TEXT: VER1-04
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  Version1
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  Gnome raiders are striking against the southern holding of Lord Galans. He is in need of a group of
  adventurers to stop the raids and restores order to his lands. And adventure for characters leve 1-6.
  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. Scenario detail copyright 2001 by Wizards of the Coast, Inc. ALL RIGHTS
  RESERVED. This scenario is intended for tournament 
  use only and may not be
  reproduced without approval of the RPGA Network.   
  
  How Greenway Was My Valley
  Page 2
  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 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.
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  First you should print this scenario. This scenario
  was created to support double-sided printing, but
  printing it single sided will work as well. There is
  enough room along the inside margin to bind the
  adventure, if you desire.
  Read this entire 
  adventure 
  at least 
  once
  before you run your game. Be sure to familiarize
  yourself 
  with 
  any 
  special 
  rules, 
  spells, 
  or
  equipment presented in the adventure. It may
  help to highlight particularly important passages.
  When you run an RPGA D&D adventure we
  assume that you have access to the following
  books: 
  the Player’s 
  Handbook, the Dungeon
  Master’s Guide, and the Monster Manual. We also
  assume that you have a set of dice (at least one d4,
  d6, d8, d10, d12, and d20), some scrap paper, a
  pencil, an RPGA scoring packet, and your sense of
  fun. It is also a good idea to have a way to track
  movement during combat. This can be as simple
  as a pad of graph paper and a pencil, as handy as a
  vinyl grid map and chits, or as elaborate as resin
  dungeon walls and miniatures.
  Instruct the players either to prepare their
  characters 
  now, or wait until 
  you 
  read 
  the
  introduction, depending on the requirements of
  the scenario as described in the introduction.
  Keep in mind that you must have at least four
  players (not counting the DM), for the game
  session to be a sanctioned RPGA event. As well,
  you 
  cannot 
  have 
  more 
  than 
  seven 
  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 rule books 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.
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  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. The RPGA
  has three ways to score its games. Consult your
  convention 
  coordinator 
  to 
  determine 
  which
  method to use for this scenario:
  1. 
  No-vote 
  scoring: The players 
  write 
  their
  names and RPGA numbers on the scoring
  packet grid. You fill in the top of the grid.
  That is all. No one is rated. This method is
  used for people who are just playing for fun.
  2. 
  Partial scoring: The players rate the game
  master 
  and the scenario 
  on their 
  player
  voting 
  sheet, 
  and 
  provide 
  personal
  information, but don’t vote for other players.
  The game master 
  rates 
  the scenario 
  and
  completes personal and event information,
  but does not rate the players as a team or vote
  for players. This method is used when there is
  no competition, but the event coordinator
  wants information on how the game masters
  are performing, or the game master wants
  feedback on his or her own performance.
  3. 
  Voting: Players and game masters complete
  the entire packet, including voting for best
  player. If this method is used, be sure to
  allow about 15-20 minutes for the players to
  briefly describe their characters to the other
  players, and about 5-10 minutes for voting.
  This method is used when the players want to
  know who played the “best” amongst 
  the
  group, or when the adventure 
  is run in
  tournament format with winners and prizes.
  When using voting, rank the players in order of
  your voting choice while they are completing
  their forms, so that you are not influenced by
  their comments on your abilities. It’s a good idea
  to have the players vote while you determine
  treasure and experience awards for the scenario.
  After voting, give the Scoring Packet to your
  event coordinator.
  This is a LIVING GREYHAWK Adventure. 
  As a
  Living™ adventure, it is expected that players will
  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, 
  a
  character sheet, and a LIVING GREYHAWK log 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.
  
  How Greenway Was My Valley
  Page 3
  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 G REYHAWK Gazetteer.
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  Because players bring their own characters to
  LIVING GREYHAWK campaigns, this adventure is
  tiered. Basically, the challenges in this adventure
  are proportioned to the average character level of
  the characters participating in the adventure. To
  determine the tier that you will use to run this
  adventure, add the character 
  levels of all the
  characters. In addition, add the levels of any
  cohorts or animals according to the values on
  their certificates. Cross-reference the total and
  the number of players participating in the game
  using the chart below to determine the tier used
  for this adventure.
      4        players   
      5        players   
      6       players   
     7       players   
       Lvl      Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4th
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated is the highest level of
  character 
  allowed 
  to 
  play 
  this 
  adventure.
  Characters of levels higher than the highest level
  shown for the highest tier cannot be played.
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  Moooooooonnnn????
  Since the hazards of lycanthropy are a current
  part of the LIVING GREYHAWK campaign, it may be
  necessary to determine if this adventure takes
  place during a full moon. For game purposes, the
  full moon lasts three days of each month. For a
  given scenario that does not state the phase of
  the moon, roll 1d10 before play begins. On a
  result of 1, the first day of the scenario is a night
  of the full moon (roll 1d3 to determine where in
  the sequence of three nights it falls).
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  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The lifestyles,
  and the effects that each has on play, are:
  Destitute: You have no living space, and must
  carry all your gear everywhere. You eat poor
  quality food. You wear a peasant outfit, your only
  change of clothes.
  Poor: You sleep in poor accommodations, and eat
  poor quality food. You wear a peasant outfit, and
  have two sets of clothing.
  Common: You have common lodgings, and eat
  common quality food. You have normal clothing
  for your profession (adventuring); nothing fancy.
  You probably have two or three sets of clothing.
  High: You stay in good quality lodgings, and eat
  good quality food. You wear anything in value up
  to courtier’s outfits, and generally buy a new set
  of clothing every two weeks.
  Luxury: You have luxurious 
  accommodations
  (twice the cost of good accommodations), and you
  eat excellent foods. You can throw a banquet for
  your friends every day, and frequently do. You
  wear clothing up to the value of noble’s outfit,
  and buy a new set of clothes every week.
  Lifestyles 
  come with bonuses or penalties 
  to
  Diplomacy, Intimidate, Disguise, and Bluff skill
  checks. These penalties, shown below, should be
  applied 
  at 
  the 
  DM’s 
  discretion, 
  and 
  can
  sometimes backfire—for example, a PC with a
  poor lifestyle would not have a penalty when
  talking to a beggar, but would when talking to a
  city official. A PC with a high lifestyle should
  have a penalty when dealing with a group of
  street thugs, where a PC with a destitute lifestyle
  might not.
  DMs 
  are 
  encouraged 
  to 
  role-play 
  these
  reactions whenever possible.
  Lifestyle
  Cost
  Skill Modifier
  Destitute
  14 sp
  -2
  Poor
  43 sp
  -1
  Common
  10 gp
   0
  High
  125 gp
  +1
  Luxury
  250 gp
  +2
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  Approximately 15 years ago, Verbobonc nobles,
  with the tacit blessing of the Viscount Fenward
  Lefthanded, seized a number of mines belonging
  to the Gnomes of the Kron Hills. This usurping of
  traditional gnome power led to a split between
  the gnomes and the Viscounty. From this conflict
  arose the Free Alliance of Kron Hill Gnomes,
  comprised of some 20,000 gnomes living in the
  Kron Hills.
  The current Viscount, Langard of the Gnarly
  Border, is working to correct the oversights of his
  predecessor and to bring a peaceful alliance
  between the Viscounty and the Free Alliance. The
  gnomes remain adamant in their distrust of the
  Viscount and are unwilling to negotiate unless
  certain conditions are first met. Balanced against
  the efforts of the Viscount 
  are those whose
  interests might best be served by continuing or
  even escalating 
  the conflict, after all, war is
  business to some.
  Recently, the Viscount’s efforts have been
  hampered 
  by 
  a series 
  of 
  raids 
  apparently
  conducted by both gnomes and humans along the
  uneasy border. Although there have been no
  casualties, there has been considerable damage.
  These 
  raids 
  are 
  making 
  the 
  situation 
  less
  tenuous. Nobles with holdings along the border
  
  How Greenway Was My Valley
  Page 4
  are recruiting men-at-arms practiced in all forms
  of conflict to protect 
  their property 
  and to
  supplement their cadre in the event that a war
  breaks out.
  Lords influenced 
  by the greed of a war
  economy and a desire to garner additional power
  is sponsoring the current series of raids. If the
  raids are successful, the gnomes will be farther
  pushed from the negotiation table and the folk of
  the Viscounty will increase their suspicions of
  those from the Kron.
  The greatest 
  concentration 
  of 
  raids 
  are
  suspected to be gnomes harassing Lord Galan's
  holdings three days ride southeast of Verbobonc
  City bordering the holdings of Lord Milinous to
  the east, the Kron Hills to the south and holdings
  of the Viscount to the west and north. The raids
  seem to be targeted at disruption of Galans’
  farming and ranching 
  operations 
  leaving 
  the
  mining 
  operation 
  unscathed. 
  This 
  adventure
  takes place a week after the full moon.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    OOOOnnnneeee
  The PCs are enjoying a late breakfast 
  in the
  Tavern of the Four Trails. The Tavern has always
  been a source of rumor and leads to opportunity.
  A crier announces that Lord Galans’ is seeking
  men-at-arms.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    TTTTwwwwoooo
  Answering the summons, Lord Galans’ seneschal
  is dispatching small groups to various holdings.
  The PCs are interviewed and directed to report to
  Esquire Gloomwing at Far Downs. Lord Galans’
  holding that is located 4 miles east of deChutes
  Ford along the deChutes Ford-Haverdale Road. 
  These 
  holdings 
  are 
  two 
  days 
  southeast 
  of
  Verbobonc City bordering the Kron Hills and
  Lord Milinous' holdings.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    TTTThhhhrrrreeeeeeee
  The PCs note that parties of armed men are
  viewed with suspicion and in some cases fear. The
  land seems tense and expectant. Road guards will
  challenge the party on the road. The weather is
  clear and unseasonably warm and they arrive at
  the ruins of a burned inn. As they create a camp a
  patrol of Borderers pass and question them on
  their purpose for being in this area.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFoooouuuurrrr::::
  Just before 
  sundown, 
  right before 
  the party
  begins to sleep, they are attacked by giant insets.
  This occurs just before bedding down for the
  night after preparing for sleep.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    FFFFiiiivvvveeee
  The party arrives in deChutes Ford late on the
  third day of travel. This thorp is active these days
  with all the increases in traffic of men-at-arms.
  The party can continue on to Far Downs or spend
  the night in deChutes Ford and interact with
  various mercenaries of from a far off land in the
  service of Lord deChutes and men-at-arms from
  Lord Milinous' camp. There is a possibility that
  there 
  may 
  be 
  an 
  altercation 
  between 
  the
  mercenaries and the party. The local sheriff will
  handle things if [when] they get out of hand.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    SSSSiiiixxxx
  Arriving at Far Downs, once a prosperous farm, is
  now an armed camp. The party is watched with
  suspicion. After a meal, the party meets with
  Jensen and Gloomwing to outline a mission that
  will capture the raiders.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    SSSSeeeevvvveeeennnn
  Jensen rouses the PCs before sun up and takes
  them to the wooded camp 2 hours away under the
  cover of night. A cluster of dim lights some 7 or 8
  miles off to the north is Far Downs' main house.
  Jensen will suggest that the PCs carefully scout
  the road down the hill on foot, but warn them to
  be as discrete as possible. Now they wait.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    EEEEiiiigggghhhhtttt
  On the second night, during 
  the hour after
  midnight, the raid is on and the PCs have several
  things to do. Watch the retreating raiders and
  determine how to best intercept.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    9999
  The chase ends at a small gnome thorp. The
  gnome elder is incensed that gnomes are being
  accused of raiding. Telling them the raiders
  sounded the alarm causes the elder to question
  all adult gnomes of the thorp. All adults are
  present but none says they sounded the alarm,
  but two children are missing. The gnomes grow
  more vocal and somewhat angry, when two, very
  excited, gnome children rush to the elder and
  whisper in his ear. The children just saw a group
  of gnome riders turn into tall folk in a clearing to
  the southwest. 
  A scout leads the PCs to the
  clearing.
  IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  His Noble Lordship Viscount Langard, Defender
  of the Faithful, is attempting to negotiate with
  the Gnomes of the Free Alliance of the Kron Hills
  in an effort to bring peace and well being to the
  folk of Verbobonc and the Kron Hills. 
  The
  gnomes remain adamant in their distrust of the
  Viscount and are unwilling to negotiate. Balanced
  against the efforts of the Viscount are reports of
  increased hostility along the Kron Hills border. A
  series 
  of raids 
  are further 
  hampering 
  these
  efforts and causing distrust between man and
  gnome. Although there have been no casualties,
  
