TEXT:  
   
  VER3-02 
   
   
   
   
   
   
   
  How Much Wood 
  Would … ? 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Verbobonc Regional Adventure 
  Triad Edit: Lon Lademann 
  Circle Edit: David Christ 
   
   
   
  by Josh Brown & Carl Hewelt 
   
   
   
   
  An open state funeral leads adventurers into mercantile war, exotic travel…and a short walk in the woods. A Verbobonc 
  regional scenario designed for 3
  rd–10
  th level characters. 
   
   
   
   
   
   
   
   
  Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed 
  by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any form without permission of the author.  To 
  learn more about the Open Gaming License and the d20 system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. This scenario is intended 
  for tournament use only and may not be reproduced without approval of the RPGA Network. 
  
  How Much Wood Would…? 
  Round 1 
  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 three 
  players (not counting the DM), for the game session to 
  be a sanctioned RPGA event. As well, you cannot have 
  more than six 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 rulebooks during certain times of play. For 
  example, the players are not free to consult the Dungeon 
  Master’s Guide when confronted with a trap or hazard, 
  or the Monster Manual when confronted with a 
  monster.  
   
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while other 
  text is for your eyes only. Text for the players will be in 
  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.  
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  
  How Much Wood Would…? 
  Round 1 
  Page 3 
  their own characters with them.  If players do not have 
  a LIVING GREYHAWK character generated, get a 
  copy of the current LIVING GREYHAWK character 
  generation guidelines, and a character sheet from your 
  convention coordinator or the RPGA Web site, 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 
  6 
  7 
  8 
   
  5 
  5 
  7 
  8 
  9 
   
   
  6 
  6 
  8 
  9 
  10 
   
   
  7 
  7 
  9 
  10 
  11 
   
  3. 
  Sum the results of 1 and 2, and divide by the 
  number of characters playing in the 
  adventure.  Round to the nearest whole 
  number. 
  4. 
  If you are running a table of six PCs, add one 
  to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, APLs 
  categorize the level of challenge the PCs will face. 
  APLS are given in even-numbered increments. If the 
  APL of your group falls on an odd number, ask them 
  before the adventure begins whether they would like 
  to play a harder or easier adventure. Based on their 
  choice, use either the higher or the lower adjacent 
  APL. 
   
  APL also affects the amount of experience 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 1
  st-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 1
  st-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 a standard one-round Regional adventure, set in 
  the Verbobonc. This event costs one Time Unit to play. 
   Adventurer’s Standard Upkeep costs 12gp per Time 
  Unit.  Rich Upkeep costs 50gp per Time Unit.  Luxury 
  Upkeep costs 100gp per Time Unit. 
   
   
  
  How Much Wood Would…? 
  Round 1 
  Page 4 
  Adventure Summary & 
  Background 
   
  Darren Thistlebrow is having a problem.  The humans 
  that have been cannibalizing the Gnarley for decades 
  have pushed him too far, especially with the increased 
  popularity of Ipp wood in Verbobonc and Dyvers. (Ipp 
  has been used extensively of late in the production of 
  art treasures, seafaring vessels, exotic furniture, 
  intricate coffins and quality ale casks.) Darren, being a 
  self proclaimed guardian of a substantial grove of Ipp 
  trees, has lost a major part of his charge, and vowed 
  revenge.   
  Soon after, the friendly loggers of the Hardwood 
  Logging Co. started having some serious problems. 
  Axes started breaking, workers went missing, and 
  whole 
  buildings 
  collapsed 
  with 
  no 
  plausible 
  explanation.  Rumors of haunted forests, and ancient 
  evil curses started to abound, and the rest of the 
  workers fled to nearby Pine Grove to get away from the 
  evil spirits.  This has restricted the flow of Ipp wood 
  from the Gnarley, virtually shutting down the 
  booming Ipp wood industry. 
  The adventures, through their various contacts, 
  are sent to the small town of Pine Grove to investigate. 
   Darren, believing his plan has succeeded, will enjoy 
  the peace of the forest.  When Adventurers come to see 
  what happened to the ipp wood, he will have to make 
  examples of them, so others never return… 
   
  Encounter One – Missing Wood 
  The Party is invited to the funeral of the son of Lord 
  Velysin, The Lord Mayor of Verbobonc.  The funeral’s 
  has been delayed, as the elaborate Ipp wood Coffin 
  purchased by his lordship has not been delivered. A 
  Cuthbertine acolyte discretely requests the party go to 
  a local carpenter to inquire about the delivery, and 
  return as soon as possible. Going to the carpenter, they 
  discover the coffin has been stolen and the carpenter is 
  drowning his sorrows at a local inn. 
   
  Encounter Two – Lifting Wood 
  Adventurers investigating the inn, witnesses a 
  merchant offer coin for an Ipp wood sign.  Before 
  negotiations are completed, a bandit steals the sign and 
  runs to a nearby hideout.  Adventurers following the 
  thieves find a group of bandits and their ill-gotten 
  lumber to include a well-made coffin. Returning the 
  coffin before sundown allows the funeral to proceed as 
  planned. 
   
  Encounter 3 – Woodn’t You Like To?  
  After the funeral an agent of Master Roland Galans 
  approaches the party and requests they go to Pine 
  Grove. There they are to speak with Lars Gunnarson, 
  foreman of the logging company in regards to the ipp 
  wood shortage. 
   
  Encounter 4 – Into the Woods 
  The trip to Pine Grove is uneventful, but the town 
  itself is another story. A band of disgruntled 
  townspeople, led by their firebrand Cuthbertine priest, 
  are not allowing strangers into the town.  Skirting the 
  town (or forcing their way through), they get to a small 
  clearing on the edge of the forest, where Lars is 
  fighting for his life. His axe mysteriously falls apart as 
  the party arrives on the scene. Lars (or the townspeople 
  if he’s killed) tells the party how to get to the logging 
  camp.   
   
  Encounter 5: Little Wooden Camp 
  Arriving at the camp, the party finds a ranger. The 
  ranger tells them about his life-threatening run 
  through the woods to here and of an empty Ipp 
  clearing. 
   
  Encounter 6 – The Woods are Alive… 
  Various woodland animals and Darren in wildshape 
  harasses the party on their journey to the grove. Darren 
  is attempting to persuade the adventures to turn back 
  and leave the woods in peace.  
   
  Encounter 7 – Beware of Falling Wood 
  Arriving at the empty grove, they find that it is not 
  quite empty. A small grove of Ipp trees still stands on 
  the edge of the clearing.  Here Darren makes his final 
  stand, determined to ensure the nosy outsiders never 
  bring the loggers back into his forest. 
   
  Verbobonc Honorifics 
  Courtly travelers and political scholars throughout the 
  Flanaess must make careful study of titles, honorifics, 
  and hierarchies of nobility used in the many royal 
  courts and noble houses throughout. To aid those who 
  move among such circles, or the simply curious, the 
  following primer on royalty, nobility, titles and 
  honorifics is presented. The DM is strongly 
  encouraged use the following information on 
  honorifics of Verbobonc during play to aid in the 
  representation the NPC Nobility.  
   
  
  How Much Wood Would…? 
  Round 1 
  Page 5 
  In general, the ruling class of Verbobonc is disdainful 
  of those without titles or position. Titles of nobility and 
  rank matter greatly and those without titles-gentlemen 
  and peasants are not unimportant, but they are simply 
  not of the same social class. Wealth and power have 
  little to do with it. Furthermore, rank within the 
  nobility is important. Those of lesser status are 
  expected to show deference to their superiors. Even 
  the commoners of Verbobonc suffer from the 
  arrogance of class. Gentlemen do not associate with 
  simple peasants. Tradesmen are better than merchants, 
  merchants above common laborers. The Rhennee are 
  considered gypsies of the river – outcasts and river 
  pirates. 
   
  Titles in descending order of importance: 
   
  Title 
  Honorific 
  Viscount......................................................... Noble Lordship 
  Bishop...........................................................................Holiness 
  Baron......................................................................Prominence 
  Lord Mayor ................................................................ Lordship 
  Knight Commander........................... Most Honorable Sir 
  Abbot ................................................................... Father Abbot 
  Knight Bannerette..............................Right Honorable Sir 
  Mayor......................................................Honorable Worship 
  Knight Companion...................................Most Worthy Sir 
  Knight Bachelor ...................................................Worthy Sir 
  Elder.........................................................................................Sir 
  Gentlemen...................................................................... Master 
  Esquire..............................................................................Squire 
  Yeoman.......................................................................... Socman 
   
  Moon Cycle: This adventure begins on the tenth day 
  before the first night of the full moon. 
   
  Introduction 
  The recent mysterious death of the son of Lord Mayor 
  Velysin has gathered many mourners at the Cathedral 
  of St. Cuthbert in Verbobonc City. Having heard about 
  the tragedy, the characters are in the city to attend the 
  service to lay the young man to rest. Out of curiosity or 
  duty, many folk have attended. 
  Adventures will be received and seated based on 
  their current lifestyle. Those with Adventurer’s 
  Standard or Wilderness Survival are seated in the rear 
  of the immense Cathedral Hall. Those with High 
  lifestyle are placed nearly halfway forward and those 
  with Luxury lifestyle nearly two-thirds the way 
  forward to the front.  The forward front is reserved for 
  members of nobility and Knights of the City. Note that 
  Knights and nobility have no choice and must sit 
  where their station warrants. If any Knight or 
  Gentleman PC refuses to sit in the forward one-third of 
  the Cathedral, Revered Father Branditan will firmly 
  press the offending noble to their proper station. 
  �Revered Father Branditan; human male; Clr8 
   
  Entering the Cathedral of St Cuthbert, you are 
  assaulted with the strong sent of incense and the 
  impressive art as statues of Billets form pillars 
  rising to the domed ceiling some 80 ft above.  The 
  stained glass windows depicting various scenes of 
  the Holy Cudgel line both walls. Pews are filling 
  with many of the peoples of Verbobonc City.  To 
  the front of the Cathedral Hall are many of the 
  noble families of Verbobonc. Knights of the 
  military line the walls as they look on in silence 
  and revered prayer for the departed noble son. 
  Ladies in fine cloths attended by young maidens 
  sob in the privacy of the side prayer alcoves.  Priests 
  of the Three Orders of St Cuthbert (Billets, Stars 
  and Chapeaux) move between the isles ensuring 
  each mourner is in their proper place and that no 
  one disturbs those of the affluent. The middle pews 
  are filling with the merchant class in their fine 
  cloths as the rear of the hall seats those of more 
  common decent. Each of you is lead to your seat by 
  a member of the Army of the First Church in full 
  ceremonial dress. 
   
