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 Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, 
  please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can 
  sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, LIVING GREYHAWK, D&D REWARDS, RPGA, Player’s Handbook, 
  Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, in the US and other 
  countries. This material is protected under the copyright laws of the United States of America. Any reproduction or 
  unauthorized use of the material or artwork contained herein is prohibited without the express written permission of 
  Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or 
  events is purely coincidental. © 2006 Wizards of the Coast, Inc and the adventure author or authors. 
   
   
   
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  For questions specific to this document and your region, please e-mail your triad point of contact (POC) at 
  baparis@ozemail.com.au; for LIVING GREYHAWK campaign questions email rpgahq@wizards.com. 
  PERI6-02 
   
   
   
   
   
   
  Supply Run 
   
  A One-Round D&D LIVING GREYHAWK®  
  Perrenland Regional Introductory Adventure 
  Version 1.4 
  Round 1 
  by Frank Mikes and Greg Jones 
  Edited by Bruce Paris 
   
  The Kershane Pass is at the crossroads between Perrenland and Highfolk. It is also the site of one of 
  Perrenland’s bloodiest battles, and home to four different Clans. With Iuz no longer attacking The Pass, 
  tension between the Clans is increasing. Are you willing to help the Auszug in this time of trouble and 
  travel through The Pass to resupply the soldiers of Perrenland? A Perrenland Regional Introductory 
  Adventure for 1st Level characters only. 
  
  RPGA SANCTIONED PLAY 
  Most likely you ordered this adventure as part of 
  an RPGA even from the RPGA website, or you 
  received it from your senior gamemaster. To play 
  this adventure as part of the LIVING GREYHAWK™ 
  campaign—a worldwide, ongoing D&D campaign 
  set in the GREYHAWK setting—you must sanction it 
  as part of an RPGA event. This event could be as 
  elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at 
  least a HERALD-LEVEL gamemaster. The person 
  who sanctions the event is called the senior 
  gamemaster, and is in charge of making sure the 
  event is sanctioned before play, runs smoothly on 
  the date sanctioned, and then reported back to the 
  RPGA in a timely manner. The person who runs 
  the game is called the table Dungeon Master (or 
  usually just DM). Sometimes (and almost all the 
  time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if 
  you are not the senior GM.  
   
  By sanctioning and reporting this adventure 
  you accomplish a couple of things. First it is an 
  official game, and you can use the AR to advance 
  your LIVING GREYHAWK character. Second player 
  and DMs gain rewards for sanctioned RPGA play 
  if they are members of the DUNGEONS & DRAGONS 
  REWARDS program. Playing this adventure is worth 
  one (1) point.  
   
  This adventure retires from RPGA-sanctioned 
  play on December 31, 2007.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO 
  FURTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther 
  than this section, you’ll know too much about its 
  challenges, which kills the fun. Also, if you’re 
  playing this adventure as part of an RPGA-
  sanctioned event, reading beyond this point 
  makes you ineligible to do so.  
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need 
  copies of the following D&D books: Player’s 
  Handbook, Dungeon Master’s Guide, and the 
  Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Sidebars contain 
  important information for you, including special 
  instruction on running the adventure. Information 
  on nonplayer characters (NPCs) and monsters 
  appear in abbreviated form in the adventure text. 
  Full information on NPCs and monsters are given 
  in Appendix 1.  
   
  Along with this adventure you’ll find a RPGA 
  Table Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR).  
  LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to 
  LIVING 
  GREYHAWK 
  games, 
  this 
  adventure’s 
  challenges are proportionate to the modified 
  average character level of the PCs participating in 
  the adventure. To determine this modified Average 
  Party Level (APL) follow the steps below: 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), 
  other 
  than 
  those brought 
  by virtue of a 
  class 
  ability 
  (such 
  as 
  animal 
  companions, 
  familiars 
  paladin’s 
  mounts) or the 
  warhorse of a 
  character with 
  the 
  Mounted 
  Combat 
  feat, 
  use 
  the 
  sidebar 
  chart 
  to 
  determine 
  the number of 
  CR 
  1 
  2 
  3 
  4 
  1/4 
  and 
  1/6 
  0 
  0 
  0 
  1 
  1/3 
  and 
  1/2  
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  5 
  6 
  7 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  7 
  7 
  9 
  10 
  11 
  PERI6-02 Supply Run 
   
  Page 1 
  
  levels you add to the sum of step one. Add 
  each character’s animals separately. Animals 
  with different CRs are determined separately 
  using the chart; then, take the highest CR 
  animal (or animals), and add 2 (drop 
  fractions). This result is the effective character 
  level for a mixed-CR group of animals. A 
  single PC may only bring four or fewer 
  animals of this type.  
  3. Sum the results of step 1 and 2, and divide by 
  the number of characters playing in the 
  adventure. Round up to the nearest whole 
  number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  Throughout this adventure, APLs categorize the 
  level of challenge the PCs face. APLS are given in 
  even-numbered increments. If the APL of your 
  group falls on an odd number, ask them before the 
  adventure begins whether they would like to play a 
  harder or easier adventure. Based on their choice, 
  use either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  and gold a PC can gain at the end of the 
  adventure. 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 receives only one-half of the experience 
  points and gold for the adventure. This simulates 
  the fact that either the PC was not challenged as 
  much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels 
  higher than the highest APL supported by the 
  adventure may not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for 
  APL 2 and higher. Four or five 1st-level characters 
  may find the challenge of an APL 2 adventure 
  difficult. Suggest the following to these groups to 
  help increase their chances of success:  
  1. Enlist a sixth player. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, 
  set 
  in 
  Perrenland. 
   
  Characters 
  native 
  to 
  Perrenland pay one Time Unit per round; all others 
  pay two Time Units per round. 
   
  Adventurer’s Standard Upkeep costs 12gp per 
  Time Unit.  Rich Upkeep costs 50gp per Time 
  Unit.  Luxury Upkeep costs 100gp per Time Unit. 
  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 that does not pay for at least 
  Standard Upkeep may also avoid the above-
  described penalties by living off the wild.  If the 
  character possesses four or more ranks in the 
  Survival skill and succeeds at a 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 Kershane Pass is home to a number of 
  different groups of people: the Kershane elves, the 
  Fellkatz Vossers, the Guurhok hobgoblins and the 
  Roodenhund Roodbergs. The pass is named for 
  the Kershane elves, who were the original 
  inhabitants of the area, having established a small 
  Kingdom in the Pass over 1,000 years ago. These 
  elves, and their capital city, disappeared from the 
  Oerth over four hundred and fifty years ago, and 
  have only recently reappeared. They have since 
  become a part of Perrenland, given clan status 
  and a seat on the Cantonal council (which advises 
  and elects the Voormann). 
        The Fellkatz Vossers are a sept of the Vosser 
  Clan, which also dates back a thousand years. 
  While the history of that period is a little vague, it 
  appears that the Fellkatz and the Kershani lived in 
  relative harmony. The Flan people of the Fellkatz 
  developed under the guidance of the Kershane 
  elves and created several peaceful settlements in 
  The Pass. 
        In the early 2nd Century CY, the Clatspur 
  range, in which the Kershane Pass is situated, 
  was inundated with huge numbers of monstrous 
  humanoids. The most aggressive and successful 
  PERI6-02 Supply Run 
   
