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.  
   
   
  HIGB-02 
   
   
   
   
   
   
   
  Trouble Brewing 
   
  A One-Round D&D LIVING GREYHAWK
  ®  
  Highfolk Introductory Regional Adventure 
  Version 1.0 
   
  Round One 
   
  by Todd Ammerman 
   
   
   
  Who would’ve thought that a simple gathering expedition for potion ingredients would result in learning of a 
  fundamental wrong in the Vesve Forest? An introductory regional module set in Highfolk for first level PCs 
  only. 
  
  Trouble Brewing 
   
  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. The rest of the 
  time is spent in preparation before game play, and 
  scoring after the game. The following guidelines are here 
  to help you with both the preparation and voting 
  segment of the game. Read this page carefully so that you 
  know and can communicate to your players the special 
  aspects of playing an RPGA scenario.  
   
  Preparation 
  First you should print this scenario. This scenario was 
  created to support double-sided printing, but printing it 
  single sided will work as well. There is enough room along 
  the inside margin to bind the adventure, if you desire.  
   
  Read this entire adventure at least once before you run 
  your game. Be sure to familiarize yourself with any special 
  rules, spells, or equipment presented in the adventure. It 
  may help to highlight particularly important passages.  
   
  When you run an RPGA D&D adventure we assume 
  that you have access to the following books: the Player’s 
  Handbook, the Dungeon Master’s Guide, and the Monster 
  Manual. We also assume that you have a set of dice (at least 
  one d4, d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of fun. It is 
  also a good idea to have a way to track movement during 
  combat. This can be as simple as a pad of graph paper and a 
  pencil, as handy as a vinyl grid map and chits, or as 
  elaborate as resin dungeon walls and miniatures. 
   
  Instruct the players either to prepare their characters 
  now, or wait until you read the introduction, depending on 
  the requirements of the scenario as described in the 
  introduction.  
   
  Keep in mind that you must have at least three players 
  (not counting the DM), for the game session to be a 
  sanctioned RPGA event. As well, you cannot have more 
  than six players participating in the game. 
   
  Once you are ready to play, it is handy to instruct each 
  player to place a nametag in front of him or her. The tag 
  should have the player’s name at the bottom, and the 
  character’s name, race, and gender at the top. This makes it 
  easier for the players (and the DM) to keep track of who is 
  playing which character. 
   
  The players are free to use the game rules to learn 
  about equipment and weapons their characters are 
  carrying. That said, you as the DM can bar the use of even 
  core rulebooks during certain times of play. For example, 
  the players are not free to consult the Dungeon Master’s 
  Guide when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
   
  Some of the text in this scenario is written so that you 
  may present it as written to the players, while other text is 
  for your eyes only. Text for the players will be in gray 
  boxes. It’s strongly recommended that you paraphrase the 
  player text instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters. 
   
  Scoring 
  After the players have completed the scenario or the time 
  allotted to run the scenario has run out, the players and 
  DM score the game. Complete the RPGA scoring grid 
  with names and RPGA numbers only, and the event 
  information at the top. RPGA no longer uses voting for 
  any reported results. Give the Scoring Packet to your 
  event coordinator.  
   
  
  Trouble Brewing 
   
  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 
  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 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. Three or four, or 
  sometimes even five 1
  st-level characters may find 
  difficulty with the challenges in a LIVING GREYHAWK 
  adventure. If your group is APL 1 there are two things 
  that you can do to help even the score. 
   
  1. 
  Attempt to create a table of six 1
  st-level characters, or 
  try to enlist higher-level characters to play at that 
  table. 
  2. 
  Advise characters to buy riding dogs to help protect 
  them, and fight for them. All riding dogs are 
  considered trained to attack. PCs who want their 
  dogs to attack must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates that the 
  animal will not attack that round. This is a free 
  action (spoken command) that may be attempted 
  each round. If an animal loses half or more hp in a 
  single round it flees, unless another check is 
  successful. 
   
  Time Units and Upkeep 
  This is an introductory one-round Regional adventure, 
  set in Highfolk.  Characters native to Highfolk 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. 
  
