TEXT: Based on the original DUNGEONS & DRAGONS
  ® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS 
  game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
   
  This game product contains no Open Game Content.  No portion of this work may be reproduced in any 
  form without permission of the author.  To learn more about the Open Gaming License and the d20 
  system license, please visit www.wizards.com/d20 
   
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the 
  Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS 
  RESERVED. This scenario is intended for tournament use only and may not be reproduced without 
  approval of the RPGA Network.  
   
  NYR4-S01 
   
   
   
   
   
  Flying Pigs and Other 
  Strange Things 
   
  A One-Round D&D LIVING GREYHAWK®  
  Nyrond Introductory Regional Adventure 
  Version 1 
  Round 1 
  by Tracy Taylor 
   
   
  It is a time of strange occurrences and ominous portents.  The stars and heavenly bodies in the sky are 
  in a precise alignment that has never been duplicated before.  Gods, old and new, feel unique and wholly 
  unfamiliar feelings and the people of Gollump are worried – although not for any of these reasons.  
  People are turning up dead, and the Sheriff doesn’t know what to do.  As brave heroes, can you stop the 
  death before this one horse town disappears altogether?  
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 2 
  Introduction 
  This is an RPGA® Network scenario for the 
  Dungeons & Dragons® game. A four-hour time 
  block has been allocated for each round of this 
  scenario, but the actual playing time will be closer 
  to three and a half hours. The rest of the time is 
  spent in preparation before game play, and 
  scoring after the game. The following guidelines 
  are here to help you with both the preparation and 
  voting segment of the game. Read this page 
  carefully so that you know and can communicate 
  to your players the special aspects of playing an 
  RPGA scenario.  
   
  Preparation  
   
   
   
   
  First you should print this scenario. This scenario 
  was created to support double-sided printing, but 
  printing it single sided will work as well. There is 
  enough room along the inside margin to bind the 
  adventure, if you desire.  
  Read this entire adventure at least once before 
  you run your game. Be sure to familiarize yourself 
  with any special rules, spells, or equipment 
  presented in the adventure. It may help to 
  highlight particularly important passages.  
  When you run an RPGA D&D adventure we 
  assume that you have access to the following 
  books: the Player’s Handbook, the Dungeon 
  Master’s Guide, and the Monster Manual. We also 
  assume that you have a set of dice (at least one 
  d4, d6, d8, d10, d12, and d20), some scrap paper, 
  a pencil, an RPGA scoring packet, and your sense 
  of fun. It is also a good idea to have a way to track 
  movement during combat. This can be as simple 
  as a pad of graph paper and a pencil, as handy as 
  a vinyl grid map and chits, or as elaborate as resin 
  dungeon walls and miniatures. 
  Instruct the players either to prepare their 
  characters now, or wait until you read the 
  introduction, depending on the requirements of the 
  scenario as described in the introduction.  
  Keep in mind that you must have at least three 
  players (not counting the DM), for the game 
  session to be a sanctioned RPGA event. As well, 
  you 
  cannot 
  have 
  more 
  than 
  six 
  players 
  participating in the game. 
  Once you are ready to play, it is handy to instruct 
  each player to place a nametag in front of him or 
  her. The tag should have the player’s name at the 
  bottom, and the character’s name, race, and 
  gender at the top. This makes it easier for the 
  players (and the DM) to keep track of who is 
  playing which character. 
  The players are free to use the game rules to 
  learn 
  about 
  equipment 
  and 
  weapons 
  their 
  characters are carrying. That said, you as the DM 
  can bar the use of even core rulebooks during 
  certain times of play. For example, the players are 
  not free to consult the Dungeon Master’s Guide 
  when confronted with a trap or hazard, or the 
  Monster Manual when confronted with a monster.  
  Some of the text in this scenario is written so that 
  you may present it as written to the players, while 
  other text is for your eyes only. Text for the 
  players will be in gray boxes. It’s strongly 
  recommended that you paraphrase the player text 
  instead of reading it aloud. Some of this text is 
  general and must be adapted to the specific 
  situation or to actions of the player characters. 
   
  Scoring 
   
   
   
   
   
  After the players have completed the scenario or 
  the time allotted to run the scenario has run out, 
  the players and DM score the game. 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 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 3 
  # of Animals 
  Mundane 
  Animals Effect 
  on APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  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 bring 
  their own characters with them.  If players do not 
  have a LIVING GREYHAWK character generated, 
  get a copy of the current LIVING GREYHAWK 
  character generation guidelines, and a character 
  sheet from your convention coordinator or the 
  RPGA Web site, ant then have any players 
  without a character create on.  Once all players 
  have a LIVING GREYHAWK character, play can 
  begin. 
  Along with the other materials that you are 
  assumed to have in order to run a D&D game, it is 
  also recommended that you have a copy of the 
  LIVING GREYHAWK Gazetteer. 
  Living Greyhawk Levels of Play  
   
  Because players bring their own characters to 
  LIVING GREYHAWK games, this adventure’s 
  challenges are proportioned to the average 
  character level of the PCs participating in the 
  adventure. To determine the Average Party Level 
  (APL): 
  1. Determine the character level for each of the 
  PCs participating in the adventure. 
  2. If PCs bring animals that have been trained 
  for combat (most likely being war horses, 
  dogs trained for war), other than those brought 
  by virtue of a class ability (i.e. animal 
  companions, familiars paladin’s mounts, etc) 
  use the sidebar chart to determine the number 
  of levels you add to the sum above. Add each 
  character’s animals separately. A single PC 
  may only bring four or fewer animals of this 
  type, and animals with different CRs are 
  added separately. 
  3. Sum the results of 1 and 2, and divide by the 
  number 
  of 
  characters 
  playing 
  in 
  the 
  adventure.  Round to the nearest whole 
  number. 
  4. If you are running a 
  table of six PCs, 
  add 
  one 
  to 
  that 
  average. 
   
