TEXT:  
  VER Intro 3-02 
   
   
   
   
   
   
   
  A Hunting We Will 
  Go 
   
  A two round D&D LIVING GREYHAWK®  
  Verbobonc Regional Introductory Adventure 
  Part 2 
   
   
  by Gregory Hanigan 
   
   
   
   
   
   
  Harvest time in Verbobonc is a time for celebration, with the harvest festival as its zenith. For the 
  inhabitants of Sobanwych, this harvest festival is more than a tribute to Wenta; it’s also an opportunity to 
  reestablish the community. The temple of Wenta in Sobanwych is cooking up a festival to remember – all 
  they require is a pinch of luck, a bushel of effort, and a handful of hearty souls to deliver the guest of 
  honor. 
   
   
   
   
   
   
  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.  
  
  A Hunting We Will Go 
   
  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.  
   
  Preparation 
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
   
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to highlight 
  particularly important passages.  
   
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one d4, 
  d6, d8, d10, d12, and d20), some scrap paper, a 
  pencil, an RPGA scoring packet, and your sense of 
  fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple as 
  a pad of graph paper and a pencil, as handy as a 
  vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
   
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
   
  Keep in mind that you must have at least four 
  players (not counting the DM), for the game session 
  to be a sanctioned RPGA event. As well, you 
  cannot have more than 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. 
   
  This is a LIVING GREYHAWK Adventure.  As a 
  LIVING adventure it is expected that players bring 
  their own characters with them.  It players fo not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players without 
  a character create on.  Once all players have a 
  LIVING GREYHAWK character, play can begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
   
  Living Greyhawk Levels of 
  Play 
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of 
  the PCs participating in the adventure. 
  2. If PCs bring animals that have been 
  trained for combat (most likely being war 
  horses, dogs trained for war), other than 
  those brought by virtue of a class ability 
  (i.e. 
  animal 
  companions, 
  familiars 
  paladin’s mounts, etc) use the following 
  chart to determine the number of levels 
  you add to the sum above. Add each 
  character’s animals separately. A single 
  PC may only bring four or fewer animals 
  of this type, and animals with different 
  CRs are added separately. 
   
  CR 
  1 
  2 
  3 
  4 
   
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  
  A Hunting We Will Go 
   
  Page 3 
   
  1/3 & 1/2 
  0 
  0 
  1 
  1 
   
  1 
  1 
  1 
  2 
  3 
   
  2 
  2 
  3 
  4 
  5 
   
  3 
  3 
  4 
  5 
  6 
   
  4 
  4 
  5 
  6 
  7 
   
  3. Sum the results of 1 and 2, and divide by 
  the number of characters playing in the 
  adventure – round up. 
  4. If you are running a table of six PCs, add 
  one to that average. 
   
  By following these four steps, you will have 
  determined the APL. Throughout this adventure, 
  APLs categorize the level of challenge the PCs will 
  face. 
  APLS 
  are 
  given 
  in 
  even-numbered 
  increments. If the APL of your group falls on an 
  odd number, ask them before the adventure 
  begins whether they would like to play a harder or 
  easier adventure. Based on their choice, use 
  either the higher or the lower adjacent APL. 
   
  APL also affects the amount of experience 
  you may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
   
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 1st-level characters may find 
  difficulty with the challenges in a LIVING 
  GREYHAWK adventure. If your group is APL 1 
  there are three things that you can do to help even 
  the score. 
  1. Attempt to create a table of six 1st-level 
  characters, or try to enlist higher-level 
  characters to play at that table. 
  2. Advise characters to buy riding dogs to 
  help protect them, and fight for them. All 
  riding dogs are considered trained to 
  attack. PCs who want their dogs to attack 
  must succeed at a Handle Animal or 
  Charisma check (DC 10). Failure indicates 
  that the animal will not attack that round. 
  This is a free action (spoken command) 
  that may be attempted each round. If an 
  animal loses half or more hp in a single 
  round it flees, unless another check is 
  successful. 
  Time Units and Upkeep 
  This 
  is 
  a 
  standard 
  one-round 
  Regional 
  Introductory 
  adventure, 
  set 
  in 
  Verbobonc.  
  Characters native to Verbobonc pay one Time Unit 
  per round, all others pay two Time Units per 
  round.  Adventurer’s Standard Upkeep costs 12gp 
  per round.  Rich Upkeep costs 50gp per round.  
  Luxury Upkeep costs 100gp per round. 
  
