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.  
   
  NYR4-S03 
   
   
   
   
   
   
  Extracurricular Activities 
   
  A One-Round D&D LIVING GREYHAWK® 
  Nyrond Introductory Adventure 
  Version 1.5 
  Round 1 
  by Joshua Kennedy 
  with special thanks to David Keith 
   
   
  A Royal University field trip has gone terribly wrong, and somehow you find yourself in the middle of the 
  whole mess.  Can you save a life and a reputation without turning the entire academic community on its 
  head?  A one-round introductory scenario for prudent first-level characters. 
  
   
  Extracurricular Activities 
  Round 1 
  Page 1 
  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. 
   
  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. 
  Playing the Game  
   
   
   
   
  Instruct the players either to prepare their 
  characters to participate in the adventure before the 
  session begins, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction. 
   
  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. 
  Tracking 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM fill out the RPGA Tracking 
  Sheet.  The DM should complete the top of the 
  form and list his name and RPGA number.  The 
  players should each list their name and RPGA 
  number.  After the form is filled out it should be 
  given to the Event Coordinator. 
  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, and then have any players 
  without a character create one.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
   
  Along with the other materials discussed in the 
  Preparation section above 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 
  
   
  Extracurricular Activities 
  Round 1 
  Page 2 
  # 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 
  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.  Nevertheless, if a character has 
  the Mounted Combat feat, he may bring a 
  single warhorse, light or heavy, with him in the 
  adventure and it will not count toward the APL 
  calculation. 
  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 and 
  gold a PC may gain at the end of the adventure. If 
  a player character is three character levels or more 
  either higher or lower than the APL at which this 
  adventure is being played, that character will 
  receive only one-half of the experience points for 
  the adventure.  Further, if the PC is three character 
  levels or more lower than the APL at which this 
  adventure is being played, that PC will receive 
  one-half gold for the adventure as well.  This 
  simulates the fact that either the PC was not 
  challenged as much as normal or relied on help by 
  higher-level 
  characters 
  to 
  reach the objectives. 
   
  Further, a PC who is four 
  or more levels higher than 
  the highest APL supported 
  by the adventure may not 
  play the scenario unless the 
  highest APL supported by 
  the adventure is APL 12. 
   
  Note: 
  LIVING 
  GREYHAWK adventures are 
  designed for APL 2 and 
  higher. Four or five 1st-level 
  characters may find difficulty 
  with the challenges in a 
  LIVING 
  GREYHAWK 
  adventure. If a group is APL 
  1 there are three things that 
  the group 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 adventure, 
  set in the Kingdom of Nyrond.  Characters native 
  to the Kingdom of Nyrond 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. 
  Adventure Background 
  Kerwig 
  Gablet 
  Stringson 
  Effervescery 
  Tinkenerman 
  Hosennosh 
  Kradallston 
  is 
  a 
  promising Professor of Alchemistry and the Arcane 
  Arts at the College of Autgarius in Rel Mord 
  University.  Though still young for a gnome (only 
  
   
  Extracurricular Activities 
  Round 1 
  Page 3 
  65), Kerwig has proven himself among his 
  colleagues to be a keen observer of all things 
  magical.  His dignified lineage, which he can trace 
  back to the founding of the college, sets him apart 
  from the more capricious gnomish magic users 
  such as those in the AAAA.  As an active 
  Autgarian, Kerwig has striven for years to unlock 
  the natural laws governing the use of magic.  His 
  particular academic emphasis has been the study 
  of the properties of material components for 
  arcane spells.  Recently he has developed a theory 
  regarding the necessity of material components in 
  arcane spell casting.  In order to qualify for a 
  promotion to the office of Distinguished Professor 
  in the Royal University Kerwig will present the 
  results of his recent research to the review board 
  during the annual Banquet of Distinction.  In order 
  to confirm his theory, though, he needs a sample 
  from a Displacer Beast – no easy task for a 
  bookworm like himself! 
   
  Kerwig has assigned his research assistant, 
  an 
  ambitious 
  halfling 
  named 
  Maelwyn 
  Tuckenbuck, to take a group of students to the 
  town of Arndulanth where for years there have 
  been rumors of a large, six-legged predator in the 
  nearby Gamboge.  They were instructed to secure 
  the sample by whatever means necessary and 
  return to Rel Mord before Kerwig’s presentation. 
   
  Unfortunately, there are those who would 
  rather see Kerwig fail in his efforts. Marcosh of 
  Westerwood, a prominent member of the Wadroll 
  School at the University and a member of Rel 
  Mord’s famous Wizard’s Guild, is not fond of 
  Kerwig’s efforts to demystify his craft.  Marcosh 
  believes that those seeking to understand magic 
  from a physical perspective are in fact trying to 
  steal the honor that rightfully belongs Boccob.  
  While Boccob is indeed “The Uncaring”, not all of 
  his followers are so apathetic, and Marcosh cannot 
  ignore the blasphemy of people like Kerwig 
  Kradallston. 
   
  In 
  fact, 
  Marcosh’s 
  zeal 
  is 
  fundamentally neurotic.  He has been affected by 
  certain ancient Ur-Flan texts that he has been 
  studying and has become quite mad.  As a result, 
  he plans to take whatever steps necessary to 
  prevent Kerwig from getting the material he needs. 
   Marcosh has hired a band of thugs to rough up 
  the expedition and slow them down enough that 
  Kerwig will miss his deadline.  
  Adventure Summary 
  • 
  Encounter One: A Strange Tale -  The 
  PCs enter Arness, a farming community a 
  day’s travel from Arndulanth.  There they 
  meet an Innkeeper and a minstrel who tell 
  them about some of the recent activity in 
  town.  The minstrel also tells them about 
  the local legend, the “hellcat.” 
  • 
  Encounter Two: A Stranger’s Tale - The 
  PCs travel into the Gamboge to investigate 
  the existence of the creature and the fate 
  of the other parties that recently passed 
  through. 
   
  They 
  learn 
  that 
  Kerwig’s 
  research expedition has been recently 
  attacked by bandits.  They meet the 
  Gamboge Foresters and they are asked 
  by the researchers to help secure some 
  much needed materials from the den of a 
  Displacer Beast (the “hellcat”). 
  • 
  Encounter Three: A Strange Tail - The 
  PCs explore the Displacer Beast’s lair.  
  They find the necessary materials and 
  escape a dangerously unstable portion of 
  the cave. 
  • 
  Encounter Four: Tailed by Strangers - 
  On their way to Rel Mord to collect their 
  reward the expedition and party are 
  attacked by the same thugs that originally 
  attacked the camp.   
  • 
  Encounter Five: Strange Mail - Back in 
  Rel Mord the party meets Kerwig and are 
  rewarded for their help.  They are asked to 
  help root out the source of Kerwig’s 
  problems once and for all.   
  • 
  Encounter Six: A Strange Trail - The 
  party investigates the recent attacks on 
  Kerwig’s operations and determines that 
  Marcosh of Westerwood probably had a 
  hand in the attack. 
  • 
  Encounter 
  Seven: 
  Strange 
  Ale 
  - 
  Marcosh makes one last attempt to thwart 
  Kerwig at Kerwig’s presentation at the 
  annual Wizards Banquet. 
  • 
  Encounter Eight: Stranger Than Fiction 
  - The PCs confront Marcosh and solve 
  Kerwig’s problem once and for all, one 
  way or another. 
  Preparation for Play 
  You may want to have any dwarven PCs roll a 
  Search check ahead of time for the trap in 
  Encounter Three. Since this is an introductory 
  adventure, it is not likely that any other special 
  preparation is necessary.  Even if one or more 
  characters have had interactions with members of 
  
   
  Extracurricular Activities 
  Round 1 
  Page 4 
  Rel Mord University or the Rel Mord Wizards Guild 
  there is no reason to expect that they would have 
  heard of any of the NPCs involved in this scenario. 
   
  If any of the PCs are already familiar with one 
  another they may start out the scenario traveling 
  together.  Otherwise, the PCs meet in Encounter 
  One. 
  Introduction 
  You’ve been traveling for days.  Your feet are 
  muddy, your back aches from carrying all your 
  belongings in a sack for the last however-
  many-miles, 
  and 
  now 
  it’s 
  starting 
  to 
  rain…again.  No one ever told you that being 
  an adventurer would be this much fun.  Oh, the 
  Nyrond 
  countryside 
  is 
  pleasant 
  enough, 
  especially 
  here 
  in 
  the 
  shadows 
  of 
  the 
  Gamboge, and at least you’re not at home 
  doing whatever chores those poor saps are 
  stuck with; but where are the heroic exploits 
  and the chests of gold of which you dreamt 
  when you decided to go out on your own? 
   
  As 
  dusk 
  falls 
  you 
  find 
  yourself 
  approaching the small rural community of 
  Arness.  Just one more day and you’ll be in 
  Arndulanth.  Surely you’ll be able to find some 
  adventuring work there; at least that’s what 
  you’ve been telling yourself the last few days.  
  Through the dimming light you can see 
  farmers in the nearby fields finishing their 
  evening tasks.  Candles appear in the 
  farmhouse windows and you realize that they 
  are probably sitting down to a hot meal.  Just 
  as you contemplate exactly how long it’s been 
  since you’ve had such a meal you catch the 
  sweet smell of freshly baked bread wafting 
  your way from the inn just ahead. 
  Encounter One: A Strange 
  Tale 
  In this encounter the PCs meet each other and are 
  prompted to investigate the strange creature in the 
  nearby woods. 
  The inn, which is called Hokon’s Place 
  according to the sign outside, is mostly empty, 
  but it’s far from quiet.  A large man behind the 
  bar, who might as well be wearing a nametag 
  that says “HOKON”, is clapping and stomping 
  his feet to the rhythm of a lively jig.  Two 
  barmaids dance and twirl as they clean off the 
  tables, tossing glasses and plates back and 
  forth playfully. 
   
