TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new 
  DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter 
  Adkison. 
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  visit www.wizards.com/d20 
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  ® play document. To find out more about the RPGA and to learn more on how you can sanction 
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  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s Handbook, 
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  events is purely coincidental. © 2005 Wizards of the Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  ADP7-02 
   
   
   
   
   
  Scourge of the Howling Horde 
   
  A Multi-Round Dungeons & Dragons
  ® Living 
  Greyhawk™ Adaptable Adventure  
  Version 1.0 
   
   
  Adapted by Pieter Sleijpen 
   
   
   
   
  Goblins set upon the quiet town of Barrow’s Edge, and the community cries out for heroes to save them. What has 
  turned the secretive and reclusive goblins into bloodthirsty raiders? Who is the mysterious new leader of the tribe? The 
  truth lies deep within the Howling Caves. A multi-round Core Adaptable adventure set in the Domain of Greyhawk for 
  characters level 1 (APL 2). 
   
  Resources for this adventure [and the authors of those works] include Scourge of the Howling Horde [Gwendolyn F.M. 
  Kestrel].
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part 
  of 
  the 
  LIVING 
  GREYHAWK 
  campaign—a 
  worldwide, ongoing D&D
  ® campaign set in the 
  GREYHAWK setting—you must sanction it as part of an 
  RPGA event. This event could be as elaborate as a big 
  convention, or as simple as a group of friends meeting 
  at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ 
  gamemaster. 
  The 
  person 
  who 
  sanctions the event is called the senior gamemaster, 
  and is in charge of making sure the event is sanctioned 
  before play, runs smoothly on the date sanctioned, and 
  then reported back to the RPGA in a timely manner. 
  The person who runs the game is called the table 
  Dungeon Master (or usually just DM). Sometimes (and 
  almost all the time in the cases of home events) the 
  senior gamemaster is also the table DM. You don’t have 
  to be a HERALD-LEVEL GM to run this adventure if you 
  are not the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official 
  game, and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members 
  of the DUNGEONS & DRAGONS REWARDS program. 
  Playing this adventure is worth four (4) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, 
  visit the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  reading beyond this point makes you ineligible to do 
  so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies 
  of the following D&D rulebooks: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual. 
  This text does NOT provide the details on the 
  adventure and as such the DM must have a copy of the 
  adventure Scourge of the Howling Horde. 
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase or 
  read aloud when appropriate. Information on 
  nonplayer characters (NPCs) and monsters appear in 
  abbreviated form in the adventure text.  
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this adventure 
  as part of an RPGA-sanctioned event, complete and 
  turn in this sheet to your senior GM directly after play. 
  You’ll also find a LIVING GREYHAWK Adventure Record 
  (AR). You need one copy of this for each participating 
  player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  ADP7-02 Scourge of the Howling Horde can be played 
  by 1
  st level characters only. They do not have to be 
  starting characters. 
   
  Note: This adventure requires approximately 6-10 
  hours of gameplay. You should ensure that players are 
  aware of this before beginning, and that multiple 
  sessions are set up to cover the entirety of the 
  adventure. 
   
  TIME UNITS AND UPKEEP 
  This is a multi-round Adaptable Core adventure, set in 
  the Cairn Hills in the Domain of the city of Greyhawk. 
  All characters pay 5 Time Units for this adventure. 
   
  Adventurer’s Standard Upkeep costs 12 gp per 
  Time Unit. Rich Upkeep costs 50 gp per Time Unit. 
  Luxury Upkeep costs 100 gp per Time Unit. Characters 
  that fail to pay at least Standard Upkeep will retain 
  temporary ability damage until the next adventure, 
  must buy new spell component pouches and healer’s 
  kits, and may suffer other in-game penalties (or 
  possibly gain in-game benefits) as may be detailed in 
  this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties 
  by living off the wild. If the character possesses four or 
  more ranks in the Survival skill and succeeds at a DC 
  20 Survival check, the character will heal temporary 
  ability damage as if he or she paid for Standard 
  Upkeep, may refill spell component pouches and 
  healer’s kits, and may restock up to 20 arrows or bolts if 
  the character has at least four ranks in Craft 
  (bowmaking). The player is allowed to Take 10 on this 
  roll. 
  ADP7-02 Scourge of the Howling Horde 
   
