TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  A Bounty on Sca
  A Bounty on Sca
  A Bounty on Sca
  A Bounty on Scalps
  lps
  lps
  lps    
   
  A One
  A One
  A One
  A One----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
   
  by Matt Lau
  by Matt Lau
  by Matt Lau
  by Matt Lau    
   
   
   
   
   
   
  The Bredivan freehold has just narrowly turned back an invading army of orcs and gnolls, led by a mysterious human 
  ally. With the militia badly decimated, brave adventurers are needed to carry the battle to the Loftwood and defeat the 
  enemy on their own ground. This scenario is the sequel to the event Best Defense. An adventure for characters levels 1-4. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, GREYHAWK, and RPGA are registered trademarks 
  of Wizards of the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. 
  Scenario detail copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario 
  is intended for tournament use only and may not be reproduced without approval of the RPGA 
  Network.  
  
   
  A Bounty on Scalps 
   
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  • 
  No-vote scoring: The players write their names and 
  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. 
  • 
  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 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  • 
  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 them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  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 players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 
  bold italics
  bold italics
  bold italics
  bold italics. It is strongly recommended that you 
  paraphrase the player text, instead of reading it aloud, as 
  some of the text is general and must be adapted to the 
  specific situation or to actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  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  
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  BBBBackground
  ackground
  ackground
  ackground    
  DM Background:
  DM Background:
  DM Background:
  DM Background: After a desperate battle with an 
  invading army of orcs and gnolls, there is a short respite 
  from the battle. Militia and army units, along with clerics 
  of Trithereon, tend to the many wounded and dying. 
  Meanwhile, in the Loftwood, Atkurn Bloodfist tries 
  desperately to rally the retreating humanoids and marshal 
  his forces before any Ratik forces pursue them into the 
  forest. Then he plans to assess his chances of a renewed 
  assault on the construction site of Fort Bredivan. 
   
  Adventure 
  Adventure 
  Adventure 
  Adventure Synopsis:
  Synopsis:
  Synopsis:
  Synopsis: The battered and wounded Ratik 
  forces measure their losses and begin clearing the 
  battlefield. A single remaining gnoll scout lies hidden 
  near the edge of the Loftwood, remaining behind waiting 
  for an opportunity to flee. In a moment of evil weakness, 
  he fires an arrow at a young girl who is helping tend the 
  wounded. It turns out that the girl is Lord Bredivan’s 
  daughter, Kitavia. Enraged by this act, Lord Bredivan 
  announces effective immediately a bounty on the scalps 
  of the enemies of the freehold of House Bredivan. He will 
  pay 5 gold pieces for each orc and 10 gold pieces for each 
  gnoll that is killed. 
   
  Several commoners armed with farm implements 
  gather near the fort discussing plans to go hunting, and 
  unless they are dissuaded will most likely march to their 
  deaths. A clearer-thinking officer from Ratik’s army will 
  offer some advice to the adventurers. 
   
  The first evidence of gnolls is an abandoned camp 
  where a battle took place. There are several clues here and 
  obvious sets of gnoll tracks heading away. This group can 
  be overtaken in a short time and dispatched without too 
  much trouble as they are wounded. Also, a clue will arrive 
  from a mysterious benefactor in the woods, showing the 
  PCs the location of the gnolls’ main camp. Should they 
  follow the instructions on the map, they will be able to 
  stage an ambush from a superior tactical position and 
  overcome the much larger band.  
   
  This adventure takes place right after the mass battle 
  with the orc and gnoll army in the scenario Best Defense. 
  The players as of yet have not had time to rest or recover 
  spells. 
   
   
  Encounter One
  Encounter One
  Encounter One
  Encounter One    
  The battle has ended. The fields of House Bredivan are awash 
  The battle has ended. The fields of House Bredivan are awash 
  The battle has ended. The fields of House Bredivan are awash 
  The battle has ended. The fields of House Bredivan are awash 
  with blood
  with blood
  with blood
  with blood—
  —
  —
  —that of the orc and gnoll invaders as well as that 
  that of the orc and gnoll invaders as well as that 
  that of the orc and gnoll invaders as well as that 
  that of the orc and gnoll invaders as well as that 
  of the warriors who fell in its defense. Common men and
  of the warriors who fell in its defense. Common men and
  of the warriors who fell in its defense. Common men and
  of the warriors who fell in its defense. Common men and    
  women cautiously pick their way through the battlefield 
  women cautiously pick their way through the battlefield 
  women cautiously pick their way through the battlefield 
  women cautiously pick their way through the battlefield 
  
   
  A Bounty on Scalps 
   
  Page 3 
  searching for survivors and dragging the dead toward what 
  searching for survivors and dragging the dead toward what 
  searching for survivors and dragging the dead toward what 
  searching for survivors and dragging the dead toward what 
  will soon be a mass funeral pyre. The human and gnome 
  will soon be a mass funeral pyre. The human and gnome 
  will soon be a mass funeral pyre. The human and gnome 
  will soon be a mass funeral pyre. The human and gnome 
  clerics work swiftly, binding wounds and applying salves. 
  clerics work swiftly, binding wounds and applying salves. 
  clerics work swiftly, binding wounds and applying salves. 
  clerics work swiftly, binding wounds and applying salves. 
  Warriors pace purposefully ac
  Warriors pace purposefully ac
  Warriors pace purposefully ac
  Warriors pace purposefully across the battlefield, claiming 
  ross the battlefield, claiming 
  ross the battlefield, claiming 
  ross the battlefield, claiming 
  weapons from the fallen and solemnly slaying the occasional 
  weapons from the fallen and solemnly slaying the occasional 
  weapons from the fallen and solemnly slaying the occasional 
  weapons from the fallen and solemnly slaying the occasional 
  enemy still clinging to life. Meanwhile, Lord Bredivan stands 
  enemy still clinging to life. Meanwhile, Lord Bredivan stands 
  enemy still clinging to life. Meanwhile, Lord Bredivan stands 
  enemy still clinging to life. Meanwhile, Lord Bredivan stands 
  amidst his officers in heated discussion.
  amidst his officers in heated discussion.
  amidst his officers in heated discussion.
  amidst his officers in heated discussion.    
   
  Those looting the battlefield: Make a Search check to 
  determine what can be salvaged from the field:  
   
  Target
  Target
  Target
  Target    
      
  Find
  Find
  Find
  Find    
  DC 10 
   
  javelin  
  DC 12 
   
  shortspear  
  DC 14 
   
  dagger  
  DC 16 
   
  morningstar  
  DC 18 
   
  battleaxe  
  DC 20+  
  longsword  
   
  Soldiers have already plundered much of the equipment. 
   
  Those who approach Lord Bredivan’s group observe 
  the following: 
  • 
  Gurden, one of the rangers responsible for patrolling 
  the south border, advises Bredivan against any sort of 
  pursuit into the Loftwood. “Right now we are too 
  vulnerable—we need every militia and army regular 
  to stay here in case of another attack.” 
  • 
  A gnome artillerist continues to interrupt asking 
  where the catapults should be deployed in 
  preparation for another attack. 
  • 
  The high priest of Trithereon is attempting to bind a 
  wound on Lord Bredivan’s shoulder but keeps 
  getting shrugged off. 
  • 
  Captain Grissom, the army captain from Ratikhill, 
  wants an estimate on the size and strength of the 
  humanoid forces in the Loftwood along with a 
  history of their attacks. 
  • 
  Lord Bredivan appears distracted and responds curtly 
  to those addressing him (he’s trying to organize his 
  subjects, but he’s looking for his daughter, Kitavia). 
   
  For those healing the wounded: There are two dying 
  NPCs for every PC (roll 1d6 for number of hit points 
  below zero each one is currently at). The PCs hopefully 
  will be able to revive or stabilize them. Also, Kitavia is in 
  this area, helping with the wounded. Once the PCs have 
  an opportunity to exhaust their healing spells and healer 
  kits, continue with the following text for those who are in 
  this section only (everyone else would be too far away to 
  be able to help). 
   
