House (Houses of the 
  Duchy meta-org) that is aligned with the Strong Harts 
  (see below), their house will send them to the audience.  
  Members of the White Harts faction will not be allowed 
  into the audience. 
   
  At the time of this adventure, the following houses 
  are aligned with the Strong Harts:  Arginar, Baerglund, 
  D'Argin, Durnix, Gaebech, Holomaer, Kaste, Kilbourne, 
  Meissel, Nelaera, Pontirun, Szabo, Tarnel, U'Morael, 
  Vaer, Verana, Verle, Wolfheart, Xiotha, and Lorinar 
  (Strong Harts leaders). 
  Ducal Guard:  This adventure can be used for banked 
  time units.  Members of the Ducal Guard who are not in 
  the White Harts faction and did not support Jolen in An 
  Empty Throne will receive orders to report to an audience 
  at the Royal Palace in Leukish (Audience with the Regent 
  below). 
  White Harts:  Those characters who have a favor with 
  Jolen Lorinar, supported Jolen for regent in An Empty 
  Throne or are a member of the White Harts faction, will 
  receive a secret letter (handout xx in the appendix).  .  If 
  characters have a position in a House (Houses of the 
  Duchy meta-org) that is aligned with the White Harts 
  (see below), their house will send them the letter.  
  Members of the Black Harts faction will not be given the 
  letter under any circumstances. 
  At the time of this adventure, the following houses are 
  aligned with the White Harts: Amelung, Burlondin, 
  Eisener, Fealdon, Gaernot, Kruske, Meissel (Uther 
  faction), Reede, Sallavarin, Sidae, and Lorinar (White 
  Harts leaders).   
  Ducal Diplomatic Corps Members:  Members of the 
  Ducal Diplomatic Corp will receive a mission appropriate 
  to their order (Player Handouts 4, 5, or 6).  Those who are 
  part of more than one order will receive multiple 
  missions.  White Bears assigned to the Duchy and Scarlet 
  Bears can use this adventure for banked time units 
   
  This adventure has a very specific timeline when the 
  orcish tribe will arrive.  There are a number of encounters 
  that are designed to slow the PCs until badly prepared 
  PCs might be in danger of encountering the orcish tribes.  
  Also, due to the condition of the roads here, overland 
  movement is restricted to 20 feet in general due to 
  sections of very harsh road combined with sections of 
  normal road.  Thus, parties will travel at a blanket rate 
  of 2 miles per hour when walking and 4 miles per 
  hour when hustling unless they would normally be 
  slower. 
  Introduction 
  The last few months have been very eventful and all 
  of Leukish is still talking about the occurrences.  
  Duke Karll Lorinar was declared missing, for 
  divinations and all manner of queries have reported 
  that he is alive and well and serving the Duchy. Lord 
  Ellis Lorinar was confirmed shortly thereafter as the 
  Regent until Duke Karll’s return or a change in his 
  reported status.  With the ascension of Lord Ellis, 
  tensions in the city erupted into riots but were 
  quickly and forcefully stopped with the aid of 
  adventurers.  Since that time things have calmed 
  down somewhat. 
   
  Intro A: Audience with the Regent 
  Only Strong Harts and Ducal Guard members will be 
  invited to this audience (see above). If a character has a 
  previous favor with Lord Ellis and is NOT a member of 
  the White Harts faction, they will be invited as well. 
  Characters can bring other characters they know if they 
  are willing to vouch for them. 
  You have received a personal invitation to the Ducal 
  Palace for a meeting with the new Regent.    
   
  The Ducal Palace is a beautiful structure made 
  of Maure Marble, with a richly carved and gilded 
  exterior.  You are led to an elegant dining room with 
  a long, polished wooden table.  White draperies 
  URD6-02 Forged in the Vale 
   
  Page 3 
  
  emblazoned with a Black Stag adorn the walls.  
  Seated at the end of the table is a broad-shouldered 
  Suel man with a severe brush cut and a goatee 
  trimmed to exact angles.  He wears a military dress 
  uniform draped in medals, and a gleaming golden 
  sword is strapped to his belt. His eyebrows are 
  knotted in what appears to be a permanent 
  expression of intense concentration.  
  “Welcome” he booms.  “I am Lord Ellis Lorinar, 
  Regent of the Duchy of Urnst.  Please sit.” 
  Lord Ellis will address any who have favors with him by 
  name, and greet warmly those who are members of the 
  Strong Harts faction.  Those who he doesn’t know will 
  need to introduce themselves.  
   
  Lord Ellis waits to see if the PCs have any questions 
  or comments, but otherwise continues: 
  “I have called you here to remedy an oversight.  The 
  Vale.”  Ellis Lorinar frowns and shakes his head.  
  “For too long they have languished on the edge of 
  the Duchy, virtually ignored by Duke Karll.  I 
  personally led the Bar Rampant to their aid once 
  before, but was assigned elsewhere before I could 
  properly finish the job.  Now that I run the Duchy, I 
  wish to determine the dangers that remain in the 
  Halfling lands and investigate the many requests for 
  aid that we have received over the last year. I want 
  you to travel to the Vale, examine the state of things 
  in the interior, notably the town of Atherlea, and 
  report back to me.” 
   
  He has requisitioned a small amount of money for their 
  investigations – 50xAPL per character.  Once the PCs 
  agree, continue: 
  “In addition, I have had the navy designate a ship to 
  take you from Leukish to Nyrstran aboard the 
  Riverjumper, captained by Merrin Farhair. You will be 
  accompanied as far as Splendorrill by a detachment 
  of Ducal Guard troops.” 
  If there are any Ducal Guard members present that are 
  higher rank than Guard-at-Arms, he will give command 
  of additional troops to that Ducal Guard member until 
  they reach Splendorrill.   
  Intro B: Adventurers Wanted 
  You have learned that the Ducal Guard is once again 
  recruiting adventurers—this time, for a mission in 
  the Vale. You have responded to the call and now 
  find yourself in a small, cramped office waiting for 
  some official to tell you what is going on. Such is the 
  life of an adventurer. 
  Fortunately, you do not have long to wait. A 
  uniformed Suel man marches briskly into the room 
  and seats himself behind the desk. 
  Knowledge (local) DC 10 to recognize the man’s rank as 
  Petty Seargent. 
  “The Ducal Guard has been called upon to address 
  the current situation in the Vale,” he begins. “As you 
  may know, Lord Ellis and the Bar Rampant came to 
  the aid of the Vale Halflings two years ago when the 
  Vale was invaded by orcs. Aided by adventurers like 
  yourselves, Lord Ellis broke the back of the main 
  orcish invasion.” He pauses to sniff derisively. 
  “Apparently, that wasn’t enough for some people. It’s 
  been two years and the Vale Halflings are still 
  whining about it and asking for more help.” 
   
  He scowls at you all. “So the Ducal Guard is 
  offering you the princely sum of [50xAPL] gold 
  apiece to travel to the Vale, specifically the town 
  of…” he pauses, and consults a document in front of 
  him. “…Atherlea. Investigate the situation and 
  report back. Do you accept?” 
  The PCs may ask questions, but the sergeant has little 
  information other than what he’s just shared. And, 
  obviously, he thinks the whole undertaking is a waste of 
  time.   
   
  Encounter One: The Journey 
  The PCs may make any preparations they would like to 
  during the rest of the day in Leukish.  It will take 4 days 
  to travel from Leukish to Nystran aboard the 
  Riverjumper.  Captain Merrin Farhair is the only Halfling 
  captain of the Ducal Navy.  He is trim and has the 
  weathered look of a sailor who has seen many seasons on 
  the sea.  He has a quick eye and a ready smile and the 
  crew on his ship respect and appreciate him, although 
  they do not talk about this openly, being gruff Suloise 
  sailors (for the most part). 
   
  Once the characters arrive in Nyrstran, they can 
  travel southwest to Miesselberg, then northwest into the 
  Vale.  Currently the Ducal Guard unit here is quartered in 
  Splendorrill, which is the first main town on the river in 
  the Vale.  Here everything looks fairly prosperous and 
  well, although there are signs of overcrowding of 
  refugees.   
   
  Atherlea is two day’s travel past Splendorrill and the 
  roads are fairly deserted, although the characters pass by 
  farmhouses.  These all appear to have armed guards set 
  and scouts placed to warn of danger.  The characters 
  arrive at Atherlea shortly before noon. 
  Your voyage to Nyrstran is largely uneventful, as is 
  your overland journey to Splendorrill. Here you see 
  the first signs that all may not be well in the Vale. 
  Splendorrill looks peaceful and prosperous enough, 
  but you note the presence of a couple of refugee 
  camps on the outskirts of town. You intercept a few 
  odd, even hostile looks from some of the Halflings, 
  particularly toward anyone wearing Ducal Guard 
  insignia. 
  URD6-02 Forged in the Vale 
   
  Page 4 
  
   
  Mindful of your instructions, you continue on 
  to Atherlea, a peaceful, picturesque Halfling town in 
  the western Vale. Or so you have heard it described. 
   
  Just at the moment, however, the place seems 
  overrun with refugees. Tent cities ring the sturdy 
  little buildings of the town proper, and the streets 
  are teeming with Halflings. The town itself appears 
  full to bursting.  
   
  You pass a large, open area near one of the 
  encampments, and see a group of Halflings arrayed 
  in ranks, performing weapons drills that are very 
  familiar to anyone with martial skills. However, not 
  all of the “troops” appear to have weapons. In fact, 
  most of them don’t; they’re drilling with wooden 
  mock-ups, or in some cases, plain pieces of wood. 
  And is that a broom handle? 
   
  You pass close to where a small group of 
  Halflings is resting from their drills beside the road. 
  As you pass, a mocking voice calls out, “Look, 
  children! Brave adventurers! At last we are saved!” 
  If any of the PCs are wearing Ducal Guard uniforms or 
  insignia, substitute “The Ducal Guard” for “Brave 
  adventurers.” If there are half-orc PCs present, add the 
  following: 
  A woman’s voice sneers “Orc scum!” Her voice is 
  quieter than the mocking voice, but what she lacks 
  in volume she makes up in venom. 
  The militia can inform the PCs that their commander 
  (Deputy Warder Cinda) can be found at the White Rose 
  Inn, and that the White Rose is the only place that can 
  accommodate “big folk.” If the PCs want to stop and talk 
  to the Halfling militia, they can encounter any or all of 
  the following. All of the following begin with an 
  Indifferent attitude (see PHB page 72), except where 
  noted.   
  � Nessa Glyre was a typical Vale farm-wife until the orc 
  invasion. Orcs killed her husband and three children, and 
  burned their farmhouse to the ground. Now Nessa ‘s rage 
  and hatred of orcs is all-consuming (she is the one who 
  made the “orc scum” remark). If there are any half-orc 
  PCs in the group, she is initially Unfriendly. Like many 
  in the Vale, she feels that the Ducal Guard hasn’t done 
  enough to help them against the orcs.  There are claims 
  that a Ducal Guard skirmisher unit has been operating up 
  in the hills somewhere, but she has never seen any sign of 
  them. 
  � Othert Stickelby is an acolyte of Yondalla, now in the 
  militia as a combat medic. He looks decidedly unsuited 
  for combat—pale, thin, and bookish. He also looks like 
  he doesn’t much want to be here. If asked, he’ll admit that 
  the senior clergy of Yondalla “suggested” that the younger 
  clerics should help out with the militia and that he didn’t 
  quite dare to say no. He is doing his best in training, but 
  he’s having a hard time of it. Like many of his 
  companions, Othert believes that the Duchy and the 
  Ducal Guard haven’t done enough for the Vale during 
  this crisis and will point out the TRUE allies would have 
  done more.  He believes that the Ducal Guard should 
  send more troops here to take care of the orcs for them. 
  � Dyrna Appleford is a very young Halfling—possibly 
  too young to be in the militia, although she refuses to 
  answer questions about her age. She is eager to help her 
  home against the orcs, and keen to see her first battle. 
  And she wants to be Cinda Finel when she grows up (see 
  Encounter One, below). Her speech is peppered with 
  “Deputy Warder Finel says,” and “Deputy Warder Finel 
  always,” and so on. Dyrna will mirror Cinda’s opinion that 
  what the Vale could take care of itself if the Duchy would 
  just give them aid in the form of weapons and gear, 
  although she doesn’t like to admit that Deputy Warder 
  Finel needs any help with anything. 
  � Kaelskiffden Todedlinket (Skiff to his friends) is 
  one of a few gnomes in this mostly-Halfling militia. He 
  grew up in Atherlea, though, and feels it is his duty to 
  help defend it. Like many gnomes, he has a keen sense of 
  humor; he is the wiseacre who shouted that they were all 
  saved. There was a serious point behind that bit of 
  foolery; many in the Vale feel that the Ducal Guard 
  abandoned the Vale with the job only half-done. For the 
  most part, though, Skiff cracks jokes and makes fun—of 
  the PCs, himself, his fellow militia, the orcs, and anything 
  else that comes to hand. Because of the grim task they are 
  facing, his humor is often rather dark, such as speculating 
  on the number of pieces the orcs will chop him into. 
  Once the PCs have finished roleplaying with the Halfling 
  militia members, continue: 
  It is getting on for noon, and your stomach is 
  reminding you that you breakfasted early this 
  morning. You make your way to the White Rose Inn, 
  the largest inn in town, and the only one that can 
  accommodate “Big Folk” such as elves, dwarves, and 
  humans.  
   
