TEXT: HIGA-03 
   
   
   
   
   
   
   
   
   
   
  A Path Less 
  Wandered 
   
  A One-Round D&D LIVING GREYHAWK®  
  Highfolk Introductory Regional Adventure 
  Version 1.0 
  Round One 
   
   
  by Greg Marks  
  Based on a Scenario by Jason Bulmahn 
   
  With the Harvest Festival fast approaching, the town of Highfolk is preparing for its annual race of heroes.  
  Glory goes to the fastest team.  Can you stand up to the test, and win fame and fortune.  An introductory 
  regional module set in Highfolk for first level PCs only.  Those players that have played HIG1-01 A Path 
  Less Traveled may not play this scenario. 
   
   
   
   
   
   
   
   
   
   
  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.  Tournament detail 
  copyright 2000 by Wizards of the Coast, Inc.  ALL RIGHTS RESERVED.  This scenario is intended for 
  tournament use only and may not be reproduced without approval of the RPGA Network. 
  
  A Path Less Wandered 
   
  Page 2 
  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 hours. The rest of the time is spent in 
  preparation before game play, and scoring 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. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than seven players participating 
  in the game. 
   
  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 DM) 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 DM 
  can bar the use of even core rule books 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 gray boxes. 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. 
   
  Scoring 
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, the 
  players and DM score the game. The RPGA has 
  three ways to score its games. Consult your 
  convention coordinator to determine which method 
  to use for this scenario: 
  1. No-vote scoring: The players write their names 
  and RPGA numbers on the scoring packet grid. 
  You fill in the top of the grid. That is all. No one 
  is rated. This method is used for people who 
  are just playing for fun. 
  2. Partial scoring: The players rate the game 
  master and the scenario on their player voting 
  sheet, and provide personal information, but 
  don’t vote for other players. The game master 
  rates the scenario and completes personal and 
  event information, but does not rate the players 
  as a team or vote for players. This method is 
  used when there is no competition, but the 
  event coordinator wants information on how the 
  game masters are performing, or the game 
  master wants feedback on his or her own 
  performance. 
  3. Voting: Players and game masters complete 
  the entire packet, including voting for best 
  player. If this method is used, be sure to allow 
  about 15-20 minutes for the players to briefly 
  describe their characters to the other players, 
  and about 5-10  minutes 
  for 
  voting. 
  This 
  method is used when the players want to know 
  who played the “best” amongst the group, or 
  when the adventure is run in tournament format 
  with winners and prizes.  
   
  When using voting, rank the players in order of your 
  voting choice while they are completing their forms, 
  so that you are not influenced by their comments on 
  your abilities. It’s a good idea to have the players 
  vote while you determine treasure and experience 
  awards for the scenario.  
   
  After voting, give the Scoring Packet to your 
  event coordinator.  
  
  A Path Less Wandered 
   
  Page 3 
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  It players fo 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, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  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 following 
  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. 
   
   
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure – round up. 
  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 you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty 
  with 
  the 
  challenges 
  in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you 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 free action (spoken command) 
  that may be attempted each round. If an 
  animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is an introductory one-round Regional 
  adventure, set in Highfolk.  Characters native to 
  Highfolk pay one Time Unit per round, all others 
  pay two Time Units per round.  Adventurer’s 
  Standard Upkeep costs 12gp per round.  Rich 
  Upkeep costs 50gp per round.  Luxury Upkeep 
  costs 100gp per round. 
   
   
  
  A Path Less Wandered 
   
  Page 4 
  Judge Introduction 
   
  NOTE: This is introductory module for the region 
  of Highfolk for first-level characters only.  Only first 
  level characters may participate.  As this module is 
  an introductory module for first level PCs, it is 
  primarily designed as a role-playing introduction to 
  the town of Highfolk.  Much of the outcome of the 
  module is left to the imagination and adjudication 
  of the DM.  Reasonable plans should be offered a 
  good chance of success. 
   
  The town of Highfolk is a bustling trade center on 
  the road between Furyondy to the southeast and 
  Perrenland to the northwest.  Just south of the 
  great Vesve forest, it is never far from the conflicts 
  created by Iuz’s massive empire of evil to the 
  northeast.  Despite this fact, life still flourishes in 
  this moderately sized town of nearly ten thousand. 
   
  The diverse people of Highfolk are often in 
  need of diverse entertainment and competition.  
  To fit this need, an annual competition is held for 
  all those who wish to participate.   Known as the 
  Race of Heroes, the spectacle draws much 
  anticipation, gambling, and celebration. Every 
  year, at the end of the midsummer festival know 
  as Richfest, young heroes gather from around the 
  countryside 
  to 
  form 
  teams 
  for 
  the 
  year’s 
  competition.  Every year the teams head forth into 
  the Vesve, in search of the special berries needed 
  to make the harvest wines.  The fastest teams 
  always make the best wines, as they have had the 
  most time to ferment.  The victors are announced 
  at Brewfest, three months later, marking the 
  beginning 
  of 
  autumn, 
  and 
  the 
  final 
  great 
  celebration of the year. Past winners included 
  famed adventuring companies such as The Blades 
  of Vengeance and the notorious Black Bottom 
  Clan. 
   
  Every year something tends to go awry and 
  the teams always seem to take longer than 
  expected.  This year will be no different. 
   
  Adventure Synopsis 
  Throughout the town of Highfolk, the word begins 
  to spread of the upcoming competition.  All 
  interested in competing this year must go to the 
  Gilded Cow tavern on the last day of Richfest to 
  sign up.  
   
  The vintner of this year’s competition is a man 
  by the name of Antus Bralain.  Antus’s job is to 
  sign up all those interested, organize teams if 
  anyone does not have one, and to make the wine 
  from the berries upon the teams return.  A 
  committee decides upon the winner of the 
  competition.   
   
  Once the players are organized into teams, 
  they are given the night to prepare and celebrate. 
  The contest begins the next morning.  The players 
  are given a map as to the location of the berries 
  and sent upon their way.  Their path leads them 
  deep into the Vesve to find the needed berries.  
  This is where the chase begins.  Ysette, a druid of 
  Ehlonna, guards the berries and refuses to hand 
  them over unless the PCs retrieve her staff that 
  she loaned to some passing halflings who needed 
  protection.  These halflings have since returned 
  home, to their small village in the Highvale known 
  as Stoutstump.  After deciding which path to take, 
  the players make their way to Stoutstump. 
   
  The halfling village is just to the south of the 
  town of Verbeeg Hill and upon arriving; the PCs 
  have little trouble finding the halflings that they 
  seek.  Logan Wood and his small band do not 
  have the staff however, as they were robbed on 
  their way home by a bunch of human bandits 
  called the Reavers.  Logan is very angry with this 
  and does not willingly give much information to 
  any band containing “tall folk”.  The trail leads on 
  to the location of the attack just east of the village.  
  Upon investigating the scene of the crime, it is 
  easy for the PCs to determine that the thieves 
  have headed north towards Verbeeg Hill. 
   
  On the trail to Verbeeg Hill, the same bandits 
  who took the staff from Logan and his men attack 
  the players.  Upon defeating the bandits the PCs 
  discover that the staff has been sold to a shop in 
  Verbeeg Hill.  The shop is easy to find, but getting 
  the staff back is not so simple.  The gnome, 
  Berilac Knotwise, who bought the staff refuses to 
  just hand it over but will instead offer to turn it over 
  in return for a small favor.  Berilac needs a 
  message delivered to Elrenn Walthair, the Lord 
  Marshall of the Vesve, who resides in Quaalsten.  
  If the players agree to deliver the message, 
  Berilac will give them the staff upon their return. 
   
  The road to Quaalsten is an easy one, but 
  upon arriving, the PCs learn that the Lord Marshall 
  is “out on the hunt”, patrolling the Vesve.  If they 
  wish to find him quickly, the players will have to go 
  after him.  They are given many choices to 
  explore, but will eventually find the Lord Marshall, 
  who is fighting for his very life against the forest 
  itself.  Once the battle is over, the players can 
  deliver their message, retrieve the staff and get 
  the berries they need.  All the while racing as 
  quickly as possible to win the competition. 
   
  The DM must keep track of the amount of time 
  spent traveling on Appendix A, as this will 
  
  A Path Less Wandered 
   
  Page 5 
  determine the reward given for completing the 
  contest. 
   
  Player Introduction 
  The following is to be read to the players once 
  everyone is ready to begin. 
   
  A warm breeze blows across your brow, 
  reminding you that the summer is far from 
  over.  The people of Highfolk do not appear to 
  mind 
  however, 
  at 
  least 
  not 
  while 
  the 
  midsummer week of Richfest is in full swing.  
  All the markets in town are a bustle with 
  activity but close early so that the festivities 
  can commence and run deep into the night.  It 
  is a time of celebration for all to enjoy, a time 
  of relaxation after long months of work in the 
  fields.   
   
  The town is awash with strangers as 
  people from around the countryside and 
  beyond visit for the festival week.  No one 
  seems to mind though as the town seems to 
  bare its splendor for all to enjoy.  As the week 
  draws to a close, the excitement does not 
  appear to lessen in any way.  In fact it appears 
  to increase as everyone prepares for the 
  upcoming Race of Heroes.  Throughout the 
  city, the people are talking about who will win 
  this year’s race. 
   
  At this point allow the characters to decide what 
  they are doing during the festival and why they are 
  in town, if they are not from the Highfolk region.  
  Anyone inquiring about the race can easily find 
  someone who will tell them all about it and 
  undoubtedly ask if they plan to compete.  The 
  following pieces of information are easily obtained 
  from any merchant, tavern owner, or street urchin.  
  In addition, any character from Highfolk receives a 
  Knowledge: Local skill check, DC 10, to gain this 
  knowledge. 
   
  ! The race of heroes is an annual event that 
  begins on Freeday, the last day of Richfest. 
  ! The race entails going into the Vesve to 
  retrieve a bushel of special Ilymirth berries and 
  bring them back to Highfolk as quickly as 
  possible. 
  ! The berries are only found in a few secret 
  places within the Vesve, each team is sent to 
  a different place. 
  ! All competitors should meet at the Gilded Cow 
  Tavern today, Earthday, the day before the 
  last day of the Richfest week, to register. 
  ! The berries will be used to make the prized 
  Ilymirth wine, which will be tasted at Brewfest, 
  in three months. 
  ! In past years, the fasted team has taken 
  anywhere from four days to nearly two 
  months. 
  ! The prize for the fastest team is to be crowned 
  heroes for a year, and a bottle of the fine 
  Ilymirth wine. 
  ! This year’s vintner is Antus Bralain, who will 
  make the berries into wine. 
  ! The team that everyone is betting on this year 
  is known as the Elven Shadows, who 
  supposedly know all of the Vesve very well.  
  The Elven Shadows won three years ago 
  before The Blades of Vengeance and the 
  Black Bottom Clan, both of whom are not 
  expected to compete. 
   
