TEXT:  
   
   
   
   
   
   
   
   
   
   
   
   
  Deep in the Vesve… 
  Deep in the Vesve… 
  Deep in the Vesve… 
  Deep in the Vesve… 
  No One Can Hear You Scream
  No One Can Hear You Scream
  No One Can Hear You Scream
  No One Can Hear You Scream    
   
  A Two
  A Two
  A Two
  A Two----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
  Round 1
  Round 1
  Round 1
  Round 1    
   
  by Chris Tulach
  by Chris Tulach
  by Chris Tulach
  by Chris Tulach    
   
   
   
   
   
   
  An escort mission takes you into the heart of the forest known as the Vesve. It seems a simple enough task, yet the tales 
  you've heard about the vast woods keep you on edge. Ready for anything, you begin your trek… Recommended for 
  resourceful PCs. A two-round event. The Mystery of F.M.A., Part 1. For characters levels 1-4. 
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, GREYHAWK and RPGA are registered trademarks 
  of Wizards of the Coast, Inc. LIVING GREYHAWK, is a trademarks of Wizards of the Coast, Inc. 
  Scenario detail copyright 2000 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.  
  
   
  Deep in the Vesve… 
  Round 1 
  Page 2 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  [paragraph for pre-gen games only] Pass out the player 
  characters based on class, gender, and/or race. 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 below. When they have 
  prepared their characters, you may continue with the game. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  1. 
  No-vote scoring: The players write their names and 
  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 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  3. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  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. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th 
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
  LLLLifestyle in Greyhawk
  ifestyle in Greyhawk
  ifestyle in Greyhawk
  ifestyle in Greyhawk    
  PCs in Living Greyhawk events must pay a lifestyle cost 
  associated with the economic level of the place where the 
  adventure takes place. Lifestyle costs include expenses 
  incurred during the time between this adventure and the 
  last one, and all training costs associated with advancing 
  in levels. It does not cover cost of adventuring 
  equipment. PCs must pay for things bought during the 
  adventure (from equipment to drinks and meals and 
  lodging) at the prices stated in the scenario, or the Player’s 
  Handbook if the scenario does not specify.  
   
  The lifestyle costs are divided according to the 
  economic level that the PC wants to maintain. 
  • 
  Destitute:
  Destitute:
  Destitute:
  Destitute: You have no living space, and must carry 
  all your gear everywhere. You stink and are 
  undernourished. 
  • 
  Poor:
  Poor:
  Poor:
  Poor: You sleep in the common room of an inn, or 
  perhaps the loft of a stable. Your clothing is generally 
  worn and patched. 
  • 
  Low:
  Low:
  Low:
  Low: You rent a small room at a tavern, perhaps 
  shared with one or two other individuals. If you own 
  a home it is a one-room shack. It wouldn’t be wise to 
  leave anything of value laying around.  
  • 
  Medium: 
  Medium: 
  Medium: 
  Medium: You are moderately successful, and your 
  equipment is plain but sturdy. You have your own 
  room in an inn or boarding house, where you can 
  leave items of moderate value without worrying 
  about them disappearing. 
  • 
  High: 
  High: 
  High: 
  High: You rent a roomy house or apartment, or own 
  a nice home. You own clothes for many occasions, 
  and can entertain anyone without feeling overly 
  ashamed.  
  • 
  Luxury: 
  Luxury: 
  Luxury: 
  Luxury: You have the best of everything – spacious 
  living quarters, exotic food, expensive clothes. Your 
  success is the envy of many. Equipment left at home 
  is generally quite secure. 
   
  Have the players deduct the lifestyle costs for their 
  character sheets before play starts, noting the lifestyle on 
  the log sheet. 
   
  
   
  Deep in the Vesve… 
  Round 1 
  Page 3 
  Lifestyle  
  Cost 
   
  Destitute 
  0 gp 
   
  Poor 
  1 gp 
  Low 
  3 gp 
  Medium 
  10 gp 
  High 
  50 gp 
  Luxury 
  200 gp 
   
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  Trouble has been brewing within the Vesve Forest. Of 
  late, many humanoid tribes of orcs, goblins, and others 
  have been massing farther and farther south. It is 
  unknown whether or not these marauders are part of 
  Iuz's forces, or have been independently led. One thing is 
  certain, though; there now exists a level of organization 
  seldom seen by such creatures.  
   
  Communiqués from scouts in the Rangers of the 
  Vesve and the Knights of the High Forest report that the 
  humanoid camps are growing especially common in the 
  southeastern portion of the vast woods, near the areas of 
  Ironstead and Laurellinn. Ironstead is a stockade village 
  garrisoned with troops from Furyondy's army, and 
  Laurellinn is a lumbering camp nearby. Ironstead is 
  Furyondy's forward listening post in the forest, and a 
  supplier to those woodsmen who take the fight to the 
  northern reaches. Therefore, Ironstead is considered to be 
  an important link in the chain of the defense of the 
  Vesve. 
   
  Under orders from an unknown agent (F.M.A.), 
  Gorag the Unstoppable has brought a contingent of orcs 
  south from their home in the northern reaches of the 
  forest. Gorag is well known as a capable and ruthless 
  commander. He also has the quality of intelligence, a trait 
  lacking in many of his companions. He has a mission to 
  accomplish, and this once, it does not involve pillaging 
  and burning. 
   
  Gorag and his band of 30 or so orcs are camped scant 
  miles from the garrison at Ironstead. They are camped in 
  the area to gather information on the fort, and capture 
  any travelers that look important enough to interrogate. 
  They intend to send the information back to their unseen 
  master, for use in a plan to strike on the hold in Ironstead. 
  It has come time once again for the Vesve and Belvor to 
  feel the axe of the ruthless marauders. 
   
  In addition to the orcish force Gorag has camped in 
  the southern woods, he has a few specialists in his 
  employ. Malekash, the Pain-bringer of Izlen, has been 
  enlisted to aid with the interrogation efforts. He is 
  renowned and feared for his brutal torturing methods. 
  Onnagok also works for Gorag, weaving spells to support 
  the troops and aid in combat. A couple of freelance goblin 
  mercenaries are also used to ensnare brave and foolish 
  individuals for interrogation back at the camp. In all, 
  Gorag has assembled an efficient force for the task at 
  hand. 
   
  However, Cyrinith, a Knight of the High Forest, has 
  other plans for Gorag. He is currently assembling a war 
  band to strike at the newly formed orcish camp. In several 
  days, he will rain death upon the interlopers in the forest. 
  For now though, he continues to muster his high elven 
  force to cleanse the area of the humanoid threat. 
   
  Enter the heroes on an escort mission through the 
  forest. Their destination is Ironstead, and they have been 
  warned of trouble ahead. Trouble however, is the food 
  and drink of heroes—a feast awaits them. 
   
  Adventure Synopsis:  Round 1
  Adventure Synopsis:  Round 1
  Adventure Synopsis:  Round 1
  Adventure Synopsis:  Round 1    
  Trestic Hilltottern doesn't need anyone's assistance. In 
  particular, he does not need an escort back to Ironstead. 
  He is more than capable of making the journey alone. A 
  paladin of his stature lives a life of bravery and 
  resourcefulness. He will be just fine on his journey home. 
   
  Trestic, having recently finished an important guard 
  assignment for some visiting Furyondian dignitaries, now 
  wishes to return to his duties in Ironstead with the 
  Furyondian army. He is more than happy to leave on his 
  own. However, Mayor Tavin Ersteader would prefer that 
  he have an escort. Humanoid activity has been on the rise 
  in the area of the Vesve Forest that Trestic needs to travel 
  through. Since Trestic is a well-respected officer in the 
  Furyondian army, the Mayor informs Welna Ulthbeech, a 
  member of the town council, to find him some escorts for 
  his journey home. A notice is tacked on the Vesve's 
  Tankard, advertising the need of reliable escorts. 
   
  Once the characters are hired on, the heroes notice 
  another man hanging back from the meeting with the 
  councilwoman. Everain the Intrepid, a wizard residing in 
  Highfolk, asks the characters if they would help him out. 
  He needs a silver mirror delivered to a friend of his in 
  Ironstead. Apparently, his friend is also a wizard, as 
  Everain explains the mirror is used as a spell component. 
  He agrees to pay the PCs some gold, or give an arcane 
  spell to a wizard upon the heroes' return.  
   
  As the characters are gathering provisions and 
  preparing for their journey, a shady figure named Rythen 
  approaches a shady PC. He asks only the destination the 
  character is headed, and wishes to have the PC deliver a 
  sealed note to his contact in Ironstead. He offers no 
  payment, only mentioning that the note is not to be 
  opened under any circumstances, and that he owes the 
  PC a favor at a later time. 
   
  After meeting with Welna, the heroes and Trestic 
  leave Highfolk town. The journey is long, perhaps taking 
  as long as 15 days on foot (or 4 on horseback). The PCs’ 
  first few days’ journey through the southern Highvale 
  and to the edges of the forest is uneventful. 
   
  Once the PCs have been in the forest for a short 
  while, they come upon a peaceful glade with a strange 
  wooden pillar jutting from the earth. Elven worshippers 
  of Ehlonna (who they call Ehlenestra) put the pillar here. 
  After puzzling with the pillar, the PCs may activate its 
  power, allowing them to speak to the animals and plants 
  of the grove. They impart some interesting information 
  on activities in the area, and of humanoids nearby. 
   
  At dusk during one day of the trek, the PCs come 
  upon a goblin ambush. A fight ensues, and if captured and 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 4 
  interrogated, the goblins impart little information of 
  worth. They are not aligned with Gorag and his raiders. 
   
