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. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED. 
  This scenario is intended for tournament use only and may not be reproduced without approval of the 
  RPGA Network.  
   
  VER Intro 4-04 
   
   
   
   
   
   
  Seen and Not Seen 
   
  A One-Round D&D LIVING GREYHAWK®  
  Verbobonc Regional Introductory Adventure 
  by Rishi Agrawal and Michael K. Drummond 
   
   
  The town of Taymouth is buzzing with rumors of mysterious disappearances along a rarely traveled road 
  in the Gnarley Forest. Investigation only leads to more secrets. A mysterious group of people living in the 
  woods and a noble’s caravan converge at a campground along the road. The night will not pass 
  uneventfully.  An Introductory regional adventure for 1st level characters only. 
   
   
  
  Seen and Not Seen 
   
  Page 2 
   
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer to 
  three and a half hours. The rest of the time is spent 
  in preparation before game play, and scoring after 
  the game. The following guidelines are here to help 
  you with both the preparation and voting segment of 
  the game. Read this page carefully so that you 
  know and can communicate to your players the 
  special aspects of playing an RPGA scenario.  
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before you 
  run your game. Be sure to familiarize yourself with 
  any special rules, spells, or equipment presented in 
  the adventure. It may help to highlight particularly 
  important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than six players participating in 
  the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and gender 
  at the top. This makes it easier for the players (and 
  the DM) to keep track of who is playing which 
  character. 
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use 
  of even core rulebooks during certain times of play. 
  For example, the players are not free to consult the 
  Dungeon Master’s Guide when confronted with a 
  trap or hazard, or the Monster Manual when 
  confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the players 
  will be in gray boxes. It’s strongly recommended 
  that you paraphrase the player text instead of 
  reading it aloud. Some of this text is general and 
  must be adapted to the specific situation or to 
  actions of the player characters. 
  Reporting 
   
   
   
   
   
  As this is an Introductory adventure, its play is not 
  reported to the RPGA. 
  Living Greyhawk  
   
   
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely being war horses, dogs 
  trained for war), other than those brought by 
  
  Seen and Not Seen 
   
  Page 3 
   
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  virtue 
  of 
  a 
  class 
  ability 
  (i.e. 
  animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number of characters playing in the adventure. 
   Round to the nearest whole number. 
  4. If you are running a table of six PCs, add one 
  to that average. 
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Four or sometimes 
  even five 1st-level characters may find difficulty 
  with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are three 
  things that you can do to help even the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to help 
  protect them, and fight for them. All riding 
  dogs are considered trained to attack. PCs 
  who want their dogs to attack must succeed at 
  a Handle Animal or Charisma check (DC 10). 
  Failure indicates that the animal will not attack 
  that round. This is a free action (spoken 
  command) that may be attempted each round. 
  If an animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep  
  This 
  is 
  a 
  standard 
  one-round 
  Regional 
  introductory 
  adventure, set in 
  Verbobonc.  
  Characters 
  native 
  to 
  Verbobonc pay 
  one Time Unit 
  per 
  round, 
  all 
  others pay two 
  Time Units per 
  round.  
  Adventurer’s 
  Standard 
  Upkeep 
  costs 
  12gp per Time 
  Unit. 
   
  Rich 
  Upkeep 
  costs 
  50gp per Time 
  Unit. 
   
  Luxury 
  Upkeep costs 100gp per Time Unit.  Only first 
  level characters may play this adventure.   
  Areas of Influence  
   
   
   
  This adventure allows the use of the following 
  influence points for purposes of the Verbobonc 
  Influence Document: the Family and any Gnarley 
  Forest Influence. 
  Adventure Background 
  The town of Taymouth is buzzing with rumors of 
  mysterious disappearances in the Gnarley Forest. 
  Many travelers have been trying to cross the 
  Gnarley along a small road running through the 
  center of the Gnarley, only to disappear into thin 
  air. Although this road is not as well maintained or 
  patrolled as the road that runs parallel to the 
  Velverdyva River, it is a direct route to Dyvers and 
  can cut days off a journey.  The road is more 
  dangerous because it is heavily wooded, providing 
  ample places for bandits to hide.  The few 
  clearings along this road are prized as safer 
  campgrounds along a dangerous path. 
  The truth is that the disappearances can all be 
  linked to an aggressive group of gnolls, under the 
  harsh new leadership of a gnoll ranger named Yip 
  Yip. Some of the gnolls have taken refuge in an 
  abandoned dungeon. They are unable to access 
  most of the underground passages, but they still 
  enjoy the hidden nature of their new lair. Yip Yip 
  has not treated his followers well; they are 
  