   
  Encounter 1 
  Missing Wood 
   
  Here you sit. The largest city in the region and one 
  of the more festive times of the year, and you find 
  yourselves at a funeral. The assembled crowd of 
  mournful 
  nobles, 
  wealthy 
  merchants, 
  and 
  prominent 
  members 
  of 
  the 
  adventuring 
  community have turned out for the somber 
  occasion. The sudden and mysterious death of 
  Simon Velysin, the eldest son of the Lord Mayor of 
  Verbobonc, has plunged the Capital City into a 
  tumultuous mixture of confusion and sorrow. 
   As the assembly waits nervously for the 
  ceremony to commence, the voices of the gathered 
  mourners can’t help but fill the immense cathedral 
  of St. Cuthbert.  Images of righteous priests line the 
  walls, their heads bowed in supplication before the 
  stern gaze of the Lord of the Cudgel. 
  The whispers of the crowd, as well as the 
  clearing of throats becomes more distinct, as the 
  last rays of the setting sun flicker through the 
  panes of the stained glass windows of the 
  
  How Much Wood Would…? 
  Round 1 
  Page 6 
  Cathedral.  Tradition dictates that the funerary rites 
  should have begun well before sundown, and 
  Cuthbertine priests are loathe to scoff at tradition. 
   
  Observant characters may on a Spot [DC 15] notice a 
  hushed conversation between two obviously distressed 
  priests in an antechamber off the main cathedral hall. 
  Fathers Rolcas and Sebastian are responsible for 
  the preparation of Simon’s body in the Ipp wood casket 
  that was commissioned by Lord Mayor Velysin. 
  Noticing the adventures looking at them, Father 
  Rolcas moves towards the door intent on closing it; 
  then thinks better of the situation and beckons the 
  adventurers into the room. 
  Characters not noticing the conversation will be 
  sought out and quietly asked to join the Fathers in the 
  antechamber by an acolyte who waits outside as the 
  Fathers and adventurers discuss the situation of the 
  missing casket. 
    
  Entering the antechamber, the two priests eye you 
  warily. After a brief moment of silence, the younger 
  priest speaks. “Good friends, we are sorry to have 
  disturbed you, please return to your…” The older 
  priest stops him quickly.   
   
  “Sebastian, certain situations require the 
  assistance of outsiders that can be trusted, and this 
  is one of those situations. Noble adventurers, I will 
  not waste your time with formal pleasantries. I 
  need a group of individuals of some skill to assist 
  the church with a situation requiring discretion 
  and speed.  If you are willing, I will continue.  If 
  not, Acolyte Fergus will take you back to your seats 
  and we will find someone else better suited to this 
  task.    
  After the entire party expresses a willingness to 
  continue, he proceeds. Characters that decline are 
  immediately escorted from the room and back to their 
  seats. These characters will join their companions in 
  Encounter 3 at the feast hall.  
   
  “I am Father Rolcas, and this is Father Sebastian.  
  Archbishop Haufren has left us in charge of 
  preparing young master Velysin’s body for the 
  hereafter, which we have done.  Unfortunately, the 
  burial casket that was ordered by the Lord Mayor 
  has not yet arrived.”  
  Sebastian moves closer to the heroes and 
  speaks quietly...  “The forces of the evil one are at 
  work here. I know it.  The suffering and despair 
  this embarrassment would cause the Lord Mayor, as 
  well as the Church, could be….  ” 
  Rolcas nods gravely to Sebastian and continues. 
  “Yes brother, they understand the gravity of this 
  situation. We have attempted to contact the 
  carpenter, with no success. So what we ask is that 
  you go to the shop of McGinnis the carpenter, and 
  find out what happened to the casket.” 
  Sebastian adds, “And bring it back here as soon 
  as possible.” 
  Rolcas sighs and gives a tired smile, “Of course, 
  brother. We will do what we can here, my friends. 
  Please hurry. “  
   
  Characters that disclose the purpose of the delay or 
  otherwise announcing the missing casket to the 
  assembled mourners are awarded a Disfavor of 
  Cuthbert and informed that the church does not 
  require their services. They are escorted from the 
  church and proceed to Encounter 3. 
   
  �Acolyte Fergus, human male, Clr1 
  �Father Rolcus, human male, Clr7  
  �Father Sebastian, human male, Clr7 
   
   
  Encounter 2 
  Lifting Wood 
   
  It is a short walk to McGinnis’s carpenter shop. The 
  shop is a simple two-story structure with storefront 
  and work area on the first level and living quarters on 
  the second level. The shop’s shingle is missing and the 
  shop is in strange disarray as there is wood in the 
  storage bins and tools thrown about.  
  McGinnis’s wife is at home and advises the 
  character(s) that he is at the ‘Stone and Thistle Pub’.  
  She is worried as she heard him saying he wanted to 
  have one last drink as a free and wealthy man. 
  Returning to the funeral at this point becomes an 
  unmitigated disaster with the funeral being postponed 
  until the next day when a new casket can be obtained. 
  Proceed to Encounter 3. 
  Proceeding to the Inn to find the carpenter, the 
  characters witness various strange robberies of items 
  made of Ipp wood. 
   
  As time slips away, you move quickly down the 
  road to the nearby Stone and Thistle Tavern. 
  Hanging just inside the door is a beautifully crafted 
  sign that reads “Herman M’s Special Blend On Tap.” 
  Seated near the end of the bar is an old man deep in 
  his cups. The tavern is unusually crowded tonight, 
  with many of the available seats taken by boisterous 
  men, with more than a few axes leaning against 
  walls and chair legs. 
  
  How Much Wood Would…? 
  Round 1 
  Page 7 
  “A mug of Herman M’s,” says a large man with 
  a thick black beard, as your group moves through 
  the crowd to the bar. 
  “No can do,” replies a smiling gnomish 
  barmaid, “Ipp sap is in the brew, so we can’t get it 
  anymore.”    
   
  At the mention of Ipp, the old man at the end 
  of the bar stirs as you approach. “Ipp wood… it had 
  to be Ipp Wood… I couldn’t carve in oak, or pine, 
  or a lovely cherry…” he sniffles a bit and takes a 
  long drink from his mug, then rests his head on the 
  bar. 
   
  Characters may speak to various patrons of the inn. A 
  Gather Information check [DC 15] learns that many 
  items made of Ipp wood are being stolen and the 
  market price of Ipp wood is three times normal today. 
  The old man at the end of the bar is McGinnis the 
  carpenter, but he is quite drunk and hard to 
  understand. 
    
  “Yeah… what da ya want? Ish’ a trager... trigger… 
  tregererer… crime, how I got robbed of my besht 
  work, and that lil’ dead boy ishn’t gonna have no 
  coffin… all I made was the besht, made ‘o the 
  finesht Ipp… an’ now all I got left to show for it is 
  that shign…” He indicates the “Herman M’s” sign 
  near the entrance, which is currently under the arm 
  of a young Suloise man standing by the door. He 
  smiles at you innocently and runs into the night...  
   
  Not giving immediate chase results in the characters 
  needing to make a Track [DC 25] check to the bandits’ 
  lair.   
  Giving chase immediately, the characters are able 
  to follow the thief with the sign to the bandit’s lair 
  with three Spot [DC 15] checks. 
  Characters with means of stopping Alvin the 
  Quick, the thief, by magic or fast movement are able to 
  easily Intimidate [DC 15] the young thief into giving 
  up the location of the bandit’s lair. He also confirms 
  that the casket crafted of Ipp wood was brought in 
  earlier this afternoon. 
   
  Heading to the bandit lair: 
      
  As you near the one story warehouse, you easily 
  notice that appears abandoned, like many of the 
  buildings around it. The decaying wooden structure 
  stands before you, with no sign from the outside of 
  lights or activity. 
   
  Observant characters, Spot [DC 20] check, notice that 
  despite all outward appearances, the front door to the 
  warehouse has a brand new lock currently not locked. 
  The bandit outlook noticed the characters approaching 
  on a Spot [DC 25] check verses the characters’ lowest 
  Hide or Move Silent check. Noticing the approach of 
  the adventurers, the bandits have prepared a warm 
  welcome, gaining time to set an ambush for the 
  characters. 
   
  However the character(s) enter, read the following: 
   
  The interior of the warehouse appears be in 
  operation, storing goods. Every object in the 
  building, from the signboards, to the children’s 
  toys, to the two small casks sitting on a covered 
  table on the far wall are all made of Ipp wood. 
   
  The bandits gain a surprise action on the characters if 
  they succeed their opposed Hide [DC 26] check verses 
  the characters’ Spot checks. 
   
  All APLs (EL 4) 
  �Bandits (3): human male Rog1: hp 7; see Appendix I. 
    
  Surprised Tactics: The bandits await the characters’ 
  entrance into the room and then fire crossbow bolts at 
  the largest character. After which they move to attack 
  unarmored characters. 
   
  Non-surprised 
  Tactics: 
  The 
  bandits 
  grab 
  for 
  crossbows and fire at the first opportune target then 
  move into melee. After which they move to attack 
  unarmored characters. 
   
  Development: The casks are filled with Herman M’s. 
  On a Search [DC 15] check, the adventurers find the 
  sign to McGinnis’ Carpentry Shop and the casket that 
  has been turned upside down as a table for the casks sit 
  upon. Returning the casket before sunset to the 
  Cathedral of St Cuthbert, the characters proceed to the 
  beginning of Encounter 3.   
   
  �McGinnis the Carpenter; human male; Exp4. 
  �Alvin the Quick; half-elf male; Com2. 
   
  Treasure: 
  Defeat the wood thieves and take their gear. 
   
  All APLs: L: 110 gp; C: 0 gp; M: potion of cure light 
  wounds [6] (4 gp each per character/per potion), 
  potion of hiding [3] (12 gp per character/per potion), 
  potion of sneaking  [3] (12 gp per character/per 
  character) 
   
   
  
  How Much Wood Would…? 
  Round 1 
  Page 8 
   
   
  Encounter 3 
  Woodn’t you like to? 
   
  Arriving back at the cathedral, the brothers are 
  anxiously waiting for you outside. The sound of 
  nervous murmurs from the assembled crowd inside 
  suggests that you have, perhaps, just made it in 
  time. The two priests move quickly towards you, 
  looking relieved, as there are apparently limits to 
  the patience of the noble and powerful. 
     
  If the party returns the casket, the brothers thank them 
  profusely. They state they will speak to them after the 
  ceremony, and run off to make final preparations. If 
  the party cannot find the casket or refuses to return it, 
  the brothers will sullenly report the loss to their 
  superiors, (causing great embarrassment to the Velysin 
  family and the church) and the funeral will be delayed 
  until the following sunset.   
   
  In either case, Father Rolcas meets them at the 
  feast afterwards and offers them the thanks of the 
  church (if they offered to help) and a small pouch of 
  coin for their service. Allow the characters a Spot 
  Check (DC 25), to notice a dark figure watching them. 
  If they take the coin (10 gp per PC), Brother Rolcas 
  leaves, and the dark figure approaches the table. Read 
  or paraphrase the following: 
   
  You see a young man wearing shades of dark blue 
  and purple approach your table. He motions to the 
  empty chair and sits down. 
  “Picking a priest’s pocket is hardly sporting, 
  and not worth the poorest rogue’s time. But if you 
  are interested in a real job I can accommodate you, 
  and you can line your pockets as well. Powerful 
  men have noticed the flow of valuable materials 
  from the Gnarley coming to a standstill, and they 
  would wish you to go to the town of Pine Grove, 
  and meet with logging foreman Lars Gunnarson.” 
   