  At the end of the day the PCs notice a small home 
  just off of the trail. Within the home dwells Engert 
  Wood, a hospitable halfling who invites the heroes to stay 
  the night. He tells the PCs about his rogue cousin, Logan 
  Wood, and gives them some more information on the 
  area in which they are traveling. 
   
  As the PCs close in on Ironstead, they spot a pair of 
  goblins near the road. It appears that the goblins are 
  spying on the PCs. However, it is an illusion cast by one 
  of the trickster goblins to lure the PCs into the orc 
  ambush. Onnagok, the orcish adept, has been spying on 
  the PCs with his raven familiar. He sent the goblins here 
  to pull the PCs off the road and into the ambush that 
  Gorag and his band have set. If the heroes follow here, 
  they stumble blindly into the ambush. If they do not 
  follow, or do so cautiously, some PCs may have a chance 
  to escape the ambush.  
   
  The PCs and Trestic find themselves surrounded by a 
  large contingent of orcs, which attempt to take them all 
  alive for interrogation. The orcs believe (correctly) that 
  Trestic is part of the Furyondian garrison at Ironstead, 
  and that (incorrectly) the PCs are part of his detachment. 
  The orcs have arrows tipped with a sleep poison, an adept 
  with sleep spells, and warriors ready to pummel other PCs 
  into unconsciousness. Many, if not all, of the heroes are 
  captured (Trestic is captured), and taken to the orc camp a 
  few miles away.  
   
  Round 1 ends, and round 2 begins…    
   
   
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction    
  It is morning on the 26th day of Goodmonth, in the Common 
  It is morning on the 26th day of Goodmonth, in the Common 
  It is morning on the 26th day of Goodmonth, in the Common 
  It is morning on the 26th day of Goodmonth, in the Common 
  Year 591. High summer in Highfolk is a beautiful time of 
  Year 591. High summer in Highfolk is a beautiful time of 
  Year 591. High summer in Highfolk is a beautiful time of 
  Year 591. High summer in Highfolk is a beautiful time of 
  year. Flowers are in full bloom, and the green, 
  year. Flowers are in full bloom, and the green, 
  year. Flowers are in full bloom, and the green, 
  year. Flowers are in full bloom, and the green, leafy look of the 
  leafy look of the 
  leafy look of the 
  leafy look of the 
  town pulses with life. It has been a good year for crops, and it 
  town pulses with life. It has been a good year for crops, and it 
  town pulses with life. It has been a good year for crops, and it 
  town pulses with life. It has been a good year for crops, and it 
  looks like it will be a good year for the harvest soon to come.
  looks like it will be a good year for the harvest soon to come.
  looks like it will be a good year for the harvest soon to come.
  looks like it will be a good year for the harvest soon to come.    
      
  Today, a familiar hammering sound fills the air outside 
  Today, a familiar hammering sound fills the air outside 
  Today, a familiar hammering sound fills the air outside 
  Today, a familiar hammering sound fills the air outside 
  the doors of the Vesve's Tankard, a popular tavern i
  the doors of the Vesve's Tankard, a popular tavern i
  the doors of the Vesve's Tankard, a popular tavern i
  the doors of the Vesve's Tankard, a popular tavern in the elven 
  n the elven 
  n the elven 
  n the elven 
  district. The young farm boy ends his pounding, and walks 
  district. The young farm boy ends his pounding, and walks 
  district. The young farm boy ends his pounding, and walks 
  district. The young farm boy ends his pounding, and walks 
  away from the sturdy elven building. In his place is posted a 
  away from the sturdy elven building. In his place is posted a 
  away from the sturdy elven building. In his place is posted a 
  away from the sturdy elven building. In his place is posted a 
  parchment with an intriguing offer scrawled upon the page.
  parchment with an intriguing offer scrawled upon the page.
  parchment with an intriguing offer scrawled upon the page.
  parchment with an intriguing offer scrawled upon the page.    
      
  Give the players Handout 1. The PCs are not with each 
  other at this time, unless they specifically adventure 
  together or are members of an adventuring company. If 
  they decide to meet with Welna, then ask the players 
  what their characters do in the meantime. When 
  everyone reaches the gathering point, read the following: 
   
  Outside of the stone building known as Council Hall, the 
  Outside of the stone building known as Council Hall, the 
  Outside of the stone building known as Council Hall, the 
  Outside of the stone building known as Council Hall, the 
  meeting place for the Highfolk Town Council, stands a 
  meeting place for the Highfolk Town Council, stands a 
  meeting place for the Highfolk Town Council, stands a 
  meeting place for the Highfolk Town Council, stands a 
  woman dressed in reds and browns. She appears to be in her 
  woman dressed in reds and browns. She appears to be in her 
  woman dressed in reds and browns. She appears to be in her 
  woman dressed in reds and browns. She appears to be in her 
  late 30s, with reddish
  late 30s, with reddish
  late 30s, with reddish
  late 30s, with reddish----brown hair and creamy white skin. 
  brown hair and creamy white skin. 
  brown hair and creamy white skin. 
  brown hair and creamy white skin.     
   
  This is Welna Ulthbeech (female human Com2; 
  Diplomacy +3), who has been selected by the Mayor to 
  find adventurers willing to journey to Ironstead for an 
  escort mission. She greets each adventurer with kindness 
  and smiles, and waits until the appointed time to speak 
  with all that have assembled. Have the players describe 
  their characters. PCs may interact with each other at this 
  time. Before long, Welna begins to speak to the gathering. 
   
  "Greetings, all. I have requested your presence here in order to 
  "Greetings, all. I have requested your presence here in order to 
  "Greetings, all. I have requested your presence here in order to 
  "Greetings, all. I have requested your presence here in order to 
  extend an offer to you. A gentl
  extend an offer to you. A gentl
  extend an offer to you. A gentl
  extend an offer to you. A gentleman by the name of Trestic 
  eman by the name of Trestic 
  eman by the name of Trestic 
  eman by the name of Trestic 
  Hilltottern needs to return to his post at Ironstead, deep 
  Hilltottern needs to return to his post at Ironstead, deep 
  Hilltottern needs to return to his post at Ironstead, deep 
  Hilltottern needs to return to his post at Ironstead, deep 
  within the Vesve Forest. Trestic is a brave and strong
  within the Vesve Forest. Trestic is a brave and strong
  within the Vesve Forest. Trestic is a brave and strong
  within the Vesve Forest. Trestic is a brave and strong----headed 
  headed 
  headed 
  headed 
  man, and we would let him leave at once for his destination, 
  man, and we would let him leave at once for his destination, 
  man, and we would let him leave at once for his destination, 
  man, and we would let him leave at once for his destination, 
  but the mayor is concerned about news from the
  but the mayor is concerned about news from the
  but the mayor is concerned about news from the
  but the mayor is concerned about news from the region 
   region 
   region 
   region 
  through which Trestic must travel. 
  through which Trestic must travel. 
  through which Trestic must travel. 
  through which Trestic must travel.     
      
  If you are uninformed of the news, it seems as though 
  If you are uninformed of the news, it seems as though 
  If you are uninformed of the news, it seems as though 
  If you are uninformed of the news, it seems as though 
  orcish and goblinoid activity is on the rise in the southeastern 
  orcish and goblinoid activity is on the rise in the southeastern 
  orcish and goblinoid activity is on the rise in the southeastern 
  orcish and goblinoid activity is on the rise in the southeastern 
  area of the great wood. This area includes the village of 
  area of the great wood. This area includes the village of 
  area of the great wood. This area includes the village of 
  area of the great wood. This area includes the village of 
  Ironstead, a stockade community ga
  Ironstead, a stockade community ga
  Ironstead, a stockade community ga
  Ironstead, a stockade community garrisoned by troops from 
  rrisoned by troops from 
  rrisoned by troops from 
  rrisoned by troops from 
  Furyondy and local woodsmen. Trestic is an officer in the 
  Furyondy and local woodsmen. Trestic is an officer in the 
  Furyondy and local woodsmen. Trestic is an officer in the 
  Furyondy and local woodsmen. Trestic is an officer in the 
  Furyondian army, and quite a well
  Furyondian army, and quite a well
  Furyondian army, and quite a well
  Furyondian army, and quite a well----respected fellow both at his 
  respected fellow both at his 
  respected fellow both at his 
  respected fellow both at his 
  post and with the Mayor. Mayor Ersteader wishes to ensure 
  post and with the Mayor. Mayor Ersteader wishes to ensure 
  post and with the Mayor. Mayor Ersteader wishes to ensure 
  post and with the Mayor. Mayor Ersteader wishes to ensure 
  that he returns home safely. That is why I have calle
  that he returns home safely. That is why I have calle
  that he returns home safely. That is why I have calle
  that he returns home safely. That is why I have called you 
  d you 
  d you 
  d you 
  here.
  here.
  here.
  here.    
      
  I wish to hire you as escorts for Sir Trestic, to see that he 
  I wish to hire you as escorts for Sir Trestic, to see that he 
  I wish to hire you as escorts for Sir Trestic, to see that he 
  I wish to hire you as escorts for Sir Trestic, to see that he 
  encounters no delays or problems on his journey. I am 
  encounters no delays or problems on his journey. I am 
  encounters no delays or problems on his journey. I am 
  encounters no delays or problems on his journey. I am 
  prepared to pay you each 50 golden solars upon your return, 
  prepared to pay you each 50 golden solars upon your return, 
  prepared to pay you each 50 golden solars upon your return, 
  prepared to pay you each 50 golden solars upon your return, 
  after successful completion of the assignment. Would you be 
  after successful completion of the assignment. Would you be 
  after successful completion of the assignment. Would you be 
  after successful completion of the assignment. Would you be 
  interes
  interes
  interes
  interested in this offer?"
  ted in this offer?"
  ted in this offer?"
  ted in this offer?"    
   