  Seen and Not Seen 
   
  Page 4 
   
  overworked and underfed. Still, many of them are 
  afraid of Yip Yip and they continue their raids 
  since they lack other options. 
  Lord Willem Haxx is a former mayor of Verbobonc 
  City and an important figure in the region, both in 
  politics and business.  Due to his involvement in 
  shipping and trade, he has ties to “the Family,” a 
  secretive crime organization with much influence 
  over Verbobonc. 
  Lady Haxx, a striking woman, was once accused 
  of marrying Lord Haxx simply for economic gain. 
  She turned out to be quite a businesswoman in 
  her own right, and makes frequent trips to Dyvers 
  in order to oversee the interests of House Haxx. 
  When the characters encounter her caravan, she 
  is returning from one of these trips. 
  Adventure Summary 
  This adventure can easily be run in about 90 
  minutes but could take as long as three hours, 
  depending on how much role-playing your players 
  want to do. Try to get a feel for what they want to 
  do. 
  The characters meet in the town of Taymouth, on 
  the Western edge of the Gnarley Forest. There, 
  they hear about the Autumn Harvest Festival in 
  Ketter’s Hearth. They also hear rumors of people, 
  including messengers, disappearing into thin air 
  while traveling through the forest. 
  Encounter 1: At the end of the first day, the 
  characters come across the Gnarley Folk, a group 
  of humans who live in the forest, and a caravan 
  coming from the opposite direction. They find that 
  the 
  caravan 
  returns 
  from 
  Dyvers 
  and 
  is 
  accompanied by Lady Haxx herself. During the 
  night, both the Gnarley Folk and the Haxx camp 
  are attacked and the characters must make a 
  choice. The characters help in the battle by taking 
  on a small chunk of the invaders. 
  Encounter 2A: The Gnarley Folk discover that the 
  gnolls have kidnapped one of their own and ask 
  for the characters’ help. 
  Encounter 2B: Lady Haxx discovers that one of 
  her attendants has been kidnapped and ask for 
  the characters’ help. 
  Encounter 3: The characters track the gnolls to an 
  abandoned dungeon. They find nothing of interest 
  until they get to a hallway where flames shoot from 
  the 
  walls, 
  preventing 
  the 
  characters 
  from 
  proceeding. At first, the flames may appear to be 
  randomly firing, but they in fact follow a regular 
  pattern. If there are no rogues in the party to 
  disable the trap, the characters can easily get past 
  the hallway without taking damage if they simply 
  discover the pattern. 
  Encounter 
  4: 
  The 
  characters 
  discover 
  the 
  mastermind behind the raids: a gnoll ranger 
  named Yip Yip. He attacks from the darkness, 
  hoping to use it to his advantage. The characters 
  recover the hostage and return her to the 
  appropriate camp. 
  Introduction 
  NOTE: There is no set amount of time for this 
  introductory portion. If you want to just summarize 
  the events in the introduction for the players and 
  then move right into the adventure, then that is 
  your option. Presented here is a full role-playing 
  encounter if you have a lot of time and you think 
  the players will enjoy it. 
  Taymouth lies on the banks of the Velverdyva 
  River on the western edge of the Gnarley, 
  which looms ahead.  The forest is thick and, 
  from this vantage point, little can be seen in 
  the woods. After a few feet, the trees seem to 
  melt into shadows of black and green. 
  On the edge of town, overlooking the river and 
  perhaps one hundred yards from the forest, is 
  a tavern, which always seems like a good 
  place to start. This one is called the 
  Orcslayer’s Inn. Walking inside reveals a 
  spacious, but comfortable, common room. 
  Paintings decorate the walls, showing people 
  of all races killing orcs in every manner 
  imaginable. 
  If the characters already know each other, then it’s 
  likely they traveled together on the way here. If 
  not, then this would be a good place for them to 
  meet. Have the characters introduce themselves. 
  At this point, the players should hear about the 
  Autumn Harvest Festival in Ketter’s Hearth. As the 
  players hear about it, they are approached. 
  An elderly man comes forward, using a cane 
  for support. “Ah yes, Ketter’s Hearth. If I were 
  a younger man, I would go to this Festival 
  myself. Forgive me for eavesdropping. The 
  name is Brigham.” He continues without 
  waiting for a response. “Now the best way to 
  get to Ketter’s Hearth is to follow the 
  Velverdyva to the north and then cut through 
  the woods to the east. You definitely do not 
  