  Encounter 1 – A Night in 
  Highfolk 
  When the players go to the Gilded Cow, read or 
  paraphrase the following. 
   
  Before you stands the Gilded Cow, a local 
  tavern that hosts to adventurers.  Many say 
  that the place holds magic and treasure 
  aplenty for those with the coin to pay for it.  
  Others just seem to laugh at the notion.  A 
  long line stretches out the front door of the 
  tavern coming to an end right before you. 
   
  The Gilded Cow is easy to find, and the heroes 
  can get there in plenty of time to register for the 
  event.  Outside the Gilded Cow is a line of people 
  waiting to register.  The PCs must wait about half 
  an hour before they can get in.  Anyone who 
  attempts to skip ahead in line is immediately put to 
  the end of it by a large member of the city guard.  
  Inside the Gilded Cow are Antus Bralain (male 
  human Exp4; Profession: Vintner +9) and a clerk 
  of the city, Triell (male human Exp2; Profession: 
  Scribe +5), who fills out all the paper work.  Antus 
  is a stout man who looks to be no stranger to 
  luxury; his tunic and vest are both embroidered 
  with a fine golden grapevine pattern.  His hair is a 
  dark well-kept black even though he is over fifty.  
  Antus will ask them their names and if they have a 
  party formed.  There is no registration fee.  
  Conveniently the PCs are the last people to 
  register and if they have not already formed as a 
  team they are put together now.  After asking them 
  for a team name, Antus will tell them to enjoy the 
  evening and meet back here first thing in the 
  morning prepared to travel.   
  
  A Path Less Wandered 
   
  Page 6 
   
  The PCs may wish to purchase horses for use 
  in the race.  They are easily found for the price 
  listed in the Player’s Handbook.  Character with 
  less money may wish to see if they can merely 
  loan a horse for the race.  Many of the stables in 
  town will do this for the purpose of the race as it 
  gives them a bit of fame if their horses carry home 
  the winning team.  These stables will rent out their 
  horses for 5 sp per day, so long as the character is 
  willing to ride while bearing the standard of the 
  stables.  The players have a choice between three 
  stables, The Leaping Stallion, Old Shoe Horses, 
  and The Vale’s Pride.  Players not willing to bear 
  the standard must pay 1 gp per day to rent. 
   
  The Gilded Cow Inn 
  The players may wish to spend the evening in the 
  Gilded Cow.  A common room costs about 1 gp 
  per night and the special adventurers suites cost 5 
  gp per night.  The suites are full of trophy heads; 
  show weapons and suites of armor; they also 
  come with free meals.  In addition to the rooms the 
  Gilded Cow has many other special goods for 
  sale.  It is known to sell obviously fake magical 
  rings, potions and weapons to the gullible.  This is 
  an opportunity to lighten the characters purses if 
  they are foolish enough to believe the claims of 
  the barkeep, Witly Goldkeep, who will say just 
  about anything to make a sale.  Potions range any 
  where from 10 to 25 gp, rings are usually 20 to 50 
  gp, and weapons are about four times the normal 
  value.  Only the potions radiate faint magic if 
  checked.  With the exception of the potions, rings 
  and weapons have fancy glass jewels and other 
  ornamentation.  They are worth about half the 
  purchase price as a decoration.  The weapons are 
  functional, but have a –1 to all damage rolls.  The 
  potions are actually very diluted magical potions, 
  which Witly mixes with strong ale.  Currently Witly 
  has two each of the following in stock. 
   
  ! Diluted potion of cure light wounds – this 
  potion will restore 1d3 hit points when 
  consumed.  Cost – 10 gp 
  ! Diluted potion of enlarge – this potion will 
  enlarge the imbiber 10%, as per the spell for 
  2d4 rounds. Cost – 25 gp 
  ! Diluted potion of swimming – this will grant the 
  user a +2 to any Swimming proficiency check 
  for 2d4 minutes – 15 gp 
   
  Any potion purchased will lose any magical 
  properties in 2d10 days or at the end of the 
  adventure, which ever comes first.  PCs may 
  request to make an Appraise skill check, DC 15, to 
  realize the rings or weapons for what they really 
  are.  A similar Alchemy skill check, DC 15 will do 
  the same for the potions.  No refunds are given. 
   
  Encounter 2 – Into the Vesve 
  The next morning, when the players meet at the 
  Gilded Cow and are ready to go, read the 
  following out loud. 
   
  Standing outside the Gilded Cow are almost 
  half a dozen teams, ready to begin the race.  
  Over 
  two 
  hundred 
  spectators, 
  in 
  turn, 
  surround them.  Antus spots your team and 
  heads your way.  “Here is your map, and here 
  is your basket”, he says as he hands them off 
  to you.  “You may leave as soon as I give the 
  signal.  I wish you the best of luck”.  Antus 
  quickly heads off, spotting another team that 
  has just arrived.  Only a few minutes later, 
  Antus addresses you all.  “Good people, let 
  this years race of heroes begin.”  The crowd 
  roars as the race begins and Antus shatters 
  the ceremonial bottle of wine to signify the 
  beginning of the contest. 
   
  Hand the players Player Handout 1, which is a 
  map to the location of their berry bushes.  The 
  PCs also receive a large basket to carry the 
  berries in.  The basket is large enough to hold 
  anything that might fit inside a normal backpack. 
   
  Leaving the city, the heroes are soon by 
  themselves as the other teams are heading to 
  different location throughout the Vesve.  Following 
  the map the players will have little trouble finding 
  the trail leading off towards their bushes.  It is 
  about 60 miles to the Vesve and the bushes are 
  located about 20 miles within wood.  The chart 
  below indicates the time spent reaching the 
  bushes.  Note that the party only moves as fast as 
  the slowest character and that moves of 50 and 60 
  feet can only be gotten with horses; 40 only by a 
  horse or barbarian. 
   
   
  Travel Time Chart – Encounter 2 
  Movement 
  Days Spent 
  15’ 
  6.5 days 
  20’ 
  5 days 
  30’ 
  3.5 days 
  40’ - Pony or heavy 
  warhorse 
  2.5 days 
  50’ - Draft horse 
  2 days 
  60’ - Riding horse 
  or light warhorse 
  1.5 days 
   
  Record the time spent under Encounter 2 on 
  Appendix A.  The players will have to camp at 
  
  A Path Less Wandered 
   
  Page 7 
  least once on this journey, however the camp is 
  undisturbed for the entire trip.  Don’t tell them this, 
  and ask them for their watches and marching 
  order. 
   
  The Druid 
  The spot marked on the map is deep inside the 
  Vesve.  The path they must follow is a wide game 
  trail.  In most places it is wide enough for two 
  mounted players to travel abreast of one another.  
  When the players arrive at point A on the map 
  read the following to them. 
   
  Warm days and cool refreshing nights have 
  accompanied you on your journey.  Passing 
  through the fertile farmlands surrounding 
  Highfolk, across the great Velverdyva River 
  and into the great woods known as the Vesve, 
  your map has led you to this spot.  Before you 
  is a small pond only a couple of hundred feet 
  wide.  In the center of this pond lies a small 
  island covered with berry bushes.  Only the 
  calm water of the pond, reflecting the forest 
  around you, stands in the way of your goal. 
   
  To reach the island will require the PCs to swim or 
  use some magical means.  To swim to the island 
  requires a Swim skill check, DC 10.  Be sure that 
  the players include any armor check penalty they 
  may have.  Failure indicates that the PC has gone 
  under.  See the DMG page 85 for rules on 
  drowning.  Note that any trained swimmer, or 
  anyone using the diluted Potion of Swimming can 
  take 10 and easily get across. 
   
  The berries are the Ilymirth berries the PCs 
  have been sent to retrieve.  As soon as anyone 
  goes to pick the berries, a large falcon comes 
  down from the sky landing before the adventurers 
  and shapeshifts into a beautiful elven maiden.  Be 
  sure to explain the spectacle of the transformation, 
  as it is more than likely the first time the characters 
  have seen it happen.  The maiden is in reality a 
  druid of Ehlonna (in elven, Ehlenestra) named 
  Ysette Maplewood of Clan Seldorian (an elven 
  clan with many deeply religious members).  Ysette 
  in her elven form is of average build and quite tan 
  from all the time spent outdoors.  Her hair is a light 
  blond and her eyes as green as the Vesve around 
  her.  Ysette will not allow the PCs to pick any of 
  her berries without permission, as she sees this as 
  a violation of her grove.  Ysette does have a 
  dilemma that needs to be solved and if the PCs 
  can help her with it she will gladly give them the all 
  the berries that they need. 
   
  If the PCs ask to know more about this 
  problem, Ysette will tell them the following. 
   
  One week ago, a small band of halflings 
  passed through my sacred grove.  Many of 
  them were injured and one had no life left 
  within him.  I took pity on these poor souls and 
  offered my help for it was obvious to me that 
  some outside force had done this to them.  A 
  rather short fellow named Logan Wood led the 
  band.  It was Logan who told me of their tale.  
  It appears that they were beset upon by a band 
  of vicious orcs while traveling through the 
  woods.  Although they defeated the defilers, 
  many of them were injured and one had been 
  slain.  I tended their wounds and sent them on 
  their way home.  To ensure their safety I lent 
  them a magical staff on the grounds that I 
  would come pick it up when next I might need 
  it.  Unfortunately that time has come all to 
  soon.  Many strange things are afoot deep 
  within this humble wood and I fear that I may 
  need my staff in the months to come.  However 
  I cannot simply go to retrieve it myself, too 
  many in this area rely upon my protection for 
  me to simply wander off.  I would ask that you 
  go to retrieve my staff.  It is a simple task and 
  in exchange I shall give you all the berries that 
  you need. 
   
  If the heroes agree, Ysette will tell them that the 
  halflings hail from a small village known a 
  Stoutstump, about a days ride south of Verbeeg 
  Hill.  At this point Ysette will draw upon the PCs 
  map, indicating the two best means of travel to 
  Stoutstump and mark the village for them.  One 
  path leads down a small road going through the 
  Vesve towards Verbeeg hill.  The other leads 
  down a hunting trail, it will be difficult to follow but, 
  will be faster than the road.  The DM should draw 
  this information onto the PCs map (Players 
  Handout A) using the DM map (Appendix B) as a 
  guide.   
   
  The players may have other questions, some 
  of which Ysette answers below. 
   
  • 
  What does the Staff look like? 
   
  “My staff is about 5 feet long with stout silver 
  bands made of the heartwood of an Oak.  
  There are ancient carvings along one side.”   
   
  • 
  What are the strange things in the forest that 
  you speak of? 
   
  “It is nothing you need to worry yourselves 
  about yet, but I would keep both eyes fully 
  open anywhere in the Vesve.” 
   