  A young girl in a bloodstained cotton dress tends to the 
  A young girl in a bloodstained cotton dress tends to the 
  A young girl in a bloodstained cotton dress tends to the 
  A young girl in a bloodstained cotton dress tends to the 
  wounded and dying alongside you. She kneels beside an 
  wounded and dying alongside you. She kneels beside an 
  wounded and dying alongside you. She kneels beside an 
  wounded and dying alongside you. She kneels beside an 
  unconscious soldier and opens her satchel, withdrawing a 
  unconscious soldier and opens her satchel, withdrawing a 
  unconscious soldier and opens her satchel, withdrawing a 
  unconscious soldier and opens her satchel, withdrawing a 
  bright red berry. Squeezing the juice from
  bright red berry. Squeezing the juice from
  bright red berry. Squeezing the juice from
  bright red berry. Squeezing the juice from the berry into the 
   the berry into the 
   the berry into the 
   the berry into the 
  lips of the injured man, she smiles as his eyes flutter open 
  lips of the injured man, she smiles as his eyes flutter open 
  lips of the injured man, she smiles as his eyes flutter open 
  lips of the injured man, she smiles as his eyes flutter open 
  uncertainly. She brushes aside a lock of her long, brown hair 
  uncertainly. She brushes aside a lock of her long, brown hair 
  uncertainly. She brushes aside a lock of her long, brown hair 
  uncertainly. She brushes aside a lock of her long, brown hair 
  and he smiles back weakly. Suddenly, her body spasms and she 
  and he smiles back weakly. Suddenly, her body spasms and she 
  and he smiles back weakly. Suddenly, her body spasms and she 
  and he smiles back weakly. Suddenly, her body spasms and she 
  collapses forward with an arrow buried in her back. 
  collapses forward with an arrow buried in her back. 
  collapses forward with an arrow buried in her back. 
  collapses forward with an arrow buried in her back. A single 
  A single 
  A single 
  A single 
  gnoll archer flees into the woods from the edge of the 
  gnoll archer flees into the woods from the edge of the 
  gnoll archer flees into the woods from the edge of the 
  gnoll archer flees into the woods from the edge of the 
  battlefield.
  battlefield.
  battlefield.
  battlefield.    
   
  Kitavia is at –4 HP. If the PCs are so inept that they 
  cannot make a Heal check, then remind them that she 
  pulled a goodberry from her satchel (before she reaches –9 
  HP). There are still two goodberries on her. The PCs may 
  chase down the gnoll if they wish. 
      
  Gnoll 
  Gnoll 
  Gnoll 
  Gnoll (1): CR 1; Medium-Size Humanoid (7 ft. tall), HD 
  2d8+2; hp 11; Init +0; Spd 20’; AC 14 (+1 natural, +3 hide); 
  Atks +3 melee (1d8+2 [crit x3], battleaxe), or +1 ranged 
  (1d6 (crit x3), shortbow); SQ Darkvision 60 ft.; AL CE; SV 
  Fort +4, Ref +0, Will +0. 
   
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 
   
  Skills: Listen +3, Spot +3; Feats: Power Attack. 
   
  Equipment:    hide armor, shortbow, quiver with 12 
  arrows, dagger. 
   
  Once Kitavia has been stabilized and the gnoll either has 
  been dispatched or has fled into the woods read the 
  following: 
   
  “Kitavia!” Lord Bredivan’s impassioned cry drowns out the 
  “Kitavia!” Lord Bredivan’s impassioned cry drowns out the 
  “Kitavia!” Lord Bredivan’s impassioned cry drowns out the 
  “Kitavia!” Lord Bredivan’s impassioned cry drowns out the 
  miscellaneous sounds of the people on the battlefield. He runs 
  miscellaneous sounds of the people on the battlefield. He runs 
  miscellaneous sounds of the people on the battlefield. He runs 
  miscellaneous sounds of the people on the battlefield. He runs 
  with abandon toward his 
  with abandon toward his 
  with abandon toward his 
  with abandon toward his daughter, collapsing to his knees 
  daughter, collapsing to his knees 
  daughter, collapsing to his knees 
  daughter, collapsing to his knees 
  beside her.
  beside her.
  beside her.
  beside her.    
      
  To the PC(s) who saved her: 
   
  Lord Bredivan looks at you. The steel hard visage of the 
  Lord Bredivan looks at you. The steel hard visage of the 
  Lord Bredivan looks at you. The steel hard visage of the 
  Lord Bredivan looks at you. The steel hard visage of the 
  battlefield commander melts away into a face that is pleading 
  battlefield commander melts away into a face that is pleading 
  battlefield commander melts away into a face that is pleading 
  battlefield commander melts away into a face that is pleading 
  yet noble. “She is my world,” he says “I thank you.”
  yet noble. “She is my world,” he says “I thank you.”
  yet noble. “She is my world,” he says “I thank you.”
  yet noble. “She is my world,” he says “I thank you.”    
      
  He gent
  He gent
  He gent
  He gently lifts his daughter, as a squire approaches 
  ly lifts his daughter, as a squire approaches 
  ly lifts his daughter, as a squire approaches 
  ly lifts his daughter, as a squire approaches 
  leading Bredivan’s warhorse. He easily vaults into the saddle 
  leading Bredivan’s warhorse. He easily vaults into the saddle 
  leading Bredivan’s warhorse. He easily vaults into the saddle 
  leading Bredivan’s warhorse. He easily vaults into the saddle 
  despite the burden of his armor and carrying Kitavia. 
  despite the burden of his armor and carrying Kitavia. 
  despite the burden of his armor and carrying Kitavia. 
  despite the burden of his armor and carrying Kitavia. 
  “Captain, maintain a vigil. None of our forces enter the 
  “Captain, maintain a vigil. None of our forces enter the 
  “Captain, maintain a vigil. None of our forces enter the 
  “Captain, maintain a vigil. None of our forces enter the 
  Loftwood until I return.” The warhors
  Loftwood until I return.” The warhors
  Loftwood until I return.” The warhors
  Loftwood until I return.” The warhorse spins about and 
  e spins about and 
  e spins about and 
  e spins about and 
  thunders away at a full gallop.
  thunders away at a full gallop.
  thunders away at a full gallop.
  thunders away at a full gallop.    
   
  There is really nothing further for the characters to do 
  here—except possibly rest until morning so that they can 
  recover their spells. The militia will begin raising large 
  pavilion tents and organize a watch for the night. Should 
  the PCs insist on going into the Loftwood continue on to 
  encounter three. 
   
   
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  The following morning, the rising sun reveals the horrific 
  The following morning, the rising sun reveals the horrific 
  The following morning, the rising sun reveals the horrific 
  The following morning, the rising sun reveals the horrific 
  aftermath of the battle. The charnel smell permeates the air 
  aftermath of the battle. The charnel smell permeates the air 
  aftermath of the battle. The charnel smell permeates the air 
  aftermath of the battle. The charnel smell permeates the air 
  and black ashes from
  and black ashes from
  and black ashes from
  and black ashes from the pyre flutter about, soiling everything. 
   the pyre flutter about, soiling everything. 
   the pyre flutter about, soiling everything. 
   the pyre flutter about, soiling everything. 
  Crows pick their way through the trampled grass looking for 
  Crows pick their way through the trampled grass looking for 
  Crows pick their way through the trampled grass looking for 
  Crows pick their way through the trampled grass looking for 
  scraps of carrion left behind. The human clerics of Trithereon 
  scraps of carrion left behind. The human clerics of Trithereon 
  scraps of carrion left behind. The human clerics of Trithereon 
  scraps of carrion left behind. The human clerics of Trithereon 
  and the gnomes worshipping Garl Glittergold rise from their 
  and the gnomes worshipping Garl Glittergold rise from their 
  and the gnomes worshipping Garl Glittergold rise from their 
  and the gnomes worshipping Garl Glittergold rise from their 
  sleep and begin praying to t
  sleep and begin praying to t
  sleep and begin praying to t
  sleep and begin praying to their respective deities
  heir respective deities
  heir respective deities
  heir respective deities—
  —
  —
  —so that 
  so that 
  so that 
  so that 
  they may once again administer to the wounded.
  they may once again administer to the wounded.
  they may once again administer to the wounded.
  they may once again administer to the wounded.    
   