  Page 2 
  
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 3 of the Living Greyhawk Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  As per the adventure Scourge of the Howling Horde 
  with the following changes: 
  • 
  The adventure is set in the hamlet Blackwall Keep 
  in the southern Cairn Hills at the northern border 
  of the Mistmarsh. Any changes to the hamlet as 
  presented in the adventure are detailed in this 
  document.  
  • 
  Replace any reference to Barrow’s Edge with the 
  name Blackwall Keep. 
  • 
  Most of the inhabitants of the hamlet are 
  immigrants from the Wild Coast, having fled that 
  region due to the increased activity of the Orcish 
  Empire of the Pomarj. They settled this region 
  because of its relative isolation and supposed 
  safety. 
  • 
  The goblins have settled two years ago near 
  Blackwall Keep when they accidentally ran across 
  the ancient dwarf ruins (although their shaman 
  Rutven says he was divinely guided) while fleeing 
  from their original home.  
  • 
  The goblins fled from the Abor-Alz Hills after a 
  conflict between the leader (named Lort) of their 
  clan and the leader of the tribe as a whole about 
  the danger of angering local human tribes through 
  raiding and settling into a more peaceful way of 
  living. 
   
  ADVENTURE SUMMARY 
  The adventure should be run more or less as written 
  with the following exceptions: 
   
  RUTVEN 
  Rutven is expecting adventurers to show up, and he is 
  keeping an eye on the goblins’ lair just in case. He 
  approaches the PCs once they leave the lair the first 
  time, waiting for an opportune time to do so. He wants 
  to talk with the PCs, carrying a green branch as a sign 
  of peace. If attacked, he immediately flees (he is a 6
  th 
  level cleric).  
  If allowed to talk, he tells how the clan fled the 
  Abor-Alz Hills two years ago looking for a peaceful 
  place to settle. How they found the Howling Caves and 
  settled it with the intent to keep their distance from 
  the humans. The peace was shattered by the arrival of 
  the black dragon Noak two months ago. The dragon 
  made an alliance with the dark hearted Darax, killed 
  the original leader Lort, and chased him away. He asks 
  the PCs to spare the common goblins, but to kill Darax 
  and the dragon so that he can return to tribe and return 
  them to their peaceful ways.  
  Throughout the story he tries to place himself and 
  the previous chief in a favorite light, trying to work on 
  the good nature of the heroes or if that fails their greed 
  (treasure horde of the dragon). He doesn’t know how 
  strong the black dragon is, but he downgrades the 
  dragon importance in comparison to Darax to prevent 
  the PCs from becoming too frightened. He can give a 
  quick lay-out of the lair, but he doesn’t mention the 
  shrine used to be dedicated to Moradin and he tries to 
  redirect the PCs through the Howling Caves to Room 
  10, hoping they avoid the normal goblins in room 7 (he 
  is fully aware that they are likely to fight the PCs with 
  lethal force). He doesn’t know anything about the 
  dragon, except that it was black, and about the size of a 
  cat. 
  In any event, he can promise the PCs the goblins 
  will again settle in their peaceful ways once the dragon 
  and Darax are killed and he becomes the new leader. 
  He is even willing to negotiate with the leaders of 
  Blackwall Keep to come to some permanent 
  agreement. He allows the PCs to keep anything they 
  find that does not distinctly belong to the goblins. 
  Under no condition will Rutven actually help the 
  PCs fight, although he might heal them before they 
  enter the lair. If he would fight the goblins, he can 
  never return and it is bad enough that he has to help 
  outsiders kill his friends, but he is not going to do so 
  himself. 
   
  URRTARR 
  Urtarr is going to be slightly less aggressive than 
  described in the adventure. She does not initiate 
  violence, although she will defend herself. As written, 
  she wants to make a deal with the PCs even if they did 
  kill some goblins. She offers her gear as a reward, with 
  the exception of her spellbook, but she does allow the 
  PCs to copy any spells (preferably in return for a couple 
  of spells from the PC’s spellbook). 
   