  Page 2 
  
  of these monstrous humanoids was an alliance of 
  hobgoblins called the Guurhok. The Guurhok 
  attacked the elves of the Kershane and their 
  Fellkatz allies, using their quick reproductive 
  cycles and long-term attrition to wear the elven 
  nation down. Added to this was the remarkable 
  level of discipline and training that the Guurhoks 
  had, and the fact that they worshiped Hextor 
  rather than a goblin deity. The Guurhok plan of 
  attrition worked, and in the year 142 CY they were 
  able to lay siege to the city of Kershane.   
        During this siege, the Oeridian people of the 
  Rood tribe attacked the Guurhoks and routed 
  them from the field, saving the elves of the 
  Kershane and their fair city. To celebrate the 
  victory, the Rood people were invited into the city, 
  something that had never been offered to a human 
  before.  Seeing the mass of wealth and the 
  magical wonders that the Kershani owned, the 
  Rood chieftain Tilfius Rood was overcome with 
  greed.  During the celebration the Roods attacked 
  their hosts, killing all they could find. In a final 
  desperate manoeuvre, the elven Archmage Dian 
  unleashed the power of the greatest artefact of the 
  Kershane people, the Kershinarim. Such was the 
  power of this artefact that all of the remaining 
  Roods were slain, and the remaining elves were 
  trapped within the ruins of the city. Nobody would 
  enter or leave the city for another four hundred 
  and fifty years. 
        The Rood tribe moved into this vacuum of 
  power and claimed much of the Kershane Pass for 
  themselves. Over the next four and a half 
  centuries they managed to claim almost the entire 
  Pass through repeated attacks and warfare upon 
  the remaining Kershani and Fellkatz people. At the 
  time of Concatonization, the Rood tribe became 
  the Roodberg Clan, and they were granted 
  rulership of the Clatspurg range, including the 
  Kershane Pass. 
        In more recent times, it has been revealed that 
  the Guurhok Nation has been a long time ally of 
  the Roodbergs, often assisting in the defence of 
  the Pass. The Guurhok have also been implicated 
  in attacks upon a number of Perrenland towns and 
  people, including the slaughter of a detachment of 
  the 6th Auszugen. However, due to their timely 
  help at the siege of St Cuthbert’s Monastery (594 
  CY), the Guurhok have been granted Clan status 
  within Perrenland in a similar manner to the 
  Kershani. 
        With all four of these groups living within the 
  same small geographic area, each with some 
  manner of claim to rulership of The Pass, tensions 
  are high. Only the threat of Iuz and his White Eye 
  bugbears prevents a Clan War. However, the war 
  is still a threat, and the Pass needs to be protected 
  from invasion. To manage this, the troops of the 
  four clans have been stationed in different areas of 
  the 
  Pass, 
  each 
  with 
  their 
  own 
  field 
  of 
  responsibility. Unfortunately, supplies are running 
  low, and the delivery of supplies is constantly 
  made more difficult by the combination of Iuzian 
  raids and the internal difficulties between the four 
  clan groups.  
  Adventure Summary 
  Introduction: The PCs are asked to deliver some 
  supplies to the four different clan groups that 
  reside within the Kershane Pass: the Kershani, 
  The Guurhok, the Roodenhund and the Fellkatz.  
  This task takes several days of travel, and the PCs 
  are paid for their time. 
  Encounter One: The PCs deliver the supplies to 
  the Guurhok Nation. The PCs have the opportunity 
  to talk with Gundag, one of the hobgoblin leaders. 
  Encounter Two: The PCs are ambushed on the 
  road by a group of goblin renegades. Upon 
  defeating the goblins, the PCs find indications of 
  where the goblin camp is situated. 
  Encounter Three: PCs may attack the goblin 
  camp, or fight off some scavengers. 
  Encounter Four: The PCs meet the Kershani. 
  This is a difficult meeting, as the Kershani are 
  wary of outsiders. If the PCs gain the trust of the 
  Kershani, they are asked to take a scrying device 
  to the Roodberg fortress. 
  Encounter Five: The PCs reach ForGardt, the 
  Roodberg fortress. The Roodberg commander 
  requests that the PCs do not deliver the supplies 
  to the Vossers. He claims that the Vossers are 
  beaten, and that the supplies will just end up in the 
  hands of the White-Eyes. 
  Encounter Six: If the PCs travel on to the Vosser 
  encampment, they are spotted on the way by an 
  Iuzian patrol. The Vossers create a diversion while 
  the PCs get the wagon under cover. The PCs can 
  now hand over the supplies they have for the 
  Vossers. The PCs are asked to escort one of the 
  wounded back to the Monastery. 
  Encounter Seven: The PCs are attacked by 
  Iuzian scouts while returning to ForGardt.   
  PERI6-02 Supply Run 
   
  Page 3 
  
  Encounter Eight: The PCs return to ForGardt, 
  and if they held back supplies from the Vossers 
  then this is now revealed. 
  Encounter Nine: The PCs return to St Cuthbert’s. 
  If they gave the supplies to the Vossers, the 
  Roodbergs send a pair of dire weasels after them. 
  Conclusion: The PCs return to the Monastery 
  and receive their payment. 
  Preparation for Play 
  IMPORTANT DM’s NOTE: There are a number of 
  special effects in play within the nation of 
  Perrenland at this time. See DM’s Aid One for 
  details.  
  Introduction 
  The PCs have recently arrived in the Kershane 
  Pass looking for employment opportunities.  By 
  coincidence, they arrived in time to witness the 
  unveiling of a commemorative statue dedicated to 
  Taanar VonOostl. 
  You have arrived at the Monastery of St. 
  Cuthbert on a chilly, spring day to witness the 
  unveiling of a statue to commemorate the 
  battle that took place here.  Soon an officer of 
  the Auszug steps onto a temporary platform 
  next to the covered statue and speaks: 
        “My friends,”  he says looking at the crowd, 
   “A few short years ago, valiant Perrenland 
  defenders defeated the combined forces of evil 
  Iuz and his mother Iggwilv near this very spot. 
  The leader of that force was Taanar VonOostl 
  and here, today I am proud to dedicate this 
  statue to him!” 
        He pulls a cord and the cloth drops, 
  revealing a statue of a stern-faced man in 
  armour. He is looking defiantly to the East. 
  Allow the PCs to introduce themselves at this 
  point. There are plenty of people willing to answer 
  questions, 
  and 
  any 
  questions 
  concerning 
  employment are answered by offering directions to 
  the Quartermaster of the garrison. 
  After the ceremony you head back to the town. 
  The Monastery of St. Cuthbert has always been 
  surrounded by a small town, but now the town 
  itself is also surrounded by the shanty huts of 
  refugees; the poor, often forgotten victims of 
  war. Along The Pass to the East, farms, towns 
  and villages were left in ruins by the invading 
  forces. It is said that skirmishes still take 
  place, just 50 miles away, in the hills where the 
  Clatspurs meet the Vesve Forest. 
        As you move through the streets you come 
  upon an elderly halfling in a worn, Auszug 
  uniform. He is attempting to load a wagon.  
  The tray of the wagon is at least a foot over the 
  halfling's head and he is having a hard time 
  loading what is obviously heavy cargo into it.  
  Dropping a barrel, he mutters a curse … 
  If the players don't do anything at this point he 
  turns towards them after a moment and say, "Hi 
  there, would you mind lending me a hand?"  
  Hopefully, the players will take the hint and help 
  him load the wagon. 
        There is an awful lot of cargo to load from the 
  warehouse but, with all of PCs helping, it happens 
  fairly quickly. 
        A DC 10 Spot check has the PCs notice that 
  each box or barrel has one of four different 
  symbols on it.  A claw, like that of a bird; a tree 
  with a large crescent moon above it, almost 
  shielding it; a mountain with a star above and on 
  either side of it; and a cat walking on two legs.   
        If any of the PCs ask what these symbols 
  mean, the Halfling will say:  
  "Those are the markings of the Clans that 
  these supplies are going to:  The Guurhok 
  Hobgoblins, 
  the 
  Kershane 
  Elves, 
  the 
  Roodenhund Roodbergs and the Fellkatz 
  Vossers!" 
        After the loading is finished, the halfling 
  leans against the wagon. "Thank you kindly 
  my friends, I could not have done it without 
  you.  My name is Gunnie Wintlesock and you 
  might be able help further if you are free for a 
  week or two and would like to earn some 
  coin?”  
  Hopefully the PCs take the hint and say “Yes!”. 
  Gunnie moves the wagon into the warehouse 
  and then leads you to another building with 
  guards at the door.  They let you move past, 
  with Gunnie in the lead, but still look stern and 
  hard. They are obviously veterans of the war.  
  Inside an office, Gunnie confers briefly with 
  another halfling who then gets up and opens a 
  door.  “Uberdritte Ottomere, I have Uberrotter 
  Wintlesock here with some people to see you." 
        Inside the office is an older man with a pot- 
  belly, wearing the colours of Clan Roodberg 
  PERI6-02 Supply Run 
   
  Page 4 
  
  with an Auszug officer’s tabard over the top. 
  He looks at Gunnie and says, "I see you may 
  have found some volunteers!" 
        "Finer people you will never find sir!"  the 
  halfling says and, with a start, you realise that 
  he is talking about you! 
        "So, are you people willing to take a supply 
  wagon from here … to the front line on the 
  edge of the Vesve Forest?  The pay isn't good, 
  but you can be sure that there are hundreds of 
  soldiers who want these supplies and they will 
  protect you at all costs." 
  Hopefully, the PCs agree to this proposal.  Once 
  they do, Ottomere briefs them on the mission and 
  provides them with a map (Player’s Handout #1). 
  They leave at dawn the next morning and will first 
  reach 
  the 
  Guurhok 
  encampment. 
  Ottomere 
  stresses that the hobgoblins are allies and are 
  wearing blue on red as a kind of uniform. They are 
  soldiers helping to hold the pass, now that most of 
  the regular army has left. 
        Further up The Pass is an area protected by 
  the Kershane Elves. Ottomere tells the PCs that 
  the Elves are somewhat reclusive and that the 
  PCs should not to be too concerned if they cannot 
  find them. In the past, the Elves have always 
  approached the supply wagon when they wanted 
  supplies. This happens somewhere near the 
  Sedhane Forest. 
        Near the end of the pass, at the very border of 
  The Vesve the PCs arrive at ForGardt; a newly 
  reconstructed Roodberg fortress commanding the 
  Nestor River crossing. The bulk of the supplies are 
  destined for this fortress.   
        Finally, the PCs must journey a little further 
  north where the Vossers have a camp. The 
  Vossers are still fighting skirmishes with the Iuzian 
  army, assisted by the Elves of Highfolk. There are 
  not many of them but Ottomere will point out that 
  these are the troops who are in most desperate 
  need of the supplies! 
        Extra food and tents will be provided, but he 
  stresses that the supplies in the wagons are solely 
  for those trusted with the defence of Perrenland, 
  and pilfering is a hanging offence in a time of war.  
   