  Trouble Brewing 
   
  Page 4 
  Adventure Background 
  There’s a blighter on the loose in the southeastern Vesve 
  Forest. After having witnessed one atrocity after another 
  befall his beloved forest - from the siege of Quaalsten to 
  the sacking of Ironstead to the overthrow of Flameflower 
  and all the forested areas surrounding them - the former 
  druid had finally taken more than he could accept. As a 
  result, he lost his mind, turned against nature, and began 
  destroying the very forest he had formerly nurtured. 
   
  While gathering potion ingredients for a local sorcerer, a 
  group of adventurers discover the first signs of the 
  blighter’s handiwork. Due to their lack of experience, 
  they are unlikely to recognize the signs for what they are 
  at this time. 
   
  Adventure Summary  
   
  Encounter One 
  The PCs are encouraged to rescue a woman being 
  strangled by the branches of a nearby tree. If they aid her 
  she will deem them worthy to find her a few potion 
  ingredients from deep in the Vesve. 
   
  Encounter Two 
  Traveling in the Vesve, the PCs come across a nixie in her 
  pond. She weeps for her friend the dryad, whose tree has 
  been destroyed. If the PCs ask if they can collect a few of 
  her tears (one of the ingredients) she will agree, on the 
  condition that the PCs watch for further deforestation. 
   
  Encounter Three 
  The PCs next encounter a mounted knight. Assuming 
  the PCs treat him with respect, he will tell them his tale 
  (another potential ingredient). 
   
  Encounter Four 
  As the PCs set camp for the night, they are attacked by a 
  small group of undead animals. If victorious, the PCs can 
  collect some bone dust from the skeleton (yet another 
  ingredient). 
   
  Encounter Five 
  A centaur approaches the PCs. He will grant them a hair 
  from his tail (another potential ingredient) if one of the 
  PCs agrees to an archery contest. 
   
  Encounter Six 
  All the required ingredients collected, a locust swarm 
  attacks the PCs as they head back to Highfolk town. 
   
  Introduction 
  It’s a brisk and blustery Coldeven morning as you finish 
  purchasing your adventuring gear in the Merchant’s 
  District of Highfolk Town, either alone or with a few 
  companions. The entire district is bustling with Growfest 
  preparations, but nothing can drown out the urgency of a 
  woman’s scream coming from the garden of a nearby 
  residence. 
   
  Encounter One: Leaf Me 
  Alone! 
  Assuming they all hurry to investigate, the DM should 
  randomly determine from which direction each PC or 
  group approaches. PCs can make a Knowledge (Local-Iuz 
  Meta-Region) check of DC 12 to recognize the residence 
  as the headquarters of the Guildsmen of the High Art. 
  Read or paraphrase the following: 
   
  As you scurry to investigate the source of the scream, you 
  notice the residence seems rather large and includes a squat 
  circular tower. The commotion seems to be coming from 
  within the wrought-iron fence surrounding the garden 
  courtyard, where you see a beautiful dark-haired half-elven 
  female in the grip of the branches of several small trees. 
   
  Have the players roll for initiative and start each PC 60 
  feet from the garden gate.  
   
  APL 2 (EL 3) 
  Animated Objects, Small (tree) (4): hp 17, 15, 13, 12; 
  Speed 30 ft.; Space/Reach 5 ft./5 ft.; Hardness 5; see 
  Monster Manual page 13. 
   
  Orin Yaun: Female half-elf Sor 6/Rog 4, hp 46; see 
  Appendix I. 
   
  Tactics: The animated trees attempt to constrict any PCs 
  within their 5-foot reach; don’t forget the trees’ hardness. 
  When the PCs arrive, the woman will already be grappled 
  by one tree. She will likely deal with one tree herself, 
  which reduces the EL by 1 (from EL 4 to EL 3). 
   
  If the PCs successfully assist the woman by combating 
  the animated trees, she will thank them and invite them 
  in for a beverage and a business proposition. 
   