  The interior of the White Rose is clean and 
  oddly sized due to the presence of furniture for both 
  medium and small sized creatures.  There is a rotund 
  Halfling wearing a bright red shirt and the apron of 
  an innkeeper, who greets you cheerfully “Hello 
  travelers. I’m Carrow Diens, owner of this fine 
  establishment. What can I do for you?” 
  If the PCs ask for who’s in charge immediately, they are 
  directed to Deputy Warder Cinda Finel, who is in a 
  private dining room at this time.  She will answer the 
  door and speak with them, then call Tamber over to enter 
  the room if the conversation leads in that direction.  Alter 
  the boxed text below to suit those events. 
  URD6-02 Forged in the Vale 
   
  Page 5 
  
  Encounter Two: For Want of a 
  Sword 
  Before you can turn your attention to the serious 
  matter of food, however, you are interrupted. There 
  is a tap on your arm, and you turn to see a Halfling 
  woman standing behind you. She has close-cropped 
  red hair and an air of concern and determination; 
  there is something undeniably martial in her 
  attitude and appearance. Under her surcoat she 
  wears a fine suit of burnished, copper-toned full 
  plate and carries a well-made short sword at her hip. 
  If any of the characters played the Siege of the Vale 
  Interactive, continue with the following: 
  You recognize her as Deputy Warder Cinda Finel, 
  the one who gave you your assignment two years ago 
  when you helped defeat the main force of the orc 
  army. 
   
  “I thought I recognized you,” she says with a 
  fierce smile. “I’ve got a little job for you and your 
  friends, if you’re interested.” 
  If any characters are Keepers of the Vale or have 
  influence with the Keepers:  
  You recognize her as Matron Cinda Finel, a stout 
  halfling woman who has been a member of the 
  Keepers of the Vale for many years.  Her dedication 
  to the Vale is well-known around these parts and it 
  doesn’t surprise you that she now wears a small 
  badge of office. 
   
   
   
   
   
  “Greetings Keeper,” she says with a fierce smile. 
  “I was appointed to be Deputy Warder after we 
  reclaimed this portion of the Vale a year ago.  But 
  there is still much work to be done.  I’ve got a little 
  job for you and your friends, if you’re interested.” 
  Otherwise read the following: 
  “Good afternoon,” she says. “I am Cinda Finel, a 
  Keeper of the Vale and Deputy Warder of the local 
  militia.  It just so happens I’m looking for some 
  adventurous types to do a little errand for me. Can I 
  have a moment of your time?” 
  In either case, once the PCs agree to talk with her, 
  continue with the full dialog below. If pressed for time, 
  use the dialog summary instead. 
  Full dialog: 
  She leads you through the common room, weaving 
  among the crowded tables. At one point, she pauses 
  briefly to tap a Halfling man on the shoulder. “Come 
  with me,” she says briskly. 
  The man stands, one hand still clasping his mug 
  of ale. Turning toward your group, he places the 
  other hand over his heart in a rather theatrical 
  gesture. “Cinda, my love, I would follow you 
  anywhere,” he says. 
   
  Deputy Warder Finel continues to lead the way 
  through the tables and does not reply, although a 
  slight flush colors her cheeks. Grinning, the man 
  retrieves a bowl of stew from the table and follows. 
   
  Cinda leads the way to a table that’s a bit too 
  high for Halflings, and a bit too low for Big Folk. 
  Stools in various heights are clustered around it. She 
  climbs nimbly up onto one of the higher stools, and 
  motions you all to be seated as well. 
  She beckons a server to the table. “What will you 
  have?” she asks you. “I’m buying.” 
   
  “In that case—“ the Halfling man begins, 
  winking at you. 
   
  “NOT you,” Cinda says severely. At least, she 
  probably believes she is being severe. The tiny smile 
  on her face rather spoils the effect. “The budget 
  won’t stretch that far. But you, noble adventurers, 
  please, order what you like.” 
  Allow characters to place orders, with as much interplay 
  as time permits. 
  After the server leaves, Cinda turns to you, her 
  expression sober. “As I said, I have a job that needs 
  to be done. Specifically, I need you to retrieve 
  something for me. 
   
  “We had a major orc invasion a couple of years 
  ago. With the help of the Ducal Guard, we were able 
  to defeat the bulk of the orcish forces. However, the 
  Vale has not been entirely re-taken. Orcs still roam 
  the countryside, especially in the western Vale. 
  Major towns are relatively safe, but small villages 
  and even the major roads can be hazardous. 
   
  “I’ve been training up a local militia to try to 
  take back some more of our territory. They’re not 
  shaping up too badly, all things considered, but we 
  lack weapons. We also lack the resources to buy 
  weapons; we’re strained to the limit providing for 
  refugees. 
   
  “That’s where Tamber, here, comes in,” she says 
  with a gesture at the Halfling man. “He managed to 
  lose an entire shipment of weapons just as the war 
  started.” 
   
  “Hide,” Tamber corrects mildly. “Hide, not lose, 
  my dove, and your doubting words wound me to the 
  quick.” He grins at you. 
  “Ah, how well I remember. It was a hot day, and 
  the birds—“ 
   
  “Let’s stick to the relevant facts,” Cinda 
  interrupts. “We don’t want to be here all night.” 
   
  If Tamber is put off by her abruptness, he 
  doesn’t show it. “Your lightest wish is my 
  URD6-02 Forged in the Vale 
   
  Page 6 
  
  command,” he says. “Very well. My name is Tamber 
  Cloverbrook, and I am a traveling merchant. Two 
  years ago, right when the orc invasion started, I was 
  leading a small caravan of weapons from the village 
  of Romberton to Cinda—pardon me, to Deputy 
  Warder Finel—here in Atherlea. 
   
   
   
  “The journey was a series of minor mishaps and 
  accidents. A wagon lost a wheel, a harness broke, a 
  wagon went off the road and wound up in a ditch. 
  These things happen with caravans, and I normally 
  take them in stride, but the orcs were getting closer 
  and we were all pretty worried. 
   
  “Then one of the ponies went lame, and I knew 
  there was going to be no way we could get ourselves, 
  the animals, and the wagons to Atherlea before the 
  orcs overtook us. So I made the decision to hide the 
  weapons instead. 
  “I got the wagons off the road and hid them. And 
  hid them well, if I may say so, though the fair Cinda 
  doubts me.” 
   
  “It’s been two years,” Cinda points out. “Even 
  orcs may have found them by now. Still,” she 
  continues, “It’s worth a look. More now than ever.” 
   
  She continues, “We recently captured an orc 
  scouting party. One of them was carrying the group’s 
  orders. They were to scout this area well, because the 
  main orc tribe is going to relocate closer to Atherlea. 
  If they do, that will put them between us and the 
  weapons. 
  “Which is where you come in.” She turns to you. 
  “We have three days before the orcs arrive. I would 
  like you to go to the spot where Tamber hid the 
  weapons and see if they’re still there. If they are, 
  bring them back to Atherlea before the orc tribe 
  moves in. If they’re already gone--“ she sighs. “Well, 
  we need those weapons pretty badly. Find them if 
  you can, but don’t risk taking too much time.” 
  She looks around at all of you. “You would need 
  to leave immediately in order to get there and back 
  in time. Will you do this for us?” 
  Dialog summary: Read the following only if you elect 
  not to use the full dialog above. If you use the summary, 
  have PCs make Sense Motive checks and give the results 
  listed under “what’s the deal with Tamber and Cinda?” 
  below. 
  Matron Cinda insists on buying your meal for you, 
  and introduces you to Tamber Cloverbrook, a local 
  merchant. They explain that at the time of the orc 
  invasion, Tamber had been bringing a caravan of 
  weapons to Atherlea from the western Vale. When 
  one of the animals went lame, Tamber opted to hide 
  the wagons, with the weapons inside, rather than 
  risk capture by the invading orcs. Although it has 
  been two years, Cinda needs the weapons for her 
  militia, and has hopes that they have not yet been 
  discovered. She has recently learned that the main 
  tribe of orcs will shortly be relocating, to a position 
  between Atherlea and the weapons. She would like 
  you to find the spot, as described by Tamber,  recover 
  the weapons, and bring them back before the main 
  orc tribe arrives, three days from now. 
  If the characters agree, Tamber gives them a map to the 
  location where he hid the wagons. They are near the 
  village of Oakhaven, a little over a day’s journey from 
  Atherlea. 
   
  Tamber will note that orcs are common in the area 
  and it would be best if the group avoided campfires and 
  other obvious displays that might attract them.  He also 
  points out that the easiest way to bring the weapons back 
  would be to simply hitch animals up to the wagons, and 
  suggests that characters bring appropriate animals with 
  them. There are two wagons, each designed to be pulled 
  by a Medium or Large equine creature (donkey, horse, 
  mule, or pony). Tamber has harnesses for Medium equine 
  creatures which he can lend, and the group can buy 
  harnesses for Large equine creatures at Veldrik’s General 
  Store (see Appendix Five) at a cost of 5 gp per harness. If 
  the group is inclined to use more exotic animals to pull 
  the carts, their harnesses must be custom made. 
  At this point, the PCs have all the information they need 
  to complete their mission; however, they may still have 
  questions. 
  Three days including today? 
  Cinda truly doesn’t know. Orcs aren’t known for their 
  ability to keep precise time, and the date on the orders is 
  unclear. She will remind the PCs that orcs tend to travel 
  by night, and that probably the main orc tribe will begin 
  filtering in to their new location three nights from now 
  (i.e., not tonight, or tomorrow night, but the following 
  night). The PCs need to be well on their way to Atherlea 
  by then. 
  Where was the caravan coming from? 
  The caravan originated in Romberton, a small town to the 
  west. 
  Why would so many weapons come from such a small place? 
  Romberton is home to the noted blacksmith Wendrel 
  Fairhope. He had been working especially hard to ensure 
  that the Vale had enough weapons for the orc invasion. 
  What kind of weapons are there? 
  The shipment included short swords, light crossbows, 
  and spearheads. All are sized for Small humanoids. 
  Why don’t you just make new weapons? 
  Making new weapons requires materials, which the Vale 
  Halflings can’t afford to buy at present. Their funds are 
  being spent to provide for the refugees. 
  Do you think the Duchy is doing enough for the Vale? 
  URD6-02 Forged in the Vale 
   
  Page 7 
  
  Both Tamber and Cinda are more circumspect than the 
  militia members, Cinda in particular will not come right 
  out and say she’s unhappy with the amount of help the 
  Vale has received from the Duchy (DC 20 Sense Motive 
  to realize that she shares the opinion of the militia). 
  Cinda will comment that what the Halflings really need 
  is weapons to arm their militias so they can fight back the 
  orcs themselves.  Tamber can eventually be brought to 
  admit that “a little more help would’ve been nice.” 
  However, he will not criticize the Duchy and doesn’t 
  actually blame them. 
  What’s the deal with Tamber and Cinda? 
  A DC 5 Sense Motive is all it takes to know that Tamber is 
  head over ears in love with Cinda. He is doing his best to 
  court her, but the present situation makes it rough going. 
  His beloved is very busy, for one thing, and her sense of 
  responsibility won’t let her take time for “that nonsense” 
  of courtship and love. 
  A DC 15 Sense Motive reveals that Cinda is just as fond of 
  Tamber, although she isn’t sure she trusts her own 
  feelings. It takes a DC 20 Sense Motive to realize that 
  Cinda believes she is hiding her feelings much better 
  than she actually is. 
  � Tamber Cloverbrook: Male Halfling Exp5. 
  � Cinda Finel: Female Halfling Pal3/Ftr2/Knight 
  Protector 1. 
  Encounter Three: Orc Patrol 
  The next morning, you set out from Atherlea. The 
  spring weather is uncertain, with wind gusts and 
  occasional showers interrupting the few patches of 
  wan sunlight. 
   
  As you travel, you notice the fields along either 
  side of the road. Once, no doubt, they were 
  prosperous and picturesque, but now they are  
  neglected and choked with weeds. Some fields show 
  signs of having been burned. Here and there are the 
  remains of once-sturdy farmhouses, now destroyed 
  or neglected. Though there are some sections of the 
  road that are in bad repair and require some time to 
  negotiate, overall travel is smooth. 
   
  Throughout the day the only sign you see of orcs 
  are off in the distance, and the only sounds you hear 
  are the chirping of the birds and the sound of your 
  own passage.  Everything else is eerily quiet. It’s an 
  unnerving but otherwise uneventful afternoon, and 
  presently it is time to make camp.  
  During the night, the party is discovered by a patrol of 
  orcs around 2 in the morning. At APL 2 and 4, the patrol 
  is scouting in a spread out skirmish line with 30 feet 
  between each orc.    
   
  If the group has a campfire the orcs will likely see it 
  from a distance away and attempt to sneak up on the 
  camp.  Roll opposed spot and listen checks as appropriate. 
   
  If not, roll a die for which orc in the line most 
  directly approaches the camp.  If the camp is not hidden 
  the orc will likely see it from 60 feet away (and those on 
  watch can make spot (if they have the vision) and listen 
  checks to see if they act in the surprise round.  If the 
  camp is hidden roll a spot for the orc to see if he gets 
  surprise.  If the orc does not see the camp he will blunder 
  directly upon it.  
   
  Once combat is joined, the orc(s) involved will let 
  out a bloodthirsty yell and charge straight for the camp.  
  The remainder will converge at full speed. Sleeping 
  characters gain a +5 bonus to their listen checks to 
  awaken.  
   