  Development: Make sure that the players 
  understand that Ottomere is a Roodberg. This is 
  important for the conclusion, and Ottomere’s 
  reactions. The players should realize that the 
  actions and attitudes of the Roodenhund sept are 
  NOT supported by the majority of Clan Roodberg. 
  Encounter One: The Guurhok 
  The PCs travel for about a day and a half before 
  reaching the meeting point with the Guurhok, 
  nearly twenty miles from the Monastery. 
  Leaving the Monastery of St. Cuthbert, you 
  travel across the mighty Kershane River. From 
  here, the trail climbs the mountains before 
  you. The air is crisp and clean and, after a day 
  and a few miles, the only signs of habitation 
  are burned-out wagons, farm stadts, and the 
  occasional skeletons (some of whom still 
  clutch rusted weapons and wear rusted 
  armour). 
  None of the weapons or armour are useful, but 
  some could fetch a few gold pieces as mementoes 
  of the war. The GM should use this opportunity to 
  determine which characters are driving the wagon 
  and which are riding or walking, the marching 
  order. 
        The 
  characters 
  have 
  to 
  make 
  camp 
  somewhere along the road and this allows you to 
  determine the watches they are setting (eg. light 
  sources, etc). Nothing will happen during the night 
  but a GM can have some fun making characters 
  paranoid. 
        The next day, at around midday, the group 
  reaches the Guurhok camp. 
  As the sun finally reaches its zenith above you, 
  an abominable smell is carried along the wind 
  from the East. It gets worse as you continue 
  travelling, and is almost unbearable as you 
  crest a ridge. Before you are four large 
  humanoids with red-orange skin, holding 
  spears and wearing red and blue studded 
  leather armour. They stand before a low stone 
  wall about 80 feet away with several more 
  spears stacked along the wall next to them.  
  Beyond seems to be an entire village of these 
  creatures. 
  The hobgoblins do not attack unless attacked first, 
  but do not take kindly to anyone of elven heritage. 
  They mutter comments in their own language 
  (Goblin) and give angry stares, but that is all. If 
  confronted angrily by an elf, they flee. All 
  characters and the wagon are allowed to freely 
  enter the Guurhok camp. 
        One of the guards speaks passable Stamtaal 
  (Common) and will guide the PCs to the supply 
  point. It is little more than an open area with 
  several boxes and barrels with eight guards 
  around it. The PCs have to unload the supplies 
  PERI6-02 Supply Run 
   
  Page 5 
  
  themselves, while the guards watch with interest 
  (but do not help). If the PCs ask for help the 
  guards respond (most of them speak Stamtaal):  
  “Our orders are to guard and not to touch 
  supplies!” 
        After a while, a hobgoblin leader appears.  
  Strangely, he is not one of the large, burly 
  hobgoblins you have seen around the camp.  
  But rather he is much shorter and slimmer 
  than his fellows, yet dressed in red and blue as 
  are the others. His clothes, however, actually 
  seem clean and well cared for (if somewhat 
  gaudy and extravagant). Walking next to him 
  are two of the largest hobgoblins in the camp. 
  They are carrying wicked-looking spiked clubs. 
        “Greetings, I am Gundag.  I am sorry that 
  you have been kept waiting, allow me to offer 
  the hospitality of my people.” Gundag then 
  barks off a number of orders in Goblin.  
  Any PC that understands that language knows 
  that he has just instructed that guards to unload 
  the remaining supplies for the Guurhok, and only 
  those supplies. 
  Gundag offers you all food and wine, and 
  engages you in polite conversation about 
  recent events in Perrenland, and in particular 
  the war against Old Wicked. 
  The PCs find Gundag to be remarkably cultured 
  and intelligent for a hobgoblin. He feels cursed 
  with intelligence, for while it has allowed him to 
  raise himself to become sub-chief of the Guurhok 
  and even become one of the chief negotiators with 
  Clan Roodberg, he feels isolated among his own 
  people. He detains the PCs as long as he can by 
  talking about anything that might be on their 
  minds. He desperately tries not to offend them and 
  extends any conversation as long as possible. 
        This roleplaying encounter is designed to show 
  that while most hobgoblins are truly monsters, 
  some can be different.  Play Gundag as if he were 
  “a slightly nerdy kid from school”.  He is smart - 
  but has no close friends. Eventually it is time for 
  the PCs to go, and Gundag bids them farewell. 
  All APLs 
   
  Gundag: Male hobgoblin Brd4; hp 22; Bluff 
  +8, Diplomacy +12, Sense Motive +8, Speak 
  Goblin, Common, Elven, Old Oeridien. 
  Encounter Two: The 
  Renegades 
  As the PCs continue their journey through the 
  Kershane Pass, they are attacked by goblin 
  renegades.  These goblins want no part in the 
  Guurhok alliance, and wish to follow the traditional 
  goblin ways as dictated by the holy scriptures of 
  Maglubiyet, the goblin deity.  
  This encounter takes place about 12 miles, and 
  one day’s travel, past the Guurhok camp. This is 
  an “ambush in waiting” from a group of four 
  goblins. These goblins are unaffiliated with any of 
  the four clans of the Kershane Pass and have 
  been hit even harder by the famine than the 
  Perrenders.  Hunting and gathering has become 
  extremely difficult in the Pass over the last year, 
  and so they have turned to banditry. 
  The encounter distance, and whether or not the 
  PCs are surprised, is determined by their spot 
  checks.  The encounter distance is the PCs Spot 
  check, minus 15 (the goblin’s hide), multiplied by 
  10ft. eg. PC spot of 16 would be 10ft., 17 would be 
  20ft, etc.  The goblins attack once the PCs come 
  within 30ft., so unless a PC gets an 18 or better, 
  the party is surprised. 
   
  Creatures: There are four goblins here, who 
  are in desperate need of supplies. They attack the 
  PCs from ambush if possible, as soon as the PCs 
  get within 30 feet of them. 
  APL 2 (EL 3) 
  Mograt: Male goblin Rgr2; hp 13; see Appendix 
  One. 
  Goblins (3): ; hp 5 each; see Appendix One. 
  Tactics: Unless discovered the goblins wait until 
  the PCs and the wagon are within 30ft.  They then 
  throw their spears, and Mograt fires his crossbow. 
  The three normal goblins will then draw clubs and 
  try to jump into the wagon and take control of it, 
  while Mograt keeps firing. 
        If by some chance they do gain control of the 
  wagon, they try to get it one mile up the path 
  where it can be driven behind a small, isolated 
  (and well hidden) gully where they have their 
  camp. 
        Any goblin reduced to two hit points or less will 
  attempt to flee. Any captured goblins reveal their 
  plan and their hidden campsite (where PCs who 
  have lost the supplies can recover them). The 
  leader flees if two of his cohorts are downed or 
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  flee. If the leader is killed, then all the remaining 
  goblins flee. 
  Treasure: The goblins have little of value, being 
  renegades themselves. The exception is Mograt’s 
  crossbow, which he pilfered from a dead Auszug 
  soldier.  
  APL 2: Loot – 5 gp, Coin – 0 gp, Magic – Small 
  Light Crossbow +1- (195 gp). 
  Development: If the PCs follow the fleeing 
  goblins, or look for tracks, go to Encounter 3a.  
  Otherwise, go to Encounter 3b.  
        The PCs may decide to head back to the 
  Guurhok camp after this and confront Gundag. If 
  confronted, he will apologize and tell the PCs that 
  these are renegade goblins who have no 
  association with the Guurhoks. Gundag will 
  happily execute any prisoners that the PCs bring 
  back. He offers the hospitality of the camp and has 
  a cleric heal any wounded PCs. 
  All APLs 
  Mollek: Male hobgoblin Clr3 (Hextor); hp 21; 
  Spells: Cure Moderate Wounds x1, Cure Light 
  Wounds x2. 
  Encounter 3a: The Goblin 
  Camp 
  The PCs can enter this encounter in one of three 
  ways. They can follow any fleeing goblins; they 
  can interrogate any captured goblins; or they can 
  look for tracks. Following fleeing goblins is easy, 
  so long as the PCs keep moving (i.e. no pausing 
  to cast buff or healing spells).  
        If the PCs capture a goblin, it can be 
  successfully interrogated with a DC 12 Intimidate 
  check. If the PC is of Medium size, then he/she 
  receives a +4 to this check. Success indicates that 
  the goblin reveals the location of the camp, who is 
  there and why they attempted to raid the wagon. 
        If the PCs look for tracks, they will require a 
  DC 14 Search check, or a DC 10 Survival check if 
  they have the Track Feat.  Once found, the path 
  that leads back to the goblin camp is easy to 
  follow. 
        The path is less than a mile long, before it 
  suddenly opens into a small box-canyon. The path 
  is the only way in or out of the canyon, so the 
  goblins cannot retreat any further. The PCs can 
  attempt an ambush if none of the goblins escaped, 
  otherwise the camp is alerted. 
        The camp is small, and there is only the 
  shaman and some non-combatants here. If the 
  PCs speak goblin, they can attempt to negotiate 
  with the shaman, otherwise the shaman will attack 
  to protect his people. 
   