  
   
  A Bounty on Scalps 
   
  Page 4 
  It is still early morning when the sound of horses approach 
  It is still early morning when the sound of horses approach 
  It is still early morning when the sound of horses approach 
  It is still early morning when the sound of horses approach 
  from the north. Lord Bredivan rides purposefully back into the 
  from the north. Lord Bredivan rides purposefully back into the 
  from the north. Lord Bredivan rides purposefully back into the 
  from the north. Lord Bredivan rides purposefully back into the 
  Ratikkan camp along with an aide and an armored soldi
  Ratikkan camp along with an aide and an armored soldi
  Ratikkan camp along with an aide and an armored soldi
  Ratikkan camp along with an aide and an armored soldier. 
  er. 
  er. 
  er. 
  Kitavia sits in front of her father wearing an unsoiled dress 
  Kitavia sits in front of her father wearing an unsoiled dress 
  Kitavia sits in front of her father wearing an unsoiled dress 
  Kitavia sits in front of her father wearing an unsoiled dress 
  and looking around impassively. Everyone at the camp stops 
  and looking around impassively. Everyone at the camp stops 
  and looking around impassively. Everyone at the camp stops 
  and looking around impassively. Everyone at the camp stops 
  their activities to observe their Lord as he draws in a deep 
  their activities to observe their Lord as he draws in a deep 
  their activities to observe their Lord as he draws in a deep 
  their activities to observe their Lord as he draws in a deep 
  breath.
  breath.
  breath.
  breath.    
      
  “Attention all subjects of these lands! I will not endanger 
  “Attention all subjects of these lands! I will not endanger 
  “Attention all subjects of these lands! I will not endanger 
  “Attention all subjects of these lands! I will not endanger 
  yyyyou by leaving this border undefended. I will not lead the 
  ou by leaving this border undefended. I will not lead the 
  ou by leaving this border undefended. I will not lead the 
  ou by leaving this border undefended. I will not lead the 
  militia on a counterattack into the Loftwood despite my desire 
  militia on a counterattack into the Loftwood despite my desire 
  militia on a counterattack into the Loftwood despite my desire 
  militia on a counterattack into the Loftwood despite my desire 
  to seek vengeance. But neither will I allow such an attack to 
  to seek vengeance. But neither will I allow such an attack to 
  to seek vengeance. But neither will I allow such an attack to 
  to seek vengeance. But neither will I allow such an attack to 
  go unanswered. So I decree that from this day forth my house 
  go unanswered. So I decree that from this day forth my house 
  go unanswered. So I decree that from this day forth my house 
  go unanswered. So I decree that from this day forth my house 
  will pay a b
  will pay a b
  will pay a b
  will pay a bounty on the scalps of all enemies of the Bredivan 
  ounty on the scalps of all enemies of the Bredivan 
  ounty on the scalps of all enemies of the Bredivan 
  ounty on the scalps of all enemies of the Bredivan 
  freehold. Five gold crowns for every slain orc and ten for every 
  freehold. Five gold crowns for every slain orc and ten for every 
  freehold. Five gold crowns for every slain orc and ten for every 
  freehold. Five gold crowns for every slain orc and ten for every 
  gnoll!”
  gnoll!”
  gnoll!”
  gnoll!”    
      
  There is silence for a moment then Lord Bredivan spurs 
  There is silence for a moment then Lord Bredivan spurs 
  There is silence for a moment then Lord Bredivan spurs 
  There is silence for a moment then Lord Bredivan spurs 
  his mount away leaving the crowd murmuring with 
  his mount away leaving the crowd murmuring with 
  his mount away leaving the crowd murmuring with 
  his mount away leaving the crowd murmuring with 
  excitement.
  excitement.
  excitement.
  excitement.    
   
  Give the players time to consider the announcement. The 
  crowd will disperse as peasants go rushing off toward 
  their homes. Captain Grissom will approach the PCs in a 
  last ditch attempt to organize them. 
   
  He will tell them: 
  • 
  The orcs and gnolls retreated so hastily that they are 
  probably scattered badly right now. If you plan to 
  pursue them, you had best do it quickly before they 
  have an opportunity to regroup. 
  • 
  A large force would be too noticeable and move too 
  slowly. It would be best to break into smaller groups 
  of five or six people. 
  • 
  If possible, gather any information you can about the 
  human cleric leading the enemies. 
   
  At this point the PCs should break into individual tables 
  to continue the adventure. 
   
   
  Encounter Two (A)
  Encounter Two (A)
  Encounter Two (A)
  Encounter Two (A)    
  The crimson hue of the sunrise begins to melt aw
  The crimson hue of the sunrise begins to melt aw
  The crimson hue of the sunrise begins to melt aw
  The crimson hue of the sunrise begins to melt away into a 
  ay into a 
  ay into a 
  ay into a 
  bright yellow sun. As your group prepares to venture into the 
  bright yellow sun. As your group prepares to venture into the 
  bright yellow sun. As your group prepares to venture into the 
  bright yellow sun. As your group prepares to venture into the 
  Loftwood you notice a large group of commoners armed with 
  Loftwood you notice a large group of commoners armed with 
  Loftwood you notice a large group of commoners armed with 
  Loftwood you notice a large group of commoners armed with 
  farming implements gathering near the edge of the fortress.
  farming implements gathering near the edge of the fortress.
  farming implements gathering near the edge of the fortress.
  farming implements gathering near the edge of the fortress.    
   
  Greed has taken hold of this group and they will no doubt 
  march to their deaths unless they are dissuaded by the 
  PCs. Encourage the players to role-play this encounter 
  rather than defaulting to a skill check. The commoners 
  will argue that a single gnoll scalp will earn them enough 
  in one day to support their families for many months. 
  They will accuse the PCs of wanting to collect the 
  bounties only for themselves. A Diplomacy check (DC 
  15) along with some sound reasoning and a decent speech 
  will be sufficient to break the resolve of the mob 
   
  Encounter Two (B)
  Encounter Two (B)
  Encounter Two (B)
  Encounter Two (B)    
  This encounter is only for the group whose PCs saved 
  Kitavia’s life. 
   
  As you finally prepare to enter the forest, you are halted by an 
  As you finally prepare to enter the forest, you are halted by an 
  As you finally prepare to enter the forest, you are halted by an 
  As you finally prepare to enter the forest, you are halted by an 
  authoritative voice. Sir Barret, approaches your group calling 
  authoritative voice. Sir Barret, approaches your group calling 
  authoritative voice. Sir Barret, approaches your group calling 
  authoritative voice. Sir Barret, approaches your group calling 
  out “One moment please.” He is followed by Kitavia, flanked 
  out “One moment please.” He is followed by Kitavia, flanked 
  out “One moment please.” He is followed by Kitavia, flanked 
  out “One moment please.” He is followed by Kitavia, flanked 
  by militia
  by militia
  by militia
  by militia soldiers each carrying a wall shield. “The young 
   soldiers each carrying a wall shield. “The young 
   soldiers each carrying a wall shield. “The young 
   soldiers each carrying a wall shield. “The young 
  lady Bredivan wants a word with you.”
  lady Bredivan wants a word with you.”
  lady Bredivan wants a word with you.”
  lady Bredivan wants a word with you.”    
   
  Kitavia will give a kiss on the cheek to the character who 
  saved her. At the end of the adventure, that character will 
  receive the Gift of the Woods. This is a unique blessing. 
   
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  There are numerous sets of obvious tracks leading into 
  the woods. After one to three hours of searching, the PCs 
  should arrive at this encounter. 
   