  By following these four 
  steps, you will have 
  determined the APL. 
  Throughout this 
  adventure, APLs 
  categorize the level of 
  challenge the PCs will 
  face. APLS are given in 
  even-numbered 
  increments. If the APL 
  of your group falls on an 
  odd number, ask them 
  before the adventure 
  begins whether they 
  would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the 
  lower adjacent APL. 
  APL also affects the amount of experience you 
  may gain at the end of the adventure. If your 
  character is three character levels or more either 
  higher or lower than the APL this adventure is 
  being played at, that character will receive only 
  half of the experience points awarded for the 
  adventure. This simulates the face that either your 
  character was not as challenged as normal, or 
  relied on help by higher-level characters to reach 
  the objectives. 
  Note: 
  LIVING 
  GREYHAWK 
  adventures 
  are 
  designed for APL 2 and higher. Three or four, or 
  sometimes even five 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. 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 4 
  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 1-round Regional adventure, 
  set in Nyrond.  Characters native to Nyrond pay 
  one Time Unit per round, all others pay two Time 
  Units per round.  Adventurer’s Standard Upkeep 
  costs 12gp per Time Unit.  Rich Upkeep costs 
  50gp per Time Unit.  Luxury Upkeep costs 100gp 
  per Time Unit. 
  Adventure Summary  
  Introduction:  Wherein the heroes are introduced 
  to area. 
  Encounter 1 – The Bridge:  Of course it is a toll 
  bridge. 
  Encounter 2 – The Town of Gollump:  Location, 
  Location, Location. 
  Encounter 3 – The Winged Boar: Okay folks, we 
  have a problem. 
  Encounter 4 - Leonora of Ehlonna: Gathering 
  intelligence. 
  Encounter 5 – The Crafterson’s Estate: Scene of 
  the crime. 
  Encounter 6 – The Anklebiter Farm: Another 
  crime scene. 
  Encounter 7 – Garlen’s House: Ah ha!  Now we 
  are getting somewhere. 
  Conclusion: Just rewards. 
  INTRODUCTION 
  It’s a warm autumn day a couple of hours from 
  sunset.  You and your companions have been 
  travelling at a leisurely pace from Rel Mord to 
  Adrean’s Landing, enjoying each other’s company 
  and the peace and quiet of the great outdoors. 
  Gazing up at the sky, you realize it’s about time to 
  set up camp.  Looking ahead you do not see any 
  likely camping spots along the road, and decide to 
  flag down a passerby.  An old man on a wagon 
  pulled by a donkey is coming your way and one of 
  your party stops him.  As he brings his wagon to a 
  halt, he calls out in a friendly tone, “Greetings 
  travelers.  Where are you off to on such a fine 
  day?” 
  The old man will listen to the party and take a 
  moment to ask each of them where they are from 
  and what business they have in the region.  This is 
  a good time for the party to introduce themselves 
  and give a small amount of background.  If he is 
  asked about himself, he will respond by saying 
  “My name is Kirrall and I live on a farm a short 
  distance from here.  I’m on my way home from my 
  final trading trip this season.  Hopefully, with a little 
  luck I’ll be home just after sundown.  Ah, I have 
  not seen my family in many weeks and it will be 
  really nice to have some home cooking and a 
  comfortable bed.  I like the road, but these old 
  bones sure do long to sleep in my own bed.  
  Speaking of beds, where are you planning on 
  spending the night?  There aren’t any good 
  camping spots on this road for quite away.” 
  Assuming the party has no pressing plans 
  “Personally, I recommend, the village of Gollump.  
  They don’t get many visitors but the inn is clean 
  and the food is good.” 
  Gesturing down the road Kirrall points back the 
  way he came and explains there is a small road 
  that turns East into the forest about 500 yards 
  away.  A couple of miles down that road is a 
  bridge and about 500 yards from there is Gollump.  
  “It’s just a small community, but the people are 
  good folk and it sure beats camping on the side of 
  the road.”   
  Bidding the party farewell, Kirrall makes a clicking 
  noise and starts moving his wagon forward once 
  again.  
  If the party decides not to follow the old man’s 
  advice, they can do a Survival check (DC5) to see 
  that there is a large pack of wolves in the area and 
  camping by the road would not be advisable. 
  If the party still insists on camping rather than 
  going 
  to 
  town, 
  do 
  everything possible to 
  encourage them to go to town for the night.  If the 
  party insists run the following encounter, using 
  whatever tactics are necessary to make the party 
  run. 
  Wolves (12) – see monster manual 
   
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 5 
  ENCOUNTER 1  
   THE BRIDGE 
  As predicted about 500 yards down the trade 
  route, there is a small road leading East into the 
  woods.  The forest is fairly thin on the edge 
  closest to the main road, but, looking in, it 
  thickens up.  The road is made of hard packed dirt 
  and appears to be fairly well maintained and 
  frequently traveled. 
  After a couple of miles of winding through the 
  forest, the road comes to a wooden bridge, 10 ft. 
  wide and 30 ft. across.  It spans a narrow chasm 
  about 60 ft. deep.  At the bottom of the chasm a 
  deep, fast moving stream winds its way out of 
  sight in both directions.  As they approach the 
  bridge, the party can do a spot or listen check 
  (DC15) or be surprised by four thugs that jump out 
  of the trees blocking the path to the bridge and 
  road backwards.  As soon as the party is stopped, 
  a fifth person, Hamilton, steps out of the trees and 
  tells the party, this is a toll bridge, and they have 
  to pay a toll of five gold pieces per person if they 
  want to cross. 
  This encounter can be handled in a variety of 
  ways.  If the players are willing to talk, they can 
  use diplomacy, bluff or intimidate rolls to get past. 
   The results are as follows:  (Please note: if the 
  party decides to try and bluff through this, ensure 
  they come up with a reasonable excuse as to why 
  they should pass). 
  DC 0-10  
  Pay the toll or fight 
  DC 11-15 
  The toll will be reduced to 2 gp 
  per person 
  DC 16-20+ 
  The thugs are impressed with the 
  party and decide to leave without 
  any trouble 
  In the event, the party decides to fight their way 
  past,  
  Hamilton, Male Human Com2/War1: CR 2; HD 
  2d4+2 (Commoner), 1d8+1 (Warrior); hp 13; Init + 
  2; Spd 30; AC 14 (Flatfooted: 12 Touch: 12); Atk 
  +3 base melee, +2 base ranged; +4 (1d3+2, 
  Unarmed); +3 (1d6+2, Sword, short); +3 (1d4+2, 
  Dagger); AL CN; SV Fort + 4, Ref + 3, Will + 0; 
  STR 13, DEX 11, CON 12, INT 10, WIS 8, CHA 
  10. 
  Skills and Feats: Intimidate + 2, Ride + 3, 
  Wilderness Lore + 0, Improved Unarm Strike, 
  Run, Simple Weapon Focus: Unarmed 
  Weapons: Dagger; Short Sword  
  Armor: Leather. 
  Thugs, Male Human Com2: (4); CR 1; HD 2d4 
  (Commoner) ; hp 6; Init + 0; Spd 30; AC 10 
  (Flatfooted: 10 Touch: 10); Atk +2 base melee, +0 
  base ranged; +3 (1d3+1, Unarmed ); -2 (1d4+1, 
  Dagger); AL CN; SV Fort + 1, Ref + 1, Will + 0; 
  STR 12, DEX 10, CON 10, INT 8, WIS 9, CHA 8. 
  Skills and Feats: Profession (Farmer) + 1, Ride + 
  3, Swim + 4, Wilderness Lore + 2, Run, Track, 
  Simple Weapon Proficiency: Unarmed, Weapon 
  Focus: Unarmed. 
  Weapons: Dagger 
  Tactics:  Hamilton and his friends will not draw 
  weapons on the party, choosing instead to use 
  their fists and beat the party into unconsciousness. 
   As soon as any of the thugs or Hamilton take 
  damage, they will flee into the forest in different 
  directions.  These boys have spent a great deal of 
  time in these woods and it should be impossible 
  for the players to track or follow them.  If the party 
  insists, have them role a Survival check (DC20) to 
  find their way back to the bridge before sunset or 
  get lost for 1d4 hours. 
  ENCOUNTER 2 
  THE TOWN OF GOLLUMP 
  After crossing the bridge, the road makes a 
  sweeping turn and opens up onto a main street of 
  the small farming village of Gollump.  The town 
  itself consists of a cluster of buildings around a 
  main street with several houses with yards close 
  to town and farmsteads further out. 
  Give the party Player Handout 1, with the 
  following descriptions of some of the more 
  obvious buildings:   
  (If a building is not specifically described, consider 
  it residence of an unimportant NPC) 
  1. Inn of the Winged Boar – first building on the 
  west side of the street when entering town 
  from the South.  This two story building looks 
  to have been built within the last 10 years and 
  is in good repair.  On the front porch, a 
  shingle hangs with the carving of a winged pig 
  leaping into the sky.  It is the only building 
  down the main street with lights on and 
  sounds coming from it. 
     