  Assuming they’re interested, the woman leads them into 
  a comfortable and well-appointed sitting room. While 
  she serves the tea, she explains that her name is Orin 
  Yaun, she is a Guildsman of the High Art (a group of local 
  wizards and sorcerers), and the large residence they have 
  
  Trouble Brewing 
   
  Page 5 
  entered is her organization’s Guildhall. Now would be a 
  good time for the PCs to introduce themselves. Once 
  they have, Orin Yaun goes on to say that she was the 
  subject of an assassination attempt several months ago in 
  addition to today’s attack. She’s not sure if the two attacks 
  are linked, but she is convinced that she needs 
  protection. As it turns out, the attacks have nothing to do 
  with each other – the trees were animated as a prank by a 
  ghost named Azrael that haunts the Guildhall. Azrael 
  seems to occasionally put the Guildsmen through some 
  sort of tests and also plays poltergeist-like pranks on 
  them and others at times. 
   
  Orin Yaun offers to hire the PCs to find her a few 
  ingredients she’s been told can be found in the Vesve 
  forest so that she can brew a potion to provide the 
  protection she believes she needs. If the PCs ask, the 
  sorceress explains that she can’t retrieve them herself, 
  partly because she’ll be busy with the brewing, she’s 
  afraid for her life, and she’d rather pay the PCs to do it. 
   
  Once the PCs are satisfied, Orin Yaun tells them the 
  ingredients she needs are: 
   
  - three drops from a Seelie’s stream 
  - dust of nature’s perversion 
  - the tale of a horseman (or tail of a horse-man) 
   
  If asked about the ambiguity, Orin Yaun explains that the 
  recipe was given to her verbally (they were actually 
  whispered to her by Azrael the ghost), and isn’t sure 
  herself. If pressed, Orin admits that she doesn’t know the 
  final purpose of the potion, but that she’d like to know – 
  perhaps she’ll find out while the PCs are gathering the 
  ingredients. The actual ingredients are: 
   
  - three teardrops of a fey 
  - bone dust from an undead animal 
  - ashes of a knight’s story written on parchment, or  
  centaur’s tail hairs 
   
  As the adventure progresses, the players may figure out 
  the clues to the obscure ingredient references on their 
  own. If not, they may need some help, perhaps in the 
  form of Intelligence checks or Knowledge (Arcana) or 
  Knowledge (Nature) checks vs. DC 12. 
   
  Assuming the PCs agree to her offer, the sorceress tells 
  them of a faerie pond she’s heard of in the southeastern 
  Vesve a bit south of Ironstead. She then gives them half 
  of the 200 gp payment and sends them on their way with 
  a warning - their journey may take them several weeks, 
  due to the long distance they must travel and the dangers 
  of the Vesve. 
   
  Treasure:  
   
  APL 2–coin-(100 gp). 
   
  Encounter Two: Dewdrop In 
  (Her Pond) 
  Your group has been traveling for well over a week, the 
  chilly weather gradually warming as you venture deeper 
  into the Vesve Forest, out of the stiff breezes that have been 
  whisking you along. At midday, you estimate that you’re 
  slightly over two day’s journey south of Ironstead when you 
  hear what sounds like sobbing coming from an area just off 
  the path to the east. 
   
  Take note of the approach the PCs use to investigate the 
  source of the crying – if they simply burst into the 
  clearing, make a lot of noise, or flat-out attack, the nixie 
  will retreat into her pool. Read or paraphrase the 
  following: 
   
  You enter a small clearing just in time to hear a splash and 
  catch a glimpse of tiny webbed feet as the creature they 
  belong to dives below the surface of the little pond that 
  dominates the clearing. 
   
  Once the PCs have boorishly intruded on the nixie’s 
  clearing, they must either succeed at a Diplomacy check 
  vs. DC 15 to coax her back out of her pond, or leave and 
  come back at a later time after the fey has calmed down 
  and resurfaced. 
   
  On the other hand, if the PCs are even slightly subtle in 
  approaching by using Hide/Move Silently, by distracting 
  the nixie, or some other non-threatening approach, read 
  or paraphrase the following instead: 
   
  You stealthily enter a small clearing and spy what appears 
  to be a little female elf with green hair and scaly green skin 
  sitting at the edge of a little pond. She is weeping into her 
  tiny webbed hands; as she becomes aware of your presence, 
  she looks up with a hint of fear in her wide silver eyes. It 
  seems she is about to dive into the pool, unless you can do 
  something to stop her. 
   
