TEXT: PPPPEEEERRRR1111----00002222
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  AAAA    OOOOnnnneeee----RRRRoooouuuunnnndddd    DDDD&&&&DDDD    LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
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  WKKKK®
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  PPPPeeeerrrrrrrreeeennnnllllaaaannnndddd    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  bbbbyyyy    PPPPaaaattttrrrriiiicccckkkk    W
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  Wiiiilllllllliiiiaaaam
  m
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  mssssoooonnnn
  Rustlers have been raiding the farms around the village of Skillet. Now they have gone too far, stealing
  the prize colt of the mayor, the last colt from Old Regret. Can the party chase them down and reap the
  reward for its recovery. An adventure for player characters of level 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc . ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Chasing the Ox
  Page 2
  Thi s is  a n RP GA® N e tw or k sc e nar io f or  t he 
  D ung eo ns & D ra g ons ® g a m e.  A f our -ho ur t im e 
  bl ock ha s be e n a llo ca t e d f or  e a ch ro und of t his
  sc e nar io,  but t he a ct ua l pl a yi ng t im e w ill be cl ose r 
  t o t hre e hour s. The re s t of t he t im e is  sp e nt in
  pr e pa ra t io n be f o re g a m e pl a y,  a nd sc ori ng a f te r 
  t he g a m e.  The f oll ow ing g uid el ine s a re he re t o
  he lp y ou w it h bo t h t he pr e pa ra t io n a nd v ot ing 
  se g m e nt of t he g a m e.  Re a d t his pa g e ca r ef ull y so 
  t ha t y ou kno w a nd ca n co m muni ca t e t o y our 
  pl a ye r s t he sp e cia l a sp e ct s of pl a yi ng a n RP GA
  sc e nar io. 
  PPPPrrrreeeeppppaaaarrrraaaattttiiiioooonnnn
  Fir st y ou sho uld pr int t his sc e nar io.  Thi s sc e nar io
  w a s cr e at e d t o sup po rt do ubl e- si de d pr int ing , but 
  pr int ing it si ngl e si de d w ill w ork a s w e ll. The r e is 
  e noug h ro om a lo ng t he ins ide m a rg in t o bi nd t he 
  a dv e nt ure , if y ou de s ire .
  Re a d t his e nt ire a dv e nt ure a t le a st onc e be f o re 
  y ou run y our  g a m e.  B e sur e t o f a mi lia ri ze y our se lf 
  w it h a ny sp e cia l rul es , sp e lls,  or  e qui pm e nt
  pr e se nt e d in t he a dv e nt ure . It m a y he lp t o
  hig hli ght pa r ti cula rl y im po rt a nt pa s sa g e s.
  W he n y ou run a n RP GA D &D a dv e nt ure w e 
  a ss ume t ha t y ou ha v e a cc es s t o t he f oll ow ing 
  bo ok s: t he Pl a ye  r ’s Ha nd  boo  k, t he D  ung eo  n
  Ma s te  r ’s Guid  e  , a nd t he Mo  nst e  r Ma nua l. W e a lso 
  a ss ume t ha t y ou ha v e a se t of di ce (a t le a st one d4 ,
  d6 , d8 , d1 0 , d1 2 , a nd d2 0 ),  so m e sc ra p pa p e r, a 
  pe nc il, a n RP GA sc ori ng pa c ke t , a nd y our  se ns e of 
  f un. It is  a lso a g oo d id e a t o ha v e a w a y t o t ra ck 
  m ov e m e nt dur ing co m ba t . Thi s ca n be a s si mp le a s
  a pa d of g ra p h pa p e r a nd a pe nc il, a s ha ndy a s a 
  v iny l g rid m a p a nd chi ts , or  a s e la bo ra t e a s re s in
  dung e o n w a lls a nd m inia t ure s. 
  Ins tr uct t he pl a ye r s e it he r t o pr e pa re t he ir
  cha r ac t er s now , or  w a it unt il y ou re a d t he 
  int ro duc ti on, de p e nding on t he re q uire m e nt s of 
  t he sc e nar io a s de s cri be d in t he int ro duc ti on.
  Ke e p in m ind t ha t y ou m ust ha v e a t le a st f our 
  pl a ye r s (no t co unt ing t he D M), f or  t he g a m e
  se s sio n t o be a sa nc ti one d RP GA e v e nt.  A s w e ll,
  y ou ca nno t ha v e m or e t ha n se v e n pl a ye r s
  pa r ti cip a ti ng in t he g a m e. 
  O nce y ou a re re a d y t o pl a y,  it is  ha ndy t o
  ins tr uct e a ch pl a ye r  t o pl a ce a na m e ta g in f ro nt of 
  him or  he r. The t a g sho uld ha v e t he pl a ye r ’s na m e 
  a t t he bo t to m , a nd t he cha r ac t er ’s na m e , ra c e,  a nd
  g e nde r a t t he t op . Thi s m a ke s it e a sie r  f or  t he 
  pl a ye r s (a nd t he D M) t o ke e p t ra ck of w ho is 
  pl a yi ng w hich cha r ac t er .
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o
  le a rn a bo ut e qui pm e nt 
  a nd w e ap ons  
  t he ir
  cha r ac t er s a re ca r ry ing . Tha t sa id , y ou a s t he D M
  ca n ba r  t he use of e v e n co re rul e bo ok s dur ing 
  ce r ta in t im e s of pl a y.  For  e xa m pl e , t he pl a ye r s a re 
  not f re e t o co nsult t he D ung eo n Ma s te r ’s Guid e 
  w he n co nf ront e d w it h a t ra p or  ha z a rd,  or  t he 
  Mo nst e r Ma nua l w he n co nf ront e d w it h a  m ons te r .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill  be in g ra y bo xe s . It ’s  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt 
  ins te a d of re a d ing it a lo ud. So m e of t his t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  SSSSccccoooorrrriiiinnnngggg
  A ft e r t he pl a ye r s ha v e co m ple t e d t he sc e nar io or 
  t he t im e a llo t te d t o run t he sc e nar io ha s run out ,
  t he pl a ye r s a nd D M sc ore t he g a m e.  The RP GA ha s
  t hre e w a ys  t o sc ore it s g a m es . C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use f or  t his sc e nar io: 
  • 
  N o- v ot e sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd RP GA num be rs  on t he sc ori ng pa c ke t g rid .
  You f ill in t he t op of t he g rid . Tha t is  a ll. N o
  one is  ra t e d. Thi s m e tho d is  use d f or  pe o ple 
  w ho a re j ust pl a yi ng f or  f un.
  • 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but t he e v e nt co or dina t or  w a nts  inf or m at io n
  on how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  • 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa ck e t, inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 
  m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he “b e st ” a m ong st t he g ro up, or 
  w he n t he a dv e nt ure is  run in t our nam e nt 
  f or ma t w it h w inne rs a nd pr iz e s.
  W he n usi ng v ot ing , ra nk t he pl a ye r s in or de r of 
  y our  v ot ing cho ice w hile t he y a re co m ple t ing t he ir
  f or ms , so t ha t y ou a re not inf lue nce d by t he ir
  co m me nt s on y our  a bi lit ie s. It ’s  a g oo d id e a t o ha v e 
  t he pl a ye r s v ot e w hile y ou de t e rm ine t re a sur e a nd
  e xp e rie nce a w ar ds  f or  t he sc e nar io. 
  A ft e r v ot ing , g iv e t he Sc or ing Pa c ke t t o y our 
  e v e nt co or dina t or .
  
  Chasing the Ox
  Page 3
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  bring their own characters with them. If players
  do not 
  have 
  a LIVING 
  GREYHAWK character
  generated, 
  get a copy of the current 
  LIVING
  GREYHAWK character 
  generation 
  guidelines, 
  a
  character sheet, and a LIVING GREYHAWK log sheet
  from your convention coordinator or the RPGA
  Web site, and then have any players without a
  character create one. Once all players have a
  LIVING GREYHAWK character, play can begin.
  Along with the other materials that you are
  assumed to have in order to run a D&D game, it is
  also recommended that you have a copy of the
  LIVING G REYHAWK Gazetteer.
  LLLL                IIIIVVVVIIIINNN
  NGGGG                        
  GGGG                    
                                            RRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK                TTTTiiiieeeerrrr    SSSSttttrrrruuuuccccttttuuuurrrreeee
                                                                  