  If the PCs accept the offer, Welna instructs the PCs to 
  meet Sir Trestic at the east gate in two hours. They are to 
  leave at that time. There is no compensation to be made 
  for provisions acquired for the trip, nor may Welna 
  authorize any other form of payment or expense.  
   
  The journey (around 200 miles by road and trail) is 
  expected to be a variable length of days, depending upon 
  the mode of travel. PCs on foot, with a gnome or halfling 
  in heavy armor, can expect a travel time of about 15 days. 
  PCs with a human in heavy armor, on foot (or small-sized 
  creatures in lighter armor on foot), can get to Ironstead in 
  about 12 days. Lightly armored elves and humans reach 
  the village in about 8 days. If all the PCs have riding 
  horses, the journey can be made in just over 4 days (or 
  with ponies, 6 days). Make sure to calculate how long the 
  journey takes using the slowest party member as the rate. 
   
   
  Encounter 1: Are You Going to 
  Encounter 1: Are You Going to 
  Encounter 1: Are You Going to 
  Encounter 1: Are You Going to 
  Ironstead?
  Ironstead?
  Ironstead?
  Ironstead?    
  After accepting the offer made by Welna, your departure from
  After accepting the offer made by Welna, your departure from
  After accepting the offer made by Welna, your departure from
  After accepting the offer made by Welna, your departure from    
  Council Hall is interrupted by shouts of "WAIT! WAIT!" A 
  Council Hall is interrupted by shouts of "WAIT! WAIT!" A 
  Council Hall is interrupted by shouts of "WAIT! WAIT!" A 
  Council Hall is interrupted by shouts of "WAIT! WAIT!" A 
  skinny, balding Suloise man in a dark blue robe with gold 
  skinny, balding Suloise man in a dark blue robe with gold 
  skinny, balding Suloise man in a dark blue robe with gold 
  skinny, balding Suloise man in a dark blue robe with gold 
  trim jogs up to the group. "I apologize for the disturbance,” the 
  trim jogs up to the group. "I apologize for the disturbance,” the 
  trim jogs up to the group. "I apologize for the disturbance,” the 
  trim jogs up to the group. "I apologize for the disturbance,” the 
  man says in a rough voice. "My name is Everain the Intrepid. 
  man says in a rough voice. "My name is Everain the Intrepid. 
  man says in a rough voice. "My name is Everain the Intrepid. 
  man says in a rough voice. "My name is Everain the Intrepid. 
  I am a wizard
  I am a wizard
  I am a wizard
  I am a wizard here in Highfolk town. I understand you're 
   here in Highfolk town. I understand you're 
   here in Highfolk town. I understand you're 
   here in Highfolk town. I understand you're 
  leaving for Ironstead soon?"
  leaving for Ironstead soon?"
  leaving for Ironstead soon?"
  leaving for Ironstead soon?"    
   
  If the PCs deny that they are going to Ironstead, Everain 
  apologizes and leaves. He knows that they have accepted 
  the mission, but does not want to trust his errand to liars. 
  Proceed to Encounter 2.    If the heroes confirm that they 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 5 
  are traveling to the village, then proceed with the text 
  below. 
   
  "Oh, this is fortunate,” Everain exclaims. "You see, a colleague 
  "Oh, this is fortunate,” Everain exclaims. "You see, a colleague 
  "Oh, this is fortunate,” Everain exclaims. "You see, a colleague 
  "Oh, this is fortunate,” Everain exclaims. "You see, a colleague 
  of mine needs a silver mirror delivered to him in Ironstead. 
  of mine needs a silver mirror delivered to him in Ironstead. 
  of mine needs a silver mirror delivered to him in Ironstead. 
  of mine needs a silver mirror delivered to him in Ironstead. 
  His name is Jill
  His name is Jill
  His name is Jill
  His name is Jillistan. I would take it myself, but I have heard 
  istan. I would take it myself, but I have heard 
  istan. I would take it myself, but I have heard 
  istan. I would take it myself, but I have heard 
  that there's been more trouble than usual on that route. I 
  that there's been more trouble than usual on that route. I 
  that there's been more trouble than usual on that route. I 
  that there's been more trouble than usual on that route. I 
  would appreciate it greatly if you could deliver it to him. I can 
  would appreciate it greatly if you could deliver it to him. I can 
  would appreciate it greatly if you could deliver it to him. I can 
  would appreciate it greatly if you could deliver it to him. I can 
  pay each of you 25 solars upon return to Highfolk, if you bring 
  pay each of you 25 solars upon return to Highfolk, if you bring 
  pay each of you 25 solars upon return to Highfolk, if you bring 
  pay each of you 25 solars upon return to Highfolk, if you bring 
  confirmation of del
  confirmation of del
  confirmation of del
  confirmation of delivery back with you.
  ivery back with you.
  ivery back with you.
  ivery back with you.    
      
  “Are any of you wizards? I could make the journey more 
  “Are any of you wizards? I could make the journey more 
  “Are any of you wizards? I could make the journey more 
  “Are any of you wizards? I could make the journey more 
  than worthwhile when you return. Take the mirror to 
  than worthwhile when you return. Take the mirror to 
  than worthwhile when you return. Take the mirror to 
  than worthwhile when you return. Take the mirror to 
  Jillistan, and I will let you learn from my tomes of knowledge. 
  Jillistan, and I will let you learn from my tomes of knowledge. 
  Jillistan, and I will let you learn from my tomes of knowledge. 
  Jillistan, and I will let you learn from my tomes of knowledge. 
  This would, of course, be your payment. How does that sound 
  This would, of course, be your payment. How does that sound 
  This would, of course, be your payment. How does that sound 
  This would, of course, be your payment. How does that sound 
  to 
  to 
  to 
  to you?"
  you?"
  you?"
  you?"    
   
  He also describes Jillistan as a tall, green-robed elven man. 
  Everain tells the PCs that he can be found easily by asking 
  around. If the PCs accept the offer, Everain asks where he 
  should drop off the mirror. He also tells the PCs that he 
  will meet them at the Vesve's Tankard, at dinner, upon 
  their return. If a wizard inquires further, they are told that 
  they may learn one arcane formula as payment. He thanks 
  the party profusely, and then remembers he has 
  "something burning back at the laboratory". Everain then 
  leaves with much haste. 
   
  Everain the Intrepid, male human Wiz4: 
  Everain the Intrepid, male human Wiz4: 
  Everain the Intrepid, male human Wiz4: 
  Everain the Intrepid, male human Wiz4: Medium 
  Humanoid (5 ft. 11 in. tall); HD 4d4; hp 14; Init +1 (Dex); 
  Spd 30 ft.; AC 11 (+1 Dex); Atks +2 melee (1d4 [crit 19-
  20/x2], dagger); SA Wiz spells; SD Wiz spells; AL NG; SV 
  Fort +1, Ref +2, Will +5. 
   
  Str 10, Dex 13, Con 11, Int 17, Wis 12, Cha 12. 
   
  Skills: Alchemy +10, Concentration +7, Knowledge 
  (arcana) +10, Listen +2, Scry +7, Speak Common, Speak 
  Draconic, Speak Elven, Speak Old Oeridian, Spellcraft 
  +10, Spot +3. Feats:    Brew Potion, Scribe Scroll, Still Spell. 
   
  Possessions: Dagger, spell components, coin purse with 
  45 solars (gp) and 28 small lunars (sp). 
   
  Spells (4/4/3): 0—detect magic, mage hand, ray of frost, 
  resistance; 1st—color spray, expeditious retreat, identify, shield; 
  2nd—invisibility, summon monster II, web. 
      
  Personality Traits:    Honest, eager, absent-minded, 
  serious. 
   
   
  Encounter 2: The Paladin and 
  Encounter 2: The Paladin and 
  Encounter 2: The Paladin and 
  Encounter 2: The Paladin and 
  the Rogue
  the Rogue
  the Rogue
  the Rogue    
  The PCs now have some time to gather provisions and 
  make arrangements for traveling. They may decide to 
  purchase any reasonable item in the Player's Handbook. 
  Metal armors and exotic metal weapons however, cost 
  them 10% more than the prices listed in the Player's 
  Handbook. This is due to the scarcity of large quantities of 
  ferrous metals in the region, and the fact that the few 
  dwarves here control both smithies in town. 
   
  Note to Judge: 
  Note to Judge: 
  Note to Judge: 
  Note to Judge: Make sure PCs state where on their 
  person all of their equipment is located. Note any items 
  small and well concealed. This becomes important in 
  round 2.  
   
  Shady PC Encounter
  Shady PC Encounter
  Shady PC Encounter
  Shady PC Encounter    
  As the heroes are preparing themselves for the journey 
  ahead, a gray-cloaked man steps from the shadows to talk 
  to a shifty or roguish PC. If there are no characters that 
  seem like the type in the party, then the encounter does 
  not take place. Only one party member is chosen, and if 
  there is more than one "questionable" PC at the table, 
  choose the one that seems to draw less attention. Pull the 
  player of the shifty PC aside and read the following: 
   
  Out of the corner of your eye, you spot a man leaning against 
  Out of the corner of your eye, you spot a man leaning against 
  Out of the corner of your eye, you spot a man leaning against 
  Out of the corner of your eye, you spot a man leaning against 
  tttthe side of a house. He looks over in your direction, and smiles 
  he side of a house. He looks over in your direction, and smiles 
  he side of a house. He looks over in your direction, and smiles 
  he side of a house. He looks over in your direction, and smiles 
  at you. He is short, with matted black hair and a ruddy 
  at you. He is short, with matted black hair and a ruddy 
  at you. He is short, with matted black hair and a ruddy 
  at you. He is short, with matted black hair and a ruddy 
  complexion. The man wears a gray cloak, and has muddied 
  complexion. The man wears a gray cloak, and has muddied 
  complexion. The man wears a gray cloak, and has muddied 
  complexion. The man wears a gray cloak, and has muddied 
  boots on his feet.
  boots on his feet.
  boots on his feet.
  boots on his feet.    
      