  A Hunting We Will Go 
   
  Page 4 
  A Note to the DM 
   
  This is an introductory event and may only be 
  played by first level characters. Also, it is highly 
  recommended that only those characters who have 
  previously played Part 1 of this adventure should 
  play Part 2. However, if characters play Part 2 only, 
  it must be assumed they have joined the party at or 
  near the Knotted Oak Inn. 
   
  Adventure Summary and 
  Background 
   
  The town of Sobanwych has suffered greatly from 
  it’s proximity to the Temple of Elemental Evil, and 
  the stagnation of trade along the forest road 
  through the Gnarley has left this once thriving 
  community an empty husk of what it once was. In 
  an effort to reestablish the town as a major trade 
  hub, the head Brewmaster of Wenta has 
  contracted a great chef to prepare a feast at this 
  year’s Harvest Festival for the local village leaders 
  and 
  population. 
  The 
  chef, 
  Javin 
  Jauntes 
  (pronounced Havin Hontes), has decided that to 
  impress the village leaders that they would require 
  some animal more spectacular than the standard 
  domestic animals. Luckily for him he and his bard 
  companion heard of a particularly large boar 
  terrorizing the farms a few days deeper into the 
  forest. Furthermore, the boar in question has 
  become such a nuisance that the local village 
  leader, Headman Malin, has decided to announce 
  a reward for its death, to take place at the festival, 
  which Javin’s bard companion has become aware 
  of. So thinking he could kill two birds with one 
  stone, Javin has decides to hire some adventurers 
  to kill the boar, collect the reward for himself and 
  at the same time get a very impressive main 
  course for the festival. He has his bard companion 
  announce his need to gather some adventurers, 
  and contracts out the characters--as well as a 
  much less reputable group. A wagon, spears, and 
  a scroll of gentle repose are split between the two 
  groups, and they are sent on their way. Finding 
  the boar is rather easy, since behind him lies a 
  swath of destruction, but bringing the beast down 
  and returning it is more difficult. On top of that, the 
  other adventuring group attacks the characters as 
  they travel through the forest. If the characters are 
  able to fend off the attacks and if they deliver the 
  boar intact and unspoiled, all is well. 
   
  Introduction 
   
  Having gathered valuable information concerning 
  the last known location of the great boar, you 
  prepare to set out on the hunt.  
   
  The Turnip Enterprise 
  If the characters pay the money to the farmer in an 
  attempt to corner the turnip market, roll a d20 and 
  use the following table to determine the success of 
  their turnip enterprise, once the adventure is over: 
   
  1-5    
  Total failure; lose all 300 gp. 
  6-10 
  Moderate failure; roll 2d6 x 25 to 
  determine how much gold is lost; the 
  farmer returns whatever gold is left to the 
  character. 
  11-14 Moderate success; the character makes 
  25 gp, in addition to the seed money of 
  300 gp (which is returned). 
  15-19 Exceptional success; roll 1d6 x 25 to 
  determine 
  how 
  much 
  the 
  character 
  makes, in addition to the seed money of 
  300 gp, (which is returned). 
  20  
  Cornered the market! Roll 2d6 x 25 to 
  determine 
  how 
  much 
  the 
  character 
  makes, in addition to the seed money of 
  300 gp (which is returned). 
   
   
  Encounter One: On the Trail 
  of the Beast 
   
  The rains from the previous night have moved out 
  of the area and the air is crisp and cool. Before 
  you stretches the Gnarley forest. To your left is the 
  road to the north, to your right is a trail to the 
  southeast. 
   
  The characters should be headed southeast, 
  according to the directions they got at the Knotted 
  Oak Inn. If they go off in any other direction, they 
  just waste time. As long as they move off toward 
  the southeast, read: 
   
  The sun has just passed mid sky when your party 
  notices a small cabin set back off the road. The 
  stone building is squat and low in the valley that 
  stretches out before you, and smoke rises from 
  the chimney. A woodsman is working in one of the 
  gardens that extend to the road, but it is obvious 
  that much of his crop has been lost. Long troughs 
  
  A Hunting We Will Go 
   
  Page 5 
  crisscross the garden where the crop has been 
  ripped from the ground.    
   