  How Greenway Was My Valley
  Page 5
  there has been considerable damage. Nobles with
  holdings along the border are recruiting men-at-
  arms to protect their property and to supplement
  their cadre in the event that a war breaks out.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    1111::::
  BBBBrrrreeeeaaaakkkkffffaaaasssstttt    aaaannnndddd    RRRRuuuum
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  The PCs are enjoying a late breakfast 
  in the
  Tavern of the Four Trails. The Tavern caters to
  travelers on the road or river. With the heavy
  traffic 
  that 
  pours 
  through 
  Verbobonc 
  City
  traveling to Dyvers or Greyhawk City to the east
  or Veluna to the west, the place is always lively.
  Cascius Weldon, owner of the Four Trails, keeps
  an eye on his clientele from behind the polished
  duskwood bar.
  Cascius is a benevolent soul whose origins lie
  in mystery. He heartily greets both regulars and
  newcomers alike and never fails to astound one
  and all by always recognizing a former customer.
  While the conversation occasionally 
  turns hot
  and loud, brawls in the Four Trails are very rare,
  as the price of brawling is a lifetime ban from the
  tavern.
  Cascius is also a font of knowledge about
  Verbobonc City and the surrounding area. Which
  he dispenses along with ale, wine and beer from
  behind the bar. He knows who is hiring, where
  weapons and supplies maybe procured. He knows
  what vessels are due in and when caravans will be
  leaving.
  Merchants and caravan guards rub shoulders
  with boatmen and wayward adventurers. News of
  possible employment, bandit and pirate activities
  flow back and forth across the common room. 
  While 
  the 
  constant 
  din 
  makes 
  private
  conversations a determined task, a veritable flood
  of information concerning the entire Flanaess
  rewards the careful listener.
  You find yourself in the friendly confines of
  the Four Trails Inn. The common room is quite
  large, with a high-beamed ceiling, a long, polished
  duskwood bar at one end of the room and a
  massive hearth dominating the far end. Above the
  main floor, a wide balcony circles the entire
  room. Patrons seeking relief from the press and
  din below or a quieter place to hold a private
  conversation, lounge in booths that look down
  upon the common room.  
  Not only does Cascius 
  set an impressive
  breakfast buffet but also the inn is always abuzz
  with 
  news, 
  rumor 
  and 
  gossip 
  not 
  only 
  of
  Verbobonc City and the countryside, 
  but the
  entire Flanaess. The Four Trails is crowded and
  normal conversation is difficult. Looking about,
  you see a colorful array of boatmen, caravan
  guards, men-at-arms, merchants and adventurers.
  Rumors fly back and forth across the room so fast
  that the originator 
  might hear his own tale
  repeated to him the moment he has finished
  speaking.
  Cascius will instantly recognize any PC who
  has been a customer and will greet them by name.
  The Bill of Fare is written on a large slate behind
  the bar. This morning it merely reads, Breakfast
  Buffet 5 common.
  Long tables are set in front of the hearth,
  laden with cheeses, breads, and fruit. Serving
  girls rush into the kitchen carrying used dishes
  and cutlery and emerge moments later bearing
  platters of fried potatoes, scrambled eggs, and
  sizzling sausages. Patrons are helping themselves
  to the bounty of food. At the north end of the
  room 
  is a large keg that dispenses 
  Cascius’
  “Morning Beer”.
  Allow the PCs to interact with the each other
  and the tavern patrons. Those with the skills
  gather knowledge or listen, upon a successful
  check (DC12), overhear 
  one or more of the
  following: (for each 2 points over 12, provide one
  of the following pieces of information)
   
  Two men, a young caravan driver and an older
  man, converse at a nearby table. Young driver,
  “Its cuz of them blasted gnomes that no
  traffic runs along the Land Road anymore.
  Someone should clean the vermin 
  out of
  them hills.” Older man, “Ah ya young fool!
  Few men care to take the Land Road cuz of
  the beasties! They’ve plagued that road for
  years. It ain’t the gnomes at all.”
   
  Langard is a puppet of the nobles! If the
  nobles want war with the gnomes, then war
  there will be!
   
  Pirates hit Tanny McWayne. We see’d his boat
  adrift and aburnin’. Stay away from the east
  channel as ya pass the isle at the mouth of the
  Imredy’s Run.
   
  Lord Milinous is pushing the Viscount to
  name 
  him 
  Knight 
  Commander 
  of 
  the
  Borderers.
   
  Folks along the border are abandoning their
  farms and moving north because of all the
  talk about war with the Kron Hills.
   
  Somebody burned down the old Bustling Inn.
  It was the only place to stay between here and
  DeChutes Ford. I hear Bustleburr is looking
  for some fool to invest in rebuilding the
  place.
   
  Hear tell that Lady Asbury has herself a pet
  dwarf. Got him chained to his anvil turning
  out swords and weapons and such. Somebody
  better keep an eye on that wench.
   
  Some of the nobles are putting more men
  under arms. I think something is going to
  happen soon.
  
  How Greenway Was My Valley
  Page 6
   
  The PCs breakfast 
  is interrupted 
  by the
  appearance of a crier.
  “Be it known the Esteemed, Roland Galans,
  Master 
  of the House 
  of 
  Galans 
  is 
  hiring
  experienced men-at-arms to serve against the
  brigands 
  plaguing 
  his 
  southern 
  holdings.
  Interested parties should seek an audience with
  Arthur Middendale, Seneschal of House Galans
  in the courtyard of Jylee’s Inn between high sun
  and sunset.”
  Knowledge (nobility) or Bardic Knowledge will
  reveal the following:
  • 
  (DC10) Lord Roland Galans, of House Galans,
  has wide holdings within the Viscounty. In
  addition to his riverboats and carters, he has
  an extensive holding in the south of the
  Viscounty.
  • 
  (DC15+) There have been rumors of trouble in
  Far Downs. Far Downs is a portion of Lord
  Galans’ 
  holdings 
  that 
  extends 
  a goodly
  distance into the Kron Hills but is mostly
  wild and underdeveloped. 
  It is primarily
  know for its agricultural products but might
  yield 
  substantial 
  mineral 
  wealth 
  if 
  the
  hostilities with the gnomes were brought to a
  conclusion.
  • 
  (DC20+) Lord Galans is not a strong supporter
  of Viscount Langard’s efforts to bring peace
  to the Kron Hills or the cliché of nobles that
  would prefer a more drastic solution to the
  “gnomish 
  problem”. 
  He 
  is 
  primarily
  concerned with developing his holding and
  might rely on his own methods to that end.
  PCs questioning the crier will find he knows
  nothing beyond what he has been told to say. He
  can direct PCs to Jylee’s Inn and will be happy to
  do so…if asked.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::
  SSSSeeeerrrrvvvviiiicccceeee    aaaannnndddd    DDDDuuuuttttyyyy
  Approaching Jylee’s Inn, the party may know that
  as a courtesy, the Inn raises the banner of any
  noble who is in residence at Jylee’s Inn. The PCs
  may identify 
  with 
  a Knowledge 
  (Verbobonc)
  check [DC10] the following House Arms flying:
  Lord Deleveu, Knight Marshall of the Verbobonc
  Borderers (Verbobonc – a white stag on a green
  field); 
  Worthy 
  Sir 
  Harold 
  Viscoy, 
  Knight
  Companion of the Shield (Veluna); Sir Robert
  Towsend, Knight of the Hart (Furyondy); His
  Worship, Olan Deloit, Emissary of Rao (Veluna);
  Lord Simon Milinous, Master of House Milinous
  (Verbobonc - this shield is a black griffon on a
  field of azure) and Lord Galans (Verbobonc –
  silver field with a three brown 
  hounds with
  heads to the right).
  Answering the summons the PCs will find a
  fair number of adventurers seeking service to
  Lord Galans. The seneschal is accepting small
  groups of four to seven and dispatching them to
  various destinations.
  Arthur Middendale is a tall, dour man. He
  stands in the center of the courtyard with his
  thumbs hooked under the top of his wide leather
  girdle and fingers drumming a cadence as he
  watches the PCs approach. A young scribe sits
  hovering over his ledger at a portable desk set
  just behind the seneschal, his nib poised as he
  listens to what appears to be a small party of
  fighting men.
  “Step forward, step forward! Let me have a look at
  you!”
  As the PCs move toward the seneschal, his eyes
  note every 
  detail 
  of the PCs weapons 
  and
  equipment. 
  Arthur 
  will 
  demand 
  name 
  and
  experience from each of the PCs.
  The PCs should give their names in turn and
  recite any experience that they might have. Any
  service to one of Verbobonc’s nobility will be
  especially noted.
  The pay is 50 spire a week and whatever loot
  may fall the PCs way, long as it hasn’t been stolen
  from Lord Galans or his liegemen. The PCs are
  able to draw and advance of half their first weeks
  pay as they give their names to the scribe Brian.
  Brian has each PC sign a ledger for the advance
  and issues a warrant that names the PC as in
  service to service to Lord Galans. The PCs are
  instructed to report to Esquire Gloomwing at Far
  Downs located 4 miles east of deChutes Ford
  along the DeChutes Ford-Haverdale Road.
   