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 6 
  2. Milton’s 
  Marvelous 
  Mercantile 
  – 
  This 
  general store is the first building on the east 
  side of the street when entering town.  A little 
  farther into town than the Inn, it is a large 
  single story structure with a high sloped roof.  
  From the outside, you can see two loading 
  docks, now closed up for the evening.  A large 
  name sign with flowing script adorns the 
  length of the front of the building. 
   
  3. Bart’s Saddlery and Livery Stable – next to 
  the inn and consisting of a large barn like 
  structure and several small paddocks.  In the 
  paddocks several horses can be seen 
  sleeping and eating their evening meal.  A 
  sign on the door says stabling can be 
  arranged at the inn. 
   
  4. Cartage for Hire – small squat building next 
  to the stable.  It has several wagons of various 
  sizes parked out back and there looks like 
  room for more.  This building is dark and 
  closed up with no sign on it. 
   
  5. Shrine to Ehlonna – located at the northern 
  most end of the street on the same side as the 
  general store.  It is a simple structure with a 
  large garden and well cared for shrub around 
  the property.  Unlike everywhere else in town, 
  a small candle can be seen twinkling in one of 
  the front windows.  If the party approaches the 
  building they will find the outer door unlocked, 
  but the door leading into the main building 
  locked.  Everything inside appears to be well 
  cared for and a single blanket and pillow has 
  been left out in the entry way. 
   
  The following buildings should only be described 
  once 
  the 
  players 
  have gone through the 
  appropriate encounter: 
  6. Crafterson Estate – see encounter 5 
  7. Anklebiter Farm – see encounter 6 
  8. Garlen’s house – see encounter 7 
   
  The following buildings should only be described 
  once the players have visited the Cleric.  All of 
  these buildings have been boarded up and are in 
  general disuse.  The party should be discouraged 
  from breaking in as they contain belongings that 
  rightfully go to the next of kin. 
   
  9. Rhianna’s house – victim 1 - A plain house 
  with a porch and the beginnings of a garden in 
  the back.  From the looks of things, the 
  ground where the garden was being dug is 
  very rocky and hard.  This is the  area where 
  Rhiannas’s body was found. 
   
  10. Culdrick’s home – victim 2 – single story 
  dwelling surrounded by what once had been a 
  nice fertile lawn.  Now the lawn is dead and 
  covered by small pebbles and the occasional 
  large rock.  There is an area in the corner of 
  the back lawn where some grass has been 
  raked and the cleric will indicate this is where 
  the body was found. 
   
  11. Bennett’s home – victim 3 – two story home 
  that might once have been nice, but has been 
  neglected for long enough to become an 
  eyesore.  The vegetable garden on the side is 
  overgrown with weeds and debris from the 
  house.  The cleric will let the party know that 
  Bennett was found in this garden. 
   
  Because the party has arrived in the evening, 
  nothing in town is open, except the inn.   
  If the party decides to break into any of the 
  buildings they will be arrested by the Sheriff and 
  put in jail for 2 TU’s. 
  If the party is injured from the encounter at the 
  bridge, they will have to wait until the morning as 
  the cleric is out of town for the evening and cannot 
  be found. 
   
