TEXT: GRM1-06
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  Version 1
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  Humanoids have been spotted moving in number in the Lortmils. What can this mean for the people
  who live there? An adventure for character levels 1-6.
  DUN GEO NS & DR AGON S, D&D, G REYHAWK and R PG A are register ed t radem ar ks o f
  Wizar ds o f t he Coast , Inc . LIVIN G G REYHAWK is a t radem ar k o f Wizar ds o f t he Coast ,
  Inc . S cenario d et ail co pyright 2001 b y Wizar ds o f t he Coast , Inc. ALL R IGHT S
  R ESER VED. T his scenar io is int en ded f or t ourn ament use o nly and m ay no t b e
  rep rod uced wit hou t app ro val o f t he R PG A Net wor k.   
  
  A Deadly Beginning
  Page 2
  Thi s is  a RP GA N e tw or k a dv e nt ure g a m e.  A 
  f our -hour  t im e bl ock ha s be e n a llo ca t e d f or 
  pl a yi ng t he g a m e (o r t his ro und of t he g a m e) , but 
  t he a ct ua l pl a yi ng t im e w ill be a bo ut t hre e hour s.
  It is  a g oo d id e a t o a sk e a ch pl a ye r  t o put a 
  na m e t a g in f ro nt of him or  he r. The t a g sho uld
  ha v e t he pl a ye r 's  na m e a t t he bo t to m , a nd t he 
  cha r ac t er 's  na m e , ra c e,  a nd g e nde r a t t he t op . Thi s
  m a ke s it e a sie r  f or  t he PC s t o ke e p t ra ck  of w ho is 
  pl a yi ng w hich cha r ac t er .
  Sc or ing t he g a m e f or  RP GA po int s: The RP GA
  ha s t hre e w a ys  t o sc ore t his g a m e.  C onsul t y our 
  co nv e nti on co or dina t or  t o de t e rm ine 
  w hich
  m e tho d t o use : 
  1. 
  N o- v ot e   sc ori ng : The PC s w rit e t he ir na m e s
  a nd num be rs  on t he sc ori ng pa c ke t  g rid , y ou
  f ill in t he t op of t he g rid . Tha t is  a ll. N o one is 
  ra t e d. Thi s m e tho d is  use d f or  pe o ple w ho a re 
  j ust pl a yi ng f or  f un.
  2. 
  Pa r ti a l sc ori ng : The PC s ra t e t he g a m e m a st e r
  a nd t he sc e nar io on t he ir pl a ye r  v ot ing she e t ,
  a nd pr ov id e pe r sona l  inf or m at io n, but do n’t 
  v ot e f or  ot he r PC s. The g a m e m a st e r ra t e s t he 
  sc e nar io a nd co m ple t e s pe r sona l  a nd e v e nt
  inf or m at io n, but do e s not ra t e t he PC s a s a 
  t e a m or  v ot e f or  PC s. Thi s m e tho d is  use d 
  w he n t he re is  no co m pe t it ion, but t he 
  co nv e nti on co or dina t or  w a nts  inf or m at io n a s
  t o how t he g a m e m a st e rs a re pe r fo rm ing , or 
  t he g a m e m a st e r w a nts  f e e dba c k on his  or  he r
  ow n pe r fo rm a nce .
  3. 
  V ot ing : PC s a nd g a m e m a st e rs co m ple t e t he 
  e nt ire pa c ke t , inc luding v ot ing f or  be s t pla y e r.
  If t his m e tho d is  use d , be sur e t o a llo w a bo ut 
  1 5 -2 0 m inut e s f or  t he PC s t o br ie f ly de s cri be 
  t he ir cha r ac t er s t o t he ot he r PC s, a nd a bo ut 5 - 
  1 0 m inut e s f or  v ot ing . Thi s m e tho d is  use d 
  w he n t he PC s w a nt t o kno w w ho pl a ye d t he 
  be s t a m ong st t he m,  or  w he n t he a dv e nt ure is 
  run in t our nam e nt f or ma t w it h w inne rs a nd
  pr iz e s. 
  Mul ti -r ound 
  a dv e nt ure s 
  usua ll y 
  re q uire d a dv a nci ng a sm a lle r  num be r of PC s
  t ha n pl a ye d t he f irs t ro und, so v ot ing is 
  re q uire d f or  m ult i- round a dv e nt ure s. 
  When using Voting, rank the PCs in order of
  your voting choice while they are completing
  their forms, so that you are not influenced by
  their comments on your abilities.
  The PC s a re f re e t o use t he g a m e rul es  t o le a rn
  a bo ut e qui pm e nt a nd w e ap ons  t he ir cha r ac t er s a re 
  ca r ry ing .
  So m e of t he t e xt in t his sc e nar io is  w rit t e n so 
  t ha t y ou m a y pr e se nt it a s w rit t e n t o t he PC s,
  w hile ot he r t e xt is  f or  y our  e y e s onl y . Te x t f or  t he 
  PC s w ill be in bo ld it a lic s. It is  st ro ng ly 
  re c om m end e d t ha t y ou pa r a phra s e t he pl a ye r  t e xt ,
  ins te a d of re a d ing it a lo ud,  a s so m e of t he t e xt is 
  g e ne ra l a nd m ust be a da p te d t o t he sp e cif ic 
  si tua t io n or  t o a ct io ns of t he pl a ye r  cha r ac t er s.
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  To de t e rm ine t he t ie r, a dd t he cha r ac t er  le v e ls of 
  a ll t he cha r ac t er s. In a dd it ion,  a dd t he le v e ls of a ny 
  he nchm e n or  a nim a ls a cc ord ing t o t he v a lue s on
  t he ir ce r ti fi ca t es . C om pa re t he t ot a l t o t he cha r t
  be l ow t o f ind t he t ie r.
     4       PCs   
      5        PCs   
     6       PCs   
     7       PCs   
       Lvl       Cap
  T1:
  4-12
  5-13
  6-14
  7-15
  4nd
  T2:
  13-22
  14-24
  15-26
  16-28
  6th
  T3:
  23-32
  25-35
  27-38
  29-41
  8th
  The level cap indicated 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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  At the beginning of every scenario, each PC is
  required to pay upkeep costs matching the level
  of lifestyle they wish to maintain. The cost of
  each lifestyle will be indicated at the beginning of
  the scenario. 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
  