  By following the most obvious sets of tracks you eventually 
  By following the most obvious sets of tracks you eventually 
  By following the most obvious sets of tracks you eventually 
  By following the most obvious sets of tracks you eventually 
  arrive at a clearing 
  arrive at a clearing 
  arrive at a clearing 
  arrive at a clearing that looks as if it was a recent campsite. 
  that looks as if it was a recent campsite. 
  that looks as if it was a recent campsite. 
  that looks as if it was a recent campsite. 
  You notice bodies of several humanoids sprawled in the dirt. 
  You notice bodies of several humanoids sprawled in the dirt. 
  You notice bodies of several humanoids sprawled in the dirt. 
  You notice bodies of several humanoids sprawled in the dirt. 
  Five orcs and two gnolls lie here, their bodies pierced with 
  Five orcs and two gnolls lie here, their bodies pierced with 
  Five orcs and two gnolls lie here, their bodies pierced with 
  Five orcs and two gnolls lie here, their bodies pierced with 
  multiple arrows. There are a score of bedrolls and sacks that 
  multiple arrows. There are a score of bedrolls and sacks that 
  multiple arrows. There are a score of bedrolls and sacks that 
  multiple arrows. There are a score of bedrolls and sacks that 
  are tossed about haphazardly.
  are tossed about haphazardly.
  are tossed about haphazardly.
  are tossed about haphazardly.    
   
  Obviously there was a battle here. The following clues can 
  be obtained from a search of the area. 
   
  Tracking:
  Tracking:
  Tracking:
  Tracking:    
  Search or Wilderness Lore and the Track feat (DC 10). 
  The majority of the tracks show that a group of 
  humanoids left this are and traveled southwest. A smaller 
  group left to the southeast. 
   
  Aside from the arrows, there are no weapons or 
  valuables at the site. 
   
  Examining the arrows:
  Examining the arrows:
  Examining the arrows:
  Examining the arrows:    
  Craft: Bowmaking (DC 12). The arrows found in the 
  bodies are of a greater workmanship than those used by 
  orcs and gnolls. If the PC making the check is an elf he 
  can determine that sylvan elves use a similar style of 
  fletching on their arrows. 
   
  Examining the bodies:
  Examining the bodies:
  Examining the bodies:
  Examining the bodies:    
  Heal check (DC 10) shows that in addition to the arrow 
  wounds several of the slain were killed by sword and 
  dagger wounds. 
   
  Following the tracks: 
  Following the tracks: 
  Following the tracks: 
  Following the tracks:     
  The large group can be followed with two successful 
  Search checks (DC 10) and will lead to Encounter 3A. 
  Following the smaller group is more difficult and will 
  require someone with the Track feat and a Wilderness 
  Lore check (DC 15). The creatures that made these tracks, 
  however, were smaller than orcs and gnolls with shod 
  feet. The trail will be lost several hundred yards away in a 
  deep bog. 
  
   
  A Bounty on Scalps 
   
  Page 5 
   
  Upon returning to this campsite after following 
  either set of tracks, go to Encounter 3B. 
   
   
  Encounter Three (A)
  Encounter Three (A)
  Encounter Three (A)
  Encounter Three (A)    
  The tracks prove easy enough to follow. They seem to crash 
  The tracks prove easy enough to follow. They seem to crash 
  The tracks prove easy enough to follow. They seem to crash 
  The tracks prove easy enough to follow. They seem to crash 
  through the forest growth leaving a virtual trench of footfalls.
  through the forest growth leaving a virtual trench of footfalls.
  through the forest growth leaving a virtual trench of footfalls.
  through the forest growth leaving a virtual trench of footfalls.    
   
  Allow the PCs to make a Spot check (DC 12) between 
  Search checks. They will discover an orc body tossed 
  along the side of the path. He has two arrows lodged in 
  his thigh (remaining from the battle at the campsite) and 
  his throat sports a gaping wound. A Heal or Wilderness 
  Lore check (DC 12) will determine it was ripped open by 
  fangs (one of the surviving gnolls killed him because he 
  was slowing down the pace). 
   
  Once the PCs resume following the trail, have 
  everyone make a Listen check (DC 15) after traveling 
  another hundred yards. 
   
  Success means that the PC hears low guttural growls 
  mixed in with menacing grunts and snarls up ahead. 
  There is a 20’ by 30’ clearing ahead, where the orcs and 
  gnolls are having an argument (regarding the slain orc 
  that was abandoned earlier). Should someone happen to 
  speak either orc or gnoll they can make out some words. 
   
  Orc: “Clan Bloodfist does not abandon their own, Dogface!”
   “Clan Bloodfist does not abandon their own, Dogface!”
   “Clan Bloodfist does not abandon their own, Dogface!”
   “Clan Bloodfist does not abandon their own, Dogface!”    
      
  Gnoll: “Clan Flesh Eater does not associate with weaklings, 
   “Clan Flesh Eater does not associate with weaklings, 
   “Clan Flesh Eater does not associate with weaklings, 
   “Clan Flesh Eater does not associate with weaklings, 
  Pig face!”
  Pig face!”
  Pig face!”
  Pig face!”    
   
  A Spot check (DC 10) will reveal that this entire group is 
  wounded. If the PCs choose to attack from surprise, have 
  all of those approaching make a Move Silently check (DC 
  10 if before the battle, or DC 13 after the battle). The PCs 
  gain a surprise round only if everyone succeeds at the 
  check, otherwise roll initiative normally. 
   
  If the Listen check fails, then the PCs stumble right 
  into the midst of the argument and the orcs and gnolls 
  will put aside their differences for the time being. Roll 
  initiative normally. 
   
  Should the PCs decide to wait until the orcs and 
  gnolls fight it out among themselves, then the gnolls will 
  win the fight, but use their wounded stats posted below. 
   
  Tier One: (EL 4 or 1.5)
  Tier One: (EL 4 or 1.5)
  Tier One: (EL 4 or 1.5)
  Tier One: (EL 4 or 1.5)    
  Orcs 
  Orcs 
  Orcs 
  Orcs (5):    CR 1/2; Medium-Size Humanoid (6 ft. tall), HD 
  1d8; hp 3 (each); Init +0; Spd 20’; AC 15 (+3 hide, +2 large 
  shield); Atks +2* melee (1d6+3 [crit x3], handaxe); SQ 
  Darkvision 60 ft., light sensitivity (already figured in to 
  attack bonus); AL CE; SV Fort +2, Ref +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8 
   
  Skills: Listen +2, Spot +2; Feats: Alertness. 
   
  Equipment: hide armor, large wooden shield, 
  handaxe. 
      
  Gnolls
  Gnolls
  Gnolls
  Gnolls (4): CR 1; Medium-Size Humanoid (7 ft. tall), HD 
  2d8+2; hp 8 (each); Init +0; Spd 20’; AC 14 (+1 natural, +3 
  hide); Atks +3 melee (1d8+3 [crit x3], battleaxe); SQ 
  Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0. 
   
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 
   
  Skills: Listen +3, Spot +3; Feats: Power Attack. 
   
  Equipment: hide armor, battleaxe. 
   
  Wounded Gnolls: 
  Wounded Gnolls: 
  Wounded Gnolls: 
  Wounded Gnolls: same stats as above but reduce number 
  of gnolls to three and use the following hit points: 8,6,6. 
   
  Tier Two: (EL 6 or 3)
  Tier Two: (EL 6 or 3)
  Tier Two: (EL 6 or 3)
  Tier Two: (EL 6 or 3)    
  Orcs 
  Orcs 
  Orcs 
  Orcs (8):    CR 1/2; Medium-Size Humanoid (6 ft. tall), HD 
  1d8; hp 3 (each); Init +0; Spd 20’; AC 15 (+3 hide, +2 large 
  shield); Atks +2* melee (1d6+3 [crit x3], handaxe); SQ 
  Darkvision 60 ft., light sensitivity (already figured in to 
  attack bonus); AL CE; SV Fort +2, Ref +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8 
   
  Skills: Listen +2, Spot +2; Feats: Alertness.    
      
  Gnolls
  Gnolls
  Gnolls
  Gnolls (6): CR 1; Medium-Size Humanoid (7 ft. tall), HD 
  2d8+2; hp 10 (each); Init +0; Spd 20’; AC 14 (+1 natural, +3 
  hide); Atks +3 melee (1d8+2 [crit x3], battleaxe); SQ 
  Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0. 
   
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 
   
  Skills: Listen +3, Spot +3; Feats: Power Attack. 
   
  Wounded Gnolls: 
  Wounded Gnolls: 
  Wounded Gnolls: 
  Wounded Gnolls: same stats as above but reduce number 
  of gnolls to four and use the following hit points: 8,8,6,6. 
      