  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  IIIIssss    iiiitttt    aaaa    FFFFuuuullllllll    M
  M
  M
  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Wild: You are living in the wild, either as a
  nomad, or perhaps in a cave. You hunt and gather
  your own food and your clothes consist of furs
  and/or hand-woven items. At times, food is scarce
  and you go hungry. But you survive. You suffer –2
  on Charisma-related skill tests in urban areas and
  -1 on Charisma-related skill tests in rural areas.
  You must have Wilderness Lore of 6 or higher to
  avoid being Destitute.
  Rough: You live in the wilderness, 
  roaming a
  specific territory or living in a rude shack or tent.
  Your meals come from hunting and foraging,
  though you may cultivate a few small crops or
  herd some animals. You get by well enough to
  barter for equipment or to gather coins to pay for
  necessary repairs. You suffer -1 on Charisma-
  related skill checks in urban areas. You must have
  Wilderness Lore of 4, otherwise you are Poor.
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Urban
  Rural
  Lifestyle
  Cost
  CHA mod
  CHA mod
  Destitute
  0
  -3
  -3
  Wild*
  0
  -2
  -1
  
  Chasing the Ox
  Page 4
  Poor
  1
  -1
  -1
  Rough**
  1
  -1
  0
  Low
  3
  -1
  +1
  Medium
  10
  0
  +2
  High
  100
  +1
  -1
  Luxury
  1000
  +2
  -2
  * – requires Wilderness Lore skill of 6+
  ** – requires Wilderness Lore skill of 4+
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy    aaaannnndddd
  BBBBaaaacccckkkkggggrrrroooouuuunnnndddd
  TTTThhhheeee    VVVViiiillllllllaaaaggggeeee    ooooffff    SSSSkkkkiiiilllllllleeeetttt
  Skillet is a small village of some thirty buildings
  that supplies the local area with facilities such as
  an inn, a temple, the constable’s goal, market
  place, blacksmiths, general merchants and several
  other specialist crafts. Most farmers from the
  surrounding 10miles use Skillet as a weekly spot
  to exchange goods, news, and a pot or two of the
  excellent local ale. Skillet lies on the junction of
  two highways. The first runs from Krestible to
  Swartzenbruin the second from Skillet to Exag
  across the dangerous Mounds of Dawn. Skillet is
  the first interchange 
  point for horses on the
  highway from Krestible or the last interchange in
  the opposite direction. A good number of horses,
  bullocks, 
  carts 
  and 
  wagons 
  are 
  kept 
  and
  maintained here by various merchants Houses in
  the 
  village's 
  corral. 
  Skilled 
  tradesmen 
  are
  available to repair broken wagons and carts. The
  level 
  of traffic 
  through 
  the town 
  is fairly
  constant especially over summer and the locals
  are kept busy servicing the various needs of the
  many travelers who stop for a day before moving
  on. This makes Skillet, despite is small size, a
  bustling and diverse community. To the passing
  traveler Skillet presents itself as a bustling small
  community that takes good care of it guests.
  Skillet is run by several personalities each trying
  to keep the peace and maintain 
  the air 
  of
  hospitality that attracts the passer through.
  Skillet (small village)
  Conventional; 
  AL 
  LN; 1,000gp 
  limit; 
  Assets
  50,000gp; 
  Population 
  441; 
  Mixed 
  ((human
  Flan/Oerdian 410 (Rosrijders 
  74, Hüssen 
  240,
  Weisspeer 
  34, Others 
  62); halfling 
  9, elf 
  2,
  halfelves 1, dwarf 3, gnome 15, half-orc 1)).
  Authority 
  figures: 
  Mayor 
  Ritter 
  Ust
  VanDerbergsen (Weisspeer) Ari7, Deputy Mayor
  Arnald 
  Kleistad 
  (Weisspeer) 
  Ari3, 
  Constable
  Deter Haugrammer (Hüssen) War3; Holy Sister
  Jana Roodhand of the old church (Vosser) Clr5.
  Important Characters: Merchant Giles Tilmouth
  Exp7, 
  Talgospar 
  Girtaxe 
  (Dwarven 
  Master
  blacksmith) Fgt1/Exp5, Helga Prith the boarding
  house proprietor (Hüssen) Exp3, Bartrand Pimm
  VanDerbergsen's 
  Steward 
  (Weisspeer)
  Rog1/Exp3; 
  Dom Perinong the Tavern 
  owner
  (Hüssen) Com3.
  Others: Town Guards War2 (8) War1 (16); Exp2
  (10); Rog3 (2); Rgr2 (2); Clr2 (5); Com1 (389).
  CCCCllllaaaannnn    PPPPCCCCssss
  For Perrenland 
  Clan PCs the Skillet area 
  is
  predominantly populated by the Rosrijder clan,
  all related to each other under one large sub-clan
  called the Swerins. This clan has, in the past, been
  associated 
  with 
  cattle 
  and 
  horse 
  rustling,
  banditry and other crimes but has settled down
  in the last few generations. They mostly live in
  scattered farms around Skillet. They find long
  term employment in the village due to their
  ability with horses and breed a lot of the horses
  that they sell to merchant houses. The Swerins
  have a chip on their shoulder as they feel other
  clans in the area look down upon them. The
  village itself, and its nearby farms, is dominated
  by Hüssen clan members from mixed sub-clans.
  Tensions have been approaching feud level at
  times between various Hüssen families and the
  Rosrijder Swerin clan. The peace is kept by a
  small, yet affluent, population of Weisspeer clan
  members including the Mayor and Deputy Major
  (both of whom are absent during the unfolding
  events).
  DDDDM
  M
  M
  M’’’’ssss    nnnnooootttteeee                
  Party members can add flavour to their character
  background if they wish by choosing one of the
  various traditional clans of Perrenland to belong
  to. It will be up to the individual 
  DM's to
  determine how best to role-play this aspect of
  Perrenland.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSyyyynnnnooooppppssssiiiissss
  The party has been approached by a Merchant
  they know in Krestible 
  who shows 
  them 
  a
  contract calling for regulators to put a stop to a
  cattle-rustling operation in the area of the Village
  of Skillet. He offers to put in a good word for the
  party and if they get the job will transport them
  to the village in exchange for them agreeing to
  guard one of his Caravans on the way.
  The party ends up being picked from those
  who have applied by the factor (lawyer) of the
  local noble and mayor of Skillet Ritter 
  Ust
  VanDerbergsen who mostly resides in Krestible
  further to the south. This hiring of the PCs has
  been arranged to deliberately 
  disassociate 
  the
  village 
  hierarchy 
  from 
  the 
  cattle 
  rustling
  investigation by the shrewd Deputy Mayor and
  local clan power broker Arnald Kleistad who has
  also decided to take a holiday until the affair is
  sorted out.
  The local Hüssen land owners whose cattle
  has been exclusively picked for recent theft are
  about to launch a feud against the local Rosrijder
  clan whom they blame for the recent rustling.
  Arnald Kleistad wants outsiders to resolve the
  