  
  A Path Less Wandered 
   
  Page 8 
  • 
  What are the powers of the Staff? 
   
  “Do not worry of such things; you will not need 
  them I am sure.  Brave heroes such as you 
  have no need for its protection.” 
   
  • 
  Why don’t we stay behind and watch things for 
  you while you go retrieve the staff? 
   
  “That will simply not do.  Many of the things, 
  which must be attended to, are very personal 
  to me and nothing you need be involved in.” 
   
  Development: Some players may wish to attempt 
  to steal the berries, although this is possible; 
  Ysette keeps a constant vigil around her area of 
  the Vesve.  Such a theft will not go unnoticed and 
  will lead to a confrontation between Ysette and the 
  PCs before they leave the Vesve.  Although she 
  should be willing to give the PCs a second 
  chance, if they refuse she will retrieve them by 
  force.  She is not above teaching the players a 
  harsh lesson about the ways of the Vesve if it 
  should come to that. 
   
  Creatures: While not intending to fight the PCs, 
  Ysette will not shrink from the defense of her 
  grove. 
   
  Ysette: female, wood elven, Drd 6. 
   
  Encounter 3 – A Path Less 
  Traveled 
  The PCs now have a choice to make.  The druid 
  has shown them two routes they could take to get 
  to Stoutstump.  Referring to Appendix B as a 
  guide, path A is a road and while it leads to 
  Stoutstump; it is the longer of the two choices.  If 
  the players chose path A, they experience 
  Encounter 3A.  The other path, path B, is a smaller 
  game trail.  It is shorter than path A but less 
  reliable.  If the player chose path B, lead them 
  through Encounter 3B.  Encounter 3C deals with 
  the players if they leave either path or get lost as a 
  result of Encounter 3B. 
   
  Encounter 3A – Forest Road 
  This encounter is only to be used if the players 
  chose to go on path A, the forest road.  This path 
  leads more or less on toward Verbeeg Hill, and 
  because of this it is a longer journey.  Read or 
  paraphrase the following to the players. 
   
  The path you have chosen leads deep into the 
  Vesve on toward Verbeeg Hill.  It is a longer 
  journey but sure to be a safer one.  The 
  tranquility of the forest surrounds you on your 
  journey and it is not until the second morning 
  of your trip that you encounter another living 
  soul.  Ahead of you, on the path, is a man, clad 
  is exquisite brown and green leather armor.  
  He stands, watching your approach carefully, 
  with a longbow in hand and an arrow knocked, 
  but not raised. 
   
  The man on the path is Sir Oslen Oakbough 
  (male half elf Rgr8), a Knight of the High Forest, 
  guardian of the Vesve, Highvale and Highfolk 
  region.  His current assignment has led him down 
  this path on his way to Flameflower, the hidden 
  city of the elves.  As they approach, Oslen will not 
  raise his bow at the PCs unless they draw their 
  weapons.  If this occurs he will call out to them, 
  telling them travelers in the Vesve would do well 
  not to draw weapons on a Knight of the High 
  Forest.  He is willing to show his insignia, a small 
  pair of golden stag horns on a green background, 
  to prove his position.  If this does not convince 
  them, he simply moves away into the woods, 
  heading off to fulfill his current assignment.  If the 
  players blindly attack Oslen, his Stat block is 
  included in Appendix C.  If a conversation is 
  struck up, Oslen has the following to say. 
   
  ! Oslen dislikes the Race of Heroes, as he 
  believes the Vesve to be too dangerous of a 
  place to hold “games”. 
  ! The PCs should be wary.  There have been 
  some troubles in the deep parts of the great 
  forest as of late.  Evil humanoids seem to be 
  raiding 
  with 
  increased 
  frequency 
  and 
  organization and there are armies on the 
  march from the East. 
  ! Many of the knights have gone in search of 
  answers to this dilemma.  Oslen is on his way 
  to Flameflower to ask some questions of any 
  that may be there. 
  ! Bandit raids along the royal highway (the road 
  that leads to the town of Highfolk from 
  Furyondy) have increased as well and many 
  knights have gone to investigate this. 
  ! Oslen knows little of the berries they seek, and 
  grumbles something about it being just a 
  waste of time. 
  ! If asked about the halflings they seek, Oslen 
  has never heard of them, he does not operate 
  in that region. 
   
  After having a short conversation, Oslen politely 
  informs the players that he must be going and 
  heads down the path, on his way to Flameflower.  
  The trail leads on without further incident on their 
  
  A Path Less Wandered 
   
  Page 9 
  way to Stoutstump.  If the players stray from the 
  path for some reason a successful Tracking skill 
  check (base DC 10) will return them to it.  If this 
  roll fails, the players go through encounter 3C.  If 
  they attempt to leave this trail and make for the 
  game trail (path B), it will require 3 Intuit 
  Direction skill checks, (DC 15).  As above, if any 
  of these fail, the players go through encounter 3C. 
   
  Below is a chart to calculate the players travel 
  time to Stoutstump if they use path A.  The journey 
  is 140 miles long.  Note that the party only moves 
  as fast as the slowest character and that moves of 
  50 and 60 feet can only be gotten with horses; 40 
  only by a horse or barbarian. 
   
  Travel Time Chart – Encounter 3A 
  Movement 
  Days Spent 
  15’ 
  11.5 days 
  20’ 
  9 days 
  30’ 
  6 days 
  40’ - Pony or heavy 
  warhorse 
  4.5 days 
  50’ - Draft horse 
  3.5 days 
  60’ - Riding horse 
  or light warhorse 
  3 days 
   
  Record the time spent under Encounter 3 on 
  Appendix A.  The players will have to camp at 
  least twice on this journey, however the camp is 
  undisturbed for the entire trip, save some 
  harmless squirrels or rabbits to keep the PCs on 
  their toes.  The players should now proceed to 
  encounter 4. 
   
  Encounter 3B - The Game Trail 
  This encounter is only to be used if the players 
  chose to go on path B, the game trail.  This path 
  leads straight on toward Stoutstump, and because 
  of this it is the shorter of the two paths.  Read or 
  paraphrase the following to the players. 
   
  The path you have chose is little more than a 
  game trail.  Although the heavy underbrush 
  and occasional stream have forced you to side 
  trek many times, this path leads straight on 
  toward Stoutstump and is sure to be the 
  fastest choice.  However, it is easy to become 
  lost in the immense forest that is the Vesve. 
   
  This would be the point to ask for tracking skill 
  checks.  The game trail is on soft ground, but has 
  not been used in seven days by a small hunting 
  group of four elves.  The DC for this roll will be a 
  16.  This is a Wis based skill and can be made by 
  the unskilled at a penalty of 4 (making the DC 20) 
  however, only the PC leading the group can make 
  the check.  If the heroes make three successful 
  checks then proceed to encounter 4.  If any of 
  these checks fail, anyone in the party may make 
  an Intuit Direction skill check (DC 15) to relocate 
  the trail.  In addition, any PC with Knowledge: 
  Nature or Wilderness Lore may make also make 
  a skill check (DC 15) to find the trail through 
  natural signs.  Please note that Intuit Direction and 
  Knowledge: Nature cannot be used unskilled and 
  if no one in the party possesses these skills or the 
  checks are failed the party becomes lost and 
  should be run through encounter 3C. 
   
  Below is a chart to calculate the players travel 
  time to Stoutstump if they use path B.  The journey 
  is 80 miles long.  Note that the party only moves 
  as fast as the slowest character and that moves of 
  50 and 60 feet can only be gotten with horses; 40 
  only by a horse or barbarian.  Note that these 
  times are slower because of the dense forest that 
  must be traversed 
   
  Travel Time Chart – Encounter 3B 
  Movement 
  Days Spent 
  15’ 
  9 days 
  20’ 
  6.5 days 
  30’ 
  4.5 days 
  40’ - Pony or heavy 
  warhorse 
  3.5 days 
  50’ - Draft horse 
  2.5 days 
  60’ - Riding horse 
  or light warhorse 
  2 days 
   
  Record the time spent under Encounter 3 on 
  Appendix A.  The players will have to camp at 
  least twice on this journey, however the camp is 
  undisturbed for the entire trip, save some 
  harmless squirrels or rabbits to keep the PCs on 
  their toes.  The players should now proceed to 
  encounter 4. 
   
  Encounter 3C – Lost in the Vesve 
  This encounter is only to be used if the players 
  become lost at any point within the Vesve.  This 
  encounter deals with lost time and finding the way 
  out.  If the players become lost please read the 
  following to them. 
   
  Heavy underbrush and a dense canopy have 
  turned your journey into a gloomy nightmare, 
  as no sign to your location is forthcoming.  
  The great wood seems to be a maze to those 
  unfamiliar to it and no matter the direction you 
  take, it seems as if you are always in the 
  middle of it. 
   
  
  A Path Less Wandered 
   
  Page 10 
  Players who become lost in the Vesve may make 
  an Intuit Direction skill check (DC 15) to relocate 
  the trail they were using.  This adds a day to the 
  travel time indicated on the chart for the trail that 
  they were using.  In addition, any PC with 
  Knowledge: Nature or Wilderness Lore may 
  make also make a skill check (DC 15) to find the 
  trail through natural signs, although this also adds 
  a day to their travel time.  Please note that Intuit 
  Direction and Knowledge: Nature cannot be used 
  unskilled and if no one in the party possesses 
  these skills or the checks are failed the party 
  remains lost for another day and may retry the 
  next day.  Also note that the Knowledge: Nature 
  skill may only be attempted once and if failed may 
  not be attempted again until additional ranks in the 
  skill are purchased, however Intuit Direction may 
  be used once per day. 
   
  The PCs can be lost in the Vesve for up to 
  seven days.  After this time, they stumble out in 
  the vicinity of Highfolk and must travel to 
  Stoutstump from there.  Use the following chart to 
  calculate the players travel time only if they have 
  been lost in the Vesve for seven days.  Note that 
  the party only moves as fast as the slowest 
  character and that moves of 50 and 60 feet can 
  only be gotten with horses; 40 only by a horse or 
  barbarian.   
   
  Travel Time Chart – Encounter 3C 
  Movement 
  Days Spent 
  15’ 
  13.5 days 
  20’ 
  12 days 
  30’ 
  10.5 days 
  40’ - Pony or heavy 
  warhorse 
  9.5 days 
  50’ - Draft horse 
  9 days 
  60’ - Riding horse 
  or light warhorse 
  8.5 days 
   
  Record the time spent under Encounter 3 on 
  Appendix A.  The heroes will have to camp at 
  least seven on this journey, however the camp is 
  undisturbed for the entire trip, save some strange 
  noises and ominous lights off in the distance to 
  keep the PCs on their toes.  The heroes should 
  now proceed to encounter 4. 
   