  If the party refused the Brother’s coin, Father Rolcas 
  looks surprised and gives the party the blessing of 
  Cuthbert (a persistent bless spell). Read or paraphrase 
  the following text.  
   
  You see a young man wearing shades of dark blue 
  and purple approach your table. He motions to the 
  empty chair at your table and sits down.  
   
  “I would have a drink with such folk, who do 
  kindness to strangers without payment.  I am 
  Aridan Cole, and the men I work for wish to thank 
  you for your pains last evening.  They are interested 
  in the Ipp wood trade, and have seen a drastic 
  supply decline in the last two weeks. My employers 
  would like to hire you to journey to the town of 
  Pine Grove, and speak to Lars, the local logging 
  foreman, about the shipments. “ 
   
  Characters inquiring about the identity of their 
  employers are informed that the events of the evening 
  did not go unnoticed by many of the wealthy and 
  powerful. Their benefactors have the best interests of 
  the Viscounty at heart. If the characters failed to return 
  the coffin, he further explains that such a disaster has 
  spurred the desire of the powers that be to have this 
  situation corrected immediately. 
  Characters investigating before leaving the city 
  find that many of the loggers and woodsmen from the 
  Gnarley have come to the city to drink in the many 
  taverns. Seeking these men to question gains, on a 
  Gather Information [DC 18] check, the knowledge that 
  the Ipp wood trade is drying up because of strange 
  accidents and disappearances that have frightened off 
  loggers. There are not enough loggers remaining to 
  sustain the harvest of the wood. 
   
   
  Encounter 4 
  Into the Woods 
   
  The uneventful trip to Pine Grove takes the better part 
  of a day, but arriving at the small town presents its own 
  problems. 
   
  The gated town of Pine Grove stands before you, 
  and normally; arriving in a town in the late 
  afternoon would guarantee you a soft bed and a hot 
  meal.  However, the Pine Grove welcoming 
  committee meets you at the closed gate, and they 
  look far from friendly.   
   
  Twenty men with picks, rakes, and cudgels 
  surround a gangly priest, his eyes ablaze with 
  righteous indignation. He regards you with 
  disapproval and demands, “State your business 
  here, or be on your way.”   
   
  Pine Grove was a relatively peaceful and friendly town, 
  but out-of-work lumberjacks overran the local inn after 
  leaving the camp. There drunken debauchery has 
  frightened the townsfolk, galvanizing the local clergy 
  against outsiders.  The characters have several choices 
  here. 
  
  How Much Wood Would…? 
  Round 1 
  Page 9 
  � Bluffing their way past the crowd can go badly. 
  The crowd is agitated at the depredations towards 
  their folk by the lumberjacks, and is hostile 
  towards the characters. The characters have to 
  calm the crowd with a Diplomacy [DC 20] check 
  to calm the crowd to unfriendly then bluff their 
  way into the town with a Bluff [DC 25] check to 
  sway the crowd to allow entrance to the 
  characters. The characters find that Lars had been 
  run out of town about an hour ago to the south 
  into the Gnarley Forest. 
  � Charming the crowd is a risky endeavor as crowd 
  has seen magic before. Members of the crowd 
  have a +4 morale bonus to their will save due to 
  their rude experiences with the lumberjacks. The 
  charm followed by a Bluff, Diplomacy or 
  Intimidate [DC 20] will sway the crowd to the 
  characters. The characters find that Lars had been 
  run out of town about an hour ago to the south 
  into the Gnarley Forest. 
  � Avoiding the crowd by leaving and entering later 
  by more unseen methods, bypasses the hostility of 
  the crowd. The crowd has time to calm down to 
  unfriendly as the characters make their way into 
  town unseen. Once in the town, the characters are 
  unable to find Lars. If Father Ritus is questioned, 
  he revels that hostile townsfolk ran the logging 
  boss out of town nearly an hour before the 
  characters originally approached the town. Lars 
  was last seen heading south towards the Gnarley 
  Forest. 
   
  Lars is currently waiting for the characters on the 
  southern edge of town, unable to sway the  
  Lars is currently waiting for the PCs on the 
  southern edge of town, unable to explain his case to 
  the unforgiving mob at the front gate, but unwilling to 
  abandon a summons from the Master Galans. As the 
  characters approach Lars’ location, read or paraphrase 
  the following text: 
   
  As you make your way around to the southern edge 
  of town, a tall man with a red beard comes into 
  view, leaning on a large axe. He smiles as he sees 
  your group approach, and prepares to greet you. 
   
  At that moment, the forest to the south erupts 
  into a flurry of activity as an unusually large and 
  hairy 
  animal 
  springs 
  in 
  frenzy 
  from 
  the 
  undergrowth to savage the surprised logger. He 
  raises his axe to defend himself against this sudden 
  and brutal assault, but immediately the wooden 
  handle twists and shrinks in his grasp, and the axe 
  head falls to the ground, useless. 
   
  APL4 (EL4) 
  �Dire Wolverine: large-sized animal; hp 42; see 
  Monster Manual 
   
  APL6 (EL6) 
  �Dire Wolverine (2): large-sized animal; hp 42; see 
  Monster Manual 
   
  APL8 (EL8) 
  �Advanced (9 HD), Dire Wolverine (3): large-sized 
  animal: hp 78; see Appendix I. 
   
  APL10 (EL10) 
  �Advanced (11 HD) Dire Wolverine (4): large-sized 
  animal; hp 96; see Appendix I. 
   
  Tactics: Darren’s only action is casting warp wood on 
  the handle of Lars’ axe and a few preparatory spells on 
  the wolverines at higher APLs. Darren, in his current 
  avian form – an eagle, retreats into the forest. Darren 
  has also commanded many of his animal friends into 
  the area to create confusion. He quickly flies to a place 
  where the characters are unable follow. Should a 
  character notice and have the means to follow, Darren 
  flies high and away from the other characters. Once 
  high enough to cause serious trouble, Darren casts 
  dispel magic on any pursuers, seeking to dispel their 
  means of flight. The raging wolverines fight to the 
  death, ignoring Lars once attacked by the characters.  
   
  Development: Surviving the attack, Lars tells the party 
  of the lumberjacks’ troubles and leads them to the 
  Hardwood Logging Camp. Otherwise, the characters 
  make their way to the Hardwood Logging Camp with 
  the aid of a survey map found in Lars’ possessions. Also, 
  among his possessions is a journal, which details recent 
  events. With all the unusual animal activity in the area, 
  nature attuned characters may attempt to talk with 
  plants or animals. The plants and animals are 
  uncooperative, commenting on the weather and 
  desires to find good food, bask in the sunshine, the 
  season changing and not worrying about being slain 
  for no real purpose. 
   
   
  Encounter 5 
  The Little Wooden Camp 
   
  The reason for the Ipp wood shortage is a labor 
  problem. Strange accidents began about two weeks ago 
  with tools suddenly breaking or rusting. Even stranger 
  
  How Much Wood Would…? 
  Round 1 
  Page 10 
  things began to happen as loggers were injured 
  suddenly in the woods with no explanation. A cabin 
  collapsed injuring many while they slept. These 
  incidents gave rise to rumors of a curse or ghost. As 
  lumberjacks began disappearing, the remaining loggers 
  fled one by one. Lars is no expert on investigations and 
  has been unable to figure out any connection between 
  those injured or missing. 
  The ten-hour trek to the logging camp is 
  uneventful. Reaching the camp, the characters walk 
  into the silent-now overgrown camp. 
   
  The logging camp is off a small, barely marked 
  section of the trail, and it stands silently before you. 
  The abandoned structures show the signs of recent 
  neglect.  The area is beginning to become choked 
  with overgrowth from the untamed wild around it, 
  nature moving unusually swiftly to remove all 
  traces of civilization from this place. You can see 
  that two of the wooden buildings are little more 
  than piles of warped and rotting lumber. 
  There are no signs that the camp was attacked 
  by anything wielding claw or weapon, as the 
  damage to the structures around you seems mostly 
  to be that of moss and rot. The buildings still intact 
  appear weakened and slumped, barely supporting 
  their own weight. 
        
  If Lars is with the characters, he expresses surprise at 
  the state of the camp, as it was not nearly in this 
  condition when he received the summons to meet 
  them in Pine Grove. The buildings here are stable 
  enough to enter or explore, but the roofs are crumbling 
  and rotting, and will not support weight. Descriptions 
  of the ceiling buckling and pieces crashing down, or 
  even of walls shifting suddenly as these buildings are 
  explored should cause a little bit of tension. Depending 
  on the APL, Darren has arrived here ahead of the party 
  and left a few surprises for them. Scattered about the 
  camp are pit traps with wooden spikes at the bottom, 
  covered by weakened boards and/or a crust of dead 
  plant life. These traps are tiered as follows: 
   
   APL 4 
  No traps, except the one Alain the ranger has been 
  caught in. (See Below) 
   
  APL6 (EL2) 
   
  Spiked Pit Trap: (20 ft deep); no attack roll necessary 
  (2d6), +10 melee (1d4 spikes for 1d4+2 points of 
  damage per successful hit); Reflex save (DC 20) avoids; 
  Search (DC 20); Disable Device (DC 20). 
  APL8 & 10 (EL4) 
   
  Spiked Pit Trap: (40 ft deep); no attack roll necessary 
  (3d6), +10 melee (1d4 spikes for 1d4+4 points of 
  damage per successful hit plus poison); Poison: Large 
  Scorpion Venom: Injury 
  (DC 18); 1d6 Str/1d6 Str; Reflex save (DC 20) avoids; 
  Search (DC 20); Disable Device (DC 20). 
   
  If the party decides to search the camp, a Search 
  Check (DC: 13) reveals the prone form of a woodsman 
  at the bottom of a crudely dug pit trap (20’ deep). He is 
  unconscious (0 hp), but stable with a spike clearly 
  sticking through his left thigh, left arm and his side.  
  His right arm is bent at a bad angle, clearly broken. 
  The unconscious form is that of Alain, a Junior 
  Gnarley Ranger. Once rescued and revived, Alain can 
  relate his escape from the Missing Grove. 
   
  If no general search of the camp is made, Lars will 
  give them a brief, but cautious tour of the remains of 
  the camp, and is willing to take them on a tour of Ipp 
  groves. 
   
  If the characters find Alain and hear his story, read 
  or paraphrase the following text. 
   
  Thorns, brambles and all manners of plants have 
  torn the weatherworn form of the young man as 
  well as his brown and green garments.  He sits up 
  with some difficulty, and the hint of a worn smile 
  crosses his face.  
   
  “Thanks for pulling me out of that pit…  If I 
  were being more careful, I’d have seen it and never 
  have gotten myself into this mess.  I was in a hurry 
  when I first got here.  
   
  Two days ago, I was on my usual patrol when I 
  found myself in a clearing that I would have sworn 
  was full of Ipp trees only the day before.  I started 
  to investigate, when a boar stepped into the 
  clearing. Suddenly the grass grabbed my legs, and 
  began to slowly pull me into the ground. I broke 
  free, and ran for my life. I ran here, this being the 
  nearest settlement, with woodland creatures and 
  the plants themselves harrying my every step.” 
   