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  Page 3
  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
  12 gp
   0
  High
  250 gp
  +1
  Luxury
  500 gp
  +2
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  The PCs have come to the village of Turamil.
  Turamil is a small sized village situated on one of
  the 
  caravan 
  trails 
  through 
  the 
  Lortmil
  Mountains in the Gran March. Named for the
  ruined remains of a tower that was supposedly
  built by an ancient Suloise magician, Turamil is
  located on the trail where it begins to climb the
  heights of the mountain range. With only 100
  residents of both human and dwarven 
  stock,
  there are not a lot of amenities to be had in
  Turamil. A small bakery 
  for the caravans, 
  a
  general store and a single small smithy handle all
  of the needs of the village. The only building
  suitable for visitors to stay is the Wandering
  Dwarf; a medium-size building that serves both
  as inn and tavern to the caravan hands. It is here
  that the adventurers will begin.
  The tavern itself is a sturdy stone and timber
  building. Inside it is warm and well lit by a large
  fire pit in the center of the room upon which
  cooking is done during the mealtime hours. It is
  large enough to hold almost 50 people without
  crowding. 
  The 
  locals 
  often 
  frequent 
  the
  establishment to get news of the outside world.
  The tavern is mostly empty when the player
  characters arrive as the only caravan just left on
  its way into the lowlands. Those characters still
  in the military are to stay in the village to pick up
  the next caravan heading into the mountains and
  escort it. The others are either stopping in for a
  night’s rest and relaxation before heading down
  country or are waiting for the next caravan to
  travel with.
  The tavern keeper is a gruff one-legged dwarf
  named Grazfo but is called Pops by all of the
  regulars. He will greet the PCs and tell them sit
  where they will and someone will be by to get
  them some refreshment. A human female named
  Alarra will serve them. The PCs can circulate
  amongst the locals who gather as night falls.
  Shortly after night falls, a cry of fire brings
  the town to action. The PCs can rush to help the
  rest of the able bodied residents free a dwarven
  miner trapped in a burning structure. This fire is
  only adiversion for the real action of the night.
  The sound of their actions concealed by the noise
  of the rescue, a party of orcs and goblins will rush
  into town and seize as many hostages as possible
  and flee the scene. The PCs are alerted to this
  shortly after they have dealt with the fire. A cry
  for an immediate pursuit arises but should be
  silenced by wiser heads. In the morning, several
  search 
  parties 
  are dispatched 
  to pursue 
  the
  kidnappers before any harm can come to their
  captives. The PCs are sent on their own to follow
  one possible lead. While out scouting they pick
  up the trail and follow it to where the trail splits
  into two separate canyons. Either path leads to a n
  encounter with goblins. Later down the path the
  PCs will have to make a decision, as the trail
  seems 
  to 
  disappear, 
  as 
  the 
  trail 
  seems
  disappeared, but they may pick up aid from a n
  unusual place. If they negotiate ably, they will
  soon be back on the trail with a minimum of
  delay and can circumvent any further traps. The
  PCs arrive at the encampment of the captives and
  the rescue begins. The PCs then have the option
  to pursue the enemy farther but should realize
  the important part of their mission is to return
  the captives. Upon their return to Turamil, there
  is a joyous 
  reunion 
  of 
  the 
  survivors 
  and
  mourning for the dead. The PCs are declared
  heroes of the day and earn the thanks of the
  villagers. All of this humanoid activity should
  point to a much larger event that the PCs have
  stumbled into.
  PPPPllllaaaayyyyeeeerrrrssss’’’’    IIIInnnnttttrrrroooodddduuuuccccttttiiiioooonnnn
  PCs’ reasons for being in Turamil will vary. If
  they are still in the Gran March military service,
  then they will be here having just escorted a
  caravan, uneventfully, from the lowlands and are
  waiting for the caravan they are to escort back
  down. Even if there is only one military member,
  this is acceptable as the escorts are only a token
  gesture to calm fears (believed unfounded) of
  humanoids in the mountains. Nonmilitary PCs
  will be here after having 
  traveled 
  into 
  the
  Lortmils for various reasons. Rumors of a rich
  gold strike in a particular stream nearby will
  have drawn some (the rumors are false). Others
  will have come for scholarly reasons, perhaps
  studying the history 
  of the Lortmils 
  or the
  various minerals present. For whatever reason,
  the PCs are now resting in the village of Turamil.
  The next caravan back to the lowlands is several
  days away. So they have some time to kill.
  You are in the village of Turamil. It is a small
  village of 100 humans and dwarves on one of the
  caravan trails through the Lortmil Mountains.
  You are staying in the only lodgings available in
  Turamil, the Wandering Dwarf inn. The locals
  have seemed friendly and are very eager to here
  news of the outside world. You overhear many
  
