TEXT: HIG1-06
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  HHHHiiiigggghhhhffffoooollllkkkk    RRRReeeeggggiiiioooonnnnaaaallll    AAAAddddvvvveeeennnnttttuuuurrrreeee
  Version 1
  RRRRoooouuuunnnndddd    OOOOnnnneeee
  bbbbyyyy    CCCChhhhrrrriiiissss    TTTTuuuullllaaaacccchhhh
  The murder of councilman Telvest Lorewin at this year's Harvest Festival has the town of Highfolk
  fearful that the escaped assassin will strike again. When the mysterious killer is sighted once more,
  heroes are needed to bring him to justice. Will you succeed where other stalwart adventurers once
  failed? Recommended for sneaky and intrigue-oriented PCs. A two-round event, for characters levels 1-
  6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc. ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  Power of Choice
  Round 1
  Page 2
  Thi s is  a RP GA N e tw or k a dv e nt ure g a m e.  A 
  f our -hour  t im e bl ock ha s be e n a llo ca t e d f or 
  pl a yi ng t he g a m e (o r t his ro und of t he g a m e) , but 
  t he a ct ua l pl a yi ng t im e w ill be a bo ut t hre e hour s.
  It is  a g oo d id e a t o a sk e a ch pl a ye r  t o put a 
  na m e t a g in f ro nt of him or  he r. The t a g sho uld
  ha v e t he pl a ye r 's  na m e a t t he bo t to m , a nd t he 
  cha r ac t er 's  na m e , ra c e,  a nd g e nde r a t t he t op.  Thi s
  m a ke s it e a sie r  f or  t he pl a ye r s t o ke e p t ra ck of w ho
  is  pl a yi ng w hich cha r ac t er .
  Sc or ing t he g a m e f or  RP GA po int s: The RP GA
  ha s t hre e w a ys  t o sc ore t his g a m e.  C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use : 
  1. 
  N o- v ot e   sc ori ng : The pl a ye r s w rit e t he ir na m e s
  a nd num be rs  on t he sc ori ng pa c ke t  g rid , y ou
  f ill in t he t op of t he g rid . Tha t is  a ll. N o one is 
  ra t e d. Thi s m e tho d is  use d f or  pe o ple w ho a re 
  j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nari o on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but 
  t he 
  co nv e nti on 
  co or dina t or  
  w a nts 
  inf or m at io n a s t o how t he g a m e m a st e rs a re 
  pe r fo rm ing , or  t he g a m e 
  m a st e r w a nts 
  f e e dba c k on his  or  he r ow n pe r fo rm a nce .
  3. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he be s t a m ong st t he m,  or  w he n
  t he a dv e nt ure is  run in t our nam e nt f or ma t 
  w it h 
  w inne rs 
  a nd 
  pr iz e s. 
  Mul ti -r ound
  a dv e nt ure s usua ll y re q uire d a dv a nci ng a 
  sm a lle r  num be r of pl a ye r s t ha n pl a ye d t he 
  f irs t ro und, so v ot ing is  re q uire d f or  m ult i- 
  ro und a dv e nt ure s.
  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.
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o le a rn
  a bo ut e qui pm e nt a nd w e ap ons  t he ir cha r ac t er s a re 
  ca r ry ing .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in bo ld it a lic s. It is  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt ,
  ins te a d of re a d ing it a lo ud, a s so m e of t he t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  LLLLIIIIVVVVIIIINNN
  NGGGG    GGGGRRRREEEEYYYYHHHHAAAAW
  W
  W
  WKKKK    TTTTiiiieeeerrrr
  SSSSttttrrrruuuuccccttttuuuurrrreeee
  To de t e rm ine t he t ie r, a dd t he cha r ac t er  le v e ls of 
  a ll t he cha r ac t er s. In a dd it ion,  a dd t he le v e ls of a ny 
  he nchm e n or  a nim a ls a cc ord ing t o t he v a lue s on
  t he ir ce r ti fi ca t es . C om pa re t he t ot a l t o t he cha r t
  be l ow t o f ind t he t ie r.
     4       players   
      5        players  
     6       players   
     7       players   
       Lvl       Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3: 23-32          25-35
  27-38
      29-41       8 th
  The level cap indicated the highest level 
  of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
  LLLLiiiiffffeeeessssttttyyyylllleeee
  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The cost of
  each lifestyle will be indicated at the beginning of
  the scenario. The lifestyles, and the effects that
  each has on play, are:
  Destitute
  You have no living space, and must
  carry all your gear everywhere. You
  eat poor quality food. You wear a
  peasant outfit, your only change of
  clothes.
  Poor
  You sleep in poor accommodations,
  and eat poor quality food. You wear a
  peasant outfit, and have two sets of
  clothing.
  Common
  You have common lodgings, and eat
  common 
  quality 
  food. 
  You 
  have
  normal clothing for your profession
  (adventuring); 
  nothing 
  fancy. 
  You
  probably have two or three sets of
  clothing.
  High
  You stay in good quality lodgings, and
  eat 
  good 
  quality 
  food. 
  You 
  wear
  anything in value up to courtier’s
  outfits, and generally buy a new set of
  clothing every two weeks.
  Luxury
  You have luxurious accommodations
  (twice 
  the 
  cost 
  of 
  good
  accommodations), 
  and 
  you 
  eat
  excellent 
  foods. You can throw 
  a
  banquet for your friends every day,
  and frequently do. You wear clothing
  up to the value of noble’s outfit, and
  buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  
  Power of Choice
  Round 1
  Page 3
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs are encouraged to role-play these reactions
  whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
  Thi s is  a RP GA N e tw or k a dv e nt ure g a m e.  A 
  f our -hour  t im e bl ock ha s be e n a llo ca t e d f or 
  pl a yi ng t he g a m e (o r t his ro und of t he g a m e) , but 
  t he a ct ua l pl a yi ng t im e w ill be a bo ut t hre e hour s.
  It is  a g oo d id e a t o a sk e a ch pl a ye r  t o put a 
  na m e ta g in f ro nt of him or  he r. The t a g sho uld
  ha v e t he pl a ye r 's  na m e a t t he bo t to m , a nd t he 
  cha r ac t er 's  na m e , ra c e,  a nd g e nde r a t t he t op . Thi s
  m a ke s it e a sie r  f or  t he pl a ye rs  t o ke e p t ra ck of w ho
  is  pl a yi ng w hich cha r ac t er .
  Sc or ing t he g a m e f or  RP GA po int s: The RP GA
  ha s t hre e w a ys  t o sc ore t his g a m e.  C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use : 
  N o- v ot e  sc ori ng : The pl a ye r s w rit e t he ir na m e s a nd
  num be rs  on t he sc ori ng pa c ke t g rid , y ou f ill in t he 
  t op of t he g rid . Tha t is  a ll. N o one is  ra t e d. Thi s
  m e tho d is  use d f or  pe o ple w ho a re j ust pl a yi ng f or 
  f un.
  1. 
  Pa r ti a l sc ori ng : The pl a ye r s ra t e t he g a m e
  m a st e r a nd t he sc e nar io on t he ir pl a ye r  v ot ing 
  she e t , a nd pr ov id e pe r sona l  inf or m at io n, but 
  do n’t v ot e f or  ot he r pl a ye r s. The g a m e m a st e r
  ra t e s t he sc e nar io a nd co m ple t e s pe r sona l  a nd
  e v e nt inf or m at io n, but do e s not ra t e t he 
  pl a ye r s a s a t e a m or  v ot e f or  pl a ye r s. Thi s
  m e tho d is  use d w he n t he re is  no co m pe t it ion,
  but 
  t he 
  co nv e nti on 
  co or dina t or  
  w a nts 
  inf or m at io n a s t o how t he g a m e m a st e rs a re 
  pe r fo rm ing , or  t he g a m e 
  m a st e r w a nts 
  f e e dba c k on his  or  he r ow n pe r fo rm a nce .
  2. 
  V ot ing : Pl a ye r s a nd g a m e m a st e rs co m ple t e 
  t he e nt ire pa c ke t , inc luding v ot ing f or  be s t
  pl a ye r . If t his m e tho d is  use d , be sur e t o a llo w
  a bo ut 1 5 -2 0 m inut e s f or  t he pl a ye r s t o br ie f ly 
  de s cri be t he ir cha r ac t er s t o t he ot he r pl a ye r s,
  a nd a bo ut 5 - 10 m inut e s f or  v ot ing . Thi s
  m e tho d is  use d w he n t he pl a ye r s w a nt t o kno w 
  w ho pl a ye d t he be s t a m ong st t he m,  or  w he n
  t he a dv e nt ure is  run in t our nam e nt f or ma t 
  w it h 
  w inne rs 
  a nd 
  pr iz e s. 
  Mul ti -r ound
  a dv e nt ure s usua ll y re q uire d a dv a nci ng a 
  sm a lle r  num be r of pl a ye r s t ha n pl a ye d t he 
  f irs t ro und, so v ot ing is  re q uire d f or  m ult i- 
  ro und a dv e nt ure s. 
  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.
  The pl a ye r s a re f re e t o use t he g a m e rul es  t o le a rn
  a bo ut e qui pm e nt a nd w e ap ons  t he ir cha r ac t er s a re 
  ca r ry ing .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he pl a ye r s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  pl a ye r s w ill be in bo ld it a lic s. It is  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt ,
  ins te a d of re a d ing it a lo ud, a s so m e of t he t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
  JJJJuuuuddddggggeeee    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  Well over a month ago, during the Highfolk
  Harvest 
  Festival 
  (held during 
  Brewfest 
  each
  year), Councilman Telvest Lorewin was poisoned.
  An assassin placed a potent poison (known as
  kolturan) in the ceremonial wine that Telvest, as
  head of the Vintner's Guild in Highfolk, drank to
  officially open the festivities.
  Paxana Eventhil, the town constable, reacted
  quickly, closing the four gates of the town. She
  then recruited adventurers to augment her town
  watch (known as the Home Guard) and aid in the
  search 
  for the killer. After narrowing 
  down
  various 
  leads, 
  a large 
  group 
  of adventurers
  cornered the assassin at a tree house in the Elven
  District, waiting at the base of a dysimar tree (a
  rare willowy tree with distinctly blue-veined
  leaves), and developed a plan to bring him in.
  The assassin, having none of that, attempted
  to escape. 
  He used 
  his limited 
  spells 
  and
  knowledge of the lay of the town to thwart the
  heroes many times during the chase. Eventually,
  he hid in the forested area to the north of town,
  and after a while, fled to parts unknown. These
  events 
  took 
  place 
  during 
  the 
  Highfolk
  Interactive, A Bitter Harvest (Dan's Con of the
  Vale, October 6-8, 2000). Many characters (over
  forty) were involved in the search, and twelve
  heroes were present in the final confrontation
  with the assassin. Those heroes are looking for
  justice to be served (and will need no other
  reason to participate in this adventure).
  In addition to the assassination, the Knights
  of the High Forest have been alarmed as of late at
  other matters. 
  The Shadowclaw, a network of
  spies, assassins, and saboteurs working for Iuz,
  have 
  spread 
  their 
  malicious 
  activities 
  to
  Highfolk. The Knights, after years of attempts,
  planted an agent in the cell in Highfolk. The
  agent did not last long, but gave the Knights some
  information 
  before 
  disappearing. 
  All that 
  is
  really known by the Knights at this time is that
  the Shadowclaw 
  exist 
  in Highfolk, 
  they are
  sometimes persons of influence, and that more
  information is needed to begin to put a stop to
  their activities.
  