  If the PCs haven’t startled her, a well-phrased, polite 
  greeting followed by a successful Diplomacy check (DC 
  10) will prevent the nixie from fleeing into the safety of 
  her pond. A female PC, or a male with a charisma of 14 or 
  higher receives a +2 circumstance bonus to this check. If 
  the check is failed, she dives into the pond and they must 
  then either succeed at a new Diplomacy check vs. DC 15 
  to coax her back out of her pond, or leave and come back 
  
  Trouble Brewing 
   
  Page 6 
  at a later time after the fey has calmed down and 
  resurfaced. 
   
  If the PCs manage to convince the nixie to stay and 
  converse, she will share her story. If at any point one or 
  more of the PCs act rudely or threateningly, she will 
  attempt to use her charm person ability to bring them back 
  in line. 
   
  “My name is Dewdrop. I weep for my friend, Willowthorn, 
  because she is dying. Her tree is dying as well – the area 
  surrounding it has been burned and mysteriously 
  deforested. Neither of us saw what happened, but there is a 
  path of destruction leading west from Willowthorn’s tree. 
  I’d be in your debt if you would take the time to help us by 
  following the path and trying to figure out what happened 
  – maybe we can still save my friend’s tree.” The little faerie 
  begins to weep again. 
   
  If the PCs ask if they can collect a few of her tears (the 
  correct ingredient) or some water from her pond (the 
  wrong ingredient – it was a ‘stream’, not a pond) – in 
  return for aiding Dewdrop and her dryad friend, she will 
  question why they need the liquid. If the PCs give a 
  satisfactory explanation (the truth will do), she will agree, 
  on the simple condition that the PCs agree to keep their 
  eyes open for further evidence of the strange 
  deforestation. 
   
  The players may need a bit of help to realize that the 
  correct ingredient is her tears and not pond water – you 
  may allow PCs an Intelligence or Knowledge (Arcana) 
  checks vs. DC 12 to properly solve the “puzzle”. 
   
  Nixie: hp 3; see Monster Manual, page 235. 
   
   
  Treasure: If the PCs agree to help the nixie, 
  Dewdrop gives each PC a 50 gp sapphire in addition to 
  her tears (or pond water). 
   
  APL 2–coin-(50 gp). 
   
  Encounter Three: Tale of a 
  Horseman… 
  If the PCs agree to help Dewdrop and follow the strange 
  “path”, read or paraphrase the following. If not, skip to 
  the next ‘read-aloud text’ section. 
   
  You follow Dewdrop’s directions a few hundred yards 
  towards Willowthorn’s tree, where you come across a 
  disturbing sight – a huge circular area completely devoid of 
  living plants. Every bit of foliage in the area is brown and 
  withered, including a large willow tree in the center that is 
  clearly dying. A swath of destruction to the west provides an 
  exit to the morose clearing, lined by more withered and 
  burned shrubs and trees. 
   
  If any PC checks for tracks, there are curiously none to be 
  found (the blighter was using his druidic ability to pass 
  without trace). A Survival check vs. DC 10 will confirm 
  that there are no tracks to be found. Note that neither 
  Willowthorn the dryad nor any sign of her existence are 
  anywhere to be found – all evidence has been burned. 
   
  Whether the PCs follow this path or take a different one, 
  they will eventually cross paths with a mounted knight 
  wending his way though the trees. The only difference is 
  that they will encounter the knight after only an hour or 
  so if they follow the deforested path, but will travel for 
  several hours before they meet up with him if they take 
  any other path. 
   
  The path ahead begins to open up a bit; at the same time, 
  you hear the sound of approaching hooves. Coming into 
  view is a man in battered armor atop a weary yet noble 
  destrier. The knightly man carries a scarred black shield 
  that is decorated with a pair of golden antlers, and he wears 
  a necklace that sports the face of a calmly smiling man. He 
  pulls his mount to a halt when he becomes aware of you, 
  fixing the group with an intense gaze for what seems an 
  eternity. 
   
  The knight is using his detect evil ability on the PCs, and 
  most likely detected none among them. If by some 
  chance any of the PCs do detect as evil, he will alert the 
  other PCs and then be on his way. Otherwise, continue 
  on: 
   
  Apparently satisfied with whatever it was that he was 
  looking for, the man greets your party. “May cold iron avail 
  you, travelers. My name is Hengrist Krupp, and I am on 
  my way to Ironstead for supplies, then returning to Mitrik 
  in Veluna.” 
   