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  Page 4
  interesting bits of information over the course of
  your evening.
  Pass out Players’ Handout 1. Divide it amongst
  the PCs evenly.
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  The quiet of the evening is destroyed when a
  disheveled human throws open the door to the
  tavern and rushes in.
  As you sit talking and enjoying your evening
  repast, a wild looking young human bursts into
  the tavern and yells out “Mafrik’s shed is on fire!”
  He then rushes back out the door. The other
  patrons began to get up and rush after the young
  man.
  At this time the PCs should all follow after the
  others. Once outside they can see the glow from
  the fire. They will run a short distance outside of
  town where they will see a small, but sturdily
  built house in flames. There will already 
  be
  several residents beating or throwing dirt at the
  flames.
  The young man who alerted everyone to the fire
  yells out, “I think Mafrik’s still inside!” The
  flames are quite high and have almost engulfed
  the building, however with quick action you
  think that you could get into the building and
  save Mafrik.
  If one of the PCs should choose to rush into the
  flames without magical protection they will take
  the following damage as they run throw the
  flames, dodge falling debris and shoulder aside
  furniture.
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  Debris Hazard: CR 1/2; +10 ranged (1d6).
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  Debris Hazard: CR 2; +10 ranged (2d6).
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  Debris Hazard: CR 1/2; +10 ranged (6d6).
  After searching (Search, DC 10), the PCs will
  indeed 
  find 
  the 
  unconscious 
  dwarf. 
  After
  removing him from the flames, 
  the PCs can
  attempt to stablize the dwarf (he is currently at
  –2 hp), and heal him in order to question him.
  Mafrik can then be questioned for a short
  while before he becomes too tired to continue.
  Mafrik will thank the character profusely who
  saved him and will insist on giving a reward as
  soon as he is able to get up. When asked about the
  incident, Mafrik will tell that he was eating
  supper in his house when he heard a disturbance.
  He went to check it out when a blow to the back
  of the head rendered him unconscious. Other
  than that he knows no more.
  If the PCs search the area (Tracking, DC 20
  due to the confusion 
  of the townspeople’s’
  tracks), they will find a single set of booted tracks
  leaving town in the direction of the hills.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    2222::::    TTTThhhheeee    RRRRaaaaiiiidddd    oooonnnn    tttthhhheeee
  VVVViiiillllllllaaaaggggeeee
  After doing what they can to put out the fire and
  ensuring 
  that it does 
  not 
  spread, 
  the tired
  villagers and PCs will head back towards the inn.
  Clapping you on the back for your fine work
  saving Mafrik, the villagers head back towards
  the inn and invite you along for a well deserved
  round. As you head back, you notice that the door
  to one of the houses is open and you can see a
  body lying partially within it.
  Upon investigation, the PCs will find the dead
  body of one of the female villagers. The house
  will show signs of forcible entry and of definite
  struggle. This should cause immediate concern
  for the other houses in the town. Most of these
  will have been broken into, and several bodies (5,
  mostly women but with one dead elderly male)
  will be found, either sleeping or dead. However,
  the majority of the women and children will be
  missing. Their trail will be easily discovered
  (Tracking, DC 12). Along with the prints of the
  women and children will be many booted tracks,
  some man-sized 
  but most smaller 
  (orcs and
  goblins; Tracking DC 20, the estimate 
  on how
  many there are in the raiding party will set the
  number at very high [50-60] but no firm number
  can be ascertained).
  Some of the villagers and maybe the PCs will
  seek to set off in pursuit immediately. However,
  cooler heads will convince the crowd to await
  light, as you will be unable to spot ambushes or
  traps in the dark. Also, they can not be travelling
  quickly with their hostages.
  In the morning, a group of 10 able-bodied
  men (humans and dwarves) will gather with what
  weapons they can locate, mostly picks, spears, and
  clubs. The rest will remain to guard the village
  and prepare the dead for burial (if the PCs try to
  insist on taking more villagers along, have several
  goblins be spotted in the hills in the other
  direction). They and the PCs will set off following
  the rather 
  apparent 
  trail 
  into 
  the 
  canyons
  surrounding Turamil. About an hour after setting
  off, the trail will divide and the villagers will
  head off following one branch wishing the PCs
  luck and Heironious’s blessing. They leave the
  PCs to follow the other path. If the PCs try to take
  some of the villagers along on their path, have
  the leader of the village party explain that the
  