  The music is coming from a round-faced 
  half-elf sitting on a barstool with his back to 
  the south wall.  In his lap is an old but finely 
  crafted mandolin that resonates throughout 
  the hall.  Presently you are noticed, and the 
  music stops.  “Well, bust my buttons and call 
  me a griffon’s uncle!” the half-elf exclaims. 
  “More adventurers!” 
   
  “Welcome, welcome,” the man at the bar 
  says loudly.  “My name’s Hokon, and this 
  here’s my place!  Make yourselves at home!” 
   
  It seems that a few other weary travelers 
  have followed the same enticing odor and are 
  now standing in the doorway next to you. 
   
  Hokon Halfknot and his barmaids (who are 
  also his daughters), Matilda and Gwenn, are jovial 
  and pleasant.  They welcome the PCs and are 
  happy to serve them.    Salista, the bard that was 
  playing when they arrived, will take particular 
  interest in the most heavily armed party members 
  and will take to asking them all sorts of questions 
  about the life of an adventurer; what it feels like to 
  kill something “with that big sword”, etc. 
   
  During the conversation, either as a result of 
  direct questioning or as a matter of conversation, 
  the PCs learn the following: 
  • 
  The PCs comprise the third group of 
  strangers that has passed through Arness 
  in the last week.  This is odd since the 
  town is far enough away from Arndulanth 
  that they rarely have large groups of 
  adventurers pass through at any one time. 
  • 
  About a week ago a large, poorly armed 
  group (more than a dozen) was in Hokon’s 
  Place asking about the beast of local 
  legend.  They took off into the Gamboge 
  looking ill prepared and carrying a lot of 
  paper, ink, and quills. 
  • 
  Just two days ago a group of 8 
  “adventurers”, all heavily armed, also 
  came through the village.  They were 
  asking 
  lots 
  of 
  questions 
  about 
  the 
  expedition that passed through earlier.  
  Upon learning that just such a group had 
  headed into the hills a few days before the 
  party left hurriedly without even a proper 
  meal or night’s rest. 
   
  The first group was the expedition from 
  Kerwig’s lab, headed by Maelwyn Tuckenbuck.  
  
   
  Extracurricular Activities 
  Round 1 
  Page 5 
  The second group was the band of thugs, hired by 
  Marcosh to insure the failure of the expedition.  
  They would not have been wearing their fake IFG 
  medallions.  They save the medallions until just 
  before their attack on the camp. 
   
  Should anyone ask more about the local 
  creature, Hokon will quickly tell the PCs that it’s 
  nothing but a local superstition.  Salista, though, 
  has other ideas.  He will wait until Hokon is in the 
  back room to offer more information: 
  “Superstition, my foot,” the bard half mutters.  
  “I suppose the missing livestock and eerie 
  howls late at night are just my imagination? 
   
  “Listen, you guys are adventurer’s, right?  
  Well, I’ve seen enough to know that there is 
  definitely something in that forest.  See, the 
  farmers around here are always loosing sheep 
  and cattle, but for some reason they’re content 
  to blame it on rustlers.  Take Hokon, for 
  example.  I’ve heard him talking to Gwenn 
  about something he calls the “hellcat”, but he 
  refuses to admit it openly because he doesn’t 
  want to drive away the little business he gets. 
   
  “I figure the other adventurers who came 
  through this week are after the hellcat, since 
  they all headed straight for the woods.  
  Unfortunately, I didn’t get the chance to talk to 
  any of them before they left.  If you all are 
  thinking of doing the same, would you 
  consider doing me a favor?  I’m always in 
  search of good stories and good songs.  If you 
  could bring me back a good description of the 
  hellcat I might be willing to work your names 
  into a nice epic song for posterity.  What do 
  you say?” 
  Salista doesn’t know anything else about the 
  “hellcat”, which is actually a Displacer Beast.  He is 
  sincere in his desire for a good description of the 
  animal.  If pressed further he will point out how odd 
  it is that the motley crew of a week ago seemed to 
  be armed with nothing more than a couple of 
  crossbows and a lot of books.  He hopes this party 
  is better equipped. 
   
  Salista can point the PCs toward the small trail 
  that the other parties followed into the Gamboge 
  Forest.  He suggests that the party start there, 
  since the other “adventurers” seemed to know 
  what they were after.  He doubts whether anyone 
  knows the exact location of the creature, though. 
  Encounter Two: A Stranger’s 
  Tale 
  Presumably the intrepid adventurers are interested 
  in at least taking a look in the woods for the 
  “hellcat.”  If the PCs set off in pursuit of the other 
  “adventurers” read the following. 
  Underneath the green canopy of the Gamboge 
  the thick, sweet air is a refreshing change from 
  the road dust you’ve been choking down for 
  the last few days.  The Gamboge is a dense, 
  lush forest and there are signs of life 
  everywhere as you try your best to follow the 
  tiny trail that Salista points out to you.  As the 
  path winds through the forest you catch a few 
  glimpses of the Flinty Hills to the Southeast.  
  Soon, the forest floor itself turns to rolling 
  hills.  The path you are on, which originally led 
  you due East into the forest, is slowly bearing 
  South. 
   
  A successful skill check using Knowledge 
  (Local) or Knowledge (Nature) will reveal the 
  following: 
   
  DC 10:  The Gamboge is a wild forest, claimed 
  by neither Nyrond nor The Pale.  It is rich in natural 
  resources and home to all sorts of intelligent and 
  animal life. 
   
  DC 15:  The residents of the Gamboge include 
  many humanoids as well as many different species 
  of dangerous animals. 
  A Survival check will give: 
   
  DC 15:  There are plenty of small animals 
  around, but the PCs notice that there are no signs 
  of any animals medium or larger. 
   
  DC 20 (with Track feat only):  Despite the 
  rain the PCs can tell that they are following the 
  tracks of at least one large party of humans or 
  humanoids into the forest.  They can’t tell exactly 
  how many, nor can they tell exactly how old the 
  tracks are. 
  Finally, a Spot or Listen check will give: 
   
  DC 25:  The PCs get the feeling that they are 
  being watched, but they never get a good glimpse 
  of anything more than a fleeting shadow. 
   
  The party is being watched by members of the 
  Gamboge Foresters.  The Foresters are wary of 
  the PCs, having witnessed the recent violent attack 
  of the research expedition by the hired thugs.  
  Eventually, though, the PCs stumble across the 
  ruined camp of the University expedition for 
  
   
  Extracurricular Activities 
  Round 1 
  Page 6 
  themselves.  As they catch sight of the campsite 
  read the following. 
  As the day wears on the light fades more 
  quickly in the shade of the trees than on the 
  King’s highways, and in the twilight the 
  shadows seem to dance and sway. 
   
  The trail widens slightly as you round a 
  sharp bend, and before you is a unique scene: 
  the remnants of a large camp are strewn 
  across a broad clearing.  Four tents are 
  standing at the perimeter of a 50 ft. diameter 
  circle, but others lie tattered throughout the 
  camp.  Several humans and a few elves, 
  halflings, and gnomes, all dressed in simple 
  robes, are huddled around a tiny fire at the 
  edge of the camp.  They are surrounded by 
  clothing, pots and pans, and a veritable see of 
  waterlogged parchments strewn about the 
  carpet of ferns and moss beneath your feet. 
   
  As you survey the scene you become 
  aware of a few more figures in the camp that 
  you didn’t notice at first.  Blending in to the 
  surrounding vegetation almost perfectly are a 
  handful of humans and elves that seem to be 
  helping tend to the others.  Two are standing 
  guard around the edge of the camp and two 
  more are helping to cook something over the 
  fire.  All of a sudden, a wood elf wearing a dark 
  green cloak and earth-toned adventuring gear 
  steps out of the forest. 
   
  “Halt!  We’ll have no more violence here.  
  What are your intentions, strangers?  Why are 
  you in our wood?” 
  The elf’s name is Tathre.  He and his associates 
  are members of the Gamboge Foresters, a 
  reclusive band of rangers and druids dedicated to 
  protecting the Gamboge and all of its peaceful 
  residents.  If the PCs ask about what happened, 
  Tathre will tell them the following. 
  • 
  The Gamboge Foresters are a loose-knit 
  society of Rangers, Druids, and others 
  who appreciate nature.  They form a 
  subset of the Nyrond Wilderness Alliance, 
  whose main purpose is to protect the 
  natural resources and peaceful inhabitants 
  of Nyrond’s forests and other wilderness 
  areas. 
  • 
  The Foresters heard a commotion late the 
  previous day and came to investigate.  
  They found a band of warriors attacking an 
  unarmed encampment.  The Foresters 
  chased off the aggressors, killing a few in 
  the process, and have been tending to the 
  wounded ever since. 
  • 
  The leader of the camp is a halfling named 
  Maelwyn 
  who 
  is 
  currently 
  helping 
  apportion rations and fresh food brought 
  by the Foresters to the rest of the people 
  in the camp. 
   
  The attackers were thugs, hired by Kerwig’s 
  rival Marcosh, but were disguised as members of 
  the Iron Fist Guild.  They didn’t take anything of 
  value (the researchers really don’t have anything of 
  value), 
  but 
  just 
  destroyed 
  the 
  expedition’s 
  equipment and killed a few researchers.  The PCs 
  will most likely not recognize the guild amulet, but 
  Tathre will point out that each of the assailants was 
  wearing a circular medallion with a symbol of 
  crossed gauntlets in the middle.  There are a few 
  of these lying around on the 4 arrow-riddled bodies 
  of the assailants that did not retreat fast enough. 
   