  The PC is most likely intrigued. If the hero does not 
  approach him promptly, he continues to watch the 
  character. After a few minutes, he shrugs his shoulders 
  and leaves. If the PC decides to bring others over to him, 
  or alert his companions, he also leaves. If the hero 
  approaches the man without others, continue with the 
  following text: 
   
  "Good day, friend. You look busy,” the man says with a broad 
  "Good day, friend. You look busy,” the man says with a broad 
  "Good day, friend. You look busy,” the man says with a broad 
  "Good day, friend. You look busy,” the man says with a broad 
  smile as you approach. "Heading out into the wilds, eh? 
  smile as you approach. "Heading out into the wilds, eh? 
  smile as you approach. "Heading out into the wilds, eh? 
  smile as you approach. "Heading out into the wilds, eh? 
  Where you going to? Ironstead, I hear."
  Where you going to? Ironstead, I hear."
  Where you going to? Ironstead, I hear."
  Where you going to? Ironstead, I hear."    
      
  The man does not explain to the hero how he knows this, 
  merely that "it's gotten around". He introduces himself as 
  Rythen, and makes the character an offer.  
   
  "You look like a professional. I like that. See, I have this letter 
  "You look like a professional. I like that. See, I have this letter 
  "You look like a professional. I like that. See, I have this letter 
  "You look like a professional. I like that. See, I have this letter 
  that needs to be delivered to a gentleman in Ironstead. It's 
  that needs to be delivered to a gentleman in Ironstead. It's 
  that needs to be delivered to a gentleman in Ironstead. It's 
  that needs to be delivered to a gentleman in Ironstead. It's 
  really important that he receives it soon
  really important that he receives it soon
  really important that he receives it soon
  really important that he receives it soon, but I can't get it to 
  , but I can't get it to 
  , but I can't get it to 
  , but I can't get it to 
  him. Unfortunately, I have…business to attend to here in 
  him. Unfortunately, I have…business to attend to here in 
  him. Unfortunately, I have…business to attend to here in 
  him. Unfortunately, I have…business to attend to here in 
  town. Since you seem to be headed out that way, I thought I'd 
  town. Since you seem to be headed out that way, I thought I'd 
  town. Since you seem to be headed out that way, I thought I'd 
  town. Since you seem to be headed out that way, I thought I'd 
  ask if you'd like to take it to him. What do you say?"
  ask if you'd like to take it to him. What do you say?"
  ask if you'd like to take it to him. What do you say?"
  ask if you'd like to take it to him. What do you say?"    
      
  Obviously, the next question out of the PC's mouth is 
  "what's in it for me?" At that Rythen smiles, and respond: 
   
  "What in it for you, huh? Well, let's say that I'll owe you one 
  "What in it for you, huh? Well, let's say that I'll owe you one 
  "What in it for you, huh? Well, let's say that I'll owe you one 
  "What in it for you, huh? Well, let's say that I'll owe you one 
  someday." He produces a scroll with a red wax seal of Highfolk 
  someday." He produces a scroll with a red wax seal of Highfolk 
  someday." He produces a scroll with a red wax seal of Highfolk 
  someday." He produces a scroll with a red wax seal of Highfolk 
  from under his cloak. "Here's the message. Whatever you do, 
  from under his cloak. "Here's the message. Whatever you do, 
  from under his cloak. "Here's the message. Whatever you do, 
  from under his cloak. "Here's the message. Whatever you do, 
  don't break 
  don't break 
  don't break 
  don't break the seal; it's magicked. Give the letter to an elven 
  the seal; it's magicked. Give the letter to an elven 
  the seal; it's magicked. Give the letter to an elven 
  the seal; it's magicked. Give the letter to an elven 
  man named Jillistan. So, are you in?"
  man named Jillistan. So, are you in?"
  man named Jillistan. So, are you in?"
  man named Jillistan. So, are you in?"    
      
  Allow the PC a chance to decide. In no way does Rythen 
  divulge the contents of the letter. He also does not 
  negotiate a payment. If the PC attempts to hold out for 
  money or something more, Rythen apologizes for taking 
  the character's time, and leaves. If the hero accepts, 
  Rythen smiles, thanks the PC, and leaves. 
   
  The letter itself is written on a parchment scroll, and 
  has a red wax shield of Highfolk sealing its contents. The 
  seal has a permanent Nystul's magical aura cast upon it. If 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 6 
  the seal is broken, the spell is broken. If, at any time, the 
  PC breaks the seal to look at the letter, give them 
  Handout 2.     
   
  The PC may recognize the name Jillistan as the one 
  the wizard Everain gave earlier. It is the same individual. 
  The character should be careful when meeting Jillistan, so 
  as not to reveal to the others that he/she is carrying the 
  missive. This comes into play during the end of round 
  two. 
   
  Rythen (among other names
  Rythen (among other names
  Rythen (among other names
  Rythen (among other names), male human Rog8: 
  ), male human Rog8: 
  ), male human Rog8: 
  ), male human Rog8: 
  Medium humanoid (5 ft. 2 in. tall); HD 8d6+8; hp 40; Init 
  +8 (Dex, Improved Initiative); Spd 30 ft.; AC 18/19 (+4 
  Dex, +1 Dodge (when applicable), +4 +2 leather armor of 
  reinforcement (25%)); Atks +8/+3 melee (1d4+2 [crit 17-
  20/x2], +1 keen dagger), or +11/+6 ranged (1d4+1 [crit 19-
  20], daggers); SA Rog sneak attack; SD Rog evasion; AL N; 
  SV Fort +3, Ref +10, Will +2. 
   
  Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 10. 
   
  Skills:    Bluff +2, Climb +6, Decipher Script +6, Disable 
  Device +6, Disguise +11, Escape Artist +6, Forgery +13, 
  Gather Information +11, Hide +15, Innuendo +11, Jump 
  +3, Listen +6, Move Silently +15, Open Locks +8, Pick 
  Pockets +10, Read Lips +10, Search +7, Speak Common, 
  Speak Elven, Speak Orcish, Spot +5, Tumble +15, Use 
  Magic Device +2. Feats:    Dodge, Improved Initiative, 
  Lightning Reflexes, Mobility. 
   
  Equipment: +2 leather armor of reinforcement (25%), +1 
  keen dagger, and six throwing daggers. 
   
  Personality Traits:    Shifty, sly, guarded, friendly (to the 
  shady PC). 
   
  All the Ch
  All the Ch
  All the Ch
  All the Characters
  aracters
  aracters
  aracters    
  When the characters reach the east gate, Trestic is waiting 
  for them. He is a towering man, wearing plate armor and 
  carrying a shield emblazoned with the symbol of the 
  Kingdom of Furyondy. He is a proud man, overconfident 
  and eager to lead. Sir Trestic wishes nothing more than to 
  begin his journey, and he won't tolerate dawdling by the 
  PCs.  
   
  At the east gate, you see a man waiting upon a horse. This can 
  At the east gate, you see a man waiting upon a horse. This can 
  At the east gate, you see a man waiting upon a horse. This can 
  At the east gate, you see a man waiting upon a horse. This can 
  only be Trestic Hilltottern, as no others nearby wear heavy 
  only be Trestic Hilltottern, as no others nearby wear heavy 
  only be Trestic Hilltottern, as no others nearby wear heavy 
  only be Trestic Hilltottern, as no others nearby wear heavy 
  plate armor and carry a shield with
  plate armor and carry a shield with
  plate armor and carry a shield with
  plate armor and carry a shield with the Kingdom of 
   the Kingdom of 
   the Kingdom of 
   the Kingdom of 
  Furyondy's symbol upon it. He raises his hand up to hail you, 
  Furyondy's symbol upon it. He raises his hand up to hail you, 
  Furyondy's symbol upon it. He raises his hand up to hail you, 
  Furyondy's symbol upon it. He raises his hand up to hail you, 
  and lifts the visor on his helm to reveal his face. He sports a 
  and lifts the visor on his helm to reveal his face. He sports a 
  and lifts the visor on his helm to reveal his face. He sports a 
  and lifts the visor on his helm to reveal his face. He sports a 
  bushy, black mustache, and his wrinkled face seems to suggest 
  bushy, black mustache, and his wrinkled face seems to suggest 
  bushy, black mustache, and his wrinkled face seems to suggest 
  bushy, black mustache, and his wrinkled face seems to suggest 
  that he is irritated. 
  that he is irritated. 
  that he is irritated. 
  that he is irritated.     
      