  Chasing the Ox
  Page 5
  problem for if the local authorities were to act
  overtly they could damage the delicate nature of
  Clan politics around the village of Skillet. He and
  the local constable both know that members of
  the local Rosrijder clan are behind the rustling
  and don't want any repercussions 
  from 
  this
  volatile 
  and unforgiving 
  clan when they are
  brought to justice or killed.
  The party is unaware that they are getting
  involved in the middle of local Clan tensions.
  They have been transported 
  to the village of
  Skillet as part of the guard for a Merchant
  caravan. The parties purpose is well know in the
  village and members of both factions know the
  score and many have travelled from out of town
  to see the heroes first hand so to speak. The
  tavern is exceptionally full the first time the PCs
  go there.
  The party has been instructed to go to the
  manor of their employer 
  to receive detailed
  instructions from his steward Bertrand Pimm.
  The Manor is run in the absence 
  of Ritter
  VanDerbergsen 
  by a totally disgusted, 
  ex-city,
  newly hired Steward called Bertrand Pimm. He
  will be completely drunk when the player meet
  him. He informs the party that his Lord is most
  upset with the theft of his prize colt "Might and
  Power" a month ago. He does not know that it was
  the deputy mayor who arranged for Might and
  Powers 
  disappearance 
  in 
  order 
  to 
  get
  VanDerbergsen to hire the party. The colt itself
  has been the source of much local tension as its
  mother “Old Regret” is the last of a special
  bloodline bred by the local Rosrijder 
  clan the
  Swerins. The Swerins claim that Old Regret was
  lost in an unfair business arrangement (a horse
  race) between VanDerbergsen 
  and themselves.
  Many Swerins feel that the colt belongs to them.
  Arnald will arrange for the missing colt to be
  found and returned 
  by his friend 
  the local
  Constable Deter Haugrammer so that they can
  share any reward the day after the PCs head out
  of town to track down the rustlers.  Pimm the
  Steward will offer the party a bonus 200gp for the
  colt’s safe return (actually it was 500 but Pimm
  will keep 300 as a commission for himself). A
  monetary bill (30gp) will be issued to the PCs to
  purchase supplies from the local village.
  The PCs will be offered free board and lodging at
  Helga Priths boarding house during their stay.
  At the over-crowded tavern a warm reception will
  be put on by the local Hüssen patrons who will
  buy the PCs a great deal of the local brew called
  "Skilleted" and tell them a number of rumors if
  the PCs drink with them.
  At 
  the 
  Merchants, 
  Giles 
  Tilmouth, 
  the
  mastermind 
  of the Rustling 
  operation, 
  will
  warmly welcome them. They will be offered
  discounts on whatever they purchase because of
  the good turn they are doing the village. Here
  characters can use the bill-of-writ provided by
  Bertrand Pimm to purchase supplies. If they do
  buy food or drink it will have been poisoned by
  Giles with a mild non-lethal poison. The poison
  will induce a food poisoning like effect and slow
  the party down. This poisoning will be impossible
  to trace back to Giles
  Meanwhile, the rustlers have moved camp in
  expectation of the arrival of the hired regulators
  to a more secure position and are laying low for a
  time. A human called Farran the Ox, a huge obese
  man with some old Orc ancestry, is their leader
  and has made this decision. Farran has been hired
  by Giles Tilmouth to lead the rustling operation.
  He has not yet informed Giles of the fact that
  they have moved camp (a nice dry cave complex)
  but has sent Desmond, the only other reliable
  member of the gang, to tell him. Giles is the
  brains, Farran is the muscle, and Desmond is the
  pair of legs that connects them. The other six
  rustlers are members of a particularly gullible
  Swerin family and will be left to cop the blame if
  things go wrong. They do not know that Giles
  Tilmouth is the mastermind of the operation.
  Giles arranges for all stolen cattle and horses to
  be shipped and fenced through reliable contacts
  in Krestible to the South. He rewards Farran very
  well for his ability to intimidate the heck out of
  most commoners 
  in the area 
  including 
  the
  rustlers. The rustlers think Desmond is part of
  Farrans old gang back in Krestible and that he
  owes Farran a few favors. Desmond is well paid
  for his task as message and supply boy by Giles.
  When the PCs arrive in town Giles, in a rare show
  of panic, will dispatch Desmond to warm the
  rustlers. Desmond, not knowing the new location
  of the rustlers will take two days to finally locate
  them, leaving a trail for the PCs to follow.
  Once the PCs find the rustlers they will find
  themselves 
  seemingly 
  out-classed 
  by 
  a very
  aggressive Farran and his gang and they will
  either surrender or fight.
  If they fight they find that the gang is
  completely unreliable. They run for it as soon as
  they take their first casualty. 
  Farran, 
  finding
  things are now going against, him will escape into
  the cave complex that is his new hide out.
  Leaping dramatically down a well into some
  water to escape he will yell, "You'll never catch
  me alive!" and disappears from sight. He knows
  that there are further 
  caverns 
  below but is
  unsure if there is a way out. He will not leap in
  without taking some rope and a grapple hook
  lying next to the well beforehand. The party will
  have to chase Farran down the well so they will
  hear him grumbling and groaning as he pulls
  himself out of the water to tempt them down.
  If the party surrenders they will be disarmed
  and 
  thrown 
  down 
  the 
  well 
  with 
  great
  amusement. 
  Either 
  way 
  the 
  party 
  goes
  subterranean.
  The subterranean 
  complex the party now
  finds themselves in is part of a much larger
  complex. The cavern they have landed in will
  provide them with two club-like weapons (old
  stout branches) if they have no weapons. They
  will have an encounter with a Gelatinous cube
  and find an ancient masterwork short sword, and
  
  Chasing the Ox
  Page 6
  possibly the remains of Farran's corpse. They will
  travel through more empty rooms discovering a
  door with an inscription 
  that with defy 
  all
  methods of entry other than that stated in the
  inscription, providing a future adventure hook.
  After vainly trying to get the door open the PCs
  will have an encounter 
  with 
  some 
  Formian
  workers (part of a larger colony) and find that the
  Formians have created a tunnel to the surface
  through which the party will be able to escape.
  Once back on top they can try to hunt down
  the rustlers, this quickly become an impossible
  task as their respective families shelter them. The
  party will find no cattle gaining no reward. The
  missing colt will be returned to its home by the
  constable, and the reward collected by him. They
  will be unable to prove that Giles gave them food
  poisoning. The party should leave 
  with more
  experience and some moderate rewards for their
  efforts. 
  The possibility 
  for 
  more 
  adventure
  through the door that they could not open should
  be their greatest reward.
  PPPPllllaaaayyyyeeeerrrrssss’’’’    iiiinnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  You have been hired by the wealthy noble Ritter
  VanDerbergsen to track down and bring to justice
  a small band of cattle 
  and horse 
  rustlers
  operating around the village of Skillet where he
  has his manor. This was arranged by a merchant
  you all know through the noble’s lawyer in
  Krestible. It is spring 591CY and the adventuring
  season is just beginning.  In return for getting
  you the job you have agreed to guard the
  merchants caravan on the way to the village
  Skillet. .  You are to report to the VanDerbergsen
  manor when you arrive 
  to 
  receive 
  further
  instructions.
  You know that part of the job involves the
  recovery of a prize colt "the last colt from old
  regret". This valuable colt belongs to 
  your
  employer as is called "Might and Power". He is
  offering an undisclosed bonus to the party if the
  colt is returned in good health.  The incidentals
  money offered is a modest 2 silver pieces a day
  per character, but full salvage rights will be given
  on all unbranded cattle recovered, fetching at
  average market prices of about 10gp each. All
  branded cattle will attract a 1gp reward from the
  local farmer’s cooperative. The local Constable
  will pay 
  a 100gp bounty for each 
  rustler
  accounted for, dead or alive. If the party is
  successful they will also gain the gratitude and
  possible 
  future 
  assistance 
  of 
  Ritter
  VanDerbergsen.
  Give the players handout No 1.
  OOOOppppeeeennnniiiinnnngggg    sssscccceeeennnneeee
  The merchant’s caravan has just arrived at your
  destination, the village of Skillet. It is mid
  afternoon. Road weary and sick of rations, you
  have each eaten three days of your own supplies,
  you bid farewell to the merchant. You pocket the
  single silver piece he has paid each of you for
  your services in guarding the caravan on the
  short, uneventful 3 day trip from Krestible. He
  tells you that the manor of Ritter VanDerbergsen
  is about a mile down the road north of the town
  and to get your instructions from the steward
  before settling in. Wishing you well he departs.
  Before you is the Village of Skillet.
  PPPPllllaaaayyyyeeeerrrrssss''''    DDDDeeeessssccccrrrriiiippppttttiiiioooonnnn    ooooffff    tttthhhheeee    VVVViiiillllllllaaaaggggeeee
  Skillet is a small village of some thirty buildings
  that supplies the local area with facilities such as
  an inn, a temple, the constables gaol, market
  place, blacksmiths, general merchants and several
  other specialist crafts. Most farmers from the
  surrounding 10miles use Skillet as a weekly spot
  to exchange goods, news, and a pot or two of the
  excellent local ale. Skillet lies on the junction of
  two highways. The first runs from Krestible to
  Swartzenbruin the second from Skillet to Exag
  across the dangerous Mounds of Dawn. Skillet is
  the first interchange point for horses on the
  highway from Krestible or the last interchange in
  the opposite direction. A good number of horses,
  bullocks, 
  carts 
  and 
  wagons 
  are 
  kept 
  and
  maintained here by various merchants houses in
  the 
  village's 
  corral. 
  Skilled 
  tradesmen 
  are
  available to repair broken wagons and carts. The
  level of traffic through the town is fairly
  constant, especially over summer, and the locals
  are kept busy servicing the various needs of the
  many travelers who stop for a day before moving
  on. This makes Skillet, despite is small size, a
  bustling and diverse community. The village is
  renowned for its hospitality.
  DDDDM
  M
  M
  M    nnnnooootttteeeessss
  If the players go straight to the manor then go to
  Encounter 1. If they go to the local tavern go to
  Encounter 2. If they approach the Helga Prith's
  boarding house go to Encounter 3. If they go to
  the merchants play Encounter 4. If they decide to
  look around have a servant 
  from the manor
  approach them and ask them if they are the
  regulators that have been hired to recover Ritter
  VanDerbergsen’s 
  property, 
  for 
  he 
  has
  instructions to escort them to the manor to meet
  the steward immediately.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    RRRReeeecccceeeeiiiivvvviiiinnnngggg
  IIIInnnnssssttttrrrruuuuccccttttiiiioooonnnnssss
  Once at the manor, a large fortified house, a
  stable hand escorts you past several lounging
  guards to a smaller side cottage. Here you are led
  into the presence of a short middle aged man
  seated behind a desk. He is clearly drunk – a wine
  