  Creatures: There are three heavily pregnant 
  goblin women and a dozen goblin children in this 
  camp, plus the goblin shaman. None of the 
  women and children are armed, and killing them 
  should be considered an evil act. The shaman will 
  attack unless the PCs speak goblin and attempt 
  diplomacy. 
  APL 2 (EL 2) 
  Nork the Shaman: Goblin Clr2 (Maglubiyet); 
  hp13; see Appendix One. 
  Goblin Women (3): hp 3, 3, 2; non-combatants. 
  Goblin Children (12): hp 1 each; non-
  combatants. 
  Tactics: Unless the PCs try to negotiate, the 
  shaman will start by casting protection from good, 
  then engage in melee combat. He will fight to the 
  death to protect the women and children. 
   
  Treasure: While there is a lot of basic 
  equipment in this camp, none of it has any real 
  value. The only loot worth taking belongs to the 
  shaman.  
  APL 2: Loot – 8 gp, Coin – 0 gp, Magic – Potion of 
  Cure Light Wounds x 3 - (4 gp each). 
   
  Development: If the PCs try to negotiate with 
  Nork, they will need to speak in Goblin, and make 
  a DC 12 Diplomacy check to convince Nork that 
  they are genuine. If the PCs fail this check, Nork 
  assumes they are lying and will attack.  
        If the PCs get Nork to talk, they can then 
  negotiate a peaceful surrender with a DC 15 
  Diplomacy check.  Alternatively, the PCs can try 
  force a surrender by succeeding on a DC 15 
  Intimidate check, with a +4 modifier if the PC is 
  Medium size. Nork realises that he is in a bad 
  situation, and accepts almost any terms that mean 
  his people will live. 
   Encounter 3b: That’s my 
  roadkill, I saw it first! 
  If the PCs ignore the path to the goblin 
  encampment, then they are attacked by wolves, 
  who are intent upon the bodies of the dead 
  goblins. The wolves are willing to risk the 
  presence of live people due to hunger. 
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        These scavengers would be gone by the time 
  the PCs return from the goblin camp, so this 
  encounter is not run if the PCs choose to do 
  Encounter 3a. 
        This encounter occurs after the battle against 
  the goblins, but before the PCs start moving again. 
  The PCs should have time to cast healing spells, 
  but should not begin travelling. 
   
  Creatures: Hungry wolves have picked up the 
  scent of the dead goblins and have come to claim 
  the bodies. They are hungry enough to fight for the 
  food. 
  APL 2 (EL 2) 
  Wolves (2): hp 13 each; see Appendix One. 
  Tactics: The wolves attack the PCs to get at the 
  dead goblins. If the PCs throw the bodies to the 
  wolves, then the wolves drag them into the woods 
  and leave the PCs alone. If either wolf is reduced 
  to 2 hit points or less, it attempts to flee. 
   