  PCs can bargain the pay up 10sp per week, but
  should be able to provide ample evidence that
  they are worth the extra fee. If the PCs ignore
  their duty to report to Far Downs, their names
  will be posted as petty thieves. Give the PCs some
  time to assemble whatever additional equipment
  they need but they should be on the road by
  morning.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    3333::::
  OOOOnnnn    tttthhhheeee    RRRRooooaaaadddd    AAAAggggaaaaiiiinnnn
  After the first day’s travels, the PCs will note that
  on their journey south, parties of armed men are
  viewed with suspicion and in some cases, fear.
  The land seems tense and expectant as Borderer
  Patrols challenge the PCs. The trip requires tree
  days by horse, 
  six by wagon 
  and twelve by
  walking.
  The land south of Verbobonc City shows signs
  of heavy activity. Farmers are tending crops and
  livestock. Wagons rumble along the rutted road
  in large groups, as if seeking protection in the
  greater numbers. The drivers eye your party with
  
  How Greenway Was My Valley
  Page 7
  uneasy stairs and keep their long bows and axes
  close.
  Talking to the farmers, the PCs are eyed with
  suspicion. Farmers say, ‘you can’t be too careful
  these days.’ The PCs may gather 
  information
  (DC10) from the rumor charts below. The farmers
  are not gossips and will answer with short replies
  on simple 
  matters. 
  Mix 
  up the rumors 
  to
  different PCs.
   
  The harvest will be good.
   
  Something has been digging in the fields,
  digging holes it looks like.
   
  There’s a land shark around these parts.
   
  There is a shortage of tools and parts for
  harness and wagons. Things have been this
  way since the gnomes stopped shipping goods
  to the Viscounty.
   
  Several parties of armed men have been
  spotted moving south.
   
  There is a need to increase the Road Patrols.
   
  None of these farmers have had any trouble,
  but they have all heard that others have.
   
  Rumor 
  is 
  somebody 
  burned 
  down 
  the
  Bustling Inn intentionally.
  The weather is clear and unseasonably warm and
  you feel a sense of relief when the sun begins to
  fall toward the horizon. Ahead you see the ruins
  of what was a large stone and timber building.
  The place was destroyed by fire. A sign beside the
  lane leading to the building reads, ‘Bustling Inn.’
  Over this someone has painted hastily, Closed for
  Renovations…Looters will be hanged.
  A huge stone chimney rises out of a jumble of
  charred 
  beams. 
  Two 
  outbuildings 
  were 
  also
  destroyed. No doubt the fire spread to them
  before it could be contained.  There are no other
  inns along this stretch of road and deChutes Ford
  is still some miles away. However, there is a
  stand of trees between the road and the ruins and
  the well appears to be undamaged.
  The PCs have few options other then to camp
  out alongside the road, camp along the tree line
  or find a farmer willing to allow them to sleep in
  the barn. Finding a friendly farm will require
  Search (DC15), 2 hours and a Diplomacy check
  (DC15) with 2 spires for the use of the barn.
  Pitching camp along side the burned in or
  nearer the tree line, the PCs notice a Borderers
  Patrol 
  approach. 
  The patrol 
  of six 
  6 riders
  advancing up the road from the south. The riders
  wear scale mail and are heavily armed, each carry
  lance and long sword. Colorful pennants flutter
  from the points of their lances. 
  They pause,
  arraying themselves in a loose line facing you as
  one rider advances.
  Knowledge 
  (Verbobonc) 
  (DC10) 
  identifies
  them as Borderers, the military of Verbobonc.
  They will ask the PCs their business 
  and if
  presented with Lord Galans’ warrant will wish
  the PCs well and be on their way, with a warning
  about possible brigands on the road preying on
  the farmers.
  Questioning 
  the Road 
  Patrol 
  gathers 
  the
  following information 
  (DC10). Information 
  is
  given in quick concise answers in the style of a
  military or police report. Mix up the reports by
  different questions.
   
  The fire at the Bustling Inn was apparently
  the result of a guest’s carelessness.
   
  No one was seriously injured although Rafe
  Bustleburr, the owner, received some minor
  burns while making sure all of his guests
  escaped the blaze.
   
  Winds whipped the flames and the stable and
  summer kitchen also caught fire, five horses
  and two cows were lost when the stables
  went up.
   
  The current uneasiness along the border has
  many land-men packing up and moved north
  to safer areas.
   
  Looting the empty houses is considered a
  crime in the Viscounty as any abandoned
  property in the township reverts to the Lord
  who holds the granted title.
   
  No caravans have gone east, beyond deChutes
  Ford in years, most travel north to Verbobonc
  City before 
  turning toward Dyvers 
  again
  along the River Road or they turn south to
  Hommlet and brave the old Forest 
  Road
  through Nulb.
   
  The number of caravans coming in or out of
  the Greenway Valley these days is few.
  Let the PCs settle 
  in for the night, posting
  whatever watch they feel necessary.
  Searching the ruins of the inn, the PC must make
  three Climb or Balance checks (DC15) or fall,
  collapse or otherwise risk injury. Failing a climb
  check results in fall for 1d4 pts damage and failed
  Balance check requires a Reflex save (DC15) or
  suffer a fall. A successful Search (DC18) reveals a
  hidden compartment in the fireplace holding a
  masterwork ivory smoking pipe (50 sheafs).
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444::::
  TTTThhhheeee    PPPPaaaarrrrttttyyyy’’’’ssss    tttthhhheeee    PPPPiiiiccccnnnniiiicccc
  Allow the PCs to set a watch and prepare for the
  night. Just before sun down, they will be attacked
  by a local menace that has just moved into the
  area. Depending on the Party Tier, the will be
  lunch for several giant soldier ants or Ankhegs.
  Camping out, the menace will come at the
  party from the field side of the inn or tree line.
  Have the PC on watch make a Listen or spot check
  
  How Greenway Was My Valley
  Page 8
  (DC 15) to detect the beginning of the attack. At
  the farmhouse, the attack will come from behind
  the barn. Have the PC on watch make a Listen
  check (DC 15) to detect the beginning of the
  attack. A failed check results in attackers gaining
  surprise 
  on 
  the 
  PCs. 
  The 
  Attackers 
  and
  unsurprised PCs have a partial action the first
  round of actions while the surprised PCs are
  flatfooted until their initiative the second round
  of actions.
  TTTTiiiieeeerrrr    1111::::    ((((EEEELLLL    3333))))
  Ankheg (1); hp 25; see Monster Manual page 18.
  TTTTiiiieeeerrrr    2222::::    ((((EEEELLLL    4444))))
  Ankheg (2); hp 25; see Monster Manual page 18.
  TTTTiiiieeeerrrr    3333::::    ((((EEEELLLL    5555))))
  Ankheg, advanced (2); CR4; Large Beast; HD
  4d10+12; hp 33; Init +0; Speed: 30 ft., burrow 20 ft.;
  AC: 18 (–1 size, +9 natural); Face/Reach: 5 ft. by 10
  ft./5 ft.; Atks: +7 melee (2d6+7, bite); SA Improved
  grab, acid, spit acid; AL N; SV Fort +7, Ref +4, Will
  +2.
  Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6.
  Skills and Feats: Listen +5
  Special Qualities: Tremorsense
  AAAAuuuuggggm
  m
  m
  meeeennnntttteeeedddd    TTTTiiiieeeerrrr
  Ankheg, advanced (2); CR5; Large Beast; HD
  5d10+12; hp 41; Init +0; Speed: 30 ft., burrow 20 ft.;
  AC: 17 (–2 size, +9 natural); Face/Reach: 5 ft. by 10
  ft./5 ft.; Atks: +8 melee (2d6+7, bite); SA Improved
  grab, acid, spit acid; AL N; SV Fort +7, Ref +4, Will
  +2.
  Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6.
  Skills and Feats: Listen +6
  Special Attacks—Improved Grab (Ex): To use
  this ability, the ankheg must hit with its bite
  attack. If it gets a hold, it deals automatic bite
  damage each round the hold is maintained. If the
  ankheg is damaged after grabbing its prey, it
  retreats backward down its tunnel at burrowing
  speed, dragging the victim with it.
  Acid (Ex): Each round that an ankheg
  maintains a hold on an opponent the victim takes
  1d4 points of acid damage.
  Spit Acid (Ex): An ankheg will only use this
  ability when desperate or frustrated. An ankheg
  can spit a stream of acid 5ft high, 5 ft wide, 30 ft
  long for 4d4 points of damage (Reflex _ DC14).
  Use of this ability depletes the ankheg’s acid
  supply for 6 hours so that it may not spit or add
  acid damage to a hold during this period.
  Special 
  Qualities—Tremorsense 
  (Ex): 
  An
  ankheg can automatically 
  sense the location of
  anything within 60 ft that is in contact with the
  ground.
  Tactics: The ankhegs lie in burrow 5 to 10 feet
  below the surface within 10 ft of the PCs, it then
  burrows up to attack (treat as a charge) seeking to
  seize a character and drag him back into their
  burrows.
  Clusters of ankhegs share the same territory
  but do not cooperate. If several attack, each tries
  to grab a different foe. If there aren’t enough
  targets, two might grab the same creature in a tug
  of war.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555::::
  AAAArrrreeee    W
  W
  W
  Weeee    TTTThhhheeeerrrreeee    YYYYeeeetttt????
  Nearing late sun you are in finally cross Nilb’s
  Run at deChutes Ford. Entering the outskirts of
  the village of deChutes; the homes that you pass
  show little activity other then smoke from the
  chimneys and the slight movements of curtains.
  The folk of deChutes are inordinately interested
  and wary of strangers passing by. The signpost
  outside the village leans drunkenly.
  The road here shows moderate use. The sign
  indicates that deChutes Ford lies just to the east
  across the ford, the village of Haverdale lies to
  the west and Hommlet to the south. Far Downs
  also 
  lies some 
  5 miles 
  southeast 
  from 
  the
  crossroads.
  It is now late afternoon, the PCs may press on
  to Far Downs or stop in deChutes Ford. If they
  press on, go to Encounter 6.
  DeChutes Ford is a small village nestled in a
  gentle slopping valley on the banks of Nilb’s Run.
  The village of DeChutes Ford appears prosperous
  enough. Farm carts line the streets and people
  seem to be moving briskly about their business.
  There is a large, manor house situated on the east
  side of the road, overlooking Nilb’s Run. Armed
  men, wearing the liveries of several lords patrol
  the streets and guard the manor house.
  Knowledge (Verbobonc) check (DC10) reveals
  the following:
   