  Chasing the Ox
  Page 7
  pitcher and half-filled mug bearing testimony to
  this. The desk he sits behind is very messy and
  several important looking documents have been
  used to wipe up a spillage of wine. He makes only
  a half-hearted attempt to rise whilst greeting you
  and succeeds 
  in only spilling 
  more 
  wine.
  Apologising vaguely, he proceeds to wipe it up
  with another handful of important 
  looking
  documents.
  This is Bertrand Pimm, the Steward of the manor.
  He is ignorant of local politics and is not really
  interested. He is unhappy with his post away
  from the city lifestyle offered in Krestible seeing
  it as a demotion by this master VanDerbergsen.
  He has taken to drowning his sorrows with a
  great 
  deal of wine and 
  is drunk, 
  seedy 
  or
  comatose most of the time.  If the characters
  question the steward they can learn the following
  • 
  There are 4 rustlers in the band and one is
  said to be Orcish looking.
  • 
  They have been raiding farms close to the
  village fleeing into the countryside to the
  south where the terrain becomes hilly and
  wooded and is sparsely populated.
  • 
  The band have not attacked or hurt anyone
  and seem 
  to time 
  their 
  raids 
  so as 
  to
  minimize the chance of conflict occurring.
  The PCs will probably ask other questions, Pimm
  will know nothing of real significance and he will
  quickly resort to a monologue of instructions.
  “You are to hunt these damned rustler chaps
  down and bring them, hic, to justice, dead or alive
  I don’t care, preferably dead that make a better
  message to others with a like mind. If you require
  accommodation rooms at Helga Priths boarding
  house will be charged to the estate.  Mrs. Prith
  knows of these arrangements, hic.”
  Pimm begins to search the table for a document
  eventually finding it is one of the ones he has
  used to wipe up the spilled wine. Straightning it
  out and after rubbing it down his tunic to clean it
  he offers this to you.
  “Here is a bill of writ to the sum of 30 gold to
  purchase 
  any 
  necessary 
  supplies 
  at 
  Giles
  Tilmouths the local merchant. Now I would
  suggest that you best start tomorrow as the day is
  getting too old now. Oh and don’t forget the colt,
  that’s most important to his lordship. He is
  offering a reward of 200gp for its safe return.
  Return the colt to me in good condition and I will
  pay you the sum.”
  If the characters have more questions he will give
  vague non-specific answers. If they have none
  He bids you good day and rings the bell for the
  servant to escort you out of his office.
  If the PCs question any of the guards or stable
  hands they inform them that the colt was stolen
  from the top paddock during the night. They also
  tell in hushed whispers that the Steward sacked
  the Swerin groomsmen the day after. They know
  little else.
   
  The PCs will now have several reasons to
  return to the village.
  Bertrand Pimm human Rog1/Exp3: CR 2; Medium
  Humanoid (5ft 8in. tall); HD 4d6; hp 12; Init +1
  (Dex); Spd 30; AC 11; Atks +2 melee (1d4-1 [crit 19-
  20],Masterwork Dagger); Al N; SV Fort +2, Reflex
  +3, Will +3.
  Str 9, Dex 12, Con 9, Int 14, Wis 12, Cha 12
  Skills: Appraise +11, Bluff +10, Diplomacy +5,
  Innuendo 
  +3, 
  Knowledge 
  (Commerce) 
  +6,
  Knowledge (Household management +6); Sense
  Motive +4; Ride +4; Hide +2; Listen +2; Move
  Silently 
  +4; Open 
  Locks 
  +4. 
  Feats: 
  Dodge,
  Alertness
  Equipment: Masterwork dagger, livery.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    AAAAtttt    tttthhhheeee    LLLLooooccccaaaallll
  Entering the local tavern “The Longtables”, you
  find a common room crammed with many loud-
  talking patrons. The noise dies suddenly as you
  enter and all turn to look at you for a moment
  before heading back to their half empty ales. The
  conversation is more subdued this time. As you
  approach the bar four men sitting around a table
  stand up momentarily blocking your path. For a
  second you feel as if they are sizing you up, but
  before an incident can happen they head for the
  door. The room is now full of tension…
  FFFFoooorrrr    tttthhhheeee    DDDDM
  M
  M
  M::::
  The four men are members of the Rosrijder clan,
  the Swerins, and know that the PCs have been
  hired to hunt down their Kinsmen. They will not
  pick a fight with the PCs but will help to add a n
  air of tension to the game. They quickly leave
  town 
  on four 
  well-groomed 
  and 
  impressive
  horses if the PCs follow them they loose them
  quickly. The other patrons in the bar are from
  other clans, some of them are from the Hüssen
  clan, and will give the characters 
  a warmer
  welcome.
  If the players sit at a table or approach the
  bar read the following:
  A thin gaunt looking fellow moves over to serve
  you. He introduces himself as Dom Perinong the
  tavern owner and asks how many ales you’ll be
  wanting. He fetches your drinks but refuse
  payment saying that as you are doing the town, so
  to speak, a good turn the first drinks are on him.
  Several more locals then take the opportunity to
  speak out all offering to pay for successive
  shouts. The air of tension dissipates at this warm
  reception.
  
  Chasing the Ox
  Page 8
  FFFFoooorrrr    tttthhhheeee    DDDDM
  M
  M
  M::::
  If the players accept the free drinks from the
  local patrons they will have to make a Fort save at
  DC10 for each drink to remain sober. If they fail
  they are happily drunk and will continue to drink
  until they drop or reach the sixth ale. Each round
  of drinks will produce one rumor off the list.
  After the second round the DC increases by +2 for
  each additional drink consumed. If the players
  stop drinking the locals call them a bunch of city
  slickers and the talking dries up. If the characters
  reach their fourth round a failed save will result
  in them passing out. They will wake up the next
  morning in Helga Priths boarding house, vomit
  and be at -1 on all actions for the next eight
  hours. Any PC who makes it to the sixth round,
  the record, will become a recognised celebrity in
  the village, be made an honorary citizen by a very
  drunk crowd, and have their name immortalised
  above the bar for all time. Each drink incidentally
  comes in a large tankard that is about one and a
  half 
  pints in volume, The Longtables 
  serves
  nothing but the local ale.
  RRRRuuuum
  m
  m
  moooouuuurrrrssss    iiiinnnn    SSSSkkkkiiiilllllllleeeetttt
  (take from top to bottom)
  • 
  It is those lawless Swerins who are behind
  the whole rustling thing. That’s why none of
  their cattle have been stolen. (True)
  • 
  The rustlers are led by a huge half Ogre they
  call the Ox. (Almost True)
  • 
  The four men who left under a dark cloud
  earlier are the rustlers (False)
  • 
  The whole Swerin clan is behind the rustling
  as Old Regret the mother of the missing colt
  was once theirs and they have always wanted
  her back. (Almost true)
  • 
  The Constable is too scared to go up against
  the rustlers. (Almost True)
  • 
  A rustler was seen riding the Lordship’s prize
  colt "Might and Power” just two days ago by a
  merchant caravan just south of the town
  where the Elmwood starts. (False)
  They can also learn the information in the Swerin
  history section (see appendix 1) after the third
  drink as local gossip/history or as part of a gather
  information check DC10.
  Dom Perinong (human male Com2 (innkeeper):
  Profession (innkeeping) +7)
  The four Swerins (human male Com1 (farmers):
  Profession (Farming) +8)
  The Locals (human male Com1 (farmers/traders):
  Profession (varies) +5)
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    HHHHeeeellllggggaaaa    PPPPrrrriiiitttthhhh''''ssss
  BBBBooooaaaarrrrddddiiiinnnngggg    HHHHoooouuuusssseeee
  As you enter this large building a tall over-
  weight, middle aged woman comes bustling
  towards you. She has her arms wide open and
  bear hugs the nearest of you in warm greetings.
  She smells or rose water and whiskey. She says,
  “Well here you all are the young hero’s come at
  last to save us. You’ll cure those Swerins of their
  thieving ways, why the whole lot of them should
  be locked up”.
  She introduces herself as Helga Prith, the
  proprietor, and welcomes you all warmly asking
  everyone’s name with some excitement. Finally,
  after sniffing the air for a few moments, she
  enthusiastically 
  offers 
  you 
  all 
  baths.  She
  explains that your rooms have already been made
  up and if you just give her five minutes she will
  have hot baths drawn and ready for you in the
  common bathing area, ladies first of course.
  Dinner will be ready after you clean up. She
  summons one of her maids to show you your
  rooms, which are ample with a good firm bed and
  a chest to store belongings in. Each room has its
  own key. Your overnight stay and meals are being
  charged to the steward.
  DDDDM
  M
  M
  M’’’’ssss    NNN
  Nooootttteeee
  Helga Pimm is an uncontrollable gossip but very
  good-natured, she tends to have a few whiskeys
  with 
  her 
  ample 
  lunch, 
  which 
  makes 
  her
  predisposition to chat even worse. If questioned
  she blames the Swerins for everything, which she
  does for a good hour before the PCs can tactfully
  escape, imparting the information contained in
  Appendix1 if the PCs don’t already have it. She
  tells the party that the rustlers are hiding out in
  an area the locals call Swerinland located to the
  southwest of the village. Helga serves the best
  food in Skillet in her small dining room. Her two
  maids are shy and demure to the characters but
  respond politely to simple questions. They will
  excuse 
  themselves 
  if 
  asked 
  anything 
  to
  complicated. Other guests are polite but know
  nothing of value if approached.
  Helga 
  Pimm 
  (human 
  (Hüssen) 
  Exp3
  (housekeeper): 
  Profession 
  (Household
  management +10, Cooking +10).
  Maids (human Com1 (housekeeper): Profession
  (Housework) +4).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    GGGGiiiilllleeeessss    TTTTiiiillllm
  m
  m
  moooouuuutttthhhh’’’’ssss
  GGGGeeeennnneeeerrrraaaallll    M
  M
  M
  Meeeerrrrcccchhhhaaaannnnttttssss
  You enter a large shop; shelves line the walls and
  floor, barrels, sacks and implements are stacked
  chaotically about the place. You all notice a broad
  