  The woodsman, Varin (half-elf Com2), is very 
  helpful. He explains that the boar attacked him at 
  his homestead the night before. Varin was able to 
  avoid the beast, but it dug up large amounts of his 
  garden as it charged around after him. Varin 
  nervously points off in the direction the boar left. 
   
  The party will have to track the boar from Varin’s 
  homestead. Due to the rains of the night before, 
  the tracks aren’t hard to follow. The characters will 
  need to make skill checks to track the boar. The 
  DC for these checks is 10, so characters can use 
  Wilderness Lore or Search to follow the boar 
  tracks. Any ranger or druid can tell that this boar’s 
  tracks are bigger than any boar tracks they’ve 
  ever seen. 
   
  The boar’s path leads them right into the Gnarley. 
   The characters have to follow the tracks for about 
  three miles through wild forest. If the slowest 
  speed in the party is 30 feet, it will take them about 
  two hours (three hours if the slowest speed is 20 
  feet, four hours if the slowest speed is 15 feet). If 
  the characters try to bring the wagon through the 
  woods, then it takes them eight hours—let them 
  know that the wagon is really hampering their 
  movement if they want to take it in. If they ask, 
  Varin agrees to watch the wagon for them while 
  they go after the boar.  
   
  Encounter Two: The Great 
  Boar 
   
  The beast’s hoofs have torn the softened loam of 
  the forest and your experienced eye easily traces 
  it’s route through the wet misty coolness. The 
  underbrush, begins to fade away, leaving the tall 
  pines and a thick mat of nettles to fill this part of 
  the Gnarley.  Though the damp mist restricts your 
  view to less than a hundred feet, you can still 
  make out a clearing ahead, and a treefall on the 
  other side of the clearing.   
   
  The boar is resting under the treefall, which is 60 
  feet away on the other side of the clearing. Since 
  the characters are upwind, the boar immediately 
  notices their presence due to its Scent ability.  
  Have the characters make Spot checks (at –6 due 
  to 60 feet of distance) against the creature’s Hide 
  check. The boar has nine-tenths cover, and so 
  has a +10 to his Hide check. Even if this check is 
  Using the Scroll of Gentle Repose 
   
  Although the rules for casting spells from scrolls and 
  the Use Magic Device skill are found in the core 
  books, they are summarized here for convenience. 
   
  Spellcasters 
  For a cleric, wizard, or sorcerer, casting the gentle 
  repose spell requires that a key ability score be 
  sufficient (Wisdom 12 for clerics, Intelligence 13 for 
  wizards, Charisma 13 for sorcerers).  Make a caster 
  level check (roll d20 and add the character’s caster 
  level, which is almost certainly 1) against a DC of 6. 
   If this caster level check succeeds, then the 
  spellcaster has succeeded in casting the gentle 
  repose spell! 
  If the caster level check fails, make an immediate 
  Wisdom check (DC 5); a natural 1 will fail this 
  check.    
  If the Wisdom check is successful, then the 
  spellcaster can try another caster level check.  If the 
  Wisdom check fails, the caster has suffered a 
  Mishap. 
  In the case of a Mishap, the spell is discharged and 
  only partially successful.  The corpse of the boar is 
  perfectly preserved, but the caster acquires the 
  strong odor of rotting boar for the entire duration of 
  the spell (five days).  
   
  Rogues and Bards 
  A rogue or bard with the Use Magic Device skill can 
  try to use the gentle repose scroll, but it’s a little 
  more difficult.  If the character doesn’t already meet 
  any of the sufficient key ability scores (above), then 
  he has to first try to emulate one of them with the 
  Emulate Ability Score option.  This has a DC of the 
  score required plus 15 (so 27 for the divine version, 
  28 for the arcane versions); it isn’t very likely for 
  low-level characters to succeed at this. 
  Once the character meets the minimum key ability 
  score, he must try to Emulate a Class Ability to 
  pretend that the spell is on his “class spell list.”  This 
  has a DC of 20 to be able to work at all, and a DC of 
  25 to work without a mishap.  As long as the 
  character gets a DC of at least 20, his temporary 
  “caster level” is his check minus 20. 
  If the Emulate Class Ability check was a 25 or more, 
  then the spell goes off without a hitch! 
  If the Emulate Class Ability check was less than 25 
  but at least 20, then make a caster level check (d20 
  plus the “caster level” determined above, which will 
  be zero through four) with a DC of 6. 
  If this check succeeds, then the spell was cast 
  successfully! 
  If this check fails, then make an immediate Wisdom 
  check (DC 5).  If the Wisdom check succeeds, then 
  the character can try another level check.  If this 
  Wisdom check fails, then the character has a 
  Mishap, as above.   
  Note that retries of the Use Magic Device skill are 
  allowed, but on a natural 1, the character must wait 
  24 hours before trying to use the scroll again. 
  