  Treasure: The wolves have no treasure. 
  Encounter Four: The 
  Kershane Elves 
  In the evening of the day after leaving the goblin 
  camp the PCs enter a valley with a small creek 
  running through it. They can attempt to make a DC 
  22 Spot check to notice a figure crouching in some 
  bushes … watching them … 
  If none succeed, an arrow suddenly streaks out 
  and hits the side of the wagon!  An elf seems 
  to appear out of the undergrowth and says, 
  “Drop your weapons on the ground and none 
  of you will be harmed!  I am Renalidil of House 
  Nelinor Kershane!” 
  There are four more Kershane Elves hiding in the 
  area (which requires a DC 22 Spot check to 
  notice), but they do not attack unless the PCs 
  attack.  Renalidil demands that the PCs unload the 
  Kershane Elves supplies. If the PCs refuse he 
  makes comments about “insolent Perrenders” and 
  say that if they do not oblige, then they will have to 
  be blindfolded and brought to the Elven camp. It is 
  the PC’s choice.  
        During this time, Renalidil is arrogant in the 
  extreme. If there is an Elf in the party he asks how 
  they can tolerate being with such terrible 
  companions. 
  There are four basic resolutions to this situation: 
  • 
  If the PCs attack, the Elves fight back - but will 
  essentially melt back into the surrounding 
  terrain after several rounds.   
  • 
  If they are insulting to the Elves (but don’t 
  attack), then the goods are unloaded and the 
  PCs are allowed to move on. 
  • 
  If the PCs refuse to cooperate at all, they can 
  simply move off without delivering the supplies 
  to the Elves. In this case, the Elves will not 
  prevent it but the PCs do not receive the fee 
  that they normally would have for delivering 
  supplies to the Elves. 
  • 
  If the PCs agree to unload the goods or agree 
  to be blindfolded, and led to their camp 
  WITHOUT insulting Renalidil, then they hear 
  Renalidil’s proposal below: 
  After the supplies are unloaded, Renalidil 
  approaches you and says, “Perhaps I have 
  misjudged you.  We are, in truth, grateful for 
  what you have brought, and you do appear to 
  be friendly. You must understand that it has 
  been centuries since many of my people have 
  had to deal with people beyond our territory. 
  Our history is one filled with the treachery of 
  outsiders, and it is difficult for those of us who 
  remember the death of our parents (at the 
  hands of Tilfius Rood and his men). Let me 
  thank you once again, and ask if perhaps we 
  could prevail upon you to do us a favour?” 
  If the PCs seem amenable to this he continues: 
  “The Roods, or Clan Roodberg as they are now 
  known, have constructed a great fortress at 
  the east end of the Pass.  The Roodbergs have 
  not been our friends for over 450 years and we 
  cannot say we trust them now having placed 
  this fortress to the East and surrounding us 
  with their monstrous allies, the Guurhok, to the 
  North and South.  They profess that they are 
  friends, but history has taught us to be wary of 
  the Roods and their offers of friendship.” 
        “Since our kin are turned away at the gate 
  of this fortress, we have no way of knowing 
  what happens there, or what the Roods are 
  truly up to. Thus we would like you to place an 
  ear of our own there. Would you be willing to 
  do this for us?” 
  Renalidil will not be unhappy if the PCs refuse. If 
  they accept, he hands them a small, wooden 
  token about he size of a coin and asks them to 
  secrete it in the Roodberg Commandant’s office. 
  He explains that it is magical and that it allows the 
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  Kershane Elves to hear what is said in the office. 
  Renalidil does not offer any financial reward for 
  this and PCs asking for one are curtly refused 
  (with some of Renalidil’s arrogance returning). 
  Encounter Five: ForGardt 
  This encounter occurs in the evening, two days 
  after the PCs encounter with the Elves. 
  As the path begins to lead downward, you see 
  the valley laid out before you. It has been two 
  long days since you met the elves of the 
  Kershane, and according to your map you 
  should be close to the Roodberg fortress of 
  ForGardt. 
  Like 
  many 
  other 
  towns 
  and 
  fortifications in the pass, ForGardt was razed 
  during the Iuzian attack in 494CY. It must have 
  taken a great deal of effort for the Roodbergs 
  to have reconstructed the fortress so quickly. 
        The path turns north where a fortress, 
  almost gleaming in the sunshine, sits proudly 
  atop a hill that the deep cleft the river has 
  carved runs past. But it is only as you get 
  close that you can appreciate the true scale of 
  the fortification. Towers soar eighty feet in the 
  air and the walls team with armoured men. Ten 
  guards ride out to greet you as you approach 
  and form an escort to lead you into the 
  fortress. 
        The massive gates are opened and your 
  wagon clacks over the drawbridge. ForGardt is 
  even more impressive from within. The walls 
  are smooth and straight, clearly it has not yet 
  seen a battle. No arrow has scarred the stone, 
  and no hurled rock has dented these walls. 
        More cheerful Roodbergs wait for you in 
  the main courtyard. One steps forward and 
  says, “Greetings brave travellers! We are 
  indeed grateful for your arrival and you’ll find 
  our hospitality here far superior than any 
  found on the road so far, let me assure you of 
  that. But I am remiss, my name is Klaus Herrag 
  and while these men unload the supplies I am 
  ordered to direct you to Commandant Rolf 
  Roodenhund. He has assured me that he is 
  very keen to meet with you.” 
  The PCs can be as friendly or as paranoid as they 
  like but unless they do something incredibly stupid 
  they are extremely well treated by the Roodbergs. 
  Once they are ready Klaus directs them to 
  Commandant Roodenhund’s empty office. 
  “Ah, our Commandant is always busy.”  Klaus 
  says with a smile, “I hope he isn’t on another 
  one of his surprise inspections! Well anyway, 
  please wait here and I will find him.” Klaus 
  leaves you alone in the room. 
  This is an excellent time to plant the magical 
  listening device the PCs have if the Kershane 
  Elves gave it to them! A DC 10 INT checks 
  reminds the PCs of this. 
  A few minutes later Klaus and Commandant 
  Roodenhund enter the room. “Ah, my friends!” 
  Roodenhund greets. He is a short, roundish 
  man with a massive walrus moustache and 
  iron grey hair. “I am pleased you are here.  The 
  supplies you have brought are most welcome. 
  Most welcome indeed, and we shall show our 
  hospitality by inviting you to a feast tonight. 
  But please, first we must have business. Tell 
  me what your trip has been like to get here?” 
  If the PCs mention the attack of the Guurhok, 
  Roodenhund is shocked, and sympathize with the 
  PCs. He volunteers to have any wounded PCs 
  healed as soon as possible. If the PCs mention 
  the Elves Roodenhund chuckles a few times and 
  speaks many times of ‘cowardly Elves’; and 
  comments afterward that he has heard that the 
  Orcish word for Elven archer and coward are the 
  same! 
        If the PCs reveal that the Elves wish to spy on 
  him (and show him the magical device they were 
  provided), then he has it removed from the office 
  and says that it is sad that allies cannot trust each 
  other in dark times like these. He then reassures 
  the PCs that they have done the right thing. The 
  Kershane Elves have shown again how they 
  cannot be trusted. Someone who refuses to give 
  trust cannot expect to receive it. He rewards PCs 
  who reveal this to him with gold, and says that he 
  will not forget the trust they have shown in him 
  today. 
  Finally, Commandant Roodenhund sits back in 
  his chair. “I fear darker times lie ahead for you 
  my friends. We have very little control to the 
  east. It was left to Clan Vosser to press the 
  attack and as usual they have stuffed it up. Not 
  that I am ungrateful, they bought us enough 
  time to rebuild this fortress, but they do not 
  know when they are beaten. You see, there is a 
  very thin line between bravery and foolishness 
  and I’m afraid the Vossers have crossed it. 
  They refuse to retreat and have suffered 
  hideous losses.” 
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        “Unfortunately each loss strengthens our 
  enemies. The few White Eyes that have 
  managed to penetrate this far have all held 
  Vosser swords and wore Vosser armour.” He 
  then picks up and looks at the manifest of 
  cargo in the wagon. “Yes, I would expect this. 
  Among the other gear the Vossers are asking 
  you to deliver a magic sword, two wands and 
  several dozen potions and scrolls to them. I 
  implore you, do not deliver these goods to the 
  Vossers for if you do, they will be used against 
  us within the next two weeks. I also fear that 
  the Vossers may be selling these items to the 
  forces of Iuz for favours on the battlefield.” 
  Let the PCs argue this one out with Roodenhund. 
  Of course, if they agree not to take the magic 
  items he has no objections and will praise the PCs 
  again. If they do object (as they are likely to) then 
  read the below. 
  “All right, all right!” The Commandant says, “I 
  appreciate someone that follows orders. I 
  understand, but at least look at the situation 
  before giving the enemy powerful weapons. I 
  will have the remaining goods transferred to 
  another 
  wagon; 
  one 
  with 
  a 
  secret 
  compartment. When you leave, the magic 
  items will be hidden in that compartment 
  which is below the wagon’s seat. See what the 
  Vossers are like before you give them powerful 
  magic 
  that 
  will 
  likely 
  be 
  used 
  against 
  Perrenland, that is all I ask.” 
  The PCs are then led to comfortable quarters 
  inside the fortress. All their needs are catered for 
  including healing and cleaning. As night falls they 
  are asked to attend the feast. Food on plates is 
  piled high, food the PCs have brought to the 
  fortress. Everyone drinks to the PCs and they are 
  often clapped on the back or have mugs raised to 
  them in salute. 
        At one part of the feast, one of the soldiers 
  with bardic talents jumps up and begins to sing a 
  new song, ‘Warrior Rolf’, which refers to the 
  Commandant and his many heroic deeds in the 
  Battle of the Kershane Pass. Commandant 
  Roodenhund has the humility to look somewhat 
  embarrassed by this. 
        The bard then moves on to tell several Vosser 
  jokes at which the men laugh uproariously. An 
  example of one joke is below. 
  A man goes into a butcher shop and is looking 
  at what the butcher has for sale. He is thinking 
  of having his wife prepare brains and bacon, a 
  traditional dish. He sees that there are three 
  brains trays, one is labelled goat brains - 2 
  kleinmarks each. The next one is labeled cow 
  brains – 4 klienmarks. The final tray is labeled 
  Vosser brains – 80 grossmarks. The man 
  wonders why Vosser brains are so expensive 
  because it is well known that no Vosser is 
  smarter than a cow or a goat. So he asks the 
  butcher and the butcher said it is simple. We 
  had to kill 100 Vossers before we found one 
  with a brain. 
  If any PC decides to check on the wagon or 
  horses at any time, they find them in the castle’s 
  stable. All will be well, in fact, the new wagon is a 
  little nicer than the old with better padding on the 
  bench seat and a brake that works better. They 
  also notice (in a large stall/cage) a pair of Dire 
  Weasels. They are well chained and muzzled. The 
  guard, if asked, says that they were captured in an 
  old lair up in the mountains about 3 months ago 
  and that the soldiers have been trying to train 
  them. 
        The night passes uneventfully and, in the 
  morning when PCs will continue their journey to 
  Vosser territory, several of the troops wave a fond 
  farewell to them. 
  Encounter Six: Into the 
  Wilderness 
  Rattling over the bridge that spans the River 
  Nestor the wagon passes into another old 
  battlefield. Broken skeletons and rusted arms 
  and armour litter the area while a few, thin 
  scavenger birds pick through what happened 
  here a few years before. This is where the two 
  armies initially met, and the tough Perrenders 
  were forced to fall back to St. Cuthbert’s, 
  suffering terrible casualties. 
  The bodies have been well looted, but no effort 
  has been made to bury them.  Anyone making a 
  DC 10 Heal check will be able to tell that many of 
  the skeletons are of bugbears! 
  After ten more hours of travel you rise over a 
  small, barren hill. About 350 feet ahead, a large 
  group blocks the path you have been following 
  in what seems to be a barricade made of trees 
  and rocks! They see you at the same time and 
  suddenly start yelling. But these troops do not 
  wear any Perrender colours, and many of them 
  are bestial creatures. These must be the White 
  Eye bugbears that you have heard so many 
  stories 
  about! 
  They 
  quickly 
  organize 
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  themselves and start running toward you! As 
  they do, a voice comes from the side of the 
  road to your left: “Quickly, come this way. 
  Bring the wagon, quickly!” A man in a dark 
  brown cloak waves you to a rocky slope that 
  leads down into a ravine. 
  There are 25 bugbears and 10 humans in the 
  Iuzian forces, and they will run toward the PCs. 
  The humans will stop at 100’ and fire shortbows 
  while the bugbears will keep moving. 
        The man in brown is Dan Volkman, one of the 
  Vosser force resisting against the Iuzians. He will 
  not wait to explain anything, but will run down into 
  the ravine himself. Once the PCs are through he 
  will pull on a rope attached to a pole, this will bring 
  down a landslide over the mouth of the ravine 
  which will make it very difficult for the Iuzians to 
  follow. After that he will introduce himself and 
  suggest that they hurry to the Vosser camp.  
  He leads them through the foothills until they come 
  to a small creek. He will follow this upstream until 
  it exits from a cave. There he wades through calls 
  out “Tonder!” He receives the countersign of 
  “Flosh” and enters the cave. The water is only 
  knee deep and there is a ledge inside the cave 
  where the water flows past. On this ledge, roughly 
  35’ x 50’, are the 40 or so members of the Vosser 
  contingent. Cook fires are going as well as several 
  everburning lights. 
        Once again the PCs are greeted as heroes 
  with rugged good cheer, but this is far rougher 
  than ForGardt. Comments like, “Welcome to our 
  home, the locations good but the neighbours are a 
  bit noisy,” or “What took you so long? We ordered 
  this stuff ages ago. Hey, if it takes more than 30 
  minutes is it free?” 
        The PCs will be introduced to Tollan Keldrich, 
  the leader of this band, while the Vossers quickly 
  set about unpacking the wagon. If the PCs have 
  left the wands, sword and potions in the secret 
  compartment the Roodbergs hid them, Tollan asks 
  if they heard about his ‘father’s sword’. He 
  explains that he asked his family to send it to him 
  months ago, but he does not blame the PCs if he 
  can’t find it. If the PCs turn it over to him he thanks 
  them gratefully. 
        The Vossers host the party to simple meals 
  and a place to sleep, and agree to let Dan guide 
  them out in the morning. They would appreciate it 
  if the party could take one of their wounded men, 
  Foster Von Helstri, back with them. Foster has lost 
  his right leg above the knee and four fingers off of 
  his left hand. Foster is a wizard and while he can 
  still cast spells with one hand, the loss of his leg 
  makes him a liability. None of the clerics here 
  have the ability to heal such a serious wound, so 
  he needs to be taken back to St Cuthbert’s 
  Monastery. Despite his injuries, Foster is friendly 
  enough and is happy to regale the PCs with 
  stories of the battles against Iuz! 
        In the morning, Dan guides the PCs back 
  through mountain passes until they reach the main 
  path to ForGardt. It only takes about an hour but 
  they realize that with the path they took, they are 
  now only 7 hours away from the castle. 
  Encounter Seven: Return to 
  ForGardt 
  Since the PCs were spotted by the Iuzian border 
  patrol, bugbears have been out scouting the area 
  looking for any sign of them. One scouting patrol 
  was sent to watch the road to ForGardt, and spot 
  the PCs on their return journey! 
  You are less than an hour from ForGardt when, 
  rounding a bend in the road, you see a pair of 
  bugbears with shields that bear the mark of the 
  White-Eye Tribe. The bugbears notice you at 
  the same time, and one of them reaches for a 
  horn, while the other prepares to charge! 
  Have the PCs roll for initiative. This encounter 
  begins at 60’. The road is 15’ wide at this point. 
  Going off the road counts as being in difficult 
  terrain – half movement, no running or charging. 
   