  Chasing the Ox
  Page 9
  range of items to cater for a great many
  expectations. A well-dressed middle aged man of
  slight build comes towards you. He introduces
  himself as Giles Tilmouth and asks if he can be of
  assistance whilst looking you up and down with
  keen interest.
  If the party uses their bill of writ to purchase
  anything in the shop Giles will very cooperative.
  All normal and mundane items can be found here
  at regular book prices. Simple weapons and light
  armor are also available although only 1 item of
  each. Giles will offer the PCs better than normal
  discounts to buy mundane items and food (Max
  25%) under the guise that they are doing the
  locals a good turn. If the PCs need supplies then
  any purchased foodstuffs will begin to perish
  after two days because it is poisoned (Fort save
  DC 20 on-set time 4 hours) Once consumed the
  poison will activate causing strong belly pains,
  vomiting, 
  and 
  diarrhea 
  for 
  24 hours. 
  Each
  character will suffer 1d6 points of temporary
  damage to Str, Dex and Con abilities. Giles is not
  trying to kill the party but simply to discourage
  them and hinder their progress whilst his son
  goes to warn the rustlers.
  If the party 
  try 
  to challenge 
  Giles 
  for
  poisoning them he will deny everything 
  very
  convincingly. Giles Doopleganger and Class skills
  make him so talented at deception that the DM
  can 
  use 
  any 
  method 
  needed 
  to 
  convince
  characters of his innocence.
  If a hotheaded party member attacks him he
  will use a once only ability “Word of Recall” to
  transport himself out of danger to a safe haven (A
  temple to Olidimarra were he purchased it) in
  Krestible.
  If the party search his premises at any stage
  because they suspect him they will find the
  following
  Searching the shop and its upstairs residence you
  find no trace of anyone and all valuables are
  missing apart form 10gp and 10sp in a leather bag.
  You do find several documents in the fireplace
  that have failed to burn that implicate him in the
  rustling affair. You also find a contract of sale
  signed and ratified by the church of Zilchus. This
  document clearly states that the shop and all its
  contents have recently been sold to a merchant
  called Kenas Hüssen from Krestible who will be
  taking over as owner at the end of the month.
  With the documents the PCs will be able to
  convince the villagers of Giles guilt.
  In any event if the going get rough Giles and
  his family will be found to have vanished. Kenas
  Hüssen will move into the shop with his family
  much to the delight of the local Hüssen clan
  members and the affair will be forgotten. Kenas
  Hüssen is of course Giles Tilmouth in a new
  guise.
  The character concept of Giles Tilmouth is
  one that will haunt the party until he gets his
  revenge for their intrusion into his profitable
  business concerns.
  Giles 
  Tilmouth, 
  male 
  doppelganger 
  Exp7;
  Medium humanoid (5ft. 8in. tall); HD 4d8+7d6+11;
  hp 50; Int +5 (Dex, Improved Initiative); Spd 30;
  AC15 (+4 natural, 
  +1 Dex), 
  Atks +9 melee
  (1d6+1[crit 
  19-20/x2] 
  Fist 
  Slam); 
  SA 
  Detect
  Thoughts; SQ Alter Self, Immunities; Al N; SV
  Fort +7, Reflex +7, Will +11;
  Str12, Dex13, Con12, Int16, Wis14, Cha13.
  Skills: Bluff 
  +12/16, 
  Disguise 
  +12/22/26,
  Listen +11, Sense Motive +6, Spot +8, Alchemy +13,
  Knowledge(Commerce)+13, 
  Diplomacy 
  +10,
  Appraise +13, Forgery +12, Gather Info +10, Hide
  +10, Perform (Feign Death)+11, Innuendo 
  +11,
  Ride +10. Feats: Alertness, 
  Dodge, 
  Improved
  Initiative, 
  Mobility, 
  Stunning 
  Fist, 
  Combat
  Reflexes.
  Equipment: Livery (fine); Belt Pouch (10gp,
  10sp). 
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    TTTThhhheeee    CCCChhhhaaaasssseeee
  Once the characters 
  start 
  the chase for the
  rustlers they will have to travel through first the
  Hüssen clan lands and then into Swerinland. The
  trail heads to the south.
  IIIInnnn                              
  HHHHüüüüsssssssseeeennnn    ccccllllaaaannnn    llllaaaannnnddddssss
  The land around Skillet is well tended and
  scattered with many small farms linked with
  overused trails. Many farmers come out to greet
  you some of them with jugs of cool watered down
  wine, fruit, and fresh baked bread. They openly
  speak of concerns for their cattle, and their
  suspicions about the Swerin clan. Many of the
  farmers claim to have lost cattle, showing you
  depleted herds and the direction they saw the
  rustlers heading away in, southwards. Some refer
  to the leader as being the “Biggest son of a swine
  your ever likely to see, so large he dwarves the
  Draft horse he sits upon”. 
  The PCs can learn any rumors they missed at this
  point. From the Hüssen Farmers they learn that
  the rustlers have been spotted to the south on
  more than one occasion.
  IIIInnnn                          
  SSSSwwwweeeerrrriiiinnnnllllaaaannnndddd
  The trail you are on crests a low rise. Just over
  this is a tall cairn of carefully placed boulders. A
  crude wooden sign has been propped halfway up.
  In a bold hand 
  in 
  red 
  paint 
  is 
  written
  “Swerinland”. Past the cairn the trails fade and
  the land begins to flatten out. The fields are
  intersected with many small streams that act as
  natural borders. Small herds of horses can often
  been seen from a distance tended by a mounted
  rider or two. The farm houses here are low and
  long and quite heavily fortified. People run from
  
  Chasing the Ox
  Page 10
  your approach, fleeing indoors at your approach,
  you clearly hear doors being bolted shut. You feel
  unwelcome in these lands.
  This is Swerinland, 
  a broad tract 
  of country
  roughly 40 square miles in extent. Information
  on the Swerin clan is contained in Appendix 1.
  The PCs are not welcome out here and everyone
  refuses to speak to them. If the PCs use coercion
  (or magic) to get information they will learn that
  the Rustlers are hiding in the Elmwood and are
  led by a dangerous man called the Ox who came
  from Krestible two months ago. The rustlers
  come from various Swerin families.  They will
  however find a new set of wagon tracks heading
  to the south just before days end which will take
  them to the Elmwood.
  During the first night outside of Skillet the
  PCs will consume any of the poisoned food they
  have purchased. This could slow them down for
  another couple of days.
  Having eaten a good meal you choose watches
  and settle in for the night.
  Get those on watch to roll their saves vs poison
  first (Fort DC 15). If they fail their saves read the
  following.
  You are on duty scanning the dark; suddenly a
  strong pain grips your stomach doubling you over
  in pain. With a groan you slump to the ground,
  and within moments you are beginning to retch
  and … OOPS! … you have soiled your pants as
  well!
  Have the other members of the party also make
  saves at this stage. Describe the pain, vomiting
  and diarrhoea in the most visual way you can,
  they are very ill but not dying. Anyone who is
  capable with Healing proficiency can diagnose
  food poisoning with a successful roll vs. DC 12.
  They can successfully tend the PCs on a DC 13 but
  only powerful 
  healing magic 
  like Neutralize
  Poison or Cure Disease will cancel the symptoms.
  A successful 
  healing 
  check 
  will 
  reduce 
  the
  temporary damage to abilities by 1 per ability.
  Otherwise each poisoned PC takes 1 point of
  temporary damage to each physical attribute (Str,
  Dex, Con). In the morning poisoned PCs will
  revive enough to move on with the adventure. If
  the PCs cast a Detect Poison they will detect that
  the ill characters have been poisoned, but that
  none of the foodstuffs radiate poison. Perhaps
  they were poisoned by some of the food gifts
  from the farmers, perhaps from the merchant or
  possibly at the TAVERN or Helga Prith's. This
  should dilute suspicion, making blame difficult
  to allocate.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    TTTThhhheeee    HHHHiiiiddddeeeeoooouuuutttt
  Once the PCs enter the Elm Wood, following
  either information gained or the wagon trail, in
  search of the rustlers they will find the following
  after a successful Wilderness check DC 12 made
  after the first hour and each hour until succeeded
  You have been searching the wood for some time
  now when all of a sudden one of you crests a low
  rise in the land and through the trees a clearing
  can be seen.
  This was the rustlers previous camp. PCs will see
  the remains of some shelters 
  that have been
  stripped. Read the following:
  The camp has been abandoned some days ago. The
  shelters have been 
  stripped 
  and the coals
  scattered, from the tracks you estimate that more
  than six people have occupied this site for some
  months, to the east of the camp a faint trail can
  be made out heading further into the woods.
  The PCs can follow this trail with a successful
  wilderness check of DC 10. Read the following:
  After 
  an hour of 
  following 
  the trail 
  and
  occasionally loosing it the land begins to move
  uphill. 
  Moving 
  forwards 
  you 
  spot 
  a 
  low
  outcropping of rock ahead. The air is very still
  here and you can all smell a faint trace of smoke.
  This is the hideout of the rustlers a narrow cave
  entrance is cunningly cut into the face of the rock
  at an angle that hides it from view until within 5
  feet. See map 2 for the DM and show the PCs map
  2 for the players.
  Waiting in ambush are the six rustlers and
  Farran the Ox. They are going to surprise the
  party and demand they surrender. Farran is at
  location 1 hiding in the cave entrance. This
  combined with his tower shield will give him 90%
  cover when he steps out. Three rustlers are lying
  flat atop the rock at location 2 and will be at
  medium range when they react. The rock provides
  them with 50% cover at all times. The other three
  are at location 3 in a natural vegetation covered
  depression that gives them a perfect view of the
  clearing whist providing them with 90% cover.
  They will be at short range when they react.
  Let the party move closer before springing
  the trap. The party will undoubtedly 
  try and
  sneak up on the clearing; they can but the
  rustlers know they are there. If they try and flank
  the position have them run into thick bramble
  Brambles: +0 melee (1/x2 crit).
  If they have some other means of getting around
  this natural obstacle then they will not see any
  rustlers until said villains start shooting at them
  from atop the rock. This is a situation 
  where
  many different party reactions could occur – it
  