  A Deadly Beginning
  Page 5
  PCs are much better equipped and skilled, making
  them more than equal to their superior numbers.
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  RRRRooooaaaadddd
  You follow the trail further into the mountains.
  It stays fairly clear and fresh, getting faint in
  hard places and picking up in the softer dirt.
  After 3 hours, 
  the canyon you 
  have been
  travelling in splits with the group you are
  pursuing apparently splitting equally.
  The PCs will wish to examine the tracks and
  attempt to discern which side the captives were
  taken or if both paths hold captives. It will take a
  DC 22 Tracking roll to discern that the captives
  were lead down the right fork.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444aaaa::::    TTTThhhheeee    LLLLeeeefffftttt    FFFFoooorrrrkkkk
  You quickly follow the tracks down the left fork.
  They are quite visible in the soft dirt of the
  canyon floor. The canyon walls have closed in a
  bit and have grown progressively higher and
  steeper as you head further into the mountains.
  If the raiders stopped to rest during the light
  hours, you believe that you should be getting
  close to where they should be encamped.
  The PCs are heading higher into the Lortmil
  Mountains. As they go their ability to leave the
  paths 
  will 
  become 
  more 
  limited 
  as 
  the
  surrounding 
  terrain 
  gets 
  progressively 
  more
  hostile. The group that the PCs are pursuing
  down this branch has indeed stopped to rest for
  the day. Unfortunately, they do not have the
  hostages. They are keeping a watch as they are
  expecting some pursuit but are still resting. The
  sentries are goblins concealed in the rocks. They
  will give the alarm as soon as they spot the PCs.
  You follow this fork for two hours. You are
  beginning to become concerned that maybe the
  raiders did not stop.
  At this time, the PCs should make a spot check
  DC 16 to notice the sentries before they sound
  the alarm. If they do:
  Wait a minute! Is that a flash of color their in the
  rocks? Yes, it is definitely someone moving! From
  their size, you guess that they are goblins.
  If they fail:
  As you round a bend in the canyon, you here a
  loud cry comes from ahead. You can now here
  more noise coming from ahead. Wild looking
  goblins come leaping out of the rocks to attack.
  Either way, the fight is on.
  The 
  creatures 
  have 
  tattoos 
  and 
  emblems
  identifying their tribes in the Pomarj. PCs making
  successful Knowledge checks will be able to
  discern this information (see Handout 2).
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Goblin (8): CR 1/4; Small Humanoid; HD 1d8; hp 4
  (each); Init +1 (Dex); Spd 30ft; AC 15 (+1 size +1
  Dex +3 studded leather); Atk +0 melee (1d8-1,
  morningstar); AL NE; SV Fort +0 Ref +3 Will +0
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
  Skills: Hide +6, Listen +3, Move Silently +5,
  Spot +3; Feats: Alertness
  SQ: +4 Move Silently racial bonus.
  Orc (2): CR 1/2; Medium-size Humanoid; HD1d8;
  hp 6; Init +0; Spd 20ft; AC 14 (+4 scale mail); Atk +2
  melee (1d12+3, greataxe); AL CE; SV Fort +2 Ref +0
  Will –1
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8
  Skills: Listen +4, Spot +3; Feats: Alertness
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  Goblin (8): use stats above
  Orc (6): use stats above.
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  Goblin (8): use stats above.
  Orc (8): uses stats above.
  Ogre (1): CR 2; Large Humanoid; HD4d8+8; hp 28;
  Init –1(Dex); Spd 30ft; AC 16 (-1 size, -1 Dex, +5
  natural, +3 hide); Atk +8 melee (2d6+7, greatclub);
  AL CE; SV Fort +6 Ref +0 Will +1
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Skills: Climb +5, Listen +3, Spot +3; Feats:
  Weapon Focus (greatclub).
  Tactics: The sentries will not attack until the rest
  of the group is ready to engage (assuming that
  they were able to give the alarm). The goblins will
  flee if it appears that the battle is going badly.
  The others will not flee.
  Development: None of the creatures are carrying
  any treasure other than their equipment and a
  day’s 
  worth 
  of rations. 
  If 
  the 
  goblins 
  are
  successfully interrogated, they will be able to tell
  the PCs that the hostages are with the party on
  the other fork and will take much pleasure in
  stating that the PCs will not be able to make it in
  time to save their friends. They are much braver
  than normal goblins, this should be of interest to
  PCs who take note. Also, the goblins will know
  this additional information (see handout 2). The
  orcs will not talk and will gladly die first.
  Go to Encounter 5a.
  