  DeChutes Ford gets its name from the noble
  family 
  that 
  seized 
  the 
  only 
  good 
  river
  crossing in the area and charged dearly for its
  use.
   
  A minor noble named Herve DeChutes owns
  the lands around DeChutes Ford, a young
  man who inherited the title when his father
  was tragically killed while on a hunting trip
  in the Ironwood.
  The men-at-arms walking the streets of DeChutes
  Ford display a verity of liveries. A Knowledge
  (Nobility) 
  or (Verbobonc) check (DC 10) can
  recognize the livery of the men-at-arms in service
  to Lord DeChutes (Green Stag on a golden field)
  and Lord Milinous (Black Griffon on an azure
  field). A third livery is seen on several warriors, a
  white shield with red flame crossed by a saber. A
  Knowledge (Local) (DC20) identify these men as
  
  How Greenway Was My Valley
  Page 9
  part of a mercenary group called the Scarlet
  Flame.
  DeChutes Ford finest 
  inn is the Tumble
  Downs, albeit somewhat crowded these days. The
  common room is a lively place with free flowing
  drink and conversation. As the PCs crowd into a n
  empty table, they will be approached by a young
  man wearing the livery of Lord deChutes and
  backed up by 5 members of the Scarlet Flame. He
  will inquire as to the PCs business in deChutes
  Ford.
  Cyril Holdforth, a young flamboyant warrior
  in the service of Lord deChutes approaches your
  table dressed in a scarlet tabard and wearing a
  rapier. 
  Flanking 
  him 
  are 
  five 
  men-at-arms
  wearing scale mail and carrying heavy clubs. Each
  of the five wears a red shield device featuring a
  saber crossed by a mailed fist. Cyril greets the PCs
  warmly with an open smile.
  “Well met friends! Just a trifling bit of formality
  before you set to enjoying your stay in our little
  community. I am Cyril Holdforth, in the service
  of Lord deChutes. What is the nature of your
  business here in deChutes Ford?”
  This is a potentially dangerous encounter. The
  Scarlet Flame mercenaries are a tough lot and if
  the PCs are not careful in presenting themselves
  as being on lawful business 
  they could be in
  serious trouble.  In addition to the five men
  accompanying Cyril, there is a patrolling squad of
  eight (use appropriate stats for PC tier) more
  mercenaries ready to respond to any disturbance
  within the village. If the PCs press a fight, see
  Appendix A.
  Cyril Holdforth: Male human Rog4.
  Scarlet Flame Mercenaries: Male human Ftr6.
  Scarlet Flame Mercenaries Patrol: Male human
  Ftr6 (8) and Male human Clr6.
  The mercenaries subdue the PCs if a fight breaks
  out and haul them off to the local jail. Where
  upon the warrants will be discovered and Cyril
  will summon Esquire Gloomwing in the morning.
  Esquire Gloomwing will pay the PCs fines (20sp
  for brawling) if necessary and escort them to Far
  Downs. Any fines paid by Esquire Gloomwing
  will be deducted from the PCs wages.
  If the PCs show their warrants, Cyril will
  smile and welcome them to DeChutes Ford. He
  will tell them the sight of valiant fighting men
  joining Lord Galans and the cause against the
  vermin that infest the Hills heartens him. He
  will order the innkeeper to give the party a round
  of drinks on him, wish the PCs well, and then
  with his escort fade back into the crowd.
  Rumors that can be gathered by successful
  Gather 
  Information 
  check 
  will 
  garner 
  the
  following information [the PCs should not be
  permitted a take 20 on this due to the nature of
  the information that can be gathered]:
  • 
  (DC10) Gnomes have been killing livestock
  and burning crop fields.
  • 
  (DC15) Far Downs has become an armed camp
  and has been unable to capture any of the
  raiders.
  • 
  (DC20) There was a half-orc from Nulb in a
  few days past that got too drunk and ended up
  in the jail after tangling with the Scarlet
  Fame and he was ranting about some sorcerer
  that would change them all into gnomes if he
  wasn’t let go. He slept the drunk off and was
  told not to return. No other information is
  available on him.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::
  DDDDoooowwwwnnnn    oooonnnn    tttthhhheeee    FFFFaaaarrrrm
  m
  m
  m
  Far Downs, once a prosperous farm, is now a n
  armed camp. There are guards at the gate who
  watch you with suspicion as you approach. If the
  party has avoided being arrested, they challenge
  they approach the main gate asking about their
  purpose for being in the area.
  The 
  Lord Galans’ 
  warrant 
  will 
  provide
  admittance to the farm. The mood within the
  camp is tense and the PCs are greeted with a
  mixture of relief and disdain. Any demi-human
  party members will be viewed with distain.
  There 
  is 
  a rail 
  fence 
  surrounding 
  the
  compound. A long, low building, 
  obviously 
  a
  residence for the farm overseer, is now serving as
  headquarters 
  for 
  the 
  armed 
  men 
  who 
  are
  patrolling the fence or loitering around the dusty
  courtyard. 
  The guard points you to the main
  building and tells you that the squire is up there.
  His companions open the gate.
  As you approach the house a short, heavy man
  walks out of the house and stands on the wide
  porch watching you. His dark eyes regard you
  cautiously and he inquires.
  “I am Esquire Gloomwing. What brings you to Far
  Downs?”
  The PCs should explain their mission and show
  Esquire Gloomwing their warrant. The Esquire
  reads the warrant and again looks each of you
  over. A man of medium height and build wearing
  no armor 
  approaches 
  at the Esquires 
  hand
  gestures.
  “Stable your horses and Jensen here… will show
  you to a meal and bunk. Refresh yourselves and
  report back in an hour. I will tell you your duties
  then.”
  Jensen wears a long sword and dirk belted around
  his waist. He moves like a warrior. He leads you
  toward what appears to have been a tenant house
  
  How Greenway Was My Valley
  Page 10
  within the compound fence. The house is in good
  repair and clean. The PCs will find two bedrooms
  off the large front room with a hearth at one end
  that serves as sitting room, dining area 
  and
  kitchen although the hearth is cold.  If PCs ask
  where to find the kitchen, he will tell them to
  open the door turn right and follow their noses.
  “This place is yours for now. We’ve sent most of
  the families north to Lord Galans’ other holding,
  them that would go. Some of the sturdier folk
  have stuck…guess they are particular 
  about
  being chased off their land. Dump your stuff and
  then head over to the kitchen. You can fill us in
  on what’s going on in the city then go meet with
  the squire. ”
  JJJJeeeennnnsssseeeennnn’’’’ssss    RRRRuuuum
  m
  m
  moooorrrrssss    aaaannnndddd    FFFFaaaaccccttttssss
  Jensen is curious about the PCs and any news
  they may have about 
  what 
  is taking 
  place
  throughout the Viscounty. He is happy to trade
  information but he is a fighter of some ability
  and will not respond well to arrogant or abusive
  treatment by the PCs. The GM should weigh the
  demeanor of the PC who questions 
  Jensen to
  determine 
  the difficulty 
  level 
  of the gather
  information check. (Base DC10 +/- judges opinion
  for friendliness/arrogance.)
   
  The Esquire is fit to be tied; no one knows
  when or where the raiders will strike next.
   
  The Esquire is a good man and all the men in
  the compound want to stop the raids so Lord
  Galans won’t get impatient and replace him.
   
  The attackers appear to be gnomes…several
  of the men have seen them but they have
  always slunk back into the hills before the
  men from Far Downs can close with them.
   
  The gnomes ride small ponies, not too fast in
  the area around the farm but very suited to
  the rough terrain of the Kron Hills to the
  south.
   
  Some of the men swear that the gnomes have
  a wizard helping them.
   
  No one has been harmed but crops have been
  burned 
  and livestock 
  has been killed 
  or
  scattered.
   
  Jensen has no idea how the gnomes are armed
  but they have found crossbow bolts in the
  slaughtered 
  livestock 
  and the remains 
  of
  what appear to be oil flasks near the sites of
  the fires.
   
  The raider’s trails always lead into the Kron
  Hills then disappear.
  After the party stows their gear and gets settled
  in, they can head over to the mess area. This is a
  roofed shelter, a number of tables and benches.
  The sides have been hung with fine netting to
  keep the majority of the flies and other insects
  off the men as they eat. There are some twenty
  men seated at the tables when the PCs arrive.
  Jensen waves them in and summons a serving girl
  to bring the party their food. The food is of good
  quality, and there is plenty of it. In addition,
  there is a keg of light ale for the diners.
  Note: if the party was jailed in DeChutes Ford,
  there will be some good-natured ribbing of the
  PCs.
  During the meal, the other men who have
  been here for some time will pump the PCs for
  information 
  about 
  what 
  is 
  happening 
  in
  Verbobonc City and the rest of the Flanaess.
  Encourage the PCs to interact with the men at
  arms.
  If the PCs converse with these men they will,
  with a successful gather knowledge check (DC 10,
  +1 bonus to the roll for each bit of gossip
  conveyed by the PCs to the men of Far Downs)
  learn the following:
   
  The 
  raiders 
  are 
  real 
  pros. 
  They 
  time
  everything just right, including allowing just
  enough time to do as 
  much 
  damage 
  as
  possible and then escape back into the hills
  before the Far Downs men can mount a n
  effective pursuit.
   