  Chasing the Ox
  Page 11
  will be up to the DM to improvise. Letting players
  have their version of the map should help. If PCs
  attempt to climb the rock it is wet and slippery on
  the clearing side (Climb DC20), but is easy to
  scale on the other (Climb DC10).
  As you move in cautiously a massive figure steps
  out of the shadows of the rock. He is fully
  armored and is carrying a tower shield and a
  battle-ax, which he is casually swinging in a low,
  deadly arc before him.  His features are Orcish.
  Other figures suddenly appear some behind him,
  others atop the outcropping. All have crossbows
  leveled at you. The Huge figure booms out “I am
  the Ox, Surrender or die”.
  The characters now have the choice of talking,
  fleeing, surrendering or attacking.
  • 
  If they talk they will have one volley fired at
  them and the Ox will reiterate his demand
  once more. If they still stall he will order the
  crossbowmen to kill them and the PCs will
  have to make a quick decision.
  • 
  If 
  they flee 
  they 
  all 
  suffer 
  attacks 
  of
  opportunity from the rustlers, and Farran
  will laugh at them.
  If the PCs surrender read the following:
  You drop your weapons to the ground and three
  of the rustlers armed with short swords close in
  collecting 
  them 
  whilst 
  the 
  Ox 
  and 
  the
  crossbowmen keep a careful eye on you. Soon you
  are led inside a cavern in the rock that the
  rustlers have been using as a hideout. With much
  jeering and taunting from the rustlers they force
  you to strip out of your armor leaving you in only
  your under cloths. They bind your hands behind
  your backs. The Ox steps forward and, grabbing
  you one by one, throws you down a natural hole
  in the cavern floor. You all land with a splash in
  chilling water and are certain you are going to
  drown. A narrow ledge saves you and, gasping for
  air, you find yourselves lined up on this narrow
  ledge. The faint light from luminous lichens
  shows you that if you can get free of your
  restraints you can climb onto a cavern floor just
  above you and out of the water.
  Let the characters get free easily and make it into
  area 1 (encounter 6) of the cave complex.
  If they fight the rustlers will commence firing at
  them. The Rustlers, however, seeing that the PCs
  are dangerous will flee if any of them get into
  melee range. They, knowing the area, run into the
  woods never to be seen again. Farran finding
  things are now going against him will escape into
  the cave using it as a natural circumstance feat.
  Farran will at all times defend the opening of the
  cave giving him 90% cover.  If the PCs kill him so
  be it. They will need to have some need to go
  down the natural well; perhaps some moaning
  sounds can be heard below. If Farran does escape
  into the back of the cave read the following:
  The Ox, seeing that his companions have fled,
  spits a curse and disappears – seemingly into the
  rock.
  The party will easily find the entrance to the cave
  and will see Farran about to jump into the
  natural well. Read the following:
  Finding that the rock has a natural yet cunning
  entrance you cautiously enter; ahead you see the
  Ox readying himself to jump down a hole in the
  floor of the cavern. He turns momentarily to you
  and shouts. “You’ll never catch me alive!” Then he
  is gone.
  The characters can now investigate the cave; see
  location 1 of the caverns map.
  This natural cavern has seven straw pallets
  strewn about for sleeping the rustlers. Pots and
  pans sit near a low burning fire towards the
  centre of the room. A natural hole in the ground
  to the rear of the cavern has a bucket attached to
  a rope and appears some form of natural well.
  The PCs can search but find nothing of value here
  except some food and a half-full keg of “Skilleted”
  the local ale. Upon Investigating the hole in the
  ground read the following.
  The hole the Ox jumped down is obviously quite
  deep at is about 10ft wide at the top.
  (If Farran escaped) Coming from the hole you
  hear some splashing sounds, a vile curse, and the
  sound of the Ox exerting himself.
  This is Farran, if he escaped, pulling himself out
  of the water. Farran will go no further than the
  next room where he has a fatal encounter with
  the Gelatinous Cube that lairs there. The PCs will
  have to go down the well themselves. They will
  hopefully come up with a method to determine
  its depth, which is around 80ft. They could also
  possibly determine that it opens up into a natural
  cavern. Any Climb rolls should be fairly easy if
  rope is used (DC 12), otherwise DC 20 should
  insure that most of them get wet.
  Farran the Ox, male human Ftr/Rog 4/1: CR 5;
  Medium Humanoid (6ft. 6in.); HD 4d10+1d6-10; hp
  30; init +4 (Improved Initiative); Spd 20; AC13 (+3
  Studded Leather); Atks +11 melee (1d8+7 (crit20)
  x3 battle ax masterwork+1); SA Sneak+1d6; Al NE;
  SV Fort +2, Reflex +3, Will +1.
  Str 21, Dex 11, Con 7, Int 13, Wis 13, Cha 14.
  Skills: Intimidate 
  +10, Bluff +4, Ride +2,
  Handle Animal +2, Listen +4, Search +4, Spot +3,
  Sense Motive +5, Hide 2. Feats: Improved Bulls
  Rush, Power Attack, Weapon Focus, Alertness,
  Improved Initiative, Weapon Specialization.
  