  ENCOUNTER 3  
  THE WINGED BOAR 
  As the party enters the inn, they are immediately 
  greeted by the inn’s namesake, a life size wooden 
  sculpture of a boar with wings leaping into the sky 
  over a hedge.  
  The inside of the Inn is pleasant and smells of 
  baked meats and smoked wood.  The few patron’s 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 7 
  gathered around the room cast distrustful glances 
  at the strangers and seem to be muttering 
  amongst themselves.  The bartender looks up as 
  the door opens and greets the party, 
  Garrod: Male human Ftr 6/Com 2; hp 42; see 
  appendix 1 
  “Greeting’s travellers.  Welcome to the Winged 
  Boar.  Best food and drink that Gollump has to 
  offer.  What can I get you?” 
  Regardless what the party orders, the bartender 
  introduces himself as Garrod, the Bartender/Inn 
  Keeper/Sheriff combination.  Assuming the party 
  is friendly and asks him how things are going, he 
  will respond by saying, 
  “We don’t get many strangers around here.  You 
  need to excuse these guys,” he gestures to the 
  other patrons in the bar, “Things have not been 
  going well lately, and there have been some 
  unexplained deaths in the last couple of weeks.  
  The town has not had any murders as far back as 
  most people can remember, so you can see how 
  this has got everyone a little edgy.” 
  “Normally, the only crime we see around these 
  parts is from some of the young bloods drinking 
  too much and getting rambunctious.  Occasionally 
  border and livestock disputes between some of 
  the farmers erupt, but those are few and far 
  between and quickly solved.”  He sighs deeply and 
  puts down his towel.  “Most of the time, my 
  muscle is more than adequate for dealing with the 
  type of problems we run into, but now I’m finding 
  myself hard pressed to solve these deaths.” 
  If the party seems sympathetic at all, he asks the 
  party to stay around for a few days and help out. 
  “I used to be an adventurer, like you, you know, 
  and I know that with your combined talents you 
  will be more able to solve problems than I can by 
  myself. I can’t pay you much, but I’m sure I could 
  round up some type of reward.  If you’ll agree to 
  help us out, I’ll go see some of our citizens 
  tomorrow.” 
  Assuming the party agrees, the Sheriff buys them 
  a drink and a meal and explains the following: 
  • 
  There have been three deaths in the last two 
  weeks.  There doesn’t appear to be any 
  connection between the victims as they are all 
  different ages and sex, and appear to have 
  been killed in different ways.  They did not 
  know each other, at least no more than any of 
  the other townsfolk.   
  • 
  The victims were all killed outside in their 
  yards during the daylight hours, and there was 
  no weapon found at the scene.   
  • 
  He asked some of the locals and talked to 
  Milton who owns the general store across the 
  road.  No one saw or heard anything and 
  that’s part of the reason people are so 
  nervous. 
  • 
  The local healer, Leonora, cleric of Ehlonna, 
  examined the bodies and may be able to tell 
  you more that he can.  He has talked to her, 
  but all she could tell him was how they were 
  killed.  If asked, Garrod is vague about these 
  details and suggests the group go and talk to 
  Leonora directly rather than take his word. 
  • 
  None of the victims have any family in town 
  and generally kept to themselves.  Their 
  houses weren’t anything great and nothing 
  appeared to be missing.  Garrod has sent 
  messages to some of his contacts in Rel Mord 
  to try and track down any surviving family. 
  • 
  All of the victims were found by locals, who 
  immediately called the Sheriff before touching 
  the body.  These locals have been questioned 
  extensively and did not see or hear anything.   
  If the party relays their experience at the bridge, 
  Garrod looks concerned but not surprised.   
  “That sounds like Hamilton and his crew.  The kid 
  is bad news, I tell you.  It’s a shame, it really is, his 
  father is Milton and he’s a nice guy.  Milton is 
  responsible for building this town into what it is 
  today.  Rumor has it he used to be one of the 
  minor nobility in Rel Mord, belonging to a group 
  called the Swaggering Diletantes.  Unfortunately 
  for him, he had a change in fortunes and the other 
  members drummed him out when he couldn’t keep 
  up appearances, so he had to find somewhere 
  else settle down, which was good for us because 
  if he hadn’t believed enough to open the general 
  store none of us would be here. Don’t worry about 
  Hamilton and his friends, I’ll have another talk to 
  them in the morning and make sure they don’t 
  bother you again.” 
  If the party tells the bartender that they wounded 
  any of the thugs, 
  “Well, that serves them right.  I knew one day they 
  would get into more trouble then they can handle. 
   I guess I know where I can find them tomorrow 
  morning, at the cleric.  That is, unless they have 
  some other way to patch themselves up.” 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 8 
  If the party tells the bartender they killed any of 
  the thugs, the bartender looks very upset and 
  starts to talk quieter, 
  “I’ve no doubt you were defending yourselves, but 
  was that really necessary? I’ve never heard of any 
  of these guys using weapons, well, except 
  Hamilton.  Everyone know Hamilton is lousy with 
  that sword he carries and the safest place is 
  probably where he’s aiming.” 
  “Oh well, what’s done is done, I guess.  I’ll try to 
  keep it all quiet for as long as I can, but, just so 
  you know, once the locals get wind of it, they will 
  start screaming for blood.  I’ll do what I can as 
  appreciation for your help, but let’s hope you can 
  find the answer to these tragedies before the 
  people find out what you did.  I don’t suppose any 
  of you are licensed adventurers?” 
  If any of the party are licensed adventurers … 
  “That will help.  Don’t get me wrong, I believe you 
  are serious adventurers, but being licensed will 
  help me convince others you are serious and not 
  just drifters and ruffians.” 
   
  If none of the party are licensed adventurers … 
  “That’s too bad.  If you were licensed it would help 
  me convince the locals that you are legitimate and 
  serious adventurers instead of just drifters and 
  ruffians.  It may not hold much weight with you, 
  but around here the oath to the king means 
  something.  I’m still licensed you know, it helps me 
  carry weapons when I go to some of the bigger 
  centers.  Anyway, don’t worry about it.  I’ll cover 
  for you with the locals – for as long as I can.” 
    
  For the rest of the evening, the party can mingle 
  with the patrons and gather information or make 
  diplomacy checks to find out the following:  
  (Please note, the locals do not know anything 
  about the deaths other than it was a tragedy and 
  has people pretty scared) 
  Regarding Hamiton and his friends: 
  DC 10 Hamilton and his friends are nothing more 
  than hoodlums.  Although they haven’t 
  done any crimes outside of starting fights, 
  no one would be surprised if they started 
  turning to banditry on the main road. 
  DC 15   About a year ago, Hamilton was sent to a 
  military academy in Greyhawk for training. 
   Even though Milton never said as much, 
  people think Hamilton was sent off to 
  teach him some discipline.  When he 
  returned, he claimed it was because he 
  was finished his training. 
  DC20 Hamilton was actually kicked out of the 
  academy for a combination of poor 
  performance and discipline problems.  
  Milton had to use his money to keep 
  things quiet in Greyhawk or Hamilton 
  likely be cooling his heels in jail. 
   
   
  Regarding the Sheriff: 
  DC 10 Garrod is a nice guy, but not that smart.  
  Everyone is content with him as Sheriff 
  and until now, there has never been a 
  reason to question his competence. 
  DC 20 Garrod is an ex-adventurer that saw his 
  entire group destroyed by demons, while 
  working for one of the Noble houses in the 
  Duchy of Urnst.  Having survived the 
  ordeal, he vowed to give up adventuring 
  and leave the Duchy to settle in more 
  “civilized” lands. 
   
  Regarding general information about the town and 
  its population: 
  DC 5 
  The town was founded by Milton who 
  decided to settle in the area and bring 
  goods in to sell.  It is a peaceful place and 
  for the most part everyone gets along and 
  minds their own business. 
  Leonora is the cleric of Ehlonna and is 
  well regarded.  She was raised by druids 
  and keeps to herself, but can be counted 
  on to administer herbal remedies and aid 
  to those that need her.  
  DC10 The do get their fair share of travelling 
  types.  The sheriff, the sage, and the 
  Girmash family are a few of the more 
  notables that have decided to settle in the 
  area. 
   
  Regarding the Girmash family: 
  DC 15 The Girmash family are the caretakers of 
  the Anklebiter farm.  They keep to 
  themselves and can be counted on to help 
  out if needed.  Katherine is a barbarian 
  from the north and nice enough; the kids 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 9 
  tend to be just like any other children their 
  age, except their half-orcs; and the father 
  is a good citizen despite the fact he is a 
  full blooded Orc. 
   
   
   
  DC 20 Argoth Girmash is a full blood Orc that 
  met and fell in love with Katherine, a 
  Barbarian from the North.  According to 
  rumor, Argoth is an accomplished fighter 
  and veteran of the Greyhawk wars.  
  During his first skirmish, he realized that 
  Orcs were being ill used by the ruling 
  powers and decided he would no longer 
  carry out the orders of mayhem and 
  destruction.  During the chaos of battle he 
  slipped away and started making his own 
  way in the world, generally doing good 
  things, but in disguise, so as to hide his 
  heritage. 
   
  Regarding the sage: 
  DC 10 The sage’s name is Garlen and is just a 
  harmless old man.  He keeps his lawn and 
  house in good shape and mostly keeps to 
  himself.  Occasionally, he will get visitors 
  from out of town bringing him packages, 
  but that hasn’t happened for several 
  months. 
   
  DC 15 About two months ago, Garlen received a 
  package from Rel Mord that he was very 
  excited about.  Since then, he has been 
  very secretive. 
   