  "Greetings, brave band. I am
  "Greetings, brave band. I am
  "Greetings, brave band. I am
  "Greetings, brave band. I am Sir Trestic Hilltottern, of 
   Sir Trestic Hilltottern, of 
   Sir Trestic Hilltottern, of 
   Sir Trestic Hilltottern, of 
  the Furyondy Garrison at Ironstead," he says in a deep, loud 
  the Furyondy Garrison at Ironstead," he says in a deep, loud 
  the Furyondy Garrison at Ironstead," he says in a deep, loud 
  the Furyondy Garrison at Ironstead," he says in a deep, loud 
  voice. "Shall we be leaving this…town? I have much to attend 
  voice. "Shall we be leaving this…town? I have much to attend 
  voice. "Shall we be leaving this…town? I have much to attend 
  voice. "Shall we be leaving this…town? I have much to attend 
  to back in Ironstead. I have been away far too long on errands 
  to back in Ironstead. I have been away far too long on errands 
  to back in Ironstead. I have been away far too long on errands 
  to back in Ironstead. I have been away far too long on errands 
  and duty in this land. If this is everyone
  and duty in this land. If this is everyone
  and duty in this land. If this is everyone
  and duty in this land. If this is everyone, I say let us depart 
  , I say let us depart 
  , I say let us depart 
  , I say let us depart 
  now!"
  now!"
  now!"
  now!"    
   
  Trestic is loud, a bit overbearing, and anxious to head 
  home. He has recently been involved on diplomatic 
  escorts, and is tired of the Town of Highfolk. He insists 
  that the party leave at once, as they can chat on the road. 
  Of course, the PCs may have to wait for their mirror to 
  arrive, and this agitates Trestic. Everain presents the 
  mirror to the PCs at the arranged time, and as soon as that 
  is accomplished, Trestic wants out of Highfolk Town. 
   
  Trestic has some information that he will share with 
  the PCs over the course of the journey. He prefers to talk 
  to paladins and fighters (especially "proper" ones in heavy 
  armor) rather than other party members (and assumes 
  that a warrior-type is the leader). He knows the following 
  information: 
  • 
  Trestic was doing some diplomatic escorting for the 
  last few weeks. A group of visiting Furyondian 
  dignitaries was a little short on protection. He 
  decided that they needed all the help they could get 
  in this "wild countryside". 
  • 
  Some councilmen warned him a few days ago about 
  the humanoid activities in the forest. It seems as 
  though raids on smaller caravans and travelers are 
  becoming more common in the southern Vesve. He 
  has also heard rumors that some victims of the raids 
  were abducted for unknown reasons. 
  • 
  Ironstead is a fortified village that serves as the 
  primary base of operations for the Furyondian army 
  in the Vesve. Trestic believes it to be very well 
  manned, and knows that the Furyondyians there are 
  well equipped to deal with any situation.  
  • 
  Trestic has taken an oath to defend Furyondy and 
  protect its people from all threats. He does not back 
  down from combat with humanoids or minions of 
  Iuz. To have the evil creatures live to fight another 
  day by escaping combat is unconscionable to him.  
  • 
  Since the party is here to protect him, he believes 
  himself to be the leader. He graciously lowers 
  himself to the title of co-leader with another fighter 
  or paladin in the party. Do not let him overshadow 
  the party in any way, however. Trestic is here for 
  background, and not to steal away the spotlight from 
  the PCs. 
  • 
  Trestic continually remarks that he could make the 
  journey by himself. He believes the town did not 
  have to go through all the trouble of hiring on others 
  to protect him.  
  • 
  Trestic's horse is only a riding horse, as he did not 
  have enough money after purchasing his plate armor. 
  The horse is not battle-ready by any means, and is 
  even straining a bit just to carry Trestic and his 
  armor.  
  • 
  Trestic worships Heironeous, and as such, always 
  fights justly in combat. He explains to the PCs that 
  Heironeous gives the strength and clarity in battle 
  that he needs in order to defeat his foes. He always 
  accepts surrender, even from a humanoid. However, 
  he asks for no quarter from his foes, and does not 
  willingly surrender in battle. This becomes an 
  important consideration later in the round.  
   
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Medium humanoid (6 ft. 4 in. tall); HD 3d10+6; hp 31 (+3 
  Toughness); Init +0; Spd 20 ft.; AC 20 (+8 full plate, +2 
  large steel shield); Atks +6 melee (1d8+2 [crit 19-20], 
  longsword), +5 melee (1d4+2 [crit 19-20], dagger), or +5 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 7 
  melee (1d8+2 [crit x3], battleaxe); SA Power Attack, Pal 
  smite evil, turn undead; SD Pal lay on hands (6 hp/day), 
  aura of courage, remove disease; AL LG; SV Fort +7, Ref 
  +3, Will +5. 
   
  Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 14. 
   
  Skills:    Diplomacy +4, Handle Animal +5, Heal +6, 
  Knowledge (Furyondy) +2, Ride +5, Speak Common. 
  Feats:    
  Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (longsword). 
   
  Equipment: Full plate armor, large steel shield, 
  longsword, dagger, battleaxe, potion of cure moderate 
  wounds, flint and steel, lantern, 4 flasks of oil, rope. 
   
  Personality Traits:    Bold, driven, noble, overconfident. 
   
  At this point, the PCs leave Highfolk and continue north 
  and east along the Border Road, crossing the Velverdyva 
  River, and heading into the Vesve Forest. They pass by 
  the fertile countryside of the Highvale, and may stay at 
  various inns and homes along the way. This traveling 
  takes approximately half of the total time to Ironstead. 
  When the characters enter the Vesve, begin the next 
  encounter. 
   
   
  Encounter 3: Such a Magical 
  Encounter 3: Such a Magical 
  Encounter 3: Such a Magical 
  Encounter 3: Such a Magical 
  Name
  Name
  Name
  Name    
  This encounter takes place soon after the PCs enter the 
  Vesve Forest. Note that if the PCs are traveling quickly 
  (all of them have horses), Encounter 4 may take place 
  first. The sacred glade is located just to the west of 
  Southwoods Way, the trail that continues north toward 
  Ironstead. Have the heroes make Spot checks at DC 14 to 
  notice a wooden pillar off of the path, about 70 feet from 
  the trail. If they decide to check it out, read the following:  
   
  The underbrush thins out a bit as you approach the pillar. 
  It is a large wooden obelisk, carved with symbols of many 
  different tongues. Around the pillar is a serene forest 
  glade, with a small pool of water from which several 
  squirrels and birds are drinking. The animals do not 
  scurry away at your approach, but continue to drink from 
  the shiny surface.  
      
  The obelisk is made of oak, probably from a great ancient 
  tree. PCs that look at the obelisk will notice that it is 
  covered with writing in many different languages. The 
  writings are, in fact, a riddle, placed here by elven druids 
  of Ehlonna (which they call Ehlenestra). It has been 
  placed here so that others who know the languages of the 
  forest, and have no evil intent, can activate its power. The 
  riddle has been broken up into four separate parts; each 
  part is on one side of the pillar. The riddle is as follows: 
      
  Common:
  Common:
  Common:
  Common:    
  Gaze upon this sacred place,
  Gaze upon this sacred place,
  Gaze upon this sacred place,
  Gaze upon this sacred place,    
  Rest here in its grace,
  Rest here in its grace,
  Rest here in its grace,
  Rest here in its grace,    
      
  Sylvan:
  Sylvan:
  Sylvan:
  Sylvan:    
  Harmony he
  Harmony he
  Harmony he
  Harmony here was hard won,
  re was hard won,
  re was hard won,
  re was hard won,    
  To speak with the glade can be done,
  To speak with the glade can be done,
  To speak with the glade can be done,
  To speak with the glade can be done,    
      
  Druidic:
  Druidic:
  Druidic:
  Druidic:    
  Bring the Vesve's power to bear,
  Bring the Vesve's power to bear,
  Bring the Vesve's power to bear,
  Bring the Vesve's power to bear,    
  Utter the name of a woman fair,
  Utter the name of a woman fair,
  Utter the name of a woman fair,
  Utter the name of a woman fair,    
      
  Elven:
  Elven:
  Elven:
  Elven:    
  The unicorn is her favored form,
  The unicorn is her favored form,
  The unicorn is her favored form,
  The unicorn is her favored form,    
  Speak the ancient ones' name by which she is known.
  Speak the ancient ones' name by which she is known.
  Speak the ancient ones' name by which she is known.
  Speak the ancient ones' name by which she is known.    
   
  The answer is Ehlenestra, the elven word for Ehlonna. 
  Uttering Ehlonna does not work. Only PCs who know 
  the languages above are able to get the whole of the 
  riddle. Cut out the passages that each PC knows from 
  Handout 3 and give them to the players. Characters with 
  the Decipher Script skill may make a check at DC 22 to 
  reveal one of the four passages. A check must be made for 
  each language that the character wishes to decipher. If 
  the check fails, make a Wis check DC 5 (in secret) to 
  avoid having the PC draw completely false information 
  from the passage read.  
   
  To determine the answer, PCs can simply guess, or 
  they can attempt to use their knowledge to give a more 
  precise answer. Clerics or druids of Ehlonna may make an 
  Int check or Knowledge: religion check at DC 10. Other 
  characters may make an Int check or Knowledge: religion 
  check DC 18. If the character is an elf, give a +2 bonus to 
  the roll. 
   
  If the correct answer is given, the following happens: 
   
  A soft blue glow pulses from the wooden pillar. It gets brighter 
  A soft blue glow pulses from the wooden pillar. It gets brighter 
  A soft blue glow pulses from the wooden pillar. It gets brighter 
  A soft blue glow pulses from the wooden pillar. It gets brighter 
  for a moment, and then f
  for a moment, and then f
  for a moment, and then f
  for a moment, and then fades. Then you hear voices from all 
  ades. Then you hear voices from all 
  ades. Then you hear voices from all 
  ades. Then you hear voices from all 
  around you! One in particular, just underneath you 
  around you! One in particular, just underneath you 
  around you! One in particular, just underneath you 
  around you! One in particular, just underneath you (pick a 
  PC not "in tune" with nature), says, "Big two
   says, "Big two
   says, "Big two
   says, "Big two----foot crushes 
  foot crushes 
  foot crushes 
  foot crushes 
  me! Ow! Ow! OW!"
  me! Ow! Ow! OW!"
  me! Ow! Ow! OW!"
  me! Ow! Ow! OW!"    
   