  A Deadly Beginning
  Page 6
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    4444bbbb::::    TTTThhhheeee    RRRRiiiigggghhhhtttt    FFFFoooorrrrkkkk
  You race down the right fork. Even though the
  tracks fade out at times in the hard ground, you
  are able to easily continue the pursuit.
  Have the PCs make a Spot check (DC 16). If the
  PCs succeed, then they spot the enemy at the
  same time as they spot the PCs. There is no
  surprise round. If the PCs do not succeed, then
  the PCs are surprised and the enemy gets a partial
  action before initiative.
  Wildly painted goblins come screaming out of the
  rocks lining the walls of the canyon! It’s an
  ambush!
  The 
  creatures 
  have 
  tattoos 
  and 
  emblems
  identifying their tribes in from the Pomarj. PCs
  making successful Knowledge checks will be able
  to discern this information (see Players’ Handout
  #2).
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Goblin (12): CR 1/4; Small Humanoid; HD 1d8; hp
  4 (each); Init +1 (Dex); Spd 30ft; AC 15 (+1 size +1
  Dex +3 studded leather); Atk +0 melee (1d8-1,
  morningstar); AL NE; SV Fort +0 Ref +3 Will +0
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
  Skills: Hide +6, Listen +3, Move Silently +5,
  Spot +3; Feats: Alertness
  SQ: +4 Move Silently racial bonus.
  TTTTiiiieeeerrrr    2222    ((((EEEELLLL    5555))))
  Goblins (12): use stats above.
  Orcs (4): CR 1/2; Medium-size Humanoid; HD1d8;
  hp 6; Init +0; Spd 20ft; AC 14 (+4 scale mail); Atk +2
  melee (1d12+3, greataxe); AL CE; SV Fort +2 Ref +0
  Will –1
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8
  Skills: Listen +4, Spot +3; Feats: Alertness
  TTTTiiiieeeerrrr    3333    ((((EEEELLLL    7777))))
  Goblins (12): use stats above
  Ogre (2): CR 2; Large Humanoid; HD4d8+8; hp 28;
  Init –1(Dex); Spd 30ft; AC 16 (-1 size, -1 Dex, +5
  natural, +3 hide); Atk +8 melee (2d6+7, greatclub);
  AL CE; SV Fort +6 Ref +0 Will +1
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Skills: Climb +5, Listen +3, Spot +3; Feats:
  Weapon Focus (greatclub).
  Tactics: The monsters will rush into melee. The
  goblins will flee if it appears that the battle is
  going badly. The others will not flee.
  None of the creatures are carrying any treasure
  other than their equipment and a day’s worth of
  rations. 
  If 
  the 
  goblins 
  are 
  successfully
  interrogated, they will be able to tell the PCs that
  the hostages are with the party on the other fork
  and will take much pleasure in stating that the
  PCs will not be able to make it in time to save
  their friends. They are much braver than normal
  goblins, this should be of interest to PCs who
  take note. Also, the goblins 
  will 
  know this
  additional information (see handout 2). The orcs
  will not talk and will gladly die first.
  Go to Encounter 5b.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555aaaa::::    OOOOuuuurrrr    FFFFeeeeaaaatttthhhheeeerrrreeeedddd
  FFFFrrrriiiieeeennnnddddssss????
  After the completion of the encounter, the PCs
  will note that the trail ends here where the
  raiders were encamped.
  As you gather yourselves to continue the pursuit,
  you soon notice that the trail ends here in the
  raiders’ encampment.
  Let the PCs search about for a few minutes and
  maybe even decide that they had chosen the
  wrong path and start to backtrack before having
  them make a Spot check DC 15. If they make it
  they notice the aaracockra descending out of the
  sun. Otherwise they will be quite surprised as the
  five feathered humanoids land amongst them.
  Aaracockra (Medium Humanoid; hp 6; +0 javelin
  melee, +2 javelin ranged [6 javelins 1d6] can throw
  the javelins from the air with their feet; Speed
  20ft ground, 90ft air)
  Aarocockra (5): CR 1/2; Medium-size Monstrous
  Humanoid; HD 1d8; hp 6; Init +2 (Dex); Spd 20 ft.,
  Fly 90 ft. (average); AC 13 (+2 Dex, +1 natural); Atk
  +0 melee (1d4-1, talons) 
  or +3 ranged (1d6-1,
  javelin); SA Bite, summon Large air elemental; AL
  NG; SV Fort +0, Ref +4, Will +2.
  Str 9, Dex 15, Con 10, Int 10, Wis 11, Cha 10.
  Skills: 
  Craft 
  (weapons) 
  +4, 
  Knowledge
  (nature) +4, Listen +4, Spot +4, Wilderness Lore
  +4. Feats: Flyby Attack.
  SA: Bite (Ex)—When grounded, an aarakocra
  attacks with its beat (+1 melee), dealing 
  1d3
  points of damage on a successful attack; S u m m o n
  Large 
  Air 
  Elemental 
  (Su)—A group 
  of five
  aarakocras that includes at least one cleric can
  cast summon monster VI to summon a Large air
  elemental. 
  To perform 
  the 
  summoning, 
  the
  aarakocras 
  must 
  perform 
  an intricate 
  aerial
  dance for three rounds.
  The feathered humanoids land nearby but not too
  close. They stand only five feet high but have
  huge wingspans. Each has a quiver of javelins
  strapped to their chest. Try as you might, you can
  not decipher the intent on their alien faces. As
  