   
  Encounter Three (B)
  Encounter Three (B)
  Encounter Three (B)
  Encounter Three (B)    
  You work your way back to the abandoned enemy campsite, 
  You work your way back to the abandoned enemy campsite, 
  You work your way back to the abandoned enemy campsite, 
  You work your way back to the abandoned enemy campsite, 
  hoping to pick up a fresh trail. As you approach, the movement 
  hoping to pick up a fresh trail. As you approach, the movement 
  hoping to pick up a fresh trail. As you approach, the movement 
  hoping to pick up a fresh trail. As you approach, the movement 
  of something ahead of you catches your attention. A black bear 
  of something ahead of you catches your attention. A black bear 
  of something ahead of you catches your attention. A black bear 
  of something ahead of you catches your attention. A black bear 
  is rooting through the various
  is rooting through the various
  is rooting through the various
  is rooting through the various sacks and bedrolls. He suddenly 
   sacks and bedrolls. He suddenly 
   sacks and bedrolls. He suddenly 
   sacks and bedrolls. He suddenly 
  raises his head and sniffs at the air, then growls out a 
  raises his head and sniffs at the air, then growls out a 
  raises his head and sniffs at the air, then growls out a 
  raises his head and sniffs at the air, then growls out a 
  challenge. Suddenly you are startled by a voice from behind 
  challenge. Suddenly you are startled by a voice from behind 
  challenge. Suddenly you are startled by a voice from behind 
  challenge. Suddenly you are startled by a voice from behind 
  you. “Relax, Grim. These aren’t orcs.” An old, willowy man 
  you. “Relax, Grim. These aren’t orcs.” An old, willowy man 
  you. “Relax, Grim. These aren’t orcs.” An old, willowy man 
  you. “Relax, Grim. These aren’t orcs.” An old, willowy man 
  dressed entirely in animal skins stands on the 
  dressed entirely in animal skins stands on the 
  dressed entirely in animal skins stands on the 
  dressed entirely in animal skins stands on the path, leaning 
  path, leaning 
  path, leaning 
  path, leaning 
  heavily on a quarterstaff. “But perhaps you know something 
  heavily on a quarterstaff. “But perhaps you know something 
  heavily on a quarterstaff. “But perhaps you know something 
  heavily on a quarterstaff. “But perhaps you know something 
  about orcs that you would care to share.”
  about orcs that you would care to share.”
  about orcs that you would care to share.”
  about orcs that you would care to share.”    
   
  The man is Gragg Treebeard, a longtime resident of the 
  Loftwood and hunter of orcs. He has been tracking a great 
  deal of orc activity over the last few weeks and has been 
  ambushing small groups of them. If prompted he will 
  divulge the following: 
  • 
  Several orc clans have joined together with gnolls. 
  This has happened before in the past, but it usually 
  doesn’t last long. 
  • 
  Gragg has not seen a human leader of the orc and 
  gnoll army. 
  • 
  Scores of wounded orcs came fleeing from the north 
  last night. “Would you folks happen to know 
  something about that?”  
  • 
  There are so many tracks scattering in so many 
  directions from the Bredivan battlefield that it’s most 
  likely that the enemy force did not all retreat to the 
  same location. 
  
   
  A Bounty on Scalps 
   
  Page 6 
   
  Gragg will not accompany the party, but he will find the 
  nearest set of orc tracks for them should they desire (Go 
  to Encounter 4). 
   
  If someone happens to ask about the witch of the 
  Loftwood (Kitavia’s mother) Gragg has never heard of her.  
   
  Gragg Treebeard, male human Drd2/Rng2
  Gragg Treebeard, male human Drd2/Rng2
  Gragg Treebeard, male human Drd2/Rng2
  Gragg Treebeard, male human Drd2/Rng2: Medium-
  Size Humanoid (5 ft. 4 in.); HD 2d8+2d10+8; hp 30; Init 
  +2 (Dex); Spd 30; AC 14 (+2 leather armor, +2 Dex); Atks 
  +4 melee (1d6, quarterstaff); or +2/+2 melee (1d6 [x2], 
  quarterstaff); or +5 ranged (1d4, sling); SA Species enemy 
  orcs; AL NG; SV Fort +8, Ref +2, Will +4 
   
  Str 11, Dex 14, Con 15, Int 10, Wis 12, Cha 12. 
   
  Skills: Listen +9, Spot +9, Hide +8, Move Silently +7, 
  Animal Empathy +7; Feats: Two Weapon Fighting, 
  Ambidexterity, Track, Weapon Focus: Quarterstaff, 
  Alertness, Combat Reflexes. 
   
  Grim, Black Bear
  Grim, Black Bear
  Grim, Black Bear
  Grim, Black Bear: Medium-Size Animal (5 ft. tall), HD 
  3d8+6; hp 19; Init +1 (Dex); Spd 40’; AC 13 (+1 Dex, +2 
  natural); Atks +6/+6/+1 melee (1d4+4, claws; 1d6+2 bite); 
  SQ Scent; AL N; SV Fort +5, Ref +4, Will +2. 
   
  Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 
   
  Skills: Climb +6, Listen +4, Spot +7, Swim +8. 
   
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  Following another mangled path of footprints, you arrive at a 
  Following another mangled path of footprints, you arrive at a 
  Following another mangled path of footprints, you arrive at a 
  Following another mangled path of footprints, you arrive at a 
  clearing that shows signs of recen
  clearing that shows signs of recen
  clearing that shows signs of recen
  clearing that shows signs of recent occupation. There are 
  t occupation. There are 
  t occupation. There are 
  t occupation. There are 
  several bloody, broken arrow tips left lying in a pile, along 
  several bloody, broken arrow tips left lying in a pile, along 
  several bloody, broken arrow tips left lying in a pile, along 
  several bloody, broken arrow tips left lying in a pile, along 
  with several discarded scraps of blood
  with several discarded scraps of blood
  with several discarded scraps of blood
  with several discarded scraps of blood----soaked cloth. Ahead of 
  soaked cloth. Ahead of 
  soaked cloth. Ahead of 
  soaked cloth. Ahead of 
  you is a dirt path that appears to be a long dried
  you is a dirt path that appears to be a long dried
  you is a dirt path that appears to be a long dried
  you is a dirt path that appears to be a long dried----up streambed. 
  up streambed. 
  up streambed. 
  up streambed. 
  Several items are visible on the path ahead
  Several items are visible on the path ahead
  Several items are visible on the path ahead
  Several items are visible on the path ahead of you.
   of you.
   of you.
   of you.    
   
  A large group of retreating orcs stopped here to bind 
  wounds. Several of the uninjured orcs remained behind 
  to cover the escape of the rest of the group. They are 
  hidden in the undergrowth about thirty feet ahead, 
  keeping an eye out for any followers and will attack as 
  soon as anyone enters the path. Remember that the orcs 
  are at a penalty due to their light sensitivity. 
   
  Tier One: (EL 3.5)
  Tier One: (EL 3.5)
  Tier One: (EL 3.5)
  Tier One: (EL 3.5)    
  Orcs 
  Orcs 
  Orcs 
  Orcs (4): CR 1/2; Medium-Size Humanoid (6 ft. tall), HD 
  1d8; hp 5 (each); Init +0; Spd 20’; AC 13 (+3 hide); Atks 
  +2* melee (1d8+3 [crit x3], longspear, 10’ reach); SQ 
  Darkvision 60 ft., light sensitivity (already figured in to 
  attack bonus); AL CE; SV Fort +2, Ref +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8 
   
  Skills: Listen +2, Spot +2; Feats: Alertness. 
   
  Equipment: hide armor, longspear. 
   
  Tier Two: (EL 5.5)
  Tier Two: (EL 5.5)
  Tier Two: (EL 5.5)
  Tier Two: (EL 5.5)    
  Orcs 
  Orcs 
  Orcs 
  Orcs (8):    CR 1/2; Medium Humanoid (6 ft. tall), HD 1d8; 
  hp 5 (each); Init +0; Spd 20’; AC 13 (+3 hide); Atks +2* 
  melee (1d8+3 [crit x3], longspear, 10’ reach); SQ 
  Darkvision 60 ft., light sensitivity (already figured in to 
  attack bonus); AL CE; SV Fort +2, Ref +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8 
   
  Skills: Listen +2, Spot +2; Feats: Alertness. 
   