  If the PCs talk to Maelwyn they will find him to 
  be a bit absent-minded and just a little aloof.  He is 
  preoccupied with the care of his assistants and the 
  thought of the eminent failure of Kerwig’s 
  experiment. He is so distracted that it will be hard 
  for the PCs to get any straight answers out of him. 
   Allow them to attempt a DC 12 Diplomacy check 
  to get him to talk to them.  Note that any attempt to 
  Intimidate Maelwyn will result in the Foresters 
  insisting that the PCs move along, in which case 
  they will need to succeed at a DC 15 Diplomacy 
  check just to continue questioning Maelwyn.  Even 
  if none of the PCs is able to make the skill check 
  with Maelwyn, allow them to role-play their way into 
  his graces by asking him direct questions.  
  Eventually, Maelwyn will start talking straight. 
  “My name is Maelwyn Tuckenbuck.  I am the 
  head research assistant of the great Professor 
  Kradallston at Rel Mord University.  It has been 
  my honor to lead this group of student 
  researchers in pursuit of a matter of great 
  interest and importance.  I guess we just 
  looked like easy targets to these bandits.  
  Fortunately these woodsmen have been kind 
  enough to defend us. 
   
  “We are all healed now, and have enough 
  supplies to return home, but our work here is 
  not done.  I wonder if a group of adventurers 
  such as yourselves would be willing to help us 
  finish our assignment?  My master is a 
  prominent member of the academic community 
  in Rel Mord, and I would make sure that he was 
  made aware of your support.” 
  
   
  Extracurricular Activities 
  Round 1 
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  If the PCs are willing to help, Maelwyn takes them 
  a stone’s throw away from the group huddled 
  around the campfire and fills them in on the 
  details.  Otherwise, the party can go home, 
  because the adventure is over for them. 
  “Perhaps you have heard the stories of a 
  creature that lives in these woods?  I believe 
  the local farmers refer to it as the ‘hellcat.’  
  This creature does indeed exist, though it is no 
  supernatural phenomenon.  It is simply a 
  powerful and rare predator that has taken up 
  residence a bit closer to human settlements 
  than others of its kind.  Professor Kradallston 
  has asked us to observe this creature, which 
  he calls a Displacer Beast, and record in detail 
  its behaviors.  This we have done.   
   
  “There is something else, though, that is 
  vital to our research.  The professor requires a 
  sample from the creature: a tooth.  He has 
  assured us that this beast sheds its teeth 
  regularly.  Unfortunately, this magnificent 
  beast roves so far and fast, and with such 
  stealth and finesse, that we have been unable 
  to follow it’s tracks to collect a tooth in the 
  wilderness.  I believe the only reliable place to 
  find the sample is in the beast’s own lair. 
   
  “The good news is that the beast goes out 
  to 
  hunt 
  regularly, 
  so 
  there 
  are 
  many 
  opportunities to gather the tooth.  However, he 
  is never gone for long, and my men and I are 
  too weak and shaken to attempt the foray 
  ourselves.  Certainly a brave group of 
  adventurers would be capable of securing this 
  simple item.  Will you help us?  As I said 
  before, my master would certainly be very 
  grateful.” 
  Basically, Maelwyn and the other researchers are 
  scared.  They are still emotionally shaken by their 
  ordeal the previous evening, and they have seen 
  enough of the Displacer Beast to know that they 
  don’t want to get near it.  For their part, the 
  Foresters have counseled the scholars to stay 
  away from the beast and have refused to enter its 
  lair themselves.  They consider the creature to be 
  a natural animal that has more right to be in the 
  Gamboge than any “city-slickers” from Rel Mord. 
   
  The researchers will all be extremely grateful 
  to the PCs if they decide to help because the 
  assignment is very important to their work and to 
  Kerwig Kradallston’s status in the University.  If the 
  PCs agree, Maelwyn suggests that they embark 
  the following morning. 
  Encounter Three: A Strange 
  Tail 
  Now the PCs will come to understand the 
  magnitude of their task.  They must wait for the 
  terrible Displacer Beast to leave its den and then 
  quickly try to gather the necessary sample.  
  Maelwyn leads the party a few miles into the forest, 
  heading northeast.  He stops in a particularly 
  dense part of the forest and turns off the main path 
  onto a recently cleared trail, warning the PCs to 
  keep quiet.  Allow them to make Move Silently 
  checks and role-play the suspense if they are loud. 
  After a few hundred yards on this makeshift 
  trail you approach a small clearing.  Maelwyn 
  ducks behind a large tree trunk that has fallen 
  to the forest floor and urges you to do the 
  same.  On the North side of the clearing is a 
  cave entrance, about 12 feet in diameter, 
  looming 
  ominously 
  among 
  the 
  dense 
  undergrowth. 
   
  “This 
  is 
  the 
  beast’s 
  lair,” 
  whispers 
  Maelwyn.  “I dare not approach any further; I 
  must return and see to my men.  Meet us back 
  at camp when you have secured the tooth.  We 
  must leave for Rel Mord as quickly as 
  possible!” 
  The PCs should now “stake-out” the cave for a 
  while.  If they feel like rushing straight down 
  Maelwyn will warn them strongly.  Neither Maelwyn 
  nor the Foresters wish any harm to come to the 
  animal.  If they still go forward, allow a DC 13 
  Listen check to hear sounds of the beast in the 
  cave and a DC 15 Survival check (if they say they 
  are looking) to determine that the tracks near the 
  cave entrance are about 8 hours old.  If they still 
  proceed, the Displacer Beast will be happy to have 
  a mid-morning snack at its doorstep.  Please do 
  your best to dissuade them from any notions to 
  attack the creature outright. 
  Displacer Beast, Large Magical Beast (1): hp 
  51; see Monster Manual page 66. 
   
  If the PCs stay hidden, as they should, they will 
  wait for just over an hour.  During this time they 
  may make a DC 10 Survival check to notice that 
  they do not see any signs of life while they are 
  waiting.  All other animals seem to avoid this area 
  of the forest.  After the hour has passed the PCs 
  see the Displacer Beast emerge to hunt for 
  breakfast. 
   
  Describe 
  the 
  beast 
  vividly, 
  in 
  accordance with the description in the monster 
  manual, and try to awe the PCs with the beast’s 
  
   
  Extracurricular Activities 
  Round 1 
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  apparent size and strength.  Also, allow a DC 20 
  Spot check to notice its displacement ability. 
   
  After the beast is gone the party should 
  explore the cave.  Appendix B contains the map of 
  the cave.  The areas within the cave are described 
  below.  Once the party is past the entrance (Cave 
  A) the ambient light from outside is not enough to 
  see.  Keep track of the party’s marching order and 
  of how long they take in each area (especially in 
  area C). 
  Cave A 
  “A large hole in the dark green undergrowth of 
  the forest floor leads sharply down into 
  darkness.  From the shards of light leaking 
  through the canopy above you can see that the 
  shaft continues down for about 20 feet and 
  then levels off.” 
   
  This area of the cave is steep (~70°), but 
  relatively easy to climb.  It is a DC 10 Climb check, 
  so any PCs with a lot of armor have a slight 
  chance of falling.  Even then, though, they only 
  take non-lethal damage. 
  Cave B 
   
  Here is where the cave levels off.  The ceiling 
  is about 8 feet tall, but there are stalactites and 
  stalagmites everywhere. Point out that the cave is 
  wet and many of the stalagmites crumble as the 
  PCs brush past.  This is their only clue to the 
  danger in section C.  Movement is reduced to half 
  speed for everyone throughout the cavern.  Any 
  non-Dwarf PCs (even others with darkvision) must 
  make a DC 15 Spot check or DC 5 Search check 
  to notice the side passage about 5 feet into the 
  level portion of the cave.  Dwarven characters 
  automatically spot it. 
   
  A DC 25 Survival check, for those with the 
  Track feat, will reveal that the beast’s tracks lead 
  in and out of the side passage but not into the 
  stalactite chamber (section C).  
  Cave C 
   
  The stalactites in this area are unstable and 
  will begin to fall when the presence of the party 
  raises the temperature and disturbs the air and 
  walls of the room.  Secretly start keeping track of 
  rounds when the PCs first enter the area.  Once 
  two or more PCs have been in the area marked on 
  the map in Appendix B for two rounds the trap will 
  activate.  It need not be the same two PCs for the 
  duration of the two rounds.  Stalactites will then fall 
  for three rounds (going first in initiative order).  Any 
  dwarven characters may make Search checks 
  even if they are not actively searching the area for 
  traps. 
   
  As a full round action, PCs can squeeze 
  against the cavern wall along the edges of the 
  passage 
  to 
  avoid 
  the 
  falling 
  stalactites.  
  Additionally, if they succeed at a DC 10 Hide check 
  (move action) they can find cover from the falling 
  rock behind standing rock formations on the 
  ground.  A DC 20 Hide check will afford a PC total 
  cover. 
  Stalactite Trap: CR 3; mechanical; proximity 
  trigger; no reset; no bypass; Atk +10 ranged 
  (1d4+1, falling stalactite); multiple targets (all within 
  area); Search DC 19; cannot be disabled. 
  Cave D 
  “This passage is narrower than the other areas 
  of the cave, but it is much less cluttered by 
  stalactites and stalagmites.” 
  This is the beast’s path in and out of its den. 
  Cave E 
  “This is obviously the heart of the beast’s lair.  
  The remains of countless woodland creatures, 
  and even some humanoids, lie in a huge heap 
  in the far corner of the cave.  A pungent odor 
  seems to emanate from a pile of hair and 
  rotting 
  vegetation 
  in 
  the 
  center 
  of 
  the 
  chamber.” 
  In one corner of the cave is a small pool that is fed 
  by a tiny underground spring and flows underneath 
  the cave wall.  There are several teeth, both whole 
  and broken, among the remains of the Displacer 
  Beast’s past meals.  There is also a bit of treasure. 
   A DC 15 Search check reveals both.  If the PCs 
  choose to take 10 or 20 while searching the cave, 
  be sure to drum up the suspense.  They never 
  know when the Displacer Beast will return. 
  Treasure: In the pile of debris are the remains of 
  some of the beast’s sentient victims, including: 15 
  gp, 1 large ruby (20 gp), and a +1 Short Sword 
  (195 gp). 
   