  Power of Choice
  Round 1
  Page 4
  It is now Ready'reat, and once again time for
  Highfolk 
  Town 
  Council 
  contests 
  (elections).
  Many seats are up for contest, including the
  empty Vintner's Guild seat once held by Telvest
  Lorewin. Two prospects (candidates) vie for the
  seat: Jelvan Thaenmill (a half-elven male) and
  Nelia Gertrand 
  (a human 
  female). 
  Both 
  are
  respected members of their guild, and seem to be
  appropriate heirs to Telvest's seat (which he held
  for 
  many 
  years). 
  Both 
  however, 
  have 
  some
  skeletons in their closets, and are being watched
  by the Knights for suspicious activity. Politics,
  intrigue, and danger await the heroes as they
  attempt to begin to put together pieces of a much
  larger puzzle.
  Note to Judge: Find out 
  which, 
  if any,
  characters 
  participated 
  in 
  Bitter 
  Harvest
  (Highfolk interactive at Dan's Con of the Vale,
  October, 2000). That information 
  may become
  important later in the adventure.
  HHHHiiiigggghhhhffffoooollllkkkk    TTTToooowwwwnnnn    GGGGoooovvvveeeerrrrnnnnm
  m
  m
  meeeennnntttt
  It is somewhat important to understand the body
  that governs Highfolk to accurately depict the
  events that play out in this adventure. Here then,
  is a short primer on the nature and function of
  the Highfolk government.
  Highfolk's leader in matters of state is a man
  named Tavin Ersteader, the Mayor of Highfolk
  town. He often meets with the Lord of the High
  Elves, Kashafen Tamarel, to discuss important
  issues that impact the good folk of the town, the
  Highvale 
  (the 
  verdant 
  farmland 
  found 
  in-
  between the Clatspurs and the Vesve Forest), and
  the great 
  wood known as the Vesve. While
  Kashafen considers himself (and the ruling high
  elf clan, Shandareth) protector of the forest and
  Highvale, most matters in the town are under
  Mayor Ersteader's purview. The Highfolk Town
  Council 
  elects the mayor 
  for 
  life 
  (or 
  until
  retirement).
  However, due to Highfolk's chaotic nature,
  the mayor does not simply issue decrees and
  decide the fate of the community on his own.
  Rather, the mayor defers most administrative
  issues to the Highfolk Town Council, a large and
  relatively 
  disorganized 
  body 
  designed 
  to
  represent the will of the town at large. This
  method of government is fairly ineffectual, but it
  does keep the people of Highfolk happy knowing
  that 
  their 
  wishes 
  are 
  being represented 
  in
  Council Hall.
  Council 
  Hall, one 
  of 
  the 
  few 
  all-stone
  structures 
  in the town, 
  is the site 
  of the
  frequently occurring (but not always frequently
  attended) Council meetings. There, the 486 men
  and women of the Council meet and discuss
  issues 
  of 
  both 
  importance 
  and 
  triviality
  throughout the year. It is a very common sight
  for townsfolk to see Council Hall occupied by
  various representatives, but it is incredibly rare
  for more than one-third of the Council to actually
  be present during discussions and voting. Many
  members of the Council actually live miles away
  in the Highvale, and only get to meetings once
  every few months.
  Whereas organization in the Council is sorely
  lacking, representation 
  is one of its stronger
  attributes. The seats for the Council are made up
  of individuals 
  representing 
  their brethren 
  in
  almost any profession or walk of life in the town.
  Certain groups, 
  such as the commoners 
  and
  merchants, 
  have 
  many 
  representatives
  (distinguished 
  by 
  their 
  trade 
  or 
  area 
  of
  residency). Other groups, such as the elves of the
  Elven District and the temples (lead by the faith
  of Ehlonna), have fewer members 
  but wield
  considerable 
  influence 
  in 
  town 
  affairs.
  Regardless, most issues in the town of Highfolk
  see a long period of bickering, squabbling, and
  disinterest before any new decrees are issued
  (which is preferable to many of the people in the
  town anyway).
  Elections (known as contests) are held twice
  annually, during Ready'reat and Flocktime. Each
  seat 
  on the Council 
  is held for 
  one 
  year;
  therefore, half of the Council seats are up for
  contest at each contest period during the year.
  The candidates, known as prospects, nominate
  themselves to fill the positions. As is custom,
  there are only (and always) two prospects for
  each seat on the Council. If more than two people
  desire to run for a specific seat, they decide
  amongst themselves which two will run for the
  position. 
  Those 
  that 
  do 
  not 
  run 
  in 
  this
  circumstance either step down from pursuit of a
  Council seat, or attempt to run for another open
  seat that they qualify for. Seats for Council
  members that pass on or are relieved of their
  position 
  remain 
  vacant 
  until 
  the ex-Council
  member's term would be finished.
  The townsfolk may only vote for prospects
  that represent them. However, representation is
  defined in a very broad sense, and many folk vote
  for many prospects. Commoners 
  typically vote
  for many commoner prospects. Merchants do so
  as well. Other positions on the Council, such as
  the temples' seats, are practically appointed (they
  always field two prospects for their seats, but
  only for show). The Town Militia (composed of
  the Home Guard and the Defense Force) oversees
  the voting process, which is simple. Throughout
  the town, voting tables are set up outside of
  shops, offices, and homes. Each table represents
  one particular contest, and there is a small pile of
  parchment scraps along with a quill pen sitting
  next to a wooden vote box. Tacked to the front of
  the box, for all who can read, is the name of each
  prospect and a number "1" or "2" next to the name.
  A voter simply walks up to the box, grabs a piece
  of parchment, puts down a "1" or "2" on the scrap,
  and stuffs it into the box. At least one member of
  the Militia is present to assist those who cannot
  read, question suspicious voters, and to ensure
  fairness.
  Direct tampering with the voting process has
  happened in the past, but is not common; it is far
  
  Power of Choice
  Round 1
  Page 5
  more likely that townsfolk will vote at tables of
  prospects that do not actually represent them.
  The people of Highfolk are proud of their right,
  and generally are very honest when it comes to
  voting.
  AAAAddddvvvveeeennnnttttuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy    ----    RRRRoooouuuunnnndddd    1111
  While 
  returning 
  from 
  relatively 
  mundane
  caravan duty, the heroes stop in Weeping Willow
  for a night's rest and some good food. As they
  walk into the Shady Leaf Inn (the only such
  establishment in the small village), the villagers
  are 
  abuzz 
  with 
  talk 
  of 
  the 
  assassin. 
  The
  characters quickly find out that a man in a dark
  cloak has been seen not far from 
  Weeping
  Willow, over at Jelvan Thaenmill's home.
  Heading to the home, the heroes find that
  there is indeed someone spying on the place from
  the bushes. 
  The mysterious 
  figure 
  sees 
  the
  heroes, and approaches them cautiously. After a n
  initial tense beginning, it is revealed to the
  characters that this half-elven 
  man is Varian
  Greenpath, a Knight of the High Forest.
  Just as they begin to relax into a conversation
  with Varian, a group of shadowy men attack the
  party. They fight to the last man, and reveal
  nothing if captured. Varian suspects that they are
  allied with the Shadowclaw, and probably were
  here to murder Jelvan when they noticed the
  heroes and Varian. The Knight gives the PCs some
  important information about the infiltration of
  the Shadowclaw in Highfolk, and rewards 
  the
  heroes for their bravery. He also asks the heroes
  to report this attack to the constable in Highfolk.
  If the heroes wish to be bold (or if they have
  an interesting plan), they may head up to the
  home and request 
  to speak with Jelvan. 
  The
  prospect mentions the upcoming contest, and
  talks a bit with the PCs about the other prospect,
  Nelia Gertrand.
  At some point along their journey back to
  Highfolk, the heroes are attacked by beasts that
  are hungry, malicious, or both. The encounter is
  random, and is designed to give the adventure a
  different feel for each group that participates in
  it.
  A few hours from the gates of the town, the
  PCs run into a situation 
  that requires 
  true
  heroes. A farming family's barn is burning, and
  it's up to the characters to save the animals and
  farmhand trapped inside.
  Upon reaching Highfolk, the heroes note that
  the gates are closed, and there is a much larger
  contingent of Town Militia manning their posts.
  At the gate, the characters are told that the
  assassin 
  has struck again, and they are not
  allowed to let anyone leave the town until Paxana
  orders 
  otherwise. 
  Apparently, 
  another
  Councilman (this time a gnomish baker named
  Rigert Bertleblom) was slain; his body was found
  just a couple of hours ago. The PCs are allowed to
  enter Highfolk, a town gripped by fear of a
  mysterious killer. Round 1 ends, and round 2
  begins.
  PPPPllllaaaayyyyeeeerrrr''''ssss    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  It is a bright, cool Ready'reat morning as you
  continue your journey along the Quagflow Road,
  heading back to Highfolk town. The caravan
  escort mission you took to Schwartzenbruin in
  Perrenland proved to be an uneventful and safe
  journey. Several other adventurer-types went
  along with you, and with your mission completed,
  you've decided to share their company on the trip
  back.
  The PCs have recently completed an escort of
  Olerer 
  Greybuck's 
  leather 
  goods 
  to
  Schwartzenbruin, 
  and 
  are 
  currently 
  in 
  the
  Highvale, along the Quagflow Road, heading back
  to the town. They have all spent a fair amount of
  time together, and should introduce themselves
  to the others. When describing their PCs, players
  should also make mention of any personality
  quirks or habits that others would have picked up
  on a long journey together.
  The characters have journeyed south, and are
  now a couple of days past Verbeeg Hill, the last
  town 
  where 
  they stopped 
  and 
  rested. 
  Each
  character spent the 25 solars (gp) they received
  from completion of the mission in the rowdy
  town. Characters that live more modestly may
  keep the gold and record it on their log sheet.
  After introductions 
  have been made, and the
  players are ready to proceed, read the following:
  Nearing dusk, you enter a small farming village
  with a large concentration of willow trees. You
  find out quickly that the name of the community
  is Weeping Willow. Tired from your long day of
  travel, you make your way to the Shady Leaf Inn,
  the only such rest spot nearby.
  The inn is a two-story timber structure, with
  signs bearing its name and "Welcome.” Around
  the side of the building, you spot a stable for
  horses. Entering the place, it is cozy and inviting
  inside. A crackling fire staves off the outside
  coolness, and many local farmers are sitting
  about, warming themselves before making the
  long trudge back to their fields. The locals turn to
  acknowledge you as you enter, and then go back
  to 
  their 
  discussions. 
  You 
  can 
  sense 
  that
  something has the folk here concerned, 
  as
  everyone 
  seems 
  to 
  be 
  engaged 
  in 
  tense
  conversation. A curly-haired, bearded halfling
  male stands behind the raised bar, and smiles as
  you enter.
  Many of the PCs may well know this community
  from A Grave Disturbance. If that scenario is still
  available during the time in which the judge runs
  this event, be sure to inform players that have
  played that event not to divulge details of it to
  other players that have not yet participated in it.
  