  Their main 
  weapon 
  appears 
  to be light
  crossbows, 
  which 
  they 
  can 
  use 
  from
  horseback. They seem to shoot off a lot of
  quarrels during their raids, almost like it is
  their calling card.
   
  The 
  quarrels 
  are 
  clearly 
  of 
  gnomish
  manufacture.
   
  Mira, the serving girl is engaged to Jensen, so
  leave her alone.
   
  Once we follow them into the hills the trail
  just vanishes, like their ponies just grew
  wings and flew away.
   
  The raiders never take anything, just destroy
  and run.
   
  No one has been hurt, but mostly cuz the
  farmers hide til the raiders are gone and the
  Far Downs we have never been able to run
  them down.
  After dinner, the party is summoned to the house
  for a meeting with Esquire Gloomwing 
  and
  Jensen.
  You are led into a room that is obviously the
  largest 
  room 
  in 
  the 
  overseer’s 
  house, 
  a
  combination dining hall and audience room. Lord
  Galans’ crest hangs over the large hearth and
  there is a large table of good quality surrounded
  by comfortable chairs. The Esquire and Jensen
  await your arrival. They are at the far end of the
  table huddled over what appears to be a map.
  Gloomwing bids you enter and join them. He
  is a harried man; the holding has suffered three
  raids. The raiders, described as gnomes, are well
  organized, almost military in their precision. The
  
  How Greenway Was My Valley
  Page 11
  raids appear to be aimed at the resources of the
  holding. Crops have been burned and livestock
  slain. Esquire Gloomwing begins to speak.
  “We are in a quandary. If we sit back and do
  nothing, these raids will nibble us to death. This
  estate is rich and wide, yet since the raids have
  begun it might as well be the middle of the Dust
  Desert. The men and women who work the land
  cannot be blamed; they are of sturdy stock and
  have faced many hardships. But they cannot
  stand against trained soldiers. My force is small
  and too scattered to engage the enemy in force,
  even if we were able to catch them.”
  The Esquire looks at you.
  “What we need is to take the initiative from them
  … and Jensen and I believe we have a plan.”
  The Esquire has decided that he will deploy his
  men throughout the estate and hold the PCs in
  reserve at a woodcutting camp further to the
  south on the brow of a hill overlooking the valley
  of Far Down. Once the raiders strike, the other
  men will pursue as best they can and light
  beacons to show the raiders’ line of retreat.
  The beacons will be laced with an alchemist’s
  powder that will make them appear bright green,
  so the PCs will know for sure what they are
  seeing.  The PCs will then intercept the raiders
  before they can fade back into the hills. The
  Esquire will provide horses to those PCs that
  need them.
  Let the PCs talk with the Esquire and Jensen,
  and perhaps add a bit to the basic plan, but the
  Esquire is firm about this course of action.
  Jensen will lead the party to the camp in the early
  hours of the morning, 
  in hopes of avoiding
  detection.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::
  IIIInnnnttttoooo    tttthhhheeee    NNN
  Niiiigggghhhhtttt
  Jensen rouses you well before sun up. He stresses
  the need for quiet and speed. Your horses have
  been saddled and are waiting in the stable. Once
  you are mounted, he leads you off toward the
  Kron Hills.
  The ride takes a bit more then three hours,
  much of it, a hard climb. As the eastern sky begins
  to show the pale, rose hue of dawn you come
  upon a small cluster of buildings. Jensen guides
  his mount to a low shed and dismounts. 
  He
  motions for you to do the same.
  “This will serve as your stable. Please keep your
  horses out of sight. There is grain, fodder and
  water inside, so there will be no need to let them
  out to graze.”
  Entering the building the PCs will find that
  indeed preparations have been made to care for
  their mounts. After the horses are attended to,
  Jensen will lead them to a smaller building.
  Accommodations have also been made for the
  PCs, nothing luxurious, but satisfactory. Jensen
  points toward a cluster of dim lights some 7 or 8
  miles off the north.
  “From here you can easily see the compound and
  there…there...and 
  there…are 
  some 
  of 
  the
  outlying farms. From here you should be able to
  sight the signal fires from any quarter of the
  estate. Over here is the road that was cut when
  the crews were logging this area. We purposefully
  avoided it in coming here so that it would show
  no signs of recent use. It runs straight down the
  hill and into the valley below and even in the
  dark, you could possibly make the trip very
  quickly. Be discrete and scout the area so you
  don’t kill the horses in the pursuit. We need to
  stop these raiders before they destroy the entire
  holding.”
  Jensen will suggest that the PCs carefully scout
  the road down the hill on foot, but warn them to
  be as discrete as possible. Jensen leaves while still
  under the cover of darkness and is gone moments
  later. Let the PCs settle in and establish a watch
  schedule. They can memorize 
  spells or make
  additional 
  plans to improve their chances 
  of
  intercepting the raiders.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    8888::::
  TTTThhhheeee    CCCChhhhaaaasssseeee
  A day and a night and another day will pass as the
  party waits for the signal. Finally, on the second
  night, during the hour after midnight, the PC on
  watch will see a bright glow to the northeast of
  the compound.
  It is a dark night, made even blacker by the eerie
  quiet and a heavy blanket of clouds, there is no
  call of the whippoorwill or nighthawk to break
  the stillness. Above the overcast, Luna waxes a
  beautiful crescent and bright and the aquamarine
  disk of Celene nears her own fullness as well. Yet
  none of their light falls upon this 
  valley.
  Suddenly, across the darkness you see a flicker. 
  Gradually 
  the flicker grows until 
  you 
  are
  realizing that it is some large structure burning
  out of control. There is another tongue of flame
  …slightly to the east of the first blaze, this one
  mounts quickly … and casts a bright, greenish
  glow.
  This is indeed the first of the signals that the PCs
  have been waiting for. A few moments later a
  second beacon springs to life, this one south and
  west of the first. The PCs now have a hint as to
  the route the raiders are using for their retreat.
  
  How Greenway Was My Valley
  Page 12
  If 
  the PCs begin 
  their 
  trek 
  down 
  the
  mountain before the second beacon is lit, they
  will not be able to find the raiders, as they have
  no indication of the line of retreat. Let them mill
  around in the dark for some time. Go to Alternate
  Ending A.
  If they wait until the second beacon is lit,
  they now have the proper bearing. If they race
  down the hillside, riding checks (DC 12) will be
  required to maintain their seats (grant a +1 bonus
  to the roll of any who have scouted the road down
  the hill). Those who set a moderate pace until
  they reach the valley will not require a check.
  As the PCs move to intercept the raiders they
  are aware of a glow on the horizon 
  to the
  northwest. 
  Whatever 
  was 
  fired 
  is 
  burning
  mightily. In a few moments the fire is directly
  north of you and you should be nearing your goal.
  For a brief instance the clouds part, and in
  the soft glow of both of Oerth’s moons you see
  movement ahead. A large group of riders is
  crossing your path about a quarter 
  of a mile
  ahead.
  The Party can spur their mounts 
  in a n
  attempt to close with the raiders, but the light
  from the moon aids both sides now. The raiders
  are aware of the PCs and race to reach the safety
  of the wooded hills. PCs who question the fact
  that they are not gaining on the raiders may make
  an Intelligence check (DC 10) to notice that these
  mounts move faster then normal ponies. Any PC
  who attempts to disbelieve at this point must
  make a Will save (DC 19) to see that these are
  humans imbued with magical aid to make them
  appear as gnomes and their horses as ponies.
  The raiders enter the woods at a full gallop.
  The party has managed to close to within 100
  yards of their quarry. Now the PCs must decide
  whether to gallop full speed after the raiders or
  slow their pace to avoid ambush.
  EEEExxxxeeeerrrrcccciiiissssiiiinnnngggg    CCCCaaaauuuuttttiiiioooonnnn
  If the PCs slow to track, they will find the trail
  easy to follow, even in the dark tracking is not
  difficult. A Wilderness Lore check (DC10) will
  allow the PC to note that the tracks are of light
  horses and not ponies. Success by more than 5
  will alert the PC that the weight carried by the
  horse is 3 or 4 times that of a gnome.
  The trail winds into the hills and as the PCs
  top a small ridge overlooking a shrouded valley,
  the trail dips down toward the center. An open
  meadow with an apparently random group of low
  mounds scattered throughout the small valley.
  If the PCs advance, have them roll spot checks
  opposed by the gnome hide checks. See Gnome
  stats in Appendix A. Successful spot will allow
  the PC to alert the party of the gnome ambush.
  At the first sign that they have been detected,
  or once the PCs begin to move forward, 
  the
  gnomes will spring their ambush. A flight of
  crossbow bolts and sling bullets is followed by a
  charge by the gnome ambushers, three are armed
  with sword and wear chain shirts, 
  the other
  gnomes are armed with clubs, farm picks and
  dressed plainly. It is very apparent the gnomes
  are poorly armed and unorganized.
  TTTTaaaaccccttttiiiiccccssss    ffffoooorrrr    aaaam
  m
  m
  mbbbbuuuusssshhhh....
  The gnomes are nervous and not well prepared to
  fight. They will listen if the PCs want to negotiate
  but will attack if pressed. The will fire crossbow
  and sling stones before their bravest 
  3 rush
  forward with farm tools. A successful Diplomacy
  check (DC10) will halt the rain of stones and bolts
  and the brave 3 will advance to hear the PCs out.
  If the party negotiates, they will gain entrance to
  the thorp without any causality. If they fight,
  they will rout the gnomes that fall back to the
  thorp green. The gnomes await the PCs for a final
  battle. Small figures, dressed in nightclothes and
  wielding old swords, rakes, cudgels, and polearms
  form a loose square on the village green and
  await the PCs advance. This group is led by Zurzar
  Grimthrall is the Elder of the village.
  Zurzar Grimthrall: Male gnome Ill5/Rog5. See
  Appendix A.
  PCs have the option of parleying or fighting the
  gnomes. However, if they choose to parley and
  have killed the ambush party there will be no
  wavering in the resolve of the gnomes that the
  PCs leave immediately and return to Far Downs.
  Go to Alternate Ending C.
  If the PCs choose combat, they should have
  little trouble wiping out this force, and laying
  waste to Grimthrall, which is exactly the mission
  of the raiders. They laid their trail directly to the
  peaceful gnome village in hopes of a massacre to
  escalate tensions between the Viscounty and the
  Alliance. Complete the battle and inform the
  party that they cannot find any further trace of
  the trail of the riders who led them to the village
  and 
  none 
  of the surviving 
  villagers 
  knows
  anything about a raiding party. Go to Alternate
  Ending D
  Having avoided any killing any ambushers
  and negotiating with the Elder, Grimthrall will
  listen to the PCs story. The gnomes become angry
  and 
  defensive 
  if 
  questioned 
  about 
  “gnome
  raiders”. Go on to Encounter 9.
  CCCCaaaauuuuttttiiiioooonnnn    ttttoooo    tttthhhheeee    W
  W
  W
  Wiiiinnnnddddssss
  In hot pursuit of the raiders the party will crash
  through the woods, branches whip across their
  faces and they each must make two Ride checks
  (DC15) to stay in their saddles.
  The PCs will top a ridge and view a gentle
  slopping valley with a gnome thorp in the center.
  The burrows are nestled among the trees and
  natural contours of the valley. The trail winds
  past a number of burrow houses into a small
  clearing that appears to serve as the thorp green.
  Soft light emanates 
  from 
  the small, 
  square
  