  A Deadly Beginning
  Page 7
  you prepare yourselves, one cries out. “Humans,
  harm you we mean not! Beastmans you have
  killed. Thanks have we to you. Little beastmans
  climb good. Near to finding nests were they.
  Much are we thanking you.”
  At this time the PCs can ask the aaracockra,
  Thrrinnfel, 
  questions. 
  He 
  does 
  not 
  know
  anything of humans with orcs or goblins. He does
  know a shortcut to the other fork if the PCs ask
  him. He will gladly tell them of it as thanks for
  their deed. If the PCs attempt to bribe or pay for
  the information, he will also gladly take whatever
  they offer. If the PCs at any time attempt to harm
  any of the aaracockra, they will all fly away,
  leaving the PCs to the long walk home.
  The shortcut is not something that the PCs
  would ever have found by themselves. It takes a
  little help from the aaracockra tying a rope off at
  the top of the cliff to get them on their way. The
  path is quite harrowing, taking the PCs along
  many narrow ledges, over a few narrow chasms,
  and up and down many short cliffs. Have the PCs
  make a few appropriate 
  rolls (Climb, 
  Jump,
  Balance, etc.) but keep the DCs around 15. Be
  careful to not take to much time with the trip but
  most certainly have fun with it. The end of the
  journey will have the PCs looking down into a
  small ravine containing and encampment. Orcs
  and goblins 
  bearing 
  the same 
  markings 
  are
  visible lounging about the camp. The hostages are
  also visible, sitting, huddled in the middle of the
  camp.
  Go to Encounter 6.
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    5555bbbb::::    W
  W
  W
  Wiiiilllldddd    M
  M
  M
  Maaaannnn    ooooffff    tttthhhheeee
  M
  M
  M
  Moooouuuunnnnttttaaaaiiiinnnnssss
  After the completion of the encounter, the PCs
  will note that the trail ends here where the
  raiders were hidden.
  As you gather yourselves to continue the pursuit,
  you soon notice that the trail ends here in the
  raiders’ ambush site.
  Let the PCs search about for a few minutes and
  maybe even decide that they had chosen the
  wrong path and start to backtrack before having
  them make a Spot check (DC 30). Assuming that
  they fail (an astounding roll and very high levels
  can make it), the PCs will be quite surprised by
  the wild looking individual who will drop down
  out of the rocks next to them. At first glance, the
  PCs will not be able to tell what sort of creature
  this bundle of fur is, but as the surprise of its
  entrance 
  subsides, 
  human 
  features 
  will 
  be
  discernable. The man is of indeterminable age
  and is clad head to toe in a large variety of small
  animal furs. He carries a club and has a small but
  very rusty knife at his side.
  As you try to decide upon your next course of
  action, you are surprised as a large furry thing
  leaps at you. At first it seems as if it will attack,
  but it does not. With a moment to look it over,
  you can tell that it is not some sort of hideous
  mountain beast set upon devouring you but is
  rather a human of some sort. You can not tell if it
  is man or woman nor make a guess as to its age. It
  is bundled head to toe in a patchwork of small
  furs. It carries a club and has a small, rusty knife
  at its 
  side. 
  Seeing you 
  lower 
  your 
  guard
  somewhat, the creature speaks. “ Fighting orcs
  and goblins, eh? Good, filthy critters. Never could
  stand them. Hain’t seen but nary a few recently
  though. Wonder what’s thesen’s are up to? Hmm,
  you look like a likely bunch—the perfect picture
  of do-gooder adventurers. Never could stand that
  type much either. Never could stand really
  anybody for that matter. ‘S why I came to these
  here mountains. Well, you’ve had your little
  squabble, so move on along!”
  The PCs will need to negotiate with the man,
  Horfeld (male human, Rgr 8), to get his help in
  finding the trail. He will not be interested in gold
  or jewels 
  or any 
  sort 
  of 
  treasure. 
  He 
  is
  unconcerned about the humanoids moving back
  into the mountains, 
  he will have no trouble
  avoiding 
  them. 
  He 
  is 
  also 
  completely
  unconcerned about the righteousness 
  of their
  quest or the favor of any god. If they mention the
  town of Turamil, he will ask them about Mafrik.
  He will explain that Mafrik had done him well a
  few years back when he was sick. If the PCs
  mention that they saved Mafrik, then he will
  agree to lead them to the hostages. Horfeld will
  lead them into the mountains surrounding the
  trail. He will say that this is the trail that orcs
  and goblins took. Horfeld will then insist on
  leaving. He says to tell Mafrik that they are even
  now. He will then leave, no entreatment 
  will
  affect him. If the PCs fail to mention Turamil or
  Mafrik or did not save the latter, Horfeld will tell
  them where the orcs and goblins went if they will
  give him a new knife (a sword will do if they do
  not have a knife, he will snap it off to be a good
  length). 
  Horfeld 
  will 
  lead 
  them 
  into 
  the
  mountains surrounding the trail. He will say that
  this is the trail that orcs and goblins took. He will
  then leave.
  Go to Encounter 6
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    6666::::    BBBBaaaacccckkkk    oooonnnn    tttthhhheeee    TTTTrrrraaaaiiiillll
  The trail that you have been set upon shows signs
  of recent use by a large number of people. Ten
  carts sit piled upon the side of the trail.
  The trail heads off into the mountains. As the PCs
  follow it, the trail narrows and becomes difficult
  to traverse. After about three hours of travel, the
  PCs will come to a place where the trail ends at a
  ravine. The PCs can see the trail pick back up on
  the other side of the ravine. The ravine is ten feet
  