  Chasing the Ox
  Page 12
  Equipment: 
  Studded 
  Leather, 
  Battle 
  Axe,
  Tower Shield, Belt Pouch (20gp, 20sp), Signet Ring
  20gp, and Gold Earrings 20gp.
  In combat Farran suffers a –1 fatigue penalty due
  to his poor constitution and unfit state per melee
  round after the first, once at –6 he will collapse
  on the ground and surrender.
  Swerin Rustlers (6), male humans, War 1: CR _;
  Medium Humanoids; HD 1d8; hp 4; Init +1 (Dex);
  Spd 30; AC 13 (+1 Dex, +2 Leather); Atks +1 melee
  (1d6+1 [crit 19-20/x2] shortsword); +1 ranged (1d8
  [crit 19-20/x3] Light Crossbow); SV Fort +3, Reflex
  +1, Will 0;
  Str 12, Dex 12, Con 10, Int 9, Wis 9, Cha 9.
  Skills: Handle Animal 
  +4; Ride +5. Feats:
  Alertness, Run
  Equipment: Leather Armour, Short Sword,
  Light Crossbow, Belt Pouch (5gp, 5sp, 5cp).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    TTTThhhheeee    ccccaaaavvvveeeerrrrnnnnssss    ((((sssseeeeeeee
  m
  m
  m
  maaaapppp    3333))))
  CCCCaaaavvvveeeerrrrnnnn    nnnnuuuum
  m
  m
  mbbbbeeeerrrr    2222
  Lighting is poor in this natural water cavern but
  you can see shapes and large objects due to the
  soft glow of much lichen. Scattered about on the
  floor are many pieces of refuse.
  The PCs are now in low light conditions, humans
  will have great difficulty in this situation. If the
  characters make a successful search roll amongst
  the refuse they will find two branches that can
  act like clubs, 
  and 
  a very 
  rusted 
  but 
  still
  serviceable dagger. Several large stones could be
  used as weapons of last resort.
  Surveying the cavern you can see that a natural
  passageway leads off the western corner.
  CCCCaaaavvvveeeerrrrnnnn    nnnnuuuum
  m
  m
  mbbbbeeeerrrr    3333
  This natural cavern has been caused by eons of
  water cutting into the rock.  The floor has a
  downward slope to the north where it narrows
  into a smaller opening only 2 feet high.
  If Farran fled down here read out the following:
  Suspended in the middle of this passage is the
  limp form of the Ox. He hangs unmoving in mid
  air. On the ground before you are his battle axe
  and tower shield. You can see that most of his
  skin has been flayed from his hide in great strips
  and that his armour has been torn to shreds.
  This is the effect of the cube’s acid slowly eating
  away all organic material.
  If Farran did not flee down here read out this
  instead:
  As you move forward there seems to be a faint
  shimmering in the air towards the middle of the
  cavern.
  Either way this is the effect of the Gelatinous
  cube that lives down here on donations from the
  Formian’s who use this as a refuse pit and the
  cube as a guard at their back door. It will only be
  spotted on a DC roll of 20. The cube will wait for
  the PCs to get within 10ft before it attempts to
  engulf 
  them. 
  Anyone 
  reaching 
  for 
  Farrans
  discarded weapons (if he fled down here) will
  automatically engulfed. If Farran did flee down
  here when the characters get within 20ft of him
  read the following.
  The cube will attack the PCs until it is killed,
  likely catching any unwary PCs flat footed and
  getting its automatic engulf attack.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Gelatinous Cube (juvenile): CR 3; Huge Ooze
  (10ft. cube); HD 3d10+26 ; hp 41; Init –5 (Dex); Spd
  15; AC 3 (-2 size, -5 Dex); Atks +1 melee (slam)
  1d6+4 + 1d6 acid; SA Engulf, Paralysis, Acid; SQ
  Blindsight, 
  Transparent, 
  Electricity 
  Immunity,
  Ooze; SV Fort +5, Reflex -4, Will –4.
  Str 10, Dex 1, Con 19, Int -, Wis 1, Cha 1.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    4444))))
  Gelatinous Cube (normal): CR 4; Huge Ooze (10ft.
  cube); HD 4d10+36 ; hp 56; Init –5 (Dex); Spd 15;
  AC 3 (-2 size, -5 Dex); Atks +1 melee (slam) 1d6+4 +
  1d6 acid; SA Engulf, Paralysis, Acid; SQ Blindsight,
  Transparent, Electricity Immunity, Ooze; SV Fort
  +5, Reflex -4, Will –4.
  Str 10, Dex 1, Con19, Int -, Wis 1, Cha 1.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    5555))))
  Gelatinous Cube (huge): CR 5; Huge Ooze (10ft.
  cube); HD 5d10+36 ; hp 61; Init –5 (Dex); Spd 15;
  AC 3 (-2 size, -5 Dex); Atks +1 melee (slam) 1d6+4 +
  1d6 acid; SA Engulf, Paralysis, Acid; SQ Blindsight,
  Transparent, Electricity Immunity, Ooze; SV Fort
  +5, Reflex -4, Will –4.
  Str10, Dex1, Con19, Int -, Wis 1, Cha 1.
  CCCCaaaavvvveeeerrrrnnnn    nnnnuuuum
  m
  m
  mbbbbeeeerrrr    4444
  This small natural 
  cavern is entered by the
  smaller opening in cavern number 3 and drops
  down three feet from this, it is used by the
  Formian workers to push refuse into the cavern
  that houses the Gelatinous cube. It leads 
  to
  cavern number 4 and contains no encounters only
  a treasure item.
  This is a small natural cavern that curves around
  into a natural opening in its far end.
  A Search (DC 15) will reveal
  
  Chasing the Ox
  Page 13
  Partly buried in the mud is the hilt of a weapon.
  This is a Masterwork Shortsword (value 500gp,
  weight 3lbs). However it is dirty and stained.
  Once cleaned this well crafted shortsword has a
  distinctly archaic appearance, as if from an
  ancient time. Its pommel is shaped in the form of
  a closed fist, and the blade is stained to give it a
  false serrated look. Its antiquity will likely make
  it of keen interest to collectors.
  This expertly wrought, non-magical blade adds +1
  to attack rolls. It radiates no magic. Its origin is
  Ur-Flannae.
  CCCCaaaavvvveeeerrrrnnnn    nnnnuuuum
  m
  m
  mbbbbeeeerrrr    5555
  Rounding the corner (from cavern 4) you enter
  into a natural gallery of great beauty, light
  provided by a multitude of lichen illuminates
  many tall pillars of natural pink crystal (no
  value). The whole effect is like a giant pillared
  cathedral. At the northern end of the cavern
  stands a tall pair of doors. To the western side of
  the cavern a low opening leads off into darkness.
  Many strange muddy tracks litter the floor, they
  are one inch in diameter.
  This is the entryway to more of the complex that
  will provide a possible future adventure hook for
  the PCs. This is also a gallery that the Formian
  workers move through to get to cavern number 3.
  Let the PCs get distracted with the doors first, if
  possible, before the Formian workers arrive and
  attack them. If they explore the low opening first
  then let the Formian 
  workers 
  attack 
  them
  straight away.
  If the PCs approach the doors read the following.
  You see that the two stone doors are intricately
  carved with many strange glyphs. A faint glow is
  discernible about them revealing that they may
  be magical in nature.
  If the players cannot read Draconic then they can
  translate the inscription in several other ways. A
  detect magic will reveal strong alteration 
  and
  abjuration magic about the doors and the script
  will become readable. A read magic will also
  allow the script to be read or decipher script
  DC12 will also work. Failing this let any spell
  caster have the ability to read the script for it is
  important 
  to the sequential 
  nature 
  of this
  scenario. Once the PCs can translate the script
  read the following
  Written in bold carved script is the follow
  sentence… “When the star in the stone stands
  before these doors the way to the temple will be
  open.”
  The doors will defy all methods of opening other
  than the recovery of an item called the star stone
  which is not covered in this adventure.
  You can find no way to open the doors and begin
  to realise that the script is the key to the
  unlocking of the doors, scratching sound from
  the open on the eastern wall alert you the
  presence of some creature. Emerging from the
  entrance you see several ant like creatures the
  size of a medium dog. They rush silently towards
  you mandibles open for attack.
  These are Formian workers and perceive the PCs
  as a threat to their hive, attacking immediately
  and without reprieve.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    6666))))
  Formian 
  Workers 
  (6): 
  CR_; 
  Small 
  Outsider
  (Lawful) (2ft long); HD 1d8+1; hp 4; Init +2 (Dex);
  Spd 40; AC 17 (+1 size, +2 Dex, +4 natural); Atks+3
  melee 
  (bite) 
  1d4+1; 
  SA 
  Hive 
  Mind; 
  SQ
  Immunities, resistance’s, make whole, heal. SV
  Fort +3, Reflex -+2, Will +2.
  Str13, Dex14, Con13, Int6, Wis10, Cha9.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    8888))))
  Formian 
  Workers 
  (8): 
  CR1; 
  Small 
  Outsider
  (Lawful) (2ft long); HD 1d8+1; hp 4; Init +2 (Dex);
  Spd 40; AC 17 (+1 size, +2 Dex, +4 natural); Atks+3
  melee 
  (bite) 
  1d4+1; 
  SA 
  Hive 
  Mind; 
  SQ
  Immunities, resistance’s, make whole, heal. SV
  Fort +3, Reflex -+2, Will +2.
  Str13, Dex14, Con13, Int6, Wis10, Cha9.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    11112222))))
  Formian 
  Workers 
  (12): 
  CR1; Small 
  Outsider
  (Lawful) (2ft long); HD 1d8+1; hp 4; Init +2 (Dex);
  Spd 40; AC 17 (+1 size, +2 Dex, +4 natural); Atks+3
  melee 
  (bite) 
  1d4+1; 
  SA 
  Hive 
  Mind; 
  SQ
  Immunities, resistance’s, make whole, heal. SV
  Fort +3, Reflex -+2, Will +2.
  Str13, Dex14, Con13, Int6, Wis10, Cha9.
  The Formian workers, though calling frantically
  for help with their hive mind, receive no aid as
  the crystals and magic of this natural cavern
  block this ability.
  CCCCaaaavvvveeeerrrrnnnn    nnnnuuuum
  m
  m
  mbbbbeeeerrrr    6666
  This long tunnel is where the Formian’s have
  entered the complex from their 
  subterranean
  hive. At a point half way along the tunnel is a
  small surface fissure.
  Half way along this tunnel daylight streams in
  through a narrow fissure in the ceiling.
  The characters can easily reach the surface form
  here. If they continue past the opening and on
  into the cavern read the following.
  