  Creatures: The two bugbears facing the PCs 
  are younger members of the White-Eye Tribe. 
  They have been given instructions to alert the rest 
  of the unit to the PC’s location, and not to engage 
  them. However, the bugbears are young and keen 
  to make a reputation for themselves. They attack, 
  counting upon success and the idea that victory is 
  the best excuse! 
  APL 2 (EL 4) 
  White-Eye Bugbears (2): hp 16 each; see 
  Combat Appendix One. 
  Tactics: One of the bugbears takes the first round 
  to blow on his horn, and then charge into combat 
  in the second round. The other bugbear charges 
  immediately. The bugbears do not co-ordinate 
  well, as this is their first real fight. 
   
  Treasure: If the PCs are quick (1 round after 
  battle), then they have time to loot the bodies of 
  the bugbears before the next Iuzian patrol shows 
  up. 
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  APL 2: Loot – 4 gp, Coin – 0 gp, Magic – +1 
  Leather Armour x2 - (97 gp each). 
   
  Development: The PCs are now racing for 
  ForGardt against the Iuzian patrol. If the PCs 
  make every effort to move quickly, they get to the 
  fort without being attacked. If they decide to wait, 
  have another bugbear come out of the woods and 
  attack them. If this still doesn’t work, repeat as 
  necessary.  
  Encounter Eight: ForGardt 
  Redux 
  Once again you see the bulk of Castle 
  ForGardt before you.  A number of the 
  bugbears have come out of the woods and are 
  chasing you, but they break off persuit when 
  the fort comes into sight. As you clatter across 
  the bridge the Roodberg soldiers greet you 
  with good cheer and kind words. 
  On entering, the PCs notice that none of the 
  Roodbergs pays even the slightest attention to 
  Foster. They are studiously ignoring him. The 
  wagon is brought to the stables again, and Klaus 
  Herrag move to inspect the wagon, revealing the 
  secret compartment. 
        If the PCs kept the items hidden, he smiles 
  broadly at them and holds up the sheathed sword. 
  “Well done my friends. You have stopped the 
  weapons of our ‘allies’”, he fills the word with 
  scorn as he looks at Foster, “from being used 
  against us.” 
        Meanwhile Foster looks on in horror.  “You 
  kept supplies from us?”  He then begins to 
  swear and curse at you.  The Roodberg 
  soldiers merely laugh at the display until one 
  of them cuffs the wounded mage.  “Know your 
  place dog!”  Foster falls to the ground and the 
  Roodberg’s laugh even louder. 
  The items are kept by the Roodbergs but the 
  Commandant provides a letter stating that he is 
  holding the goods so that they did not fall into the 
  hands of the enemy.   
        If the PCs turned over the supplies to the 
  Vossers, Klaus looks up from the compartment.  
  “What is this? You have given supplies to our 
  enemies? How could you?” 
        Foster then stands, “That’s right dog! 
  These people did their job, something you 
  Roodbergs could learn from. You could have 
  helped us at any time but . . .” At this point a 
  Roodberg cuffs him and he falls to the ground. 
        Klaus calls for peace and says, “It is 
  alright. These good people were under orders 
  and only did what they were told. Although 
  they have hurt us we cannot blame them for 
  that.” 
  Either way, the PCs receive accommodation for 
  the night and healing if they require it. Foster is not 
  be assisted unless the PCs insist upon it and, if 
  they do, he will be sneered and laughed at the 
  entire time. For the most part, Foster tries to stay 
  with the PCs and avoid the Roodbergs. 
  Encounter Nine: The Return 
  Journey 
  If the PCs turned the Vossers’ goods over to the 
  Roodbergs, the return trip is unpleasant but not 
  hazardous. Foster glares at the PCs and calls 
  them “thieves and traitors”! He states that he will 
  report them for dereliction of duty and says that he 
  would do a lot more if he wasn’t wounded. The 
  PCs may even believe they did the right thing in 
  withholding the magical items. 
        However, if the PCs gave the items to the 
  Vossers then, a few hours after they leave, the 
  Roodbergs release the two dire weasels they have 
  been holding in the stables. The dire weasels are 
  tormented and then sniff the sheets the PCs slept 
  in. They track the PCs down and try to kill them. 
  They reach the PC’s camp at dusk, before the 
  PCs ready for bed. The dire weasels attack 
  without warning and fight until killed: 
  You are setting up camp after your first day of 
  travel back towards the Monastery of St 
  Cuthbert. Suddenly, you hear the sound of 
  animals charging down the road. Looking back 
  the way you came you can see two massive 
  weasels charging towards you, each as long 
  as a human is tall!   
  If the PCs have planted the listening device for the 
  elves, the elves have heard of this plan and have 
  sent help to the PCs. An Archon, Lantern 
  (summoned by the elves) will arrive the round after 
  the weasels begin their attack.  
  Suddenly, a ball of light comes flying out of the 
  woods, shooting beams of light at the dire 
  weasel nearest to it! 
   
  Creature: The dire weasels have been 
  starved and abused by the soldiers of ForGardt, 
  PERI6-02 Supply Run 
   
  Page 12 
  
  and attack until killed. Due to lack of food and 
  tracking the PCs all day, the dire weasels count as 
  fatigued for this combat. As such, this encounter is 
  worth one less EL than normal. 
  APL 2 (EL 3) 
  Dire Weasels (2): hp 13 each; see Appendix 
  One. 
  Lantern Archon: hp 4; see Appendix One. 
  Tactics: The dire weasels each attack a different 
  PC. In the event that there is an elf in the party, 
  they are targeted first, as the bedding of such a 
  person would have been the first choice of the 
  soldier to give to the weasels. Otherwise, they 
  attack the closest opponents.  
  The Lantern Archon, if it arrives, moves within 30’ 
  of the dire weasels, but stays at least 15’ above 
  the fight. If it cannot get a clear shot at a dire 
  weasel, it uses its spell-like ability to cast aid on 
  the most needy PC. 
   