  A Knowledge (Local, Iuz Meta-Region) or Knowledge 
  (Nobility) check vs. DC 12 identifies his heraldry as that 
  of a Knight of Veluna (an order of the Knights of the 
  Hart). A Knowledge Religion check vs. DC 10 reveals his 
  necklace to be a holy symbol of Rao (followers of Rao will 
  recognize it without a check). 
   
  Assuming none of the PCs radiate evil and they treat him 
  with respect, Hengrist goes on to explain that he had 
  been 
  formerly 
  besieged 
  in 
  Quaalsten 
  and 
  was 
  subsequently captured by orcs. Having recently escaped, 
  he is currently returning to Veluna to update his orders 
  
  Trouble Brewing 
   
  Page 7 
  and doesn’t realize that most of his fellow Knights of 
  Veluna have been recalled from Highfolk by Canon 
  Hazen. The PCs may share this knowledge with the 
  paladin, assuming they know it themselves, of course – 
  have them make a Knowledge (Local, Iuz Meta-Region) 
  check vs. DC 12, or a Bardic Knowledge check vs. DC 10. 
  If the PCs record the knight’s tale on parchment, it can 
  serve as one of Orin Yaun’s potion ingredients. 
   
  Sir Hengrist Krupp: Male human Paladin 3. 
   
  Encounter Four: Road Kill 
  After the knight takes his leave, you continue along the 
  burned and scarred path for several more hours. Shortly 
  before darkness falls, you spy an appropriate campsite that 
  looks as though it will serve your needs for the evening. 
   
  The PCs may set camp for the night here, or find another 
  spot. Regardless, they are attacked by a small group of 
  undead animals during the first watch. The undead have 
  been sent by the blighter, who has become aware of the 
  PCs on his trail. After the battle, the PCs may wish to 
  collect some bone dust from the skeleton as one of the 
  potion ingredients. 
   
  APL 2 (EL4) 
   
  Wolf Skeleton: hp 32; see Monster Manual, page 226. 
  Small Viper Zombies (4): hp 10, 9, 8, 7; see Appendix I. 
   
  Tactics: Being mindless undead, these creatures have no 
  tactics to speak of. Keep in mind that the vipers can only 
  take a single move or attack action each round. 
   
  Encounter Five: or, Tail of a 
  Horse−man 
  The next morning, you continue along the deforested path, 
  constantly appalled at the destruction as you search for the 
  final ingredient. You hear the sound of yet another set of 
  hooves approaching, this time from behind. 
   
  PCs making a Listen check of  DC 10 have time (one 
  round) to act – whether it’s hiding in the woods off the 
  path, casting a defensive spell, or taking up a defensive 
  stance – before the “rider” comes into view. 
   
  This is no mere mounted rider galloping through the trees 
  this time, but instead a man with the hindquarters of a 
  sturdy horse. He pauses momentarily to contemplate you 
  with an arrow nocked to the composite longbow in his 
  hand, then begins to cautiously approach. 
   
  He is initially gruff and will certainly be insulted if the 
  PCs simply blurt out a request for hair from his tail. The 
  centaur will speak only if addressed in Elven or Sylvan, 
  and will reply in the same language; first by explaining 
  that his name is Firebolt Swifthoof, and then by asking 
  the PCs who they are and why they are in this dangerous 
  area of the Vesve so near the Defiled Glade. 
   
  Note that Firebolt, like most centaurs, favors elves and 
  half-elves and is civil to gnomes and halflings. On the 
  other hand, he will completely ignore humans unless 
  they speak Elven or Sylvan, will be downright unfriendly 
  to dwarves, and will treat half-orcs with open hostility. 
   
  If any PC politely asks for one or more hairs from his tail, 
  he will comply with their request on the condition that 
  one of them agrees to an archery contest. His intent is no 
  simple target shooting, however, but instead a duel of one 
  shot each. The centaur will let the group’s best archer 
  take the first shot. He is a monk as well as a ranger and 
  can easily deflect the arrow. When it comes time for 
  Firebolt’s shot, he will instead shoot at a dead tree limb 
  (treat as AC 15) above his opponent, causing it to break 
  off and fall on the PC’s head for 1d4 points of damage 
  (1d8 if the PC is a dwarf or half-orc, as he picks out a 
  bigger branch). If the PC is a good sport, he will then 
  provide him with three hairs from his tail and be on his 
  way. 
   