  Alain provides directions to the location of the grove 
  on the survey map enabling the characters to visit the 
  Missing Grove in the course of their investigation. 
  Alain won’t accompany the heroes to the grove, as he 
  must rest before traveling to the nearest Gnarley 
  Ranger Outpost to report.  
   
  When they set out to the grove, proceed to Encounter 
  Six. 
  
  How Much Wood Would…? 
  Round 1 
  Page 11 
  Lars takes the characters on a brief tour of the 
  remains of the camp then heads to the Ipp groves as 
  the investigation continues. 
   
   
  Encounter 6 
  The Woods Are Alive 
   
  Following the path through the Gnarley, the forest 
  itself seems set against you, even for those among 
  you who have spent significant time amongst these 
  trees. Something seems wrong with the ground, the 
  rocks and trees around you. Branches seem to 
  extend across the path to block your passage, 
  twisted roots of ancient trees curl up to catch your 
  feet, and animals you see line up to stare at you 
  blankly. 
  There are no signs of the usual dangers of the 
  Gnarley, neither are there any signs of its 
  protectors as you make your journey.  There is an 
  eerie stillness in the air here, as if the air and the 
  rocks and the trees were holding their breath, 
  waiting for something.   
   
  The characters have a disturbing one-day trip deep into 
  the Gnarley ahead of them. Unless animal friendship is 
  first cast, characters attempting to speak with animals 
  will find the local creatures uncommunicative. Druids 
  or rangers may attempt a Handle Animal [DC 25] 
  check to get an animal to talk without magical 
  compulsion. Animals so compelled to speak will warn 
  their friends to leave this section of the Gnarley, 
  because its protector knows whom they are, and does 
  not want them here. The animals will under no 
  circumstances give the party Darren’s name or 
  probable location, they are merely concerned about 
  friends of nature being harmed. 
   
  With nightfall, the party still has a couple of hours 
  to reach their designation. The forest at night is even 
  more unfriendly than during the day. Setting camp, 
  the characters witness little activity in the forest. 
  During the early hours of the evening, before they 
  camp turns in for the night, monsters attack! Darren 
  observes the party to evaluate the competence. 
   
  APL4 (EL3) 
  �Earth Elemental: Medium Elemental (Earth): hp 30; 
  see Monster Manual 
   
  APL6 (EL5) 
  �Earth Elemental: Large Elemental (Earth): hp 68; 
  see Monster Manual 
  APL8 (EL7) 
  �Earth Elemental: Huge Elemental (Earth): hp 68; 
  see Monster Manual 
   
  APL10 (EL9) 
  �Gray Render: Large Beast; hp 125; see Monster 
  Manual 
  �Shambling Mound: Large-sized Plant: hp 60; see 
  Monster Manual 
   
  Tactics: The creatures wade in to the center of the 
  camp attacking the closest character(s).  There is no use 
  for strategy or tactics by these creatures. 
   
  Development: Darren uses the combat to study the 
  adventurers’ ability to work together and observes their 
  tactics. Once they seem have defeated the distraction, 
  Darren leaves the area in his avian form – an eagle. 
  Observant characters that notice him on a Spot [DC 30] 
  check and attempt to pursue him are lead to Encounter 
  7 without their companions. Capturing or killing 
  Darren removes him from Encounter 7. Adjust 
  accordingly. 
  The party has a full night’s rest following the 
  attack, and is able to memorize or pray for spells in the 
  morning. The characters must know by this time that 
  they are dealing with a druid and should prepare 
  accordingly. 
   
   
  Encounter 7 
  Beware of Falling Wood 
   
  The remaining travel to the Missing Grove is 
  uneventful, other than a light rain shower. It seems for 
  a while as though the oppressive mood in the forest is 
  lightening a bit, as Darren intentionally draws them in 
  to make sure that if they insist on proceeding forward 
  that they will never make it out of the Gnarley alive. 
  He does not understand that others from the outside 
  world will likely come even if the characters are 
  defeated, and he believes that with the death of the 
  characters, the threat of the loggers will be gone 
  forever. 
   
  When the characters reach the Missing Grove, 
  read or paraphrase the following text. 
   
  Your unusual trip through the hostile woods has 
  brought you finally to the place where you expect 
  to find a large valuable grove of Ipp trees.  As far as 
  you can see, though, this appears to be a rather 
  empty looking clearing in the middle of otherwise 
  
  How Much Wood Would…? 
  Round 1 
  Page 12 
  thick forest. The only sign of the trees that are 
  supposed to be here is a small ring of perhaps a 
  half-dozen Ipp trees in the center of the clearing. 
   
  The sense that you are being watched that has 
  haunted you through the Gnarley to this point is 
  not present here, and the sky even seems a bit 
  brighter, despite the rain shower that has followed 
  you for the last few hours. Hopefully, something in 
  this place will explain what exactly is going on.   
   
  This area is clearly marked as a large stand of Ipp trees 
  on the survey map. If Lars is with the characters, he 
  confirms that a major source of the precious wood was 
  in this grove no less than a week ago.  
  When at least half the characters have come 
  within 10 ft. of the ring of trees in the center of the 
  clearing, Darren springs his trap gaining surprise. 
  Should the party detect the ambush through magic, 
  Darren attacks without surprise. 
  The trees pose a threat that must be dealt with 
  even if Darren is defeated; as they are either awakened 
  animated guardians or Ipp Treants created using a local 
  variant of the Liveoak spell. The trees will shout at the 
  characters in Common, calling them “murderers” and 
  “logger-friends”, as they attack. 
   
  APL4 (EL7) 
  �Darren Thistlebrow: halfling male Drd6: hp 48; see 
  Appendix I. 
  �Buckeye: large animal (black bear); hp 19; see 
  Monster Manual 
  �Ice: dire animal (weasel); hp 22; see Monster Manual 
  �Ben: dire animal (weasel); hp 22; see Monster 
  Manual 
  �Jerry: dire animal (weasel); hp 22; see Monster 
  Manual 
  �Awakened Ipp Tree (2): large construct; hp 22, 22, 
  see Appendix I. 
   
  Darren has precast the following spells on his animal 
  companions. 
  Buckeye: Greater Magic Fang (+2 Enchantment bonus 
  to Claw attacks) 
  Ice, Ben, and Jerry: Persistance of Waves (+4 
  Enhancement to Con and –2 Str) 
   
   
  APL6 (EL9) 
  �Darren Thistlebrow: halfling male Drd8: hp 57; see 
  Appendix I 
  �Buckeye: advanced black bear; hp 31. See Appendix 
  I 
  �Flame: dire animal (wolverine); hp 52; see Monster 
  Manual 
  �Ben: dire animal (weasel); hp 22; see Monster 
  Manual 
  �Awakened Ipp Tree (2): huge construct; hp 44, 44. 
  See Appendix I 
   
  Darren has precast the following spells on his animal 
  companions. 
  Buckeye: Greater Magic Fang (+2 Enchantment bonus 
  to Claw attacks) 
  Flame, Ice, and Ben: Persistance of Waves (+4 
  Enhancement to Con and –2 Str) 
   
   
  APL8 (EL11) 
  �Darren Thistlebrow: halfling male Drd10: hp 66; see 
  Appendix I. 
  �Buckeye: large animal (black bear); hp 31. See 
  Appendix I. 
  �Flame: dire animal (wolverine); hp 52; see Monster 
  Manual 
  �Wind: dire animal (wolverine); hp 52; see Monster 
  Manual 
  �Ice: dire animal (weasel); hp 22; see Monster Manual 
  �Ben: dire animal (weasel); hp 22; see Monster 
  Manual 
  �Awakened Ipp Tree (2): gargantuan construct; hp 
  88, 88. See Appendix I. 
  Darren has precast the following spells on his animal 
  companions. 
  Buckeye: Greater Magic Fang (+3 Enchantment bonus 
  to Claw attacks) 
  Flame, Ice, and Ben: Persistance of Waves (+4 
  Enhancement to Con and –2 Str) 
   
   
  APL10 (EL13) 
  �Darren Thistlebrow: halfling male Drd12: hp 80; see 
  Appendix I. 
  �Buckeye: large animal (black bear); hp 31. See 
  Appendix I. 
  �Flame: dire animal (wolverine); hp 52; see Monster 
  Manual 
  �Wind: dire animal (wolverine); hp 52; see Monster 
  Manual 
  �Ice: dire animal (weasel); hp 22; see Monster Manual 
  �Ben: dire animal (weasel); hp 22; see Monster 
  Manual 
  �Jerry: dire animal (weasel); hp 22; see Monster 
  Manual 
  �Awakened Ipp Tree (2): colossal construct; hp 176, 
  176. See Appendix I. 
  
  How Much Wood Would…? 
  Round 1 
  Page 13 
   
  Darren has precast the following spells on his animal 
  companions. 
  Buckeye: Greater Magic Fang (+3 Enchantment bonus 
  to Claw attacks) 
  Flame, Ice, Ben, and Jerry: Persistance of Waves (+4 
  Enhancement to Con and –2 Str) 
   
  Tactics: Darren will send his animal companion(s) in 
  to attack, casting animal growth on it (them) if 
  possible.  Depending on the APL, Darren will animate 
  the ring of trees in the center of the clearing to add 
  additional opponents to the fight. Darren is a careful 
  and crafty opponent, and will use spells such as 
  entangle to keep the characters off-balance before 
  resorting to melee combat himself. At APLs 6 and 
  higher, Darren has pre-cast call lightning, and will 
  send down one bolt at an unfortunate party member. 
  Darren has awakened 2 or 3 of the Ipp trees this 
  morning and told them that the lumberjacks were 
  coming to cut them down for their wood. 
   
  Treasure: 
  APL 4: L: 4 gp; C: 40 gp; M: Infusion: cure light 
  wounds [3] (4 gp each per character/per 
  infusion), Infusion: hold animal (50 gp per 
  character/per infusion), Infusion: warp wood 
  (50 gp each per character), +1 Hide Armor 
  (value 92 gp per character). 
  APL 6: L: 2 gp; C: 40 gp; M:  +1 scimitar (193 gp per 
  character), +1 Hide Armor (92 gp per character), 
  cloak of resistance +1 (83 gp per character), 
  Infusion: dispel magic (87 gp per character), 
  Infusion: cure light wounds [3] (4 gp each per 
  character/per infusion), Infusion: hold animal 
  (50 gp per character/per infusion), Infusion: 
  warp wood (50 gp each per character) 
   APL 8: L: 2 gp; C: 40 gp; M: +1 scimitar (193 gp per 
  character), +1 Hide Armor (92 gp per character), 
  cloak of resistance +2 (333 gp per character), 
  Infusion: dispel magic (87 gp per character), 
  Infusion: cure light wounds [3] (4 gp each per 
  character/per infusion), Infusion: hold animal 
  (50 gp per character/per infusion), Infusion: 
  warp wood (50 gp each per character) 
  APL 10: L: 2 gp; C: 40 gp; M: +1 scimitar (193 gp 
  per character), +1 Hide Armor (92 gp per 
  character), cloak of resistance +2 (333 gp per 
  character), Infusion: dispel magic (87 gp per 
  character), Infusion: cure light wounds [3] (4 gp 
  each per character/per infusion), Infusion: hold 
  animal (50 gp per character/per infusion), 
  Infusion: warp wood (50 gp each per character), 
  Infusion:  ice storm (187 gp per character), 
  druid’s vestments (483 gp per character), pearl 
  of power [2
  nd](value 333 gp per character)]. 
   