  Power of Choice
  Round 1
  Page 6
  The halfling's name is Corbeen Pickerwin
  (male lightfoot halfling Exp3; hp 9; Profession
  (innkeeper) +7), and he (and his family) runs the
  Shady Leaf. His two daughters, Tilda and Milly,
  serve food and drink to the patrons. Mirten and
  Rook, his sons, clean up the rooms and common
  area, tend to the stabled animals, and tend bar
  when Corbeen isn't around. All of his children are
  in their early to late twenties. Corbeen's wife,
  Fillinda, is the cook, and 
  makes 
  sumptuous
  meals.
  Corbeen is more than happy to talk to any PCs
  that enter his establishment. He knows any of
  the 
  PCs 
  that 
  were 
  previously 
  in 
  his
  establishment, and he welcomes them heartily.
  He loves to hear tales of adventure, and recounts
  other tales he's heard from other travelers. His
  daughters and wife roll their eyes whenever he
  begins telling another's tale, as he's sure to forget
  important details, or the outcome of the story.
  The innkeeper charges one solar (gp) a night
  for staying at the Shady Leaf. He also suggests
  that 
  for 
  an additional 
  solar, 
  meals 
  can 
  be
  provided. There are 10 rooms available upstairs.
  Corbeen 
  is more 
  than 
  happy to 
  share 
  the
  following information with PCs that patronize
  him:
  • 
  A couple of halfling friends told Corbeen
  that they were out near Jelvan Thaenmill's
  estate. They said they saw a man hiding in the
  bushes 
  that 
  fit 
  the 
  description 
  of 
  the
  Highfolk assassin.
  • 
  If asked to describe what the assassin
  looks like, Corbeen lets the heroes know he is
  an incredibly tall elven man, taller than most
  humans, with a face all marred up from some
  animal attack. He has a cloak as dark as
  midnight, and carries a wicked knife that
  could only be forged 
  in the pits of the
  underworld. (This information is somewhat
  accurate, but it is quite an embellishment.)
  • 
  If told that he exaggerates by a hero that
  has seen the assassin (at the interactive),
  Corbeen only remarks "that's what I heard,
  anyway".
  • 
  Corbeen can provide the heroes with the
  location of the home of Jelvan (and directions
  from here), but advises to spend a night in the
  inn, filling their bellies and warming their
  bones before going on such a dangerous lark.
  The farm folk in the common room here are
  quick to affirm what Corbeen has said, citing
  similar outlandish descriptions for the assassin.
  They also echo Corbeen's sentiments regarding
  going to the home and having a look around;
  obviously, something only fools would do.
  In any case, the heroes can spend the night
  here if they wish. Otherwise, they may depart for
  the home of Jelvan, a few hours to the south and
  east of Weeping Willow.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::    SSSSppppiiiieeeessss    LLLLiiiikkkkeeee    UUUUssss
  After a few hours of travel down the Quagflow
  Road and off a well-worn path, the heroes come
  to Jelvan Thaenmill's home. It is a nice affair, a
  two-story wooden structure that is cloaked in the
  trees near it. It is obvious that Jelvan does very
  well for himself; there is an everburning torch on
  the front porch of the home to provide a little
  comfort at night, and a small coach house with a
  stable for the horses around the back. You may
  wish to reference Map 1 for the starting positions
  of the heroes and Varian.
  Searching the perimeter of the house may
  allow the PCs to spot the spy. Varian Greenpath, a
  Knight of the High Forest, watches the estate of
  Jelvan from the bushes out about 100 feet from
  the front the door. If the characters are looking
  about the perimeter, have them each make a Spot
  check (DC 24). If 
  successful, 
  they notice 
  a
  humanoid crouching in the bushes, observing the
  house. The creature appears to be armed with
  both sword and bow.
  Let the PCs approach the situation as they
  wish. 
  Varian 
  is quite 
  tense, 
  and 
  after 
  the
  characters notice him, he notices them (unless
  they 
  take 
  substantial 
  measures 
  to 
  remain
  unseen). If Varian notices 
  the PCs, read the
  following:
  The well-concealed figure rises from its position
  behind the bushes, with an arrow nocked and
  drawn back in a bow. The stranger is dressed in a
  midnight blue cloak, a dark green shirt, and
  matching pants. Speaking in a male voice and
  high elven accent he says, "Who is there? Identify
  yourselves!"
  If the party identify themselves, he gives his
  name, and tells them he is a Knight of the High
  Forest. 
  He begins 
  to relax, 
  and start 
  up a
  conversation with the heroes. Go to Encounter 2.
   It is entirely possible that the heroes attack
  Varian for a variety of reasons. If this happens,
  have each hero engaged in melee make a Spot
  check (DC 10). If successful, the hero notices that
  the gloves the man wears bear the symbol of the
  Knights of the High Forest (a pair of antlers on a
  field of green). In the combat, Varian tells the
  heroes he is a Knight of the High Forest, here on
  a reconnaissance mission. If the heroes press on
  the attack, it is entirely likely that they may take
  him out of the subsequent fight (see Encounter
  2).
  In any case, as soon as the situation 
  is
  calming down, the real threat rears its head.
  Move on to Encounter 2.
  
  Power of Choice
  Round 1
  Page 7
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    DDDDoooonnnn''''tttt    EEEEvvvveeeennnn    CCCCaaaattttcccchhhh
  YYYYoooouuuurrrr    BBBBrrrreeeeaaaatttthhhh        
  The heroes may make brief introductions 
  to
  Varian at this point. Consult Map 1 for the lay of
  the land during the fight.
  As the stranger lowers his hood, it is obvious he
  is of half-elven lineage. He smiles broadly, and
  lowers his bow.
  "Lower your bow and sheath your blade. My
  name is Varian Greenpath. I am a Knight of the
  High Forest. My business here…what?"
  A mysterious group of attackers has moved into
  position while the PCs were talking or fighting
  with Varian. Have each hero make a Listen check
  (DC 15). Those that make their checks hear
  movement in the nearby bushes (Varian made his
  check, as noted in the text above). They are not
  caught 
  flat-footed. 
  Roll 
  initiative 
  for 
  the
  characters 
  that 
  act 
  in 
  the 
  surprise 
  round
  (including all the bad guys). Please note that since
  all of the attackers have levels in rogue, they
  receive 
  sneak 
  attacks 
  against 
  flat-footed
  characters, and may receive a second sneak attack
  during the normal combat round if heroes don't
  win initiative. Of course, higher level rogues and
  barbarians 
  may be exempt from being sneak
  attacked.
   Varian 
  Greenpath, 
  male half-elf 
  Rgr1/Rog6:
  Medium humanoid (5 ft. 6 in. tall); HD 1d10+1 +
  6d6+6; hp 39; Init +3; Spd 30; AC 15 (+3 Dex, +2
  bracers of armor); Atks +7 melee (1d8+2 [crit 18-
  20], +1 elven thinblade), +4 melee (1d4 [crit 19-20],
  dagger), or +8 (+9 within 30 ft.) ranged (1d8 [crit
  x3], composite 
  longbow); SA Favored 
  enemy
  (giants), sneak attack +3d6; SQ Favored enemy
  (giants); AL CG; SV Fort +5, Ref +8, Will +5.
   
  Str 12, Dex 16, Con 12, Int 12, Wis 13, Cha 12.
   
  Skills: Bluff 
  +10, Diplomacy 
  +10, Gather
  Information +10, Hide +13, Languages (Common,
  Elven, Sylvan), Listen +12, Move Silently 
  +13,
  Search 
  +10, 
  Sense 
  Motive 
  +10, 
  Spot 
  +12,
  Wilderness 
  Lore +2. Feats: Ambidexterity 
  (in
  light or no armor), Exotic Weapon Proficiency
  (elven thinblade), Point Blank Shot, Track, Two-
  Weapon Fighting (in light or no armor), Weapon
  Finesse (elven thinblade).
   
  Equipment: Bracers of armor (+2), +1 elven
  thinblade, 
  masterwork elven thinblade, dagger,
  composite longbow, 20 arrows, coinpurse with 20
  solars (gp). 
   
  Personality 
  Traits: Cautious, 
  quick-witted,
  irreverent, trustworthy.
   
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    6666))))
   Leader of the Gang, male human Rog4: Medium
  humanoid (5 ft. 10 in. tall); HD 4d6; hp 18; Init +3;
  Spd 30; AC 15 (+3 Dex, +2 leather armor); Atks +4
  melee (1d6+1 [crit 19-20], short sword), +4 melee
  (1d6 [crit 19-20], short sword), or +6 ranged (1d8
  [crit 19-20], light crossbow); SA Sneak attack +2d6;
  SQ Evasion, uncanny dodge (retains Dex bonus to
  AC); AL NE; SV Fort +1, Ref +7, Will +1.
   
  Str 12, Dex 17, Con 10, Int 14, Wis 10, Cha 12.
   
  Skills: Balance +6, Bluff +8, Disable Device +7,
  Disguise +8, Escape Artist +10, Forgery +9, Hide
  +10, Innuendo +7, Move Silently +10, Open Lock
  +6, Read Lips +9, Search +6, Sense Motive +7,
  Tumble +10. Feats: Ambidexterity, Two-Weapon
  Fighting, Weapon Finesse (short sword).
   
  Equipment: Leather armor, 2 short swords,
  light crossbow, 10 bolts, 50 ft. hemp rope, 2 flasks
  of oil, hooded lantern, flint and steel, waterskin, 2
  days' rations.
   
   Spellcaster, male high elf Rog1/Sor1: Medium
  humanoid (5 ft. 8 in. tall); HD 1d6 + 1d4; hp 9; Init
  +8; Spd 30; AC 18 (+4 Dex, +4 mage armor); Atks -1
  melee (1d6-1, sickle) or +4 ranged (1d8 [crit 19-20],
  light crossbow); SA Sneak attack +1d6, spells; SQ
  Spells; AL NE; SV Fort +0, Ref +6, Will +2.
   
  Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 15.
   
  Skills: Bluff +6, Disguise +6, Escape Artist +8,
  Hide +8, Innuendo +6, Move Silently +8, Sense
  Motive +4, Spellcraft +4, Use Magic Device +6.
  Feats: Improved Initiative.
   
  Equipment: Sickle, light crossbow, 10 bolts,
  waterskin, 2 days' rations
   
  Spells (5/3 (one mage armor already cast)):
  0—daze, detect magic, ray of frost, 
  read magic;
  1st—mage armor, sleep.
   
   Rogue Attackers, male human Rog1 (4): Medium
  humanoids (height varies); HD 1d6+1; hp 7; Init
  +3; Spd 30; AC 15 (+3 Dex, +2 leather armor); Atks
  +1 melee (1d6+1 [crit 19-20], short sword), or +3 (+4
  within 
  30 ft.) ranged (1d8 [crit 19-20], 
  light
  crossbow); SA Sneak attack +1d6; AL LE; SV Fort
  +1, Ref +5, Will +0.
   
  Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 8.
   
  Skills: Bluff +3, Disguise +3, Escape Artist +7,
  Hide +7, Innuendo +4, Move Silently +7, Pick
  Pocket +7, Read Lips +4, Search +4. Feats: Combat
  Reflexes, Point Blank Shot.
   
  Equipment: Leather armor, short sword, light
  crossbow, 10 bolts, waterskin, 2 days' rations.
   
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    8888))))
   Leader of the Gang, male human Rog6: Medium
  humanoid (5 ft. 10 in. tall); HD 6d6; hp 26; Init +3;
  Spd 30; AC 15 (+3 Dex, +2 leather armor); Atks +6
  melee (1d6+1 [crit 19-20], short sword), +6 melee
  (1d6 [crit 19-20], short sword), or +7 ranged (1d8
  [crit 19-20], light crossbow); SA Sneak attack +3d6;
  SQ Evasion, uncanny dodge (retains Dex bonus to
  AC, can't be flanked); AL NE; SV Fort +2, Ref +8,
  Will +2.
   
  Str 12, Dex 17, Con 10, Int 14, Wis 10, Cha 12.
   
  Skills: Balance +7, Bluff +10, Disable Device
  +8, Disguise +10, Escape Artist +12, Forgery +11,
  Hide +12, Innuendo +9, Move Silently +12, Open
  Lock +7, Read Lips +11, Search +7, Sense Motive
  
  Power of Choice
  Round 1
  Page 8
  +9, Tumble 
  +12. Feats: 
  Ambidexterity, 
  Two-
  Weapon Fighting, Weapon Finesse (short sword),
  Weapon Focus (short sword).
   
  Equipment: Leather armor, 2 short swords,
  light crossbow, 10 bolts, 50 ft. hemp rope, 2 flasks
  of oil, hooded lantern, flint and steel, waterskin, 2
  days' rations.
   
   Spellcaster, male high elf Rog2/Sor2: Medium
  humanoid (5 ft. 8 in. tall); HD 2d6 + 2d4; hp 16;
  Init +8; Spd 30; AC 18 (+4 Dex, +4 mage armor);
  Atks +1 melee (1d6-1, sickle) or +6 ranged (1d8
  [crit 19-20], light crossbow); SA Sneak attack +1d6,
  spells; SQ Evasion, spells; AL NE; SV Fort +0, Ref
  +9, Will +3.
   
  Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 16.
   
  Skills: Bluff +8, Disguise +8, Escape Artist +9,
  Hide +9, Innuendo +7, Move Silently +9, Sense
  Motive +5, Spellcraft +6, Use Magic Device +8.
  Feats: Improved Initiative, Lightning Reflexes.
   
  Equipment: Sickle, light crossbow, 10 bolts,
  waterskin, 2 days' rations
   
  Spells (6/4 (one mage armor already cast)):
  0—daze, detect 
  magic, flare, ray of frost, 
  read
  magic; 1st—mage armor, sleep.
   
   Rogue Attackers, male human Rog2 (4): Medium
  humanoids (height varies); HD 2d6+2; hp 12; Init
  +3; Spd 30; AC 15 (+3 Dex, +2 leather armor); Atks
  +2 melee (1d6+1 [crit 19-20], short sword), or +4 (+5
  within 
  30 ft.) ranged (1d8 [crit 19-20], 
  light
  crossbow); SA Sneak attack +1d6; AL LE; SV Fort
  +1, Ref +6, Will +0.
   
  Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 8.
   
  Skills: Bluff +4, Disguise +4, Escape Artist +8,
  Hide +8, Innuendo +5, Move Silently +8, Pick
  Pocket +8, Read Lips +5, Search +5. Feats: Combat
  Reflexes, Point Blank Shot.
  Equipment: Leather armor, short sword, light
  crossbow, 10 bolts, waterskin, 2 days' rations.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    11110000))))
   Leader of the Gang, male human Rog8: Medium
  humanoid (5 ft. 10 in. tall); HD 8d6; hp 34; Init +4;
  Spd 30; AC 16 (+4 Dex, +2 leather armor); Atks
  +9/+4 melee (1d6+1 [crit 19-20], short sword), +9
  melee (1d6 [crit 19-20], short sword), or +10/+5
  ranged (1d8 [crit 19-20], light crossbow); SA Sneak
  attack +4d6; SQ Evasion, uncanny dodge (retains
  Dex bonus to AC, can't be flanked); AL NE; SV
  Fort +2, Ref +10, Will +2.
   
  Str 12, Dex 18, Con 10, Int 14, Wis 10, Cha 12.
   
  Skills: Balance +9, Bluff +12, Disable Device
  +10, Disguise +12, Escape Artist +15, Forgery +13,
  Hide +15, Innuendo +11, Move Silently +15, Open
  Lock +9, Read Lips +13, Search +8, Sense Motive
  +11, Tumble 
  +15. Feats: 
  Ambidexterity, 
  Two-
  Weapon Fighting, Weapon Finesse (short sword),
  Weapon Focus (short sword).
   
  Equipment: Leather armor, 2 short swords,
  light crossbow, 10 bolts, 50 ft. hemp rope, 2 flasks
  of oil, hooded lantern, flint and steel, waterskin, 2
  days' rations.
   Spellcaster, male high elf Rog3/Sor3: Medium
  humanoid (5 ft. 8 in. tall); HD 3d6 + 3d4; hp 23;
  Init +8; Spd 30; AC 18 (+4 Dex, +4 mage armor);
  Atks +2 melee (1d6-1, sickle) or +7 ranged (1d8
  [crit 19-20], light crossbow); SA Sneak attack +2d6,
  spells; SQ Evasion, spells; AL NE; SV Fort +2, Ref
  +10, Will +4.
   
  Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 16.
   
  Skills: Bluff +9, Disguise +9, Escape Artist +10,
  Hide +10, Innuendo +8, Move Silently +10, Sense
  Motive +6, Spellcraft +8, Use Magic Device +9.
  Feats: Improved Initiative, Lightning Reflexes,
  Spell Focus (enchantment).
   
  Equipment: Sickle, light crossbow, 10 bolts,
  waterskin, 2 days' rations
   
  Spells (6/5 (one mage armor already cast)):
  0—daze, detect 
  magic, flare, ray of frost, 
  read
  magic; 1st—mage armor, magic missile, sleep.
   
   Rogue Attackers, male human Rog3 (4): Medium
  humanoids (height varies); HD 3d6+6; hp 20; Init
  +3; Spd 30; AC 15 (+3 Dex, +2 leather armor); Atks
  +3 melee (1d6+1 [crit 19-20], short sword), or +4 (+5
  within 
  30 ft.) ranged (1d8 [crit 19-20], 
  light
  crossbow); SA Sneak attack +2d6; AL LE; SV Fort
  +2, Ref +6, Will +1.
   
  Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 8.
   
  Skills: Bluff +5, Disguise +5, Escape Artist +9,
  Hide +9, Innuendo +6, Move Silently +9, Pick
  Pocket +9, Read Lips +6, Search +6. Feats: Combat
  Reflexes, Point Blank Shot, Toughness.
  Equipment: Leather armor, short sword, light
  crossbow, 10 bolts, waterskin, 2 days' rations.
  Tactics: The attackers fire missile weapons on the
  surprise round. They use their positions behind
  the 
  bushes 
  to 
  give 
  them 
  three-quarters
  concealment 
  (30% 
  miss 
  chance). 
  After 
  firing
  missiles, they close for melee (except for the
  spellcaster). The toughest of the bunch takes on
  Varian; 
  the 
  others 
  go 
  after 
  the 
  PCs. The
  spellcaster 
  focuses 
  on 
  neutralizing 
  enemy
  wizards and sorcerers. In the lower tiers, Varian
  should be able to take out his foe fairly quickly
  and 
  move 
  to 
  help 
  out 
  the 
  PCs; 
  however,
  characters in tier 3 may wind up helping him out
  during the battle.
  Treasure from the combat:
  • 
  Weapons and other equipment from the
  attackers sells at the standard rate (half the
  listed value in the Player's Handbook). If all
  the gear is taken back to Highfolk and sold,
  the heroes fetch 190 solars (gp) for it.
  • 
  Varian Greenpath (if still alive) may have
  a special reward for a valiant elven or half-
  elven hero. See Encounter 3 for details.
  • 
  No matter 
  what 
  the 
  circumstances, 
  if
  Varian is slain, the PCs may not permanently
  keep any of his gear. Paxana Eventhil visits
  any heroes that keep Varian's items at the end
  of the scenario. She demands the knight's
  gear, letting the PCs know that it is custom
  