  As the party decides to retire for the evening the 
  Sheriff will call over one of the members and says 
  thanks for looking into this for him. 
  “If you want to get a quick start on your 
  investigation, Leonora is usually at her temple 
  down the street at dawn.  She will be sure to see 
  you right away.  Good luck and have a good 
  nights sleep.” 
   
  ENCOUNTER 4 
  LEONORA OF EHLONNA 
  The sky is just starting to lighten up when the 
  party comes across the temple at the end of the 
  street.  Unlike last night, both sets of doors are 
  open wide and they can hear the sounds of prayer 
  coming from within.  Just as they enter, the old 
  woman finishes her ritual and turns to the party, 
  Leonora: Female human Drd 3/Clr 3 
  “Good morning, strangers.  What brings you to the 
  Temple of Ehlonna this day?” 
  If the party is injured, the Cleric will heal up their 
  wounds using spells before telling them what she 
  knows about the deaths. 
  “I have already told the Sheriff as much as I can 
  about the how the victims died, but I will be happy 
  to tell you as well. 
  “The first victim, Rhianna, was in her 30's and 
  seems to have been killed by a hit on the head.  
  She was found face down in her back yard in an 
  area that looks like she was recently digging up to 
  start a garden.” 
  “The second victim, Culdrick, was an old man in 
  his late 60's.  He was killed by four round puncture 
  wounds to the chest. The wounds were in a row 
  about 3 in. apart.  He was found on his back on 
  his lawn.” 
  “The third victim, Bennett, was a man in his early 
  40's, killed by a slash to his neck.  He was found 
  on his side in the middle of his vegetable garden 
  on the side of the house.” 
  “It is a tragedy, but the victims have traveled onto 
  a better place now.  It’s too bad you arrived when 
  you did, we buried the last victim last week.” 
  All the victims were apparently found by locals 
  who immediately called the Sheriff before 
  touching the bodies.   
  If asked who knew the victims, she will let the 
  party know the victims did not have any family in 
  town, that she know of, but they could talk to 
  Milton, the owner of the General Store.  He knows 
  a great deal about the people in town and may be 
  able to tell the party something she can’t.  He 
  probably won’t be at his store this early, but can 
  be found at his house just outside of town. 
   
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 10 
  If asked if there have been any other strange 
  injuries or incidents, she will tell the party that 
  aside from the normal farming accidents, Garlen, 
  the old sage, came in about six weeks ago with a 
  large bump on the head.  He apparently fell off his 
  ladder at home and hit his head.  A couple weeks 
  later, he came in again muttering to himself and 
  complaining about a headache.  When she asked 
  if anything was wrong besides the headache, he 
  said no.  He was working on a new project, that’s 
  all, and was distracted. 
  Before the party leaves, the cleric will give each of 
  them a cure light wounds potion.   
  “Normally, I treat ailments with herbs and natural 
  remedies, leaving magic to be used in only the 
  most extreme circumstances.  However, if you are 
  trying to catch a killer, something with immediate 
  effects might be of more use than simple herbal 
  remedies.” 
  If the party decides to go to Milton’s house, 
  continue on to Encounter 5. 
  If the party decides to go to the Anklebiter farm, 
  continue on to Encounter 6. 
  If the party decides to go to see Garlen, the Sage, 
  they will find that no one is home, and nothing 
  looks amiss.  The house has been secured and is 
  dark inside.  Traps have been set at the windows, 
  doors and on a chest in the corner inside of the 
  house.  If the party tries to break in they will 
  trigger the appropriate response. 
  Fire Trap: CR 3; 1d4+7 fire damage; Reflex Save 
  for half (DC 17); Search (DC 29); Disable Device 
  (DC 29). 
  Description:  When someone other than the 
  caster opens the object, a 5ft. radius explosion 
  fills the area.  The item guarded by the trap is not 
  effected. (see PHB pg. 231 for complete details). 
   