  Maelwyn and the other members of the 
  expedition will be absolutely overjoyed to see the 
  PCs return with the droppings and tooth (or teeth). 
   If the PCs report any of the treasure they found, 
  the researchers insist that the adventurers keep it 
  all.  They will congratulate them for their bravery 
  and offer them their best rations, including some 
  elven cakes.  Maelwyn suggests that they leave 
  immediately for Rel Mord (since, presumably, it is 
  still before noon when the PCs return). 
  
   
  Extracurricular Activities 
  Round 1 
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  One of the Foresters, a Druid, is still helping 
  out and can heal any PCs who have been hurt. 
  Encounter Four: Tailed by 
  Strangers 
  While the PCs deal with the expedition, the thugs 
  who were driven off by the Gamboge Foresters 
  regroup and decide to attack the expedition after it 
  leaves the forest.  After one day on the road, the 
  party comes across the body of a dwarven fighter 
  lying in the road.  He is faking, of course, but the 
  PCs need a DC 18 Heal check or a DC 22 Spot 
  check to notice that his wounds are fake (ketchup 
  or something). He is not wearing the false IFG 
  medallion, but he is carrying it in his pocket. 
  Hidden behind some large rocks on either side of 
  the road (Spot DC 31) are his three accomplices, 
  the Denaella sisters (the halfling rogues).  If the 
  PCs offer aid to the Dwarf, he will take a swing 
  from prone, and the rogues will spring into action.  
  If the PCs make any indication that they do not 
  believe the Dwarf is really hurt the rogues will 
  attack immediately. 
  Male Dwarf, Ftr1: hp 12; see Appendix A. 
  Female Halfling, Rog1 (3): hp 6; see Appendix A. 
  Tactics: The rogues will flank with each other to 
  get an advantage on any fleshy-looking targets, 
  while the fighter will take on the fighters in the 
  party.  If one rogue goes down, the others will 
  continue fighting unless reduced to 2 hp or less, in 
  which case they will flee.  The Dwarf will fight to 
  the death.  The rogues will try to fight defensively 
  and feint in combat to catch their opponents off 
  guard (don’t forget, they have the Dodge feat!), 
  and the Dwarf will bully and badger the party 
  verbally during the fight, attempting to Intimidate. 
  Encounter Five: Strange Mail 
  Finally, you have arrived at the great city of Rel 
  Mord. As you pass through the city gates most 
  of the members of the expedition leave your 
  company.  Many head straight for home, but 
  you see some of the injured researchers being 
  escorted by priests into the great Temple of 
  Heironeous, just off to your left.  Maelwyn 
  leads you quickly down one of the major city 
  streets, turning north at the common square.  
  Just past a large, ornately decorated library 
  you 
  see 
  an 
  enormous 
  complex 
  of 
  interconnected 
  buildings 
  surrounding 
  a 
  verdant courtyard.  It is Rel Mord University, 
  the kingdom’s center of learning. 
  Normally, an armed group of adventurers would be 
  asked 
  to 
  show 
  credentials 
  (such 
  as 
  an 
  Adventurer’s License) in order to carry weapons in 
  the city.  However, Maelwyn seems to know 
  several of the guards at the gate and personally 
  vouches for their behavior in the city.  You don’t 
  have to mention this, unless any of the players 
  asks about it. 
  Maelwyn opens a side door in the easternmost 
  building and motions for you to follow.  Once 
  inside his pace seems to quicken.  You begin 
  to weave in and out of small corridors and 
  stairwells, and it’s hard not to become a bit 
  disoriented. Finally, after navigating through 
  several dark passages and at least two secret 
  doors, Maelwyn stops in front of a small door 
  with a frosted glass window.  Embossed on the 
  window is, presumably, the name of the room’s 
  inhabitant. 
  Give the players Player Handout #1. 
   
  “We are here,” pants Maelwyn.  “Give me a 
  moment to introduce you before you say 
  anything.  Oh, and don’t touch anything!” 
   
  Maelwyn raps lightly on the door, and, after 
  a muffled response from the other side, cracks 
  it 
  opens. 
   
  “Master 
  Kradallston, 
  I 
  have 
  returned.” 
   
  “Come in, my boy!  Do be mindful of the 
  acid next to the door, won’t you?” 
  The room is filled almost to overflowing with tables, 
  benches, stools, and chairs containing flasks, 
  beakers, pots, jars, and even mugs of liquids, 
  powders, and gasses of every conceivable color 
  and consistency.  There are also great rows of 
  books on shelves along all four walls.  As the party 
  enters, Kerwig has his back to the door, intently 
  working on something at a table on the opposite 
  side of the 20’ X 30’ room. 
   
  “Were you successful, my friend?” asks 
  the gnome at the table. 
   
  “Well…no, sir...and yes,” replies Maelwyn.  
  “We had some unusual difficulties, but we also 
  received some surprising aid.” 
   
  “Whatever 
  do 
  you 
  mean?” 
  responds 
  Kerwig.  He spins around to face his assistant 
  and, startled at the sight of so many strangers 
  in his lab, drops a flask of some dark purple 
  liquid.  As the liquid hits the floor it begins to 
  
   
  Extracurricular Activities 
  Round 1 
  Page 10 
  hiss and then erupts into a plume of bright red 
  vapor.  “Oh, drat!” exclaims Kerwig, “now I’ll 
  need another Roc egg to rebrew that elixir.  Put 
  that on the list, please, Maelwyn.”  
  Once Maelwyn introduces the PCs and explains 
  the events of the past week, Kerwig happily greets 
  the party and expresses his gratitude for their help. 
   He explains that he has had several other 
  setbacks in his work during the last few months, 
  but that this is the first time that any of his 
  assistants has actually been accosted.  In the past, 
  equipment and supplies have turned up missing, 
  but no one has ever been injured before. 
   
  Kerwig is very concerned at the news.  He is 
  convinced that someone is out to get him, but he’s 
  not sure who or why.  He begs the PCs to help him 
  find the culprit before evening falls.  His work over 
  the past year has all been in preparation for his 
  promotion board review, which is taking place 
  immediately after the annual Banquet of Distinction 
  this evening.  He needs the Displacer Beast tooth 
  for his demonstration, which should secure him a 
  permanent position at the University, as long as 
  nothing goes horribly wrong.  The PCs should 
  already have an idea where to start (the IFG 
  medallion), but Kerwig can offer one more clue.  
  He recently received a threatening letter (Player 
  Handout #2) that was sealed with the holy symbol 
  of Boccob.  He will not volunteer any other 
  information unless the PCs ask him directly.  
  Leave it up the PCs as much as possible to 
  investigate. If the PCs investigate the guild or the 
  Shrine of Boccob (in the Royal Annals) on their 
  own they should be led to each of the other 
  sources of information in turn.  If they get stuck, 
  though, Kerwig can give them the following 
  suggestions in order: 
  • 
  The Iron Fist Guild: The medallion’s worn 
  by the thugs are similar to the symbol on 
  the office building of a local mercenary 
  guild. 
  • 
  Shrine of Boccob:  Worshippers of 
  Boccob, particularly those among the 
  Wizards Guild, pay tribute to The Uncaring 
  One at this shrine inside the library.  
  Perhaps the author of the threatening 
  letter can be found there. 
  • 
  Jergon Blackbelly: Kerwig’s childhood 
  friend, and a Patron of the Arcane 
  Wanderer, usually has his finger on the 
  pulse of the city.  If anything strange is 
  afoot, he usually knows about it first. 
  • 
  University Professors: Other members 
  of the Royal University have witnessed the 
  problems that Kerwig has experienced, but 
  have refused to get involved for the sake 
  of impartiality.  Perhaps they will speak 
  more openly with a group of neutral 
  outsiders. 
  Kerwig asks the PCs to gather as much 
  information as they can before dinner, which gives 
  them just under two hours.  After that, it will be too 
  late to do anything about it.  He invites them to be 
  his guests of honor at the banquet, and he hopes 
  that they will also be available to guard him should 
  anything else unpleasant arise.  He will offer as 
  many cure potions as the PCs need to heal 
  completely. 
  Encounter Six: A Strange 
  Trail 
  In this encounter the PCs will track down clues to 
  the identity of Kerwig’s enemy, who is actually 
  Marcosh of Westerwood.  Marcosh always wears a 
  dark purple cloak and has a large amulet bearing 
  the holy symbol of Boccob.  He is a professor of 
  the History of Magic in the Flanaess at the 
  University.  He teaches at the Wadroll School, 
  whose members are generally traditionalists since 
  it is one of the original colleges in the University 
  and was founded by the Rel Mord Wizards Guild. 
   
  Marcosh 
  has 
  recently 
  gone 
  mad 
  from 
  overexposure to certain Ancient Ur-Flan texts.  His 
  studies have made him believe that magic is a gift 
  from Boccob and that any practicers of magic who 
  do not worship Boccob are blasphemers.  The 
  most egregious offense to Boccob, in Marcosh’s 
  mind, is Kerwig’s attempt to explain magical 
  energy in physical terms.  His experiments, which 
  attempt to demystify the casting of spells, are an 
  affront to Boccob’s glory.  Thus, Marcosh believes 
  that Kerwig must be prevented from gaining any 
  improved status in the University so that his 
  blasphemy will not spread.   
   