  Encounter 4 – Stoutstump 
  Stoutstump is a small halfling village about 70 
  miles south of Verbeeg Hill along the Highvale 
  road.  No matter the time spent getting there, the 
  PCs arrive there in the early afternoon.  Read or 
  paraphrase the following to the players. 
   
  With the hot noonday sun beating down upon 
  you, the village of Stoutstump slowly comes 
  into view.  Not a large village, Stoutstump 
  looks to only contain about twenty or so 
  buildings.  Some of which are made of wood, 
  others appear to be built into the side of the 
  small hills that cover the landscape.  Many 
  halflings can be seen going about their daily 
  business, working in small gardens, tending to 
  their homes or just relaxing in the shade 
  provided by some of the small trees that are 
  scattered about. 
    
  Stoutstump is a small village comprised entirely of 
  halflings.  The stoutfolk are mainly self sufficient 
  and only need outside goods from time to time.  
  When they do, they trade some of their expert 
  woodcarvings for any supplies that are required 
  from merchants passing down the Highvale road.  
  When the PCs approach, read to them the 
  following.  If the party contains only gnomes and 
  halflings omit the word tall from the passage. 
   
  As you approach, a halfling, dressed in simple 
  browns and bearing no weapons gets up from 
  his rest beside a tree and approaches.  “Why 
  hullo there tall folk” he says looking up at you.  
  “Welcome to the village of Stoutstump.  Is 
  there anything I can help you tall strangers 
  with this fine hot afternoon.”  A small badge 
  pinned to his tunic identifies him a Welmot the 
  town greeter. 
   
  Welmot is a bit rustic but altogether cheerful and 
  happy to give the PCs any help they might need.  
  Unfortunately, Welmot knows nothing about the 
  staff.  He does however know where Logan Wood 
  lives.  He will direct them to go through center of 
  the village, past the great stump and just to the 
  left.  He reassures the players that they cannot 
  miss Logan’s hill, as it is the one with the new 
  moat.  Once the PCs head toward Logan’s hill 
  read the following. 
   
  Welmot’s directions lead you through the 
  center of the small village and past its 
  namesake, a rather large tree stump about ten 
  feet wide.  Beyond this you see the hill that 
  must belong to Logan Wood.  Surrounding the 
  hill is a four feet deep moat, putting the door 
  almost six feet above the floor of it.  Luckily 
  the moat has not been filled yet, making it easy 
  to simply walk down into the moat and knock 
  on the door.  
   
  Logan Wood’s house is built into a small hill 
  surrounded by a recently dug moat.  Logan 
  
  A Path Less Wandered 
   
  Page 11 
  decided to dig the moat after being robbed twice 
  by tall folk on his recent trip into the Vesve to visit 
  his cousin.  He has not yet filled the moat because 
  he has not built a gangplank yet to get out with out 
  having to walk into the moat.  PCs wishing to 
  knock on Logan’s door must either climb into the 
  moat or throw something at the door (or use some 
  form of magic, which is just as rude).  Logan’s 
  reaction to this depend on their actions and who 
  the PCs are.  The term small folk refers to gnomes 
  and halflings 
   
  • 
  If the PCs knock and are all small folk - 
  Logan looks down at them, throws them a rope 
  and invites them in for tea.  He gladly discusses all 
  the things that have happened to him and offers 
  help in whatever way he can. 
   
  • 
  If the PCs knock and are not all small 
  folk - 
  Logan does not invite them in and treats them with 
  open resentment.  He will give them the 
  information about the staff and the direction of the 
  bandits but little else. 
   
  • 
  If the PCs throw something at the door 
  and are all small folk - 
  Logan will scold them for their lack of manners but 
  invite them in anyway.  He gladly discusses all the 
  things that have happened to him and offers to 
  help in whatever way he can. 
   
  • 
  If the PCs throw something at the door 
  and are not all small folk - 
  Logan will open the door, see the rude tall folk and 
  slam it shut.  He will not open it again until the PCs 
  knock personally.  Even then he will treat them 
  with open resentment.  He will give them the 
  information about the staff and the direction of the 
  bandits but little else. 
   
  Logan Wood 
  Depending on the disposition of Logan, his story 
  may be quite difficult to obtain but, with 
  persistence, the players can get the information 
  they need from him. 
   
  Three weeks ago, Logan left the Village of 
  Stoutstump with his brother, Dogan, and two 
  friends, Kilbroy Hillbrand and Liveall Redreed, on 
  a trip to visit Logan’s cousin Engert Wood who 
  lives deep within the Vesve.  The trip there was 
  quite pleasant for the four but the trip back was a 
  nightmare.  After spending a relaxing week at 
  Engert’s cottage the group left for home, taking the 
  same path they had used to get there.  Not a day 
  after leaving, Logan accidentally led the group 
  down the wrong path and got horribly lost.  Making 
  camp after a long day of searching, they were 
  beset upon by a group of five orcs.  The nasty 
  beasts were intent on having a delicious halfling 
  stew.  The ensuing battle was quick and dirty but 
  by its end three of the orcs were dead and the 
  other two had fled.  There was another casualty 
  however, Logan’s brother Dogan had also fallen 
  during the fight.  The next morning, with grief 
  heavy in their hearts and a maze of trees around 
  them, they continued in their search for the trail 
  that would lead them home.   
   
  Another day passed with no hope in sight for 
  the remaining trio.  That evening they were lucky 
  enough to find a small pond to rest by and refill 
  their empty skins.  This is when they met Ysette.  
  Ysette helped them recovered for their wounds 
  and showed them the way out of the Vesve and on 
  toward home.  To ensure their safety on the 
  remaining journey, Ysette lent them a staff with 
  some magic powers.  Powers she said would 
  protect their camp at night and watch over them as 
  they traveled.  Ysette could not have known that 
  her need to help those in her land would be seen 
  as pity, making Logan feel quite the fool and 
  responsible for all the trouble.  They left the next 
  morning without saying much thanks. 
   
  The remainder of their journey through the 
  Vesve was a peaceful one.  On the last day of 
  their journey, they camped just outside the Vesve, 
  in a small copse of apple trees; unaware of the 
  trouble they would soon be in.  The powers of the 
  staff did not extend outside the Vesve, and not 
  having known this, they all fell asleep without 
  much thought to their safety.  Later on that night, a 
  group of bandits calling themselves the Reavers 
  happened upon the poor sleeping halflings.  They 
  were quickly tied up and robbed.  Even the body of 
  Logan’s brother, Dogan, was pillaged.  The 
  bandits took everything, including Ysette’s staff.  
  Logan and his band spent the whole night and half 
  of the next day bound to each other before a 
  halfling woodcutter happened upon them and set 
  them free. 
   
  Logan has spent the past three days mourning 
  for his brother and fortifying his home from “tallies” 
  (anybody who is not a gnome or halfling), which 
  he now thoroughly distrusts.  He feels quite 
  betrayed by Ysette, who forgot to tell him of the 
  staff’s limitations, and angry with himself for 
  actually believing that an elf might help him. 
   
  Aside from his story, which only a party of all 
  gnomes and halflings should get all of, Logan has 
  specific pieces of information that he will share, 
  leading the PCs on toward finding the missing 
  staff.  The PCs should be able to get this 
  
  A Path Less Wandered 
   
  Page 12 
  information no matter Logan’s disposition towards 
  them.    
   
  ! The staff was taken by a group of bandits 
  calling themselves the Reavers. 
  ! There were four bandits, all human, one was a 
  woman, and all wearing polished black leather 
  armor. 
  ! They spoke very little but Logan did pick one 
  of their names, a man by the name of Brell. 
  ! They rode off to the north, straight toward 
  Verbeeg Hill. 
  ! One of them smelled horribly like eel jelly. 
  ! The sight of the attack is due east of 
  Stoutstump, just outside the Vesve forest.  
  (Logan will mark it on the player map.) 
   
  Logan knows little else of his attackers as it was 
  very dark and he was woken out of a deep sleep.  
  If asked about the eel jelly, Logan will mention the 
  only place to get any of that around here is up in 
  Verbeeg Hill.  Kilbroy and Liveal are also hiding 
  out inside of Logan’s home, but they know even 
  less than Logan.  Kilbroy was knocked out and 
  Liveal fainted.  This information should lead them 
  into encounter 5. 
   
  If the PC group is all short folk, Logan will go a 
  step further, offering them to join a militia he is 
  forming to deal with nasty “tallies”.  Take down the 
  names of all of the players and their characters 
  that accept the offer and contact the Highfolk Triad 
  (skerrit@wi.rr.com, Greg Marks POC).  Logan 
  says that he will contact them soon. 
   
  Creatures: Logan Wood, the paranoid halfling, is 
  horrified that the “tallies” are out to get him.  It is 
  unlikely but possible to start a confrontation with 
  Logan.  If the PCs do so, Kilbroy and Leveal hide, 
  or attempt to summon the Stoutstump watch for 
  aid. 
   
  Logan Wood: male, halfling, Com4. 
   
  Encounter 5 – The Bandits 
  The PCs will have one or two choices as to the 
  location of this encounter.  They may choose to 
  investigate the site of the attack or they may 
  proceed directly to Verbeeg Hill.  In either case, 
  they will encounter the same bandits that robbed 
  poor Logan and his friends. 
   
  The bandits, known as the Reavers, consist of 
  four rogues.  The leader of the group is a human 
  male called Brell, who is by far the most intelligent 
  of the group.  Oweine and Imayne are brothers, 
  both big and neither very bright.  Anora is the only 
  one with true talent in the group but Brell keeps 
  her 
  under 
  close 
  scrutiny 
  because 
  of 
  her 
  compassion.   
   
  After 
  robbing 
  the 
  halflings 
  of 
  all 
  their 
  possessions, the Reavers went on to Verbeeg Hill 
  to celebrate and cash in their loot.  They sold the 
  staff to a merchant there named Berilac Knotwise.  
  After selling all of their ill-gotten goods, they 
  promptly spent most of the money in the Smiling 
  Halls of Good Fortune (the temple of Norebo).  
  Following many bad rolls of the dice, Brell decided 
  to take his troupe back on the road to refill his 
  coffer. 
   
  • 
  If the players head strait toward 
  Verbeeg Hill. 
  PCs that head to Verbeeg Hill will have to spend 
  at least a day and a half traveling there (see the 
  Travel Time Chart for encounter five located at the 
  end of this encounter) and hence will have to 
  camp once.  The Reavers have just left Verbeeg 
  Hill, having spent nearly all of their money gotten 
  from looting the halflings.  They will notice the PCs 
  down the road in the mid afternoon of the second 
  day and will set an ambush, see The Ambush 
  below. 
   