  At APL 6 and 8, they are more cautious and will 
  attack during the second watch (at about 2 in the 
  morning). Have the PCs on watch make Listen checks 
  opposed by the orcs’ Move Silently checks. Characters 
  with darkvision or low-light vision can also make Spot 
  checks opposed by the orcs’ Hide checks. If the PCs have 
  made any effort at all to conceal their camp (examples 
  include moving off the road, looking for a hidden place to 
  camp, going without a campfire), then the PCs on watch 
  get two opposed checks as the orcs attempt to find the 
  camp.   The orcs will begin at a distance appropriate for 
  the spot check made, or at 30 feet, whichever is greater.  
  The orcs are still somewhat loud once they attack and 
  sleeping characters gain a +5 bonus to their listen checks 
  to awaken.  
  Creatures:  
  APL 2 (EL 4) 
  � Orcs (6): hp 5; see Appendix One or Monster Manual 
  page 203. 
  APL 4 (EL 6) 
  � Orc Rangers (6): hp 7; see Appendix Two.
  APL 6 (EL 8) 
  � Orc Rangers (6): hp  22; see Appendix Three. 
  APL 8 (EL 10) 
  � Orc Ranger/Rogues (6): hp 34; see Appendix Four.
    
  Treasure:  
  APL 2: Loot – 52 gp, Coin – 0 gp, Magic – none. 
  APL 4: Loot – 82 gp, Coin – 0 gp, Magic – none. 
  APL 6: Loot – 332 gp, Coin – 0 gp, Magic – +1 chain shirt 
  (6) (625 gp each). 
  APL 8: Loot – 2 gp, Coin – 0 gp, Magic – +1 chain shirt (6) 
  (625 gp each), +1/masterwork orc double axe (6) (1330 gp 
  each). 
  URD6-02 Forged in the Vale 
   
  Page 8 
  
  Encounter Four:  
  Weather or Not 
  Adjust the boxed text if the PCs slept in to compensate 
  for losing sleep the night before. 
  The next morning begins under clear skies, and you 
  dare to hope that you’ll have better weather today. 
  You 
  travel 
  past 
  more 
  neglected 
  fields 
  and 
  farmhouses growing crops of weeds rather than 
  food. An hour passes and it appears that all that 
  remains of this area are the wasted remains of the 
  houses the halflings once held dear.  Trash from the 
  Orcish infestation litters the ground, spare parts of 
  the houses thrown about and broken items 
  discarded rather than repaired.  
   
  Your hopes for clement weather are dashed 
  around midday as the clouds begin to gather in 
  earnest. It begins to rain late in the afternoon, and as 
  evening approaches the rain becomes a downpour. 
  Visibility is poor, and the light is going fast. You 
  calculate that you are quite close to your goal, but 
  finding it in these conditions is going to be nearly 
  impossible. 
  The PCs really need to stop and find some kind of cover; 
  pushing on could be dangerous. A basic DC 10 Survival 
  check will tell them as much.  
  The countryside is largely farmland, with the 
  occasional copse of trees. There are no convenient caves, 
  and no farmhouses visible from the road. The PCs will 
  have to put together some kind of shelter for themselves 
  to keep the rain off. The easiest way to do this is magic 
  (Leomund’s Tiny Hut, etc.). Absent any magical means, 
  PCs will need to make Survival checks to cobble together 
  something to keep the rain off (note that the tents listed 
  in the PHB are not enough to survive this kind of 
  weather).  A tent grants a +5 bonus on this check.   
   
  A DC 25 Survival check allows a character to create 
  shelter for themselves plus up to two other Small or 
  Medium humanoids. A tent grants a +5 bonus on this 
  check; each additional tent grants another +2. Skills that 
  could add additional bonuses (+2 each, minimum 4 ranks 
  in the skill) include Craft (basketweaving), Craft 
  (carpentry), Knowledge (architecture and engineering), 
  and Knowledge (nature). Allow circumstance bonuses for 
  any additional materials or expertise that seem 
  appropriate. Characters without such shelter will sleep 
  poorly and be fatigued the next day. 
   
  Tiny animals can share the same space as their 
  masters, but Medium or Large animals also need to have 
  shelter made for them. This requires a DC 15 Survival 
  check because their needs aren’t as stringent as the 
  humanoids. One successful check will create shelter for 
  four Medium or two Large  animals. If animals do not 
  have shelter, then any Handle Animal checks made on 
  the animal for the rest of the day are at a -2 penalty. 
  The rain will continue for 10 hours, thoroughly 
  drenching the area.  The PCs may continue on when the 
  rain stops in the morning.   
  Encounter Five: Deserters 
  Water drips steadily from bushes and leaves, and 
  even on the road, the ground squishes underfoot. A 
  white mist clings to the ground, and the sky is 
  overcast and dreary. Birds chirp mournfully, and 
  even they sound damp and uncomfortable. 
   
  You break camp and are soon underway. Less 
  than an hour after you set out, you come to the spot 
  described by Tamber the merchant. You note the 
  bend in the road, the small rock shaped like a rabbit, 
  the little stream running off to the east. Somewhere 
  around here, there should be a hazel thicket, with 
  the wagons concealed inside. 
  Have the PCs make DC 13 Spot, Search, or Survival 
  checks to see the thicket, and allow them to set a 
  marching order and make whatever checks they want 
  before approaching. 
  You approach the thicket, your boots squelching in 
  the damp, muddy grass. The thicket seems dense and 
  well-grown from this side, but as you move toward 
  it, you begin to see a section that has been broken 
  down and trampled. 
  Allow the PCs to take any precautions they like at this 
  point, but try not to slow things down too much. The orcs 
  are long gone. 
  Cautiously, you continue to the thicket and begin 
  looking around inside. Somewhat to your surprise, 
  you find two stout, well-made wagons hidden within 
  it, just as Tamber had promised. 
   
  As you move to inspect the cargo, however, you 
  realize that the wagons are all that remain. The 
  boxes of weapons they once held are now gone. 
  If any PCs are interested in the overall condition of the 
  wagons, a DC 10 Craft (carpentry), Knowledge 
  (architecture & engineering), or Profession (teamster) 
  check reveals that they are in decent shape, but have 
  taken some damage from the weather. A little work 
  before they are loaded might be prudent. (See Encounter 
  Five for more) 
   
  A DC 18 Knowledge (nature) or Survival check 
  reveals that the damage to the thicket and the removal of 
  the boxes from the wagons is fairly recent; it probably 
  happened within the last few days. Last night’s rain 
  makes tracking difficult, but not impossible – a DC 27 
  Survival check for PCs with the Track feat. 
   
  PCs who can’t make the check still have some 
  options. The PCs can try searching for tracks, in which 
  case they will find a lone spearhead with a Search DC 22, 
  which fell out of the boxes on the way to the barn where 
  URD6-02 Forged in the Vale 
   
  Page 9 
  
  the orcs are hiding out. Tracing a straight line from the 
  thicket to the spearhead will point right at the barn. 
   
  Any PC who gets to higher ground (there’s a small 
  rise near the thicket) has a chance of seeing some 
  buildings nearby (around 1000 feet from the thicket). 
  There are three buildings visible from the rise: a 
  tumbledown cottage, a farmhouse without a roof, and a 
  barn that looks to be in pretty good shape. The cottage 
  and the farmhouse are both built for Halfling-sized 
  inhabitants, and both prove to be deserted upon 
  investigation.  There are semi-cleared fields for 150 feet in 
  all directions from the barn.  There is a 30 foot stretch of 
  solid ground around the barn and each of the buildings, 
  but the rest should be treated as difficult terrain. 
   
  The barn is a large building with big sliding double 
  doors.  Above the doors to the right is a hayloft door 
  hanging slightly askew. 
   
  The barn has been taken over by a group of deserters 
  from the original orc army. They’ve done a little 
  plundering in the area, and now spend most of their time 
  drinking, eating, and trying to avoid being caught by 
  their own side. Because they don’t want to be caught and 
  sent back to fight, they are actually keeping watch, 
  although not well. The orc sentry (Skulk) is watching 
  from the partly open hayloft door.  If the PCs approach 
  within his line of vision, give him a -5 to his opposed Spot 
  and Listen rolls when determining surprise. Similarly the 
  PCs have a chance to spot Skulk peeking out of the 
  hayloft (remember to apply penalties for distance).  While 
  there is no concealment within 30 feet of the barn, Skulk 
  is only partially watching and must still make a spot 
  check. If neither Skulk nor the PCs see each other, roll 
  initiative when the PCs open the barn door.    See map in 
  Appendix Seven. 
  Creatures:  
  APL 2 (EL 5) 
  � Buzik: Male orc Clr2; hp 14; see Appendix One.  
  � Gharzh: Male orc War2; hp 21; see Appendix One.  
  � Skulk: Male orc Rog2; hp 11; see Appendix One.  
  APL 4 (EL 7) 
  � Buzik: Male orc Clr4; hp 27; see Appendix Two.  
  � Gharzh: Male orc Bbn4; hp 42; see Appendix Two.  
  � Skulk: Male orc Rog4; hp 21; see Appendix Two.  
  APL 6 (EL 9) 
  � Buzik: Male orc Clr6; hp 41; see Appendix Three.  
  � Gharzh: Male orc Bbn6; hp 63; see Appendix Three.  
  � Skulk: Male orc Rog6; hp 32; see Appendix Three. 
  APL 8 (EL 11) 
  � Buzik: Male orc Clr8; hp 54; see Appendix Four.  
  � Gharzh: Male orc Bbn8; hp 77; see Appendix Four.  
  � Skulk: Male orc Rog8; hp 42; see Appendix Four. 
  Tactics: If the orcs see the PCs while they are still in the 
  difficult terrain, Buzik and Skulk will open up with long 
  range spells or arrows respectively, while Gharzh hides 
  behind one of the barn doors until the PCs enter the solid 
  ground around the barn.  Buzik then divides his time 
  equally between casting offensive (prepared) spells and 
  healing his companions with his wand. If he runs out of 
  spells, he’s not afraid to wade in with his spear, although 
  his main priority will be healing the other two. Gharzh 
  concentrates on dealing massive amounts of damage; at 
  APL 4 and higher, he rages immediately. Skulk either 
  shoots from the barn loft (if he can get sneak attack from 
  hiding) or uses his Tumbling ability to try to flank with 
  Gharzh, then takes advantage of his Two-Weapon 
  Fighting feat to get the maximum number of 
  opportunities to deal Sneak Attack damage. 
   
  Once the orcs are defeated, read or paraphrase the 
  following: 
  Now that your foes have fallen and you have time to 
  look around, you spot the boxes of weapons stacked 
  with the orcs’ horde. Some of the boxes have 
  apparently been used as benches or footstools and 
  are a bit the worse for wear. The weapons within 
  them, however, are still in good shape. 
  Treasure:  
  APL 2: Loot – 232 gp, Coin – 0 gp, Magic – Wand of Cure 
  Light Wounds - (62 gp each) +1 chain shirt (104 gp each). 
  APL 4: Loot – 93 gp, Coin – 0 gp, Magic – Wand of Cure 
  Light Wounds - (62 gp each), +1 chainmail (108 gp each), +1 
  Mithral chain shirt (175 gp each), +1 greataxe (193 gp each). 
  APL 6: Loot – 139 gp, Coin – 0 gp, Magic – Wand of Cure 
  Moderate Wounds - (375 gp each), +1 chainmail (108 gp 
  each), +1 chain shirt (104 gp each), +1 greataxe (193 gp 
  each), Gloves of Dexterity +2 (333 gp each). 
  APL 8: Loot – 34 gp, Coin – 0 gp, Magic – Wand of Cure 
  Moderate Wounds - (375 gp each), +1 chainmail (108 gp 
  each), +1 chain shirt (104 gp each), +1 Mithral chain shirt 
  (175 gp each), +1 greataxe (193 gp each), +1 spear (191 gp 
  each), +1 heavy mace (192 gp each), Gloves of Dexterity +2 
  (333 gp each), Gauntlets of Ogre Power (333 gp each). 
   
  If the group is inclined to rest after this encounter, 
  remind them that it is still early in the day, that the orc 
  tribe will be arriving as early as tomorrow, and that they 
  are still more than a day from Atherlea. To be sufficiently 
  challenging, Encounter Six needs to happen on the same 
  day as Encounter Four. 
  URD6-02 Forged in the Vale 
   
  Page 10 
  
  Encounter Six: In a Rut 
  Time permitting, allow the PCs a little time to solve the 
  problem of how best to get the animals hitched to the 
  wagons, and the boxes of weapons loaded. Whether they 
  bring the wagons to the barn, or carry the weapons to the 
  wagons in the thicket, they are still going to need to drive 
  the loaded wagons to the road. Given the wet, muddy 
  conditions, that’s going to be a bit tricky. 
   
  If any PCs are interested in the overall condition of 
  the wagons, a DC 10 Craft (carpentry), Knowledge 
  (architecture & engineering), or Profession (teamster) 
  check reveals that they are in decent shape, but have 
  taken some damage from the weather. A little work 
  before they are loaded might be prudent. A DC 15 Craft 
  (carpentry) will improve the condition of the wagons. 
   
  Note that getting an animal hitched to a wagon is a 
  DC 10 Handle Animal check; DC 12 if the animal wasn’t 
  able to sleep last night because of the rain. 
  With some difficulty, you manage to get the wagons 
  hitched and the boxes of weapons loaded into them. 
  You begin the trek back to the road, where—you 
  hope—the ground is a little more solid. 
   