  ENCOUNTER  5 
  THE CRAFTERSON’S 
  ESTATE 
  As the party approaches the house they see a 
  body matching the description of Milton sprawled 
  across the front lawn. Assuming the party 
  examines the body, Hamilton and his friends 
  come down the road and see them looking at a 
  dead body.  Hamilton immediately cries out in 
  alarm and rushes in to attack.  He is incensed with 
  grief and calls on his friends to attack the 
  outsiders and make them pay for the problems 
  they’ve inflicted on the town.  
  “I know you’ve been killing people in this town.  
  Only now, have you grown bold enough to show 
  your cowardly faces.” 
  Hamilton and his friends will not listen to reason 
  and the party has two choices – kill or subdue 
  them.   
  Hamilton, Male Human Com2/War1: CR 2; HD 
  2d4+2 (Commoner), 1d8+1 (Warrior); hp 13; Init + 
  2; Spd 30; AC 14 (Flatfooted: 12 Touch: 12); Atk 
  +3 base melee, +2 base ranged; +4 (1d3+2, 
  Unarmed); +3 (1d6+2, Sword, short); +3 (1d4+2, 
  Dagger); AL CN; SV Fort + 4, Ref + 3, Will + 0; 
  STR 13, DEX 11, CON 12, INT 10, WIS 8, CHA 
  10. 
  Skills and Feats: Intimidate + 2, Ride + 3, 
  Wilderness Lore + 0, Improved Unarm Strike, 
  Run, Simple Weapon Focus: Unarmed 
  Weapons: Dagger; Short Sword  
  Armor: Leather. 
  Thugs, Male Human Com2: (4); CR 1; HD 2d4 
  (Commoner) ; hp 6; Init + 0; Spd 30; AC 10 
  (Flatfooted: 10 Touch: 10); Atk +2 base melee, +0 
  base ranged; +3 (1d3+1, Unarmed ); -2 (1d4+1, 
  Dagger); AL CN; SV Fort + 1, Ref + 1, Will + 0; 
  STR 12, DEX 10, CON 10, INT 8, WIS 9, CHA 8. 
  Skills and Feats: Profession (Farmer) + 1, Ride + 
  3, Swim + 4, Wilderness Lore + 2, Run, Track, 
  Simple Weapon Proficiency: Unarmed, Weapon 
  Focus: Unarmed. 
  Weapons: Dagger 
  Tactics:  Like the attack at the bridge, Hamilton 
  and his friends will not draw weapons on the party, 
  choosing instead to use their fists and beat the 
  party into unconsciousness.  If any of the thugs 
  were killed at the bridge, reduce the number 
  accordingly.  If Hamilton and his friends were 
  injured at the bridge, they have not been healed 
  as they have not been home or to the cleric.  Any 
  subdual damage has been healed, however.  
  If the party kills the youths, the Sheriff will not be 
  very pleased, but is so desperate to solve these 
  crimes, that he is willing to believe the self-
  defense justification.   
  If the party subdues the youths, the Sheriff will 
  apologize for the young people’s rash behavior 
  and promised to keep them out of the party’s way 
  until the mystery is solved. 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 11 
  Either way, the Sheriff will take the bodies off of 
  the party’s hands. 
  A search check (DC15) of the site where the body 
  was found will reveal that the Merchant was killed 
  while tilling the ground.  Besides the victims 
  tracks, there are a set of footprints leading into the 
  field and back, that disappear on the hard packed 
  surface of the road.  Intelligence check (DC10), 
  the party will notice that the hoe the farmer was 
  using on the field is missing.  Heal check (DC15) 
  will reveal that something like a hoe is probably 
  what was used to kill the man.   
  The death of the Merchant should lead the party 
  back to the Sheriff, who, if told that the hoe is 
  missing and suspected to be the murder weapon, 
  will say the other victims wounds may have been 
  caused by farm implements as well.  They did not 
  find any murder weapons at the other sites, and 
  now that they mention it, the garden tools the 
  victims were using were also missing.  The first 
  victim looked to be digging a garden, but no 
  shovel was found; the second victim looked to be 
  raking out his lawn, but no rake was found; and 
  the third victim looked like he was working the 
  rows in the vegetable garden, but no spade was 
  found.  The Sheriff tells the party that although 
  this answers what killed the citizens, it still doesn’t 
  say who, and what they would want with common 
  farmer instruments. 
  Unfortunately, Garrod is even more confused by 
  this latest piece of news and suggests the 
  Girmash clan on the Anklebiter farm may be able 
  to help.  It’s a long shot, but the kids do a fair 
  amount of exploring in the woods and maybe 
  they’ve seen something. 
  If the party decides to go to the Anklebiter farm, 
  continue to Encounter 6 
  If the party decides to go to the Sage, he is at 
  home, and go to Encounter 7 
  ENCOUNTER 6 
  THE ANKLEBITER FARM 
  As the party approaches the gate of the Anklebiter 
  Farm, they see two signs, one written in common, 
  the other in orc.  Both signs say the same thing, 
  Welcome to Anklebiter Estate, Home of Alton 
  Anklebiter, run by the Girmash Family.  The 
  writing is nicely done on both signs and appears to 
  be rather recent. The farm itself consists of a well 
  maintained manor house, barn, goat pen and 
  about 20 acres of arable land. When the party 
  knocks on the door of the manor house they are 
  greeted by a middle aged sturdy women with 
  blonde hair and blue eyes.  Knowledge region or 
  Bardic Knowledge check (DC 15) will reveal she is 
  likely of Suel descent and a Northern Barbarian.  
  The party can smell food cooking and a gruff 
  voice in Orc calls out “Katherine, who is it?”  The 
  women calls back that it’s a party of travelers by 
  the looks of things, and asks the party what they 
  want.  Provided the party is amenable to 
  Katherine and not outwardly rude, she will invite 
  the group in to talk and have lunch.  If the party is 
  rude, Katherine will slam the door and tell them to 
  leave.  A diplomacy check (DC20) will be required 
  to get her to open the door again.  Under no 
  circumstances will she let the group in and extend 
  the hospitality she once would have. 
  In the dining room, she introduces her husband, a 
  full Orc named Arghoth, and her half-orc daughter 
  and son, Diamond and Sky. 
  Arghoth: Male Orc Brb 4/Ftr 2; hp 54; see 
  appendix 1 
  If the party asks about the family, her and Arghoth 
  will explain that they have several children, most 
  of which are travelling the lands.  In the last year 
  their three elder children left home to pursue lives 
  as a Cleric, Warrior and Druid.  To the best of 
  their knowledge, all are doing well, but if the party 
  has heard anything, they would appreciate a 
  message. The cleric’s name is Grot, the warrior’s 
  name is Twinkle and the druid’s name is Star.  
  If the party asks about the deaths or any strange 
  occurrences in the area, Arghoth and Katherine 
  will indicate they know nothing, but Diamond and 
  Sky will speak up and say they have been hearing 
  strange noises coming from the old sage’s place. 
  Arghoth will look sternly at his children and tell 
  them they should not be bothering the old man. 
  “Heed my words, he’s dangerous.” 
  The children role their eyes in response, obviously 
  unconvinced, having heard this lecture before. 
  Arghoth will turn to the party and explain, “The 
  folks around here think the old man is just an old 
  sage.  A scholar that has traveled and decided to 
  settle down in the area.  They regard him as 
  harmless, but I know better.  In my adventuring 
  days, I saw many of his type.  He’s a magic user I 
  say, 
  and 
  magic 
  users 
  are 
  a 
  dangerous, 
  unpredictable lot.  A little touched upstairs, if you 
  know what I mean.” 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 12 
  If the party asks Arghoth about his past, he seems 
  evasive but will explain that people are people 
  and just because some Orcs like to kill and maim, 
  doesn’t mean he does.  He has never needlessly 
  hurt anyone, and will not abide those that insist he 
  has.  If the party seems open to hearing Arghoth’s 
  past … 
  “I was originally part of a party of the Orcs that 
  were sent into Nyrond to sack a small village on 
  the border.  It never did sit right with me, attacking 
  innocents, so I left before my group got to their 
  destination and spent the next several years 
  traveling around trying to undo some of the 
  damage my brethren caused.  Before I met 
  Katherine and settled down, there were rumors of 
  the Orc offspring, Half-Orcs, starting to form an 
  organization dedicated to the same cause.  I think 
  their name was something like Order of Half-Orc 
  Heroes.  I don’t know if anything ever became of 
  it, but it’s nice to see the thought is out there. 
  Anyway, for what it’s worth, I was able to make a 
  difference and a good impression on some of the 
  groups I met along the way.  If any of you get to 
  Adrean’s Landing and decide to try your hand in 
  the Gladitorial arena, mention my name and they’ll 
  help you streamline your training and promotions. 
  Well, good luck to you guys trying to figure out this 
  problem.  If you need a place to stay, feel free to 
  stop by and I’m sure we can put you up for the 
  night.” 
  Arghoth, Katherine, and the family don’t have 
  anything else to impart to the adventurers except 
  that they are just as surprised and worried about 
  the deaths as anyone.  Although they haven’t 
  been blamed for anything for a long time, if these 
  murders go unsolved for much longer, they fear 
  the townsfolk might just turn to them as 
  scapegoats. 
  ENCOUNTER 7  
  GARLEN’S HOUSE 
  Regardless whether the party comes to the Sages 
  house after Milton’s or after seeing the Girmash 
  family, they can knock on the door and/or do listen 
  checks (DC 10).  Listen checks will reveal the 
  sound of wood tapping on wood and the muffled 
  voice of a man saying “Play, play my children.  
  You are free from the bondage of your masters.  
  Never again will you be forced to toil away in hard 
  dirt and rock.  From this day forward, you shall 
  shine and dance like the liberated creatures your 
  are!”   
  Knocking on the door will be elicit a “Go away” 
  response.  The Sage will refuse to let the party in, 
  but the party can look in one of the windows and 
  see a well lit room with four farm implements 
  dancing and weaving around the room.  In their 
  center an old man is laughing and hopping waving 
  his hands in the air.   
  If the party tries the front door, they are able to 
  open it as it is not locked and they will see the 
  same thing. 
  As soon as the door opens, the old man faces who 
  ever opened the door and yells “Begone, cruel 
  masters!  No one will take my children from me.”  
  He cries out for his children to attack. 
  Trap: see Encounter 4 Fire Trap.  The wizard has 
  only dispelled the Fire Trap on the front door and 
  the chest in the corner.  The traps on the back 
  door and windows are still intact and will activate if 
  anyone other than the caster open them. 
  Garlen, Male Human Wiz7: (CR7); HD 7d4 
  (Wizard) ; hp 19; Init + 2; Spd 30; AC 16 
  (Flatfooted: 12 Touch: 13); Atk +2 base melee, +5 
  base ranged; -2 (1d3-1, Unarmed); +2 (1d4-1, 
  Dagger); AL CN; SV Fort + 2, Ref + 4, Will + 5; 
  STR 8, DEX 14, CON 10, INT 16, WIS 11, CHA 
  10. 
  Skills and Feats: Alchemy + 10, Concentration + 
  10, Knowledge (arcana) + 10, Knowledge 
  (Geography) + 5, Knowledge (History) + 10, 
  Knowledge (Infernal) + 5, Knowledge (Law) + 5, 
  Knowledge (Literature) + 5, Knowledge (Nobility) 
  + 5, Knowledge (Politics) + 5, Knowledge 
  (religion) + 10, Knowledge (The Planes) + 10, 
  Spellcraft + 6, Brew Potion, Craft Wondrous Item , 
  Scribe Scroll , Spell Focus: Divination. 
  Spells Prepared (Wiz 4/5/4/3/1): 0 - Arcane Mark, 
  Dancing Lights, Ray of Frost, Light; 1st - Alarm, 
  Unseen Servant, Color Spray, Ray of 
  Enfeeblement, Shield; 2nd - Arcane Lock, 
  Protection from Arrows, Detect Thoughts, Touch 
  of Idiocy; 3rd - Dispel Magic, Hold Person, 
  Suggestion; 4th – Fire Trap. 
  Magic Items: Ring: Protection +1; Wondrous: 
  Amulet of natural armor (+1); Wondrous: Brooch 
  of shielding (5 points left). 
   