   
  Conclusion  
   
  If the characters defeat Darren, they can find that the 
  trees of the Missing Grove have been moved to what 
  used to be a clearing a half-day’s walk away. The new 
  grove of Ipp trees is sheltered by the terrain around it, 
  making it difficult to approach unless one takes a more 
  or less direct path from the Missing Grove, and would 
  even more difficult to see without knowing it is there. 
  The other Druids of the Gnarley, though they 
  disagree with the violent and anti-social methods that 
  Darren was using to make his point, understand his 
  cause and establish a Druidic Circle within the Missing 
  Grove. They pledge to negotiate with the Hardwood 
  Logging Company and others, to ensure that the 
  harvested trees are not being taken at a rate that is 
  damaging to the area. 
  The fate of the Hardwood Logging Company is 
  dependent on whether or not Lars Gunnarson survives 
  this adventure. In any case, they will need to rebuild, 
  and this will take some time and a lot of work. Even if 
  the Hardwood Company dissolves, there will be others 
  who seek the riches of the forest. Whether or not the 
  lesson of balancing man’s greed with the limited 
  resources of the forest has truly been learned remains 
  to be seen. 
   
   
  The End 
   
  Experience Summary 
   
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign 
  experience award.  Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Encounter 1 – Missing Wood 
  Maintain confidentiality of the missing casket: Story 
  Reward – (EL 2 - all APLs) 
   
  All APLs 
  30 XP 
   
  Encounter 2 – Lifting Wood 
   
  Recover the stolen goods (EL 4 – all APLs) 
   
  All APLs 
  120 XP 
   
  
  How Much Wood Would…? 
  Round 1 
  Page 14 
  Encounter 4 – Into the Woods  
  Find a peaceful resolution with the townspeople in 
  finding Lars: 
  (Story EL 2/3/4/5) 
   
  APL 4 
  30 XP 
   
  APL 6 
  45 XP 
   
  APL 8 
  60 XP 
   
  APL 10 
  75 XP 
   
  Defeating the wolverines (EL 4/6/8/10) 
   
  APL 4 
  120 XP 
   
  APL 6 
  180 XP 
   
  APL 8 
  240 XP 
   
  APL 10 
  300 XP 
   
  Encounter 6: The Woods are Alive 
  Defeating the camp raiders (EL 3/5/7/9) 
   
  APL 4 
  90 XP 
   
  APL 6 
  150 XP 
   
  APL 8 
  210 XP 
   
  APL 10 
  270 XP 
   
  Encounter 7: Beware of Falling Wood 
  Defeating the Darren and his animal companions (EL 
  7/9/11/13): 
   
  APL 4 
  210 XP 
   
  APL 6 
  270 XP 
   
  APL 8 
  330 XP 
   
  APL 10 
  390 XP 
   
  Bonus Combat Heroic Experience 
  The following should be given singularly to characters 
  that perform daring combat heroics or those 
  spellcasters who go to extraordinarily measures to 
  ensure the party has spell support. Examples range 
  from the fighter that charges to the strongest foe that 
  over matches his skill; the cleric that moves to heal a 
  companion giving the opponent attack opportunities 
  while saving the life or keeping the fighter alive; or the 
  arcane caster that buffs the party then flies cover 
  support with spells at the ready.  
  Those that should not get this reward range from 
  the character that engages an opponent that mounts 
  not serious threat to them or the character that hangs 
  in the background buffing themselves with spells at 
  the cost of their companions being exposed to combat 
  without that character’s support. An example of this is 
  the cleric of Heironeous that casts buff spells on 
  himself while the dwarven fighter immediately 
  engages a foe possessing greater skills of combat or the 
  loud mouthed character that doesn’t engage until he 
  has a flanking position and it is safer for him to enter 
  the melee. 
   
   
   
  APL 4 
  30 XP 
   
  APL 6 
  45 XP 
   
  APL 8 
  60 XP 
   
  APL 10 
  75 XP 
   
  Bonus Role-Playing Experience 
  The following should be given singularly to PCs that 
  portray their character in a meaningful and heroic 
  manner. This is a game of heroic deeds and those that 
  are heroic vanquish evil and protect the weak and 
  innocent. Those that are not heroic, stand in the 
  background, and heckle their companions for being 
  champions of good should not receive this reward. 
  Characters that portray their character with a shady or 
  greed stricken personality are not heroic but may by 
  your judgment role-play that persona well.  
   
   
   
  APL 4 
  45 XP 
   
  APL 6 
  60 XP 
   
  APL 8 
  75 XP 
   
  APL 10 
  90 XP 
   
  Total Possible Experience 
   
   
   
  APL 4 
  675 XP 
   
  APL 6 
  900 XP 
   
  APL 8 
  1,125 XP 
   
  APL 10 
  1,350 XP 
   
   
  Treasure Summary 
   
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not gain 
  this gold. If you feel it is reasonable that characters can 
  go back to loot the bodies, and those bodies are there 
  (i.e., not carted off by dungeon scavengers, removed 
  from the scene by the local watch, and so on), characters 
  may return to retrieve loot. If the characters do not loot 
  the body, the gold piece value for the loot is subtracted 
  from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  
  How Much Wood Would…? 
  Round 1 
  Page 15 
  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 character’s total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate. Because 
  this is a Regional scenario, characters may spend 
  additional Time Units to practice professions or create 
  items immediately after the adventure so this total may 
  be modified by other circumstances. 
   
  L = Looted gear from enemy (calculated at 50% of 
  book price); C = Coin, Gems, Jewelry, and other 
  valuables (calculated at 100% of value); M = Magic Items 
  (calculated at 50% of book price). Divide the calculated 
  percentage by 5 to determine the reward per PC.  
   
  Encounter 2: Lifting Wood 
  Defeat the wood thieves and take their gear. 
   
   
   
  All APLs: L: 110 gp; C: 0 gp; M: potion of cure light 
  wounds [6] (4 gp each per character/per potion), 
  potion of hiding [3] (12 gp per character/per potion), 
  potion of sneaking [3] (12 gp per character/per 
  character) 
   
  Encounter 3: Woodn’t you like to? 
  Accept payment from Father Rolcas. 
   
   
   
  All APLs: L: 0 gp; C: 10 gp; M: 0 gp. 
   
  Encounter 7: Beware of Falling Wood 
  Defeat Darren and take his gear. 
  APL 4: L: 4 gp; C: 40 gp; M: Infusion: cure light 
  wounds [3] (4 gp each per character/per 
  infusion), Infusion: hold animal (50 gp per 
  character), Infusion: warp wood (50 gp each per 
  character), +1 Hide Armor (value 92 gp per 
  character). 
  APL 6: L: 2 gp; C: 40 gp; M:  +1 scimitar (193 gp per 
  character), +1 Hide Armor (92 gp per character), 
  cloak of resistance +1 (83 gp per character), 
  Infusion: dispel magic (87 gp per character), 
  Infusion: cure light wounds [3] (4 gp each per 
  character), Infusion: hold animal (50 gp per 
  character/per infusion), Infusion: warp wood 
  (50 gp each per character) 
   APL 8: L: 2 gp; C: 40 gp; M: +1 scimitar (193 gp per 
  character), +1 Hide Armor (92 gp per character), 
  cloak of resistance +2 (333 gp per character), 
  Infusion: dispel magic (87 gp per character), 
  Infusion: cure light wounds [3] (4 gp each per 
  character/per infusion), Infusion: hold animal 
  (50 gp per character), Infusion: warp wood (50 
  gp each per character) 
  APL 10: L: 2 gp; C: 40 gp; M: +1 scimitar (193 gp 
  per character), +1 Hide Armor (92 gp per 
  character), cloak of resistance +2 (333 gp per 
  character), Infusion: dispel magic (87 gp per 
  character), Infusion: cure light wounds [3] (4 gp 
  each per character/per infusion), Infusion: hold 
  animal (50 gp per character), Infusion: warp 
  wood (50 gp each per character), Infusion:  ice 
  storm (187 gp per character), druid’s vestments 
  (483 gp per character), pearl of power [2
  nd](value 
  333 gp per character)]. 
   
  Total possible treasure 
   
   
  APL4– 464 gp 
   
  APL6– 800 gp 
   
  APL8– 1,075 gp 
   
  APL10– 2,078 gp 
   
   
   
   
   
  
  How Much Wood Would…? 
  Round 1 
  Page 16 
  Appendix I - NPCs 
  Encounter 2: Lifting Wood 
   
  All APL’s (EL 4) 
  �Bandit: male human, Rog1; CR1; medium humanoid 
  (human); HD 1d6+2 (Rogue); hp 8; Init + 2; Spd 30; AC15 
  (touch 12, flatfooted 13); Atk +1 melee (1d6+1 [18-20/x2], 
  rapier); -2 (1d8 [19-20/x2], crossbow, repeating); AL NE; 
  SV Fort + 2, Ref + 4, Will + 0; Str 12, Dex 15, Con 14, Int 
  14, Wis 10, Cha 10. 
        Skills and Feats: Gather Information +2, Hide +5, 
  Listen +4, Move Silently +5, Open Lock +4, Perform +2, 
  Pick Pocket +5, Search +6, Speak Language (common, 
  elven), Spot +4, Tumble +5, Use Magic Device +4, Use 
  Rope +4; Expertise, Improved Trip. 
       Possessions: rapier, crossbow, repeating; dagger; 
  dagger; thunderstone; studded leather; trapmaker's tools; 
  rope, silk (50 ft.); thieves' tools, masterwork; 10 repeating 
  bolts; potions: hiding; sneaking; cure light wounds, cure 
  light wounds. 
   
  Encounter 4: Into the Woods 
   
  APL 8 (EL 8) 
  �Advanced, Dire Wolverine: CR5; large animal; HD 
  9d8+36; hp 78; Init +3; Spd 30 ft., climb 10 ft.; AC 16 
  (touch 12, flat-footed 13); Atk +11/+11 melee (1d6+6 
  claws) and +6 melee (1d8+3 bite); SA rage; SQ scent; AL 
  N; SV Fort +10, Ref +9, Will +7; Str 22, Dex 17, Con 19, 
  Int 2, Wis 12, Cha 10. 
       Skills: Climb +18, Listen +13, Spot +12.  
       Scent: The creature can detect opponents within 30 
  feet by sense of smell.  The creature may pinpoint an 
  opponent's exact location within 5 feet by sense of smell. 
       Possessions: None. 
   