  Seen and Not Seen 
   
  Page 5 
   
  want to go the other way, through the woods 
  to the east. People have been disappearing.” 
  Here’s a summary of what Brigham knows: 
  • 
  Individuals have been disappearing into thin 
  air trying to cut through the forest. 
  • 
  Jansen’s Runners are offering a reward for 
  anyone who can find out what’s happening. 
  • 
  The road through the middle of the Gnarley is 
  less traveled than the road along the 
  Velverdyva and has fewer patrols, but it can 
  cut as many as three days off a journey to 
  Dyvers. 
  • 
  The road is more dangerous because it is 
  heavily wooded, providing ample places for 
  bandits to hide.  The few clearings along this 
  road are prized as safer campgrounds along a 
  dangerous path. 
  • 
  It can’t be bandits since some messengers 
  from 
  Jansen’s 
  Runners 
  have 
  also 
  disappeared. Most bandits know that the 
  Runners don’t carry anything valuable, just 
  messages. 
  • 
  It is rumored that the road is used by 
  smugglers that are working for the Family. [He 
  whispers as he says this and looks around 
  nervously.] 
  • 
  Some people say there’s a green dragon that 
  has been eating the travelers, but that’s 
  ridiculous. 
  Everyone 
  knows 
  that 
  green 
  dragons only eat adventurers. 
  Before ending the conversation, he makes sure to 
  mention: 
  “I keep saying they should send adventurers 
  to see what’s going on. But no one has been 
  brave enough to step forward.” 
  If the players visit the offices of Jansen’s Runners 
  asking about a reward, they can speak to a clerk. 
  Here is a summary of what he knows: 
  • 
  Jansen’s Runners is a message service that 
  runs between Verbobonc and Dyvers. 
  • 
  Most of the runners are young and travel 
  alone. 
  • 
  The runners do not carry anything of value. 
  • 
  The service does not transport goods, only 
  messages. 
  • 
  These disappearances have never occurred in 
  the past. 
  • 
  Jansen’s Runners does not have any enemies 
  or major competitors. 
  • 
  The service protects the privacy of their 
  customers and the content of the messages is 
  unknown to the runners. 
  • 
  The reward is 100 gold per character, plus an 
  extra 50 gold per character if any of the 
  messages can be retrieved. 
  Encounter One: Who Let the 
  Dogs Out? 
  The Gnarley is unusually quiet. Although the 
  omnipresent chatter of fauna still exists, the 
  forest is comparatively dark and silent. 
  Sometimes shadows pass by and sometimes 
  there is movement in the woods. And over 
  there, a pair of eyes or just an illusion? 
  If the players are sufficiently on edge, you may 
  want to run the following optional encounter. 
  Pick a random player and read the following to him 
  or her. 
  A chittering sound comes out of the blackness 
  as a ball of fur and teeth leaps towards you. 
  Have the players roll initiative. A squirrel falls out 
  of a tree to land on one of the characters. The 
  squirrel does not attack unless the characters 
  attack it first. If you need stats for the squirrel, use 
  the stats for the weasel on p. 282 of the Monster 
  Manual, but don’t use the Attach special ability. 
  After traveling for most of the day it is soon 
  time to make camp. Fortunately, you approach 
  a 
  large 
  clearing 
  adjacent 
  to 
  the 
  road. 
  Remnants of tents and campfires are obvious 
  and one group of about twenty humans has 
  already taken advantage of this common 
  campground. They are dressed in ratty clothes 
  and look like they have lived in the woods for 
  some time. 
  These are the Gnarley Folk. They have also 
  suffered disappearances, so they are reserved 
  and distrustful of outsiders. They Gnarley Folk 
  start off with an attitude of unfriendly. A DC 15 
  Diplomacy check is required to adjust their attitude 
  to indifferent, as detailed on p. 72 of the PHB. 
  The Gnarley Folk do not have a lot of information. 
  They live in the woods, but they don’t have any 
  