  This is silly, of course, since Boccob is True 
  Neutral and doesn’t care who pays him honor and 
  who doesn’t.  If Kerwig succeeds in impressing the 
  University leadership with his research, though, 
  Marcosh plans to murder him as an example of the 
  fate that awaits those who blaspheme Boccob. 
   
  The PCs may gain information at each of the 
  following locations.  It is not necessary for them to 
  visit each one, but they should visit as many as 
  they need in order to present some real evidence 
  
   
  Extracurricular Activities 
  Round 1 
  Page 11 
  to Kerwig.  Keep track of game time as they 
  investigate, since they only have two hours to 
  complete their questioning.  Unless they are 
  running everywhere they go, or paying luxury 
  upkeep to take a taxi, the city is big enough to limit 
  their investigations to two or three of the following 
  leads. 
  The Iron Fist Guild 
   
  The main offices of the Iron Fist Guild are 
  located inside a large brick building near the center 
  of town, just to the north of the Royal Palace.  
  Stanel, the officer at the front desk, is a huge man 
  who looks extremely uncomfortable sitting in a 
  small chair in the front room of the office building, 
  and his demeanor is quite gruff.  He will resent the 
  PCs questions (Diplomacy DC 16 to get him to talk 
  at all) unless they show him the medallion found 
  on the bodies of the thugs that attacked the 
  expedition.  He will immediately recognize the 
  medallion as a fake and become extremely 
  interested in what the PCs have to say.  After 
  they’ve told him their story he will tell them what he 
  remembers about a strange encounter a couple of 
  weeks earlier. 
  “Now that you mention it, there was this one 
  fellow in here just a couple of weeks ago.  He 
  wanted to hire us to do a little dirty work for 
  him.  We’re not strictly opposed to that sort of 
  thing, if the money is right, but this was 
  different.  He wanted us to rough up a group of 
  unarmed schoolboys or something like that.  
  That’s just not the kind of thing that helps 
  build a good reputation, so we didn’t take the 
  job.  He never did give his name - just let his 
  money do the talking – and I never got a good 
  look at his face underneath that purple hood.  
  He did make a point, though, of telling me that 
  it was for the glory of Boccob…whatever that 
  means. 
   
  “Listen, if you’re after this guy, we’re 
  behind you 100%.  It just won’t do to have 
  common 
  criminals 
  impersonating 
  guild 
  members.  You bring me some more evidence, 
  and 
  I’ll 
  make 
  sure 
  you’re 
  properly 
  compensated for your time.” 
   
  Stanel will take the false medallion, along with 
  any others the PCs have, and he will immediately 
  begin writing a message to members of the guild 
  leadership (who are in the training camp outside of 
  town). 
  Stanel, Male Human(Oeridian) Ftr7: hp 63; see 
  Appendix A. 
  Shrine to Boccob 
  The only official honor to Boccob in Nyrond’s 
  capitol city is inside the Royal Annals.  The Annals 
  are housed inside a large marble and granite 
  building consisting of a central domed structure 
  and three main wings.  Above the oak door that 
  serves as the main entrance is carved the words, 
  “Knowledge is the Gods’ Greatest Gift.”  Inside the 
  library are shrines to many of the deities important 
  to scholars and magic users, including Boccob, 
  Delleb, Lydia, Zuoken and even Labelas Enoreth.  
  Unfortunately, 
  only 
  University 
  students 
  and 
  professors are allowed free access to the library.  
  The PCs will have to convince the attendent just 
  inside the front door that they are working for 
  Kerwig in order to gain entrance.  They can try 
  Diplomacy (DC 15) with the following modifiers to 
  the attempt: 
  • 
  One or more party members are wearing 
  medium or heavier armor: -2 
  • 
  One or more party members are carrying 
  visible weapons: -2 
  • 
  The PCs mention that they are friends with 
  (or working for) Kerwig: +2 
  • 
  There is at least one wizard in the party, 
  and that wizard aids in the diplomacy 
  attempt: +2 
   
  If successful, the PCs will be allowed to pay 
  the standard fee of 10 gp a piece (not part of 
  standard upkeep) for access to the library, but they 
  will be required to leave their weapons at the door. 
   
  Sneaking in is also an option, of course, since 
  the receptionist does wander away from time to 
  time.  However, it will take some effort (and time).  
  Adjucate accordingly.  There are two guards that 
  roam the library grounds (but stay well clear of the 
  interior). 
  University Guard, Male Human(Oeridian) War5 
  (2): hp 48. 
   
  There is a log book at the front desk of the 
  library’s patrons.  Marcosh’s name is there often, 
  but so are many, many others. 
   
  Once inside, the PCs can find the shrine to 
  Boccob in the far end of one of the three wings in 
  the library.  Let them wander around a little bit to 
  get a feel for the age and magnificence of the 
  library.  It is an ornate structure inside and out.  
  There are a few other people doing research in the 
  library, but none will be too willing to engage in a 
  conversation.  After all, they have paid good 
  money to be here. 
  
   
  Extracurricular Activities 
  Round 1 
  Page 12 
  “In the southern wing of the library stands a 
  large pedestal in the middle of a golden 
  pentagram inlaid in the stone floor.  Atop the 
  pedestal floats a permanent, illusory eye, 
  rotating slowly and never blinking.  Each of the 
  two altars on opposite sides of the pillar hold 
  candles and other simple offerings to The 
  Uncaring One.  A short half-elf is lighting a 
  candle as you approach, but soon turns to 
  thumbing through the volumes on a nearby 
  shelf.” 
  The half-elf is Sarrus Tallowell, a professor of 
  Evocation in the Wadroll School and a member of 
  the Wizards Guild.  If the PCs talk to him about 
  Kerwig’s letter and/or the mystery man wanted by 
  the Iron Fist Guild he will readily tell them 
  everything he knows: 
  “Hmmm…that is somewhat unsettling.  Of 
  course, it’s none of my business; and it’s not 
  as though the behavior you’ve described 
  would be particularly offensive to Boccob.  
  Still, from what I’ve seen, Kerwig is a fine 
  fellow and a very good alchemist.  I can’t 
  imagine who would want to ruin his reputation. 
   
  “Certainly there are a few professors at the 
  University 
  who 
  disagree 
  with 
  Professor 
  Kradallston’s objectives.  I know some of the 
  Wadroll professors take issue with his efforts 
  to demystify their art.  Personally, I think it’s 
  fascinating.  I mean, there must be a reason 
  why there are so many different forms of magic 
  in Oerth.  Anyway, I’m sorry I can’t be of more 
  use to you.  I do wish Kerwig all the best in his 
  performance tonight.” 
  If pressed for more information, Sarrus will 
  suggest that the PCs visit the Arcane Wanderer.  
  Despite being a haven for sorcerers and bards it is 
  also a center of informal discussion on magic in 
  the city.  Many debates about the principles of 
  magic are conducted there, and Kerwig is known 
  to frequent the tavern for that very reason. 
  Sarrus Tallowell, Male Half-Elf Wiz6: hp 19. 
  Jergon Blackbelly 
   
  The Arcane Wanderer is a tavern that was 
  established in CY588 by a pair of Royal University 
  dropouts who had a natural talent for magic.  Since 
  then, the Wanderer has been a central gathering 
  place for spontaneous casters of all kinds, as well 
  as those willing to be entertained by them.  The 
  main room contains a small stage where magic 
  users practice and entertain.  The back room, 
  however, is even larger and contains a huge 
  hearth along the northern wall and plenty of 
  comfortable seating.  A bar along the western wall 
  serves the Wanderer’s patrons as they discuss 
  matters of magic, politics, adventuring, and 
  anything else of interest. 
   
  The Arcane Wanderer’s founders and owners, 
  Genris Venderin and Ytalis Fostin, are currently 
  away.  Jergon Blackbelly is acting as the manager 
  in their absence. 
   
  If the PCs start asking around concerning 
  Kerwig or any of the names they might have gotten 
  from Sarrus they will be directed to Jergon, who 
  oversees the discussion parlor every night.   
  Jergon Blackbelly, Male Human Sor7: hp 29. 
   
  Jergon is an avid sorcerer who loves being 
  able to “show up” the wizards in town by casting 
  the same spell several times in a row.  However, 
  he is quite respectful of the wizards who actually 
  show their faces in the Wanderer, rather than 
  remaining in their “lofty” towers.  If the PCs ask 
  about Kerwig, Jergon relates the following: 
  “Yeah, that Kerwig is a fine fellow, if you ask 
  me.  He ain’t gifted like most of us here, but he 
  gives the right respect to sorcerer and wizard 
  alike.  Seems to me we see him in here about 
  once a month or so, usually asking folks about 
  how they feel when they use magic and other 
  weird stuff like that. Anyway, I remember pretty 
  good the last time he was in here.  Got into 
  some kind of debate with some of those 
  wizards from the guild.  Don’t know what they 
  were doin’ in here.” 
  If the PCs continue prodding, or if they ask about 
  any of the names that Sarrus might have given 
  them, Jergon will tell them: 
  “Well, we have pretty lively discussions in the 
  Wanderer most nights, but a few weeks ago 
  there was some big bru-ha-ha that didn’t even 
  involve any of the regulars.  It was just good 
  ole’ Kradallston and a couple of guys from the 
  Wizards Guild.  I didn’t recognize those other 
  guys, all except that one with the purple cloak - 
  I’ve seen him around town a bunch. 
   