  Equipment: hide armor, longspear. 
   
  After the battle, have everyone make a Spot check (DC 
  14) to see the following (or read this automatically if they 
  do a search of the area): 
   
  Amidst the arrows and bodies littering this narrow stretch of 
  Amidst the arrows and bodies littering this narrow stretch of 
  Amidst the arrows and bodies littering this narrow stretch of 
  Amidst the arrows and bodies littering this narrow stretch of 
  path, you spot one arrow embedded in a tree trunk about four 
  path, you spot one arrow embedded in a tree trunk about four 
  path, you spot one arrow embedded in a tree trunk about four 
  path, you spot one arrow embedded in a tree trunk about four 
  feet off the ground. A sheet of leather
  feet off the ground. A sheet of leather
  feet off the ground. A sheet of leather
  feet off the ground. A sheet of leather is rolled around it and 
   is rolled around it and 
   is rolled around it and 
   is rolled around it and 
  bound by a piece of twine.
  bound by a piece of twine.
  bound by a piece of twine.
  bound by a piece of twine.    
   
  Painted in dye on the leather is a rough map. Several 
  Painted in dye on the leather is a rough map. Several 
  Painted in dye on the leather is a rough map. Several 
  Painted in dye on the leather is a rough map. Several 
  landmarks and a path seem to leads to a nearby valley. The 
  landmarks and a path seem to leads to a nearby valley. The 
  landmarks and a path seem to leads to a nearby valley. The 
  landmarks and a path seem to leads to a nearby valley. The 
  mouth of the valley is marked with a large skull. A small 
  mouth of the valley is marked with a large skull. A small 
  mouth of the valley is marked with a large skull. A small 
  mouth of the valley is marked with a large skull. A small 
  dotted line leads off the main p
  dotted line leads off the main p
  dotted line leads off the main p
  dotted line leads off the main path to a spot toward the rear of 
  ath to a spot toward the rear of 
  ath to a spot toward the rear of 
  ath to a spot toward the rear of 
  the valley that is marked with an X. A single word is written 
  the valley that is marked with an X. A single word is written 
  the valley that is marked with an X. A single word is written 
  the valley that is marked with an X. A single word is written 
  in common within the area of the valley: “GNOLLS.”
  in common within the area of the valley: “GNOLLS.”
  in common within the area of the valley: “GNOLLS.”
  in common within the area of the valley: “GNOLLS.”    
   
  The PCs can try to Track (Wilderness Lore DC 20) from 
  where the arrow was fired. They will find more shod 
  footprints but will lose the trail after a few hundred yards. 
  The mysterious benefactor of the PCs has no intention of 
  being seen. 
   
  Following the map requires a Wilderness Lore or 
  Intuit Direction check (DC 15). Failures mean an hour or 
  two of wandering about lost until another attempt can be 
  made. Should they fail numerous times, or if they need to 
  “take 20” to make the check, then when they arrive at the 
  valley it will be dark (limiting the vision of the humans 
  and negating any penalties for the orcs). 
   
   
  Enc
  Enc
  Enc
  Encounter Five
  ounter Five
  ounter Five
  ounter Five    
  One of Atkurn Bloodfist’s acolytes has arrived at this 
  valley trying to rally the wounded orcs and gnolls that 
  retreated here. After exhausting the few healing spells he 
  had prayed for, the orc and gnoll chieftains demanded 
  that they be allowed to rest for a day before regrouping 
  with the rest of the humanoid army. The cleric waits 
  impatiently. 
   
  There are several traps and guards posted at the 
  mouth of the valley (as warned on the map). If the PCs 
  approach from this direction, then go to Encounter 5A. If 
  they follow the narrow path to the rear of the valley then 
  go to 5B. 
   
  Encounter Five (A)
  Encounter Five (A)
  Encounter Five (A)
  Encounter Five (A)    
  The path widens before you. Through the heavy growth of 
  The path widens before you. Through the heavy growth of 
  The path widens before you. Through the heavy growth of 
  The path widens before you. Through the heavy growth of 
  trees, hills can be seen rising to the left and right. It appears 
  trees, hills can be seen rising to the left and right. It appears 
  trees, hills can be seen rising to the left and right. It appears 
  trees, hills can be seen rising to the left and right. It appears 
  that the map is accurate enough and
  that the map is accurate enough and
  that the map is accurate enough and
  that the map is accurate enough and that you should soon 
   that you should soon 
   that you should soon 
   that you should soon 
  reach the entrance of the valley.
  reach the entrance of the valley.
  reach the entrance of the valley.
  reach the entrance of the valley.    
   
  There are three traps set along the path with two guards at 
  the mouth of the valley. Any time a trap is activated, roll a 
  Listen check for both guards (Listen skill +3) against a DC 
  
   
  A Bounty on Scalps 
   
  Page 7 
  of 10+the amount of damage inflicted. Success means that 
  they will hear the intruders and sound an alarm. 
   
  The first trap is a trip line across the path hidden in 
  the vines and undergrowth. It can be spotted with a 
  Search check (DC 15). Each PC passing it has a 50% 
  chance of triggering it, which will cause a log suspended 
  by vines to sweep across the path. The triggering PC and 
  anyone within 10 feet (ahead or behind) of him/her must 
  make a Reflex save (DC 12) or take 1d8 damage and be 
  knocked prone. 
   
  The second trap is a covered two-foot wide, one-foot 
  deep trench that crosses the path. Detecting this trap 
  requires a Search check (DC 18). Otherwise the leading 
  PC(s) must make a Reflex Save (DC 15) or stumble into it. 
  The stakes at the bottom make an attack roll at +2 against 
  the PC(s) AC without armor, shield, or deflection 
  bonuses. A hit means that the PC(s) take 1d6 points of 
  damage and is reduced to half movement sped because of 
  a wounded foot. The penalty lasts for one day, or until 
  treated with a Heal check (DC 15), or until the PC 
  receives at least one point of magical curing. 
   
  The final trap is a rockslide at the mouth of the 
  valley. The trigger can be seen with a Spot check (DC 12), 
  however passing through the area still requires caution. If 
  the trap is detected, a PC must still make a simple Balance 
  check (DC 5) to avoid tripping the trap, or may attempt to 
  Jump over the rigged area (requiring a 7-foot standing 
  jump). Climbing this incredibly unstable area requires a 
  Climb check (DC 18) to avoid triggering the rockslide. 
  Anyone in a 30-foot square at the entrance of the valley 
  will be hit by the rockslide taking 1d4 points of damage 
  per tier and be pinned by rocks (Strength check DC 15 to 
  get free). A successful Reflex save (DC 18) will reduce the 
  damage by half and avoid being pinned. If the rockslide is 
  triggered, the entire camp will be alerted and will attack. 
  See the Stats for the enemy camp in the next section. 
   