  If the PCs actually have made a deal with Rutven 
  (who unlike Urrtarr wants Darax dead), she says that 
  without the dragon she and Rutven should be able to 
  keep Darax under control. She is certain she can 
  convince Rutven, and begs the PCs to at least give her a 
  chance. She is relatively easy to read, and if a PC beats 
  her Bluff skill check with a Sense Motive skill check 
  that character realizes she desperately wants to belief 
  herself, feels strongly about Darax and is not too sure 
  she could actually do so. 
  ADP7-02 Scourge of the Howling Horde 
   
  Page 3 
  
   
  Like Rutven, she will not get involved in any 
  fighting. In fact, she warns that if Darax or her fellow 
  goblins directly order her to get involved, she has no 
  choice but to do so. 
   
  PREPARATION FOR PLAY 
  This is an adaptation of the adventure Scourge of the 
  Howling Horde by Gwendolyn F.M Kestrel published 
  by Wizards of the Coast. As such you cannot run this 
  adventure without a copy of said adventure. 
   
  INTRODUCTION 
  The adventure starts with the PCs in the City of 
  Greyhawk in the Black Dragon Inn. While not 
  important for the adventure itself, it is a good idea to 
  mention to the players that it is illegal to carry bows, 
  crossbows, reach weapons and polearms within the city 
  limits and that a special permit is required for medium-
  sized or bigger exotic animals. The exact reason for the 
  PCs to be in Greyhawk City is up to them. 
   
  Greyhawk City, gem of the Flanaess, doorway to 
  adventure, untold riches or a shallow grave at the 
  end of a miserable existence. The reasons for 
  coming here are as numerous as persons walking its 
  cobblestone streets. From simple merchant to 
  virtuous paladin to dire scoundrel, each individual 
  has their own motives for making the journey from 
  the far corners of Oerth. 
   
  Whatever your reasons, you find yourself 
  enjoying a pleasant evening in the Black Dragon 
  Inn, one of the larger inns of Greyhawk City. Its 
  owner, Miklos Dare, has had a short career as an 
  adventure before settling down as an innkeeper, 
  and he loves to talk about his past ordeals as well as 
  to listen to the stories of others.  
   
  You are just listening to one of his more 
  outrageous stories when a middle aged human in 
  the uniform of the Greyhawk Guard steps up to 
  Miklos, drawing his attention with a gesture of his 
  hand. Miklos gives a quick nod, and points to an 
  empty table in the corner. He turns towards you 
  again, “My apologies friends, “I will need to finish 
  to story at a later time. This is Enrann, and he is 
  looking for some promising adventures. Perhaps 
  you would be willing to listen to his offer?” 
   
  If the PCs agree, Miklos directs them over to the empty 
  table while carrying a platter with jugs and glasses with 
  PCs’ preferred drinks. The fact that Enrann wears the 
  uniform of a city guard might infer he is here on 
  official business, but in reality his bosses don’t know 
  about it. Still, since Enrann is looking for adventures to 
  deal with a problem in the Greyhawk domain, he 
  assumes it is ok and it might help in getting the much 
  needed help for his friends at Blackwall Keep. 
   
  Enrann: Male human warrior 5 (NG). 
   
  Appearance: Enrann is a middle aged Oeridian 
  male with short curly brown hair with a few streaks of 
  gray. He is well shaven, and meticulously dressed in 
  the livery of  
   
  Development: Once seated, Enrann tells that friend of 
  his, a soldier at Blackwall Keep has informed that there 
  appears to be a problem with goblins at the hamlet. He 
  can tell the PCs the following things: 
  • 
  Blackwall Keep is a tower-keep located at the 
  northern border of the Mistmarsh. He can provide 
  the PCs with a map of the region. 
  • 
  If the PCs do not have horses of their own, they 
  need to walk. 
  • 
  The hamlet was founded two years ago when a 
  group of immigrants from Narwell settled in the 
  area with permission of the Lord. They fled the 
  approaching orcs of the Pomarj, hoping to finds a 
  peaceful and isolated region around Blackwall.  
  • 
  The leaders of the hamlet are Mallie Marchess, the 
  owner of the only inn, and Arvel Durgedown, a 
  rich dwarf moneylender. They have collected the 
  gold to hire adventurers to deal with the problem, 
  500 gp in total. They just needed somebody to 
  contact adventurers in Greyhawk City. 
  • 
  The goblins have begun raiding the outlaying 
  farms and travelers since 2 months.  
  • 
  He is unsure whether the goblins are new arrivals, 
  or have suddenly become aggressive. 
  • 
  He doesn’t know much more, but details can be 
  provided at the hamlet. 
  • 
  There are 30 militiamen stationed at the keep, but 
  they are busy with a problem of their own. A 
  successful Sense Motive check reveals this to be a 
  partial lie. If pressed, he admits that most soldiers 
  have been transferred to the Wild Coast and due 
  to bad leadership moral is all time low. The 
  militiamen only do their duty, and nothing more. 
  Besides, they consider the goblins only a minor 
  irritation, especially since the goblins are careful 
  to leave the soldiers alone. 
   