  At the moment, however, the ground you’re 
  traveling over is a squishy, wet mess, thanks to last 
  night’s rain. You haven’t moved a hundred feet 
  before one of the wagons bogs down and stops. 
  A DC 20 Strength check will get the wagon moving 
  again, and there is enough room for all PCs to assist. 
  (They can take 20 on their check.)  Anyone helping to 
  push the wagon needs to make a DC 5 Balance check 
  when the wagon starts moving again, or lose their balance 
  and fall. Nothing bad happens as a result; it’s just 
  undignified. 
   
  By now, clever PCs will be figuring out that they 
  should perhaps do something to help the wagons traverse 
  the uncertain terrain. Examples include laying down 
  branches for traction, scouting ahead to find the safest 
  route (DC 15 Survival check), lightening the wagons by 
  carrying some of the boxes. 
   
  Between the uncertain footing and the condition of 
  the wagons, getting back to the road is going to be 
  difficult. If the PCs have done nothing to ease the way 
  (either to fix up the wagons or to keep from bogging 
  down), roll a d4 three times. On a 1-2, one of the wagons 
  becomes stuck in the mud. On a 3, a wheel comes off. On 
  a 4, a board in the wagon bed, weakened by exposure to 
  the elements, breaks under the weight of the weapons 
  boxes. Each time a wagon gets stuck, it needs a DC 20 
  Strength check to move it, and a DC 5 Balance check 
  from each character pushing the wagon when it starts 
  moving again.  A DC 15 Craft (Carpentry) check will re-
  attach a wheel, and a DC 10 Craft (Carpentry) check will 
  repair a broken board. However, before any carpentry can 
  be attempted on the wagons, at least some of the boxes 
  will need to be offloaded. The players can  take 10 or take 
  20 on these checks, so you can continue through this 
  encounter without much delay, but make sure to 
  emphasize that they’re taking more time if they have to 
  stop constantly. 
   
  For every action the PCs successfully take to improve 
  the wagons or ease their way back, roll the d4 one less 
  time. For example, if the PCs succeed at the DC 15 Craft 
  (carpentry) check to improve the wagons, and the DC 15 
  Survival check to find the easiest path, only roll the d4 
  once. 
   
  Each problem that happens with the wagon 
  takes 30 minutes of traveling time to fix.  If the PCs 
  fail two Craft (Carpentry) checks on the same problem, it 
  takes double that amount of time to fix. 
  Encounter Seven:  
  The Proactive Approach 
  Judge’s note: To be sufficiently challenging, Encounter 
  Seven should happen before the PCs get a chance to rest 
  from Encounters Five and Six. If the PCs seem inclined 
  to rest, remind them that the orc tribe could begin 
  arriving as early as tonight, and that they are still more 
  than a day from Atherlea. 
  Back on the road at last, you begin making your way 
  back toward Atherlea. The sky is still overcast, 
  although (so far), no more rain has fallen. 
  Judge’s note: The following assumes that the PCs have 
  recovered the weapons. If they have not, please see the 
  alternate dialog in Appendix Six. 
  You have not been on the road long when a Halfling 
  man, mounted on a war dog, emerges from the 
  bushes. He takes up a position in front of you, the 
  lance in his right hand pointed negligently at the 
  ground. 
   
  “Well done, adventurers!” he says. “I see you 
  have recovered the weapons. Deputy Finel will be 
  pleased.” He cocks his head to one side. “On second 
  thought,” he says, “I don’t think she will. I’m going 
  to take them from you, you see. My friends and I,” he 
  gestures, and more Halflings emerge from the 
  bushes to take up positions behind you. “My friends 
  and I have grown tired of waiting for the Duchy 
  authorities to get off their noble Suel backsides and 
  do something about the orc problem. We’ve decided 
  to take a more…proactive approach. Which brings 
  us to the robbery portion of the afternoon.” He 
  gestures with the lance. “Leave the weapons. You 
  may take your animals, your coin, and your personal 
  gear. But the weapons remain with us. With them 
  we can increase our numbers and kill more orcs.”  
   
   
  If the PCs choose to fight right away, roll initiative 
  and proceed. Hawthorn is likely to run away if the PCs 
  don’t lay down their weapons as he would rather ambush 
  URD6-02 Forged in the Vale 
   
  Page 11 
  
  them later with surprise.  He will cast delaying spells as 
  needed to allow himself and his friends to escape. If the 
  PCs negotiate, they may learn more about their “bandit”. 
   
  Hawthorn Bittle is not a bad person, but he is 
  frustrated by the state of affairs in the Vale.  After many of 
  his friends nearly starved before the Siege of the Vale 
  pushed the orcs out of the major towns, Hawthorn 
  turned to banditry to survive.  If pressed, he admits that 
  he takes from orcs and halflings alike, but justifies it by 
  saying that almost everyone has more than he and his 
  friends do.  Besides, he sells everything back to the 
  Halflings, doesn’t he? And with hardly any mark-up. 
   
  Hawthorn attempts to play on the characters’ 
  sympathies, emphasizing the poor state of affairs in the 
  Vale and the how the death of the Keepers of the Vale’s 
  leader has left the halflings in chaotic disarray.  At least 
  HE is fighting the orcs. 
   
  If the PCs give him and his friends at least 200 gold 
  pieces worth of money or items AND/OR the weapons 
  from the cache, they will receive Hawthorn’s favor. If 
  they offer less, Hawthorn will accept and let them go 
  with a DC 20 Diplomacy check. If they intend to give 
  nothing, they’ll need to make a DC 35 Diplomacy check 
  or be attacked by the bandits.  This can be at an 
  opportune time and need not happen now. 
   
  Given the opportunity to ambush the party later, 
  Hawthorn will choose an area where the road is 
  overgrown (to permit use of his entangle spell) and a 
  copse of trees provides hiding places. 
  APL 2 (EL 3) 
  � Hawthorn Bittle, Halfling Ran 1 Drd 1: hp 17; see 
  Appendix One. 
  � Gemma, Riding Dog Animal Companion:  hp 13; 
  see Appendix One 
  � Halfling Bandits (2): male and female Halfling 
  War 1; hp 6; see Appendix One 
  APL 4 (EL 5) 
  � Hawthorn Bittle, Halfling Ran 2 Drd 2:  hp 26; see 
  Appendix Two. 
  � Gemma, Riding Dog Animal Companion:  hp 26; 
  see Appendix Two 
  � Halfling Bandits (3): male and female Halfling 
  War 1; hp 6; see Appendix Two 
  APL 6 (EL 7) 
  � Hawthorn Bittle, Halfling Bandit: hp 39; see 
  Appendix Three 
  � Gemma, Riding Dog Animal Companion:  hp 26; 
  see Appendix Three 
  � Halfling Bandits (4): male and female Halfling 
  War 1; hp 6; see Appendix Three 
  APL 8 (EL 9) 
  � Hawthorn Bittle, Halfling Ran 4 Drd 4:  hp 52; see 
  Appendix Four 
  � Gemma, Riding Dog Animal Companion:  hp 39; 
  see Appendix Four 
  � Halfling Bandits (4): male and female Halfling 
  War 1; hp 6; see Appendix Four 
  � Riding Dogs (4):  hp 13; see Appendix Four 
   
  Tactics: The halflings will try to go after the person 
  who looks the richest (fine clothing, good weapons, etc).  
  Otherwise they’ll go after the most wounded (if the PCs 
  were injured in the last combat), strongest (if there’s only 
  one or two strong looking PCs), or weakest (if they think 
  they can corner them or drag them off to loot).   
  Encounter Eight:  Arrival 
  Later, tired, wet, and muddy, you make your way 
  once again down Atherlea’s main road. 
   
  A small figure comes hurrying to meet you, and 
  you recognize Cinda Finel. “I saw you coming,” she 
  says, a little breathless. “Do you have them? Did you 
  find them?” 
  If the characters have the weapons, continue: 
  She is overjoyed at seeing the weapons. “I can’t begin 
  to tell you what this means to us,” she says, pulling a 
  short sword out of a box and examining it closely. 
  “With these weapons, we will at last be able to 
  reclaim our homes and farms from the orcs.” 
   
  She sets the sword down and smiles at you. “I 
  am in your debt,” she says, “Truly, you are all Heroes 
  of the Vale.” 
  If the characters gave (or lost) the weapons to Hawthorn: 
  Cinda blinks and her shoulders droop a bit.  “Oh… 
  Well I suppose I’ll have to get in touch with 
  Hawthorn and see what he’ll charge me for them.  
  Maybe I can persuade him to sell them for less than 
  his previous offerings.  Thank you for trying, 
  adventurers.  At least the orcs don’t have them.”  
  Cinda nods to you in farewell and heads back 
  towards the inn, but her shoulders seem to carry an 
  extra weight. 
  If the characters could not retrieve the weapons: 
  Cinda blinks and her shoulders droop a bit.  “It’s too 
  bad the orcs took them.  That will make them harder 
  to beat in the future.  I hope that I can find weapons 
  somewhere else…”  Her eyes downcast and her 
  forehead crinkled in a frown, Cinda slowly heads 
  back to the inn. 
  Developments: From here, the PCs should return to 
  Leukish to report to Lord Ellis.  They can take a ship back 
  URD6-02 Forged in the Vale 
   
  Page 12 
  
  from Nyrstran to Leukish or travel by any other means 
  they come up with. 
  Conclusion 
  Once the PCs have returned to Leukish and reported in, 
  they will be taken to an audience with the Regent (he 
  wants direct answers from all involved): 
  You are led to an elegant dining room with a long, 
  polished 
  wooden 
  table. 
   
  White 
  draperies 
  emblazoned with a Black Stag adorn the walls.  A 
  pair of guards stand on either side of the door.   Lord 
  Ellis nods to you as he paces along the far side of the 
  room.  “Well,” he says, pausing and focusing his gaze 
  on you.  “How does the Vale fare?” 
  He will wait for what the PCs tell him.  Lord Ellis will put 
  little stock in the word of any characters present who are 
  members of the White Harts, but will hear them out.   
  If the PCs emphasize that things are not faring well: 
  Lord Ellis pounds the table.  “This is absurd.  It’s 
  been two years and the Halflings have done nothing 
  for themselves.  I’ll have to do something about 
  that.”  He turns his gaze back to you.   
  If the PCs argue that what they Halflings really need is 
  weapons and monetary support: 
  Lord Ellis shrugs his shoulders. “I have my doubts 
  that anything would render the Halflings capable of 
  defending 
  themselves. 
   
  I 
  suspect 
  stronger 
  intervention than that will be necessary.”   
  When the conversation is done (assuming the party has 
  been respectful and seemed truthful):   
  Lord Ellis nods his head.  “Well done.  I will see that 
  this situation changes soon.  The Honorable 
  Chamber has been resistant, but there is more than 
  one way to win their support.  Expect to hear from 
  me in the future.” 
  Coda 
  The PCs may wish to tell other factions in the Duchy of 
  Urnst about the information they’ve gained in this 
  module.  Some possibilities include any of the White 
  Hart or Strong Hart factions from the beginning of the 
  module, any of the official Ducal organizations (Army, 
  Navy, Diplomatic Corps), any meta-organization (Keepers 
  of the Vale, Stalwart Pines, Church meta-organizations).  
  If the PCs state that they’re doing so BEFORE you hand 
  out the ARs, modify the blank influence point to contain 
  the appropriate information.  Use the information in the 
  Preparation for Play section to note if the group is a 
  member of a faction. Do NOT use the favor if the PCs did 
  not report to anyone other than Lord Ellis Lorinar – cross 
  it off.   
  Please send the results of which factions gained 
  information in the module to 
  doutriad@yahoogroups.com  
  Favors 
  PCs that returned the weapons gain the Favor of Cinda 
  Finel and the Favor of Tamber Cloverbrook. 
  PCs that report truthful information back to Lord Ellis 
  about the situation in the Vale receive the Ducal Guard 
  Favor and the Favor of Lord Ellis.  Characters who are 
  certed members of the White Hart faction will not gain 
  the favor of Lord Ellis. 
  PCs that gave the weapons and/or gold to Hawthorn 
  Bittle receive his favor. 
  If the PCs were captured by the orcs at any time during 
  this adventure, they receive the captured AR text and 
  must pay the penalties. 
  See Coda for Instructions on how to assign the blank 
  influence point. 
  The End 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award.  Award the total value (objectives plus 
  roleplaying) to each character. 
  Encounter Two 
   
  APL2 120 xp 
   
  APL4 180 xp 
   
  APL6 240 xp 
   
  APL8 300 xp 
  Encounter Four 
   
  APL2 150 xp 
   
  APL4 210 xp 
   
  APL6 270 xp 
   
  APL8 330 xp 
  Encounter Six 
   
  APL2 90 xp 
   
  APL4 150 xp 
   
  APL6 210 xp 
   
  APL8 270 xp 
  Story Award 
  Weapons recovered and returned to Atherlea 
  URD6-02 Forged in the Vale 
   
  Page 13 
  
   
  APL2 50 xp 
   
  APL4 70 xp 
   
  APL6 100 xp 
   
  APL8 150 xp 
  Discretionary roleplaying award 
   
  APL2 40 xp 
   
  APL4 65 xp 
   
  APL6 80 xp 
   
  APL8 75 xp 
  Total possible experience: 
   