  Encounter Five (B)
  Encounter Five (B)
  Encounter Five (B)
  Encounter Five (B)    
  You follow a narrow path twisting gradually uphill. 
  You follow a narrow path twisting gradually uphill. 
  You follow a narrow path twisting gradually uphill. 
  You follow a narrow path twisting gradually uphill. 
  Eventually you find yourself at t
  Eventually you find yourself at t
  Eventually you find yourself at t
  Eventually you find yourself at the crest of the rocky hill and 
  he crest of the rocky hill and 
  he crest of the rocky hill and 
  he crest of the rocky hill and 
  gain a view of the surrounding Loftwood. Miles away in the 
  gain a view of the surrounding Loftwood. Miles away in the 
  gain a view of the surrounding Loftwood. Miles away in the 
  gain a view of the surrounding Loftwood. Miles away in the 
  distance you can make out the lands of the Bredivan freehold. 
  distance you can make out the lands of the Bredivan freehold. 
  distance you can make out the lands of the Bredivan freehold. 
  distance you can make out the lands of the Bredivan freehold. 
  Rechecking the map, you follow the last segment of the path 
  Rechecking the map, you follow the last segment of the path 
  Rechecking the map, you follow the last segment of the path 
  Rechecking the map, you follow the last segment of the path 
  leading to the rear of the supposed valley. 
  leading to the rear of the supposed valley. 
  leading to the rear of the supposed valley. 
  leading to the rear of the supposed valley. Finally you find it! 
  Finally you find it! 
  Finally you find it! 
  Finally you find it! 
  Through the dense veil of trees and brush the ground before 
  Through the dense veil of trees and brush the ground before 
  Through the dense veil of trees and brush the ground before 
  Through the dense veil of trees and brush the ground before 
  you drops away into a large crater. You stand roughly twenty 
  you drops away into a large crater. You stand roughly twenty 
  you drops away into a large crater. You stand roughly twenty 
  you drops away into a large crater. You stand roughly twenty 
  feet above the ground level at the rear of a small valley that is 
  feet above the ground level at the rear of a small valley that is 
  feet above the ground level at the rear of a small valley that is 
  feet above the ground level at the rear of a small valley that is 
  nearly perfectly camouflaged in the woods. There
  nearly perfectly camouflaged in the woods. There
  nearly perfectly camouflaged in the woods. There
  nearly perfectly camouflaged in the woods. There are 
   are 
   are 
   are 
  numerous humanoids camped in the area. Most of them 
  numerous humanoids camped in the area. Most of them 
  numerous humanoids camped in the area. Most of them 
  numerous humanoids camped in the area. Most of them 
  appear to be bundled in blankets and only a few are moving 
  appear to be bundled in blankets and only a few are moving 
  appear to be bundled in blankets and only a few are moving 
  appear to be bundled in blankets and only a few are moving 
  about the area.
  about the area.
  about the area.
  about the area.    
   
   
  The valley is only about forty feet across with an 
  entry roughly thirty feet across. 
   
  Have the PCs make a Spot check: 
   
  10+:  Give them the number of gnolls and orcs. 
  12+: 
  One of the PCs finds hidden in the underbrush 
  near them two short bows and forty arrows 
  wrapped in leather (these are of the same make as 
  the arrows found at the first enemy campsite if 
  they discovered that clue). 
  15+:  Most if not all of the orcs and gnolls appear to be 
  wounded. 
  18+:  There is a single human clad in scale mail sitting in 
  the camp, apparently meditating (he is actually 
  praying for spells). 
   
  The PCs have an advantage in that the humanoids cannot 
  engage them in melee unless they climb up to them. Also, 
  hopefully, it is still daylight so the orcs will have 
  additional penalties. Also, given the fact that the majority 
  of the enemies are wounded and Atkurn is low on spells, 
  the PCs have a chance to take on this larger group. The 
  PCs also gain one surprise round against the enemy. 
   
  Enemy strategies:
  Enemy strategies:
  Enemy strategies:
  Enemy strategies:    
  The orcs and gnolls will charge across the camp toward 
  the cliff below the PCs. Only two creatures can climb at a 
  time while the rest growl and snarl below. A few will rush 
  off to get javelins and spears. 
   
  Maugen, male human Clr2
  Maugen, male human Clr2
  Maugen, male human Clr2
  Maugen, male human Clr2—
  —
  —
  —Hextor: 
  Hextor: 
  Hextor: 
  Hextor: CR 2; Medium-
  Size Humanoid (6 ft. 1 in. tall); HD 2d8+2; hp 14; Init +1 
  (Dex); Spd 20; AC 16 (+4 scale mail, +1 small shield, +1 
  Dex); Atks +4 melee (1d8, morningstar); SA Cleric 
  Domains (Evil and Destruction), Smite; AL LE; SV Fort 
  +4, Ref +2, Wil +5. 
      
  Str 15, Dex 12, Con 12, Int 12, Wis 14, Cha 12. 
   
  Skills: Concentration +7, Heal +8, Knowledge 
  (Religion) +7, Spellcraft +7; Feats: Combat Casting, Power 
  Attack.  
   
   SA: Smite—Once per day may make a single melee 
  attack at +4 to hit and +2 damage. 
   
  Spells (2/1+1): 0-level—detect magic, inflict minor 
  wounds; 1st-level—inflict light wounds, sanctuary. 
   
  Equipment: scale mail, morningstar, small metal 
  shield. 
   
  Thrygnish, male orc Fi
  Thrygnish, male orc Fi
  Thrygnish, male orc Fi
  Thrygnish, male orc Fig1:
  g1:
  g1:
  g1: CR 1; Medium Humanoid (5 
  ft. 10 in.); HD 1d10+2 (fighter); hp 12; Init +5 (Dex, 
  Improved Initiative); Spd 20; AC 15 (+4 scale mail, +1 
  Dex); Atks +4* melee (1d12 [x3 crit], greataxe), or +2* 
  ranged (1d6+3, javelin); SQ Darkvision, light sensitivity 
  (already figured into attack bonus); AL CE; SV Fort +6, 
  Ref +1, Wil +0. 
   
  Str 16, Dex 12, Con 14, Int 9, Wis 12, Cha 9. 
   
  Skills: Listen +2, Spot +2, Climb +7; Feats: Alertness, 
  Power Attack, Cleave. 
   
  Equipment: scale mail, greataxe, javelins [2]. 
   
  Flyrgekk, ma
  Flyrgekk, ma
  Flyrgekk, ma
  Flyrgekk, male gnoll Rng1:
  le gnoll Rng1:
  le gnoll Rng1:
  le gnoll Rng1: CR 2; Medium Humanoid (7 
  ft. 9 in.); HD 2d8+2 (gnoll) + 1d10+2 (ranger); hp 21; Init 
  +1 (Dex); Spd 20; AC 14 (+2 leather armor, +1 natural, +1 
  Dex); Atks +5 melee (1d8+3 [x3 crit], battleaxe), or +3/+3 
  melee (battleaxe and 1d6+1 [x3 crit], handaxe), or +3 
  ranged (1d6+3, javelin); SQ Darkvision 60 ft., Species 
  Enemy: Gnolls; AL CE; SV Fort +7, Ref +1, Wil +1. 
      
  Str 17, Dex 12, Con 15, Int 9, Wis 13, Cha 8. 
  
   
  A Bounty on Scalps 
   
  Page 8 
   
  Skills: Listen +5, Spot +5, Hide +5, Move Silently +5; 
  Feats: Track, Ambidexterity and Two Weapon Fighting 
  (only in light armor), Power Attack, Sunder. 
   
  Equipment: leather armor, battleaxe, handaxe, 
  javelin. 
   
  Gnolls
  Gnolls
  Gnolls
  Gnolls (6): CR 1; Medium Humanoid (7 ft. tall), HD 
  2d8+2; hp 6 (each); Init +0; Spd 20’; AC 14 (+1 natural, +3 
  hide); Atks +3 melee (1d8+3 [crit x3], battleaxe); SQ 
  Darkvision 60 ft.; AL CE; SV Fort +4, Ref +0, Will +0. 
   
  Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8 
   
  Skills: Listen +3, Spot +3; Feats: Power Attack. 
   
  Equipment: hide armor, battleaxe, javelin. 
      
  Orcs 
  Orcs 
  Orcs 
  Orcs (12): CR 1/2; Medium Humanoid (6 ft. tall), HD 
  1d8; hp 2; Init +0; Spd 20’; AC 13 (+3 hide); Atks +2* 
  melee (1d6+3, club); SQ Darkvision 60 ft., light sensitivity 
  (already figured in to attack bonus); AL CE; SV Fort +2, 
  Ref +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8 
   
  Skills: Listen +2, Spot +2; Feats: Alertness. 
   
  Equipment: hide armor, club. 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Following this battle, the PCs should have an uneventful 
  trip back to Fort Bredivan. 
   