  Firebolt: Male centaur Mnk 2/Rgr 2, hp 56; see 
  Appendix I. 
   
  Encounter Six: Just ‘Plague−
  ing’ Around 
  All the ingredients hopefully collected, the PCs can head 
  back to Highfolk town. Several days into their return 
  journey, they are attacked mid-morning by a locust 
  swarm the blighter has sent. 
   
  The first few days of your return trip are completely 
  uneventful. You’re just beginning to think that you may 
  make it out the Vesve relatively unscathed when a high-
  pitched buzzing sound fills the air around you. Turning to 
  face the strange sound, your heart drops at the sight of the 
  whirling black cloud of insects that approaches your small 
  group. 
   
  APL 2 (EL3) 
   
  Locust Swarm: hp 32; see Monster Manual, page 239. 
   
  
  Trouble Brewing 
   
  Page 8 
  Tactics: The locusts attack all PCs in any four contiguous 
  5 ft. squares until the PCs drop or the locusts are 
  destroyed or driven off by fire. 
   
  Conclusion 
  Your group returns whatever potion ingredients you were 
  able to collect over to Orin Yaun at the Guildhall of the 
  High Art, your mission accomplished. The sorceress seems 
  quite pleased at your success and pays you the balance of 
  your 200 solar fee. Though you can relish in the satisfaction 
  of a job well done, you’re a bit disconcerted at the possibility 
  that someone or something is slowly but methodically 
  destroying the southeastern Vesve, and is animating 
  undead animals to boot. Perhaps something for you to 
  investigate once you’ve gained a little more experience. 
   
  Treasure:  
   
  APL 2–coin-(100 gp). 
   
  The End 
   
  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 One 
  Defeat  the animated trees. 
  APL2 90 xp. 
   
  Encounter Two 
  Collect tears from Dewdrop the nixie. 
  APL2 40 xp. 
   
  Encounter Three 
  Treat Sir Heinrich with respect and record his story. 
  APL2 40 xp. 
   
  Encounter Four 
  Defeat undead animals. 
  APL2 120 xp. 
   
  Encounter Five 
  Collect tail hairs from Firebolt the centaur. 
  APL2 40 xp. 
   
  Encounter Six 
  Defeat locust swarm. 
  APL2 90 xp. 
   
  Story Award 
  Decipher the proper potion ingredients and return them 
  to Orin Yaun. 
  APL2 30 xp. 
   
  Total possible experience:  
   
  APL2 450 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.  Because this is 
  a Regional scenario, characters may spend additional Time 
  Units to practice professions or create items immediately 
  after the adventure so this total may be modified by other 
  circumstances. 
  
  Trouble Brewing 
   
  Page 9 
   
  L = Looted gear from enemy; C = Coin, Gems, Jewelry, 
  and other valuables; M = Magic Items. 
   
  Encounter One: 
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
  Encounter Two:   
   
  APL 2: L: 0 gp; C: 50 gp; M: 0 gp 
   
  Conclusion:   
   
  APL 2: L: 0 gp; C: 100 gp; M: 0 gp 
   
   
  Total Possible Treasure 
  APL A: L: 0 gp; C: 250 gp; M: 0 gp  - Total: 250 gp 
   
  Special 
   
  Recognition of Orin Yaun 
   
  Items for the Adventure 
  Record 
   
  Recognition of Orin Yaun 
   
  Item Access 
   
  APL 2: None 
  
  <Title> 
   
  Page 10 
   
  Appendix I
  Encounter One 
   
  Orin Yaun: Female half-elf Sor 6/Rog 4; CR 10; 
  Medium Humanoid; HD 6d4+6 (Sorcerer) plus 4d6+6 
  (Rogue); hp 46; Init +4 Dex); Spd 30 ft.; AC 16 (touch 
  15, flat-footed 12) [+4 Dex, +1 amulet, +1 ring]; BA/G 
  +6/+6; Atk +6 melee (rapier, 1d6)] or +6 ranged (light 
  crossbow, 1d8); Full Atk +6/+1 melee (rapier, 1d6)] or 
  +6/+1 ranged (light crossbow, 1d8); SA sneak attack 
  +3d6; SQ elven traits, evasion, uncanny dodge (dex 
  bonus to AC), trapfinding, trap sense +1, summon 
  familiar; AL CN; SV Fort +3, Ref +8, Will +4; Str 10, 
  Dex 18, Con 12, Int 10, Wis 8, Cha 20. 
   