  Power of Choice
  Round 1
  Page 9
  for a Knight of the High Forest to be buried
  as he or she died.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::    LLLLeeeetttt''''ssss    TTTTaaaallllkkkk
  After the combat is over, Varian and the heroes
  have a chance to talk once again. Any of the
  attackers that survived the combat do not talk.
  They know that they stand to suffer a far worse
  fate if they reveal anything to the PCs. Varian is
  willing to share the following information with
  the PCs following the battle:
  • 
  I am here to keep an eye on Jelvan
  Thaenmill. He is a member of the influential
  Vintner's Guild in Highfolk, and is a prospect
  (candidate) for Telvest Lorewin's seat on the
  Town Council.
  • 
  Through various 
  sources, 
  it has been
  revealed to me that Jelvan's life may be in
  danger. There are those that are opposed to
  his bid for a Council seat. Some of these
  people 
  may 
  be 
  in 
  league 
  with 
  the
  Shadowclaw.
  • 
  Telvest was a town councilman that was
  murdered 
  at the Harvest 
  Festival 
  over a
  month ago. The assassin that poisoned his
  wine was tracked down, but the adventurers
  that found him were unable to bring him in.
  The Knights believe that he was a member of
  the Shadowclaw.
  • 
  The Shadowclaw is a network of spies,
  infiltrators and assassins that work alongside
  the vile fiend Iuz. They seek to spread his
  sickly grasp throughout the Flaeness. In the
  past, they have been very active in Furyondy,
  but it seems as if a cell has wormed its way
  into Highfolk.
  • 
  A few months ago, one of the Knights
  found out that there could be a possible
  Shadowclaw 
  element 
  in 
  the 
  city. 
  He
  attempted to infiltrate their organization to
  learn more.
  • 
  The Knight was killed before getting too
  deep. He did manage to get one piece of
  information 
  out before 
  he died. He told
  several Knights that it seemed as though the
  Shadowclaw had worked their way into the
  government, and had a few sympathizers on
  the Town Council.
  • 
  The 
  attack 
  here 
  only 
  confirms 
  my
  suspicions. 
  These men were 
  most 
  likely
  Shadowclaw, and probably sought to harm
  Jelvan when they noticed our presence. Since
  I was watching the house, they knew that
  they couldn't leave any witnesses.
  • 
  The 
  contests 
  (elections) 
  for 
  Council
  positions are taking place in one week's time.
  Jelvan's opponent is Nelia Gertrand, a vintner
  that lives in Highfolk. Perhaps she may be
  involved in this, or may be another target.
  • 
  While it is my duty to watch over Jelvan's
  home, it would be good if someone were to
  pay a visit to Nelia. If you could head back to
  Highfolk, 
  warn 
  Paxana 
  about 
  what 
  has
  transpired here, and check in with Nelia, that
  would be very helpful.
  • 
  Tell Paxana Eventhil (the Constable 
  of
  Highfolk) about our scuffle here, and that I
  am remaining here to watch over Jelvan.
  Perhaps she can help out by sending some
  men to back you up if you decide to head over
  to Nelia's home.
  • 
  Nelia lives in a fine two-story house on
  the eastern end of the Merchant District.
  • 
  I wouldn't recommend 
  speaking 
  with
  Jelvan right now. I will wait here and watch
  for any suspicious activity. Please, help out
  the Knights and Highfolk by telling Paxana
  what has transpired here.
  • 
  I will take care of any of our attackers
  that have been captured. Just let Paxana know
  that they are in the custody of the Knights.
  If an elf or a half-elf was present during the
  battle, and fought valiantly, Varian has a gift to
  bestow before the heroes depart. He gives one PC
  his extra blade, a masterwork elven thinblade.
  Choose one of the PCs, based on the criteria listed
  below:
  • 
  The character is an elf or a half-elf. If
  there are no elves or half-elves in the party,
  Varian does not give his gift.
  • 
  The character fought valiantly in battle.
  If there are no elves or half-elves that fought
  valiantly in the battle (in the judges' opinion),
  no one receives the gift.
  • 
  Non-spellcasters 
  have preference 
  over
  spellcasters. Varian is a rogue, and favors
  skill over magic. However, he still gifts a PC
  spellcaster that meets the above criteria.
  • 
  Of course, if Varian died in the battle (or
  at the hands of the heroes), no o n e receives
  the elven thinblade. Paxana 
  confiscates 
  it
  along with the rest of Varian's items.
  Read the following to the chosen player:
  Varian turns as you are about to depart, pulls a
  rapier-like blade out from a scabbard on his back,
  and speaks. "Here!" He tosses the blade at you,
  and you catch it by the hilt. It is a fine weapon,
  well balanced, and intricately 
  designed. The
  craftsmanship is extraordinary.
  "When you learn how to fight well with that,
  I will return. Perhaps then you will be ready to
  take your first steps to serve a greater cause. May
  cold iron avail you, my friend." Varian smiles, and
  looks to the whole group. "Now, be off! There is
  much to be done."
   Treasure awarded to a PC by Varian:
  • 
  Masterwork 
  elven 
  thinblade 
  (first
  described 
  in Dragon 
  #275). This 
  weapon
  requires the user to have the Exotic Weapon
  
  Power of Choice
  Round 1
  Page 10
  Proficiency (elven thinblade) 
  feat 
  to use
  effectively. Value: 400 gp.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::    M
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  The heroes may wish to ignore the advice of
  Varian, and meet with Jelvan to talk to him for a
  while. Alternatively, the heroes may decide to
  break into the home.
  If the PCs walk up to the house and try to
  discuss things with Jelvan, read the following
  text:
  You approach the well kept home, with its two
  stories, spacious front porch, and couch house
  around the back. The yellow-orange flicker of the
  everburning torch dances your shadows across
  the porch deck as you knock upon the iron-
  reinforced wooden door. A high-pitched voice
  from within answers moments after. "I'll be right
  there! Hold on!" The voice sounds female in
  origin.
  After a brief wait, the door opens, revealing a
  gnomish woman in a cleaning apron. "Well, what
  do we have here?", she exclaims. "State your
  business, and I'll let the master know he has
  visitors."
  The gnome servant 
  is Gilma (female 
  gnome
  Com2; hp 7). She was in the middle 
  of her
  cleaning chores when the heroes knocked on the
  door. She didn't expect Jelvan to have visitors,
  and Gilma's a little upset that he hadn't informed
  her earlier. Of course, Jelvan doesn't even know
  he has visitors.
  Gilma leaves the characters out on the front
  porch, and goes to tell Jelvan that several well-
  armed persons are at his front door. A couple of
  minutes later, she reemerges, and leads the PCs
  into the home and seats them in the study. Before
  departing, she asks the heroes if they would like
  her to bring them some water. After a few more
  minutes, Jelvan enters.
  Jelvan's study is modest but well furnished. There
  are two couches and several comfortable chairs in
  the room. A small bookshelf reveals several books
  on winemaking and vineyards throughout the
  Flaeness. The glowing embers of a log smolder in
  the fireplace on the south wall. After a few
  minutes of surveying the room, a large half-elven
  man, easily in his forties, walks into the study.
  ”Good 
  day, 
  adventurers. 
  I 
  am 
  Jelvan
  Thaenmill. What brings you to my humble home
  today? Please, introduce yourselves." 
  Jelvan Thaenmill (male 
  half-elf 
  Exp6; hp 26;
  Diplomacy +10, Profession (vintner) +11) listens
  to the PCs as they inform him of their purpose.
  Jelvan does not attempt to discern if the heroes'
  story is true 
  or false; he is merely 
  making
  conversation. Information that can be gleaned
  from Jelvan includes the following:
  • 
  I am currently a prospect for Telvest's
  seat on the Council. I only hope I can do more
  than just merely fill his position. He was a
  good man, and his passing was a shock to us
  all.
  • 
  As you 
  may know, the contests 
  are
  scheduled for next week. If any of you are
  members of the Merchants' Guild, I would
  ask for your support in the upcoming contest.
  I am looking to reform some of the city's
  codes on trade. Opening up new routes with
  Perrenland, Furyondy, and perhaps even Ket
  would 
  help 
  out 
  the 
  Highfolk 
  economy
  greatly.
  • 
  My opponent is another vintner named
  Nelia Gertrand. She seems to be out of touch
  with the people of the Fairdells. She is always
  out doing business in foreign lands. I try my
  best to be accessible to those who wish a n
  audience with me.
  • 
  If the heroes mention the Shadowclaw:
  Shadowclaw? 
  Never heard 
  of it. Is it a
  religious 
  group 
  or 
  something? 
  Sounds
  particularly nasty.
  • 
  If the PCs tell Jelvan what they know of
  the Shadowclaw: Oh, my. That sounds very
  serious! You say some of these people have
  moved into Council positions? You should
  notify Paxana Eventhil, the Town Constable,
  as soon as you can! Do you think I should hire
  some guards? Am I in danger?
  • 
  If the characters mention Varian and his
  mission: So, he's here to watch over me? I
  don't know what to say. It's an honor to have
  a Knight of the High Forest looking after my
  welfare! If you see him again, please thank
  him for his services.
  Any player that specifically states they would like
  to have their PC perform a Sense Motive check on
  Jelvan may roll the die. Do n o t inform them what
  DC they are shooting for. If they roll DC 25 or
  better, they get a sense that there is something
  amiss during 
  their conversation 
  with Jelvan.
  However, he is a politician, and is prone to be
  somewhat 
  of an embellisher. 
  It could mean
  nothing, after all.
  If the PCs decide to take the nefarious route
  into the home, the doors are locked. The DC on
  both the front door and back door lock is 20. The
  couch house and stable area are unlocked. If the
  characters search the house and wake up Gilma
  and Jelvan (they are fast asleep at night and need
  to be physically awakened), they plead for their
  lives. If the heroes 
  decide to talk, use 
  the
  conversion above, noting that Jelvan is very upset
  about the whole situation he's been put in. He
  threatens to go to Paxana with the whole matter.
  Searching the house, couch house, and stable
  reveals nothing unusual or out of the ordinary.
  In fact, doing so may jeopardize Varian's mission.
  Only time will tell what happens as a result of
  the heroes' brash actions.
   