  Anyway, he was goin’ on and on about how 
  Kradallston was no better than ‘those aberrant 
  heathens’ or something like that.  They all 
  stormed out of here in a huff, but that one fella 
  stopped at the door and yelled back something 
  about Boccob’s story, or was it Boccob’s 
  glory?  Something about Boccob.  Off his 
  rocker, if you ask me.” 
  
   
  Extracurricular Activities 
  Round 1 
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  If the PCs make it clear that their investigation 
  is of great importance to Professor Kradallston, 
  Jergon will try his best to remember some more 
  details.  He will recall that the man in the purple 
  cloak had a name that started with ‘M’ and bore a 
  huge holy symbol of Boccob around his neck. 
  University Professors 
  If the PCs ask around in general at the Royal 
  University, assuming they have visited at least one 
  of the other places already, they may find out the 
  information below with a successful Gather 
  Information check.  Encourage them to assist each 
  other in their rolls.  If they have not investigated 
  any other lead when they start asking around the 
  University they learn very little other than that 
  some professors in the Wadroll School disagree 
  with Kerwig’s approach to magic. 
   
  DC 10:  Professor Westerwood is one of the 
  head instructors of magic in the Wadroll School of 
  the University.  The Wadroll School is one of the 
  founding colleges in the University and has strong 
  ties to the Rel Mord Wizards Guild. 
   
  DC 13:  The only professor at the University 
  who consistently wears a large, purple cloak is 
  Marcosh of Westerwood, a professor of the History 
  of Magic in the Flanaess.  Marcosh is an 
  accomplished historian but a mediocre magician. 
   
  DC 16:  Kerwig and Marcosh have been 
  overheard in the halls of the University from time to 
  time having heated discussions about the nature of 
  magic, and the sources of magical power on 
  Oerth.  However, Marcosh and Kerwig have 
  generally avoided each other lately. 
   
  DC 19:  Marcosh of Westerwood has been 
  more withdrawn over the last month.  He has failed 
  to attend several University socials, and his 
  students report that he has seemed less focused 
  in class.  He has even missed a few of his own 
  classes. 
   
  If the PCs visit Westerwood’s office they will 
  be turned away by his secretary.  The secretary, a 
  timid acolyte, will tell them that Marcosh is in his 
  office preparing his lectures and cannot be 
  disturbed.  However, she will be happy to leave 
  him a message if the party desires. 
   
  Also, the door to his office is Arcane Locked.  
  If they try to force their way in, a magical alarm will 
  sound and 6 guards will arrive in 5 rounds. 
  University Guard, Male Human(Oeridian) War5 
  (6): hp 48. 
  Encounter Seven: Strange 
  Ale 
  If the PCs arrive back at Kerwig’s office in time 
  (before the banquet) and tell him what they have 
  discovered he will be mildly surprised.  He is 
  aware, of course, of his disagreements with 
  Marcosh, but he never imagined that Marcosh 
  would be so bold as to interfere violently.  He 
  thanks the PCs for their help and asks them to 
  accompany him to the banquet as his guests of 
  honor and also for protection.  Maelwyn also 
  attends. 
   
  If, however, the PCs take too much time 
  investigating and miss the beginning of the 
  banquet, Maelwyn will meet them in Kerwig’s office 
  and escort them to the banquet.  In this case, they 
  do not have time to warn Kerwig of the identity of 
  his nemesis.  They arrive just after dinner and just 
  before Kerwig’s presentation, and they must stand 
  along the side of the room for the show (see 
  Appendix B for a map of the banquet hall). 
   
  In either case, when the PCs arrive at the 
  banquet hall they are asked to leave their weapons 
  outside.  They may keep their armor, if they wish, 
  though they receive many strange looks if they do. 
   There is a guarded closet where their weapons 
  and other cumbersome gear may be stored.  This 
  is very important!  It is designed to slow the PCs 
  down in Encounter Eight so that Marcosh has 
  enough time to prepare for combat. 
   
  If the PCs arrive on time, read or paraphrase 
  the following: 
  Dinner is an amazing medley of exotic foods 
  and drink. The aroma of a dozen unfamiliar 
  spices permeates the room as a servant 
  follows you into the banquet hall pushing a 
  tray of goblets filled with a bright orange liquid 
  that bubbles slightly as the cart rolls along.  
  Kerwig leads you to the head table and invites 
  you to sit on either side of him.  He introduces 
  you to several men and women who are the 
  official representatives from each of the 
  colleges 
  in 
  the 
  University. 
   
  The 
  most 
  significant of these is Tielle Lanahn, the 65 
  year old dean of the College of Autgarius. 
   
  “This is the lady who will ultimately decide 
  the fate of my career,” Kerwig says as he 
  introduces her. 
   
  “Nonsense, Kerwig.  You are so dramatic!  
  Besides, I’m sure you’ll do fine tonight.”  She 
  
   
  Extracurricular Activities 
  Round 1 
  Page 14 
  takes a seat at the end of the head table and 
  everyone begins to eat. 
  Kerwig asks the PCs to be vigilant.  Marcosh has 
  done some surprising things lately, and Kerwig 
  doesn’t know where he’ll draw the line.  He is very 
  worried that Marcosh will do something during his 
  presentation. 
   
  If, however, they are late read or paraphrase 
  this: 
  As the door to the banquet hall opens the 
  aroma of a dozen unfamiliar spices spills out 
  into the corridor.  The room is filled almost to 
  capacity with scholarly types, and several 
  servants bustle back and forth filling empty 
  goblets with strangely colored liquids.  Kerwig 
  is seated in the middle of the head table at the 
  far side of the room, but that area is roped-off 
  and guarded by half a dozen University guards. 
   The usher at the door points to a section 
  along the east wall where there is some 
  standing room.  It looks like the presentation 
  will begin shortly. 
  The PCs will not be allowed to approach Kerwig’s 
  table in person, but they use any other means they 
  can think of to get him a message.  He will 
  acknowledge their presence but will be unable to 
  invite them to sit with him since the seats of honor 
  have already been taken by University dignitaries. 
  The Presentation 
  After dinner Tielle Lanahn, the chair of the 
  promotions 
  committee, 
  makes 
  a 
  short 
  introduction and then gives Kerwig the floor.  
  He rises from his seat and begins to speak. 
   
  “My friends and fellow scholars, I am 
  pleased to unveil to you tonight the fruit of 
  many sleepless nights and much blood, sweat, 
  and tears.  Before starting I would like to 
  publicly thank my personal assistant, Maelwyn 
  Tuckenbuck, 
  as 
  well 
  as 
  these 
  brave 
  adventurers here who have been an invaluable 
  help in overcoming recent opposition to my 
  work.” 
   
  With that, Kerwig pauses for a moment and 
  surveys the room, pausing momentarily when 
  his gaze meets the icy stare of a man at the 
  other end of the room wearing a bright crimson 
  cloak. 
   
  “Magic can be found in all walks of life. I 
  have hoped for more than a year now to find a 
  connection 
  between 
  the 
  various 
  manifestations of magical energy, and I am 
  confident that I have made some progress in 
  the right direction.  I will now ask my 
  assistants to come forth.” 
   
  Two people step into the middle of the 
  floor.  One is a mature elf and the other is a 
  human in his late thirties. The human pulls a 
  piece of blue leather from a pouch in his belt, 
  tosses it in the air, utters a short incantation 
  and waves his hands in a deliberate pattern.  
  As the scrap of material descends it erupts in a 
  puff of blue smoke and the man seems to 
  flicker for a minute.    You blink, and when your 
  eyes focus again the man seems to be 
  standing a few feet to the side of where he 
  started.   
   
  The elf humphs audibly.  Then, making 
  similar gestures and sounds but producing no 
  leather, he flickers briefly in the same way as 
  the human. 
   
  Kerwig descends from the head table down 
  to the banquet hall floor and stands between 
  his two assistants.  “You will all recognize this 
  spell as Displacement, I’m sure,” Kerwig says, 
  waiving his hand through the illusory bodies of 
  his assistants.  “Daol, here, has used the 
  leather of a Displacer Beast’s hide to empower 
  his incantation, but Ethyk has needed no such 
  focus.  He has learned to cast the same spell 
  without the essence of the magical beast for 
  which the spell is named. 
   
  “Now, why did Daol need the beast’s hide? 
   Is the displacing magic held in the skin of the 
  beast itself?  Certainly not!  The leather is 
  completely mundane once separated from the 
  living creature, so what is so special about it?  
  If the leather contained the necessary energy, 
  why could Ethyk reproduce the spell with no 
  materials at all? 
   
  “I submit to you, my would-be peers, that 
  the leather is a crutch.  It is nothing more than 
  a lump of inert matter.  If we can train our 
  students to understand this principle, perhaps 
  we can make them more versatile!” 
   
  A wave of whispers and murmurs spreads 
  through the crowd, and you hear more than 
  one 
  person 
  near 
  you 
  expressing 
  their 
  contempt for what Kerwig has asserted. 
   
  “Now, now, my friends, I know that this 
  flies in the face of tradition, but I would like a 
  chance to prove what I am saying.  Daol has 
  not learned to cast spells in the same way as 
  Ethyk, who eschews the material components 
  
   
  Extracurricular Activities 
  Round 1 
  Page 15 
  that we in the University teach are necessary.  
  However, I will now ask him to cast the spell 
  again using a different component altogether.” 
   
  With this, Kerwig produces a small white 
  object that you recognize immediately as the 
  tooth that you found in the Displacer Beast’s 
  lair.  Kerwig whispers in Daol’s ear and hands 
  him the tooth.  Daol clenches the tooth in one 
  hand and commences the incantation again.  
  He finishes, flickering as before, and opens up 
  his hand to reveal the still present tooth.  He, 
  along with everyone else in the room, is 
  astonished to see that he is now displaced 
  once more.  A few people begin clapping.  
  Then, all of a sudden, everyone is on their feet 
  and applauding. 
   