  How Greenway Was My Valley
  Page 13
  windows of the mounds. Toward the south end of
  the green is a larger structure that must serve the
  moot hall. The raiders ride directly into the
  village, their mount’s hooves churning the soft
  turf of the valley. The seven riders reign up in
  front of the meeting hall and shout in gnomish,
  “Arise! Arise! The too-talls are attacking.”
  With that, the riders streak 
  off in separate
  directions, 
  disappearing 
  among 
  the 
  burrows,
  gardens and trellises.
  Small figures 
  pour 
  out 
  of the burrows,
  dressed in nightclothes and wielding old swords,
  rakes, cudgels, and polearms. They form a loose
  square on the thorp green and await the advance
  of the party.
  At this point the PCs have the option of
  attacking or advancing to parley.
  If the PCs choose combat, they should have
  little trouble wiping out this force, and laying
  waste to Grimthrall, which is exactly the mission
  of the raiders. They laid their trail directly to the
  peaceful gnome village in hopes of a massacre to
  escalate tensions between the Viscounty and the
  Alliance. Complete the battle and inform the
  party that they cannot find any further trace of
  the trail of the riders who led them to the village
  and 
  none 
  of the surviving 
  villagers 
  knows
  anything about a raiding party. Go to Alternate
  Ending D
  Having avoided any killing any gnomes and
  negotiating with the Elder, Grimthrall will listen
  to the PCs story. The gnomes become angry and
  defensive if questioned about “gnome raiders”. Go
  on to Encounter 9.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    9999::::
  CCCChhhhiiiillllddddrrrreeeennnn    SSSSttttoooorrrriiiieeeessss
  The PCs have found the thorp of Grimthrall and
  now speak with the elder Zurzar Grimthrall.
  “Gnome Raiders! How typical of you too talls!
  Who would gnomes raid? And why? All we want is
  to be left alone. It is you too talls who invade our
  lands, seize our mines and fields, kill our people.”
  Zurzar is incensed at the notion that gnomes are
  being accused of raiding Lord Galans’ holdings. A
  successful diplomacy check (DC15) will convince
  Zurzar that the party did indeed follow a band of
  raider to his thorp. Modify this check by good
  arguments from the PCs or by arrogant behavior.
  A tracking check (DC15) for the raiders 
  will
  reveal that large horse, not gnome ponies have
  recently passed through the thorp.
  Zurzar Grimthrall speaks to the assembled
  gnomes and no gnome steps forward. He asks if
  all gnomes are present and all but two young
  gnomes, 
  mere 
  children, 
  are 
  present. 
  It 
  is
  presumed the two children are missing but are
  assumed to have sneaked out to play. The elder
  will turn to you and ask, if the party can identify
  any of the raiders. 
  The complete 
  thorp 
  is
  assembled in the green.
  The gnomes grow more vocal and somewhat
  angry, when two, very excited, gnome youths rush
  onto the green and run up to whisper 
  into
  Zurzar’s ear. He listens and his face grows stony.
  “We may have an answer to your mystery. These
  children tell me a very strange tale. They have
  seen several riders, wearing the appearance of
  gnomes…yet who suddenly become humans in a
  clearing to the southwest of our warren. There is
  evil trickery involved here. They are in a small
  clearing 400 yards southwest of here…seek your
  answers there.”
  Zurzar provides a guide to the clearing 
  but
  nothing more. His folk are lovers not warriors.
  The guide will quickly convey the PCs to the spot
  and then withdraw. The PCs will find 6 figures,
  obviously larger then gnomes, in the clearing.
  They are dismounted and are checking harness
  and gear, obviously intending to depart very soon.
  As you watch a seventh rider will appear, his
  companions glance at him and then begin to
  mount. PCs may attempt to gain surprise on the
  raiders 
  with 
  opposed 
  Move Silently 
  and, 
  if
  necessary, Hide checks.
  The raiders 
  will fight viciously, 
  although
  Caidax will try to escape using his Invisibility
  and Expeditious Retreat spells after a couple of
  rounds.
  Caidax Nightshade, male human Sor6: CR 6;
  medium humanoid; HD 6d4; hp 25; Init +6 (+2
  Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+1
  Dex, +3 Studded Leather); Atks +3 melee (1d4 [x3],
  dagger), +3 (1d8 [x3], halfstaf), +5 ranged (1d8 [19-
  20/x2], light crossbow), SA Spell use; AL LE; SV
  Fort +3, Ref +3, Will +5; Str 10, Dex 14, Con 12, Int
  12, Wis 10, Cha 16
  Skills 
  and 
  Feats: 
  Concentration 
  +10,
  Knowledge (Arcana) +6, Ride +6, Spot +4; Combat
  Casting, 
  Improved 
  Initiative, 
  Spell 
  Focus
  (Necromancy), and Spell Focus (Enchantment).
  Spells Known (2/3/2/1; base DC = 13 + spell
  level): 0—resistance, 
  ray of frost, 
  flare, 
  d e t e c t
  magic, 
  open/close, 
  arcane 
  mark, 
  read 
  magic;
  1st—expeditious retreat, shield, true strike, cause
  fear (+2 DC save); 2nd—invisibility, scare (+2 DC
  Save); 3 rd—hold person (+2 DC save).
  Possessions: light crossbow with bolt case
  and 0 bolts, quarterstaff, light war-horse (stolen
  from Lord Milinous), 
  Quaal’s 
  Feather 
  Token
  (Bird), 8 bolts, dagger, 12 gp.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    5555))))
  Raider male human Ftr1 (4): CR1; medium
  humanoid; HD 1d10; hp 12 (ea); Init +2 (+2 Dex);
  Spd 30 ft.; AC 16 (+3 studded leather, +1 shield, +2
  Dex); Atks +5 melee (1d10+3 [x3], bastard sword),
  