  What's going on? The PCs are now able to speak with 
  nature around them! For the next hour, the grove's magic 
  allows the PCs to speak with animals and speak with plants, 
  as the spells of the same names. They may converse with 
  any of the flora and fauna in the sacred grove, and might 
  even glean some useful information from them. Druids, 
  rangers, and clerics of nature gods should have the easiest 
  time getting information, regardless of Charisma 
  (although higher Charisma PCs are always able to 
  befriend the denizens easily). Characters from other 
  classes with high Charisma scores are also be able to get 
  some information. Low Charisma characters only get 
  useless or irrelevant information.  
   
  Wildflowers (under the foot of the PC named in the read 
  aloud text, and near the pond): 
  • 
  Rgr/Drd/NatClr: "Crushing big two
  "Crushing big two
  "Crushing big two
  "Crushing big two----feets came here. 
  feets came here. 
  feets came here. 
  feets came here. 
  They kept stepping 
  They kept stepping 
  They kept stepping 
  They kept stepping on us, really hard."
  on us, really hard."
  on us, really hard."
  on us, really hard." 
  • 
  High Cha: "Every time big two
  "Every time big two
  "Every time big two
  "Every time big two----feets come here, they step 
  feets come here, they step 
  feets come here, they step 
  feets come here, they step 
  on us!"
  on us!"
  on us!"
  on us!" 
  • 
  Low Cha: "Bad smell big two
  "Bad smell big two
  "Bad smell big two
  "Bad smell big two----foot! Go away! Yuck!"
  foot! Go away! Yuck!"
  foot! Go away! Yuck!"
  foot! Go away! Yuck!" 
   
  Trees (all around the periphery of the glade): 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 8 
  • 
  Rgr/Drd/NatClr: "Upright animals, like you, are near. 
  "Upright animals, like you, are near. 
  "Upright animals, like you, are near. 
  "Upright animals, like you, are near. 
  They have come her
  They have come her
  They have come her
  They have come here before. Often they snap away our 
  e before. Often they snap away our 
  e before. Often they snap away our 
  e before. Often they snap away our 
  limbs, and hurt us without care."
  limbs, and hurt us without care."
  limbs, and hurt us without care."
  limbs, and hurt us without care." 
  • 
  High Cha: "Some of us have lost limbs from animals 
  "Some of us have lost limbs from animals 
  "Some of us have lost limbs from animals 
  "Some of us have lost limbs from animals 
  that walk tall."
  that walk tall."
  that walk tall."
  that walk tall." 
  • 
  Low Cha: "Stay away! Do not snap off our limbs!"
  "Stay away! Do not snap off our limbs!"
  "Stay away! Do not snap off our limbs!"
  "Stay away! Do not snap off our limbs!" 
   
  Bushes (in the areas at the foot of the trees): 
  • 
  Rgr/Drd/NatClr: "It h
  "It h
  "It h
  "It has been many leaf
  as been many leaf
  as been many leaf
  as been many leaf----fallings since 
  fallings since 
  fallings since 
  fallings since 
  those who respect us have passed here. For a while, they 
  those who respect us have passed here. For a while, they 
  those who respect us have passed here. For a while, they 
  those who respect us have passed here. For a while, they 
  came often. But now, no more.
  came often. But now, no more.
  came often. But now, no more.
  came often. But now, no more. 
  • 
  High Cha: "Be careful around us. We get hurt easily by 
  "Be careful around us. We get hurt easily by 
  "Be careful around us. We get hurt easily by 
  "Be careful around us. We get hurt easily by 
  most like you. Some of you respect us."
  most like you. Some of you respect us."
  most like you. Some of you respect us."
  most like you. Some of you respect us." 
  • 
  Low Cha: "You are the bringer of the ligh
  "You are the bringer of the ligh
  "You are the bringer of the ligh
  "You are the bringer of the light that kills. Do 
  t that kills. Do 
  t that kills. Do 
  t that kills. Do 
  not use it on us."
  not use it on us."
  not use it on us."
  not use it on us." 
   
  Squirrels (around the trees, drinking by the pond): 
  • 
  Rgr/Drd/NatClr: "Smelly bad men are loud. They were 
  "Smelly bad men are loud. They were 
  "Smelly bad men are loud. They were 
  "Smelly bad men are loud. They were 
  here not long ago. They do not eat us, we're too quick."
  here not long ago. They do not eat us, we're too quick."
  here not long ago. They do not eat us, we're too quick."
  here not long ago. They do not eat us, we're too quick." 
  • 
  High Cha: "You do not smell like other men that come."
  "You do not smell like other men that come."
  "You do not smell like other men that come."
  "You do not smell like other men that come." 
  • 
  Low Cha: "You will not eat us, we will run!"
  "You will not eat us, we will run!"
  "You will not eat us, we will run!"
  "You will not eat us, we will run!" 
   
  Songbirds (drinking at the pool, flying around the area): 
  • 
  Rgr/Drd/NatClr: "Bad
  "Bad
  "Bad
  "Bad----song men choke the air with 
  song men choke the air with 
  song men choke the air with 
  song men choke the air with 
  smoke. It is hard to fly north of here, sometimes."
  smoke. It is hard to fly north of here, sometimes."
  smoke. It is hard to fly north of here, sometimes."
  smoke. It is hard to fly north of here, sometimes." 
  • 
  High Cha: "We do not like the smell of bad men smoke."
  "We do not like the smell of bad men smoke."
  "We do not like the smell of bad men smoke."
  "We do not like the smell of bad men smoke." 
  • 
  Low Cha: "Do not put fires here. The others will be mad. 
  "Do not put fires here. The others will be mad. 
  "Do not put fires here. The others will be mad. 
  "Do not put fires here. The others will be mad. 
  We will fly away if you do."
  We will fly away if you do."
  We will fly away if you do."
  We will fly away if you do." 
   
  Fish (in the pond; character will need to stick their ear in 
  the water to hear them, and put their mouth in the water 
  to speak with them): 
  • 
  Rgr/Drd/NatClr: "It is hard t
  "It is hard t
  "It is hard t
  "It is hard to breathe upstream. 
  o breathe upstream. 
  o breathe upstream. 
  o breathe upstream. 
  Landforms are putting poison in the water there."
  Landforms are putting poison in the water there."
  Landforms are putting poison in the water there."
  Landforms are putting poison in the water there." 
  • 
  High Cha: "Landforms like to poison our home. It is best 
  "Landforms like to poison our home. It is best 
  "Landforms like to poison our home. It is best 
  "Landforms like to poison our home. It is best 
  here."
  here."
  here."
  here." 
  • 
  Low Cha: "Landforms bring poison! Go away!"
  "Landforms bring poison! Go away!"
  "Landforms bring poison! Go away!"
  "Landforms bring poison! Go away!" 
   
  After an hour, the magic fades away. The pillar is not 
  operable again for another week. If the characters decide 
  to rest in the glade for the evening, they feel refreshed 
  and vigorous. Ehlonna's blessing goes with them when 
  they leave; each PC that slept in the grove has a +1 luck 
  bonus to all saving throws for the rest of the scenario 
  (both rounds). 
   
   
  Encounter 4: The Ambush 
  Encounter 4: The Ambush 
  Encounter 4: The Ambush 
  Encounter 4: The Ambush 
  We've All Been Waiting For
  We've All Been Waiting For
  We've All Been Waiting For
  We've All Been Waiting For    
  This encounter takes place close to dusk on either the 
  first or second day in the Vesve. If the party is moving 
  quickly (everyone has horses), this encounter may occur 
  before Encounter 3. Otherwise, the goblin ambush takes 
  place the day following the visit to the grove, at about 
  dusk. 
   
  You round a bend in the road, and about 20 feet ahead of you, 
  You round a bend in the road, and about 20 feet ahead of you, 
  You round a bend in the road, and about 20 feet ahead of you, 
  You round a bend in the road, and about 20 feet ahead of you, 
  there is a strange sight. An enormous oak tree, roughly 4 feet 
  there is a strange sight. An enormous oak tree, roughly 4 feet 
  there is a strange sight. An enormous oak tree, roughly 4 feet 
  there is a strange sight. An enormous oak tree, roughly 4 feet 
  in diameter, lies across th
  in diameter, lies across th
  in diameter, lies across th
  in diameter, lies across the trail. The foliage is thick to either 
  e trail. The foliage is thick to either 
  e trail. The foliage is thick to either 
  e trail. The foliage is thick to either 
  side, and going around the fallen behemoth will be slow 
  side, and going around the fallen behemoth will be slow 
  side, and going around the fallen behemoth will be slow 
  side, and going around the fallen behemoth will be slow 
  indeed. From far above, you hear the caw of a crow, as you 
  indeed. From far above, you hear the caw of a crow, as you 
  indeed. From far above, you hear the caw of a crow, as you 
  indeed. From far above, you hear the caw of a crow, as you 
  ponder your predicament. 
  ponder your predicament. 
  ponder your predicament. 
  ponder your predicament.     
      
  Any PC with the Uncanny Dodge    ability is not caught 
  flat-footed (they retain their Dexterity bonus to AC). 
   