   “My fellow magicians,” Kerwig exclaims, 
  “Daol has cast the same spell, but has 
  focussed upon the tooth of the Displacer Beast 
  instead of consuming its hide.  Before long, I 
  predict that Daol will be able to cast in the 
  same fashion as Ethyk and others like him who 
  are able to forgo the use of such materials 
  altogether.” 
   
  Just then, the doors burst open and a 
  raspy 
  voice 
  booms 
  from 
  the 
  entrance.  
  “Blasphemer!  Usurper!  How dare you 
  dishonor he who has given mortals the power 
  of the Gods?!”  There is no one visible in the 
  door. 
  Marcosh 
  of 
  Westerwood, 
  Male 
  Human 
  Exp1/Wiz3: hp 15; see Appendix A. 
  Marcosh has taken a potion of invisibility.  He 
  believes, irrationally, that he is acting in the name 
  of Boccob.  He thinks that by being invisible that 
  everyone will think that Boccob himself is attacking 
  Kerwig.  He has forgotten, though, that he will 
  become visible once he attacks!  He uses his 
  surprise action to cast Magic Missile at Kerwig.  He 
  then realizes he is visible and has to roll initiative, 
  along with everyone else.  Roll initiative for Kerwig, 
  Tielle, and a few other wizards in the audience.  All 
  of the other attendees will spend several rounds 
  casting defensive spells on themselves.  A few will 
  be of high enough level to teleport away.  
  Generally, the room is in chaos, and there is no 
  one willing to risk themselves in Kerwig’s defense 
  or Marcosh’s pursuit.  The few armed guards will 
  escort various dignitaries out of the room through 
  the side doors.  The only exceptions are Maelwyn 
  and Tielle, who rush to Kerwig’s aid on their 
  initiative but can offer no help to the PCs because 
  they are focussed on protecting their friend.  For 
  his part, Kerwig is stunned by the attack and 
  cowers behind whatever cover is available, 
  latching on to Tielle as she comes to help.  If any 
  of the PCs aid Kerwig, Tielle assures them that 
  she will attend to him and urges the PCs to catch 
  Marcosh before he flees.  NOTE: Tielle does not 
  say “kill” Marcosh, she says “catch” him. 
  Encounter Eight: Stranger 
  than Fiction  
  The PCs emerge from the banquet hall just in time 
  to see Marcosh turn a corner in the passage to the 
  north.  He is headed for his office.  If the PCs have 
  been there already they may make an Intelligence 
  check (DC 13) to recognize this area of the 
  campus and navigate their way to his office.  
  Otherwise they will have to find Marcosh’s office 
  among the many others as shown on the map in 
  Appendix B.  Remember that the PCs weapons 
  (and possibly armor) are in the closet just outside 
  the banquet hall. 
  Marcosh 
  of 
  Westerwood, 
  Male 
  Human 
  Exp1/Wiz3: hp 15; see Appendix A. 
  Tactics: Once he realizes that he has become 
  visible, Marcosh withdraws to his chambers to 
  gather his most vital possessions and flee the city. 
  If the PCs stop to gather their equipment Marcosh 
  has time to use scrolls of mage armor and shield 
  on himself.  If the PCs take the time to don armor 
  (if they had previously removed it) before following 
  Marcosh, he drinks another potion of invisibility.  
  Marcosh will try to subdue as many party members 
  as possible with Color Spray first.  He will then use 
  his damaging spells on the most threatening 
  characters (like fighter types).  Finally, he will 
  resort to melee with his quarterstaff, but will all the 
  while attempt to safely flee. 
   
  Marcosh’s only aim at this point is to escape.  
  If all the PCs are rendered unconscious or 
  otherwise incapacitated, Marcosh will flee.  He will 
  leave everything and flee the city as quickly as 
  possible.  In this case, the PCs do not receive the 
  XP for defeating him.  They also do not receive the 
  Thanks of the Wizards Guild, but they still have the 
  Favor of Kerwig for everything they’ve done up to 
  this point. 
  Treasure: Most of Maelwyn’s possessions would 
  be of little value to any sane person.  However, he 
  does carry a Ring of Protection +1 (167 gp). 
   
  After the combat is over the PCs will have a 
  couple of rounds to look around before the 
  University Guards arrive.  Marcosh’s journal 
  
   
  Extracurricular Activities 
  Round 1 
  Page 16 
  (Player Handout #3) is open on his desk.  NOTE:  
  If the PCs take any of Marcosh’s belongings other 
  than the journal they will not earn the favor of the 
  Wizards Guild.  On the other hand, if they leave his 
  office intact, the University gives the PCs an 
  additional reward for their tact. 
  Conclusion 
  There are several things the PCs may want to do 
  after the fight with Marcosh.  Allow them to discuss 
  with themselves who they would like to talk to 
  before considering the adventure complete. 
  Marcosh’s Quarters 
   
  The PCs will find several interesting tomes in 
  Marcosh’s office that detail ancient Ur-Flan beliefs 
  and rituals. His journal, which details his descent 
  into insanity, is lying open on his desk (see Player 
  Handout #3). 
  Kerwig Kradallston 
  If he survives the day Kerwig couldn’t be 
  happier with what the PCs have done to help.  He 
  rewards them another 50gp each and tells them 
  that he will be glad to let them take his courses at 
  the University for free anytime they qualify. 
  Wizards Guild 
   
  If the PCs defeat Marcosh without killing him 
  and do not loot his office they will have the thanks 
  of the Wizards Guild for rooting out his insanity. 
  Iron Fist Guild 
   
  If the PCs show Marcosh’s journal to Stanel at 
  the Iron Fist Guild they will have the thanks of the 
  guild and a standing invitation to join them once 
  they meet the requirements. 
  Salista 
   
  Finally, if the PCs remember to track down 
  Salista back in Arness and tell him about the 
  Displacer Beast (or if they did this on their way to 
  Rel Mord) he will be forever grateful.  He will honor 
  his promise and write a flattering ode about the 
  brave adventurers who took on the terrible beast 
  and escaped unscathed from its lair with secret 
  knowledge for the great Royal University. 
   
  Once the PCs have decided what they will do, 
  read or paraphrase the following: 
  In the days since the University’s Banquet of 
  Distinction the school has been abuzz with 
  rumors of Kerwig’s strange new teaching 
  method.  Apparently, using an inert focus, 
  where the material of the focus is somehow 
  connected to the usual spell component, has 
  helped several students gain the ability to cast 
  spells without the need of their component 
  pouches.   
   
  Unfortunately, the Ur-Flan texts spoken of 
  in Marcosh’s journal have not yet been located, 
  and some of the more experienced faculty 
  seems to be less interested in Kerwig’s 
  promotion that they are in the recovery of 
  those dangerous scrolls.   
   
  As you leave, Kerwig himself escorts you 
  to the gates of the city.  “I don’t expect all of 
  you to understand just how much you’ve 
  helped me,” he says as you arrive at the gates, 
  “but I owe you a great deal more than my life.  
  Without your assistance it may have been 
  years before I would be given another chance 
  to prove my usefulness to the college.  I hope 
  you’ll come visit me again whenever you are 
  passing through.  Perhaps there will be other 
  opportunites for seasoned adventurers such 
  as yourselves to lend a hand to academia.” 
   
  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 role-playing) to each 
  character. 
  Encounter Three: A Strange Tail 
  Stalactite Trap, EL 3 
   
  90 xp 
  Encounter Four: Tailed by Strangers 
  Hired Thugs, EL 3 
   
  90 xp 
  Encounter Eight: Stranger than Fiction 
  Marcosh of Westerwood, EL 4 
   
  120 xp 
  Story Award 
  Obtain Displacer Beast Samples: 
   
  20 xp 
  
   
  Extracurricular Activities 
  Round 1 
  Page 17 
  Return to Salista to tell him about the encounter: 
   
  10 xp 
  Identify Marcosh as the aggressor… 
   
  10 xp 
  …and returned to Kerwig in time for the banquet: 
   
  10 xp 
  Show Marcosh’s journal to the IFG: 
   
  10 xp 
  Leave Marcosh alive, if possible, and leave his 
  belongings intact: 
   
  10 xp 
  Discretionary role-playing award 
  Used appropriate skills, feats, racial abilities, and 
  class abilities in solving the problems in the 
  scenario in an efficient and/or creative manner. 
   
  30 xp 
  Total possible experience: 
   
  400 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. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  Encounter Three:  A Strange Tail 
   
  L: 0 gp; C: 35 gp; M: 195 gp - +1 Short Sword 
  Encounter Four:  Tailed by Strangers 
   
  L: 50 gp; C: 5 gp; M: 0  
  Encounter Five:  Strange Mail 
   
  L: 0 gp; C: 100 gp; M: 0 gp 
  Encounter Eight:  Stranger than Fiction 
   
  If Marcosh is looted 
   
  L: 115 gp; C: 0 gp; M: 167 gp – Ring of 
  Protection +1  
   
  or, if his belongings are left 
   
  L: 0 gp; C: 100 gp; M: 0 gp 
  Total Possible Treasure 
   
  If Marcosh is looted: 
  L: 165 gp; C: 140 gp; M: 362 gp  - Total: 667 
  gp 
  or, if Marcosh’s belongings are left alone: 
  L: 50 gp; C: 240 gp; M: 195 gp – Total: 485 gp 
  Special 
  Influence points with various individuals and 
  organizations as described in the Conclusion 
  section and on the AR (see below). 
  