  APL2 450 xp 
   
  APL4 675 xp 
   
  APL6 900 xp 
   
  APL8 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.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
  Encounter Two:  Orc Patrol 
  APL 2: Loot – 52 gp, Coin – 0 gp, Magic – none. 
  APL 4: Loot – 82 gp, Coin – 0 gp, Magic – none. 
  APL 6: Loot – 332 gp, Coin – 0 gp, Magic – +1 chain shirt 
  (6) (625 gp each). 
  APL 8: Loot – 2 gp, Coin – 0 gp, Magic – +1 chain shirt (6) 
  (625 gp each), +1/masterwork orc double axe (6) (1330 gp 
  each). 
  Encounter Four:  Deserters  
   
  APL 2: Loot – 232 gp, Coin – 0 gp, Magic – Wand of 
  Cure Light Wounds - (62 gp each) +1 chain shirt (104 gp 
  each). 
  APL 4: Loot – 93 gp, Coin – 0 gp, Magic – Wand of Cure 
  Light Wounds - (62 gp each), +1 chainmail (108 gp each), +1 
  Mithral chain shirt (175 gp each), +1 greataxe (193 gp each). 
  APL 6: Loot – 139 gp, Coin – 0 gp, Magic – Wand of Cure 
  Moderate Wounds - (375 gp each), +1 chainmail (108 gp 
  each), +1 chain shirt (104 gp each), +1 greataxe (193 gp 
  each), Gloves of Dexterity +2 (333 gp each). 
  APL 8: Loot – 34 gp, Coin – 0 gp, Magic – Wand of Cure 
  Moderate Wounds - (375 gp each), +1 chainmail (108 gp 
  each), +1 chain shirt (104 gp each), +1 Mithral chain shirt 
  (175 gp each), +1 greataxe (193 gp each), +1 spear (191 gp 
  each), +1 heavy mace (192 gp each), Gloves of Dexterity +2 
  (333 gp each), Gauntlets of Ogre Power (333 gp each). 
  Total Possible Treasure 
  APL 2: L: 235 gp; C: 0 gp; M: 165 gp  - Total: 400 gp 
  APL 4: L: 80 gp; C: 0 gp; M: 520 gp  - Total: 600 gp 
  APL 6: L:  0 gp; C: 0 gp; M: 800 gp  - Total: 800 gp 
  APL 8: L: 0 gp; C: 0 gp; M: 1250 gp – Total: 1250 gp 
  Special 
  Favor of Cinda Finel:  By returning the weapons to 
  Atherlea, you have earned the favor of Deputy Warder 
  Cinda Finel. In appreciation, she will arrange to upgrade 
  any one magical weapon that the PC owns to add the Orc 
  Bane special ability.  This favor counts only as access and 
  URD6-02 Forged in the Vale 
   
  Page 14 
  
  the PC must pay the difference in market value for the 
  upgrade.  Until this favor is expended, the character is 
  deemed to have an Influence Point with the Keepers of 
  the Vale.  It may also be used for “Friend of the Vale” 
  status in the meta-org. 
  Favor of Tamber Cloverbrook:  The merchant Tamber 
  Cloverbook is indebted to you for finding and returning 
  his merchandise, and redeeming him somewhat in the 
  eyes of his beloved. By way of thanks, he has offered you a 
  one-time discount of 10% off any single item you have 
  regional access to. The item’s total cost cannot exceed 
  5,000 gp. 
  Favor of Hawthorn Bittle:  For helping Hawthorn and 
  his friends make a living, he will put you up in his 
  hideout while in the Vale.  This provides free adventurer’s 
  standard in any Duchy of Urnst adventure that takes 
  place in the Vale. 
  Ducal Guard:  The Ducal Guard has allowed you access 
  to their enchanters as part payment for performing a 
  mission for Lord Ellis Lorinar.  You may upgrade one suit 
  of armor or one shield by +1 up to a maximum of +5.  This 
  is a direct enhancement bonus, not a +1 equivalent bonus.  
  Cross this favor off once used. 
  Favor of Lord Ellis: May be used as an influence or 
  Ducal Favor (for meta-org purposes) as long as Lord Ellis 
  remains in power. 
  Influence – This character has gained an influence point 
  with _______________________________, who is a member of Faction 
  _______________. This may be used to further progression in 
  metaorgs. When used, it should be marked as USED, but 
  not crossed off. 
  Captured: This character was captured by orcs in the 
  Vale.  They were rescued by Storeg’s Skirmishers in a 
  raid, but this costs 4 TU and 50% of the character’s gold 
  was stolen by the orcs (to a maximum of 500 gold), but 
  there is no gear penalty. 
   
  Items for the Adventure 
  Record 
  Item Access 
  APL 2: 
  • 
  Wand of Cure Light Wounds (Adventure; DMG; 750 
  gp) 
  • 
  Mithral Chain Shirt (Adventure; DMG; 1100 gp) 
  • 
  Mithral Chain Shirt barding [medium] (Adventure, 
  DMG, 2200 gp) 
  • 
  Pearl of Power [1st] (Adventure; DMG; 1000 gp) 
  APL 4 (all of APL 2 plus the following): 
  • 
  +1 Mithral Chain Shirt (Adventure; DMG; 2100 gp) 
  • 
  +1 Mithral Chain Shirt barding [medium-sized] 
  (Adventure; DMG; 4200 gp) 
  • 
  Ring of Feather Falling (Adventure; DMG; 2200 gp) 
  • 
  Ring of Sustenance (Adventure; DMG; 2500 gp) 
  APL 6-8 (all of APLs 2-4 plus the following): 
  • 
  Wand of Cure Moderate Wounds (Adventure; DMG; 
  4,500 gp) 
  • 
  Boots of Springing and Striding (Adventure, 5500 
  gp) 
  • 
  Pearl of Power [2nd] (Adventure; DMG, 4000 gp) 
   
  URD6-02 Forged in the Vale 
   
  Page 15 
  
  Appendix One – APL 2
  Encounter Three 
   
   
   
   
  Orcs; CR ½; med humanoid (orc); HD 1d8+1; HP 5; 
  Spd 30 ft; AC 13 (touch 10, flat-footed 13); Base 
  Atk/Grapple +1/+4; Atk/Full Atk +4 melee (2d4+4/18-
  20, falchion) or +1 ranged (1d6+3, javelin); SQ 
  Darkvision 60 ft., light sensitivity; AL CE; SV Fort +3 
  Ref +0 Will -2; Str 17 Dex 11 Con 12 Int 8 Wis 7 Cha 6; 
  Skills Listen +1, Spot +1; Feat Alertness 
  Encounter Five 
   
   
   
   
  Buzik: male orc Clr2 (Gruumsh); CR 2; med humanoid 
  (orc); HD 2d8+2; hp 14; Init +0; Spd 20 ft.; AC 15, touch 
  10, flat-footed 15; BAB/Grp: +1/+3;  Atk/Full Atk: +5 
  melee (1d8+3, masterwork spear) or +1 ranged (1d8, 
  light crossbow); SQ Darkvision 60ft., light sensitivity; 
  AL CE; SV Fort +4, Ref +0, Will +5; Str 15, Dex 10, Con 
  12, Int 8, Wis 15, Cha 10.  
  Skills and Feats: Concentration +6 (+10 to cast 
  defensively); Combat Casting. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: chainmail, masterwork spear, light 
  crossbow, wand of Cure Light Wounds. 
  Spells Prepared (4/3+1; base DC = 12 + spell level): 0—
  Guidance, Detect Magic, Inflict Minor Wounds (2); 1st—
  Enlarge Person*, Bless, Cause Fear, Command. 
  *Domain spell. Domains: Strength (1/day add Cleric 
  level to Strength for 1 round); War (Weapon Focus: 
  Spear). 
  Gharzh: male orc War2; CR 2; med humanoid (orc); 
  HD 2d8+4; hp 15; Init +2; Spd 30 ft.; AC 17, touch 12, 
  flat-footed 15; BAB/Grp: +2/+6;  Atk/Full Atk: +7 melee 
  (1d8+6, masterwork spear) or +4 ranged (1d6, 
  shortbow); SQ Darkvision 60ft., light sensitivity; AL 
  CE; SV Fort +5, Ref +2, Will +0; Str 18, Dex 14, Con 14, 
  Int 6, Wis 10, Cha 6.  
  Skills and Feats: Listen +5, Survival +5; Power Attack. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 chain shirt, masterwork spear, 
  shortbow. 
  Skulk: male orc Rog2; CR 2; med humanoid (orc); HD 
  2d6+2; hp 11; Init +4; Spd 30 ft.; AC 18, touch 14, flat-
  footed 14; BAB/Grp: +1/+2;  Atk: +3 melee (1d8+1, 
  masterwork heavy mace OR 1d6+1 masterwork short 
  sword) or +5 ranged (1d8, light crossbow); Full Atk: +3 
  melee or +1/+1 melee (1d8+1, masterwork heavy 
  mace/1d6+1 masterwork short sword) or +5 ranged 
  (1d8, light crossbow); SA Sneak Attack (+1d6); SQ 
  Darkvision 60ft., Evasion, light sensitivity; AL CE; SV 
  Fort +1, Ref +7, Will -1; Str 12, Dex 18, Con 12, Int 12, 
  Wis 8, Cha 6.  
  Skills and Feats: Disable Device +6, Hide +9, Listen +4, 
  Move Silently +9, Open Lock +9, Search +6, Sleight-of-
  Hand +9, Spot +4, Tumble +9; Two-weapon fighting. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Mithral chain shirt, masterwork heavy 
  mace, masterwork short sword, light crossbow. 
  Encounter Seven 
   
   
   
   
  Hawthorn Bittle, Bandit by Circumstance:  Male 
  Halfling Drd 1 Ran1; CR 2; Small Humanoid 
  (Halfling); HD 2d8+4; hp 17; Init +2; Spd 20 ft.; AC 17 
  (touch 13, flat-footed 15; +1 size, +2 Dex, +3 hide, +1 
  light shield); Base Atk +1; Grp -2; Atk +3 melee 
  (1d6+1/x3, small lance) or +3 melee (1d6+1/19-20, 
  small longsword) or +5 ranged (1d3, small sling); Full 
  Atk Atk +3 melee (1d6+1/x3, small lance) or +3 melee 
  (1d6+1/19-20, small longsword) or +5 ranged (1d3, 
  small sling); SA Halfling traits, Favored Enemy (Orc) 
  +2; SQ Halfling traits, Spontaneous Casting, Animal 
  Companion, Nature Sense (+2 KN:  Nature and 
  Survival checks), Wild Empathy (1d20+5); AL CN; SV 
  Fort +7, Ref +5, Will +4; Str 12, Dex 14, Con 14, Int 12, 
  Wis 12, Cha 12. 
   
  Skills and Feats:  Climb +0, Handle Animal +6, Heal 
  +6, Hide +3, Jump +0, Knowledge (Nature) +8, Listen 
  +8, Move Silently +1 Ride +9, Search +2, Spot +4, 
  Survival +5; Mounted Combat, Track. 
   
  Possessions: Small hide armor, small sling, small 
  longsword, small wooden shield, 12 sp. 
   
  Halfling traits (Ex):  +2 morale bonus on saving 
  throws against fear.   
   
  Spells Prepared (3/2; base DC = 12 + spell level): 0— 
  Create water, cure minor wounds, purify food & drink; 1st— 
  Cure light wounds, entangle. 
   
  Gemma, Riding Dog Animal Companion: Female 
  Animal; CR 1; Medium Animal; HD 2d8+4; hp 13; Init 
  +2; Spd 40 ft.; AC 16 (touch 12, flat-footed 14; +2 Dex, 
  +4 natural); Base Atk +1; Grp +3; Atk +3 melee (1d6+3, 
  bite); Full Atk +3 melee (1d6+3, bite); SA Trip; SQ Link, 
  Low-light vision, scent, Shared Spells; AL N; SV Fort 
  +5, Ref +5, Will +1; Str 15, Dex 15, Con 15, Int 2, Wis 
  12, Cha 6. 
   
  Skills and Feats:  Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1; Alertness, Track. 
   
  Trip (Ex):  A riding dog that is war trained and 
  hits with a bite attack can attempt to trip the opponent 
  URD6-02 Forged in the Vale 
   
  Page 16 
  
  (+1 check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity.  If 
  the attempt fails, the opponent cannot react to trip the 
  wolf. 
   
  Halfling Bandit: Male or Female Halfling War1; CR 
  1/2; Small Humanoid (Halfling); HD 1d8+1; hp 6; Init 
  +1; Spd 20 ft.; AC 16 (touch 12, flat-footed 15; +1 size, +1 
  Dex, +3 studded leather, +1 light shield); Base Atk +1; 
  Grp -3; Atk +3 melee (1d6/19-20, small longsword) or 
  +4 ranged (1d3, small sling); Full Atk +3 melee (1d6/19-
  20, small longsword) or +4 ranged (1d3, small sling); SA 
  Halfling traits; SQ Halfling traits; AL CN; SV Fort +4, 
  Ref +2, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 9, 
  Cha 8. 
   
  Skills and Feats:  Climb +2, Hide +4, Jump -4, Listen 
  +3, Move Silently +1; Iron Will. 
   
  Possessions: Small Sling, Small Longsword, Studded 
  Leather armor, light wooden shield, 2 days’ rations, 1d6 
  cp. 
   
  Halfling traits (Ex):  +2 morale bonus on saving 
  throws against fear.   
   