  Seen and Not Seen 
   
  Page 6 
   
  information on the disappearances. All of the 
  people who disappeared have been alone. 
  After settling in the campground, the sound of 
  horses and wagons approaches from the East. 
  There are mounted guards that wear the livery 
  of a noble house. 
  The characters can identify the symbol of Lord 
  Haxx with a DC 12 Knowledge (local: VTF) or 
  Knowledge (nobility and royalty) check. 
  The horses slow to a trot as the wagons come 
  to a halt. 
  The guards start off with an attitude of indifferent. 
  If questioned, here’s what they know: 
  • 
  The caravan contains Lady Haxx herself. 
  • 
  They 
  have 
  heard 
  rumors 
  of 
  the 
  disappearances but don’t believe them. 
  • 
  They are traveling to Verbobonc from 
  Dyvers. 
  If any characters mention the Family, the guards 
  pretend they don’t know what the characters are 
  talking about, except in the unlikely event that a 
  character is a member of the Family meta-org. In 
  that case, the guards pull that character aside and 
  explain the need for discretion. 
  When it is time to camp, ask the characters where 
  they would like to camp.  The middle of the 
  clearing is safest, so the characters probably want 
  to make camp there. The Haxx camp is to the east 
  edge of the clearing, and the Gnarley Folk are to 
  the west edge. 
  Shortly before midnight, cries come from the 
  both the Gnarley Folk to the west and the Haxx 
  guards to the east. Sounds of battle erupt all 
  around 
  and 
  you 
  hear 
  people 
  shouting 
  warnings from all around. “We’re under attack! 
  Gnolls! Gnolls!” Both camps call for help. 
  The characters need to make a choice. You 
  should discourage them from splitting the party. 
  The characters will face a smaller band of gnolls, 
  though both camps are occupied fighting other 
  gnolls. 
  Setup: The encounter is the same, no matter who 
  the party helps. The characters approach the 
  gnolls from the East or West of the camp 
  depending on which group they seek to aid (set 
  characters up on the East if they aid the travelers, 
  West if they aid the noble).  This is basically a 
  clear map as the party is well within the clearing. 
  The gnolls are a single move action away (30’) 
  from their target and the characters are in turn 30’ 
  away from them. There is ample lighting from 
  surrounding campfires, and as the characters 
  have to move before the encounter begins, they 
  can start combat with their weapons out. 
  Gnoll Raiders (4): Male Gnolls; CR 1*; Medium 
  Humanoids (Gnoll); HD 2d8+2; hp 8, 7, 6, 6; Init 
  +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14; 
  Base 
  Attack/Grapple 
  +1/+3; 
  Atk 
  +3 
  melee 
  (1d8+2/x3, Battleaxe) or +1 ranged (1d6+2/x2, 
  javelin); Full Atk +3 melee (1d8+2/x3, Battleaxe) or 
  +1 ranged (1d6+2/x2, javelin); SA --; 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 and Feats: Listen +2, Spot +3; Power 
  Attack 
  Possessions: Battle Axe, 2 javelins, Leather 
  Armor; Shield, Light Steel (rusted [half item hp]) 
  *CR is approximate they are lacking regular hit 
  points and equipment 
  The gnolls are poorly equipped and look to be 
  haggard and malnourished (thus their lowered hit 
  points and armor class).  If the gnolls beat a DC 
  10 spot check then they are aware of the 
  characters approach and open the surprise round 
  by throwing one of their javelins at the biggest 
  character and then closing into melee with the 
  nearest opponent.  If they are surprised or if they 
  are in melee when it is their turn in the surprise 
  round, then they simply engage in melee combat 
  at their initiative. 
  This group routs quickly should half of their 
  number fall (including being tripped).  They do not 
  panic as they flee and withdraw tactically.  If 
  pursued, the gnolls seek to continue their escape 
  and after 1d4 rounds they are joined by four more 
  gnoll raiders with the same statistics as their fallen 
  comrades. 
  If all the characters fall, then either the Gnarley 
  Folk or the Haxx guards rout the gnolls and 
  stabilize the characters, but the characters earn 
  no XP for this Encounter. 
  If the characters do not attack the gnolls on either 
  front then they are not accosted. 
  If the characters helped the Gnarley Folk, move to 
  Encounter 2A. If they helped the Haxx camp, 
  move to encounter 2B.  If they helped the Gnarley 
  folk, then the Haxx camp wants nothing to do with 
  them, and vice versa. 
   