  How Greenway Was My Valley
  Page 14
  +3 ranged (1d8 [19-20/x2], light crossbow); AL LE;
  SV Fort +4, Ref +2, Will +0.
  Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10
  Skills and Feats: Bluff +2, Climb +2, Jump +2,
  Handle Animal +2, Listen +1, Ride +6; Spot +1;
  Weapon Focus (Bastard Sword), Exotic Weapon
  (Bastard Sword), Skill Focus (Ride).
  Possessions: 
  Studded Leather, 
  small 
  steel
  shield, bastard sword, light crossbow with bolt
  case and 0 bolts, 3 gp, 2 sp, horse (stolen from
  Lord Milinous).
  Raider male Half-Orc Ftr1 (2): CR1; medium
  humanoid; HD 1d10; hp 12 hp (ea); Init +2 (+2
  Dex); Spd 30 ft.; AC 15 (+3 Hide, +2 Dex); Atks +5
  melee (1d12+3 [x3], greataxe), +2 ranged (1d8 (19-
  20/x2), light crossbow); AL LE; SV Fort +4, Ref +2,
  Will +0; Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha
  8.
  Skills and Feats: Bluff +2, Climb +2, Jump +2,
  Intimidate +4, Listen +1, Ride +4; Weapon Focus
  (Great Axe), Skill Focus (Intimidate).
  Possessions: 
  hide 
  armor, 
  greataxe, 
  light
  crossbow with bolt case and 0 bolts, 10 sp, horse
  (stolen from Lord Milinous).
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    7777))))
  Raider male human Ftr1 (4): CR1; medium
  humanoid; HD 1d10; hp 12 (ea); Init +2 (+2 Dex);
  Spd 30 ft.; AC 16 (+3 studded leather, +1 shield, +2
  Dex); Atks +5 melee (1d10+3 [x3], bastard sword),
  +3 ranged (1d8 [19-20/x2], light crossbow); AL LE;
  SV Fort +4, Ref +2, Will +0; Str 16, Dex 14, Con 14,
  Int 10, Wis 10, Cha 10
  Skills and Feats: Bluff +2, Climb +2, Jump +2,
  Handle Animal +2, Listen +1, Ride +6; Spot +1;
  Weapon Focus (Bastard Sword), Exotic Weapon
  (Bastard Sword), Skill Focus (Ride).
  Possessions: 
  Studded Leather, 
  small 
  steel
  shield, bastard sword, light crossbow with bolt
  case and 0 bolts, 3 gp, 2 sp, horse (stolen from
  Lord Milinous).
  Raider male human Ftr2 (2): CR2; medium
  humanoid; HD 2d10; hp 20 (ea); Init +2 (+2 Dex);
  Spd 30 ft.; AC 16 (+3 studded leather, +1 shield, +2
  Dex); Atks +6 melee (1d10+3 [x3], bastard sword),
  +4 ranged (1d8 [19-20/x2], light crossbow); AL LE;
  SV Fort +5, Ref +2, Will +0; Str 16, Dex 14, Con 14,
  Int 10, Wis 10, Cha 10
  Skills and Feats: Bluff +2, Climb +2, Jump +2,
  Handle Animal +2, Listen +2, Ride +7; Spot +1;
  Weapon Focus (Bastard Sword), Exotic Weapon
  (Bastard Sword), Skill Focus (Ride).
  Possessions: 
  Studded Leather, 
  small 
  steel
  shield, bastard sword, light crossbow with bolt
  case and 0 bolts, 3 gp, 2 sp, horse (stolen from
  Lord Milinous).
  Raider male Half-Orc Ftr2 (2): CR2; medium
  humanoid; HD 2d10; hp 20 hp (ea); Init +2 (+2
  Dex); Spd 30 ft.; AC 15 (+3 Hide, +2 Dex); Atks +6
  melee (1d12+3 [x3], greataxe), +4 ranged (1d8 (19-
  20/x2), light crossbow); AL LE; SV Fort +5, Ref +2,
  Will +0.
  Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 8.
  Skills and Feats: Bluff +2, Climb +2, Jump +2,
  Intimidate +5, Listen +1, Ride +4; Weapon Focus
  (Great Axe), Skill Focus (Intimidate).
  Possessions: 
  hide 
  armor, 
  greataxe, 
  light
  crossbow with bolt case and 0 bolts, 10 sp, horse
  (stolen from Lord Milinous).
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    9999))))
  Raider male human Ftr2 (4): CR2; medium
  humanoid; HD 2d10; hp 20 (ea); Init +2 (+2 Dex);
  Spd 30 ft.; AC 16 (+3 studded leather, +1 shield, +2
  Dex); Atks +6 melee (1d10+3 [x3], bastard sword),
  +4 ranged (1d8 [19-20/x2], light crossbow); AL LE;
  SV Fort +5, Ref +2, Will +0.
  Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10
  Skills and Feats: Bluff +2, Climb +2, Jump +2,
  Handle Animal +2, Listen +2, Ride +7; Spot +1;
  Weapon Focus (Bastard Sword), Exotic Weapon
  (Bastard Sword), Skill Focus (Ride).
  Possessions: 
  Studded Leather, 
  small 
  steel
  shield, bastard sword, light crossbow with bolt
  case and 0 bolts, 3 gp, 2 sp, horse (stolen from
  Lord Milinous).
  Raider male human Ftr3 (2): CR3; medium
  humanoid; HD 3d10; hp 28 (ea); Init +2 (+2 Dex);
  Spd 30 ft.; AC 16 (+3 studded leather, +1 shield, +2
  Dex); Atks +7 melee (1d10+3 [x3], bastard sword),
  +5 ranged (1d8 [19-20/x2], light crossbow); AL LE;
  SV Fort +5, Ref +3, Will +1.
  Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10
  Skills and Feats: Bluff +2, Climb +2, Jump +2,
  Handle Animal +2, Listen +2, Ride +7; Spot +1;
  Weapon Focus (Bastard Sword), Exotic Weapon
  (Bastard Sword), Skill Focus (Ride).
  Possessions: 
  Studded Leather, 
  small 
  steel
  shield, bastard sword, light crossbow with bolt
  case and 0 bolts, 3 gp, 2 sp, horse (stolen from
  Lord Milinous).
  Raider male Half-Orc Ftr3 (2): CR3; medium
  humanoid; HD 3d10; hp 28 hp (ea); Init +2 (+2
  Dex); Spd 30 ft.; AC 15 (+3 Hide, +2 Dex); Atks +7
  melee (1d12+3 [x3], greataxe), +5 ranged (1d8 (19-
  20/x2), light crossbow); AL LE; SV Fort +5, Ref +3,
  Will +1.
  Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 8.
  Skills and Feats: Bluff +2, Climb +2, Jump +2,
  Intimidate +5, Listen +1, Ride +4; Weapon Focus
  (Great Axe), Skill Focus (Intimidate).
  Possessions: 
  hide 
  armor, 
  greataxe, 
  light
  crossbow with bolt case and 0 bolts, 10 sp, horse
  (stolen from Lord Milinous).
  Augmented Tier
  The augmented tier includes Caidax with full
  spell capacity of (6/7/6/4) and all raiders at Ftr3.
  If the PCs defeat the imposters, especially if they
  are able to capture Caidax, the gnomes will be
  
  How Greenway Was My Valley
  Page 15
  very impressed that the PCs have been able to
  expose this ruse. Such actions will have a positive
  effect on the Viscount’s attempts to reconcile the
  differences between the Free Alliance and the
  Viscounty. Zurzar Grimthrall gifts the party with
  a suit of Masterwork Studded Leather Armor.
  Go to Alternate ending B.
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  AAAAlllltttteeeerrrrnnnnaaaatttteeee    EEEEnnnnddddiiiinnnngggg    AAAA
  In this ending, the PCs have forgotten 
  the
  original plan and left the logging camp before
  they had the information necessary to intercept
  the raiders. They will mill about looking but
  finally Jensen will find them and curtly tell them
  to report to the compound.
  Esquire Gloomwing will greet 
  them with
  disgust 
  and mutter 
  about the lack 
  of good
  fighting men these days. If the PCs were also
  arrested in deChutes Ford, they will spend a n
  additional time unit (note on character 
  sheet)
  mucking out stables and standing night guard at
  the compound to pay back what the Esquire spent
  bailing them out. Then he will dismiss them. If
  the PCs have no debt, they will be dismissed
  immediately.
  AAAAlllltttteeeerrrrnnnnaaaatttteeee    EEEEnnnnddddiiiinnnngggg    BBBB
  Questioning 
  Caidax will garner the following
  with a successful opposed Intimidation check or
  other means.
   
  The raiders could impersonate the gnomes
  because of the Scroll of Veil, which, through
  illusion, made them appear to be a party of
  gnomes.
   
  Our mission was to provoke 
  a massacre,
  either of humans or gnomes, it didn’t matter
  which.
   
  The group was trained at a camp in a secluded
  valley far to the east by powerful group of
  men led by a man named Maris.
   
  We were all blindfolded entering and leaving
  the valley so we wouldn’t be able to reveal its
  location.
   
  The raiders are from Nulb and Verbobonc
  City.
   
  The humans are from Verbobonc City. A man
  named Millard, in a bar called the Braying
  Ass, recruited them.
   
  Half-orcs are from Nulb. They were recruited
  in a tavern known as the Virgin Nymph.
   
  Maris has a powerful wizard working for him
  who created the wand
  Information gained from questioning one of the
  human 
  fighters 
  with 
  a 
  successful 
  opposed
  intimidation check or other means.
   
  We could impersonate the gnomes because of
  the scrolls that were read before the raids to
  make us look like gnomes.
   
  A man named Maris trained us at a camp in a
  secluded valley far to the east.
   
  We were blindfolded entering and leaving the
  valley so we wouldn’t be able to reveal its
  location.
   
  A man named Millard, at a dive known as the
  Braying Ass, recruited us in Verbobonc City.
  Information gained from questioning one of the
  half-orcs with a successful opposed Intimidation
  check or other means.
   
  Magic paper 
  makes 
  us 
  look 
  like 
  filthy
  grubbers.
   
  Maris teach us. Him strong…mean
   
  Secret place … never see door
   
  They tell us in Nulb … get gold … kill
  grubbers.
  The gnomes will suggest the party return to Lord
  Galans’ 
  Holding 
  and 
  explain 
  the 
  situation.
  Esquire Gloomwing, upon hearing the story will
  send an immediate dispatch to Lord Galans and
  order the PCs to report to Viscounty officials in
  Verbobonc City (taking any prisoners or bodies
  with them). Esquire will pay them double wages
  as a reward for their valiant efforts and thank
  them for ending the raids.
  AAAAlllltttteeeerrrrnnnnaaaatttteeee    EEEEnnnnddddiiiinnnngggg    CCCC
  “You ride into our village, slay our people, all the
  while spouting some wild story of “gnome
  raiders. How dare you! Less then 2 hours have
  passed since your fellow too-talls attacked us.
  And now you swoop in to finish the job and
  complete the murder our people. All the while
  piously claiming that we are the raiders.”
  If one of the PCs points out the tracks that lead
  into the village as proof that the party was
  following the raiders, the Elder gnome will spit
  in disgust, point at the tracks and retort.
  “So you admit it! These are the tracks left by the
  humans that raided our village earlier 
  this
  evening. Those are too-tall horses, not gnome
  ponies. How typical of you greedy too-talls. You
  seize our mines and lands…but even that is not
  enough … you contrive lies to kill our people.
  Return to you own lands and leave us to deal with
  these raiders.”
  Esquire Gloomwing will be displeased that the
  PCs were not able to capture or kill the raiders
  