  A Hunting We Will Go 
   
  Page 6 
  failed, characters may make Wilderness Lore 
  checks (DC 15) to note that the wind is blowing 
  past them, into the clearing, and anything hiding in 
  the clearing would be able to smell them.   
   
  The boar waits under the treefall until it can see a 
  character within 40 feet (the range of its partial 
  charge), and then charges out in the surprise 
  round. It attacks the largest opponent if there is a 
  choice of more than one.  
   
  APL 2 (EL 4) 
  The Great Boar, male boar, advanced to 6HD; 
  Medium-sized animal; CR 4; HD 6d8+18; hp 45; 
  Init +0; Spd 40 ft.; AC 16 (touch 10, flat-footed 16); 
  Atks +6 melee (1d8+3, gore); Face/Reach 5 ft. by 
  5 ft./5 ft.; SA ferocity; SQ scent; AL N; SV Fort +6, 
  Ref +3, Will +2; Str 15, Dex 10, Con 17, Int 2, Wis 
  13, Cha 4. 
   
  Skills: Listen +7, Spot +5. 
   
  Ferocity (Ex): A boar is such a tenacious 
  combatant that it continues to fight without penalty 
  even while disabled or dying. 
   
  Tactics: Through careful planning the party may 
  be able to deny the boar any reachable target, 
  (such as through the use of spider climb, climbing 
  up into trees, or similar tactics). In this case the 
  boar either runs away, (requiring a second 
  tracking roll to reacquire the trail), or, if the wagon 
  is in the area, it attacks the wagon. The boar then 
  switches back to a party member when one is 
  available. 
   
  Throughout the combat, note what types of 
  weapons and spells are being used against the 
  boar: fire, acid, slashing weapons, or poison will 
  dramatically reduces the quality of the boar 
  carcass. As long as the party doesn’t do more 
  than three or four points of damage with these 
  types of attacks, the boar’s carcass remains in 
  good condition. 
   
  Once the boar is defeated, the party will have 
  several problems getting the boar back to 
  Sobanwych. There are three different concerns: 
   
  Getting the boar out of the forest. If the party 
  took the wagon into the Gnarley with them, then 
  they can load the carcass onto it and trundle back 
  out, (although this will take them another eight 
  hours to get the wagon back out again).  
  Otherwise, they have to haul the 1600 pound 
  carcass on their own. A Wilderness Lore check 
  (DC 12) allows the party to construct a stretcher 
  allowing them to carry the carcass, but the 
  brambles and other obstacles still seriously impair 
  their ability to haul the boar. Each character can 
  drag twice his Heavy Load through the Gnarley, 
  and 
  characters 
  can 
  work 
  together. 
  If 
  the 
  characters all working together can’t drag 1600 
  pounds, then they’ll have to go get a wagon and 
  bring it to the spot where the carcass lies. 
   
  Getting the boar back to Sobanwych. Once the 
  carcass is back at the Varin homestead, the 
  characters can heave it up into the wagon, if they 
  have one. If they don’t, then Varin offers to sell 
  them a wagon for 75 gp, and two old mules to pull 
  it for 30 gp each. A successful Diplomacy check 
  (DC 15) will get him to knock 10 gp off of the price 
  of the wagon and each mule. If the characters just 
  don’t have the cash, he’ll take items they have in 
  trade. Once the boar is in the wagon, the 
  characters can be on their way again. Sobanwych 
  is three and a half days away from the Varin 
  homestead, which brings up the next problem… 
   
  Time Concerns. The boar carcass will be rotted 
  after three days (72 hours). If the party has the 
  gentle repose scroll and can successfully cast it, 
  (see the sidebar on Casting the Spell), then the 
  carcass won’t rot for five days, which is plenty of 
  time. Otherwise, the characters will have to do 
  their best to hurry back to Sobanwych. 
   
  Once the party has determined how they’re going 
  to get the boar back to Sobanwych, move on to 
  Encounter Three. 
   