  
  Seen and Not Seen 
   
  Page 7 
   
  Encounter 2A: Gnarley Folk 
  After helping the Gnarley Folk, the party is 
  approached by their leader: 
  “Thank you for your help. My name is Duell 
  and I lead this tribe.  It seems we were wrong 
  to initially distrust you. We now believe the 
  gnolls 
  were 
  responsible 
  for 
  the 
  disappearances among our people all along. 
  With your help, we were able to rout the gnolls, 
  but one of our own has gone missing. It seems 
  that a young woman was taken by the gnolls. 
  She was alive when she was taken, and if 
  there’s any hope of rescue, we would be 
  grateful for your help. We can help you track 
  the gnolls and provide some healing.” 
  The Gnarley Folk want the characters to leave 
  right away.  If the party insists on resting, the 
  Gnarley Folk allows the party to stay with them; 
  the party is able to get a full eight hours of rest. 
  The Gnarley Folk have a limited number of healing 
  spells, which they offer for free. (Depending on 
  how badly the party was injured, the DM can use 
  some discretion here to determine the extent of 
  their healing.) 
  Encounter 2B: Lady Haxx 
  After helping the Haxx guards, the party is 
  summoned to Lady Haxx’s tent. 
  Lady Haxx herself thanks you for your help. 
  “Fine adventurers, you have done a great 
  service to our house this day. Unfortunately, 
  not all is well. One of my attendants has been 
  abducted 
  by 
  those 
  gruesome 
  beasts. 
  Unfortunately, the guards have to stay here to 
  help watch the caravan, but we can reward you 
  well if you will track the gnolls to their lair and 
  find my missing attendant.” 
  Lady Haxx encourages the characters to be well-
  rested in order to be at full strength, and leave 
  when the sun is out.  The party can stay at the 
  Haxx camp for the night and get a full eight hours 
  of rest.  Unlimited healing is available at a rate of 
  10 gp per cure light wounds (Caster level 1st) 
  spell from a cleric of Olidammara traveling as part 
  of Lady Haxx’s retinue. 
  Encounter 3: Burning Down 
  the House 
  If the characters helped the Gnarley Folk, they 
  have a tracker with them. If not, then a DC 10 
  Track or Search check is required to follow the 
  trail. 
  After about an hour of travel, you come across 
  the bodies of two gnolls. The bodies were 
  simply left here without any attempt to hide 
  them. There are now two sets of tracks leading 
  from this location. 
  The gnolls had an argument on their way back to 
  their lair. Two gnolls were slain and other two 
  were sent back to the clearing to demand a 
  ransom.  
  If the characters killed any of the gnolls in the 
  nighttime attack, deduct their number from the 
  tracks the characters find here. 
  The leader continued towards the lair along with 
  the prisoner. A DC 15 Track check reveals the 
  correct path. If the Gnarley Folk tracker is with the 
  party, he automatically makes this check. If the 
  party does not make this check, allow them a DC 
  10 Spot check to notice a human female’s shoe 
  about ten yards down the path. The characters 
  should now be on the correct path. 
  The tracks lead to a well-hidden hole that leads 
  downward. If the tracks had not ended at this 
  opening, it would have been easy to walk past 
  without noticing it. The only thing emanating 
  from the hole is darkness; no light or noise 
  can be perceived. 
  The Gnarley Folk tracker does not go with the 
  characters but waits for them. The characters now 
  enter complete darkness. When the room is lit, 
  read: 
  The light reveals an antechamber of worked 
  stone that must have once been a hideout for 
  the gnolls. Crude bedrolls and refuse are 
  strewn about. Nothing of value remains. Upon 
  closer examination, this passage is clearly not 
  natural. Dust in some areas may have 
  collected for centuries before the gnolls found 
  this lair. Several passages lead from the room, 
  but all are dusty except for a western passage 
  which looks like it has been traveled. 
  The characters may want to explore the other 
  passageways. Let the characters wander for a bit, 
  if you’d like, but all other passages should 
  eventually lead to dead ends. 
  The hallways eventually leads to a trap, though it 
  is more of a puzzle. 
  An intermittent whooshing noise can be heard 
  up ahead as light emanates from around the 
  