  Suddenly the log bursts open at the side facing you! Goblins 
  Suddenly the log bursts open at the side facing you! Goblins 
  Suddenly the log bursts open at the side facing you! Goblins 
  Suddenly the log bursts open at the side facing you! Goblins 
  rush forward, howling a coarse battle cry as they charge ahead!
  rush forward, howling a coarse battle cry as they charge ahead!
  rush forward, howling a coarse battle cry as they charge ahead!
  rush forward, howling a coarse battle cry as they charge ahead!    
      
  Characters are caught flat-footed unless they were 
  expecting something to come out of the log, or have the 
  Uncanny Dodge    ability. The creatures heard the PCs 
  coming down the path a while ago, and decided to set up 
  their ambush. The goblins carved out sections of the part 
  of the fallen oak facing south, and carefully put them back 
  into place. They have been very successful at using the 
  tree in the past, as most groups that come by are 
  expecting an ambush in a different direction. They rush 
  forward, attacking the PCs with their short swords when 
  they reach the heroes. The goblins are able to reach the 
  front line of the PCs as their movement action, and are 
  still be able to get one attack in the first round.  
   
  Make sure to map out the combat. The path is 15 feet 
  wide, and the lead PCs are about 20 feet from the fallen 
  oak when the goblins ambush them. Off to either side of 
  the path is dense cover, perfect for hiding or getting out 
  of the way. Do not forget about Trestic, who must 
  dismount his horse in order to engage the goblins (taking 
  a movement action to do so). The goblins flee if more 
  than half of their numbers have fallen. 
   
  Tier 1 
  Tier 1 
  Tier 1 
  Tier 1     
  Goblins
  Goblins
  Goblins
  Goblins (7): Small-size humanoids (goblin) (3 ft. 2 in. tall); 
  HD 1d8; hp 4 (each); Init +1 (Dex); Spd 30 ft.; AC 15 (+1 
  size, +1 Dex, +3 studded leather armor); Atks +0 melee 
  (1d8-1, morningstar) or +2 ranged (1d6-1, javelin); AL NE; 
  SV Fort +0, Ref +3, Will +0. 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills: Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats:    Alertness. 
   
  At tier 2, there are eight goblins in the tree, and there are 
  eight others in the bushes on the side of the path (4 on 
  one side, 4 on the other). The goblins in the bushes throw 
  their javelins as their first action, and advance into melee 
  on the next round. PCs may notice these goblins, if they 
  make a Spot skill check at DC 17 (they hid themselves 
  really well in the underbrush). Note that heroes are still 
  caught flat-footed by the goblins in the tree even if they 
  notice the others. 
   
  Tier 2 
  Tier 2 
  Tier 2 
  Tier 2     
  Goblins
  Goblins
  Goblins
  Goblins (16): Small-size humanoid (goblin) (3 ft. tall); HD 
  1d8; hp 4 (each); Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, 
  +1 Dex, +3 studded leather armor); Atks +0 melee (1d8-1, 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 9 
  morningstar) or +2 ranged (1d6-1, javelin); AL NE; SV 
  Fort +0, Ref +3, Will +0. 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills:    Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats:    Alertness. 
   
  The goblins attempt to flee if their numbers are reduced 
  to less than half. If the heroes capture and interrogate 
  some of them, they need to speak goblin. Those who can 
  communicate 
  with 
  them 
  receive 
  the 
  following 
  information: 
  • 
  The goblins like to come here to ambush traders and 
  adventurers, both of which have lots of money. This 
  is their livelihood. 
  • 
  The goblins heard the heroes coming down the trail, 
  and quickly set up their ambush. They did not expect 
  such seasoned travelers as the PCs. 
  • 
  If the PCs ask specifically about orcs, or about other 
  dangers in the area, the goblins give them some 
  information. They have heard of an orc leader named 
  Gorag, and know that he is in the area. The goblins 
  do not know exactly where, as they wish not to run 
  in to him. He is known as Gorag the Unstoppable to 
  many humanoids. 
  • 
  This is their entire band, and all of their equipment 
  worth anything is on their person right now. 
   
  Treasure: 
  Treasure: 
  Treasure: 
  Treasure:  
  • 
  Morningstars (1 for each goblin) 
  • 
  Javelins (1/goblin) 
  • 
  Goblin-sized studded leather armor (1/goblin) 
  • 
  4 hand axes (for chopping wood, lying on the 
  ground near the tree) 
  • 
  10 solars (gp), 25 small lunars (sp) 
   
  It is up to the PCs to deal with the goblins once they have 
  captured them. 
   
   
  Encounter 5: You're Invited
  Encounter 5: You're Invited
  Encounter 5: You're Invited
  Encounter 5: You're Invited    
  Once the heroes have dealt with the goblins, a few miles 
  down the road they see some smoke coming from the 
  chimney of a small cabin a few hundred feet off of 
  Southwoods Way. This is the cabin of Engert Wood, a 
  tallfellow halfling. If they approach the cabin, read the 
  following to the players: 
   
  You approach what appears to be a small wooden cabin, with 
  You approach what appears to be a small wooden cabin, with 
  You approach what appears to be a small wooden cabin, with 
  You approach what appears to be a small wooden cabin, with 
  a quaint little garden on the east side of the building. A couple 
  a quaint little garden on the east side of the building. A couple 
  a quaint little garden on the east side of the building. A couple 
  a quaint little garden on the east side of the building. A couple 
  rabbits and some crows seem to be helping themselves to the 
  rabbits and some crows seem to be helping themselves to the 
  rabbits and some crows seem to be helping themselves to the 
  rabbits and some crows seem to be helping themselves to the 
  plants. Tendrils of smoke rise up out of the chimney; someon
  plants. Tendrils of smoke rise up out of the chimney; someon
  plants. Tendrils of smoke rise up out of the chimney; someon
  plants. Tendrils of smoke rise up out of the chimney; someone e e e 
  must be home. You then see a smallish man exit the front 
  must be home. You then see a smallish man exit the front 
  must be home. You then see a smallish man exit the front 
  must be home. You then see a smallish man exit the front 
  door. He goes over to his garden, and shoos the animals away. 
  door. He goes over to his garden, and shoos the animals away. 
  door. He goes over to his garden, and shoos the animals away. 
  door. He goes over to his garden, and shoos the animals away. 
  The man, appearing to be a halfling, spots you, and waves you 
  The man, appearing to be a halfling, spots you, and waves you 
  The man, appearing to be a halfling, spots you, and waves you 
  The man, appearing to be a halfling, spots you, and waves you 
  forward.
  forward.
  forward.
  forward.    
   
  "Cold iron avail you, friends! I do not believe I have had 
  "Cold iron avail you, friends! I do not believe I have had 
  "Cold iron avail you, friends! I do not believe I have had 
  "Cold iron avail you, friends! I do not believe I have had 
  the 
  the 
  the 
  the pleasure of meeting any of you before. I'm Engert Wood. 
  pleasure of meeting any of you before. I'm Engert Wood. 
  pleasure of meeting any of you before. I'm Engert Wood. 
  pleasure of meeting any of you before. I'm Engert Wood. 
  What are your names?"
  What are your names?"
  What are your names?"
  What are your names?"    
   
  After introductions are made, Engert asks the heroes to 
  come inside and have some brambleroot tea and sweet 
  cakes. He insists that he has enough space to 
  accommodate everyone, and that the tea is just brewing 
  now and is quite delicious. Engert entertains the PCs, 
  offering his place to stay the night. The following 
  information can be gleaned from him in casual 
  conversation: 
  • 
  He really enjoys living here in the forest. He's spent 
  most of his life here, and has helped to keep the area 
  clean of foulness. 
  • 
  Engert still adventures from time to time, usually 
  with his cousin Logan, but their forays are becoming 
  less frequent together.  
  • 
  Logan still does a lot of adventuring with other 
  halfling friends and family. Apparently, word has 
  gotten to him that Logan and his band were set upon 
  by bandits not long ago, after his cousin last visited. 
  Engert has heard that ever since, Logan's been acting 
  really strange toward tall folks. He seems to dislike 
  them greatly for what they did to his band. He hopes 
  it is just a phase he's going through (after all, Logan is 
  still pretty young). 
  • 
  Engert has a squirrel named Squisha. He tells 
  everyone not to mind him too much; he's always 
  begging for nuts. 
  • 
  Engert asks if anyone here is a follower of Ehlonna. 
  He tells the PCs to be careful, as he's heard that some 
  druids of Obad-Hai have been sighted in the area. 
  "No doubt they're up to no good,” he remarks. If 
  questioned further about the druids, he simply says 
  that Obad-Hai's followers generally don't like the 
  Ehlonnans. The druids and clerics of Obad-Hai 
  believe that nature should be left free of human and 
  demihuman influence, while the Ehlonnans tend to 
  believe that the influence of the different races is 
  important in helping the natural world thrive. Engert 
  himself is a follower of Ehlonna. 
  • 
  He lets the party know he's spotted some orc activity 
  (tracks, signs of small camps) in the area recently. 
  Engert knows that the orcs probably have their base 
  camp north of here a few miles, near Ironstead. He 
  suggests, "After you're done with your mission, 
  perhaps you could stop back here and we could go 
  get a look at their camp. Then we could let the 
  garrison at Ironstead know exactly what's out there. 
  Maybe even give them something to think about 
  while we're there." Trestic is very pleased with this 
  idea, and he suggests that as soon as they report in 
  and restock supplies, they should head back to pick 
  up Engert. 
  • 
  If the PCs treat Engert with respect and are generally 
  friendly to him, Engert gives them something to take 
  along, since the road ahead might be a little 
  dangerous. He gives the party a small bag filled with 
  vegetables known as brownleaf turnips. He says that 
  they are very good, and possess healing properties. 
  They must be cooked to bring out the medicinal 
  properties, and taste much better that way. He only is 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 10 
  able to find a few of them each year, and this year he 
  managed to gather 4 of them. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  ••••    
  Bag of brownleaf turnips. When cooked, each 
  turnip will restore 1d4+1 hit points. This healing 
  is not considered magical healing in any way, 
  and the turnips must be served warm to receive 
  the healing.    
   