  APL 10 (EL 10) 
  �Advanced, Dire Wolverine: CR7; large animal; HD 
  11d8+44; hp 96; Init +3; Spd 30 ft., climb 10 ft.; AC 16 
  (touch 12, flat-footed 13); Atk +13/+13 melee (1d6+6 
  claws) and +8 melee (1d8+3 bite); SA rage; SQ scent; AL 
  N; SV Fort +10, Ref +9, Will +8; Str 22, Dex 17, Con 19, 
  Int 2, Wis 12, Cha 10. 
       Skills: Climb +20, Listen +15, Spot +14.  
       Scent: The creature can detect opponents within 30 
  feet by sense of smell.  The creature may pinpoint an 
  opponent's exact location within 5 feet by sense of smell. 
       Possessions: None. 
   
   
  Encounter 7: Beware of falling Wood 
   
  APL 4 (EL 7) 
  �Darren Thistlebrow: male halfling, Drd6; CR6; small 
  humanoid (lightfoot halfling); HD 6d8+12 (Druid); hp 48; 
  Init +3; Spd 15; AC 22 (touch 13, flatfooted 19); Atk +4 
  melee (1d6-1 [18-20/x2] +1 scimitar); +8 ranged (1d4-1, 
  sling); SQ: Halfling traits (Ex) [+2 Bonus on Saves verses 
  Fear], Animal Companion (maximum 12 HD of animals), 
  nature sense, resist nature’s lure, trackless step, wild 
  shape (x2/day), woodland stride; AL NE; SV Fort +8, Ref 
  +6, Will +9; Str 8, Dex 16, Con 14, Int 12, Wis 16, Cha 10. 
  Skills and Feats: Animal Empathy +6, Climb -2, 
  Concentration +10, Handle Animal +6, Heal +5, Hide +4, 
  Intuit Direction +5, Jump -2, Listen +6, Move Silently +2, 
  Scry +5, Speak Language (Common, Druidic, Elven, 
  Halfling, Sylvan, Treant), Spellcraft +3, Wilderness Lore 
  +12; Create Infusion*, Natural Spell*, Spell Focus 
  (enchantment) 
  Spells Prepared (5/4/4/3; base DC = 13 + spell level; 
  +2 for enchantment): 0–detect magic, detect poison, flare, 
  know direction, resistance; 1
  st–animal friendship, calm 
  animals, entangle, magic fang; 2
  nd–briar web*, charm 
  person or animal, decomposition*, warp wood; 3
  rd–
  dominate animal, nature’s favor*, regenerate ring*. 
  *New rule, see Appendix III 
  Possessions: sling; bullet, silvered (x5); scimitar; +1 
  Hide Armor; pouch with gems (Bloodstone; Jasper, Star 
  rose quartz, Rose – value 240 gp.); small mirror with the 
  sigil of bravery painted upon it (value 25 gp); Infusions*: 
  barkskin (6
  th), call lightning (5
  th), cure light wounds (1
  st), 
  cure light wounds (1
  st), cure light wounds (1
  st), greater 
  magic fang (6
  th), hold animal (6
  th), persistence of the 
  waves* (6
  th), persistence of the waves* (6
  th), persistence of 
  the waves* (6
  th), protection from elements, fire (5
  th), 
  protection from elements, acid (6
  th), regenerate moderate 
  wounds* (6
  th), warp wood (6
  th), warp wood (6
  th). 
  Darren is protected from the elements fire (72 pts) 
  and acid (72 pts) for this combat. Darren has barkskin 
  (included above) cast for the combat. Twenty minutes 
  prior to the heroes’ arrival, Darren cast call lightning 
  allowing him to call for a lightning strike (6d10 pts 
  electrical damage a target and all others within a 10 ft 
  radius, Reflex save for half).  
   
  �Awakened Ipp Tree: CR3; large construct; HD 4d10; 
  hp 22; Init +0; Spd 20; AC 14; Atk +5 (1d8+4, slam); AL N; 
  SV Fort +1, Ref +1, Will +1; Str 16, Dex 10, Con --, Int 14, 
  Wis 13, Cha 16 
   
   
  
  How Much Wood Would…? 
  Round 1 
  Page 17 
  APL 6 (EL 9) 
  �Darren Thistlebrow: male halfling, Drd8; CR8; small 
  humanoid (lightfoot halfling); HD 8d8+16; hp 57; Init +3; 
  Spd 15; AC 22 (touch 13, flatfooted 19); Atk +7 melee 
  (1d6 [18-20/x2] +1 scimitar); +10 ranged (1d4-1, sling); 
  SQ: Halfling traits (Ex) [+2 Bonus on Saves verses Fear], 
  Animal Companion (maximum 16 HD of animals), 
  nature sense, resist nature’s lure, trackless step, wild 
  shape (x3/day), wild shape (large), woodland stride; AL 
  NE; SV Fort +10, Ref +7, Will +12; Str 8, Dex 16, Con 14, 
  Int 12, Wis 19, Cha 10. 
  Skills and Feats: Animal Empathy +8, Climb -2, 
  Concentration +13, Handle Animal +8, Heal +6, Hide +4, 
  Intuit Direction +6, Jump -2, Knowledge (nature) +4, 
  Listen +7, Move Silently +2, Scry +5, Speak Language 
  (Common, Druidic, Elven, Halfling, Sylvan, Treant), 
  Spellcraft + 3, Wilderness Lore +13; Create Infusion*, 
  Natural Spell*, Spell Focus (enchantment) 
  Possessions: sling; bullet, silvered (x5); +1 scimitar; 
  +1 hide armor; pouch with gems (Bloodstone; Jasper, Star 
  rose quartz, Rose – value 240 gp.); small mirror with the 
  sigil of bravery painted upon it; potion of wisdom 
  (included above); cloak of resistance (+1); Infusions*: 
  barkskin (6
  th), call lightning (5
  th), cure light wounds (1
  st), 
  cure light wounds (1
  st), cure light wounds (1
  st), dispel 
  magic (7
  th), dispel magic (7
  th), greater magic fang (6
  th), 
  hold animal (6
  th), liveoak (9
  th); persistence of the waves* 
  (6
  th), persistence of the waves* (6
  th), persistence of the 
  waves* (6
  th), protection from elements, fire (9
  th), 
  protection from elements, acid (9
  th), regenerate serious 
  wounds* (9
  th), warp wood (6
  th), warp wood (6
  th). 
  Spells Prepared (6/5/4/4/3; base DC = 14 + spell 
  level; +2 for enchantment): 0–detect magic, detect magic, 
  detect poison, flare, know direction, resistance; 1
  st–
  animal friendship, calm animals, calm animals, entangle, 
  magic fang; 2
  nd–briar web*, charm person or animal, 
  decomposition*, warp wood; 3
  rd–dominate animal, false 
  bravado*, nature’s favor*, regenerate ring*; 4
  th–flame 
  strike, freedom of movement, sleet storm. 
  *New rule, see Appendix III 
  Darren is protected from the elements fire (108 pts); 
  acid (108 pts) for this combat and has barkskin (included 
  above) cast for the combat. Twenty minutes prior to the 
  heroes’ arrival, Darren cast call lightning allowing him to 
  call for a lightning strike (8d10 pts electrical damage a 
  target and all others within a 10 ft radius, Reflex save for 
  half). 
   
  �Buckeye: animal; CR2; medium animal (black bear); 
  HD 5d8+10; hp 31; Init +1; Spd 15, 40; AC 11; +10/+5 
  melee (1d4+7, 2 Claws; 1d6+5, Bite); SQ: Scent (Ex); AL 
  N; SV Fort +5, Ref +5, Will +3; Str 19, Dex 13, Con 15, Int 
  1, Wis 12, Cha 6. 
  Skills: Climb +6, Listen +5, Spot +8, Swim +8. 
    Scent (Ex): This ability allows the creature to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. Creatures with the scent ability can 
  identify familiar odors just as humans do familiar sights. 
  Buckeye has greater magic fang (included above) 
  cast upon him from Darren.  
   
  �Awakened Ipp Tree: CR5; huge construct; HD 8d10; 
  hp 44; Init -1; Spd 20; AC 13; Atk +9 melee (2d6+7, slam); 
  AL N; SV Fort +2, Ref +1, Will +2; Str 20, Dex 8, Con --, 
  Int 14, Wis 13, Cha 16. 
   
  APL 8 (EL 11) 
  �Darren Thistlebrow: male halfling, Drd10; CR10; 
  small humanoid (lightfoot halfling); HD 10d8+20; hp 66; 
  Init +3; Spd 15; AC 22 (touch 13, flatfooted 19); Atk +8 
  melee (1d6 [18-20/x2] +1 scimitar); +11 ranged (1d4-1, 
  sling); SQ: Halfling traits (Ex) [+2 Bonus on Saves verses 
  Fear], Animal Companion (maximum 20 HD of animals), 
  nature sense, resist nature’s lure, trackless step, wild 
  shape (x3/day), wild shape (large), woodland stride; AL 
  NE; SV Fort +12, Ref +9, Will +14; Str 8, Dex 16, Con 14, 
  Int 12, Wis 19, Cha 10. 
  Skills and Feats: Animal Empathy +8, Climb -2, 
  Concentration +13, Handle Animal +8, Heal +6, Hide +4, 
  Intuit Direction +6, Jump -2, Knowledge (nature) +12, 
  Listen +7, Move Silently +2, Scry +5, Speak Language 
  (Common, Druidic, Elven, Halfling, Sylvan, Treant), 
  Spellcraft +3, Wilderness Lore +15; Create Infusion*, 
  Heighten 
  Spell, 
  Natural 
  Spell*, 
  Spell 
  Focus 
  (enchantment) 
  Possessions: sling; bullet, silvered (x5); +1 scimitar; 
  +1 hide armor; pouch with gems (Bloodstone; Jasper, Star 
  rose quartz, Rose – value 240 gp.); small mirror with the 
  sigil of bravery painted upon it; potion of wisdom 
  (included above); cloak of resistance +2, Infusions*: 
  barkskin (6
  th), call lightning (5
  th), cure light wounds (1
  st), 
  cure light wounds (1
  st), cure light wounds (1
  st), dispel 
  magic (7
  th), greater magic fang (6
  th), hold animal (6
  th), ice 
  storm (9
  th); persistence of the waves* (6
  th), persistence of 
  the waves* (6
  th), persistence of the waves* (6
  th), protection 
  from elements, fire (9
  th), protection from elements, 
  electricity, 
  protection 
  from 
  elements, 
  acid 
  (9
  th), 
  regenerate critical wounds* (9
  th), warp wood (6
  th), warp 
  wood (6
  th). 
  Spells Prepared (6/5/5/4/4/2; base DC = 14 + spell 
  level; +2 for enchantment): 0–detect magic, detect magic, 
  detect poison, flare, know direction, resistance; 1
  st–calm 
  animals, calm animals, entangle, entangle, magic fang; 
  2
  nd–briar web*, briar web*, charm person or animal, 
  decomposition*, warp wood; 3
  rd–dominate animal, 
  dominate animal, nature’s favor*, regenerate ring*; 4
  th–
  
  How Much Wood Would…? 
  Round 1 
  Page 18 
  dispel magic, flame strike, freedom of movement, sleet 
  storm; 5
  th– charm person or animal, wall of thorns.  
  Darren is protected from the elements fire (108 pts); 
  acid (108 pts) and electricity (108 pts) for this combat and 
  has barkskin (included above) cast for the combat. Darren 
  has cast unhallowed on the grove with dispel magic (10
  th 
  level) on enemies is fixed to the unhallowed. Darren cast 
  Druid Grove* on the Ipp trees storing briar web in one 
  tree and entangle in a second. To activate these spells, 
  Darren must touch the tree as a standard action. Twenty 
  minutes prior to the heroes’ arrival, Darren cast call 
  lightning allowing him to call for a lightning strike 
  (10d10 pts electrical damage a target and all others within 
  a 10 ft radius, Reflex save for half). 
  *New rule, see Appendix III 
   
  �Buckeye:  animal; CR2; medium animal (black bear); 
  HD 5d8+10; hp 31; Init +1; Spd 15, 40; AC 11; +11/+6 
  melee (1d4+8, 2 Claws; 1d6+6, Bite); SQ: Scent (Ex); AL 
  N; SV Fort +5, Ref +5, Will +3; Str 19, Dex 13, Con 15, Int 
  1, Wis 12, Cha 6. 
  Skills: Climb +6, Listen +5, Spot +8, Swim +8. 
    Scent (Ex): This ability allows the creature to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. Creatures with the scent ability can 
  identify familiar odors just as humans do familiar sights. 
  Buckeye has greater magic fang (included above) 
  cast upon him from Darren.   
   