  • 
  If the players investigate the robbery 
  site. 
  The site where Logan and his two friends were 
  robbed is easy to find.  The small copse of apple 
  trees located just half a mile from the Vesve.  It 
  unfortunately provides few clues as to the 
  whereabouts of the bandits, just some old tracks 
  heading north, and some halfling sized tracks 
  leading toward Stoutstump.  This side trek does 
  add one day to their journey to Verbeeg Hill 
  however (see the Time Chart for encounter five 
  located at the end of this encounter).  As the PCs 
  leave the site they are spotted by the very same 
  bandits that robbed the halflings, who will lay an 
  ambush on their path, see The Ambush below. 
   
  The Ambush 
  The bandit’s plan is to split into two groups, about 
  40 feet apart, and lie in wait along side the road, 
  hiding in the underbrush.  Brell and Imayne plan to 
  jump out ahead of the group while Oweine and 
  Anora sneak up from behind once the PCs have 
  past.  At this point, the DM should make a Hide 
  skill check for both Oweine and Anora, note that 
  they both receive a +2 modifier to the roll for being 
  20 feet from the road.  The lower of the two 
  becomes the DC for Spot skill checks that the 
  PCs receive to notice the two and not wander into 
  the trap.  If the PCs notice the two, Brell and 
  Imayne immediately step from hiding announce 
  
  A Path Less Wandered 
   
  Page 13 
  their intentions (see the read-aloud text below).  If 
  the PCs do not notice the two bandits, Brell and 
  Imayne step from hiding once they are past the 
  two and announce their intentions, which is the 
  cue for Anora and Oweine to move into a sneak 
  attack position should a fight erupt.  In either case, 
  once Brell steps forward, read the following to the 
  players. 
   
  Two men, clad in polished black leather armor, 
  step out of the brush in front of you.  One of 
  them brandishes a short sword.  The other is a 
  taller man with raven black hair and a loaded 
  crossbow.  He looks to you and says, “Good 
  afternoon to you fine folk.  I am sorry to inform 
  you that the Reavers have waylaid you.  If you 
  would be so kind as to give up all of your 
  possessions, none of you needs to die.” 
   
  The players have two choices at this point, give up 
  everything they own, save their clothing, or fight 
  the Reavers.  If the players give the bandits 
  everything, including horses, the Reavers promptly 
  tie them up and head back to Verbeeg Hill for 
  more fun.  If they fight, Brell and Imayne fight in 
  front, while Anora and Oweine sneak up from 
  behind if they have not been noticed.  If Anora and 
  Oweine have been spotted, they attack from either 
  side. 
   
  APL 2 (EL 4) 
   
  Brell Blackbow: hp 10, See Appendix C. 
  Imayne Glenshade: hp 7, See Appendix C. 
  Oweine Glenshade: hp 6, See Appendix C. 
  Anora Helonis: hp 4, See Appendix C. 
   
  Tactics: Brell will begin the combat by firing his 
  crossbow at the lead PC.  At this point, Imayne will 
  move in to attack while Anora and Oweine move in 
  for sneak attacks on rear PCs (if they have not 
  been discovered).  Anora however, dislikes killing 
  for profit and will attempt a sneak attack using her 
  sap to render PCs unconscious.  Anora only uses 
  her shortbow if the sneak attack fails or one of her 
  comrades is put down. 
   
  The bandits will fight until Brell is knocked out, 
  killed or calls for a retreat.  Brell will call a retreat is 
  any of his other two comrades are out or he 
  himself is down to 1 or 2 hps. 
   
  If all of the PCs are knocked out, Anora will 
  ransack the bodies, but at the same time use her 
  Heal skill to ensure that they live.  The PCs will 
  awaken later on that night to find all of their 
  possessions gone. 
   
  Treasure: The Reavers do not carry much, but 
  what they have can be taken by the PCs.  
  Treasure is listed per PC. 
   
  APL 2 – loot - (22 gp), coin - (16 gp). 
   
  Development: Many things could happen in the 
  fight.  Some or all of the Reavers could be killed or 
  captured.  All of the PCs could be knocked out.  
  Some or all of the bandits could get away.  It is 
  important to note that the adventure is not over no 
  matter the outcome of the battle. 
   
  If the PCs kill all of the Reavers, a quick 
  search of the bodies will reveal that they do not 
  possess the staff.  However all of them do have a 
  number of coins on them minted in Verbeeg Hill.  
  This is there only clue to go look for the staff there. 
   
  If the PCs managed to capture one of the 
  Reavers, threatening justice is a big enough 
  incentive to get them to talk.  Anyone of them will 
  tell the PCs that the staff was sold to Berilac 
  Knotwise, owner of Gnomish Curios and Oddities, 
  a shop in Verbeeg Hill.  Captured Reavers can be 
  turned in to the sheriff of Verbeeg Hill, left out in 
  the wild, or set free. 
   
  If all of the Reavers manage to escape, the 
  only course of action is to follow them back toward 
  Verbeeg Hill.  A Wilderness Lore (tracking) check, 
  DC 10, clearly shows the Reavers left Northwest 
  toward the road to Verbeeg Hill.  This may lead to 
  another battle once the PCs catch up with them.  
  Note that unless they are stolen from the PCs, 
  none of the Reavers owns a horse and must move 
  at the same travel times as the PCs.  However, 
  once in Verbeeg Hill the PCs may wander across 
  the staff in Berilac’s shop. 
   
  If all of the PCs are knocked out or killed, all of 
  their possessions are taken, but as noted above, 
  Anora attempts to keep any of them from dying.  
  Having pity in her heart, Anora leaves them her 
  only two remaining gold pieces on one of the PCs.  
  Both of these coins were minted in Verbeeg Hill.  
  PCs may go to Verbeeg Hill in search of their gear 
  and the staff.  Another run in with the Reavers will 
  undoubtedly follow. 
   
  The Road to Verbeeg Hill 
  Use the following chart to calculate the players 
  travel time to Verbeeg Hill, a journey of 70 miles 
  from Stoutstump.  Note that the party only moves 
  as fast as the slowest character and that moves of 
  50 and 60 feet can only be gotten with horses; 40 
  only by a horse or barbarian.   
   
  Travel Time Chart – Encounter 5 
  Movement 
  Days Spent 
  
  A Path Less Wandered 
   
  Page 14 
  15’ 
  6 days 
  20’ 
  4.5 days 
  30’ 
  3 days 
  40’ - Pony or heavy 
  warhorse 
  2.5 days 
  50’ - Draft horse 
  2 days 
  60’ - Riding horse 
  or light warhorse 
  1.5 days 
   
  Please add one day to the time spent if the PCs 
  investigate the site where Logan was attacked.  
  Record the time spent under Encounter 5 on 
  Appendix A.  The players will have to camp at 
  least once on this journey, however the camp is 
  undisturbed for the entire trip.  The players should 
  now proceed to encounter 6. 
   
  Encounter 6 – Verbeeg Hill 
  Upon arriving in Verbeeg Hill, read or paraphrase 
  the following to the players. 
   
  Cresting a steep rise, you see the small town 
  of Verbeeg Hill.  Barely one hundred buildings 
  stand within its borders.  Stories tell that the 
  town strives on trade as its only business.  All 
  of the kingdoms that sit upon the wide blue 
  Velverdyva and the gnomish mines to the 
  north use Verbeeg Hill as a focal point for 
  trade.  Many boats are docked at the town’s 
  port and many more still are in the open water, 
  going about their business.   
   
  A light breeze carries the scent of the 
  town’s famous eel jelly up to you.  Although 
  not entirely offensive, it is a smell unlike any 
  other. 
   
  Verbeeg Hill is a town of about 500 people of all 
  races.  Its only resources are trade and eel jelly.  
  The latter of which is made from the boiled eel, 
  which are caught from the Velverdyva every day.  
  Traders from all around Perrenland, Furyondy, 
  Highfolk, the Vesve, and beyond use Verbeeg Hill 
  as a sort of neutral ground for business deals.  No 
  one in the city minds however, as the traders bring 
  good business to the cities many inns, taverns and 
  gambling halls.  Anything that is sought after can 
  be found in Verbeeg Hill eventually for the right 
  price. 
   
  The PCs will be looking for the staff and have 
  many avenues of exploration in which to find it.  All 
  of their options will depend upon what they 
  learned from the bandits and maybe a bit of dumb 
  luck.  Listed below are some of the possibilities the 
  PCs may explore.  Surely ingenious players will 
  come up with others ideas, whose chance of 
  success must be decided upon by the DM. 
   
  If the players did not find out that the bandits 
  sold the staff or did not learn whom they sold it to, 
  PCs may attempt to backtrack the bandit’s trail.  If 
  the players ask around town, they easily find out 
  that the Reavers were often times seen at a tavern 
  called The Eel’s Escape, a small one-room bar 
  with battered tables and a small kitchen behind the 
  bar.  The Eel’s Escape is located near the docks.  
  PCs investigating there can make an Information 
  Gathering skill checks (DC 20) to learn that the 
  Reavers often sold their “trade goods” at Berilac’s 
  shop.  This roll receives a +1 modifier for every gp 
  spent on drinks.  The roll may be made only once 
  per evening. 
   
  If some or all of the Reavers escape capture, 
  the PCs may attempt to track them down in 
  Verbeeg Hill.  Once again, they can ask around to 
  find out that they are often seen at The Eel’s 
  Escape.  Details of a second combat between the 
  Reavers and the PCs are left up to the ingenuity of 
  the DM and the plans of the players.  This may or 
  may not lead them to discovering the whereabouts 
  of the staff. 
   
  Desperate PCs may attempt to search the 
  entire town in hopes of running across the staff.  
  This requires a Spot skill check (DC 15).  Note the 
  check uses Spot instead of Search as seeing the 
  staff in a town this large is more luck than skill.  
  This check may be made twice for every day spent 
  searching.  PC groups that split up have a much 
  better chance of finding the staff than ones that 
  stick together.  Another approach to this method is 
  to ask around if anyone has seen the staff.  This 
  requires an Information Gathering skill check (DC 
  20) to successfully locate the staff.  This check 
  may be made once every two hours spent asking 
  around. 
   
  Please note any time spent looking for the 
  staff under encounter 6 on Appendix A. 
   
  Berilac Knotwise 
  Through one means or another, the PCs will end 
  up at Gnomish Curios and Oddities, the shop 
  owned by Berilac Knotwise (male gnome Wiz7) 
  that purchased Ysette’s staff from the Reavers. 
   
  Upon a squat stone building at the edge of 
  town, a wooden sign swings lazily in the wind.  
  It reads Gnomish Curios and Oddities in both 
  the common and gnomish tongue.  A large 
  window in the front displays some of the wares 
  to be found inside, including an oak-wood staff 
  with silver bands.  
   