  
  Power of Choice
  Round 1
  Page 11
   
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::    OOOOnnnn    tttthhhheeee    TTTTrrrraaaaiiiillll
  HHHHoooom
  m
  m
  meeee
  It is a three-day journey back to Highfolk Town.
  On the first night, the heroes get an opportunity
  to share the campsite with a couple of performers
  heading towards Verbeeg Hill. Read the following
  to the players:
  You have spent the day on the trail heading back
  to Highfolk. The chill of the coming evening
  makes you wrap your clothing a little tighter
  around you to stave off the cold. Near dusk, you
  approach a Wayfarer's Stone, a marker left by
  clerics of Fharlanghn to denote a campsite. As
  you head off into the road in the direction of the
  wayside, you hear the sounds of a beautiful elven
  tune being played on a recorder. The sounds seem
  to be coming from the site up ahead.
  Let the PCs react however they wish. If they
  continue to move closer, read the following:
  From within the clearing you can see, hear, and
  smell a campfire. A wagon is evident through
  gaps in the tree line. Moving in to get a closer
  look, you can see a Suloise man, dressed in
  orange, red, and yellow. He is wearing a kerchief
  on his head, and sports a long mustache. He is
  cutting up vegetables and tossing the bits into a
  kettle. Nearby, the origin of the tune is evident,
  as a comely black-haired Suloise woman, wearing
  an outfit of the darkest blue, sits on a rock,
  playing her instrument. Two horses mill about
  behind the wagon, which seems to be just large
  enough to live inside. A composite short bow
  leans against a wagon wheel.
  If the heroes approach and hail them, read the
  following:
  "Hail travelers! I am Garend and this is my sister,
  Emerilda. Won't you share our fire?" The garishly
  dressed man puts down his knife and approaches
  with a broad smile upon his face. The woman
  stops playing, and gets up from her seat.
  Garend takes a good look at all of you as he
  approaches. "Are you folks adventurers? If not,
  you certainly look the part. Come, I'll make some
  more stew, and we can tell stories together."
  Garend (male human Ftr4; hp 31; Profession
  (cook) +4) and Emerilda (female human Rog1; hp
  6; Perform +6, Sense Motive +5) are friendly folk
  that wish only to have some company while out
  on the road. They have the following information
  to share with the heroes:
  • 
  We are performers on our way to the
  Smiling Halls of Good Fortune in Verbeeg
  Hill. It's a temple to Norebo and a gambling
  hall. It seems they pay well for good acts, and
  ours is one of the best!
  • 
  I am an expert marksman. In fact, a few
  years ago I was in the Furyondyian army. I
  was promoted to sergeant very quickly, but
  after many months of campaigning against
  Iuz in the Shield Lands, I grew tired of
  bloodshed.
  • 
  After my time in the military, 
  I went
  home to Emerilda. I decided to put my skills
  to use, and Emerilda was brave enough to be
  my assistant.
  • 
  Our act consists of me shooting arrows
  through small moving rings, splitting fruit
  off of Emerilda's head, and generally pleasing
  the 
  crowd 
  with 
  my 
  talent 
  at 
  archery.
  Emerilda 
  has the tough job, though. 
  It's
  fortunate I love my sister so much; I never
  miss when it matters.
  • 
  In fact, are any of you archers? Perhaps
  we could have a little competition. 
  If you
  want, I'll go set up the target back against
  those trees over there. We'll get going on the
  contest now, and by the time we're done, the
  stew should be ready.
  Emerilda tends to the stew while any PCs that
  wish to take Garend's challenge may do so. In the
  morning, the pair breaks camp, gives wishes of a
  safe 
  journey, and 
  makes 
  their 
  way 
  towards
  Verbeeg Hill.
  GGGGaaaarrrreeeennnndddd''''ssss    M
  M
  M
  Maaaarrrrkkkkssssm
  m
  m
  maaaannnnsssshhhhiiiipppp    CCCChhhhaaaalllllllleeeennnnggggeeee
  Each person gets five shots. 
  They may use
  whatever 
  piercing missile 
  weapon 
  they wish
  (bows or crossbows). Garend uses his masterwork
  short bow. The firing line is set 30 feet from the
  target, which is a standard bull's eye. The PC is
  allowed to shoot first. The feat Point Blank Shot
  can be used for the shots. The firers alternate
  shots. Have the PC roll an attack 
  roll, then
  Garend, and so on until all shots have been taken.
  Add up the total point value of each shot to
  determine the winner.
  Garend sets up the bull's eye target about 30 feet
  away from you. It stands about 5 feet high, and is
  3 feet wide. He draws a line in the dirt, and says,
  "Here's where we'll fire from. We each get 5 shots.
  If you hit the outer circle, you get a point. The
  inner circle gives you two points, and hitting the
  bull's eye gives you five. The winner is the one
  with the most points. We'll alternate shots. Since
  you are my guests, I'll go last."
  Garend has a ranged attack of +10 (+4 base attack
  bonus, +4 Dexterity, +1 Weapon Focus, +1 Point
  Blank Shot). Here is a breakdown of the scoring
  needed:
  Outer Circle: 
  AC 12 (1 point)
  Inner Circle: 
  AC 17 (2 points)
  Bull's Eye: 
  AC 22 (5 points)
  
  Power of Choice
  Round 1
  Page 12
  If a critical hit is scored, and another arrow has
  already hit the bull's eye, that arrow is split by
  the critical hit!
  Garend 
  comments 
  throughout 
  the
  competition, 
  praising PCs for good shots and
  consoling them for bad ones. After all the points
  have been scored, Garend commends any of the
  participants. He gives great praise to anyone that
  manages to best him or tie. Read the following to
  the players if a PC ties or beats him:
  Garend smiles at you and shakes his head. "You're
  amazing! Your shots were incredible! You know,
  you should come up to Verbeeg Hill sometime.
  Perhaps we could fit you into the act. Your
  mastery of the art would drive the crowds crazy!
  If the PCs have acted in a positive manner since
  approaching 
  the campsite 
  and speaking 
  with
  Garend, he states the following:
  "It's been so long since I've seen such a good shot.
  You know, you folks have been such good
  campfire 
  companions…and 
  since 
  you're
  adventurers and all…"
  Garend steps up into his wagon and quickly
  returns with a small cedar box in hand. "Why
  don't you take these with you?" He hands the box
  to the winner of the competition. "I'm sure the
  dangers you face are far greater than those of a
  performer. An officer in the army gave them to
  me. He said they're magic, and they'll chill their
  mark straight to the bone. I'm not really much for
  combat, and part of my whole act is based on the
  fact that I use no magic. So…you'd be much
  better off with them than I."
  Opening the box reveals two white-fletched
  arrows; the arrowheads themselves look much
  like jagged icicles. You can see the runes of power
  inscribed upon their shafts. They are truly a gift
  worthy of a great archer.
  EEEEm
  m
  m
  meeeerrrriiiillllddddaaaa''''ssss    CCCChhhhaaaalllllllleeeennnnggggeeee    ooooffff    tttthhhheeee    HHHHeeeeaaaarrrrtttt
  During the archery competition, and at the meal,
  Emerilda eyes up a PC in the party. She is
  enamored of adventurers, and if there are any
  human males with a “positive” Charisma score (12
  or better), she may take a liking to them. She is
  particularly 
  found of chivalrous types, as she
  knows 
  they're 
  generally 
  honest 
  about 
  their
  feelings. If a PC possesses all of the above traits,
  and over the course of the evening shows a good
  nature towards Emerilda, she takes them away
  from the group to share something personal with
  them.
  This can happen at any point during the
  heroes' stay at the camp. Pick the PC that seems
  the most interested in Emerilda (and that met the
  above criteria). This "encounter" does not have to
  occur; in fact, it should develop naturally through
  roleplaying.
  Emerilda grabs your hand, and says, "Come with
  me…there's something I want to show you." She
  smiles as she leads you off near the tree line.
  Pull the player aside and read the following:
  "You seem like such a good fellow, so I wanted to
  show you this." She reaches around her neck, and
  pulls off a gold chain with a locket attached. She
  hands it to you, and grins. "Open it."
  As you open the locket, you hear a soft
  tinkling sound, like wind chimes blowing in a
  breeze. "My mother gave this to me when I was
  very young. I don't remember much of her. She
  died when I was four.  I never knew my father.
  My aunt and uncle in Chendl raised me from then
  on, and Garend was their son. They told me to
  think of Garend as a brother, and I always have.
  We've 
  been 
  close 
  ever 
  since. 
  Read 
  the
  inscription."
  Give the player Handout 1. The inscription reads:
  I am a warm blanket on a cold winter's eve
  I am the sun shining through a dense forest's
  leaves
  I am always with you, even through darkest days
  I can make great warriors weak, and a scoundrel
  mend his ways
  Please know, Emerilda, I will always exist
  Someone knows the answer, and can give you
  your wish
  She asks the hero if he knows the answer, and
  waits for it from him with trepidation. Emerilda
  knows the answer, which is love. She is waiting to
  see if the PC can answer correctly. If he does, she
  collects her locket, gives him a kiss on the cheek,
  and returns to the campfire. Later in the evening,
  Emerilda asks where the hero lives, and states
  that she may call on him again someday.
  Treasure gained if a hero wins or ties Garend in
  an archery competition:
  • 
  +1 arrows of frost (2). Value: 332 gp (for
  both).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    FFFFiiiirrrreeee    iiiinnnn    tttthhhheeee    BBBBaaaarrrrnnnn!!!!
  This encounter takes place as the PCs are about
  half a day’s march back to the gates of Highfolk.
  Read the following to the players:
  Your journey for the past two days has been
  uneventful, but pleasant. Soon, the wooden walls
  of Highfolk will greet you. As you journey along
  Quagflow Road, passing by modest homes and
  farmland, you notice a tendril of smoke rising
  from up ahead. It seems to come from just over
  the hill, only a longbowman’s shot from where
  you stand.
  As you crest the hill, you see the source of the
  curiosity—a barn is on fire! The roof is clearly
  