  Encounter Three: The Road 
  Home 
   
  The miles seem to crawl by as your weary group 
  works its way back to the Harvest Festival. The 
  sun rises over your party, and then sinks below 
  the horizon, with barely a score of miles traveled in 
  between. You begin to fear that you might not 
  reach the Festival in time. Thoughts of dangerous 
  predators attacking you from the wood torment 
  you, particularly now that you are traveling with 
  such a large amount of fresh meat. 
   
  The party retraces their route back to Sobanwych, 
  passing Varin’s cabin and the Knotted Oak Inn.  
  Do not roll random encounters for the road home, 
  (but you can make the players think you are). The 
  morning after the characters leave the Knotted 
  Oak Inn, while passing through the area where the 
  tree-line is close to the road, the party is 
  
  A Hunting We Will Go 
   
  Page 7 
  ambushed by the Gruff Group. The characters can 
  make a Spot check (DC 15) or a Listen check (DC 
  15) to avoid being surprised and are able to act in 
  the surprise round. 
   
  APL 2 (EL 4) 
  Griffo Gruff, male halfling Brd1; Small humanoid 
  (halfling); CR 1; HD 1d6; hp 6; Init +4; Spd 20 ft.; 
  AC 17 (touch 15, flat-footed 13); Atks +5 melee 
  (1d4/19-20, dagger) or +6 ranged (1d4/19-20, 
  dagger); SQ bardic music, bardic knowledge, 
  halfling qualities; AL NE; SV Fort +1, Ref +7, Will 
  +4 (+6 against fear effects); Str 10, Dex 18, Con 
  10, Int 10, Wis 12, Cha 14. 
   
  Skills 
  and 
  Feats: 
  Bluff 
  +6, 
  Climb 
  +2, 
  Diplomacy +6, Jump +2, Listen +3, Move Silently 
  +6, Perform (lute, whistling, ridicule, dance) +6, 
  Use Magic Device +6. Weapon Finesse (dagger). 
   
  Possessions: leather armor, two daggers, 
  spell component pouch, masterwork lute, 120 gp, 
  Chef Javin Jauntes’ scroll of gentle repose (if the 
  characters didn’t take it). 
   
  Spells Known  (4; base DC = 12 + spell level): 
  0—detect magic, flare, light, mending. 
   
  Dimberaid, female half-elf Sor1; Medium-sized 
  humanoid (elf); CR 1; HD 1d4+1; hp 5; Init +2; Spd 
  30 ft.; AC 16 (touch 12, flat-footed 14); Atks +0 
  melee (1d8/x3, shortspear) or +1 melee (1d8/x3, 
  masterwork shortspear); SA spells; SQ half-elf 
  qualities, weasel familiar; AL CE; SV Fort +1, Ref 
  +4, Will +2 (+4 against enchantment effects); Str 
  10, Dex 14, Con 12, Int 12, Wis 10, Cha 16. 
   
  Skills and Feats: Concentration +9, Listen +1, 
  Knowledge (arcane) +5, Search +2, Spot +1, 
  Spellcraft +5. Combat Casting, Alertness (from 
  familiar). 
   
  Possessions: shortspear, spell component 
  pouch, masterwork shortspear (if the Gruff Group 
  took the spears). 
   
  Spells Known  (5/4; base DC = 13 + spell 
  level): 0—daze, detect magic, prestidigitation, read 
  magic; 1st—mage armor, magic missile. 
   
  Perin, male human Rgr1; Medium-sized humanoid 
  (human); CR 1; HD 1d10+1; hp 11; Init +1; Spd 30 
  ft.; AC 14 (touch 11, flat-footed 13); Atks +4 melee 
  (1d6+3/19-20, 
  shortsword) 
  or 
  +2/+2 
  melee 
  (1d6+3/19-20 and 1d6+1/19-20, two shortswords) 
  or +5 melee (1d8+4/x3, masterwork longspear); 
  AL NE; SV Fort +3, Ref +1, Will +4; Str 16, Dex 
  12, Con 12, Int 10, Wis 14, Cha 10. 
   
  Skills and Feats: Animal Empathy +4, Hide +4, 
  Listen 
  +6, 
  Spot 
  +6, 
  Wilderness 
  Lore 
  +6. 
  Ambidexterity, Iron Will, Power Attack, Track, 
  Two-Weapon Fighting. 
   
  Possessions: studded leather armor, two 
  shortswords, backpack, masterwork longspear (if 
  the Gruff Group took the spears). 
   