  
  A Path Less Wandered 
   
  Page 15 
  If the PCs enter the shop Berilac will jump up to 
  greet them and ask them if there is anything he 
  can help them with.  Berilac is a member of the 
  town council in Verbeeg Hill and runs a clean 
  honest shop.  He is also a member of the 
  Gnomish 
  Consortium 
  of 
  Merchants, 
  Moneylenders, Miners, and Gemcutters out of 
  Gildenhand (a guild devoted to promoting fair 
  trade in the region).  He had no idea that the staff 
  was stolen, and paid almost 500 gp for it.  His 
  shop specializes in rare and unique goods and the 
  staff fit the bill.  All around his shop are strange 
  and wonderful things, left to the DMs imagination, 
  but all are well out of the PCs price range.  Berilac 
  is looking to fetch 10,000 gp for the staff alone. 
   
  If the PCs actually have the gold, they can 
  purchase it and return to Ysette to retrieve their 
  berries.  Refer to Travel Time Chart 3A to 
  calculate the time it takes to get there.  Record this 
  time under encounter 6 on Appendix A.  Then 
  proceed to the Conclusion. 
   
  More than likely the PCs do not have the 
  money necessary to purchase the staff.  Berilac is 
  a fair man however and will give them the staff for 
  free if they perform one small task for him.  Berilac 
  needs a letter delivered to the Lord Marshal of the 
  Vesve, head ranger Elrenn Walthair.  If the players 
  agree to deliver the message, Berilac promises to 
  give them the staff upon their return and hands 
  them the letter to be deliver to the Lord Marshal.  
  He tells them to deliver the letter only to the Lord 
  Marshal; no one else is to see it.  Berilac also will 
  draw upon their map and give them directions to 
  Quaalsten, home of the Lord Marshal.  The DM 
  should draw this upon Player Handout 1 using 
  Appendix B as a guide. 
   
  Before they go, Berilac asks them not to open 
  the letter, just to deliver it.  Nothing bad befalls the 
  PCs if they open the letter; Berilac just likes to 
  keep his personal business personal.  If the PCs 
  do open the letter, hand them Players Handout 2. 
   
  Questionable players may attempt to steal the 
  staff.  This will get them nowhere however, as the 
  staff in the window is just a duplicate with Nystul’s 
  Magical Aura cast upon it.  The real staff is kept in 
  a stone vault located underneath Berilac’s home 
  next door.  PCs attempting this should be caught 
  and put in jail for seven days, then released with 
  no hope of retrieving the staff, as Berilac does not 
  deal with known criminals. 
   
  Encounter 7 – Quaalsten 
  The road to Quaalsten is the longest leg of the 
  heroe’s journey.  The path that Berilac has laid out 
  for them is over 250 miles in length.  Use the 
  following chart to calculate the players travel time 
  to Quaalsten.  Note that the party only moves as 
  fast as the slowest character and that moves of 50 
  and 60 feet can only be gotten with horses; 40 
  only by a horse or barbarian.   
   
  Travel Time Chart – Encounter 5 
  Movement 
  Days Spent 
  15’ 
  21 days 
  20’ 
  15.5 days 
  30’ 
  10.5 days 
  40’ - Pony or heavy 
  warhorse 
  8 days 
  50’ - Draft horse 
  6 days 
  60’ - Riding horse 
  or light warhorse 
  5 days 
   
  Record the time spent under Encounter 7 on 
  Appendix A.  The players will have to camp at 
  least four times on this journey, however the camp 
  is undisturbed for the entire trip. 
   
  Upon 
  arriving 
  in 
  Quaalsten, 
  read 
  or 
  paraphrase the following to the players. 
   
  The trail that Berilac drew upon your map was 
  a long one, almost 250 miles in length.  That 
  road is now behind you however as Quaalsten, 
  home to the Rangers of the Vesve, stands 
  before you. 
   
  Quaalsten is a walled forest community, a 
  place that the rangers use as their base of 
  operation.  Recently the church of Ehlonna 
  built a high temple within the cities walls as 
  well.  The roofs of many buildings show 
  themselves over the wooden palisade and thin 
  vines of smoke rise from their chimneys.  The 
  crisp scent of wood smoke wafts over your 
  nostrils, as a man clad in supple brown leather 
  armor calls to you from a tower next to the 
  main gate. 
   
  “Ho there fair travelers, what has brought 
  you to Quaalsten?” 
   
  The man is Owane Feldard (male human Rgr2), a 
  gate guard.  If the players ask to see the Lord 
  Marshal with an urgent message, they will be 
  allowed in to speak with Almeric Wilstone, the 
  chief forest captain under Elrenn.  If for some 
  reason the players are covert about their mission, 
  they will not be turned away from the town.  They 
  will however quickly learn that Elrenn is currently 
  “Out on the Hunt” and not in the settlement. 
   
  Almeric Wilstone (male half elf Rgr9) is a 
  half-elf in his late 40’s.  His position within 
  Quaalsten is to oversee the day-to-day activities 
  while Elrenn is away or engaged in other activities.  
  This is a job that Almeric takes very seriously.  If 
  
  A Path Less Wandered 
   
  Page 16 
  the players are sent to see him bearing a message 
  for the Lord Marshal, Almeric does not doubt their 
  claim.  Unfortunately the Lord Marshal is not in 
  Quaalsten; he is out patrolling the Vesve.  He will 
  not take the note from the PCs, instead insisting 
  they either wait for Elrenn to return or go in search 
  of him.  If they wish to know more, Elrenn has the 
  following points to share with them. 
   
  ! Elrenn Walthair, the Lord Marshal, has gone 
  “Out on the Hunt”, which means that he is 
  about patrolling the Vesve.  He is traveling 
  alone. 
  ! He left to the east, probably checking all of the 
  guard stations in that region.  There are five 
  stations in the region.  Elrenn would not spend 
  more than a two or three days at each one. 
  ! Elrenn would not visit the same station twice in 
  one trip, preferring to visit them all quickly and 
  then return to Quaalsten 
  ! Elrenn left ten days ago and may not return for 
  another ten.  PCs are welcome to stay until he 
  returns. 
   
  The PCs may decide to wait for Elrenn to return.  If 
  this is the case they must wait 10 days, which 
  should be recorded under encounter 8 on 
  Appendix A.  During that time, they are welcome 
  to explore the town, visit the Hearth of the 
  Unicorn’s Heart (temple to Ehlonna) and watch the 
  rangers at work.  Nothing much exciting happens 
  during this time.  Once the Lord Marshal returns, 
  he looks over the letter, gives the PC his signet 
  ring and sends them back to Berilac. The DM 
  should skip encounter 8 if the players decide to 
  wait for the Lord Marshal to return. 
   
  If the heroes decide to venture forth and find 
  the Elrenn, Almeric will draw the location of the 
  five small outposts on the players map.  The DM 
  should sketch this information onto the players 
  map (Players Handout 1) using the DM map 
  (Appendix B) as a guide.  Almeric will also point 
  out that Elrenn left heading toward outpost C and 
  most likely went there first.  This leads them to 
  encounter 8. 
   
  Encounter 8 – Out on the 
  Hunt 
  By the time the player leave Quaalsten; Elrenn 
  has already visited three of the five outposts.  His 
  path has led him from Quaalsten to outpost C, 
  where he spent three days.  From there he went 
  on to spend two days at outpost E.  He left outpost 
  E and went on to Outpost D.  After spending two 
  days at outpost D, Elrenn has just left on his way 
  to outpost B. 
   
  The players must travel from post to post 
  looking for the Lord Marshal.  A timeline is 
  included below to indicate where Elrenn is on any 
  given day.  To travel from post to post requires 
  one day no matter the distance and speed of the 
  party.  Keep track of any time spent by the PCs 
  and record this under encounter 8 on Appendix 
  B.  A ranger, who will gladly tell the party if they 
  have seen the Lord Marshal and how many days 
  ago it was, mans each outpost.  Once the PCs find 
  the Marshal, refer to Saving the Lord Marshal 
  below for the rest of the encounter. 
   
  Lord Marshal’s Timeline 
   
  Day 
  Event 
  1 
  Elrenn leaves Quaalsten and travels to 
  outpost C. 
  2-4 
  Elrenn inspects outpost C. 
  5 
  Elrenn leaves outpost C and travels to 
  outpost E. 
  6-7 
  Elrenn inspects outpost E. 
  8 
  Elrenn leaves outpost E and travels to 
  outpost D. 
  9-10 
  Elrenn inspects outpost D. 
  11 
  Elrenn leaves outpost D and travels to 
  outpost B. 
  PCs leave Quaalsten 
  12-14 
  Elrenn inspect outpost B. 
  15 
  Elrenn leaves outpost B and travels to 
  outpost A. 
  16-19 
  Elrenn inspects outpost A. 
  20 
  Elrenn returns to Quaalsten 
   
  Saving the Marshal 
  Once the PCs have finally tracked down the 
  Elrenn, the Lord Marshal of the Vesve read aloud 
  the following. 
   
  The path you have been traveling on has 
  opened up into a small clearing.  Across the 
  way 
  is 
  a 
  man, 
  dressed 
  in 
  shimmering 
  chainmail wielding a flaming spear, apparently 
  sparring violently against a trio of trees.  The 
  trees seem to take offense at this however, as 
  they batter the man with their long branches, 
  knocking him to the ground.  As he falls hard, 
  the blue sash about his shoulder clearly 
  becomes visible, marking him a ranger of the 
  Vesve. 
   
  The lord marshal is locked in combat with three 
  young Dirtwraiths, a kind of fungus that inhabits 
  the plants.  The three Dirtwraiths use the plant’s 
  
  A Path Less Wandered 
   
  Page 17 
  body to attack anyone within reach.  The tree that 
  the Dirtwraith inhabits can withstand an amount of 
  damage equal to the Dirtwraith’s hit points before 
  dying.  This does not kill the fungus however.  To 
  kill the fungus, the Dirtwraith must be exhumed or 
  PCs must wait 2d6x10 minutes for the Dirtwraith to 
  extract itself in an attempt to search for a new 
  host. 
  Creatures: When the combat begins Elrenn has 
  been knocked of his feet and is being held down 
  by the largest tree.  Both of his arms are pinned 
  and he is taking 2d4 points of damage per combat 
  round.  Every round Elrenn can attempt to break 
  free but this requires a Str check (DC 20).    That 
  tree will not attack any other players while it has 
  Elrenn and will only release him upon death.  The 
  players begin 30 ft. away, across the circular 
  clearing.  After the three trees have been beaten.   
  Elrenn motions them to move away and lie in wait 
  until the Dirtwraiths exhume themselves.  During 
  this time, Elrenn identifies himself, talks to the PCs 
  and explains the creature that they are fighting.  
  His plan, once the Dirtwraiths are out of the 
  ground, is to attack them with ranged weapons 
  until they use their spore clouds, then close in for 
  the kill before they can bury themselves again.  If 
  any PC gets too close and is hit with a spore 
  cloud, Elrenn will treat them with his neutralize 
  poison spell. 
   