   
  Extracurricular Activities 
  Round 1 
  Page 18 
  Items for the Adventure 
  Record 
  Thanks of Salista the Bard 
  For bringing him a first-hand description of the 
  legendary “hellcat” of the Arness woods, Salista 
  has written a flattering ballad detailing, and 
  exaggerating, your part in discovering the beast’s 
  lair.  This song will surely be sung by bards in the 
  Dutchy of Flintill for years. 
   
  As a result of your notoriety you may receive 
  free Standard Upkeep during the next regional 
  scenario you play that takes place in vicinity of 
  Arndulanth (subject to Judge approval).  Cross 
  through this paragraph (but not the ballad section 
  above) when redeemed. 
  Thanks of the Iron Fist Guild 
  For discovering the forger responsible for the fake 
  Iron Fist Guild medallions, the guild has officially 
  recognized your abilities and promised you aid in 
  the future.  You may redeem this influence point 
  for a one time bonus of +5 to any Gather 
  Information check made in Rel Mord or anywhere 
  in Justcrown as the guild puts at your disposal their 
  entire network of soldiers and messengers.  Strike 
  through when redeemed. 
  Favor of the Rel Mord Wizards Guild 
  The Wizards Guild is grateful for your respectful 
  handling of a delicate situation.  You have an 
  influence point with members of the guild who are 
  associated with the Royal University. 
  Favor of Kerwig Kradallston 
  Kerwig owes you his life and career.  You have an 
  influence point with College of Autgarius in the 
  Royal University.  This may be redeemed for use 
  as a recommendation for admission or as a waiver 
  of one year’s annual tuition costs at the University. 
   Mark this favor as used when redeemed. 
  Item Access 
  As an introductory scenario, this adventure does 
  not give the PCs any new item access, other than 
  those items that are now generally available to 
  characters in the Living Greyhawk campaign.
  
   
  Extracurricular Activities 
  Round 1 
  Page 19 
  Appendix A – Combat Encounters 
  Encounter  Four: Tailed by Strangers 
  (EL 3) 
  Male Dwarf, Ftr1: CR 1; Medium Humanoid; HD 
  1d10+2; hp 12; Init +1; Spd 15ft; AC 16 (touch 
  11, flat-footed 15); Base Atk/Grapple +1/+3; Atk 
  +4 melee (1d10+3, Dwarven Waraxe) or +3 
  melee (1d6+2, Light Mace) or +2 ranged (1d4+2, 
  Dart); AL NE; SV Fort +4, Ref +1, Will -1; Str 14, 
  Dex 12, Con 14, Int 8, Wis 8, Cha 12. 
   
  Skills and Feats: Intimidate +5, Exotic 
  Weapon 
  Proficiency 
  (Dwarven 
  Waraxe), 
  Weapon Focus (Dwarven Waraxe). 
   
  Possessions: Chainmail, Dwarven Waraxe, 
  Light Mace, Dart (5), Fake IFG Medallion. 
  Female Halfling, Rog1 (3): CR 1; Small 
  Humanoid; HD 1d6; hp 6; Init +3; Spd 20ft; AC 
  17 (touch 14, flat-footed 14); Base Atk/Grapple 
  +0/-4; Atk +2 melee (1d4, Masterwork Rapier) or 
  +1 melee (1d3, Dagger) or +2 ranged (1d6, 
  Shortbow); AL CN; SV Fort +0, Ref +5, Will –1; 
  Str 10, Dex 16, Con 10, Int 14, Wis 9, Cha 9. 
   
  Skills and Feats: Balance +7, Bluff +3, Climb 
  +6, Disable Device +6, Disguise +3, Hide +11, 
  Search +6, Sleight of Hand +7, Tumble +7, Use 
  Magic Device +3, Dodge. 
   
  Possessions: Studded Leather, Masterwork 
  Rapier, Dagger, Shortbow (20 arrows), Fake IFG 
  Medallion. 
  Encounters Seven & Eight: Strange 
  Ale & Stranger than Fiction (EL 4) 
  Marcosh 
  of 
  Westerwood, 
  Male 
  Human, 
  Exp1/Wiz3: CR 4; Medium Humanoid; HD 
  3d4+1d6; hp 15; Init +1; Spd 30ft; AC 11 (touch 
  11, flat-footed 11); Base Atk/Grapple +1/+1; Atk 
  +2 melee (1d6, Masterwork Quarterstaff) or +1 
  melee (1d4, Dagger) or +1 ranged (1d4, Sling); 
  AL CN; SV Fort +1, Ref +2, Will +6; Str 10, Dex 
  10, Con 10, Int 18, Wis 12, Cha 10. 
   
  Skills and Feats: Bluff +5, Concentration +8, 
  Diplomacy +5, Forgery +8, Knowledge (Arcana) 
  +11, Knowledge (History) +11, Knowledge 
  (Local) +8, Knowledge (The Planes) +10, 
  Profession (University Professor) +5, Spellcraft 
  +13, 
  Improved 
  Counterspell, 
  Spell 
  Focus 
  (Illusion), Brew Potion. 
  Buffed: AC 19 (touch 11, flat-footed 19). 
   
  Spells: Caster Level 3 (4/3/2; base DC = 14 
  + spell level; or 15 + spell level if from Illusion 
  school):0-Daze, Ray of Frost, Acid Splash (2), 1st 
  – Magic Missile, Burning Hands, Color Spray, 2nd 
  – Melf’s Acid Arrow, Scorching Ray. 
   
  Possessions: 
  Ring 
  of 
  Protection 
  +1, 
  Masterwork Quarterstaff, Dagger, Sling (10 
  stones). 
  Hyrdak, Raven Familiar: Tiny Magical Beast; 
  HD 4; hp 7; Init +2; Spd 10ft/fly 40ft(avg); AC 16 
  (+2 dex, +2 size, +2 natural), touch 14, flat-
  footed 14; Base Atk/Grapple +1/-12; Full Atk +5 
  (1d2-5;20/x2, Claws; AL N; SV Fort +2, Ref +4, 
  Will +7; Str 1(-5), Dex 15(+2), Con 10(+0), Int 7(-
  2), Wis 14(+2), Cha 5(-3); SA: Improved 
  Evasion, Share Spells, Empathic Link, Deliver 
  Touch Spells, Weapon Finesse, Alertness, Low 
  Light Vision. 
  
   
  Extracurricular Activities 
  Round 1 
  Page 20 
  Appendix B – Maps 
  Map #1: The Displacer Beast Lair 
   
   
   
   
   
   
   
  
   
  Extracurricular Activities 
  Round 1 
  Page 21 
  Map #2: The Central Hall at the Royal University of Rel Mord, 2nd Floor 
   
   
  
   
  Extracurricular Activities 
  Round 1 
  Page 22 
  Player Handout #1 – Kerwig’s Office Door 
   
   
  Kerwig Gablet Stringson 
  Effervescery Tinkenerman 
  Hosennosh Kradallston 
   
  Alchemical Instructor, 
  Thaumaturgical Theorist 
  and 
  Master of the Arcane Arts 
  
   
  Extracurricular Activities 
  Round 1 
  Page 23 
  Player Handout #2 – Mysterious Letter 
  Kerwig Kradallston found the following note in his office, apparently slipped underneath the door, about a 
  week ago.  There is no signature, but it was closed with a wax seal bearing a form of the holy symbol of 
  Boccob. 
   
  You have no idea what it is that 
  you seek.  It is not yours for 
  the taking.  This is your only 
  warning.   
  You know nothing!  You see only 
  a pale reflection of the truth. 
   
  A curse will be upon you unless 
  you abandon this vain quest. 
  
   
  Extracurricular Activities 
  Round 1 
  Page 24 
  Player Handout #3 – Marcosh’s Journal 
  The following passages are excerpts from the research journal found in Marcosh’s office in Rel Mord 
  University.  These sections span a period of about a month and a half prior to the time you confront 
  Marcosh: 
   
  These scrolls are amazing.  There are a several passages that I have 
  translated correctly but that still don’t make any sense.  Some of them have 
  the form of an incantation, yet they contain no magical instructions.  Perhaps 
  they are part of an ancient ritual designed to focus a primitive magic user’s 
  mind. 
   
  In any case, I cannot take my findings to my peers until I understand it 
  better.  I’ll resume work tonight. 
  …… 
  Amazing!  I still can’t quite make out much of the exact meaning, but the 
  incantations in some of the scrolls seem to be some sort of liturgy to a deity 
  of some sort.  It is unclear, though, who is being worshipped. 
  …… 
  This is quite interesting.  I have no means of cross-checking my translation 
  without revealing my newfound secrets prematurely, but I believe I have found 
  reference to a god that resembles our own Boccob in many ways.  The eye is 
  ever-present in these manuscripts.  Even as I read the original texts I feel 
  drawn to the father of magic. 
  …… 
  Finally, I see!  It is Boccob!  It was always Boccob.  He is the source.  He 
  is the light.  These fools at the University could not possibly understand!  
  They think he is uncaring, but in reality he sees all! 
  And now that I understand, his true power will be mine! 
  …… 
  My father calls me.  His gift is being misused all around me.  He cannot bear 
  it.  That idiot Kerwig thinks that he can explain my father’s mysteries.  He 
  must be punished. 
  I’ve hired a group of mercenaries to interfere with his little excursion into 
  the hills.  Once he fails in his performance in front of the entire school he 
  will be forced to recognize the error of his ways. 
  …… 
  Apparently Kerwig has friends with some muscle.  He got his precious 
  ingredient today. 
  It may be time to take a more direct approach.  
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Nyrond/594/Intro mods/NYR4-S03 - Extracurricular Activities/NYR4-S03 - Extracurricular Activities.pdf