  Robin Sackton, male human Ftr1; Medium-sized 
  humanoid (human); CR 1; HD 1d10+1; hp 11; Init 
  +4; Spd 20 ft.; AC 19 (touch 14, flat-footed 15); 
  Atks +6 ranged (1d8+1/x3, masterwork longbow) 
  or +2 melee (2d6+1/19-20, greatsword) or +3 
  melee (1d8+1/x3, masterwork longspear); AL LE; 
  SV Fort +3, Ref +4, Will +1; Str 12, Dex 18, Con 
  12, Int 8, Wis 12, Cha 8. 
   
  Skills and Feats: Craft (bowmaking) +5, Ride 
  +8. Point-Blank Shot, Precise Shot, Weapon 
  Focus (longbow). 
   
  Possessions: masterwork longbow, 40 arrows, 
  breastplate, greatsword, masterwork longspear (if 
  the Gruff Group took the spears). 
   
  Tactics: If it looks like the party is low on front-line 
  fighters, then Robin stands back and shoots; 
  otherwise, he enters melee. Perin and Griffo close 
  for melee in any case, trying to flank with each 
  other, while Griffo whistles to inspire his allies.  
  Dimberaid hangs back by the treeline and 
  provides support with magic missiles on anyone 
  that looks threatening or closes with her. If the 
  Gruff Group has the masterwork spears, they also 
  try to use those if it’s reasonable. If any of the 
  Gruff Group combatants is reduced to a couple of 
  hit points, they’ll flee. If any three members of this 
  group fall or flee, the fourth will also try to run. 
   
  Treasure: In addition to the equipment they carry, 
  the Gruff Group has three horses and one pony 
  with saddles and saddlebags tied off a few 
  hundred feet back in the woods. The saddlebags 
  carry a few days of provisions, but that’s all. 
   
  Encounter Four: The Festival 
  Feast 
   
  The sun is still high in the sky when your party 
  crests the last rise of hills between you and the 
  town and just a few hours later you approach the 
  gates. As you do, you see Javin Jauntes riding out 
  to meet you. The large dwarf stiffly slides off his 
  pony and approaches your group with a wide grin. 
   “Welcome, welcome!” he practically shouts as he 
  strides forward. “I had begun to be concerned that 
  you wouldn’t arrive in time, but here you are!”   
   
  
  A Hunting We Will Go 
   
  Page 8 
  Javin Jauntes checks on the condition of the boar. 
  If the boar was improperly killed or has started to 
  rot, read the following: 
   
  Javin looks over the corpse with a critical eye, 
  counting the many imperfections and damage your 
  negligence has caused. Going back to his pony he 
  silently lifts a large tarp off the back of the animal 
  and quickly covers the beasts body. Javin begins 
  to swear into his beard, and motions you to follow 
  him back to his tent. 
   
  If the party followed Javin’s instructions about 
  killing the boar, and cast the gentle repose spell 
  on the animal, read the following: 
   
  Javin runs his hand over the grizzled fur of the 
  boars back, his eyes alight with wonder as he 
  begins to mutter excitedly. You are able to make 
  out a few short references to spices and cooking 
  times, before he rouses himself from his 
  contemplation of the animal before him. Looking 
  up at you all, his bearded face positively glows 
  with pleasure. “This is going to be quite a party, 
  quite a party…. Please get the tarp from the pony 
  and let us prepare – there is still so much to do”. 
   
  The party is ushered through the gates to the town 
  commons, where Javin maneuvers the boar into 
  the tarp lined fire pit enclosure behind his tent.  
  Any character can notice, (Sense Motive, DC 15), 
  that Chef Javin is cautious to make sure the boar 
  stays hidden from all eyes other than his own and 
  the characters’. If confronted on this, Javin 
  explains that he wants the boar to be a real 
  surprise for the feast. 
   
  If the carcass was in bad condition, Javin is 
  able to repair much of the damage and make the 
  boar 
  mostly edible, but won’t reward the 
  characters with the masterwork spears. If the 
  carcass is in good condition, then he lets the 
  characters keep the masterwork spears and the 
  wagon. 
   
  Conclusion 
   
  Over the next day the smell of roasting meat 
  fills the entire town, wafting from the tarp-
  enclosed area behind Chef Javin Jauntes’ tent. 
   Headman Malin and Brewmaster Stealthwater 
  have isolated themselves in the Temple of 
  Wenta, and the acolytes there prevent anyone 
  from disturbing them as they assist with the 
  temple’s holy work. Their work comes to 
  fruition in late afternoon as large casks of ale 
  begin to regularly roll out of the side entrance 
  of the temple. 
   