  APL 2 (EL 5) 
   
  Elrenn Walthair: hp 160, See Appendix C. 
   
  Dirtwraiths (3): hp 11 (each), See Appendix C. 
  Animated Trees (3): hp 11 (each), See Appendix 
  C. 
   
  Development: After the battle, assuming that 
  Elrenn is alive, the PCs can deliver their message.  
  Elrenn is quite thankful for the PCs help in the fight 
  and wishes to show his gratitude.  He offers each 
  PC 200 gp.  After looking over Berilac’s letter, 
  Elrenn will give the PCs his signet ring, to give to 
  Berilac on their way home.  This not only proves 
  that the PCs visited Elrenn, but it also is a 
  message to Berilac.  At this point the PCs can 
  start the journey home. 
   
  Treasure: Each PC involved in saving the Lord 
  High Marshal is offered 200 gp.  If a PC does not 
  participate in freeing the Lord High Marshal, they 
  do not receive this reward.   
   
  APL 2 – coin - (200 gp). 
   
  Conclusion – The Final Lap 
  Before reading the conclusion to the players, the 
  DM must calculate the final travel time, from 
  Quaalsten to Verbeeg Hill, back to Ysette and 
  finally on to Highfolk.  This is a journey of almost 
  460 miles.  Use the following chart to calculate the 
  heroes travel time back to Highfolk.  Note that the 
  party only moves as fast as the slowest character 
  and that moves of 50 and 60 feet can only be 
  gotten with horses; 40 only by a horse or 
  barbarian.   
   
  Travel Time Chart – Encounter 5 
  Movement 
  Days Spent 
  15’ 
  38.5 days 
  20’ 
  29 days 
  30’ 
  19 days 
  40’ - Pony or heavy 
  warhorse 
  14.5 days 
  50’ - Draft horse 
  11.5 days 
  60’ - Riding horse 
  or light warhorse 
  9.5 days 
   
  Record the time spent under Conclusion on 
  Appendix A.  The players will have to camp at 
  least seven times on this journey, however the 
  camp is undisturbed for the entire trip.   
   
  Once the PCs begin their journey home read 
  the following to them. 
   
  Rushing out of the Vesve, you team races back 
  to Verbeeg Hill.  Berilac is nervously awaiting 
  your arrival and runs outside to meet you upon 
  your return.  Once he sees the ring his worried 
  face lights up with joy.  Berilac rushes inside 
  to fetch your staff and sends you on your way. 
   
  The journey back to Ysette is a pleasant 
  one.  It has been over ten days since you 
  promised to return her staff.  She too appears 
  to be awaiting your return as you come upon 
  her pond.  She takes the staff and asks about 
  your 
  journey. 
   
  Ysette 
  had 
  feared 
  that 
  something terrible had happened to you.  After 
  hearing your tale she presents you a basket 
  full of Ilymirth berries along with a few coins 
  for your efforts.  Following a bit of rest, Ysette 
  sees you off, accompanying you as bird until 
  you reach the boarder of the Vesve 
   
  The last leg of your journey is the trip back 
  to Highfolk.  As you cross through the city 
  gates, crowds of people are there to welcome 
  you.  Antus Bralain is there as well.  He 
  approaches 
  your 
  well-traveled 
  team 
  and 
  says… 
   
  
  A Path Less Wandered 
   
  Page 18 
  Treasure: The basket contains 240 gp in addition 
  to the berries. 
   
  APL 2 – coin - (40 gp). 
   
  At this point the DM should check the total time 
  spent by the party by summing up the numbers 
  recorded on Appendix A.  The results should be 
  compared with the chart on the bottom of 
  Appendix A to determine how well the characters 
  fared.  This will determine the reaction of Antus 
  and the wine award given to the heroes.  Read the 
  appropriate reaction from the choices below. 
   
  • 
  If the team earns a gold ribbon 
  “Congratulations, you are one of the first 
  teams to return.  Your speed and courage are a 
  lesson to us all.  You may even be crowned 
  heroes of the year.  Please come with me to 
  the Gilded Cow, a celebration is to be held in 
  your honor brave adventurers.” 
   
  • 
  If the team earns a silver ribbon 
  “Welcome back.  Although you are not the first 
  team to return you deserve great praise for 
  completing the race.  Surely you will be 
  honored alongside all of the other heroes of 
  the contest.  Come, let us go celebrate your 
  return, the Gilded Cow awaits.” 
   
  • 
  If the team earns a copper ribbon 
  “Ahh, I see that you have finally returned many 
  of the other teams have already come in.  I 
  hope that your trip was not too dangerous; we 
  had begun to get worried that you might not 
  return.  Come let us celebrate you completion 
  of the race at the Gilded Cow and you can tell 
  me all about your journey.” 
   
  Treasure: The value of the bottle of wine the PCs 
  are given depends on what place the party took.  
   
  Gold Ribbon: 
  APL 2 – loot - (30 gp) 
   
  -or- 
  Silver Ribbon 
   APL 2 – loot - (20 gp) 
   
  -or- 
  Copper Ribbon 
  APL 2 – loot - (10 gp) 
   
  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 
  Getting to the berries 
    APL 2 – 20 xp 
  Agreeing to retrieve the staff 
    APL 2 – 20 xp 
   
  Encounter Three 
  Speaking with the Knight 
   
  APL 2 – 20 xp 
   
  -or- 
  Taking path B and not getting lost 
   
  APL 2 – 20 xp 
   
  Encounter Four 
  Dealing with Logan 
  APL 2 – 60 xp 
   
  Encounter Five 
  Defeating the Reavers 
  APL 2 – 120 xp 
  Questioning the Reavers 
  APL 2 – 20 xp 
   
  Encounter Six 
  Agreeing to help Berilac 
  APL 2 – 20 xp 
   
  Encounter Eight 
  Finding the Elrenn within 3 days 
  APL 2 – 20 xp 
  Defeating the dirtwraiths 
  APL 2 – 150 xp 
   
  Total possible experience:   
  APL 2 – 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 
  
  A Path Less Wandered 
   
  Page 19 
  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. 
   
  Encounter Five 
  Defeat the Reavers 
  APL 2 – loot (22 gp), coin - (16 gp) 
   
  Encounter Eight 
  Rescue the Lord High Marshal  
  APL 2 – coin - (200 gp) 
   
  Conclusion 
  Return the staff to Ysette 
   
  APL 2 – coin - (40 gp) 
   
  Finish the Race  
   
  Gold Ribbon: 
   
  APL 2 – loot - (30 gp) 
   
   
  -or- 
   
  Silver Ribbon 
    
  APL 2 – loot - (20 gp) 
   
   
  -or- 
   
  Copper Ribbon 
   
  APL 2 – loot - (10 gp) 
   
  Adventure Maximums 
  APL 2 – 308 gp 
   
   
   
   
  
  A Path Less Wandered 
   
  Page 20 
  Player Handout 1 
  PLAYERS MAP 
   
   
  
  A Path Less Wandered 
   
  Page 21 
  Player Handout 2 
  A LETTER SENT TO ELRENN WALTHAIR 
   
   
   
  To Elrenn Walthair, the Lord Marshal of the Vesve,
  To Elrenn Walthair, the Lord Marshal of the Vesve,
  To Elrenn Walthair, the Lord Marshal of the Vesve,
  To Elrenn Walthair, the Lord Marshal of the Vesve,    
      
  All to recently I have heard disturbing news from the Great Wood under your 
  All to recently I have heard disturbing news from the Great Wood under your 
  All to recently I have heard disturbing news from the Great Wood under your 
  All to recently I have heard disturbing news from the Great Wood under your 
  protection, bands of orcs pillaging all that they find, malevolent creatures 
  protection, bands of orcs pillaging all that they find, malevolent creatures 
  protection, bands of orcs pillaging all that they find, malevolent creatures 
  protection, bands of orcs pillaging all that they find, malevolent creatures 
  hunting me
  hunting me
  hunting me
  hunting men in the night and horrible undead wandering about with a craving 
  n in the night and horrible undead wandering about with a craving 
  n in the night and horrible undead wandering about with a craving 
  n in the night and horrible undead wandering about with a craving 
  for blood.  The town council here in Verbeeg Hill is greatly concerned about these 
  for blood.  The town council here in Verbeeg Hill is greatly concerned about these 
  for blood.  The town council here in Verbeeg Hill is greatly concerned about these 
  for blood.  The town council here in Verbeeg Hill is greatly concerned about these 
  developments.  I thank you for your recent decision allowing us stout folk 
  developments.  I thank you for your recent decision allowing us stout folk 
  developments.  I thank you for your recent decision allowing us stout folk 
  developments.  I thank you for your recent decision allowing us stout folk 
  within your ranks, as these are 
  within your ranks, as these are 
  within your ranks, as these are 
  within your ranks, as these are dangerous times.
  dangerous times.
  dangerous times.
  dangerous times.    
      
  The time has come to consider stationing more of our sons and daughters closer 
  The time has come to consider stationing more of our sons and daughters closer 
  The time has come to consider stationing more of our sons and daughters closer 
  The time has come to consider stationing more of our sons and daughters closer 
  to home.  I fear that these problems will overwhelm our local guardsmen.
  to home.  I fear that these problems will overwhelm our local guardsmen.
  to home.  I fear that these problems will overwhelm our local guardsmen.
  to home.  I fear that these problems will overwhelm our local guardsmen.    
      
  Berilac Knotwise
  Berilac Knotwise
  Berilac Knotwise
  Berilac Knotwise    
  High Councilman of Verbeeg Hill
  High Councilman of Verbeeg Hill
  High Councilman of Verbeeg Hill
  High Councilman of Verbeeg Hill    
      
  
  A Path Less Wandered 
   
  Page 22 
  Appendix A: Travel Time Calculation Sheet 
   
   
  ENCOUNTER  
  2  
  _____ DAYS 
   
  ENCOUNTER  
  3A  
  _____ DAYS 
   
   
   
   
   
  3B  
  _____ DAYS 
   
   
   
   
   
  3C  
  _____ DAYS 
   
  ENCOUNTER  
  5  
  _____ DAYS 
   
  ENCOUNTER  
  6  
  _____ DAYS 
   
  ENCOUNTER  
  7  
  _____ DAYS 
   
  ENCOUNTER  
  8  
  _____ DAYS 
   
  CONCLUSION 
   
   
  _____ DAYS 
   
   
   
   
   
   
  TOTAL   
   
  DAYS 
   
   
  TRAVEL TIME REWARDS SCALE 
   
  21.5 – 25 DAYS 
  Gold Ribbon Award 
   
  25.5 – 50 DAYS 
  Silver Ribbon Award 
   
  50 + DAYS  
   
  Copper Ribbon Award 
  
  A Path Less Wandered 
   
  Page 23 
  Appendix B: DM Map 
   
  
  A Path Less Wandered 
   
  Page 24 
  Appendix C:  NPC/ Monster Reference 
  Sheets 
  Encounter 2 
  Ysette, female wood elven Drd 6: Medium 
  humanoid (5 ft. 6 in. tall); HD 6d8+6; hp 41; Init 
  +2 (Dex); Spd 30; AC 14 (+2 leather armor, +2 
  dex); Atks +4 melee (1d6 (crit 18-20), scimitar), 
  or +6 ranged (1d4, sling); SD Wild shape, 
  Trackless step; AL NG; SV Fort +6, Ref +4, Will 
  +8. 
   