  A Deadly Beginning
  Page 8
  wide. A small rock outcropping projects above the
  middle of the ravine. The wall is also fairly rough
  with a number of handholds. The PCs will have to
  cross the ravine to continue the pursuit.
  Climbing the wall is DC 18. If the character
  falls, they will take 3d6 damage (the first 1d6 is
  subdual damage) and will have to be pulled back
  up the 30-foot deep ravine. Climbing the other
  side of the ravine (for those who fall in and wish
  to go ahead and climb out) is DC 20.
  Throwing a grappling hook to catch 
  the
  outcropping is possible. Make an attack roll to
  catch on the rock, AC 20. They can then swing
  across.
  The difficulty for jumping across is calculated
  by using the standard jumping rules. The distance
  to be cleared is 10 feet. There is sufficient room
  for a running jump. Damage for falling is the
  same as under climbing.
  On the far side is a flat spot suitable to use as
  a camp, as it is now almost completely dark. The
  night will pass uneventfully. In the morning, two
  hours of travel will see the PCs looking down into
  a ravine. They can see an encampment spread
  below. Two goblins walk about. A small corral
  holds what looks like the prisoners from Turamil.
  Several small campfires are burning but do not
  appear to be tended.
  Go to Encounter 7
  EEEEnnnnccccoooouuuunnnntttteeeerrrr    7777::::TTTThhhheeee    RRRReeeessssccccuuuueeee!!!!
  This encounter will vary quite widely depending
  on the PCs’ plan of attack. The PCs should first
  make a Spot check (DC 18) to see how many of the
  sentries they notice. If they fail by 2 or less, they
  spot one, make it by even, then they notice 2, if
  they beat it by more than 2 then they notice all 4.
  Mark the sentries that they notice on the PCs
  map (Players’ Handout #4). Allow the PCs a few
  minutes to make their plans but remind them
  that they themselves could be spotted at any
  moment. If they go over 10 minutes planning,
  start making a Spot check for the goblin sentries.
  Start with DC 25 and decrease it by 2 for every 2
  minutes the PCs go over their time limit. If the
  PCs are spotted, then the camp will be alerted and
  will proceed to attack the PCs.
  TTTTiiiieeeerrrr    1111    ((((EEEELLLL    3333))))
  Goblin (8): CR 1/4; Small Humanoid; HD 1d8; hp 4
  (each); Init +1 (Dex); Spd 30ft; AC 15 (+1 size +1
  Dex +3 studded leather); Atk +0 melee (1d8-1,
  morningstar); AL NE; SV Fort +0, Ref +3, Will +0.
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +5,
  Spot +3; Feats: Alertness.
  SQ: +4 Move Silently racial bonus.
  Gronthog, 
  male goblin 
  Sor2: 
  CR 
  2; 
  Small
  Humanoid; 
  HD 2d4+2; hp 10; Init 
  +5 (Dex,
  Improved Initiative), Spd 30 ft; AC 12 (+1 size +1
  Dex); Atk +0 melee (1d8-1, morning star); SQ: Toad
  Familiar; AL NE; SV Fort +1, Ref +3, Will +3.
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 10.
  Skills: Hide +6, Listen +3, Move Silently +5,
  Spot +3; Feats: Improved Initiative.
  SQ: +4 Move Silently 
  racial 
  bonus, 
  Toad
  Familiar (hp7).
  Spells known (6/4; Spell DC 10 + spell level):
  0-lvl—daze, detect magic, flare, ray of frost, read
  magic, resistance; 1st-lvl—magic missile, sleep.
  TTTTiiiieeeerrrr    2222    ((((                            
  EEEELLLL    ))))
  Goblin (8): uses stats above.
  Orc (3): CR 1/2; Medium-size Humanoid; HD1d8;
  hp 6; Init +0; Spd 20ft; AC 14 (+4 scale mail); Atk +2
  melee (1d12+3, greataxe); AL CE; SV Fort +2, Ref
  +0, Will –1.
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8.
  Skills: Listen +4, Spot +3; Feats: Alertness.
  Gronthog, 
  male goblin 
  Sor4: 
  CR 
  4; 
  Small
  Humanoid; 
  HD 4d4+4; hp 20; Init 
  +5 (Dex,
  Improved Initiative); Spd 30 ft; AC 12 (+1 size +1
  Dex); Atk +1 melee (1d8-1, morningstar); SQ: Toad
  Familiar; AL NE; SV Fort +2, Ref +4, Will +4.
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 10.
  Skills: Hide +6, Listen +3, Move Silently +5,
  Spot +3; Feats: Dodge, Improved Initiative.
  SQ: +4 Move Silently 
  racial 
  bonus, 
  Toad
  Familiar (hp 11)
  Spells Known (6/6/3; Spell DC 10 + spell
  level): 0-lvl—daze, 
  detect 
  ,magic, flare, 
  ray o f
  frost, read magic, resistance; 1st-lvl—expeditious
  retreat, magic missile, sleep; 2nd-lvl spell—Melf’s
  acid arrow.
  TTTTiiiieeeerrrr    3333    ((((                            
  EEEELLLL    ))))
  Goblins (8): use stats above.
  Orc (4): use stats above.
  Ogre (3): CR 2; Large Humanoid; HD4d8+8; hp 28;
  Init –1(Dex); Spd 30ft; AC 16 (-1 size, -1 Dex, +5
  natural, +3 hide); Atk +8 melee (2d6+7, greatclub);
  AL CE; SV Fort +6 Ref +0 Will +1
  Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
  Skills: Climb +5, Listen +3, Spot +3; Feats:
  Weapon Focus (greatclub).
  Gronthog, 
  male goblin 
  Sor6: 
  CR 
  6; 
  Small
  Humanoid; 
  HD 6d4+6; hp 29; Init 
  +5 (Dex,
  Improved Initiative); Spd 30 ft; AC 12 (+1 size +1
  Dex); 
  Atk +2 morningstar 
  (1d8-1); SQ: 
  Toad
  Familiar; AL NE; SV Fort +3, Ref +5, Will +7.
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8.
  Skills: Hide +6, Listen +3, Move Silently +5,
  Spot +3; Feats: Improved Initiative, Dodge, Iron
  Will
  SQ: +4 Move Silently 
  racial 
  bonus, 
  Toad
  Familiar (hp15)
  