  As the day fades to night a air of expectation 
  fills the crowd. Long tables and benches are 
  set in rows off to either side of the commons 
  and a immense table is placed squarely in 
  front of the temple. Several acolytes of Wenta 
  lead your group to a side table, where great 
  mugs of ale already sit. 
   
  Just as the last light of the sun is dipping over 
  the horizon Chef Jauntes, stained and sweat-
  faced, exits the enclosed area behind his tent 
  and walks into the temple. Almost immediately 
  the Chef, Headman Malin and Brewmaster 
  Stealthwater exit the temple, all dressed in red, 
  gold, and brown. Small glowing lights flit out 
  of the temple to hover over the various tables, 
  and the three walk to the head table and wait 
  for the crowd to quiet.  
   
  Headman Malin raises his arms and calls out 
  to the crowd, “People of Sobanwych! It has 
  been a trying time for these past few years, but 
  your stout hearts and the blessings of the 
  Alewife have lead us through those times. We 
  stand now after a great harvest; our cattle and 
  sheep graze safely, our silos are again full, and 
  the twin blessings of the grain nourish our 
  bodies and souls. 
   
  “We must, however, stay vigilant! For even 
  now there are dangers in the Gnarley. This 
  very week we have received reports of a great 
  boar 
  ravaging 
  the 
  outlying 
  farms 
  and 
  homesteads by the wood – and we cannot let 
  any of our people suffer from such a monster. 
  And so as your leader I say this to all the local 
  Gnarleymen and adventurers: I pledge to you a 
  ransom of two thousand gold coins to 
  whomever presents me with the great beast’s 
  head!  But now, the Feast!” 
   
  With a flourish Chef Javin Jauntes steps 
  forward and makes a grand gesture. The tarp 
  walls surrounding the fire pit fall away, 
  revealing the now perfectly roasted great boar, 
  its huge head pointing directly at Headman 
  Malin. 
   
  The End 
   
  
  A Hunting We Will Go 
   
  Page 9 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. 
  Then assign the experience award.  Award the 
  total value (objectives plus roleplaying) to each 
  character. 
   
  Encounter One 
  Defeat the great boar 
  150 xp 
   
  Encounter Two 
  Defeat the Gruff Group 
  150 xp 
   
  Encounter Three 
  Return the carcass in good condition 
  60 xp 
   
  Story Award 
  Good roleplaying and combat heroics 
  90 xp 
   
  Total possible experience 
  450 xp 
   
   
  Treasure Summary 
  During an adventure, characters encounter 
  treasure, usually finding it in the possession of 
  their foes. Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces 
  each character gains if the foes are plundered of 
  all their earthly possessions. Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
   
  The coin total is the number of gold pieces 
  each character gains if they take the coin 
  available.  A normal adventuring party can usually 
  gather this wealth in a round or so.  If for some 
  reason, they pass up this treasure, the coin total 
  is subtracted from the encounter totals given 
  below. 
   
  Once you have subtracted the value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a 
  characters total and coin value increase at the 
  end of the adventure.  Write the total in the GP 
  Gained field of the adventure certificate. 
   
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables. 
   
  Encounter Three: 
  Defeat the Gruff Group 
   
  APL 2: L: 127 gp (includes mounts); C: 10 gp.  
   
  Encounter Four: 
  If the carcass is in good shape, then Chef Javin 
  Jauntes lets the characters keep the masterwork 
  spears and the wagon. 
   
  APL 2: L: 79 gp; C: 0 gp. 
   
  If the characters were able to uncover the 
  reward in Round 1 (by making the Gather 
  Information check DC 27), and they convinced 
  Chef Javin to split the reward with them, then 
  they can gain the following reward.  Chef Javin 
  will ‘forget’ to pay the characters their share, and 
  will have to be reminded. 
   
  APL 2: L: 0 gp; C: 167 gp. 
   
  Total Possible gp per PC:            383 gp. 
  
  A Hunting We Will Go 
   
  Page 10 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Greyhawk/Living Greyhawk - RPGA/VER (Verbobonc)/VERi3-02 A Hunting We Will Go Round 2 (3E).pdf