  If the PCs accept, the adventure proceeds as presented. 
  It is a trip of roughly 60 miles from Greyhawk City to 
  Blackwall Keep over a trail through the Cairn Hills. If 
  the PCs question Miklos about Enrann, he can confirm 
  the man’s status and that he is very likely to speak the 
  ADP7-02 Scourge of the Howling Horde 
   
  Page 4 
  
  truth. If the ask around in the City, they learn with a 
  DC 20 Gather Information check that there are indeed 
  rumors about goblin troubles in Blackwall Keep. In 
  fact, a merchant who recently left the city had hired 
  extra guards because of it. His name was Sten 
  Goodseller (see Encounter 1 in the adventure). If the 
  PCs hurry they might catch up with him. 
  If the PCs refuse, the adventure is over. 
   
  1: BARROW’S EDGE 
  Defeat the 3 goblin raiders: 
   
  APL 2: 30 xp 
   
  [Loot from the already dead goblins and guards are for 
  the relatives of the dead guards.] 
   
  Treasure:  
   
  APL 2: Loot: 6 gp.  
   
  2: MERCHANT GOODSELLER 
  Treasure: 100 gp in store credits either from the 
  mundane items or the alchemical items. See the AR if 
  the PCs still have some of these items left at the end of 
  the adventure. 
   
  3: AMBUSH 
  Defeating the goblin druid: 
   
  APL 2: 30 xp 
   
  Treasure:  
   
  APL 2: Loot: 1 gp; Coin: 18 gp; Magic:  58 gp; wand 
  of longstrider (25 charges) (31 gp), wand of cure light 
  wounds (20 charges) (25 gp), scroll of charm animal (2 
  gp); Total 77 gp. 
   
  5: BARROW’S EDGE 
  Use the details provided in the adventure and below. 
  Besides the village, which looks like described in the 
  adventure, there is a tower-keep overlooking the 
  village. The soldiers have other things to do than deal 
  with a couple of adventures, and they prefer to be left 
  alone. More details on Blackwall Keep can be found on 
  the RPGA web-site. 
   
  � Blackwall 
  Keep 
  (hamlet): 
  Conventional 
  (council); AL NG; gp limit 100 gp; assets 800 gp; 
  population 160; isolated (153 humans, 5 halflings, 1 elf, 
  1 dwarf); armed forces (30x warrior 2, 2x fighter 3, 1x 
  ranger 2/fighter 2). 
   
  Authority Figures: Arvel Durgedown (male dwarf; 
  N; Rogue 4), moneylender; Listra (female human; NG; 
  Cleric 1), cleric of Pelor and tender of the Temple; 
  Mallie Marchess (female human; NG; Expert 3), owner 
  of Blackwall’s Keep Inn and unofficial leader of the 
  hamlet; Ranald Haradrith (LN male human ranger 
  2/fighter 2), commander of the keep (and drunkard). 
   
  Important Temples: The Temple (a small wooden 
  temple dedicated to no deity in particular, although 
  there is a specific shrine of the 5 Oeridian wind deities 
  and one of Pelor attached to the building). 
   
  6: TAKING THE JOB 
  Finding the Howling Cavern: 
   
  APL 2: 90 xp. 
   
  7: THE HOWLING HORDE 
   
  1: THE SENTRY CAVE 
  Defeating the goblin sentries: 
   
  APL 2: 30 xp. 
   
  Treasure:  
   
  APL 2: Loot: 4 gp. 
   
  2: GUARD ROOM 
  Defeating the goblin guards: 
   
  APL 2: 30 xp. 
   