  Development: If the Lantern Archon arrives, it 
  tells the PCs the following (before returning to its 
  own plane): 
  “Hello, I am Teniel, and I was sent here by your 
  friends among the Kershani. The dire weasels 
  were sent after you by the soldiers of 
  ForGardt. This was done at the orders of the 
  garrison commander due to your decision to 
  provide 
  the 
  Vosser 
  warriors 
  with 
  their 
  equipment. When the Kershani heard of this, 
  they asked me if I could aid you worthy folk. I 
  came as quickly as I was able, and now that 
  the danger has passed, I must leave. Goodbye, 
  and good luck for the future.” 
  The Lantern Archon leaves at that stage as it feels 
  the call of its home plane. It does not answer any 
  questions, as it does not know any more than it 
  already told the PCs. 
  Conclusion 
  The remainder of the journey back to St Cuthbert’s 
  is uneventful for the PCs. When they reach the 
  town, they will likely head straight to the office of 
  Uberdritte Ottomere. Upon reaching the office, the 
  PCs are shown straight in. 
  Ottomere smiles as you enter his office. “Good 
  fellows, I am glad to see that all went well on 
  your mission. Tell me all about your journey.” 
  Give the PCs the chance to relate what has 
  happened. He notes everything down as the PCs 
  relate the events to him.  
        If the PCs mention the goblin renegades, he 
  says, “I will pass the information on to the 
  Guurhok, as they are very efficient at dealing 
  with renegade goblins in the area of the Pass.” 
        If the PCs mention that they were unable to 
  deliver the supplies to the Kershani, Ottomere 
  probes to find out why. If the PCs admit to 
  difficulties with the elves, Ottomere states, “You 
  were warned that the elves are isolationist. 
  You were asked to deliver the supplies, not 
  create an incident. Now I will need to send 
  another supply wagon to the Kershani.” 
        If the PCs tell of putting the scrying device into 
  Roodenhund’s office, Ottomere is not impressed. 
  “I understand why you did this, but you really 
  should not have. I will have to find a subtle 
  way to ensure that the device is removed 
  before the Roodbergs find it.” 
        If the PCs mention Roodenhund’s request, 
  Ottomere gets VERY upset. “Please do not 
  mention this to anybody else. Tensions are 
  already high enough between the clans. 
  However, be certain that the matter will 
  definitely be looked into.” 
        If the PCs admit to not handing over the 
  Vossers’ equipment, he is even more upset. “I 
  can understand that you thought you were 
  doing the right thing, but those troops 
  desperately needed those supplies. I only hope 
  they can manage until we can get some more 
  to them.”  
        If the PCs tell Ottomere about the dire 
  weasels, he says, “The Pass is dangerous, I am 
  glad 
  that 
  you 
  managed 
  to 
  defeat 
  the 
  monsters.” 
        If the PCs met the Lantern Archon, and relate 
  what 
  he 
  told 
  them, 
  Ottomere 
  is 
  furious. 
  “Roodenhund has gone too far this time. I will 
  see him stripped of his command and court-
  martialled. This bloody revenge mentality of 
  the Roodenhunds will be stopped!” 
   
  If the PCs point out that Ottomere is a 
  Roodberg, he will state, “The Roodenhund sept 
  has made a number of choices that the rest of 
  the Roodberg Clan does not agree with. This 
  continual assault upon fellow Perrenders is 
  one such, and it shall not be tolerated!” 
  PERI6-02 Supply Run 
   
  Page 13 
  
        Once the PCs have finished their report, 
  Ottomere pays them and thanks them. “Thank 
  you for your effort in this regard. Here is your 
  pay, 50gp each. I hope that you will all 
  consider signing up. We could use good 
  people such as yourselves. If you would like to 
  enlist, see Gunnie, he will help you with the 
  paperwork.” 
   
  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 
  Defeat the Goblins 
   
  APL2 90 xp 
  Encounter Three 
  Defeat Goblin Cleric OR the wolves 
   
  APL2 60 xp 
  Encounter Seven 
  Defeat the Bugbears 
   
  APL2 120 xp 
  Encounter Nine 
  Defeat the Dire Weasels 
   
  APL2 90 xp  
  Story Award 
  Objective(s) met: Delivered the correct supplies to 
  the Guurhok, Kerhani, Roodbergs and Vossers 
   
  APL2 15 xp for each group 
  Discretionary roleplaying award 
   
  APL2 30 xp 
  Total possible experience: 
   
  APL2 450 xp 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of their 
  foes.  Every encounter that features treasure has a 
  “treasure” section within the encounter description, 
  giving information about the loot, coins, and magic 
  items that make up the encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions.  Looting the bodies takes at 
  least 10 minutes per every 5 enemies, and if the 
  characters cannot take the time to loot the bodies, 
  they do not gain this gold.  If you feel it is 
  reasonable that characters can go back to loot the 
  bodies, and those bodies are there (i.e., not carted 
  off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters 
  may return to retrieve loot.  If the characters do not 
  loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
   
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to use 
  them during the adventure.  Many times characters 
  must cast identify, analyze dweomer or similar spell 
  to determine what the item does and how to 
  activate it.  Other times they may attempt to use the 
  item blindly.  If the magic item is consumable (a 
  potion, scroll, magic bolts, etc.) and the item is used 
  before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field of 
  the adventure certificate.  Because this is a 
  Regional scenario, characters may spend additional 
  Time Units to practice professions or create items 
  immediately after the adventure so this total may be 
  modified by other circumstances. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  PERI6-02 Supply Run 
   
  Page 14 
  
  Encounter Two:  The Deserters 
   
  APL 2: L: 5 gp; C: 0 gp; M: 195 gp - +1 Light 
  Crossbow (195 gp) 
  Encounter 3a: The Goblin Camp  
   
  APL 2: L: 8 gp; C: 0 gp; M: 12 gp – potion of 
  cure light wounds x3 (4 gp each) 
   Encounter Seven: Return to ForGardt  
   
  APL 2: L: 4 gp; C: 2 gp; M: 194 gp – +1 
  Leather Armour x2 (97 gp each) 
  Conclusion: Payment from the Auszug 
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp  
  Total Possible Treasure 
   
  APL 2: L: 17 gp; C: 52 gp; M: 401 gp - Total: 
  470 gp (450 gp max) 
  ** It should be noted that all of the items above 
  can be freely bought by any adventurer after any 
  adventure – according to the latest version of the 
  Living Greyhawk Campaign Sourcebook. 
   
  PERI6-02 Supply Run 
   
  Page 15 
  
  Appendix One – APL 2
  Encounter Two 
   
   
   
   
  Mograt: Male Goblin Rng2; CR 2; Small 
  Humanoid (Goblinoid); HD 2d8; hp 13; Init +2; 
  Spd 30 ft.; AC 15, touch 13, flat-footed 13; Base 
  Atk/Grp: +2/-2; Atk +3 melee (1d4, club) or +6 
  ranged (1d6+1/19-20, light crossbow); Full Atk 
  +3 melee (1d4, club) or +6 ranged (1d6+1/19-
  20, light crossbow); Space/Reach: 5ft./5 ft.; SA 
  Favoured enemy (elf) +2; SQ Combat style, 
  darkvision 60ft., wild empathy; AL CE; SV Fort 
  +3, Ref +2, Will +1; Str 11, Dex 15, Con 10, Int 
  10, Wis 13, Cha 8. 
   
  Skills and Feats: Hide +7, Listen +6, Move 
  Silently +7, Ride +7, Spot +6, Survival +6; Point 
  Blank Shot. 
   
  Possessions: +1 Small Light Crossbow, 
  club, leather armour, 20 bolts. 
  Goblin: CR 1/3; Small Humanoid (Goblinoid); 
  HD 1d8+1; hp 5; Init +1; Spd 30 ft.; AC 15, touch 
  12, flat-footed 14; Base Atk/Grp: +1/-3; Atk +2 
  melee (1d4, club) or +3 ranged (1d4, javelin); 
  Full Atk +2 melee (1d4, club) or +3 ranged (1d4, 
  javelin); Space/Reach: 5ft./5 ft.; SQ Darkvision 
  60ft.; AL CE; SV Fort +3, Ref +1, Will -1; Str 11, 
  Dex 13, Con 12, Int 10, Wis 9, Cha 6. 
   
  Skills and Feats: Hide +5, Listen +2, Move 
  Silently +5, Ride +4, Spot +2; Alertness. 
   
  Possessions: Club, leather armour, small 
  wooden shield, javelin.  
  Encounter 3a 
   
   
   
   
  Nork the Shaman: CR 2; Small Humanoid 
  (Goblinoid); HD 2d8; hp 13; Init +1; Spd 30 ft.; 
  AC 15, touch 12, flat-footed 14; Base Atk/Grp: 
  +1/-3; Atk +2 melee (1d4, club) or +3 ranged 
  (1d4, javelin); Full Atk +2 melee (1d4, club) or 
  +3 ranged (1d4, javelin); Space/Reach: 5ft./5 ft.; 
  SA Spells; SQ Darkvision 60ft.; AL CE; SV Fort 
  +3, Ref +1, Will -1; Str 11, Dex 13, Con 11, Int 
  12, Wis 15, Cha 11. 
   
  Skills and Feats: Concentration +5, Heal +7, 
  Knowledge (religion) +6; Extra Turning. 
   
  Possessions: Club, leather armour, small 
  wooden shield, javelin, healer’s kit, holy symbol, 
  spell component pouch, potion of cure light 
  wounds x3. 
   Spells Prepared (4/3+1; base DC = 12 + spell 
  level): 0—[create water (2), mending, detect 
  poison]; 1st—[protection from good*, cure light 
  wounds, doom, endure elements]. 
  *Domain spell. Domains: [Evil (cast evil spells at 
  +1 caster level); Chaos (cast chaos spells at +1 
  caster level)]. 
  Encounter 3b 
   
   
   
   
  Wolves (2): CR 1; Medium Animal; HD 2d8+4; 
  hp 13; Init +2; Spd 50 ft.; AC 14, touch 12, flat-
  footed 12; Base Atk/Grp: +1/+2; Atk +3 melee 
  (1d6+1, bite); Full Atk +3 melee (1d6+1, bite); 
  Space/Reach: 5ft./5 ft.; SA Trip; SQ Low light 
  vision, scent; AL N; SV Fort +5, Ref +5, Will +1; 
  Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6. 
   