  Power of Choice
  Round 1
  Page 13
  aflame, and you can hear the popping and
  crackling of the wooden timbers as they are
  consumed by the conflagration. A ramshackle
  one-story home sits nearby. A well-tended field
  lies not far from the buildings.
  At this time, have each player make a Listen
  check (DC 15) and a Spot check (DC10) for their
  hero. Any PC that succeeds in the Listen check
  can hear the sounds of panicked cows from inside
  the barn. Characters that made Spot rolls can see
  a humanoid 
  form lying on the ground 
  just
  outside of the barn.
  Here is the situation. Herken, a farmer in the
  Fairdells, left a day ago to get supplies and news
  from Highfolk town. While he was away, his son,
  Thallus (male human Com1; hp 4 [currently 0]),
  was to take care of the chores and look after
  Thallus’ mother, Syrdina (female half-elf Com1;
  hp 4 [currently 0]). Only a short 
  while ago,
  Thallus went out to the barn to feed the cows, and
  found that he had left the lantern burning inside
  the barn from earlier in the day. When he went to
  snuff it, a beam from inside the barn collapsed,
  knocked him unconscious, and started a fire.
  Syrdina woke from her nap and saw flames
  coming from the barn. She went to go find out
  what had happened, and realized that her son
  must be inside the barn. By this point, the fire
  had spread to the ceiling of the barn. Smoke and
  flames were pouring from the building. 
  She
  attempted to find Thallus inside, but her lungs
  could not bear the choking air and incredible
  heat. She exited the barn to go around the back
  way, but collapsed as soon as she made it back
  out.
  The heroes have little time to act before
  Thallus and the livestock are killed in the blaze.
  Consult Map 2 for a layout of the interior of the
  barn. Thallus is near the back door of the barn,
  and unconscious.
  The smoke inside the barn is thick, and the
  heat is unbearable. 
  Once a hero 
  enters 
  the
  building have him or her roll a Fortitude save, DC
  15. If successful, the character may act normally
  for the round. If unsuccessful, 
  the character
  takes 1d6 points of subdual damage, and can only
  take a 5-foot step this round, as they are choking
  from the air. Each subsequent round spent in the
  barn requires another Fortitude save; the DC is
  equal to 15 + the number of previous rounds
  spent in the fiery building. 
  In addition, 
  all
  characters inside the barn take 1d2 points of real
  damage from the heat each round.
  In order to locate Thallus, a hero must come
  within 10 feet of him. If a PC is close, secretly roll
  a Spot check (DC 8). A successful 
  roll locates
  Thallus. It requires a move-equivalent action to
  pick him up.   
  Thallus dies in 6 rounds unless pulled from
  the blaze. Even then, he dies in 5 minutes unless
  magically healed (anything 
  from 
  cure 
  minor
  wounds and up works), or a Heal skill check (DC
  18) is made. If kept from dying, he regains
  consciousness in about an hour or so. 
  There are also three cows inside. They are
  much easier to find (moving to within 10 feet of
  one locates the animal). One is lying on the
  ground, unconscious. To get that animal out, two
  PCs with a combined Strength score of 24 need to
  lift the animal. They can only move at half speed,
  and if a Fortitude save is failed for the smoky
  conditions, the character affected must make a
  Strength check (DC 15) or drop their end of the
  animal. Picking up the cow is a move-equivalent
  action. Alternatively, 
  one PC with a Strength
  score of 14 or higher can drag the cow at a
  movement rate of 10. The other two cows are still
  conscious and upright, but incredibly panicked.
  They can be lead out, but in order to get them to
  move, a round must be spent on each animal, and
  a Handle Animal skill check (DC 15), must be
  made. If this is done, then they can be lead out at
  a speed of 20. Alternatively, a Strength check (DC
  20) can be made to push them in the right
  direction. This takes a round, and the animal
  moves at a speed of 10 after the successful roll.
  The unconscious cow dies in 8 rounds if not
  pulled out to fresh air. The other cows fall
  unconscious inside the barn in 4 rounds; and die
  10 rounds after they fall over. Any unconscious
  cows can be treated as above, but the Heal skill
  check to revive them is DC 22. Heroes that have 5
  or more ranks 
  of Handle 
  Animal 
  get a +4
  circumstance bonus to the roll.
  The fire may also be put out with the use of
  spells, but it is large enough to warrant 
  the
  casting of at least four create water spells. Other
  interesting plans should be given a reasonable
  chance of success.
  Syrdina is unconscious, but is not in danger
  of dying. She awakens a few minutes after the
  ordeal. If Thallus is revived, he tells the heroes
  that he dropped his lantern, and a beam fell on
  him as he went to pick it up. The remains of the
  barn reveal no foul play involved. Syrdina and
  Thallus are both grateful and highly appreciative
  of the heroes' actions. They offer free milk to the
  PCs whenever they manage to stop by in the
  future.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::    AAAA    TTTToooowwwwnnnn    iiiinnnn    CCCCrrrriiiissssiiiissss
   A few more hours down the road, the heroes
  reach the town of Highfolk. Read the following as
  they approach the east gate:
  Ahead of you, home awaits. 
  You 
  approach
  Highfolk from the east gate. The forested walls of
  the town hide archer platforms and wooden
  catwalks concealed in brown leaves and branches.
  At the gate, six guards stand ready, ever alert to
  dangers from without or within. You notice the
  gates to the town are closed. 
  
  Power of Choice
  Round 1
  Page 14
  Characters that make Spot checks (DC 15) notice
  that many of the archer platforms are manned,
  and there is much activity along the top of the
  wall. Most are paying more attention 
  to the
  inside of the town, rather than looking out into
  the countryside. All the PCs notice 
  that the
  guards from the Defense Force on the ground are
  decked out in chain shirts, shortbows, and short
  swords. Heroes native to Highfolk know that
  something 
  is not right with 
  the town. 
  The
  Defense Force has been put on alert.
  At the gate, the guards 
  (led by Sergeant
  Felsten, male human War3; hp 25) ask the heroes
  to state their business, and begin to search them.
  If there are citizens of Highfolk in the bunch, the
  guards 
  strike 
  up 
  a chat 
  with 
  the 
  heroes.
  Otherwise, they do a good search, ask the PCs to
  state their business, and give them a modicum of
  information from the list below.
  • 
  The town's locked down. No one is
  allowed to leave. Those that wish to enter
  must be subjected to a search. The Defense
  Force 
  has 
  the 
  right 
  to 
  deny 
  anyone
  entrance to the town.
  • 
  All entrances and exits in the town are
  heavily guarded, and all Home Guardsmen
  have been called to duty. Heavier armor
  and deadlier weapons have been passed out
  to the militia.
  • 
  Paxana 
  Eventhil 
  ordered 
  the
  heightened 
  security. 
  It 
  appears 
  that
  another 
  town 
  councilman 
  has 
  been
  murdered.
  • 
  Rigert Bertleblom, a gnomish 
  baker,
  was killed in his shop only a short time ago.
  Screams could be heard from inside his
  shop, and the constable's guards found him
  dead when they went in to investigate.
  • 
  The assassin has struck again. He may
  still be inside the town. So far, no one has
  seen him, but Paxana's fairly certain that
  her 
  quick 
  thinking 
  prevented 
  an 
  easy
  escape for him.
  EEEEnnnndddd    RRRRoooouuuunnnndddd    1111
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter 2
  Defeating the attackers
  150 xp
  Keeping Varian alive (Tier 3 only)
  50 xp
  Encounter 4
  Heeding 
  Varian's 
  advice 
  and 
  not
  questioning Jelvan
  25 xp
  Questioning 
  Jelvan 
  without 
  mentioning
  the Shadowclaw
  25 xp
  Encounter 6
  Saving Thallus
  75 xp
  Saving the cattle (per cow)
  25 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  375 xp
  Total possible experience (Tier 3)
  425 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The item 
  must 
  be 
  non-magical 
  and
  specifically 
  listed 
  in the text 
  of the
  adventure (e.g. armor on foes). If it is not
  listed in the text, the characters cannot
  keep it. Items of this nature can be sold
  for 50% of book value, or recorded on a
  log sheet.
  2. 
  Animals, followers, monsters, henchman,
  and so forth (any living being, basically)
  may not be kept from a scenario for any
  reason unless the treasure summary lists
  the being specifically. It is okay for the
  player characters to form relationships
  with NPCs, but these will not be certed
  and cannot bring material benefit to the
  character. 
  Contacts 
  (sources 
  of 
  extra
  information) must be specifically certed.
  3. 
  Theft is against the law, but may be
  practiced 
  by 
  some 
  player 
  characters.
  Items that are worth more than 500 gp,
  that are of personal significance to the
  owner (including family heirlooms), and
  all magical items, will be discovered in
  the possession of the character by one
  means or another. The character 
  must
  return the item and pay a fine equal to
  three times the value of the item stolen.
  Alternatively, or if the character cannot
  afford the fine, the character 
  may be
  incarcerated 
  for 
  a 
  period 
  of 
  time
  dependant on the region and value of the
  theft. In addition, the PC caught receives
  campaign-decided 
  penalties 
  for 
  being
  known as a thief, such as Infamy. For
  other 
  stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment
  and the circumstances within the game to
  determine whether a PC thief gets away
  with the theft or not.
  
  Power of Choice
  Round 1
  Page 15
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things it later
  finds unreasonable but which were allowed at
  the time.
  Encounter 2
  • 
  Various gear from the attackers 
  (see the
  listing in the encounter). Value: 190 gp.
  Encounter 3
  Varian Greenpath's masterwork elven thinblade
  (see Dragon #275) (3 lbs., fine steel, 400 gp, rarity:
  unusual): This finely worked sword was given to
  you by Varian Greenpath, a Knight of the High
  Forest. Possession of this sword shows that you
  have been recognized as a trustworthy ally of
  Varian and the Knights of the High Forest.
  The elven thinblade is a rapierlike weapon,
  both very sharp 
  and very strong. 
  To use it
  properly, the character must possess the Exotic
  Weapon Proficiency (elven thinblade) 
  feat. In
  addition, the Weapon Finesse feat may be applied
  to this blade, allowing you to use your Dexterity
  modifier instead of your Strength modifier on
  attack rolls with the weapon. This particular
  elven thinblade 
  is considered 
  a masterwork
  weapon, and grants a +1 non-magical bonus to hit.
  Elven Thinblade
  Damage: 1d8
  Critical: 18-20/x2
  Weight: 3 lbs.
  Type: Piercing
  Encounter 5
  • 
  +1 arrows 
  of frost 
  (2) gained by winning
  Garend's challenge.
  +1 arrows of frost (2 charge boxes) (1/3 lb., 166 gp
  each, rarity: common): These arrows function as
  described in the Dungeon Master's Guide.
  
  Power of Choice
  Round 1
  Page 16
  Handout 1
  Inside the locket is an inscription.  It reads:
  I am a warm blanket on a cold winter's eve
  I am the sun shining through a dense forest's leaves
  I am always with you, even through darkest days
  I can make great warriors weak, and a scoundrel mend his ways
  Please know, Emerilda, I will always exist
  Someone knows the answer, and can give you your wish
   
  
  Power of Choice
  Round 1
  Page 17
  Map 1
  This is a DM's map, useful to help set up Encounters 1 and 2.
  
  Power of Choice
  Round 1
  Page 17
  Map 2
  This is a DM's map, showing the interior of the fiery barn.
  Appendix A: NPC and Monster Statistics
  
  Power of Choice
  Round 1
  Page 17
  Encounter 1
   Varian Greenpath, male half-elf Rgr1/Rog6: 
  Medium humanoid (5 ft. 6 in. tall); HD 1d10+1 +
  6d6+6; hp 39; Init +3; Spd 30; AC 15 (+3 Dex, +2
  bracers 
  of armor (+2)); Atks +7 melee (1d8+2
  [crit 18-20], +1 elven thinblade), +4 melee (1d4
  [crit 19-20], dagger), or +8 (+9 within 30 ft.)
  ranged (1d8 [crit x3], composite longbow); SA
  Favored enemy (giants), sneak attack +3d6; SQ
  Favored enemy (giants); AL CG; SV Fort +5, Ref
  +8, Will +5.
   
  Str 12, Dex 16, Con 12, Int 12, Wis 13, Cha 12.
   
  Skills:  Bluff +10, Diplomacy +10, Gather
  Information 
  +10, 
  Hide 
  +13, 
  Languages
  (Common, Elven, Sylvan), 
  Listen +12, Move
  Silently +13, Search +10, Sense Motive +10, Spot
  +12, Wilderness Lore +2.  Feats:  Ambidexterity
  (in 
  light 
  or 
  no 
  armor), 
  Exotic 
  Weapon
  Proficiency (elven thinblade), Point Blank Shot,
  Track, Two-Weapon Fighting (in light or no
  armor), Weapon Finesse (elven thinblade).
   
  Equipment:  Bracers of armor (+2), +1 elven
  thinblade, masterwork elven thinblade, dagger,
  composite longbow, 20 arrows, coinpurse with
  20 solars (gp).  
   