  Treasure:  
   
  APL 2: Loot: 7 gp; Coin: 9 gp; Total: 16 gp. 
   
  3: BIG BRONK 
  Defeating Big Bronk: 
   
  APL 2: 60 xp 
   
  Treasure:  
   
  APL 2: Loot: 14 gp; Magic: 96 gp; +1 light wooden 
  shield (96 gp); Total: 110 gp. 
   
  4: SHRINE TO MAGLUBIYET 
  Bypassing the trap on the altar: 
   
  APL 2: 60 xp. 
   
  Treasure:  
   
  APL 2: Loot: 104 gp; Coin: 42 gp; Magic:  54 gp; 
  potion of cure moderate wounds (25 gp), potion of 
  bull’s strength (25 gp), oil of magic weapon (4 gp); Total 
  200 gp. 
   
  ADP7-02 Scourge of the Howling Horde 
   
  Page 5 
  
  5: SHAMAN’S ROOM 
  Bypass the Trap: 
   
  APL 2: 60 xp. 
   
  Defeat the undead guardians: 
   
  APL 2: 30 xp. 
   
  Treasure:  
   
  APL 2: Magic: 12 gp; 2x potion of cure light 
  wounds (4 gp each), potion of shield of faith (4 gp); 
  Total 12 gp. 
   
  6: THE HOWLING CAVES 
  Defeat the hunting spider: 
   
  APL 2: 30 xp. 
   
  7: COMMON ROOM 
  Defeat the goblins: 
   
  APL 2: 30 xp. 
   
  Treasure:  
   
  APL 2: Loot: 7 gp; Coin: 8 gp; Total 15 gp. 
    
  8: KITCHEN AND LARDER 
   
  Kitchen 
  Defeating the dire weasel: 
   
  APL 2: 60 xp. 
   
  Treasure:  
   
  APL 2: Magic: 29 gp; potion of cure light wounds 
  (4 gp), potion of resist energy (acid) (25 gp); Total: 29 
  gp. 
   
  Pantry 
  Defeat the goblin cook: 
   
  APL 2: 30 xp. 
   
  Treasure:  
   
  APL 2: Loot: 2 gp. 
    
  Larder 
  Defeat the lesser gray ooze: 
   
  APL 2: 30 xp. 
   
  9: WIZARD’S WORKSHOP 
  Defeat Urrtarr, either with force or by making a deal 
  with her: 
   
  APL 2: 30 xp. 
   
  Treasure:  
   
  APL 2: Loot: 5 gp; Coin: 25 gp; Magic: 86 gp; 
  potion of cure light wounds (4 gp), potion of resist 
  energy (acid) (25 gp), spellbook (42 gp), scroll of magic 
  missile (2 gp), wand of magic missile (10 charges) (13 
  gp); Total: 116 gp. 
   
  Urrtarr’s Spellbook: burning hands, color spray, 
  magic missile, ray of flame (Spell Compendium) and 
  slide (Spell Compendium); Cost 250 gp. 
   
  [Cause fear and sleep have been replaced with the two 
  spells from the Spell Compendium.] 
   
  10: ELITE HOBGOBLINS 
  Defeating the elite hobgoblins: 
   
  APL 2: 30 xp. 
   
  Treasure:  
   
  APL 2: Loot: 56 gp. 
   
  Bypassing the trapped chest: 
   
  APL 2: 30 xp. 
   
  Treasure:  
   
  APL 2: Loot: 4 gp; Coin: 15 gp; Magic: 290 gp; +1 
  longsword (193 gp), +1 studded leather armor (97 gp); 
  Total 309 gp. 
   
  11: DARAX’S ROOM 
  Defeating Darax: 
   
  APL 2: 60 xp. 
   
  Treasure:  
   
  APL 2: Loot: 55 gp; Coin: 22 gp; Magic: 20 gp; 5x 
  potions of cure light wounds (4 gp each); Total: 97 gp. 
   
  12: NOAK’S LAIR 
  Defeating Noak: 
   
  APL 2: 90 xp. 
   
  Treasure:  
   
  APL 2: Coin: 168 gp; Magic: 250 gp; cloak of 
  resistance +1 (83 gp), ring of protection +1 (167 gp); 
  Total 418 gp. 
   