  Children (4): CR 1; Small Construct ; HD 2d10 
  (Construct) ; hp 11; Init + 1; Spd 30; AC 14 (touch 
  12, flat footed 13); Atk +0 base melee, - base 
  ranged, -4 grapple; +1 ( 1d4, Slam ); 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 13 
  Space/Reach: 5ft./5ft.; AL N; SV Fort + 0, Ref + 1, 
  Will -5; STR 10, DEX 10, CON --, INT --, WIS 1, 
  CHA 1;  
  Special Attacks: none 
  Special Qualities: hardness 5/- 
  Description:  Each child is finely polished and 
  clean.  There is a shovel, rake, spade, and hoe. 
  Tactics:  When the combat begins the wizard’s 
  children are in a circle around him in the center of 
  the room.  As a standard action, for the first four 
  rounds he will order one of his children/round to 
  attack a party member(s).  On the fifth round he 
  will start to fight himself.  Even if the wizard dies, 
  the children will continue to attack until the victim 
  goes unconscious.  Unless the wizard orders the 
  child to change targets (as a standard action) each 
  child 
  will 
  only 
  attack 
  the 
  original 
  target. 
   
  After the battle is complete, the party can do a 
  thorough search of the room (DC20) and discover 
  a chest in the corner containing a book entitled 
  Divine and Arcane, the Mysteries of Unknown 
  Rituals.  Many of the pages have been burnt and 
  the cover is scuffed and battered, but inside is a 
  partially burnt letter from the Wizard’s Guild in Rel 
  Mord.  The letter says … 
  … good luck with this book.  It speaks of powers 
  that were only rumor, until now.  Most here think 
  the rituals ridiculous and ramblings of a mad man, 
  but at least the door is open to the progressive 
  approach that spell casters can be both divine and 
  arcane.  There is even talk of starting to train a 
  new type of caster called the Mystic Theurge, but 
  I’ll believe it when I see it … 
  Spellcraft, 
  Bardic 
  Knowledge 
  or Knowledge 
  Arcana (DC10) will reveal that the book has been 
  damaged by misfired spells.  Any arcane or divine 
  caster in the group can look through the pages 
  and see that the books looks to be a guide for 
  combining Diving and Arcane spells through 
  complex rituals.  They can also see that spells are 
  extremely difficult and would be beyond all but the 
  most powerful spell casters. 
  In addition, the search reveals a small chest in the 
  desk containing 100 gp in gold coins, and a 
  notebook with names of contacts in Greyhawk, 
  Garlen used to purchase magic items and rare 
  objects. 
  Garlen himself is wearing a ring of protection +1, 
  amulet of natural armor +1, and a brooch of 
  shielding (5 points left).   
  The party should be reminded at this point that 
  Garlen was a member of the community and not 
  some bandit or monster.  Looting his body and 
  taking his belongings will likely be looked upon 
  unfavorably. 
  CONCLUSION 
  Assuming the party returns to tell the Sheriff what 
  they found, he will react by calling Leonora. 
  If the party kills the Sage, the Sheriff will mention 
  he is sorry for the old man, but is glad the mystery 
  is solved. 
  If the party subdues the Sage, Leonora will 
  volunteer to take him to a facility in Rel Mord 
  where he can be properly cared for. 
  In either case, Leonora will say that it is a shame. 
  She should have known something was wrong 
  when he bumped his head, but who would have 
  thought it would go this far. 
  Having taken care of the Sage, the Sheriff will 
  turn to the party and ask them about Garlen’s 
  home and if the party secured it.  He will ask the 
  party to return with him, so he can make sure 
  none of Garlen’s belongings are missing and any 
  money he had is taken into custody for safe 
  keeping.  The Sheriff wants the party can act as a 
  witness, just in case someone thinks to accuse 
  him of stealing. 
  If the party left all of Garlen’s belongings where 
  they were and/or turned them in to the Sheriff, the 
  Sheriff will take the gold, the old book, Garlen’s 
  magic items, and the notebook into custody, and 
  will offer to have the list of contacts copied out for 
  the group to take with them.  The book will be 
  returned to the Rel Mord Wizard’s Guild and the 
  rest of Garlen’s belongings will be go to his next of 
  kin.  Also, he will explain that he just settled on the 
  reward this afternoon and thinks the party will be 
  pleased.  He has managed to get together 600 gp 
  for each member and has arranged for an 
  additional 50 gp per member to be given as 
  payment for the damages and hardship inflicted 
  on the party by Hamilton and his friends.  (The 
  additional 50 gp is only available if the party did 
  not kill Hamilton). 
  If the party took the money, the Sheriff will search 
  the room and look confused and say that he was 
  always under the impression Garlen was a 
  reasonably wealthy man.  He will look at the party 
  and one person in the party can make a bluff 
  check (DC15) on behalf of the entire group to 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 14 
  convince the Sheriff that they took the money for 
  a good reason, that is safe keeping, or that there 
  was no money at all.  If the bluff check fails, the 
  Sheriff will look disappointed and say that he 
  thought better of the group, and had actually 
  settled on their reward, just this afternoon.  Go 
  ahead and keep Garlen’s money as your reward.  I 
  will give your reward money to Garlen’s family 
  when I find them. 
  The Sheriff will also look at Garlen’s body and 
  check for the ring, amulet, and brooch.  If these 
  are missing, he will look at the party and ask them 
  if they know where Garlen’s magic items are.  
  Everyone knows he used to wear them, and he 
  doesn’t believe he would have taken them off 
  now.  If the party gives him the items, he will 
  graciously accept them and bid the party good 
  day.  If the party does not give him the items, he 
  will take the party into custody and have all of 
  their belongings searched.  At this point, the party 
  will forfeit the reward and Garlen’s money.  The 
  Sheriff will give each person 25 gp for their trouble 
  and ask them to leave town right away. 
  The End 
  Experience Point Summary 
  To award experience for this adventure, add up 
  the values for the objectives accomplished. Then 
  assign the experience award.  Award the total 
  value (objectives plus role playing) to each 
  character. 
  Encounter One 
  Cross the bridge without paying the toll  
  APL 2 60 xp 
  Cross the bridge only paying 2 gp per person 
  APL 2 30 xp 
  Encounter Five 
  Defeating Hamilton and his friends 
  APL 2 60 xp 
  Encounter Seven 
  Defeating the Children 
  APL 2 90 xp 
  Defeating the Wizard 
  APL 2 150 xp 
  Story Award 
  Objective(s) met: 
  APL 2 50 xp 
  Discretionary role playing award 
  APL 2 30 xp 
  Total possible experience:   
  APL 2 450 xp 
  Treasure Summary 
  During 
  an 
  adventure, 
  characters 
  encounter 
  treasure, usually finding it in the possession of 
  their foes.  Every encounter that features treasure 
  has a “treasure” section within the encounter 
  description, giving information about the loot, 
  coins, and magic items that make up the 
  encounter’s treasure. 
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all 
  their earthly possessions.  Looting the bodies 
  takes at least 10 minutes per every 5 enemies, 
  and if the characters cannot take the time to loot 
  the bodies, they do not gain this gold.  If you feel it 
  is reasonable that characters can go back to loot 
  the bodies, and those bodies are there (i.e., not 
  carted off by dungeon scavengers, removed from 
  the scene by the local watch, and so on), 
  characters may return to retrieve loot.  If the 
  characters do not loot the body, the gold piece 
  value for the loot is subtracted from the encounter 
  totals given below. 
  The coin total is the number of gold pieces each 
  character gains if they take the coin available.  A 
  normal adventuring party can usually gather this 
  wealth in a round or so.  If for some reason, they 
  pass up this treasure, the coin total is subtracted 
  from the encounter totals given below. 
  Next, the magic items are listed.  Magic item 
  treasure is the hardest to adjudicate, because they 
  are varied and because characters may want to 
  use them during the adventure.  Many times 
  characters must cast identify, analyze dweomer or 
  similar spell to determine what the item does and 
  how to activate it.  Other times they may attempt 
  to use the item blindly.  If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) 
  and the item is used before the end of the 
  adventure, its total is subtracted from the 
  adventure totals below. 
  