  �Awakened Ipp Tree: CR7; gargantuan construct; HD 
  16d10; hp 88; Init -2; Spd 10; AC 12; Atk +15 base melee 
  (2d8+10, slam); AL N; SV Fort +5, Ref +3, Will +5; Str 24, 
  Dex 6, Con --, Int 14, Wis 13, Cha 16. 
   
  APL 10 (EL 13) 
  �Darren Thistlebrow: male halfling, Drd12; CR12; 
  small humanoid (lightfoot halfling); HD 12d8+24; hp 80; 
  Init +3; Spd 15; AC 24 (touch 13, flatfooted 21); Atk +10 
  melee (1d6 [18-20/x2] +1 scimitar); +13 ranged (1d4-1, 
  sling); SQ: Halfling traits (Ex) [+2 Bonus on Saves verses 
  Fear], Animal Companion (maximum 24 HD of animals), 
  nature sense, resist nature’s lure, trackless step, venom 
  immunity, wild shape (x4/day), wild shape (tiny, large, 
  huge), woodland stride; AL NE; SV Fort +13, Ref +10, 
  Will +17; Str 8, Dex 16, Con 14, Int 12, Wis 22, Cha 10. 
  Skills and Feats: Animal Empathy +11, Climb -2, 
  Concentration +16, Handle Animal +11, Heal +9, Hide 
  +5, Intuit Direction +9, Jump -2, Knowledge (nature) +15, 
  Listen +7, Move Silently +3, Scry +6, Speak Language 
  (Common, Druidic, Elven, Halfling, Sylvan, Treant), 
  Spellcraft +6, Spot +7, Wilderness Lore +18; Create 
  Infusion*, Heighten Spell, Natural Spell*, Spell Focus 
  (enchantment, evocation) 
  Possessions: sling; bullet, silvered (x5); +1 scimitar; 
  +1 hide armor; pouch with gems (Bloodstone; Jasper, Star 
  rose quartz, Rose – value 240 gp.); small mirror with the 
  sigil of bravery painted upon it; potion of wisdom 
  (included above); cloak of resistance (+2), druid’s 
  vestments, pearl of power (2
  nd), Infusions*: barkskin (6
  th), 
  call lightning (5
  th), cure light wounds (1
  st), cure light 
  wounds (1
  st), cure light wounds (1
  st), dispel magic (7
  th), 
  greater magic fang (6
  th), hold animal (6
  th), ice storm (9
  th); 
  persistence of the waves* (6
  th), persistence of the waves* 
  (6
  th), persistence of the waves* (6
  th), protection from all 
  elements* (12
  th), regenerate critical wounds* (9
  th), warp 
  wood (6
  th), warp wood (6
  th); quarterstaff – with protection 
  from all elements* stored within. 
  Spells Prepared (6/7/6/5/4/4/3; base DC = 17 + spell 
  level; +2 for evocation or enchantment): 0–detect magic, 
  detect magic, detect poison, flare, know direction, 
  resistance; 1
  st–animal friendship, calm animals, calm 
  animals, entangle, entangle, magic fang, sandblast*; 2
  nd–
  briar web*, briar web*, charm person or animal, 
  decomposition*, summon swarm, warp wood; 3
  rd–
  dominate animal, false bravado*, nature’s favor*, 
  regenerate ring*, summon nature's ally III; 4
  th–dispel 
  magic, flame strike, freedom of movement, sleet storm; 
  5
  th– animal growth, charm person or animal, ice storm, 
  wall of thorns; 6
  th–antilife shell, fire seeds, summon 
  nature’s ally VI. 
  Darren is protected from all elements (144 pts); 
  barkskin (included above) and antilife shell all cast for 
  this combat. Darren has cast unhallowed on the grove 
  with dispel magic (12
  th level) on enemies is fixed to the 
  unhallowed. Darren cast Druid Grove* on the Ipp trees 
  storing briar web in one tree, obscuring mist in a second 
  and entangle in a third. To activate these spells, Darren 
  must touch the tree as a standard action. Twenty minutes 
  prior to the heroes’ arrival, Darren cast call lightning 
  allowing him to call for a lightning strike (10d10 pts 
  electrical damage a target and all others within a 10 ft 
  radius, Reflex save for half). 
  *New rule, see Appendix III 
   
  �Buckeye: animal; CR2; medium animal (black bear); 
  HD 5d8+10; hp 31; Init +1; Spd 15, 40; AC 11; +11/+6 
  melee (1d4+8, 2 Claws; 1d6+6, Bite); SQ: Scent (Ex); AL 
  N; SV Fort +5, Ref +5, Will +3; Str 19, Dex 13, Con 15, Int 
  1, Wis 12, Cha 6. 
  Skills: Climb +6, Listen +5, Spot +8, Swim +8. 
    Scent (Ex): This ability allows the creature to detect 
  approaching enemies, sniff out hidden foes, and track by 
  sense of smell. Creatures with the scent ability can 
  identify familiar odors just as humans do familiar sights. 
  Buckeye has greater magic fang (included above) 
  cast upon him from Darren.  
   
  
  How Much Wood Would…? 
  Round 1 
  Page 19 
  �Awakened Ipp Tree (APL10 version): CR10; colossal 
  construct; HD 32d10; hp 176; Init -3; Spd 10; AC 11; Atk 
  +25 melee (4d6+13, slam); AL N; SV Fort +10, Ref +7, Will 
  +10, Str 28, Dex 4, Con --, Int 14, Wis 13, Cha 16. 
  
  How Much Wood Would…? 
  Round 1 
  Page 20 
  Appendix II – New Rules 
   
  NATURAL SPELL [WILD] AS PRESENTED IN 
  MASTERS OF THE WILD 
   
  You cast spells while in a wild shape. 
   
  Prerequisite: Ability to use wild shape, Wis 13. 
   
  Benefit: You complete the verbal and somatic 
  components of spells while in a wild shape.  For 
  example, while in the form of a hawk, you could 
  substitute screeches and gestures with your talons for 
  the normal verbal and somatic components of a spell.  
  You can use any material components or focuses that 
  you can hold with an appendage of your current form, 
  but you cannot make use of any such items that are 
  melded within that form. This feat does not permit the 
  use of magic items while in a form that could not 
  ordinarily use them, and you do not gain the ability to 
  speak while in a wild shape. 
   
  CREATE INFUSION [ITEM CREATION] AS 
  PRESENTED IN THE MASTERS OF THE WILD 
  You store a divine spell within a specially prepared 
  herb. 
  Prerequisites: Wilderness Lore 4 ranks, spell 
  caster level 3
  rd. 
  Benefit: You create an infusion of any divine spell 
  available to you. Infusing an herb with a spell takes one 
  day.  When you caret an infusion, you set the caster 
  level, which must be sufficient to cast the spell in 
  question but not higher than your own level. The base 
  price of an infusion is its spell level times caster level 
  times 50 gp. To create an infusion, you must spend 
  1/25 of its base price in XP and use up ram materials 
  costing one-half this base price. 
  Any infusing that stores a spell with a costly 
  material 
  component 
  or 
  xp coast also carries 
  commensurate cost. In addition to the cost derived 
  from the base price, you must also expend the material 
  component or ply the XP when creating the infusion. 
    
  BRIAR WEB AS PRESENTED IN MASTERS OF 
  THE WILD 
  Transmutation 
  Level: Drd 2, Rgr 2 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Plants in a 40-ft. radius spread 
  Duration: 1 minute/level 
  Saving Throw: See text 
  Spell Resistance: No 
  This spell causes grasses, weeds, bushes, and even trees 
  to grow thorns and then wrap, twist, and entwine 
  about creatures in the area, holding them fast. 
  Creatures that stand still are entangled but experience 
  no other effects and take no damage.  A creature 
  attempting tan action (attack, cast a spell with somatic 
  components, move, or the like) takes thorn damage of 
  1d4 points +1 additional point per caster level and must 
  make a successful Reflex save or be entangled (-2 
  penalty on attack rolls, -4 penalty to effective Dexterity, 
  and unable to move). Anyone trying to cast a spell 
  within the area must also make a Concentration Check 
  (DC 15 + spell level + damage taken) or lose the spell. 
  An entangled creature can try to break free and 
  move at half normal speed by using a full-round action 
  to make a Strength check or Escape Artist check (DC 
  20). A non-entangled creature can move through the 
  area at half speed, taking damage as described above.  
  Each round non-entangled creature remain in the area, 
  the plants attempt to entangle them. 
  The plants provide on-quarter cover for every 5 
  feet of substance between a creature in the area and an 
  opponent – one-half for 10 feet of briar web, three-
  quarters for 15 feet, and total cover for 20 feet or more. 
  The DM may alter the effects of the spell 
  somewhat, based on the nature of the available plants. 
   
  DECOMPOSITION 
  AS 
  PRESENTED 
  IN 
  MASTERS OF THE WILD 
  Necromancy 
  Level: Drd 2 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: 50 ft. 
  Area: All enemies within a 50-ft. radius emanation 
  center on you. 
  Duration: 1 round/level 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  Whenever an enemy within the area suffers normal 
  (not subdual) damage, that wound festers for an 
  additional 1 point of damage per round thereafter for 
  the duration of the spell. A successful Heal check (DC 
  15) or the application of any cure spell or other healing 
  magic (heal, healing circle and so on) stops the 
  festering.  Only one wound festers at a time; additional 
  wound suffered while the first is still festering are not 
  subject to this effect.  Once festering has been stopped, 
  however, any new wound suffered while the subject is 
  within the area (before the spell expires) begins tot 
  process anew. 
  