  CONCLUSION 
  Helping negotiating a peaceful relation between the 
  goblins and the villagers: 
   
  APL 2: 90 xp. 
   
  Treasure: 
  Reward paid by the villagers for defeating Noak:  
  ADP7-02 Scourge of the Howling Horde 
   
  Page 6 
  
   
  APL 2: Coin: 83 gp or 100 gp 
   
  Reward if the PCs help negotiating a peaceful relation 
  with the goblins: 
   
  APL 2: Coin 17 gp. 
   
  If the PCs removed the goblin threat they also gain 
  “Gratitude of a Guard Officer” AR item. 
   
  EXPERIENCE POINT 
  SUMMARY 
  To award experience for this adventure, add up the 
  values for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives 
  plus roleplaying) to each character. 
   
  Total Experience Encounters 
  APL 2  
  930 XP 
   
  Discretionary roleplaying award 
  APL 2  
  195 XP 
   
  Total Possible Experience 
  APL 2  
  1,125 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters 
  cannot take the time to loot the bodies, they do not 
  gain this gold. If you feel it is reasonable that characters 
  can go back to loot the bodies, and those bodies are 
  there (i.e., not carted off by dungeon scavengers, 
  removed from the scene by the local watch, and so on), 
  characters may return to retrieve loot. If the characters 
  do not loot the body, the gold piece value for the loot is 
  subtracted from the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this 
  treasure, the coin total is subtracted from the 
  encounter totals given below. 
   
  Next, the magic items are listed. Magic item 
  treasure is the hardest to adjudicate, because they are 
  varied and because characters may want to use them 
  during the adventure. Many times characters must cast 
  identify, analyze dweomer or similar spell to determine 
  what the item does and how to activate it. Other times 
  they may attempt to use the item blindly. If the magic 
  item is consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the adventure, 
  its total is subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, 
  Gems, Jewelry, and other valuables; Magic = Magic 
  Items. 
   
  Treasure Cap 
   
  APL 2: 
  1,125 gp 
   
   
  Total Possible Treasure 
   
  APL 2: 
  1,584 gp 
   
  ADVENTURE RECORD ITEMS 
   
  Gratitude of a Guard officer: By calling upon your 
  contacts with the Guard in Greyhawk City you can 
  either gain a permit for an exotic animal for free or 
  acquire a permit to carry bows, crossbows and reach 
  weapons within Greyhawk City.  
   
  The favor can be used 5 times before it becomes 
  void. If you ever commit a crime while using this favor, 
  the punishment is doubled and the favor is made void 
  immediately.  
   
  Scratch one when used: [  ]  [  ]  [  ]  [  ]  [  ] 
   
  Gift from Sten Goodseller: As reward for your aid 
  Sten offered items from his shop of up to 100 gp in 
  value selected from the mundane item or alchemical 
  item lists. Note down any items still left at the end of 
  the adventure, you can keep these:  
  ___________________________________________________________________________
  ___________________________________________________________________________ 
    
  Urtarr’s Deal:  You have made a deal with Urtarr and 
  gain access to the spells from her spellbook, including 
  ray of flame and slide both from the Spell 
  Compendium. You still need to pay to scribe the spell 
  in your spellbook or have a spell slot available to learn 
  the spell. 
  ADP7-02 Scourge of the Howling Horde 
   
  Page 7 
  
   
  Urrtarr’s Spellbook: burning hands, color spray, 
  magic missile, ray of flame (Spell Compendium) and 
  slide (Spell Compendium); Cost 250 gp. 
   
  ITEM ACCESS 
  APL 2: 
  • 
  Urrtarr’s Spellbook (Adventure; see above) 
  • 
  Wand of cure light wounds (20 charges) 
  (Adventure; 300 gp; DMG) 
  • 
  Wand of longstrider (25 charges) (Adventure; 375 
  gp; DMG) 
  • 
  Wand of magic missile (10 charges) (Adventure; 
  CL 1
  st; 150 gp; DMG) 
   
   
   
   
  ADP7-02 Scourge of the Howling Horde 
   
  Page 8 
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Adaptables/597/ADP7-02 - Scourge of the Howling Horde (APL 2)/ADP7-02 - Scourge of the Howling Horde.pdf