  Skills and Feats: Concentration +10, Decipher 
  Script +5, Disable Device +5, Escape Artist +10, Gather 
  Information +15, Hide +10, Move Silently +10, Open 
  Lock +10, Search +10, Sense Motive +5, Spellcraft +5, 
  Tumble +5; Dodge, Greater Spell Focus (Evocation), 
  Spell Focus (Evocation), Weapon Focus (ray). 
  SQ: Elven Traits (Ex)-Sleep immunity, +2 save vs. 
  Enchantment, low-light vision, proficient: longsword 
  or rapier, proficient: longbows and shortbows. 
   
  Possessions: 
  Rapier, 
  light 
  crossbow, 
  spell 
  component pouch, + 1 amulet of natural armor, +2 cloak of 
  charisma, hat of disguise, potion of cure serious wounds, +1 
  ring of protection, vest of escape. 
   
  Physical Description: Height 5 ft. 4 in., Weight 105 
  lb., long raven-black hair, ice-blue eyes. 
   
  Traits: Orin Yaun is by nature aloof, arrogant, and 
  condescending. She is also well organized and very 
  ambitious. During this adventure, she plays the damsel 
  in distress role quite convincingly in order to get the 
  PCs to help her, including flirting with charismatic 
  males. 
   
  Spells Known  (6/8/6/4; base DC = 15 + spell level, 
  17 + spell level for Evocation): 0—daze, detect magic, 
  detect poison, mage hand, message, prestidigitation, ray of 
  frost; 1st—disguise self, enlarge person, mage armor, magic 
  missile; 2nd—invisibility, scorching ray; 3rd—nondetection 
   
  Encounter Four 
  Zombie Vipers: CR 1/4; Small Undead; HD 1; hp 9; 
  Init +2; Spd 20 ft.; AC 16 (touch 13, flat-footed 13) [+1 
  Size, +2 Dex, +3 natural]; BA/G 0/-6; Atk +0 melee (1d4-
  1, slam); Full Atk +0 melee (1d4-1, slam); SQ Single 
  actions only, DR 5/slashing, darkvision 60 ft., undead 
  traits; AL NE; SV Fort +0, Ref +0, Will +2; Str 8, Dex 15, 
  Con -, Int -, Wis 10, Cha 1. 
   
  Skills and Feats: Toughness. 
   
   
  Encounter Five 
   
  Firebolt Swifthoof: Male centaur Mnk 2/Rgr 2; CR 8; 
  Large Monstrous Humanoid; HD 8d8+16; hp 56; Init 
  +4 Dex); Spd 50 ft.; AC 18 (touch 15, flat-footed 12) [-1 
  Size, +6 Dex, +3 natural]; BA/G +8/+17; Atk +12 melee 
  (longsword, 2d6+8) and +6 melee (2 hooves, 1d6+2) or 
  +14 ranged (composite long bow, 2d6+5); Full Atk 
  +12/+7 melee (longsword, 2d6+8) or +14/+9 ranged 
  (composite long bow, 2d6+5); SA Improved Grapple, 
  flurry of blows, unarmed strike; SQ Darkvision 60 ft., 
  Deflect Arrows, evasion, favored enemy (orc), Track, 
  wild empathy, Combat Style (archery – Rapid Shot; AL 
  NG; SV Fort +9, Ref +16, Will +9; Str 20, Dex 22, Con 
  14, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Hide +7, Jump +12, Listen +3, 
  Move Silently +7, Spot +10, Swim +10, Survival +13; 
  Combat Reflexes, Precise Shot, Manyshot 
   
  Possessions: +1 Longsword, +1 composite longbow 
  (+4 Str bonus), 50 arrows of distance, potion of cure serious 
  wounds. 
   
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Highfolk/592/Intro mods/HIGB-02 - Trouble Brewing/HIGB-02 - Trouble Brewing.pdf