  URD6-02 Forged in the Vale 
   
  Page 17 
  
  Appendix Two – APL 4
  Encounter Three 
   
   
   
   
  Orc Ranger 1: CR 1; Medium humanoid (orc); HD 
  1d8+2; hp 7; Init +3; Spd 30 ft., AC 17, touch 13, flat-
  footed 14; Base Atk/Grp: +1/+4; Atk +4 ranged (1d6+3, 
  javelin) or +5 melee (1d8+3, orc double axe); Full Atk 
  +4 ranged (1d6+3, javelin) or +5 melee or +1/-3 melee 
  (1d8+3, orc double axe); SQ Darkvision 60ft., light 
  sensitivity; AL CE; SV Fort +4, Ref +5, Will +0; Str 16, 
  Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +7, Listen +4, Move Silently 
  +7, Spot +4, Survival +4; Track, Wild Empathy, Favored 
  Enemy: Humans (+2), Weapon Focus: Orc Double Axe. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Chain shirt, orc double axe, javelins (4). 
  Encounter Five 
   
   
   
   
  Buzik: male orc Clr4 (Gruumsh); CR 4; med humanoid 
  (orc); HD 4d8+4; hp 27; Init +0; Spd 20 ft.; AC 16, touch 
  10, flat-footed 16; BAB/Grp: +3/+5;  Atk/Full Atk: +7 
  melee (1d8+3, masterwork spear) or +3 ranged (1d8, 
  light crossbow); SQ Darkvision 60ft., light sensitivity; 
  AL CE; SV Fort +5, Ref +1, Will +7; Str 15, Dex 10, Con 
  12, Int 8, Wis 16, Cha 10.  
  Skills and Feats: Concentration +8 (+12 to cast 
  defensively); Combat Casting, Power Attack. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 chainmail, masterwork spear, light 
  crossbow, wand of Cure Light Wounds. 
  Spells Prepared (5/4+1/3+1; base DC = 13 + spell level): 
  0—Create Water, Guidance, Detect Magic, Inflict Minor 
  Wounds (2); 1st—Enlarge Person*, Bless, Cause Fear, 
  Command, Protection from Good; 2nd—Spiritual Weapon*, 
  Death Knell, Hold Person, Sound Burst. 
  *Domain spell. Domains: Strength (1/day add Cleric 
  level to Strength for 1 round); War (Weapon Focus: 
  Spear). 
  Gharzh: male orc Bbn4; CR 4; med humanoid (orc); 
  HD 4d12+8; hp 42; Init +2; Spd 40 ft.; AC 16, touch 12, 
  flat-footed 14; BAB/Grp: +4/+8;  Atk/Full Atk: +10 
  melee (1d12+7, +1 greataxe) or +6 ranged (1d6, 
  shortbow); SQ Darkvision 60ft., light sensitivity, rage 
  2/day, Uncanny Dodge; AL CE; SV Fort +6, Ref +3, 
  Will +1; Str 19, Dex 14, Con 14, Int 6, Wis 10, Cha 6.  
  Skills and Feats: Listen +7, Survival +7; Power Attack, 
  Weapon Focus: Greataxe. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): Statistics while raging: HP 50; AC 14; 
  Atk/Full Atk: +12 melee (1d12+10, +1 greataxe); Will 
  +3; Str 23, Con 18 
   
  Possessions: chain shirt, +1 greataxe, shortbow. 
  Skulk: male orc Rog4; CR 4; med humanoid (orc); HD 
  4d6+4; hp 21; Init +8; Spd 30 ft.; AC 19, touch 14, flat-
  footed 15; BAB/Grp: +3/+4;  Atk: +5 melee (1d8+1, 
  masterwork heavy mace OR 1d6+1 masterwork short 
  sword) or +7 ranged (1d8, light crossbow); Full Atk: +5 
  melee or +3/+3 melee (1d8+1, masterwork heavy 
  mace/1d6+1 masterwork short sword) or +7 ranged 
  (1d8, light crossbow); SA Sneak Attack (+2d6); SQ 
  Darkvision 60ft., Evasion, light sensitivity, Uncanny 
  Dodge; AL CE; SV Fort +2, Ref +8, Will +0; Str 12, Dex 
  19, Con 12, Int 12, Wis 8, Cha 6.  
  Skills and Feats: Disable Device +8, Hide +11, Listen +6, 
  Move Silently +11, Open Lock +11, Search +8, Sleight-
  of-Hand +11, Spot +6, Tumble +11; Improved Initiative, 
  Two-weapon fighting. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 Mithral chain shirt, masterwork 
  heavy mace, masterwork short sword, light crossbow. 
  Encounter Seven 
   
   
   
   
  Hawthorn Bittle, Bandit by Circumstance:  Male 
  Halfling Drd 2 Ran 2; CR 4; Small Humanoid 
  (Halfling); HD 4d8+8; hp 26; Init +2; Spd 20 ft.; AC 17 
  (touch 13, flat-footed 15; +1 size, +2 Dex, +3 hide, +1 
  light shield); Base Atk +3; Grp +0; Atk +5 melee 
  (1d6+1/x3, small lance) or +5 melee (1d6+1/19-20, 
  small longsword) or +7 ranged (1d3, small sling); Full 
  Atk +5 melee (1d6+1/x3, small lance) or +5 melee 
  (1d6+1/19-20, small longsword) or +7 ranged (1d3, 
  small sling); SA Halfling traits, Favored Enemy (Orc) 
  +2; SQ Halfling traits, Spontaneous Casting, Animal 
  Companion, Nature Sense (+2 KN:  Nature and 
  Survival checks), Wild Empathy (1d20+7), Woodland 
  Stride; AL CN; SV Fort +9, Ref +6, Will +5; Str 12, Dex 
  15, Con 14, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats:  Climb +0, Handle Animal +8, Heal 
  +6, Hide +4, Jump +0, Knowledge (Nature) +10, Listen 
  +10, Move Silently +2 Ride +11, Search +2, Spot +5, 
  Survival +6; Mounted Combat, Rapid Shot, Ride-By 
  Attack, Track. 
   
  Possessions: Small hide armor, small sling, small 
  longsword, small wooden shield, 12 sp. 
   
  Halfling traits (Ex):  +2 morale bonus on saving 
  throws against fear.   
  URD6-02 Forged in the Vale 
   
  Page 18 
  
   
  Spells Prepared (4/3; base DC = 12 + spell level): 0— 
  Create water (x2), cure minor wounds, purify food & drink; 
  1st— Cure light wounds (x2), entangle. 
   
  Gemma, Riding Dog Animal Companion: Female 
  Animal; CR 2; Medium Animal; HD 4d8+8; hp 26; Init 
  +2; Spd 40 ft.; AC 18 (touch 12, flat-footed 16; +2 Dex, 
  +6 natural); Base Atk +3; Grp +6; Atk +6 melee (1d6+4, 
  bite); Full Atk +6 melee (1d6+4, bite); SA Trip; SQ 
  Evasion, Low-light vision, scent; AL N; SV Fort +6, Ref 
  +6, Will +2; Str 17, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats:  Jump +8, Listen +6, Spot +6, Swim 
  +3, Survival +1; Alertness, Run, Track. 
   
  Trip (Ex):  A riding dog that is war trained and 
  hits with a bite attack can attempt to trip the opponent 
  (+1 check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity.  If 
  the attempt fails, the opponent cannot react to trip the 
  wolf. 
   
  Halfling Bandit: Male or Female Halfling War1; CR 
  1/2; Small Humanoid (Halfling); HD 1d8+1; hp 6; Init 
  +1; Spd 20 ft.; AC 16 (touch 12, flat-footed 15; +1 size, +1 
  Dex, +3 studded leather, +1 light shield); Base Atk +1; 
  Grp -3; Atk +3 melee (1d6/19-20, small longsword) or 
  +4 ranged (1d3, small sling); Full Atk +3 melee (1d6/19-
  20, small longsword) or +4 ranged (1d3, small sling); SA 
  Halfling traits; SQ Halfling traits; AL CN; SV Fort +4, 
  Ref +2, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 9, 
  Cha 8. 
   
  Skills and Feats:  Climb +2, Hide +4, Jump -4, Listen 
  +3, Move Silently +1; Iron Will. 
   
  Possessions: Small Sling, Small Longsword, Studded 
  Leather armor, light wooden shield, 2 days rations, 1d6 
  cp. 
   
  Halfling traits (Ex):  +2 morale bonus on saving 
  throws against fear.   
   
  URD6-02 Forged in the Vale 
   
  Page 19 
  
  Appendix Three – APL 6
  Encounter Three 
   
   
   
   
  Orc Ranger 3: CR 3; Medium humanoid (orc); HD 
  3d8+6; hp 22; Init +3; Spd 30 ft., AC 18, touch 13, flat-
  footed 15; Base Atk/Grp: +3/+6; Atk +6 ranged (1d6+3, 
  javelin) or +8 melee (1d8+3, masterwork orc double 
  axe); Full Atk +6 ranged (1d6+3, javelin) or +8 melee or 
  +6/+6 melee (1d8+3/x3, masterwork orc double axe): 
  Space/Reach: 5ft./5 ft.; SQ Darkvision 60ft., light 
  sensitivity; AL CE; SV Fort +5, Ref +6, Will +1; Str 16, 
  Dex 16, Con 14, Int 8, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +9, Listen +6, Move Silently 
  +9, Spot +6, Survival +6; Track, Wild Empathy, Favored 
  Enemy: Humans (+2),  Two-Weapon Fighting, 
  Endurance, Weapon Focus: Orc Double Axe, Die Hard. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 Chain shirt, masterwork orc double 
  axe, javelins (4). 
  Encounter Five 
   
   
   
   
  Buzik: male orc Clr6 (Gruumsh); CR 6; med humanoid 
  (orc); HD 6d8+6; hp 41; Init +0; Spd 20 ft.; AC 15, touch 
  10, flat-footed 15; BAB/Grp: +4/+6;  Atk/Full Atk: +8 
  melee (1d8+3, masterwork spear) or +4 ranged (1d8, 
  light crossbow); SQ Darkvision 60ft., light sensitivity; 
  AL CE; SV Fort +6, Ref +2, Will +8; Str 15, Dex 10, Con 
  12, Int 8, Wis 16, Cha 10.  
  Skills and Feats: Concentration +10 (+14 to cast 
  defensively); Combat Casting, Power Attack, Spell 
  Focus: Necromancy. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Chainmail, masterwork spear, light 
  crossbow, wand of Cure Moderate Wounds. 
  Spells Prepared (5/4+1/4+1/3+1; base DC = 13 + spell 
  level except where noted): 0—Create Water, Guidance, 
  Detect Magic, Inflict Minor Wounds (2) (DC 14); 1st—
  Enlarge Person*, Bless, Cause Fear (DC 15), Command, 
  Protection from Good; 2nd—Spiritual Weapon*, Bull’s 
  Strength, Death Knell (DC 16), Hold Person, Sound Burst; 
  3rd—Magic 
  Vestment*, 
  Bestow 
  Curse 
  (DC 
  17), 
  Blindness/Deafness (DC 17), Contagion (DC 17). 
  *Domain spell. Domains: Strength (1/day add Cleric 
  level to Strength for 1 round); War (Weapon Focus: 
  Spear). 
  Gharzh: male orc Bbn6; CR 6; med humanoid (orc); 
  HD 6d12+12; hp 63; Init +2; Spd 40 ft.; AC 17, touch 12, 
  flat-footed 15; BAB/Grp: +6/+10;  Atk: +12 melee 
  (1d12+7, +1 greataxe) or +8 ranged (1d6, shortbow); Full 
  Atk: +12/+7 melee (1d12+7, +1 greataxe) or +8/+3 
  ranged (1d6, shortbow); SQ Darkvision 60ft., Improved 
  Uncanny Dodge, light sensitivity, rage 2/day, Uncanny 
  Dodge; AL CE; SV Fort +7, Ref +4, Will +2; Str 19, Dex 
  14, Con 14, Int 6, Wis 10, Cha 6.  
  Skills and Feats: Listen +9, Survival +9; Dodge, Power 
  Attack, Weapon Focus: Greataxe. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): Statistics while raging: HP 75; AC 15; 
  Atk: +14 melee (1d12+10, +1 greataxe) or +8 ranged 
  (1d6, shortbow); Full Atk: +14/+9 melee (1d12+10, +1 
  greataxe) or +8/+3 ranged (1d6, shortbow); Will +4; Str 
  23, Con 18 
   
  Possessions: +1 chain shirt, +1 greataxe, shortbow. 
  Skulk: male orc Rog6; CR 6; med humanoid (orc); HD 
  6d6+6; hp 32; Init +9; Spd 30 ft.; AC 19, touch 15, flat-
  footed 14; BAB/Grp: +4/+5;  Atk: +5 melee (1d8+1, 
  heavy mace OR 1d6+1 short sword) or +9 ranged (1d8, 
  light crossbow); Full Atk: +5 melee or +3/+3 melee 
  (1d8+1, heavy mace/1d6+1 short sword) or +9 ranged 
  (1d8, light crossbow); SA Sneak Attack (+3d6); SQ 
  Darkvision 60ft., Evasion, light sensitivity, Uncanny 
  Dodge; AL CE; SV Fort +3, Ref +9, Will +1; Str 12, Dex 
  21, Con 12, Int 12, Wis 8, Cha 6.  
  Skills and Feats: Disable Device +10, Hide +14, Listen +8, 
  Move Silently +14, Open Lock +14, Search +10, Sleight-
  of-Hand +14, Spot +8, Tumble +14; Dodge, Improved 
  Initiative, Two-weapon fighting. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: Mithral chain shirt, heavy mace, short 
  sword, light crossbow, Gloves of Dexterity +2. 
  Encounter Seven 
   
   
   
   
  Hawthorn Bittle, Bandit by Circumstance:  Male 
  Halfling Drd 3 Ran 3; CR 6; Small Humanoid 
  (Halfling); HD 6d8+12; hp 39; Init +2; Spd 20 ft.; AC 17 
  (touch 13, flat-footed 15; +1 size, +2 Dex, +3 hide, +1 
  light shield); Base Atk +5; Grp +2; Atk +7 melee 
  (1d6+1/x3, small lance) or +7 melee (1d6+1/19-20, 
  small longsword) or +9 ranged (1d3, small sling); Full 
  Atk +7 melee (1d6+1/x3, small lance) or +7 melee 
  (1d6+1/19-20, small longsword) or +9 ranged (1d3, 
  small sling); SA Halfling traits, Favored Enemy (Orc) 
  +2; SQ Halfling traits, Spontaneous Casting, Animal 
  Companion, Nature Sense (+2 KN:  Nature and 
  Survival checks), Wild Empathy (1d20+9), Woodland 
  Stride, Trackless Step; AL CN; SV Fort +9, Ref +7, Will 
  +6; Str 12, Dex 15, Con 14, Int 12, Wis 12, Cha 12. 
   