  Skills and Feats: Hide +2, Listen +3, Move 
  Silently +3, Spot +3, Survival +1*; Track, 
  Weapon Focus (bite). 
   
  Trip (Ex): A wolf that 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 attempt to trip the wolf. 
   Encounter Seven  
   
   
   
  Bugbears (2): CR 2; Medium Humanoid 
  (Goblinoid); HD 3d8+3; hp 16; Init +1; Spd 30 ft.; 
  AC 18, touch 11, flat-footed 17; Base Atk/Grp: 
  +2/+4; Atk +5 melee (1d8+2, morningstar) or +3 
  ranged (1d6+2, javelin); Full Atk +5 melee 
  (1d8+2, morningstar) or +3 ranged (1d6+2, 
  javelin); Space/Reach: 5ft./5 ft.; SQ Darkvision 
  60ft., scent; AL CE; SV Fort +2, Ref +4, Will +1; 
  Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9. 
   
  Skills and Feats: Climb +3, Hide +4, Listen 
  +4, Move Silently +6, Spot +4; Alertness, 
  Weapon Focus (morningstar). 
   
  Possessions: 
  +1 
  leather 
  armour, 
  morningstar, small steel shield, javelin, horn.  
  Encounter Nine 
   
   
   
   
  Dire Weasels (2): CR 2; Medium Animal; HD 
  3d8; hp 13; Init +3; Spd 40 ft.*; AC 15, touch 13, 
  flat-footed 12; Base Atk/Grp: +2/+3; Atk +4 
  melee (1d6+2, bite); Full Atk +4 melee (1d6+2, 
  bite); Space/Reach: 5ft./5 ft.; SA Attach, blood 
  PERI6-02 Supply Run 
   
  Page 16 
  
  drain; SQ Low light vision, scent; AL N; SV Fort 
  +3, Ref +7, Will +4; Str 12*, Dex 17*, Con 10, Int 
  2, Wis 12, Cha 11. 
   
  Skills and Feats: Hide +8, Listen +3, Move 
  Silently +8, Spot +5, Survival +1*; Alertness, 
  Stealthy, Weapon Finesse. 
   
  Attach (Ex): A dire weasel that hits with its 
  bite attack latches onto the opponent’s body 
  with its powerful jaws. An attached dire weasel 
  loses its Dexterity bonus to AC. 
   
  Blood Drain (Ex): A dire weasel drains 
  blood for 1d4 points of Constitution damage 
  each round it remains attached. 
   
  Fatigued: The dire weasels start this 
  combat fatigued. As such, their Str and Dex has 
  been adjusted, and they cannot charge or run. 
  Lantern Archon: CR 2; Small Outsider (Archon, 
  Extraplanar, Good, Lawful); HD 1d8; hp 4; Init 
  +4; Spd Fly 60 ft.(perfect); AC 15, touch 11, flat-
  footed 15; Base Atk/Grp: +1/-8; Atk +2 ranged 
  touch (1d6, light ray); Full Atk +2/+2 ranged 
  touch (1d6, light ray); Space/Reach: 5ft./5 ft.; SA 
  Spell like abilities; SQ Aura of menace, DR 
  10/evil and magic, darkvision 60ft., immunity to 
  electricity and petrification, magic circle against 
  evil, teleport, tongues; AL LG; SV Fort +2(+6 
  against poison), Ref +2, Will +2; Str 1, Dex 11, 
  Con 10, Int 6, Wis 11, Cha 10. 
   
  Skills 
  and 
  Feats: 
  Concentration 
  +4, 
  Diplomacy +4, Knowledge (the planes) +2, 
  Listen +4, Sense Motive +4, Spot +4; Improved 
  Initiative. 
   
  Aura of Menace (Su): Any hostile creature 
  within 20’ of the Lantern Archon must succeed 
  on a DC12 Will save to avoid the effects of the 
  Aura. Those who fail suffer a –2 penalty on 
  attacks, AC and saves for 24 hours or until they 
  hit the Archon that generated the Aura. 
   
  Light Ray (Ex): The light Ray has a range 
  of 30’ and will overcome damage reduction of 
  any sort. 
   
  Spell-like Abilities: At will – aid, detect evil, 
  continual flame. Caster level 3rd.  
   
      
  PERI6-02 Supply Run 
   
  Page 17 
  
  Judge Aid One 
  Perrenland Specific Effects 
  The Eruption of Mount Hellspaar And 
  Hell’s Gloom 
  In 
  PER4-06 
  The 
  Hollows 
  Unveiled, 
  the 
  previously dormant volcano Mount Hellspaar 
  erupted. This spread volcanic ash high into the 
  air over Perrenland and caused an effect which 
  came to be known as “Hell’s Gloom”. In PER6-
  06 The March of the Hollows, a Shrine 
  dedicated to Joramy was consecrated at the 
  base of Mount Hellspaar. Joramy was pleased, 
  and the goddess caused Mount Hellspaar to 
  settle and Hell’s Gloom to disappear. Therefore, 
  the effects found in previous Perrenland 
  adventures do not apply in this adventure – nor 
  from this point forward. The “Divination Effects 
  Found In Perrenland” now also seem to no 
  longer apply. 
  The Nightmare 
  Many folk, including the PCs, have been having 
  vivid nightmares of their friends and loved ones 
  being slaughtered, and rising as undead to fight 
  in the legions of the Famine Queen (Iggwilv). 
  The nightmare has recently taken on a new 
  visage. At her side is Iggwilv’s daughter, 
  Drezlna. At the start of each adventure, each PC 
  has this nightmare the night before play begins. 
  If they fail a DC 15 Willpower save they suffer a 
  –1 profane penalty to all saving throws for the 
  next two days. This is a fear effect and may be 
  suppressed or dispelled (caster level 10) in the 
  normal manner. 
  The Freeze of the Famine Queen 
  Due to Hell’s Gloom blocking out the sun, 
  Perrenland has faced two years of perpetual 
  Winter. This has led to the following effects on 
  regional adventures (though the effects are set 
  to go into slow decline now that Hell’s Gloom 
  has ended): 
  • 
  The southern and eastern coastal fringe and 
  shallow areas of Lake Quag out to about 2 
  miles are frozen into a layer of ice and all 
  ports with the exception of Clatsberg City 
  are frozen shut. The freeze in the west 
  currently extends to just north of Hugelrote. 
  • 
  Ice skimmer is now the only way to re-
  supply and unload what shipping is still 
  operating.  
  • 
  Small icebergs still litter Lake Quag creating 
  navigational hazards.  
  • 
  Crops that were set for harvest are blighted, 
  but recovering. Most of Perrenland has not 
  been able to harvest any food since last 
  season. Southern Quagfludt, the Kershane 
  Pass and Northern Yattenheid are the only 
  places that have produced a harvest.  
  • 
  The shortage of food is creating widespread 
  hunger across Perrenland and many fear 
  famine.  
  • 
  Hoarding has become common but has yet 
  to be outlawed. 
  • 
  The price of all food items has doubled and 
  the price of any item from the Player’s 
  Handbook (PHB) has increased by 150% 
  (except during initial character creation and 
  intro scenarios) in all Perrenland regional 
  adventures.  
  • 
  Lifestyle and up-keep costs have also 
  doubled except where a PC is granted free 
  up-keep. If a PC is using a lifestyle discount 
  of some form, the discount applies after the 
  costs have been doubled. i.e. Adventurers 
  standard at 50% discount would cost 12 gp 
  rather than 6gp. 
  • 
  The survival DC for PCs who live off the 
  land has risen to 25. 
  • 
  PCs who pay for upkeep who instead 
  voluntarily declare at the start of the game 
  that they have donated their up-keep to the 
  needy do not suffer negative Charisma 
  effects. 
  Instead 
  they 
  gain 
  the 
  same 
  Charisma bonus they would normally have 
  gained as if they had paid the appropriate 
  lifestyle as they are deemed to be a 
  generous patron of the folk. However they 
  begin the game suffering from the effects of 
  fatigue due to hunger and with subdual 
  damage equal to 1/3 of their hit-point total 
  rounded down. See PHB p 308 for fatigue 
  effects. Note: As well as resting for 8 hours 
  in game, PCs must also eat an appropriate 
  meal to remove these effects. 
  PERI6-02 Supply Run 
   
  Page 18 
  
  PCs who can cast create food and water or 
  heroes feast can declare at the start of the game 
  that they have done so to help the needy. These 
  PCs gain charisma benefits from this act of 
  generosity as if they had paid for the next higher 
  lifestyle. This PC is assumed to have cast these 
  spells 
  immediately 
  before 
  the 
  adventure 
  introduction begins. 
   
  PERI6-02 Supply Run 
   
  Page 19 
  
  GM Map 1: Goblin Ambush 
   
   
   
  PERI6-02 Supply Run 
   
  Page 20 
  
  Player Handout 1: Map of the Kershane Pass 
   
   
  PERI6-02 Supply Run 
   
  Page 21 
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Perrenland/PER6-A02 - Supply Run.pdf