  Chasing the Ox
  Page 14
  The cavern begins to narrow down until you need
  to crawl to keep going. After about thirty feet it
  opens into a massive cavern, the largest you have
  ever seen. Dominating this is a massive hive and
  several hundred of the ant-like creature’s swarm
  around it. A score of them are as large as horses
  and having larger mandibles and claws and a
  sting in their tail, they also carry several javelins
  each. They seem not to have noticed you yet!
  This should encourage the PCs to get out of the
  complex for now. If they don’t well then they are
  probably killed by the hundreds of Formians who
  swarm to attack them.
  Once on the surface the PCs can try and hunt
  down Farran 
  and 
  the rustlers 
  if they have
  escaped. They can find Farran escaping alone
  through the woods a short distance from where
  they climbed out. He has all his equipment and
  theirs tied onto the back of a mule. He will fight
  but not to the death if he can help it. See notes on
  him in encounter 6. Farran will deny ever taking
  “Might and Power”. 
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  Returning to Skillet you feel elated, you have
  taken care of the Ox and can get your reward.
  If they killed any Rustlers;
  In Skillet, several members of the Swerin clan
  cast foul murderous looks at you as you collect
  your reward. You can only assume it is over the
  death of their kin.
  The Swerins will plot their revenge if the PCs
  linger in the area.
  You find out that the constable has found “Might
  and Power” and is celebrating at the Longtables
  with half the town, he will offers you all drinks.
  He found the missing colt in the hills to the east
  of the village. He has collected all the reward and
  is very happy with himself. He congratulates you
  on getting the rustler leader and breaking up the
  rustling operation. He locks up any prisoners,
  morgues any dead and pays you your reward.
  The PCs may try to accuse Giles in which case play
  out the Encounter 3 contingency for this.
  Bertrand Pimm will reward then with their silver
  pieces for a job well done.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
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  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Finding the hideout
  50 xp
  Defeating Farran the Ox
  100 xp
  Defeating the Gelatinous cube
  100 xp
  Defeating the Formians
  50 xp
  Defeating the rustlers
  50 xp
  Defeating Giles
  100 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
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  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  
  Chasing the Ox
  Page 15
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter Five
  • 
  Light Crossbow 
  (35gp each) (one for each
  killed rustler)
  • 
  Shortsword (10gp each) (one for each killed
  rustler)
  • 
  5gp, 5sp, 5cp per dead rustler
  • 
  Leather armor per dead rustler
  • 
  Farran's 
  gear 
  (see 
  below) 
  if 
  he 
  is
  killed/captured
  Encounter Six
  • 
  Farran's gear (see below) if the Gelatinous
  Cube has killed him, but his armour has been
  destroyed.
  • 
  Rusty dagger value 1sp
  • 
  Masterwork shortsword (value 500gp, weight
  3lbs) this finally crafted shortsword 
  has a
  distinctly archaic appearance as if from a n
  ancient time. Its hilt is shaped in the form of
  a closed fist, the blade is stained to give it a
  false serrated look. Its antiquity adds to the
  value of this weapon to any collector. This
  expertly wrought, non-magical blade adds +1
  to attack rolls.
  Possible Other treasure
  Farran's Gear
  • 
  Masterwork Battleaxe worth 310gp
  • 
  Tower Shield worth 15gp
  • 
  Grappling hook worth 1gp
  • 
  20gp, 20sp, Signet Ring 20gp, Gold Earrings
  20gp, 2 cut rubies worth 50gp each.
  G il es Ti lm out h
  • 
  10gp, 10sp
  [e t c]
  
  Chasing the Ox
  Page 16
  M
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  MAAAAPPPP    OOOOFFFF    SSSSKKKKIIIILLLLLLLLEEEETTTT    AAAARRRREEEEAAAA    AAAANNN
  NDDDD    VVVVIIIILLLLLLLLAAAAGGGGEEEE
  
  Chasing the Ox
  Page 17
  KKKKeeeeyyyy    ttttoooo    tttthhhheeee    VVVViiiillllllllaaaaggggeeee    ooooffff    SSSSkkkkiiiilllllllleeeetttt
  1. The Longtables Tavern
  2. Constable's residence and Gaol
  3. Blacksmith
  4. Tilmouth and Son’s Merchant
  5. Town Square/Friday Market
  6. Mayor's House
  7. Tanner/Leatherworker
  8. Helga Prith's Boarding House
  9. Village Hall
  10. Cooper
  11. Carpenters
  12. Skilletted Ales
  13. Deputy Mayor's House
  14. The Hops House
  15. The A.C Corral
  16. The Temple of the Old Way
  17. Hüssen Farmer’s Cooperative
  18. “Shrouds” The Undertaker
  19. Midwife
  20. Pottery
  
  Chasing the Ox
  Page 18
  Map 2: DM’S Version Of The Clearing 1cm = 10ft
  
  Chasing the Ox
  Page 19
  M
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  N    OOOOFFFF    TTTTHHHHEEEE    OOOOUUUUTTTTCCCCRRRROOOOPPPPPPPPIIIINNN
  NGGGG
  
  Chasing the Ox
  Page 20
  
  Chasing the Ox
  Page 20
  M
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  MAAAAPPPP    2222::::    PPPPCCCCssss    VVVVEEEERRRRSSSSIIIIOOOONNN
  N    OOOOFFFF    TTTTHHHHEEEE    CCCCLLLLEEEEAAAARRRRIIIINNN
  NGGGG    1111CCCCM
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  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    1111::::
  TTTTHHHHEEEE    CCCCOOOONNN
  NTTTTRRRRAAAACCCCTTTT
  EMPLOYER: Ritter VanDerbergsen, Mayor of Skillet.
  The undersigned have been contracted to track down and bring to justice a small band of cattle and
  horse rustlers operating around the village of Skillet. In particular this involves the recovery of the
  prize colt “Might and Power” for which Ritter vanDerbergsen will offer a substantial bonus if said beast
  is returned in good health. Incidental money is offered at a rate of 2 silver pieces a day per individual.
  Full salvage rights will be given on all unbranded cattle recovered. All branded cattle will attract a 1gp
  inclusive reward from the local Hüssen farmer’s cooperative. The Constable of Skillet will pay a 100gp
  bounty for each rustler accounted for, dead or alive. The Ritter takes no responsibility for any
  permanent injury or death caused to members of the contracted party during the course of their duties.
  Witnessed by: Gunthur Altweiger priest of Zilchus (Krestible City)
  
  Chasing the Ox
  Page 20
  AAAAppppppppeeeennnnddddiiiixxxx    1111::::    TTTThhhheeee    SSSSwwwweeeerrrriiiinnnnssss
  The Swerins are a large family of Rosrijders who have lived in the area of Skillet for over three
  hundred years. They have, like all Rosrijders, a natural almost animist affiliation with the
  horse. They are, therefore, well know in the area for their horse bloodlines. The Swerins have
  a long and bitter history with the local and newer Hüssen farmers who purchased the land the
  village of Skillet is on from the Swerins over a hundred years ago. This is because the village
  has thrived making the Hüssen families far wealthier and prosperous than the Swerins. This
  has seen many Swerins brought off by Hüssen families and the slow migration of the Swerin
  family to Krestible. The Swerins that are left feel that they have been ripped off and have a
  chip on their shoulder. This saw a few Swerin hotheads adopt a less than friendly policy of
  rustling cattle from Hüssen farmers about twenty years ago, on the proviso that the cattle
  were grazing on traditional Swerin lands. This affair ended with spilled blood on both sides.
  Since then the Weisspeer official sent to deal with the matter has established a grand holding
  called VanDerbergsen manor and is now both a knight (ritter) and the mayor. He has imported
  various other kin to assist him in maintaining the standoff between the two conflicting clans.
  Thing’s have been calmer over the last 10 years but the Swerins have continued to dwindle.
  Two years ago Ritter VanDerbergsen won a prize mare from the Swerins, the last of a long line
  of special horses, in what the Swerins have claimed was a fixed horse race. Since then they
  have been very bitter towards VanDerbergsen, who in their eyes, is a cheat. Some of the
  younger members are becoming decidedly irreverent of the law.
  Their matriarch “Levinnia Swerin” leads the seventy-four members of the Swerin family left around
  Skillet. Well into her sixties she is trying to hold the family together. She maintains close contact with
  clan members in Krestible and can count on about fifty other able bodied Swerins coming to the
  assistance of the family if they are in great need.
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Perrenland/591/Normal Scenarios/PER1-02 - Chasing the Ox (APL 2-6)/PER1-02 Chasing The Ox.pdf