  Personality Traits:  Cautious, quick-witted,
  irreverent, trustworthy.
  Encounter 2
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    6666))))
   Leader of the Gang, male human Rog4: 
  Medium humanoid (5 ft. 10 in. tall); HD 4d6; hp
  18; Init +3; Spd 30; AC 15 (+3 Dex, +2 leather
  armor); Atks +4 melee (1d6+1 [crit 19-20], short
  sword), +4 melee (1d6 [crit 19-20], short sword),
  or +6 ranged (1d8 [crit 19-20], light crossbow);
  SA Sneak attack +2d6; SQ Evasion, uncanny
  dodge (retains Dex bonus to AC); AL NE; SV
  Fort +1, Ref +7, Will +1.
   
  Str 12, Dex 17, Con 10, Int 14, Wis 10, Cha 12.
   
  Skills:  Balance +6, Bluff +8, Disable Device
  +7, Disguise +8, Escape Artist +10, Forgery +9,
  Hide +10, Innuendo +7, Move Silently +10, Open
  Lock +6, Read Lips +9, Search +6, Sense Motive
  +7, Tumble +10.  Feats:  Ambidexterity, Two-
  Weapon 
  Fighting, 
  Weapon 
  Finesse 
  (short
  sword).
   
  Equipment:  Leather armor, 2 short swords,
  light crossbow, 10 bolts, 50 ft. hemp rope, 2
  flasks of oil, hooded lantern, flint and steel,
  waterskin, 2 days' rations.
   
   Spellcaster, male high elf Rog1/Sor1:  Medium
  humanoid (5 ft. 8 in. tall); HD 1d6 + 1d4; hp 9;
  Init +8; Spd 30; AC 18 (+4 Dex, +4 mage armor);
  Atks -1 melee (1d6-1, sickle) or +4 ranged (1d8
  [crit 19-20], light crossbow); SA Sneak attack
  +1d6, spells; SQ Spells; AL NE; SV Fort +0, Ref
  +6, Will +2.
   
  Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 15.
   
  Skills:  Bluff +6, Disguise +6, Escape Artist
  +8, Hide +8, Innuendo +6, Move Silently +8,
  Sense Motive +4, Spellcraft 
  +4, Use Magic
  Device +6.  Feats:  Improved Initiative.
   
  Equipment:  Sickle, light crossbow, 10 bolts,
  waterskin, 2 days' rations
   
  Spells (5/3 (one mage armor already cast)): 
  0—daze, detect magic, ray of frost, read magic;
  1st—mage armor, sleep.
   
   Rogue Attackers, 
  male human Rog1 
  (4): 
  Medium humanoids (height varies); HD 1d6+1;
  hp 7; Init +3; Spd 30; AC 15 (+3 Dex, +2 leather
  armor); Atks +1 melee (1d6+1 [crit 19-20], short
  sword), or +3 (+4 within 30 ft.) ranged (1d8 [crit
  19-20], light crossbow); SA Sneak attack +1d6; AL
  LE; SV Fort +1, Ref +5, Will +0.
   
  Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 8.
   
  Skills:  Bluff +3, Disguise +3, Escape Artist
  +7, Hide +7, Innuendo +4, Move Silently +7, Pick
  Pocket +7, Read Lips +4, Search +4.  Feats: 
  Combat Reflexes, Point Blank Shot.
   
  Equipment:  Leather armor, short sword,
  light crossbow, 10 bolts, waterskin, 
  2 days'
  rations.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    8888))))
   Leader of the Gang, male human Rog6: 
  Medium humanoid (5 ft. 10 in. tall); HD 6d6; hp
  26; Init +3; Spd 30; AC 15 (+3 Dex, +2 leather
  armor); Atks +6 melee (1d6+1 [crit 19-20], short
  sword), +6 melee (1d6 [crit 19-20], short sword),
  or +7 ranged (1d8 [crit 19-20], light crossbow);
  SA Sneak attack +3d6; SQ Evasion, uncanny
  dodge (retains 
  Dex bonus 
  to AC, can't be
  flanked); AL NE; SV Fort +2, Ref +8, Will +2.
   
  Str 12, Dex 17, Con 10, Int 14, Wis 10, Cha 12.
   
  Skills:  Balance +7, Bluff +10, Disable Device
  +8, Disguise +10, Escape Artist +12, Forgery +11,
  Hide +12, Innuendo +9, Move Silently +12, Open
  Lock +7, Read Lips +11, Search +7, Sense Motive
  +9, Tumble +12.  Feats:  Ambidexterity, Two-
  Weapon 
  Fighting, 
  Weapon 
  Finesse 
  (short
  sword), Weapon Focus (short sword).
   
  Equipment:  Leather armor, 2 short swords,
  light crossbow, 10 bolts, 50 ft. hemp rope, 2
  flasks of oil, hooded lantern, flint and steel,
  waterskin, 2 days' rations.
   
   Spellcaster, male high elf Rog2/Sor2:  Medium
  humanoid (5 ft. 8 in. tall); HD 2d6 + 2d4; hp 16;
  Init +8; Spd 30; AC 18 (+4 Dex, +4 mage armor);
  Atks +1 melee (1d6-1, sickle) or +6 ranged (1d8
  [crit 19-20], light crossbow); SA Sneak attack
  +1d6, spells; SQ Evasion, spells; AL NE; SV Fort
  +0, Ref +9, Will +3.
   
  Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 16.
   
  Skills:  Bluff +8, Disguise +8, Escape Artist
  +9, Hide +9, Innuendo +7, Move Silently +9,
  Sense Motive +5, Spellcraft 
  +6, Use Magic
  Device 
  +8.  Feats: 
   Improved 
  Initiative,
  Lightning Reflexes.
   
  Equipment:  Sickle, light crossbow, 10 bolts,
  waterskin, 2 days' rations
  
  Power of Choice
  Round 1
  Page 17
   
  Spells (6/4 (one mage armor already cast)): 
  0—daze, detect magic, flare, ray of frost, read
  magic; 1st—mage armor, sleep.
   
   Rogue Attackers, 
  male human Rog2 
  (4): 
  Medium humanoids (height varies); HD 2d6+2;
  hp 12; Init +3; Spd 30; AC 15 (+3 Dex, +2 leather
  armor); Atks +2 melee (1d6+1 [crit 19-20], short
  sword), or +4 (+5 within 30 ft.) ranged (1d8 [crit
  19-20], light crossbow); SA Sneak attack +1d6; AL
  LE; SV Fort +1, Ref +6, Will +0.
   
  Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 8.
   
  Skills:  Bluff +4, Disguise +4, Escape Artist
  +8, Hide +8, Innuendo +5, Move Silently +8, Pick
  Pocket +8, Read Lips +5, Search +5.  Feats: 
  Combat Reflexes, Point Blank Shot.
  Equipment:  Leather armor, short sword,
  light crossbow, 10 bolts, waterskin, 
  2 days'
  rations.
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    11110000))))
   Leader of the Gang, male human Rog8: 
  Medium humanoid (5 ft. 10 in. tall); HD 8d6; hp
  34; Init +4; Spd 30; AC 16 (+4 Dex, +2 leather
  armor); Atks +9/+4 melee (1d6+1 [crit 19-20],
  short sword), +9 melee (1d6 [crit 19-20], short
  sword), or +10/+5 ranged (1d8 [crit 19-20], light
  crossbow); SA Sneak attack +4d6; SQ Evasion,
  uncanny dodge (retains Dex bonus to AC, can't
  be flanked); AL NE; SV Fort +2, Ref +10, Will +2.
   
  Str 12, Dex 18, Con 10, Int 14, Wis 10, Cha 12.
   
  Skills:  Balance +9, Bluff +12, Disable Device
  +10, Disguise +12, Escape Artist +15, Forgery
  +13, Hide +15, Innuendo +11, Move Silently +15,
  Open Lock +9, Read Lips +13, Search +8, Sense
  Motive +11, Tumble +15.  Feats:  Ambidexterity,
  Two-Weapon Fighting, Weapon Finesse (short
  sword), Weapon Focus (short sword).
   
  Equipment:  Leather armor, 2 short swords,
  light crossbow, 10 bolts, 50 ft. hemp rope, 2
  flasks of oil, hooded lantern, flint and steel,
  waterskin, 2 days' rations.
   Spellcaster, male high elf Rog3/Sor3:  Medium
  humanoid (5 ft. 8 in. tall); HD 3d6 + 3d4; hp 23;
  Init +8; Spd 30; AC 18 (+4 Dex, +4 mage armor);
  Atks +2 melee (1d6-1, sickle) or +7 ranged (1d8
  [crit 19-20], light crossbow); SA Sneak attack
  +2d6, spells; SQ Evasion, spells; AL NE; SV Fort
  +2, Ref +10, Will +4.
   
  Str 8, Dex 18, Con 10, Int 10, Wis 10, Cha 16.
   
  Skills:  Bluff +9, Disguise +9, Escape Artist
  +10, Hide +10, Innuendo +8, Move Silently +10,
  Sense Motive +6, Spellcraft 
  +8, Use Magic
  Device 
  +9.  Feats: 
   Improved 
  Initiative,
  Lightning Reflexes, Spell Focus (enchantment).
   
  Equipment:  Sickle, light crossbow, 10 bolts,
  waterskin, 2 days' rations
   
  Spells (6/5 (one mage armor already cast)): 
  0—daze, detect magic, flare, ray of frost, read
  magic; 1st—mage armor, magic missile, sleep.
   
   Rogue Attackers, 
  male human Rog3 
  (4): 
  Medium humanoids (height varies); HD 3d6+6;
  hp 20; Init +3; Spd 30; AC 15 (+3 Dex, +2 leather
  armor); Atks +3 melee (1d6+1 [crit 19-20], short
  sword), or +4 (+5 within 30 ft.) ranged (1d8 [crit
  19-20], light crossbow); SA Sneak attack +2d6; AL
  LE; SV Fort +2, Ref +6, Will +1.
   
  Str 12, Dex 16, Con 12, Int 10, Wis 10, Cha 8.
   
  Skills:  Bluff +5, Disguise +5, Escape Artist
  +9, Hide +9, Innuendo +6, Move Silently +9, Pick
  Pocket +9, Read Lips +6, Search +6.  Feats: 
  Combat Reflexes, Point Blank Shot, Toughness.
  Equipment:  Leather armor, short sword,
  light crossbow, 10 bolts, waterskin, 
  2 days'
  rations.
  
  Power of Choice
  Round 1
  Page 17
  PPPPllllaaaayyyyeeeerrrr    HHHHaaaannnnddddoooouuuutttt    ####XXXX
  [Player handouts go in this section. Use page breaks between each. If you don’t have any handouts,
  remove this section by cutting from the title to the end of the section. Remove this paragraph.]
  
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