  Skills and Feats:  Climb -1, Handle Animal +10, 
  Heal +6, Hide +5, Jump -13, Knowledge (Nature) +10, 
  URD6-02 Forged in the Vale 
   
  Page 20 
  
  Listen +12, Move Silently +3 Ride +13, Search +2, Spot 
  +8, Survival +7; Endurance, Mounted Combat, Rapid 
  Shot, Ride-By Attack, Spirited Charge, Track. 
   
  Possessions: Small hide armor, small sling, small 
  longsword, small wooden shield, 12 sp. 
   
  Halfling traits (Ex):  +2 morale bonus on saving 
  throws against fear.   
   
  Spells Prepared (4/3/1; base DC = 12 + spell level): 
  0— Create water (x2), cure minor wounds, purify food & 
  drink; 1st— Cure light wounds (x2), entangle; 2nd — 
  Barkskin . 
  Gemma, Riding Dog Animal Companion: Female 
  Animal; CR 2; Medium Animal; HD 4d8+8; hp 26; Init 
  +2; Spd 40 ft.; AC 18 (touch 12, flat-footed 16; +2 Dex, 
  +6 natural); Base Atk +3; Grp +6; Atk +6 melee (1d6+4, 
  bite); Full Atk +6 melee (1d6+4, bite); SA Trip; SQ 
  Evasion, Low-light vision, scent; AL N; SV Fort +6, Ref 
  +6, Will +2; Str 17, Dex 16, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats:  Jump +8, Listen +6, Spot +6, Swim 
  +3, Survival +1; Alertness, Run, Track.  
   
  Trip (Ex):  A riding dog that is war trained and 
  hits with a bite attack can attempt to trip the opponent 
  (+1 check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity.  If 
  the attempt fails, the opponent cannot react to trip the 
  wolf. 
  Halfling Bandit: Male or Female Halfling War1; CR 
  1/2; Small Humanoid (Halfling); HD 1d8+1;hp 6; Init 
  +1; Spd 20 ft.; AC 16 (touch 12, flat-footed 15; +1 size, +1 
  Dex, +3 studded leather, +1 light shield); Base Atk +1; 
  Grp -3; Atk +3 melee (1d6/19-20, small longsword) or 
  +4 ranged (1d3, small sling); Full Atk +3 melee (1d6/19-
  20, small longsword) or +4 ranged (1d3, small sling); SA 
  Halfling traits; SQ Halfling traits; AL CN; SV Fort +4, 
  Ref +2, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 9, 
  Cha 8. 
   
  Skills and Feats:  Climb +2, Hide +4, Jump -4, Listen 
  +3, Move Silently +1; Iron Will. 
   
  Possessions: Small Sling, Small Longsword, Studded 
  Leather armor, light wooden shield, 2 days rations, 1d6 
  cp. 
   
  Halfling traits (Ex):  +2 morale bonus on saving 
  throws against fear.   
   
  URD6-02 Forged in the Vale 
   
  Page 21 
  
  Appendix Four – APL 8
  Encounter Three 
   
   
   
   
  Orc Ranger 3/Rogue 2: CR 5; Medium humanoid 
  (orc); HD 3d8+2d6+10; hp 34; Init +3; Spd 30 ft., AC 18, 
  touch 13, flat-footed 15; Base Atk/Grp: +4/+7; Atk +7 
  ranged (1d6+3, javelin) or +9 melee (1d8+4, +1 orc 
  double axe); Full Atk +7 ranged (1d6+3, javelin) or +9 
  melee or +7/+7 melee (1d8+4/1d8+3, +1/masterwork 
  orc double axe): Space/Reach: 5ft./5 ft.; SA Sneak 
  Attack (+1d6); SQ Darkvision 60ft., light sensitivity; AL 
  CE; SV Fort +5, Ref +9, Will +1; Str 16, Dex 16, Con 14, 
  Int 9, Wis 10, Cha 6. 
   
  Skills and Feats: Hide +11, Listen +8, Move Silently 
  +11, Search +2, Spot +8, Survival +6; Track, Wild 
  Empathy, Favored Enemy: Humans (+2),  Two-Weapon 
  Fighting, Endurance,  Trapfinding, Evasion, Weapon 
  Focus: Orc Double Axe, Die Hard. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 Chain shirt, +1/masterwork orc 
  double axe, javelins (4). 
  Encounter Five 
   
   
   
   
  Buzik: male orc Clr8 (Gruumsh); CR 8; med humanoid 
  (orc); HD 8d8+8; hp 54; Init +0; Spd 20 ft.; AC 15, touch 
  10, flat-footed 15; BAB/Grp: +6/+8;  Atk: +9 melee 
  (1d8+3, spear) or +6 ranged (1d8, light crossbow); Full 
  Atk: +9/+4 melee (1d8+3, spear) or +6/+1 ranged (1d8, 
  light crossbow); SQ Darkvision 60ft., light sensitivity; 
  AL CE; SV Fort +7, Ref +2, Will +9; Str 15, Dex 10, Con 
  12, Int 8, Wis 17, Cha 10.  
  Skills and Feats: Concentration +12 (+16 to cast 
  defensively); Combat Casting, Power Attack, Spell 
  Focus: Necromancy. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 chainmail, +1 spear, light crossbow, 
  wand of Cure Moderate Wounds. 
  Spells Prepared (6/5+1/4+1/4+1/1+1; base DC = 13 + spell 
  level except where noted): 0—Create Water, Guidance, 
  Detect Magic, Inflict Minor Wounds (2) (DC 14), Resistance; 
  1st—Enlarge Person*, Bless, Cause Fear (DC 15), 
  Command, Doom (DC 15), Protection from Good; 2nd—
  Spiritual Weapon*, Bull’s Strength, Death Knell (DC 16), 
  Hold Person, Sound Burst; 3rd—Magic Vestment*, Bestow 
  Curse (DC 17), Blindness/Deafness (DC 17), Contagion (DC 
  17), Invisibility Purge; 4th—Spell Immunity, Poison (DC 18), 
  Summon Monster IV. 
  *Domain spell. Domains: Strength (1/day add Cleric 
  level to Strength for 1 round); War (Weapon Focus: 
  Spear). 
  Gharzh: male orc Bbn8; CR 8; med humanoid (orc); 
  HD 8d12+16; hp 77; Init +2; Spd 40 ft.; AC 17, touch 12, 
  flat-footed 15; BAB/Grp: +8/+14;  Atk: +16 melee 
  (1d12+10, +1 greataxe) or +10 ranged (1d6, shortbow); 
  Full Atk: +16/+11 melee (1d12+10, greataxe) or +10/+5 
  ranged (1d6, shortbow); SQ Damage Reduction 1/-, 
  Darkvision 60ft., Improved Uncanny Dodge, light 
  sensitivity, rage 3/day, Uncanny Dodge; AL CE; SV 
  Fort +8, Ref +4, Will +2; Str 22, Dex 14, Con 14, Int 6, 
  Wis 10, Cha 6.  
  Skills and Feats: Listen +11, Survival +11; Dodge, Power 
  Attack, Weapon Focus: Greataxe. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Rage (Ex): Statistics while raging: HP 93; AC 15; 
  Atk: +18 melee (1d12+13, greataxe) or +8 ranged (1d6, 
  shortbow); Full Atk: +18/+13 melee (1d12+13, greataxe) 
  or +8/+3 ranged (1d6, shortbow); Will +4; Str 26, Con 
  18 
   
  Possessions: +1 chain shirt, +1 greataxe, shortbow, 
  Gauntlets of Ogre Power. 
  Skulk: male orc Rog8; CR 8; med humanoid (orc); HD 
  8d6+8; hp 42; Init +10; Spd 30 ft.; AC 21, touch 16, flat-
  footed 15; BAB/Grp: +6/+7;  Atk: +8 melee (1d8+2, +1 
  heavy mace OR 1d6+1, masterwork short sword) or +12 
  ranged (1d8, light crossbow); Full Atk: +8/+3 melee or 
  +6/+6/+1 melee (1d8+2, +1 heavy mace/1d6+1 
  masterwork short sword) or +12/+7 ranged (1d8, light 
  crossbow); SA Sneak Attack (+4d6); SQ Darkvision 
  60ft., Evasion, Improved Uncanny Dodge, light 
  sensitivity, Uncanny Dodge; AL CE; SV Fort +3, Ref 
  +11, Will +1; Str 12, Dex 22, Con 12, Int 12, Wis 8, Cha 
  6.  
  Skills and Feats: Disable Device +12, Hide +17, Listen 
  +10, Move Silently +17, Open Lock +17, Search +12, 
  Sleight-of-Hand +17, Spot +10, Tumble +17; Dodge, 
  Improved Initiative, Two-weapon fighting. 
   
  Light Sensitivity (Ex): Orcs are dazzled in bright 
  sunlight or within the radius of a daylight spell. 
   
  Possessions: +1 Mithral chain shirt, +1 heavy mace, 
  masterwork short sword, light crossbow, Gloves of 
  Dexterity +2. 
   
  Encounter Seven 
   
   
   
   
  Hawthorn Bittle, Bandit by Circumstance:  Male 
  Halfling Drd 3 Ran 3; CR 6; Small Humanoid 
  (Halfling); HD 8d8+16; hp 52; Init +2; Spd 20 ft.; AC 17 
  (touch 13, flat-footed 15; +1 size, +2 Dex, +3 hide, +1 
  light shield); Base Atk +7/+2; Grp +4; Atk +9 melee 
  (1d6+1/x3, small lance) or +9 melee (1d6+1/19-20, 
  URD6-02 Forged in the Vale 
   
  Page 22 
  
  small longsword) or +11 ranged (1d3, small sling); Full 
  Atk +9/+4 melee (1d6+1/x3, small lance) or +9/+4 
  melee (1d6+1/19-20, small longsword) or +11/+6 
  ranged (1d3, small sling); SA Halfling traits, Favored 
  Enemy (Orc) +2; SQ Halfling traits, Spontaneous 
  Casting, Animal Companion, Nature Sense (+2 KN:  
  Nature and Survival checks), Wild Empathy (1d20+11), 
  Woodland Stride, Trackless Step, Resist Nature’s Lure 
  +4; AL CN; SV Fort +11, Ref +8, Will +7; Str 12, Dex 15, 
  Con 14, Int 12, Wis 13, Cha 12. 
   
  Skills and Feats:  Climb +0, Handle Animal +12, 
  Heal +6, Hide +6, Jump +0, Knowledge (Nature) +13, 
  Listen +14, Move Silently +4 Ride +15, Search +2, Spot 
  +10, Survival +8; Endurance, Mounted Combat, Rapid 
  Shot, Ride-By Attack, Spirited Charge, Track. 
   
  Possessions: Small hide armor, small sling, small 
  longsword, small wooden shield, 12 sp. 
   
  Halfling traits (Ex):  +2 morale bonus on saving 
  throws against fear.   
   
  Druid Spells Prepared (5/4/2; base DC = 12 + spell 
  level): 0— Create water (x2), cure minor wounds, purify 
  food & drink (x2); 1st— Cure light wounds (x2), entangle, 
  speak with animals; 2nd — Barkskin, fog cloud. 
   
  Ranger Spells Prepared (1; base DC = 12 + spell level):  
  1st—  Resist Energy. 
   
  Gemma, Riding Dog Animal Companion: Female 
  Animal; CR 3; Medium Animal; HD 6d8+12; hp 39; Init 
  +2; Spd 40 ft.; AC 20 (touch 12, flat-footed 18; +2 Dex, 
  +8 natural); Base Atk +4; Grp +8; Atk +8 melee (1d8+6, 
  bite); Full Atk +8 melee (1d8+6, bite); SA Trip; SQ 
  Devotion (+4 on Will saves vs. Enchantments), 
  Evasion, Low-light vision, scent; AL N; SV Fort +6, Ref 
  +6, Will +2; Str 18, Dex 17, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats:  Jump +8, Listen +7, Spot +7, Swim 
  +3, Survival +1; Alertness, Improved Natural Attack, 
  Run, Track. 
   