  Weary from your ordeal, you are grateful to finally emerge 
  Weary from your ordeal, you are grateful to finally emerge 
  Weary from your ordeal, you are grateful to finally emerge 
  Weary from your ordeal, you are grateful to finally emerge 
  from the Loftwood on
  from the Loftwood on
  from the Loftwood on
  from the Loftwood onto the place that only yesterday was a 
  to the place that only yesterday was a 
  to the place that only yesterday was a 
  to the place that only yesterday was a 
  bloody killing field. You march across the trampled, blackened 
  bloody killing field. You march across the trampled, blackened 
  bloody killing field. You march across the trampled, blackened 
  bloody killing field. You march across the trampled, blackened 
  grass toward a large group of men gathered around the 
  grass toward a large group of men gathered around the 
  grass toward a large group of men gathered around the 
  grass toward a large group of men gathered around the 
  makeshift fortifications and barricades. Soldiers and 
  makeshift fortifications and barricades. Soldiers and 
  makeshift fortifications and barricades. Soldiers and 
  makeshift fortifications and barricades. Soldiers and 
  commoners alike are talking excitedly and seve
  commoners alike are talking excitedly and seve
  commoners alike are talking excitedly and seve
  commoners alike are talking excitedly and several point at 
  ral point at 
  ral point at 
  ral point at 
  your group approaching. It seems that several other groups of 
  your group approaching. It seems that several other groups of 
  your group approaching. It seems that several other groups of 
  your group approaching. It seems that several other groups of 
  hunters were successful in taking down a few orcs and gnolls. 
  hunters were successful in taking down a few orcs and gnolls. 
  hunters were successful in taking down a few orcs and gnolls. 
  hunters were successful in taking down a few orcs and gnolls. 
  However, there is an awed hush as you begin revealing the 
  However, there is an awed hush as you begin revealing the 
  However, there is an awed hush as you begin revealing the 
  However, there is an awed hush as you begin revealing the 
  scalps that you have collected. Commander Barret orders a 
  scalps that you have collected. Commander Barret orders a 
  scalps that you have collected. Commander Barret orders a 
  scalps that you have collected. Commander Barret orders a 
  squ
  squ
  squ
  squire to summon Lord Bredivan.
  ire to summon Lord Bredivan.
  ire to summon Lord Bredivan.
  ire to summon Lord Bredivan.    
      
  Over the next several minutes you recount the events of 
  Over the next several minutes you recount the events of 
  Over the next several minutes you recount the events of 
  Over the next several minutes you recount the events of 
  the day to Lord Bredivan and an audience of fifty or more. 
  the day to Lord Bredivan and an audience of fifty or more. 
  the day to Lord Bredivan and an audience of fifty or more. 
  the day to Lord Bredivan and an audience of fifty or more. 
  Nearby, a bard is plucking thoughtfully on his lute
  Nearby, a bard is plucking thoughtfully on his lute
  Nearby, a bard is plucking thoughtfully on his lute
  Nearby, a bard is plucking thoughtfully on his lute—
  —
  —
  —no doubt 
  no doubt 
  no doubt 
  no doubt 
  composing the song that will remember this day.
  composing the song that will remember this day.
  composing the song that will remember this day.
  composing the song that will remember this day.    
      
  FFFFinally, at the conclusion of your tale, Lord Bredivan 
  inally, at the conclusion of your tale, Lord Bredivan 
  inally, at the conclusion of your tale, Lord Bredivan 
  inally, at the conclusion of your tale, Lord Bredivan 
  speaks. “There are still many questions in my mind about 
  speaks. “There are still many questions in my mind about 
  speaks. “There are still many questions in my mind about 
  speaks. “There are still many questions in my mind about 
  what goes on in those woods. It seems we have a mysterious 
  what goes on in those woods. It seems we have a mysterious 
  what goes on in those woods. It seems we have a mysterious 
  what goes on in those woods. It seems we have a mysterious 
  ally in the Loftwood. And also a new enemy allied with its 
  ally in the Loftwood. And also a new enemy allied with its 
  ally in the Loftwood. And also a new enemy allied with its 
  ally in the Loftwood. And also a new enemy allied with its 
  denizens. But those are que
  denizens. But those are que
  denizens. But those are que
  denizens. But those are questions for another day. Hopefully 
  stions for another day. Hopefully 
  stions for another day. Hopefully 
  stions for another day. Hopefully 
  this display of force combined with a new enemy to the gnolls 
  this display of force combined with a new enemy to the gnolls 
  this display of force combined with a new enemy to the gnolls 
  this display of force combined with a new enemy to the gnolls 
  will keep them from returning until the completion of our fort. 
  will keep them from returning until the completion of our fort. 
  will keep them from returning until the completion of our fort. 
  will keep them from returning until the completion of our fort. 
  You have my gratitude and that of this entire house.”
  You have my gratitude and that of this entire house.”
  You have my gratitude and that of this entire house.”
  You have my gratitude and that of this entire house.”    
   
  The End
  The End
  The End
  The End    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  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 Two
  Encounter Two
  Encounter Two
  Encounter Two    
  Dispersing the Commoners 
  50 xp 
   
  Encounter Three
  Encounter Three
  Encounter Three
  Encounter Three    
  Defeating the humanoids 
  75 xp 
   
  Encounter Four
  Encounter Four
  Encounter Four
  Encounter Four    
  Overcoming the orc ambush 
  75 xp 
   
  Encounter Five
  Encounter Five
  Encounter Five
  Encounter Five    
  Defeating the enemy camp 
  225 xp 
  Not triggering any traps 
  25 xp 
   
  Total experience for objectives 
  450 xp 
  Discretionary roleplaying award 
  0-50 xp 
   
  Total possible experience
  Total possible experience
  Total possible experience
  Total possible experience    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 100 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, 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.  
  
   
  A Bounty on Scalps 
   
  Page 9 
   
  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 One
  Encounter One
  Encounter One
  Encounter One    
  • 
  hide armor (Value 15 gp) 
  • 
  shortbow (Value 30 gp) 
  • 
  12 arrows (Value 6 sp) 
  • 
  dagger (Value 1 gp) 
    
  Encounter Two
  Encounter Two
  Encounter Two
  Encounter Two    
  • 
  Gift of the Woods (Value 0, Wt. 0, Non-tradable, Unique): 
  The PC who receives this gift is attuned to the 
  natural harmony of the Loftwood. The character 
  receives a +1 Insight bonus to all Spot and Listen 
  checks while in the Loftwood only. Also, any attacks 
  against the PC by a normal animal receive a -1 luck 
  penalty to attack and damage rolls while within the 
  Loftwood. (ONLY ONE GIFT OF THE WOODS IS 
  TO BE GIVEN OUT, EVER.) 
   
  Encounter 
  Encounter 
  Encounter 
  Encounter Three
  Three
  Three
  Three    
  • 
  orc scalps (Value 5 gp each)(10 or 13) 
  • 
  gnoll scalps (Value 10 gp each) (6 or 8) 
  • 
  hide armor (Value 15 gp each)(9 or 14) 
  • 
  large wooden shield (Value 7 gp each)(5 or 8) 
  • 
  handaxe (Value 6 gp each)(5 or 8) 
  • 
  battleaxe (Value 10 gp each)(4 or 6) 
   
  Encounter Fou
  Encounter Fou
  Encounter Fou
  Encounter Fourrrr    
  • 
  orc scalps (Value 5 gp each)(4 or 8) 
  • 
  hide armor (Value 15 gp each)(4 or 8) 
  • 
  longspear (Value 5 gp each)(4 or 8) 
   
  Encounter Five
  Encounter Five
  Encounter Five
  Encounter Five    
  • 
  orc (Value 5 gp each)(13) 
  • 
  gnoll scalps(Value 10 gp each)(7) 
  • 
  scale mail (Value 50 gp each)(2) 
  • 
  morningstar (Value 8 gp) 
  • 
  small metal shield (Value 9 gp) 
  • 
  greataxe (Value 20 gp) 
  • 
  leather armor (Value 10 gp) 
  • 
  battleaxe (Value 10 gp each)(7) 
  • 
  handaxe (Value 6 gp) 
  • 
  javelins (Value 1 gp each)(9) 
  • 
  hide armor (Value 15 gp each)(18) 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Ratik/591/Normal Scenarios/RTK1-02 - A Bounty on Scalps (APL 2-4)/RTK1-02 - A Bounty on Scalps.pdf