  Str 10, Dex 15, Con 12, Int 11, Wis 16, Cha 
  13. 
   
  Skills:  Animal Empathy +6, Concentration 
  +4, Handle Animal +4, Intuit Direction +5, 
  Knowledge: Vesve +9, Spot +6, Swim +4, 
  Wilderness Lore +7; Feats:  Dodge, Run, Silent 
  Spell 
   
  Spells (5/4/4/3): 0—cure minor wounds, 
  detect magic, guidance, know direction, light; 
  1st—calm animals, cure light wounds, entangle, 
  summon nature’s ally I; 2nd—barkskin, charm 
  person, hold animal, speak with animals; 3rd—
  meld into stone, protection from elements, 
  summon nature’s ally III. 
   
  Personality: Ysette is strong-willed, not to 
  be bullied by anyone within her domain.  She is 
  caring and kind to those she finds deserving.  A 
  bit aloof as well. 
   
  Encounter 4 
  Logan Wood, male halfling Com4: Small 
  Humanoid (3 ft. I in. tall); HD 4d4+4; hp 16; Init 
  +3 (Dex); Spd 20; AC 14 (+3 Dex, +1 Size); Atks 
  +2 melee (1d4 (crit 19-20), dagger), or +5 
  ranged (1d4, darts); AL CN; SV Fort +2, Ref +4, 
  Will +0. 
   
  Str 10, Dex 16, Con 13, Int 11, Wis 8, Cha 
  14. 
   
  Skills: Craft: Woodcarving +3, Listen +3 
  Ride +4, Spot +2 Feats: Simple Weapon 
  Proficiency, Alertness 
   
  Equipment: dagger, 6 hand carved darts, 
  pouch containing 2 sp. 
   
  Personality: Logan is very angry, at the 
  world and at himself.  He is downright resentful 
  of all the tall people in the world.  He is likely to 
  fly off the handle at anyone who calls him shorty 
  or some other diminutive name. 
   
  Encounter 5 
  Brell Blackbow, male human Rog1: Medium 
  Humanoid (6 ft. 1 in. tall); HD 1d6+4; hp 10 (+3 
  Toughness); Init +6 (Dex, Improved Initiative); 
  Spd 30; AC 14 (+2 leather armor, +2 Dex); Atks 
  +1 melee (1d6+1 (crit 19-20), short sword) or +2 
  ranged (1d8 (crit 19-20), light crossbow); SA 
  Rog sneak attack; AL NE; SV Fort +1, Ref +4, 
  Will +1. 
   
  Str 12, Dex 15, Con 13, Int 14, Wis 9, Cha 
  12. 
   
  Skills: Appraise +5, Bluff +5, Climb +3, 
  Disguise +3, Escape Artist +4, Hide +3, 
  Intimidate +5, Listen +3, Move Silently +6, Open 
  Locks +5, Pick Pockets +6, Ride +4, Spot +1, 
  Use Rope +4; Feats: Improved Initiative, 
  Toughness. 
   
  Equipment:  short sword, light crossbow, 10 
  light crossbow bolts, leather armor, thieves 
  tools, pouch containing 85 gp minted in Verbeeg 
  Hill. 
   
  Personality: Brell is cruel and vindictive, not 
  really caring for any other human life.  A spiteful 
  man that would turn on anyone if the price was 
  right. 
    
  Imayne Glenshade, male half elf Rog1:  
  Medium Humanoid (5 ft. 7 in. tall); HD 1d6+2; hp 
  7; Init +1 (Dex); Spd 30; AC 13 (+2 leather 
  armor, +1 Dex); Atks +3 melee (1d6+3 (crit 19-
  20), short sword); SA Rog sneak attack; AL NE; 
  SV Fort +2, Ref +3, Will +0. 
   
  Str 17, Dex 13, Con 14, Int 8, Wis 11, Cha 
  9. 
   
  Skills: Hide +3, Intimidate +3, Jump +4, 
  Listen +3, Move Silent +4, Open Locks +2, Pick 
  Pockets +3, Ride +3, Search +2, Spot +5, Use 
  Rope +3.  Feats: Blind-Fight 
   
  Equipment: short sword, leather armor, 50 
  ft. of silk rope, pouch containing 8 gp and 3 sp 
  minted in Verbeeg Hill. 
   
  Personality: Just a big dumb bully. 
   
  Oweine Glenshade, male half elf Rog1: 
  Medium Humanoid (5 ft. 7 in. tall); HD 1d6+1; hp 
  6; Init +3 (Dex); Spd 30; AC 15 (+2 leather 
  armor, +3 Dex); Atks +2 melee (1d6+2 (crit 19-
  20), short sword); SA Rog sneak attack; AL NE; 
  SV Fort +1, Ref +5, Will –1. 
   
  Str 15, Dex 17, Con 13, Int 8, Wis 9, Cha 9. 
   
  Skills:  Climb +6, Hide +3, Jump +5, Listen 
  +3, Move Silent +7, Open Locks +7, Ride +4, 
  Search +3, Use Rope +4; Feats: Dodge. 
  
  A Path Less Wandered 
   
  Page 25 
   
  Equipment: short sword, leather armor, 50 
  ft. of silk rope, thieves tools, pouch containing 7 
  sp minted in Verbeeg Hill. 
   
  Personality: Just like his brother. 
   
  Anora Helonis, female human Rog1: Medium 
  Humanoid (5 ft. 4 in. tall); HD 1d6; hp 4; Init +4 
  (Dex); Spd 30; AC 16 (+2 leather armor, +4 
  Dex); Atks +1 melee (1d6+1 (subdual), sap), or 
  +4 ranged (1d6 (crit x3), shortbow); SA Rog 
  sneak attack; AL N; SV Fort +0, Ref +6, Will +2. 
   
  Str 12, Dex 18, Con 11, Int 10, Wis 14, Cha 
  10. 
   
  Skills: Disable Device +2, Escape Artist +7, 
  Heal +4 (+6 when using the healer’s kit), Hide 
  +6, Jump +4, Listen +5, Move Silent +8, Open 
  Locks +6, Ride +6, Search +4, Spot +5; Feats: 
  Point Blank Shot, Precise Shot. 
   
  Equipment: sap, leather armor, shortbow, 
  quiver with 20 arrows, healer’s kit, pouch 
  containing 2gp minted in Verbeeg Hill. 
   
  Personality: 
  Cool 
  under 
  fire, 
  but 
  compassionate on the inside.  Anora is a bandit 
  only because it suits her, she is not in it for the 
  killing. 
   
  Encounter 8 
  Elrenn Walthair, male human Rgr16: Medium 
  Humanoid (6 ft. 1 in. tall); HD 16d10+64; hp 160 
  (currently 110); Init +7 (Dex, Improved Initiative); 
  Spd 30; AC 23 (+9 elven chainmail +4, +2 cloak 
  of protection +2, +2 Dex); Atks +20/+15/+10/+5 
  melee (1d8+4 (crit x3), shortspear flametongue 
  +1); SA Rgr Favored Enemy; AL CG; SV Fort 
  +14, Ref +8, Will +10. 
   
  Str 16, Dex 17, Con 18, Int 14, Wis 16, Cha 
  15. 
   
  Skills: Animal Empathy +7, Climb +7, 
  Concentration 
  +9, 
  Diplomacy 
  +7, 
  Gather 
  Information +4, Handle Animal +7, Heal +10, 
  Hide +10, Intuit Direction +8, Jump +8, 
  Knowledge: Vesve +12, Listen +12, Move Silent 
  +12, Ride +9, Search +7, Spot +10, Swim +8, 
  Track +11, Use Rope +8, Wilderness Lore +13; 
  Feats: 
  Ambidexterity, 
  Dodge, 
  Expertise, 
  Improved Initiative, Iron Will, Mobility, Spring 
  Attack, Two-Weapon Fighting, Whirlwind Attack. 
   
  SA – Rgr Favored Enemy.  +4 vs. 
  Goblinoids, +3 vs. Beasts, +2 vs. Plants, +1 vs. 
  Undead. 
   
  Equipment: elven chainmail +4, cloak of 
  protection +2, shortspear +1 flametongue, 2 
  potions of cure moderate wounds, signet ring, 
  sash of the rangers, holy symbol of Ehlonna, 
  pouch containing 10 gp. 
   
  Spells (3/3/2/1): 1st – alarm, pass without 
  trace, speak with animals; 2nd – cure light 
  wounds, hold animal, speak with plants; 3rd - 
  neutralize poison, plant growth; 4th – polymorph 
  self. 
   
  Personality:  A leader to the bone.  Cool, 
  calculating, intelligent, caring and personable. 
   
  Dirtwraiths (3): CR 5; small plant (3 ft. wide); 
  HD 2d8+2; hp 11 (each); Init –3 (Dex); Spd 2; 
  AC 11 (+4 natural, -3 Dex); Atks none; SA 
  Animate Plants, Spore Cloud; SD Immunities; 
  AL CE; SV Fort +4, Ref –3, Will +1. 
   
  Str 5, Dex 4, Con 13, Int 4, Wis 12, Cha 10. 
   
  SA – Animate Plants. The Dirtwraith may 
  inhabit animate any plant it inhabits the roots of.  
  It may use this plant to attack foes (see 
  Animated Trees below). Spore Cloud. Once 
  per day the Dirtwraith may emit a spore cloud.  
  This requires a ranged touch attack at +2.  If hit 
  a PC will choke for 2d4 minutes, during which no 
  action can be taken. 
   
  SD – Dirtwraiths are immune to fire, all mind 
  affecting magic and blunt weapons. 
   
  Animated Trees (3): large plant (15 ft. tall); HD 
  2d8+2; hp 11 (each); Init –1 (Dex); Spd 0; AC 13 
  (+4 natural, -1 Dex); Atks +3 melee (2d4+1, 
  branch); Face/Reach 10 ft. x 10 ft./15 ft.; SD 
  Immunities; AL N; SV Fort +4, Ref –1, Will +1. 
   
  Str 13, Dex 8, Con 12, Int 0, Wis 0, Cha 0. 
   
  SD – Animated Trees are immune to poison, 
  sleep, stunning, paralyzation, and polymorph.  
  
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