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  corner. Taking a peek reveals an amazing 
  sight. Fire springs from the walls of a long, 
  straight hallway at random intervals. 
  Burning hallway puzzle trap: magic device; 
  proximity trigger (alarm); manual reset; spell effect 
  (burning hands, 1st-level caster, 1d4 fire Reflex 
  Save DC 12 for half); Search DC 21; Disable 
  Device DC 20. (NOTE: The search DC allows the 
  rogue to find a series of levers behind a hidden 
  panel in the stonework. The Disable Device check 
  allows the rogue to maneuver these levers to turn 
  off the fire. The panel is located in the first square 
  in the hallway.)  
  The hallway is 45 feet long and five feet wide. 
  Only the first and last squares are safe from the 
  fire. The floor is covered with rubble and so 
  characters cannot run and can only move at half 
  speed. 
  The fire actually follows a regular pattern and 
  smart players can easily move past this trap 
  without taking any damage. The pattern is as 
  follows: 
  Round 1: Fire 
  Round 2: No Fire 
  Round 3: Fire 
  Round 4: Fire 
  Round 5: No Fire 
  Round 6: No Fire 
  If you want to go into initiative rounds, the fire 
  goes off on an initiative count of 0. 
  The pattern then repeats. So on Round 7, there is 
  fire. On Round 8, there is none, etc. 
  Please note that the fire is off momentarily 
  between Rounds 3 and 4 (for about 1 second). 
  Unless a character moves more than 30’ a round, 
  the only safe time to go is during Rounds 5 and 6. 
  These bursts of flame illuminate this hallway, but 
  the fire is not bright enough nor constant enough 
  to provide illumination to other parts of the cavern 
  (such as the room in the next Encounter). 
  Encounter 4: Yip Yip the 
  Mighty 
  After going down a short hallway, you enter a 
  large cavern. The stone has given way to 
  natural earth, and it is impossible to determine 
  how large this room may be. 
  On a DC 15 Listen check, the characters hear the 
  hostage whimpering. 
  Setup:  The characters encounter Yip Yip in his 
  “lair” just after most of his pride has abandoned 
  him due to their poor treatment. The lair itself is a 
  relatively large cavern which is 60’ across all told.  
  There are several nooks and crannies (think outer 
  edge of an inkblot) and in the northeast there is a 
  mat on the ground with animal bones around it 
  and a small cage holding Yip Yip’s hostage. 
  The ground in this natural cave is covered in a 
  thick layer of sand; there is enough here to cover 
  the toes of the characters’ boots.  This has three 
  effects:  first, the DC of any Tumble check in this 
  room is increased by 2 to represent the unstable 
  flooring.  The thick sand also grants any character 
  a +2 to Move Silently checks.  Finally, the thick 
  sand allows Yip Yip to easily snuff out light 
  sources that are knocked to the ground (see 
  below). 
  Yip Yip the Mighty: Male Gnoll Rgr2; CR 3; 
  Medium Humanoid (Gnoll); HD 4d8+4; hp 22; Init 
  +0; Spd 30 ft.; AC 14, touch 10, flat-footed 14; 
  Base 
  Attack/Grapple 
  +3/+5; 
  Atk 
  +7 
  melee 
  (1d8+3/x2, Masterwork Dire Flail) or +3 ranged 
  (1d6/x3, shortbow); Full Atk +7 melee (1d8+3/x2, 
  Masterwork Dire Flail) or +5 melee (1d8+2/x2 
  Masterwork Dire Flail) and +5 melee (1d8+1/x2 
  Masterwork Dire Flail) or +3 ranged (1d6/x3, 
  shortbow); SA Favored Enemy: Human +2; SQ 
  Darkvision 60 ft., Track, Wild Empathy; AL CE; SV 
  Fort +7, Ref +3, Will +0; Str 15, Dex 10, Con 13, 
  Int 8, Wis 11, Cha 8 
  Skills and Feats: Hide +4, Listen +7, Move 
  Silently +2, Spot +7, Survival +7; Exotic Weapon 
  Proficiency (Dire Flail), Weapon Focus (Dire Flail), 
  Track, Two-Weapon Fighting  
  Possessions: Masterwork Dire Flail, shortbow, 
  20 arrows, Studded Leather Armor, potion of cure 
  light wounds 
  Yip Yip is ready for the characters.  The racket 
  caused by them encountering the fire trap means 
  that he has slinked into one of the nooks in his 
  cavern which gives him a good line of sight on the 
  characters once they get to the center of the 
  cavern (it blocks him from their vision at least until 
  they reach the center, however.  He waits there 
  taking 10 on Hide checks (thus a DC 14 Spot 
  check if his nook is fully illuminated [he has cover] 
  by the torchlight or spotted by darkvision).  If he is 
  in the “shadowy” area then add +2 to Yip Yip’s 
  Hide check. 
  