  How Much Wood Would…? 
  Round 1 
  Page 21 
  For example, a subject who takes 6 points of 
  damage from an attack while within the area of 
  decomposition spell suffers 1 point of damage from 
  festering the next round, and another 1 point on the 
  round after that.  On the following round, that subject 
  receives 4 points of healing from a cure light wounds 
  spell, so the festering stops and the subject takes no 
  festering damage that round.  The next round the 
  subject remains within the emanation and takes 
  another 3 points of damage in battle.  The festering 
  begins again, inflicting 1 point of festering damage on 
  the next round. 
   
  DRUID GROVE AS PRESENTED IN MASTERS 
  OF THE WILD 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Drd 3 
  Components: V, S, F 
  Casting Time: 1 action 
  Range: Close (25 ft + 5 ft/2 levels) 
  Target: One Humanoid 
  Duration: 3 rounds + the subject’s Constitution 
  modifier 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
   
  By casting druid grove, you reshape a living tree so 
  that it can contain a spell. Thereafter, you can access 
  this stored spell at any time, as if the tree were a very 
  large, immobile scroll. 
   
  In conjunction with druid grove, you can cast 
  druid spells totaling no more than one-third of your 
  caster level (rounded down, maximum 6
  th). Instead of 
  taking effect, these companion spells are stored in tress 
  within the area. Each tree can hold only one spell. 
  Druid grove and the companion spells must all be cast 
  during the same uninterrupted ritual. The 10-minute 
  casting time noted above is the minimum for the entire 
  ritual; if any of the companion spells takes longer than 
  10 minutes to cast, use the actual total casting time 
  instead. 
   
  By touching the tree that contains a companion 
  spell (a standard action), you can activate that spell 
  instantaneously. You must make any decisions about 
  its effect (such as targeting and direction) upon 
  touching the tree. 
   
  You may only have one druid grove in effect at a 
  time. If you cast a second druid grove before the first 
  expires or is fully discharged, the first is dispelled.  
   
  A tree affected by druid grove detects as magical, 
  but the detection process does not harm the tree in any 
  way. 
   
  FALSE 
  BRAVADO 
  AS 
  PRESENTED 
  IN 
  MASTERS OF THE WILD 
  Enchantment (Compulsion) [Mind-Affecting] 
  Level: Drd 3 
  Components: V, S, F 
  Casting Time: 1 action 
  Range: Close 25 ft + 5 ft/2 levels 
  Target: One Humanoid 
  Duration: 3 rounds + the subject’s Constitution 
  modifier 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  False bravado causes the subject to grow overconfident, 
  believing that he or she has gained the full effects of a 
  barbarian’s rage (Constitution and Strength bonuses as 
  well as improved Will saves). In fact, however, the 
  affected creature incurs all the penalties of the 
  barbarian’s rage but gains none of its advantages. The 
  subject suffers a –2 penalty to AC and cannot use skills 
  or abilities that require patience and concentration, 
  such as moving silently or casting spells.  At the end of 
  the spells duration, the creature is fatigued (-2 to 
  Strength and Dexterity, unable to charge or run) for he 
  rest of that encounter. 
  Focus: A small mirror with the sigil of bravery 
  painted upon it, worth at least 25 gp. 
   
  NATURE’S 
  FAVOR 
  AS 
  PRESENTED 
  IN 
  MASTERS OF THE WILD 
  Evocation 
  Level: Drd 3, Rgr 2 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Animal touched 
  Duration: 5 rounds/level 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  By calling on the power of nature, you grant the target 
  animal a +1 luck bonus on attack and damage rolls for 
  every two caster levels you possess. 
   
  PERSISTENCE 
  OF 
  THE 
  WAVES 
  AS 
  PRESENTED IN MASTERS OF THE WILD 
  Transmutation 
  Level: Drd 2 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creatures touched 
  Duration: 10 minutes/level 
  
  How Much Wood Would…? 
  Round 1 
  Page 22 
  Saving Throw: Will negates 
  Spell Resistance: Yes 
   
  This spell bestows the smooth indomitability of the 
  waves crashing on the shore.  The subject gains a +4 
  enhancement bonus to Constitution and suffers a –2 
  penalty to Strength. 
   
  PROTECTION FROM ALL ELEMENTS AS 
  PRESENTED IN MASTERS OF THE WILD 
  Abjuration 
  Level: Drd 6 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: Touch 
  Target: Creatures touched 
  Duration: 10 minutes/level or until discharged 
  Saving Throw: None 
  Spell Resistance: Yes 
   
  The subject becomes invulnerable to acid, cold, 
  electricity, fire, and sonic damage. The spell absorbs 
  damage the subject would otherwise take from all the 
  above energy types, regardless of whether the source of 
  damage is natural or magical. This protection also 
  extends to the subject’s equipment. When the spell has 
  absorbed a total of 12 points of damage per caster level 
  dealt by any combination of the able energy types, it is 
  discharged. 
  Protection from all elements absorbs only damage. 
  The subject could still suffer unfortunate side effects, 
  such as drowning in acid (since drowning damage 
  comes from lack of oxygen) or becoming incased in ice. 
  The effects of this spell do not stack with those of 
  protection from elements, endure elements, or resist 
  elements. If a creature is warded by protection from all 
  elements and any of these other spells, protection from 
  all elements absorbs damage until it is discharged. 
   
  REGENERATE 
  CRITICAL 
  WOUNDS 
  AS 
  PRESENTED IN MASTERS OF THE WILD 
  Conjuration (Healing) 
  Level: Clr 6, Drd 5 
  Components: V, S 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creatures touched 
  Duration: 10 rounds + 1 round/two levels 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a touch of your hand, you boost the subject’s life 
  energy, granting him or her the fast healing ability for 
  the duration of the spell.  This healing applies only to 
  sustained during the spell’s duration, not to that from 
  previous injuries. The subject heals 4 hit point per 
  round of such damage until the spell ends and is 
  automatically stabilized if he or she begins dying from 
  hit point loss during that time.  Regenerate critical 
  wounds does not restore hit points lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to 
  regrow or attach lost body parts. 
  The effects of multiple regenerate spells do not 
  stack; on the highest-level effects applies.  Applying a 
  second regenerate spell of equal level extends the first 
  spell’s duration by the full duration of the second spell. 
   
  REGENERATE MODERATE WOUNDS AS 
  PRESENTED IN MASTERS OF THE WILD 
  Conjuration (Healing) 
  Level: Clr 3, Drd 2 
  Components: V, S 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creatures touched 
  Duration: 10 rounds + 1 round/two levels 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  With a touch of your hand, you boost the subject’s life 
  energy, granting him or her the fast healing ability for 
  the duration of the spell.  This healing applies only to 
  sustained during the spell’s duration, not to that from 
  previous injuries. The subject heals 2 hit point per 
  round of such damage until the spell ends and is 
  automatically stabilized if he or she begins dying from 
  hit point loss during that time.  Regenerate moderate 
  wounds does not restore hit point lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to 
  regrow or attach lost body parts. 
  The effects of multiple regenerate spells do not 
  stack; on the highest-level effects applies.  Applying a 
  second regenerate spell of equal level extends the first 
  spell’s duration by the full duration of the second spell. 
   
  REGENERATE RING AS PRESENTED IN 
  MASTERS OF THE WILD 
  Conjuration (Healing) 
  Level: Drd 3 
  Components: V, S 
  Casting Time: 1 action 
  Range: 20 ft. 
  Target: One creature/two levels, no two of which can 
  be more than 30 ft. apart 
  Duration: 10 rounds + 1 round/two levels 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
  
  How Much Wood Would…? 
  Round 1 
  Page 23 
  You invoke healing energy over a group of creatures, 
  granting each the fast healing ability for the duration 
  of the spell.  This healing applies only to damage 
  sustained during the spell’s duration, not to that form 
  previous injuries.  Each subject heals 1 hit point per 
  round of such damage until the spell ends and is 
  automatically subsidized if he or she beings dying from 
  hit point loss during that time.  Regenerate Ring does 
  not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow or 
  attach lost body parts. 
  The effects of multiple regenerate spells do not 
  stack; only the highest level effect applies.  Applying a 
  second regenerate spell of equal level extends the first 
  spell’s duration by the full duration of the second spell. 
   
  REGENERATE 
  SERIOUS 
  WOUNDS 
  AS 
  PRESENTED IN MASTERS OF THE WILD 
  Conjuration (Healing) 
  Level: Clr 5, Drd 4 
  Components: V, S 
  Casting Time: 1 action 
  Range: Touch 
  Target: Living creatures touched 
  Duration: 10 rounds + 1 round/two levels 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: Yes (harmless) 
   
  With a touch of your hand, you boost the subject’s life 
  energy, granting him or her the fast healing ability for 
  the duration of the spell.  This healing applies only to 
  sustained during the spell’s duration, not to that from 
  previous injuries. The subject heals 3 hit point per 
  round of such damage until the spell ends and is 
  automatically stabilized if he or she begins dying from 
  hit point loss during that time.  Regenerate moderate 
  serious does not restore hit point lost from starvation, 
  thirst, or suffocation, nor does it allow a creature to 
  regrow or attached lost body parts. 
  The effects of multiple regenerate spells do not 
  stack; on the highest-level effects applies.  Applying a 
  second regenerate spell of equal level extends the first 
  spell’s duration by the full duration of the second spell. 
   
  SANDBLAST AS PRESENTED IN MASTERS OF 
  THE WILD 
  Evocation 
  Level: Drd 1 
  Components: V, S, DF 
  Casting Time: 1 action 
  Range: 10 ft. 
  Area: Semicircle burst of sand 10 ft. long, centered on 
  your hands 
  Duration: Instantaneous 
  Saving Throw: Reflex half 
  Spell Resistance: Yes 
   
  You fire a hail of hot sand from your fingers, dealing 
  1d6 points of subdual damage to creatures in the arc. 
  (See the illustration in the burning hands spell 
  description in the Player’s Handbook for details of the 
  arc.) Any creature that fails its Reflex save is also 
  stunned for 1 round. 
   
  
  How Much Wood Would…? 
  Round 1 
  Page 24 
   
  How Much Wood Would…? 
  Critical Events Summary 
   
  Did the ADVENTURERs recover the coffin of Simon Velysin? 
   
   
   
   
  Yes  
   
  No 
   
  Did the ADVENTURERs take the reward of coin from Father Rolcas? 
   
   
  Yes  
   
  No 
   
  Did Lars Gunnarson survive the adventure? 
   
   
   
   
   
   
   
   
   
  Yes  
   
  No 
   
  Was Alain the Junior Ranger found?  
   
   
   
   
   
   
   
   
   
   
  Yes  
   
  No 
   
  Did Darren Thistlebrow escape the ADVENTURERs?  
   
   
   
   
   
   
  Yes  
   
  No 
   
   
  Please list any ADVENTURERs who earned infamy with the Church of St. Cuthbert below. 
   
  Character Name:_______________ Player Name:____________ RPGA#_________  
   
  Character Name:_______________ Player Name:____________ RPGA#_________  
   
  Character Name:_______________ Player Name:____________ RPGA#_________  
   
  Character Name:_______________ Player Name:____________ RPGA#_________  
   
  Character Name:_______________ Player Name:____________ RPGA#_________  
   
  Character Name:_______________ Player Name:____________ RPGA#_________  
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VER3-02 How Much Wood Would (3E).pdf