  How Greenway Was My Valley
  Page 16
  and the PCs will receive no reward beyond their
  pay.
  Free Alliance considers any gnomes killed at
  Grimthrall as fallen martyrs. While this will only
  moderately 
  elevate the tensions 
  between the
  Alliance and the Viscounty, the PCs will have
  earned the enmity of the gnomes.
  Collect one gnome influence point from any PC
  that holds one. The influence point will be
  returned to the clan that gifted it accompanied by
  an explanation of what happened with the list of
  dead.
  AAAAlllltttteeeerrrrnnnnaaaatttteeee    EEEEnnnnddddiiiinnnngggg    DDDD
  Upon killing the defenders and searching the
  village, the PCs will find little trace of the raiders.
  For the most part the gnomes they have been
  fighting are poorly armed and lack skill at arms.
  Working amid the wails and sobs of the surviving
  women and children, the PCs will be unable find
  anyone 
  who has even the slightest 
  hint 
  of
  information about a raiding party.
  Attempts to pick up the raider’s trail will require
  a tracking check (DC30) due to the torn up ground
  resulting from the battle and as the raiders are
  now making a deliberate effort to cover their
  tracks. Even if the PCs discover the trail, they will
  not be able to overtake the raiding party.
  Upon returning to Far Downs, the news that the
  PCs were able to follow the raiders and to lay
  waste to a gnome village will be greeted as a
  successful conclusion. The raids end, as this was
  the desired outcome of the operation. Caidax’s
  party return to their base, but they will soon
  resume their activities, plaguing yet another of
  the border nobles. The PCs will be rewarded with
  double their pay and will be free to return to
  Verbobonc City now that the threat is over.
  News of the attack on Grimthrall will spread and
  while some will point to the end of the raids as
  proof the gnomes were behind the unrest all
  along, there are those who would question the
  need for the PCs assault on Grimthrall. PCs will
  be considered murderers by the Free Alliance.
  The effect on relations between the Viscounty
  and the Alliance will be strongly negative.
  Collect one gnome influence point from any PC
  that holds one. The influence point will be
  returned to the clan that gifted it accompanied by
  an explanation of what happened with the list of
  dead.
  The End
  EEEExxxxppppeeeerrrriiiieeeennnncccceeee    PPPPooooiiiinnnntttt    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  To award experience for this adventure, add up
  the values for the objectives accomplished. Then
  assign the discretionary roleplaying experience
  award. The roleplaying award should be given for
  consistent character portrayal and contribution
  to the fun of the game. You can award different
  roleplaying amounts to different characters.
  Award 
  the 
  total 
  value 
  (objectives 
  plus
  roleplaying) to each character.
  Encounter Four
  Defeat or Drive off the Ankheg
  125 xp
  Encounter Five
  Avoiding the being Arrested
  25 xp
  Encounter Seven
  Scouting the Intercept Routes
  50 xp
  Encounter Eight
  Avoid Gnome Ambush
  50 xp
  Avoid Gnome Bloodshed
  50 xp
  Encounter Nine
  Defeat the Raiders
  75 xp
  Capture Caidax
  50 xp
  Conclusion B
  Question Caidax or Raider Prisoner
  25 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  [Note to authors: 
  the roleplaying 
  award
  should be 10% or less of the total award for
  objectives, if you are writing in 3rd edition
  D&D. If you are writing in another game
  system, you may determine the amount at
  your discretion. Remove this paragraph.]
  Total possible experience
  500 xp
  TTTTrrrreeeeaaaassssuuuurrrreeee    SSSSuuuum
  m
  m
  mm
  m
  m
  maaaarrrryyyy
  Player 
  characters 
  may keep items 
  from 
  the
  scenario that are listed on the treasure list below
  or which meet the following conditions:
  1. 
  The 
  item 
  must 
  be 
  non-magical 
  and
  specifically listed in the text of the adventure
  (e.g armor on foes). If it is not listed in the
  text, the characters cannot keep it. Items of
  this nature can be sold for 50% of book value,
  or recorded on a log sheet.
  2. 
  Animals, followers, monsters, henchmen, and
  so forth (any living being, basically) may not
  be kept from a scenario for any reason unless
  
  How Greenway Was My Valley
  Page 17
  the 
  treasure 
  summary 
  lists 
  the 
  being
  specifically. 
  It 
  is 
  okay 
  for 
  the 
  player
  characters to form relationships with NPCs,
  but these will not be certed and cannot bring
  material benefit to the character. Contacts
  (sources 
  of extra 
  information) 
  must 
  be
  specifically certed.
  3. 
  Theft is against the law, but may be practiced
  by some player characters. Items which are
  worth more than 250 gp that are of personal
  significance to the owner (including family
  heirlooms), and all magical items, will be
  discovered in the possession of the character
  by one means or another. The character must
  return the item and pay a fine equal to three
  times 
  the value 
  of the item 
  stolen. 
  In
  addition, the PC caught receives campaign-
  decided penalties for being known as a thief.
  For other stolen 
  items 
  which 
  meet 
  the
  criteria in #1 above, use your judgment and
  the 
  circumstances 
  within 
  the 
  game 
  to
  determine whether a PC thief gets away with
  the theft or not.
  Any item retained according to these rules, which
  does not have a certificate, will not ever have a
  certificate issued for it.
  The campaign staff reserves the right to take
  away any item or gold acquired for things that it
  later finds unreasonable but which were allowed
  at the time.
  Encounter Three
  Smoking Pipe (50 gp, -, ivory, common): 
  This
  smoking 
  pipe 
  has 
  the 
  designed 
  of 
  earth
  elementals engraved on the bowl and is made of
  ivory.
   
   Encounter Nine
   
  Quaal’s 
  Feather 
  Token 
  (Bird) 
  (300 gp, -,
  feather, common)
   
  24 gp, 28 sp
   
   Conclusion B
   
  Masterwork Studded Leather (175 gp, 10 lb,
  leather, common) - This masterwork studded
  leather is fitted for small humanoids.
   
  100 sp per PC (120 sp each if negotiated).
   
  Favor of a Noble House of Verbobonc (0 gp, -, -
  , unusual, non-tradable) - Mark one only: __
  Favor of House Galan - Lord Galan counts the
  adventurer 
  named 
  above 
  as 
  trusted 
  and
  faithful freeman. The ideals of good and true
  friendship 
  are within 
  your 
  heart. 
  House
  Galan stands by your side in times of need.
   
  Influence point in Verbobonc Nobles (0gp, -, -,
  unusual, 
  non-tradable) 
  - The 
  adventurer
  named above has earned an influence pint
  with the nobles of Verbobonc. This Influence
  point will allow the adventurer 
  to receive
  support from the noble council at some time
  in the future.
   Conclusion C
   
  50 sp per PC (60 sp each if negotiated).
   
  Favor of a Noble House of Verbobonc (0 gp, -, -
  , unusual, non-tradable) - Mark one only: __
  Favor of House Milinous - The Black Griffon
  accepts the adventurer named above as one
  able to recognize 
  that military 
  might a n
  strength are the hallmarks of all that is just
  on the battlefield. 
  House Milinous 
  will
  sponsor 
  the adventure 
  into the Milinous
  militia and provide support in times of need.
   
  Collect one gnome influence point from any
  PC that holds one. The influence point will be
  returned 
  to 
  the 
  clan 
  that 
  gifted 
  it
  accompanied 
  by an explanation of what
  happened with the list of dead.
   Conclusion D
   
  100 sp per PC (120 sp each if negotiated).
   
  Favor of a Noble House of Verbobonc (0 gp, -, -
  , unusual, non-tradable) - Mark one only: __
  Favor of House Milinous - The Black Griffon
  accepts the adventurer named above as one
  able to recognize 
  that military 
  might a n
  strength are the hallmarks of all that is just
  on the battlefield. 
  House 
  Milinous 
  will
  sponsor 
  the adventure 
  into the Milinous
  militia and provide support in times of need.
   
  Collect one gnome influence point from any
  PC that holds one. The influence point will be
  returned 
  to 
  the 
  clan 
  that 
  gifted 
  it
  accompanied 
  by an explanation 
  of what
  happened with the list of dead.
  
  How Greenway Was My Valley
  Page 18
  AAAAppppppppeeeennnnddddiiiixxxx    AAAA    ––––    NNN
  NPPPPCCCC    DDDDeeeessssccccrrrriiiippppttttiiiioooonnnnssss
  Cyril Holdforth male human Rog4: CR4; Medium Humanoid; HD 4d6; hp 22; Init +7 (+3 Dex, +4
  Improved Initiative); Spd 20 ft.; AC 13 (+3 Dex); Atks +7 melee (1d6 [18-20/x2], rapier), +7 ranged (1d8 [19-
  20/x2], light crossbow); SA Rog Sneak Atk +2d6; SD Evasion, Uncanny Dodge; AL N; SV Fort +2, Ref +7,
  Will +2; Str 10, Dex 16, Con 12, Int 14, Wis 12, Cha 15
  Skills and Feats: Diplomacy +9, Sense Motive +8, Balance +10, Bluff +9, Climb +7, Decipher Script +9,
  Escape Artist +10, Open Lock +10, Pick Pocket +10, Hide +10; Improved Initiative, Weapon Finesse
  (Rapier), Weapon Focus (Rapier).
  Possessions: Rapier, belt pouch with 3 gp, 2 sp.
  Scarlet Flame Mercenaries male human Ftr6: CR6; Medium Humanoid; HD 6d10; hp 52hp (ea); Init +1
  (+1 Dex); Speed 20 ft.; AC 16 (+4 scale mail, +1 buckler, +1 Dex); Atks +9/+4 melee (1d6+3 [x2], club), +11/+6
  melee (1d6+6 [19-20/x2], scimitar), +5 ranged (1d8 [19-20/x2], light crossbow); AL N; SV Fort +6, Ref +2,
  Will +1; Str 17, Dex 12, Con 14, Int 10, Wis 10, Cha 10
  Skills and Feats: Climb +9, Jump +9, Ride +10, Handle Animal +7. Feats: Weapon Focus (scimitar),
  Weapon Specialization (scimitar), Power Attack, Improved Bull Rush, Cleave, Improved Disarm, Point
  Blank Shot, Mounted Combat.
  Possessions: Scimitar, Scale Male, Buckler, Light Crossbow with bolt case and 10 bolts, belt pouch
  with 14 sp.
  Scarlet Flame Mercenaries male human Clr6:    CR6; Medium Humanoid; HD 6d8+6; hp 42; Init +2 (+2
  Dex); Spd 20 ft.; AC 18 (+1 Dex, +7 halfplate); Atks +6 melee (1d8+2 battleaxe [crit x3]), +5 ranged (1d8
  light crossbow [crit 19-20/2x]); AL CN; SV Fort +6, Ref +3, Will +7; Str 14, Dex 12, Con 12, Int 11, Wis 15,
  Cha 13
  Skills and Feats: Concentration +6, Knowledge (Religion) +3; Move Silently +2, Speak Language
  (Common); Spellcraft +3; Brew Potion; Combat Casting, Weapon Focus (Battleaxe).
  Spells (4/3/2): 0 - Inflict Minor Wound, Read Magic, Resistance, Virtue; 1st - Protection from Law
  (Domain); Doom, Entropic Shield, Obscuring Mist; 2nd - Bull’s Strength (Domain); Hold Person,
  Summon Monster II.
  Special Abilities - (Domain: Chaos & Strength). Possessions: Battleaxe, halfplate armor, light crossbow,
  10 bolts, pouch containing 24 gp, and pouch spell components, holy symbol of Lle
  
SOURCE: textdata/thevault/Living Greyhawk/Modules/Verbobonc/591/Normal Scenarios/VER1-04 - How Greenway Was My Valley (APL 2-6)/VER1-04 - How Greenway Was My Valley.pdf