  Trip (Ex):  A riding dog that is war trained and 
  hits with a bite attack can attempt to trip the opponent 
  (+1 check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity.  If 
  the attempt fails, the opponent cannot react to trip the 
  wolf. 
   
  Halfling Bandit: Male or Female Halfling War1; CR 
  1/2; Small Humanoid (Halfling); HD 1d8+1;hp 6; Init 
  +1; Spd 20 ft.; AC 16 (touch 12, flat-footed 15; +1 size, +1 
  Dex, +3 studded leather, +1 light shield); Base Atk +1; 
  Grp -3; Atk +3 melee (1d6/19-20, small longsword) or 
  +4 ranged (1d3, small sling); Full Atk +3 melee (1d6/19-
  20, small longsword) or +4 ranged (1d3, small sling); SA 
  Halfling traits; SQ Halfling traits; AL CN; SV Fort +4, 
  Ref +2, Will +2; Str 11, Dex 13, Con 12, Int 10, Wis 9, 
  Cha 8. 
   
  Skills and Feats:  Climb +2, Hide +4, Jump -4, Listen 
  +3, Move Silently +1; Iron Will. 
   
  Possessions: Small Sling, Small Longsword, Studded 
  Leather armor, light wooden shield, 2 days rations, 1d6 
  cp. 
   
  Halfling traits (Ex):  +2 morale bonus on saving 
  throws against fear. 
   
  Riding Dogs: Female and Male Animals; CR 1; 
  Medium Animal; HD 2d8+4; hp 13; Init +2; Spd 40 ft.; 
  AC 16 (touch 12, flat-footed 14; +2 Dex, +4 natural); 
  Base Atk +1; Grp +3; Atk +3 melee (1d6+3, bite); Full 
  Atk +3 melee (1d6+3, bite); SA Trip; SQ Low-light 
  vision, scent; AL N; SV Fort +5, Ref +5, Will +1; Str 15, 
  Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats:  Jump +8, Listen +5, Spot +5, Swim 
  +3, Survival +1; Alertness, Track. 
   
  Trip (Ex):  A riding dog that is war trained and 
  hits with a bite attack can attempt to trip the opponent 
  (+1 check modifier) as a free action without making a 
  touch attack or provoking an attack of opportunity.  If 
  the attempt fails, the opponent cannot react to trip the 
  wolf. 
   
  URD6-02 Forged in the Vale 
   
  Page 23 
  
  Appendix Five: Atherlea 
   
  Atherlea (Large Town): Conventional (mayor and town council); AL NG; 3000 gp limit; Assets 675,000 gp; Population 
  4500 (+1500 refugees); 85% halfling, 10% gnome, 5% other races. 
  Authority figures: Thorbert Bulz (m Halfling Ari4), Mayor; Marigold Cheever (f Halfling Clr9), Head Priestess of 
  Yondalla and town council member; Veldrik (m half-elf Exp4), merchant and town council member; Tansy Roothollow 
  (f Halfling Com3), town council member; Matron Cinda Finel (f Halfling Pal3/Ftr2/Knight Protector 1), Deputy 
  Warder; Fyrin Methers (m Halfling Ftr3), Emergency Marshall 
  Important characters: Carrow Diens (m Halfling Exp3), owner of the White Rose Inn; Tira Stillwater (f Halfling Exp3), 
  owner of the Brindle Bulldog Inn; Kero Landreckstingferhorlun (m gnome Clr5 [Garl Glittergold]); Tarn the Restless 
  (m Halfling Clr4 [Fharlaghn]); Luidra Gaern (f human [Flan/Suel] Clr4 [Pelor]) 
  Places of Interest (note: all buildings are scaled for Small humanoids unless otherwise indicated): the White Rose Inn 
  (mixed structure; some accommodations for Medium humanoids); the Brindle Bulldog Inn; the Tree and Tankard (pub 
  only); Veldrik’s General Store (scaled for Medium humanoids); temples to Yondalla, Garl Gilttergold, Fharlaghn (mixed 
  structure that can accommodate Medium humanoids), Pelor (scaled for Medium humanoids), Phyton (mixed structure). 
  URD6-02 Forged in the Vale 
   
  Page 24 
  
  Appendix Six – Alternate Dialogue 
  Alternate dialog for Encounter Six: 
  You have not been on the road long when a Halfling man, mounted on a war dog, emerges from the bushes. 
  He takes up a position in front of you, the lance in his right hand pointed negligently at the ground. 
  “Greetings, adventurers,” he says. “Returning without the weapons, are we?” He makes a few tsk-ing noises. 
  “That’s too bad. Apparently this isn’t your day. You see, my friends and I,” he gestures, and more small figures 
  emerge from the bushes to take up positions behind you. “My friends and I have grown tired of waiting for 
  the Duchy authorities to get off their noble Suel backsides and do something about the orc problem. We’ve 
  decided to take a more…proactive approach. Which brings us to the robbery portion of the afternoon. We 
  wanted those nice, shiny weapons, but really, coin will do just as well” He gestures with the lance. “Your 
  purses, if you please, and any valuables you may happen to have. You will be allowed to leave with your 
  animals and your personal gear.”  
  If the PCs choose to fight right away, roll initiative and proceed. If the PCs negotiate, they may learn more about their 
  “bandit”. 
  Hawthorn Bittle is not a bad person, but he is frustrated by the state of affairs in the Vale.  After many of his friends 
  nearly starved before the Siege of the Vale pushed the orcs out of the major towns, Hawthorn turned to banditry to 
  survive.  If pressed, he admits that he takes from orcs and halflings alike, but justifies it by saying that almost everyone 
  has more than he and his friends do.  Besides, he sells everything back to the Halflings, doesn’t he? And with hardly any 
  mark-up. 
  Hawthorn attempts to play on the characters’ sympathies, emphasizing the poor state of affairs in the Vale and that at 
  least HE is doing something. 
  If the PCs give him and his friends at least 200 gold pieces worth of money or items, they will receive 
  Hawthorn’s favor. If they offer less, Hawthorn will accept and let them go with a DC 20 Diplomacy check. If 
  they intend to give nothing, they’ll need to make a DC 35 Diplomacy check or be attacked by the bandits.  Any 
  attack will be timed for effectiveness; most likely farther down the road as an ambush from cover. 
   
  URD6-02 Forged in the Vale 
   
  Page 25 
  
  DM Map 1 – The Barn 
   
   
   
   
   
   
  URD6-02 Forged in the Vale 
   
  Page 26 
  
  Player Handout One – Map of the Vale 
   
   
  Each Hex = 30 Miles
  URD6-02 Forged in the Vale 
   
  Page 27 
  
  Player Handout Two – For White Hart Characters 
   
  <Character’s Name>, 
  There are those concerned with the direction that our new Regent may take us.  Most recently we have heard 
  that he is turning his gaze towards the Vale and has tasked the Ducal Guard to hire adventurers to investigate 
  it further.  We ask that you sign up for this expedition and report back to us on what your find out.   
   
  Note that the White Harts are also concerned with the Honorable Chamber’s long neglect of the Vale and do 
  not, at this time, wish to interfere with Ellis; we simply ask that you give us a full report on whatever you find 
  out.  Ellis has shown some animosity towards those who have more faith in the Duke’s sons, so we encourage 
  you to keep your allegiance secret.  Please leave your report in the leftmost public offering box at the temple 
  of Lendor. 
   
  Thank you for your loyalty to the Duke and the Duchy, 
   
  <Seal of white hart on a black background>  
  Player Note: Before the ARs are handed out, let your judge know if you submit such a report. 
   
   
   
  Player Handout Three – For Keepers and Halflings of the Vale 
   
  Notes on your Homeland:  The Vale has long stood as a region closely allied to the Duchy and had always been a 
  peaceful, prosperous land. Its mostly-Halfling population farmed the rich soil, producing a good part of the Duchy’s 
  crops. It had always been a peaceful land with little formal government and no need for a standing army. 
  In CY 593, orcs suddenly invaded the Vale from the caverns beneath the Cairn Hills. Your people were  driven from 
  their homes, and orcs rampaged over the countryside. It was only through Yondalla’s warning that the Keepers and 
  assorted adventurers were able to get most of the Halflings to safety. 
  It took until CY 594 for the Honorable Chamber to authorize a counterstrike.  The Duke’s elite Bar Rampant cavalry and 
  several units of Ducal Guard soldiers (augmented with assorted heroic adventurers), broke the back of the main orcish 
  force and drove the orcs back. All the major towns in the Vale were re-taken. The orcs were not driven out altogether, 
  however.  
  The Duchy has done nothing more to help and hundreds of orcs still remain in the smaller towns, villages, and hamlets 
  at the edges of the Vale.  Many Halfling refugees have been unable to return to their homes and discontent with the 
  Duchy is growing. 
   
  URD6-02 Forged in the Vale 
   
  Page 28 
  
  Player Handout Four – For White Bear Characters 
   
  SECRET  
   
   
   
   
   
   
   
  SECRET 
   
   
  Ducal Diplomatic Corps 
  Order of the White Bear 
  Briefing:   
  The Vale has long stood as a region closely allied to the Duchy and had always been a peaceful, prosperous land. 
  Its mostly-Halfling population farmed the rich soil, producing a good part of the Duchy’s crops. In CY 593, orcs 
  invaded the Vale, pouring from beneath the Cairn Hills. The peaceful Vale Halflings were killed or driven from 
  their homes, and orcs rampaged over the countryside. In CY 594 the Honorable Chamber authorized a 
  counterstrike.  The Duke’s elite Bar Rampant cavalry and several units of Ducal Guard soldiers (augmented with 
  assorted heroic adventurers), broke the back of the main orcish force and drove the orcs back. All the major 
  towns in the Vale were re-taken. The orcs were not driven out altogether, however. Hundreds of them still 
  remain in the smaller towns, villages, and hamlets at the edges of the Vale. Many Halfling refugees have been 
  unable to return to their homes and there is concern that discontent with their alliance with the Duchy is 
  growing. 
  Orders:   
  It has come to the attention of the DDC that Regent Ellis Lorinar is hiring investigators to explore the current 
  situation in the Vale.  While the Order of the White Bears has not been officially assigned to this task, you are 
  asked to sign up for the expedition and submit a full report of your findings directly to Speaker Toris Sallavarin.  
  Please do not advertise your White Bear connection during this assignment, but do not forget to carry yourself 
  in a manner that would do us proud.  Destroy these orders after reading. 
  Player Note: Before the ARs are handed out, let your judge know if you submit such a report.  You may use this 
  adventure for White Bear Banked Time Units if you are assigned to the Duchy of Urnst. 
   
  Player Handout Five – For Scarlet Bear Characters 
   
  TOP SECRET 
   
   
   
   
   
   
   
  TOP SECRET 
   
   
  Ducal Diplomatic Corps 
  Order of the Scarlet Bear 
  Briefing: 
  The Vale has long stood as a region closely allied to the Duchy. Its mostly-Halfling population farmed the rich 
  soil, producing a good part of the Duchy’s crops.  In CY 593, orcs invaded the Vale, pouring from beneath the 
  Cairn Hills. The peaceful Vale Halflings were killed or driven from their homes, and orcs rampaged over the 
  countryside.  In CY 594 a Ducal force broke the back of the main orcish force and drove the orcs back. All the 
  major towns in the Vale were re-taken.  Reports say that hundreds of orcs remain in the smaller towns, villages, 
  and hamlets at the edges of the Vale and are disrupting the production of food and other goods. 
  Orders:   
  Regent Ellis Lorinar is sending a team to investigate the current situation in the Vale.  You are asked to join the 
  team and assist them to your full abilities.  Upon your return report for a full debriefing.  Destroy these orders 
  after reading. 
  Player Note: Before the ARs are handed out, let your judge know if you are reporting for debriefing.  You may use this 
  adventure for Scarlet Bear Banked Time Units. 
   
  URD6-02 Forged in the Vale 
   
  Page 29 
  
  Player Handout Six – For Shadow Bear Characters 
   
  TOP SECRET 
   
   
   
   
   
  TOP SECRET 
   
   
   
  Ducal Diplomatic Corps 
  Order of the Shadow Bear 
   
  Briefing: 
  The Vale has long stood as a region closely allied to the Duchy. Its mostly-Halfling population farmed the rich 
  soil, producing a good part of the Duchy’s crops.  In CY 593, orcs invaded the Vale, pouring from beneath the 
  Cairn Hills. The peaceful Vale Halflings were killed or driven from their homes, and orcs rampaged over the 
  countryside.  In CY 594 a Ducal force broke the back of the main orcish force and drove the orcs back. All the 
  major towns in the Vale were re-taken.  Reports say that hundreds of orcs remain in the smaller towns, villages, 
  and hamlets at the edges of the Vale and are disrupting the production of food and other goods. 
  Orders:   
  Regent Ellis Lorinar is sending a team to investigate the current situation in the Vale.  You are asked to join the 
  team and assist them to your full abilities.  Upon your return report for a full debriefing.  Destroy these orders 
  after reading. 
  Player Note: Before the ARs are handed out, let your judge know if you are reporting for debriefing.   
  URD6-02 Forged in the Vale 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Duchy of Urnst/596/Normal Scenarios/URD6-02 - Forged in the Vale (APL 2-8)/URD6-02 - Forged in the Vale.pdf