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  When he is spotted or when all the characters are 
  visible in the center of the room, Yip Yip moves up 
  and tries his best to reach and drop any 
  characters bearing sources of illumination (after 
  which he uses a move action to kick sand onto 
  them in order to snuff them out once they hit the 
  ground).  If he is successful in this task he then 
  backs off moving silently and attacking characters 
  with darkvision first and humans second as they 
  spread out to find him. (Please note that humans 
  are his favored enemy.) If dropped to ¼ of his hit 
  points he flees the combat down the trapped 
  hallway.  If cornered he attacks the weakest 
  attacker in front of him, spitting curses as he falls. 
  If the characters helped the Gnarley Folk, go to 
  Conclusion A. If they helped Lady Haxx, go to 
  Conclusion B. 
  Conclusion A 
  As you emerge from the hole, the tracker 
  warmly embraces the newly freed hostage. 
  You quickly make your way back to the 
  clearing, 
  where 
  the 
  mood 
  is 
  somewhat 
  melancholy. 
  Duell approaches you, “When the gnolls 
  approached us with their ransom demands, we 
  were able to get information out of them and 
  found where they had taken those they had 
  captured. We had hoped to find them alive…” 
  His voice trails off as he regains his 
  composure. “Here is some gold that we were 
  able to get from the gnolls. We also found 
  these.” He hands over a stack of messages 
  marked with the seal of Jansen’s Runners. 
  The trip back to Taymouth is quiet, but calm. 
  The forest no longer seems foreboding, but it 
  maintains its peace out of respect for the dead. 
  .Conclusion B 
  You quickly make your way back to the 
  clearing with the newly freed hostage, where 
  the mood is jubilant. 
  Lady Haxx approaches you and exclaims, “You 
  have done it! And she seems none the worse 
  for the wear. As promised, here is a reward for 
  your heroics, and you have earned it all, down 
  to the last copper piece! Well, if you are 
  headed back towards Verbobonc, I insist you 
  accompany us as our guests for the rest of the 
  journey.” 
  The trip back to Taymouth is joyful as you 
  develop a rapport with Lady Haxx. The forest 
  no longer seems foreboding, as the hours 
  pass as quick as lightning. 
  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. 
  Encounter 1:  
   
   
   
  120 xp 
  Encounter 3:  
   
   
   
    90 xp 
  Encounter 4:  
   
   
   
  150 xp 
  Helping the Gnarley Folk in Encounter 1: 
    
  50 xp 
  Roleplaying:  
   
   
   
    40 xp 
  Max XP: 450 xp (NOTE: characters 
  cannot get full XP unless they help the 
  Gnarley Folk during the first encounter.) 
  Treasure Summary 
  Encounter 1 loot:  
   
   
    10 gp 
  Encounter 4 loot:  
   
   
  190 gp 
  Reward from Jansen’s Runners:  
  100 gp 
  Conclusion A, Gnarley Folk reward:  
    50 gp 
  Conclusion A, bonus Reward from  
   
  Jansen’s Runners:   
   
    50 gp 
  Conclusion B, Lady Haxx reward: 
  150 gp 
  Max Gold: 450 gp (NOTE: characters cannot get 
  both the Lord Haxx and Gnarley Folk gold. 
  Also, the characters cannot get the Bonus 
  gold from Jansen’s Runners unless they help 
  the Gnarley Folk. Thus the characters cannot 
  get full gp unless they help Lady Haxx during 
  the first encounter.) 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/594/Intro mods/VERIntro4-04 - Seen and Not Seen/VERi4-04 - Seen and Not Seen.pdf