  Flying Pigs and Other Strange Things 
  Round 1 
  Page 15 
  Once 
  you 
  have 
  subtracted 
  the 
  value for 
  unclaimed treasure from each encounter add it up 
  and that is the number of gold pieces a characters 
  total and coin value increase at the end of the 
  adventure.  Write the total in the GP Gained field 
  of the adventure certificate.  Because this is a 
  Regional 
  scenario, 
  characters 
  may 
  spend 
  additional Time Units to practice professions or 
  create items immediately after the adventure so 
  this total may be modified by other circumstances. 
  L = Looted gear from enemy; C = Coin, Gems, 
  Jewelry, and other valuables; M = Magic Items. 
  L:  Looted gear from enemy 
  C:  Coin, Gems, Jewelry, and other valuables 
  M:  Magic Items (sell value)  
  Encounter Seven:   
   
  APL 2: C: 650 gp 
  Total Possible Treasure 
  APL 2: C: 650 gp 
  
  Flying Pigs and Other Strange Things 
  Round 1 
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  Appendix 1 
   
  Garrod, Sheriff, Male Human Ftr6/Com2: Medium Humanoid ; HD 6d10 ( Fighter) , 2d4 ( Commoner) ; 
  hp 42; Init + 1; Spd 30; AC 11 (Flatfooted: 10 Touch: 11); Atk +10/5 base melee, +8/3 base ranged; +11 ( 
  1d3+3, Unarmed ); +10/5 ( 1d10+3, Sword, bastard ); +10/5 ( 1d4+3, Dagger ); AL LN; SV Fort + 5, Ref 
  + 3, Will + 3; STR 17, DEX 13, CON 10, INT 8, WIS 12, CHA 12. 
  Skills: Bluff + 3, Gather Information + 2, Intimidate + 2, Listen + 3, Ride + 2, Spot + 3.  
  Feats: Alertness, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium,  
  Improved Unarmed Strike, Shield Proficiency, Simple Weapon Proficiency, Martial Weapon Proficiency: 
  Bastard Sword, Weapon Focus: Unarmed. 
  Weapons: Dagger; Sword, bastard 
   
  Argoth, Male Orc Bbn4/Ftr2: Medium Humanoid ; HD 4d12+8 ( Barbarian) , 2d10+4 ( Fighter) ; hp 54; 
  Init + 0; Spd 30; AC 13 (Flatfooted: 13 Touch: 10); Atk +10/5 base melee, +6/1 base ranged; +10 ( 
  1d3+4, Unarmed ); +6/1 ( 1d8+6, Axe, orc double ); SQ: Darkvision (Ex); RF: Orc Blood; AL CE; SV Fort 
  + 9, Ref + 1, Will + 1; STR 18, DEX 10, CON 15, INT 6, WIS 10, CHA 9. 
  Skills: Climb + 3, Handle Animal + 4, Intimidate + 6, Knowledge (nature) + 0, Ride + 2.  
  Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Blind-Fight, 
  Cleave, Power Attack, Shield Proficiency, Simple Weapon Proficiency. 
  Weapons: Axe, orc double. 
  Armor: Hide. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
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  DM Aid #1 – Map of Gullump 
   
  
  Flying Pigs and Other Strange Things 
  Round 1 
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  DM Aid #2 – Garlen’s House 
   
   
  
  Flying Pigs and Other Strange Things 
  Round 1 
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  Player Handout #1 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Nyrond and Her Environs/Nyrond/NYR4-A01 - Flying Pigs and Other Strange Things.pdf