  A Deadly Beginning
  Page 9
  Spells Known (6/6/5/3; Spell DC 10 + spell
  level): 0-lvl—daze, detect magic, flare, ray of frost,
  read 
  magic, 
  resistance; 
  1st-lvl—expeditious
  retreat, cause fear, magic missile, 
  sleep; 2nd-lvl
  spell—Melf’s 
  acid 
  arrow, 
  mirror 
  image; 3rd-
  lvl—fireball.
  After the combat, if the PCs wish to interrogate
  any of the prisoners, they do not know any more
  than the ones from the trail (see Handout #2).
  Gronthog will not talk (if mind reading or a
  compulsive spell, i.e. charm 
  person, he knows
  additional information. See Players’ Handout #5).
  The hostages are worn, tired, suffering a little
  from mishandling and definitely hungry but very
  happy to see their rescuers. All of the people
  taken are here and alive. They are most anxious
  to be taken away from here. Questioning them
  will reveal that there is another larger party that
  left to the east when they stopped at daybreak. It
  was lead by some wildly dressed goblin. They do
  not know anything otherwise as they only spoke
  in goblin. They fear that this party might return
  at any moment and insist on leaving as soon as
  possible. A search of the camp will garner the
  following items:
  6 silvered daggers
  1 masterwork heavy crossbow
  10 silvered bolts
  5 grappling hooks with 1000 feet of hemp
  rope
  100 torches
  1 holy symbol of Maglubieyet, wooden
  1 climber’s kit
  1 silvered morningstar
  38 gold, 530 silver, and 200 copper coins of
  Greyhawk
  A wooden bridge 12 feet long (weighs 150
  pounds)
  CCCCoooonnnncccclllluuuussssiiiioooonnnn
  You and your newly acquired wards hurry away
  back to the trail. You worriedly watch for any
  sign that the other party may be returned or have
  spotted your escape. As you make it back onto the
  trail, you pick up the pace.
  If you have time, you can have the PCs make a few
  Spot checks just to make them nervous.
  A nervous trip back to Turamil, shortly after dark.
  The other search party has just returned. They are
  overjoyed to see that you have found their loved
  ones and brought them safely back. They cluster
  around 
  you 
  giving 
  their 
  thanks 
  and
  congratulating you on a job very well done.
  Everyone heads back to the Wandering Dwarf to
  mourn the loss of those killed the night before
  and to celebrate the return of those taken. You
  spend the night being passed around to each
  family 
  in turn 
  who 
  make 
  sure 
  that 
  you
  understand how grateful they are. Many libations
  are passed about. Fortunately, being adventurers
  you are trained to handle such celebrations and
  manage to drag yourselves from your beds in the
  morning without too much pain. The mayor of
  the town and a small group have turned out to
  see you off as the next caravan is due in today.
  They give you a small sack of gold saying that they
  are sorry that they can not give you more. Mafrik
  is there, looking much better than last you saw
  him even though his head is still swathed in
  bandages. He comes over and hands you a small
  bundle saying gruffly that you have his thanks
  for saving his life. “Those goblins always caused
  us troubles. I thought that we dwarves had run
  most of these guys out of our mountains. Guess
  we missed some. Thanks for your help.” Once
  more you are thanked by the members of the
  town and are told that you are welcome always.
  The sack contains 40 gold coins of the Gran
  March. Mafrik’s bundle contains 5 sunrods.
  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 1
  Save Mafrik
  75 xp
  Encounter 4
  Defeat raiders
  100 xp
  Encounter 5
  Convince aaracockras to help
  50 xp
  or
  Convince Horfeld  to help
  50 xp
  Encounter 6
  Cross the ravine
  75 xp
  Encounter 7
  Defeat the Raiders
  150 xp
  Total experience for objectives
  450 xp
  Discretionary roleplaying award
  0-50 xp
  Total possible experience
  500 xp
  
  A Deadly Beginning
  Page 10
  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
  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 [insert campaign value] 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, such as Infamy. 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 which
  it later 
  finds 
  unreasonable 
  but 
  which 
  were
  allowed at the time.
  Encounter 7
  • 
  6 silvered daggers (10 gp, 1 lb., steel and silver,
  common):
  • 
  1 masterwork heavy crossbow (350 gp, 9 lbs.,
  wood and steel, common)
  • 
  10 silvered bolts (1 gp each, 1 lb. For all, wood,
  steel and silver, common)
  • 
  5 grappling hooks with 1,000 ft hemp rope.
  • 
  100 torches
  • 
  1 holy symbol of Maglubieyet, wooden
  • 
  1 climber’s kit
  • 
  1 silvered morningstar (50 gp each, 8 lb., wood,
  steel and silver, common)
  • 
  38 gold, 530 silver, and 200 copper coins of
  Greyhawk.
   
   Conclusion
  • 
  40 gold of Gran March
  • 
  5 sunrods (2 gp each, 1 lb., wood, common).
  [e t c]
  
  A Deadly Beginning
  Page 11
  PPPPllllaaaayyyyeeeerrrrssss’’’’    HHHHaaaannnnddddoooouuuutttt    ####1111          
  Bandits have been raiding the caravans.
  A red dragon has been seen stealing cattle.
  Hundreds of orc tracks crossed the caravan route north of here.
  Someone has found that old Flan city up in the mountains and it is filled with the dead.
  Humanoid troops are on the march again in Ulek.
  Strange creatures have been seen following hunting parties.
  One of the local mineshafts has broken through into some old caverns.
  A bloody moon rose two nights in a row last week. Surely a sign of evil times.
  Witchlights have been playing about the old tower lately.
  
  A Deadly Beginning
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  The orcs and ogres wear emblems that resemble:
  The goblins show this sign:
  If the PCs make the appropriate Knowledge checks, they know the names of these tribes.
  History DC 25
  Lortmils DC 18
  Pomarj DC 20
  Military DC 25
  The orcs and ogres belong to the Crooked Claw tribe.
  The goblins belong to the Wicked Eye tribe, a particularly nasty group.
  
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  Bluff Check level
  12 – The groups split up to throw off pursuers.
  15- The groups would rejoin later to enter their secret base. Only their leader knows its location.
  20 – Their leader is Angula Dakton, a mighty shaman of Maglubieyet.
  25- The hostages were to be sacrificed for a ritual to Maglubieyet.
  
  A Deadly Beginning
  Page 14
  Players’ Handout #4
  
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  Information that can be attained by reading Gronthog’s mind or charming him and asking the
  appropriate questions.
  The goblins are here to retake their ancestral homelands.
  They are from the Pomarj.
  They are here without the Warlord’s permission.
  Their homelands are in some caverns nearby.
  Angula will lead them to great glory by summoning powerful forces to drive out the dwarves from their
  homes. The prisoners were for the summoning.
  He does not know the location of the caverns.
  
  A Deadly Beginning
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  DDDDM
  M
  M
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Gran March/591/Normal Scenarios/GRM1-06 - A Deadly Beginning (APL 2-6)/GRM1-06 - A Deadly Beginning.pdf