  Engert Wood, male tallfellow halfling Rgr4: 
  Engert Wood, male tallfellow halfling Rgr4: 
  Engert Wood, male tallfellow halfling Rgr4: 
  Engert Wood, male tallfellow halfling Rgr4: Small 
  Humanoid (3 ft. 8 in. tall); HD 4d10+8; hp 36; Init +6 
  (Dex, Improved Initiative); Spd 20 ft.; AC 16 (+ 1 size, +3 
  studded leather armor, +2 Dex); Atks +4/+3 melee (1d6+1 
  [crit 19-20/x2], short sword; 1d4+1 [crit 19-20/x2], dagger) 
  or +6 melee (1d6 [crit x3] short bow); AL CG; SA Rgr 
  favored enemy (goblinoids); SV Fort +7, Ref +4, Will +3. 
   
  Str 12, Dex 14, Con 14, Int 10, Wis 13, Cha 11. 
   
  Skills:    Animal Empathy +2, Handle Animal +2, Heal 
  +3, Hide +5, Knowledge (herbalism) +2, Move Silently +6, 
  Profession (cook) +4, Speak Common, Speak Halfling, 
  Spot +3, Search +8, Wilderness Lore +8. Feats:    
  Ambidexterity, Improved Initiative, Two Weapon 
  Fighting, Weapon Focus (short sword).     
   
  Possessions: Short sword, dagger, short bow with 20 
  arrows, studded leather armor, rope (20 ft.), flint and steel, 
  lantern, 6 flasks of oil, pouch with 35 solars (gp) and 50 
  small lunars (sp), and other miscellaneous home supplies 
  (including many cooking supplies).  
   
  Spells (1):    1st—speak with animals. 
   
  Personality Traits:    Rustic, practical, nurturing, kind.     
   
   
  Encounter 6: Catch Us If You 
  Encounter 6: Catch Us If You 
  Encounter 6: Catch Us If You 
  Encounter 6: Catch Us If You 
  Can!
  Can!
  Can!
  Can!    
  Back on the road, the PCs are mere hours from Ironstead 
  when another disturbance interrupts their journey. Two 
  goblin mercenaries, Grinn (a competent illusionist) and 
  Borot (a fighter), have been hired by Gorag to bring the 
  party to the ambush site. The adept of the orc warband, 
  Onnagok, has been spying on the PCs with his crow 
  familiar. He has brought the mercenaries in to lead the 
  party to capture. Read the following text to the players: 
   
  Soon, your journey will be over. It begins to rain, and you can 
  Soon, your journey will be over. It begins to rain, and you can 
  Soon, your journey will be over. It begins to rain, and you can 
  Soon, your journey will be over. It begins to rain, and you can 
  hear the sounds
  hear the sounds
  hear the sounds
  hear the sounds of thunder in the far
   of thunder in the far
   of thunder in the far
   of thunder in the far----off distance. Dusk is fast 
  off distance. Dusk is fast 
  off distance. Dusk is fast 
  off distance. Dusk is fast 
  approaching, but you are just a few hours away from the walls 
  approaching, but you are just a few hours away from the walls 
  approaching, but you are just a few hours away from the walls 
  approaching, but you are just a few hours away from the walls 
  of Ironstead. Trestic remarks that it will be good to see his 
  of Ironstead. Trestic remarks that it will be good to see his 
  of Ironstead. Trestic remarks that it will be good to see his 
  of Ironstead. Trestic remarks that it will be good to see his 
  troops again. 
  troops again. 
  troops again. 
  troops again.     
      
  Have the PCs make Spot checks at DC 10. Those who are 
  successful can make out two goblins hiding (not very 
  well) in the underbrush off to the left of the trail. One 
  appears to be dressed in red robes (and a pointed red hat), 
  and the other in studded leather with a longsword at his 
  side! As soon as the PCs approach, the goblins begin to 
  flee as quickly as possible. The heroes may wish to follow 
  them into the woods. Horses cannot be taken into the 
  thick foliage; they must be left on the trail. 
   
  What is going on? Grinn has cast invisibility on 
  himself, and on Borot. From a short distance away (still 
  within eyesight of the trail), Grinn casts spectral force to 
  create an image of himself and Borot. As soon as the party 
  can see the goblins, he makes it appear as though they 
  have run off into the woods. Note that the PCs cannot 
  disbelieve the illusion, as it is a figment, and must be 
  interacted with in some way in order to have a saving 
  throw made against it.  
   
  Once the illusionary goblins take off, Grinn cancels 
  the spell, which lasts for a short time afterwards. The 
  illusionary goblins continue to run through the wood, 
  with the real goblins just ahead of them. This gives real 
  tracks for the PCs to follow, and indicates that the goblins 
  are real to the heroes. After following the goblins for a 
  very short time (about 4 rounds, just after the illusion 
  disappears) an ambush awaits the heroes. 
   
  Unless there is a great plan, Grinn and Borot should 
  escape from the PCs. Remember that area-effect spells 
  could cause damage to the forest, which should cause 
  some protest from other heroes. Their statistics are 
  provided below merely as a guide, or should the unlikely 
  happen. 
   
  PCs who are cautious and do not follow the goblins 
  may not get ambushed. Trestic however, follows the 
  goblins into the brush. PCs may give chase if they so 
  desire. It is very important to know which PCs are 
  following after the goblins, and which are staying behind 
  on the road. Those who follow get ambushed. Pull those 
  players aside and proceed to Encounter 7.    Those on the 
  road eventually hear the sounds of battle coming from the 
  forest (after two rounds, tell the heroes this). It does not 
  take long to reach the battle from the road (about 4 
  rounds). However, any PCs who do not take proper 
  precautions (Move Silently, invisibility) are also captured. 
  Trestic is captured, no matter what else happens.  
   
  When you know what each PC is doing, whether 
  they are following the goblins or not, pull the group 
  following the goblins aside and begin Encounter 7.
  Encounter 7.
  Encounter 7.
  Encounter 7. 
   
  Grinn, male goblin Wiz(Illusionist)5: 
  Grinn, male goblin Wiz(Illusionist)5: 
  Grinn, male goblin Wiz(Illusionist)5: 
  Grinn, male goblin Wiz(Illusionist)5: Small Humanoid 
  (3 ft. tall); HD 1d8 (goblin) + 5d4 (Wiz); hp 20; Init +3 
  (Dex); Spd 30 ft.; AC 18/19 (+1 size, +1 Dodge (when 
  applicable), +3 Dex, +4 mage armor); Atks +0 melee (1d4-2 
  [crit 19-20], dagger) or +5 ranged (1d8 [crit 19-20], light 
  crossbow); SA Wiz spells; SD Wiz spells (currently mage 
  armor and invisibility); AL CN; SV Fort +1, Ref +6, Will +5. 
   
  Str 7, Dex 16, Con 10, Int 16, Wis 12, Cha 12. 
   
  Skills:    Alchemy +7, Bluff +3, Concentration +8, 
  Escape Artist +5, Hide +9, Knowledge (arcana) +11, Listen 
  +4, Move Silently +8, Scry +5, Speak Common, Speak 
  Draconic, Speak Goblin, Speak Orcish, Spellcraft +11, 
  Spot +4. Feats:    Alertness, Brew Potion, Dodge, Scribe 
  Scroll, Still Spell. 
   
  Possessions: Dagger, light crossbow with 10 bolts, red 
  robes, pointed red hat, spell components, pouch with 8 
  small lunars (sp) and 12 wheats (cp). 
   
  Spells (5/5/4/3):    0—daze, dancing lights, ghost sound 
  (x2), mage hand; 1st—cause fear, expeditious retreat, mage 
  armor, silent image, ventriloquism; 2nd—invisibility (x2), 
  mirror image, scare; 3rd—fly, major image. 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 11 
   
  Bor
  Bor
  Bor
  Borot, male goblin Ftr4: 
  ot, male goblin Ftr4: 
  ot, male goblin Ftr4: 
  ot, male goblin Ftr4: CR 4.5; Small Humanoid (3 ft. 
  11 in. tall); HD 1d8+3 (goblin) + 4d10+15 (Ftr, 
  Toughness); hp 50; Init +0; Spd 30 ft.; AC 15 (+1 size, +3 
  studded leather armor); Atks +9 melee (1d8+7 [crit 19-20], 
  longsword); SA Cleave, Power Attack; AL CN; SV Fort +7, 
  Ref +3, Will +0. 
   
  Str 19, Dex 10, Con 16, Int 7, Wis 8, Cha 8. 
   
  Skills:    Climb +8, Hide +5, Jump +7, Listen +2, Move 
  Silently +4, Speak Goblin, Spot +2. Feats:    Alertness, 
  Cleave, Power Attack, Toughness, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: Longsword, studded leather armor, 
  whatever Grinn tells him to carry (including Grinn). 
   
   
  Encounter 7: Captured!
  Encounter 7: Captured!
  Encounter 7: Captured!
  Encounter 7: Captured!    
  PCs who followed the illusionary (and real) goblins are 
  ambushed. Characters with Uncanny Dodge are not 
  caught flat-footed; other PCs are caught flat-footed (unless 
  the Judge deems otherwise). 
   
  Note to the Judge: This encounter is designed to get 
  some (or all) of the characters captured. The orcs, under 
  Gorag, have been ordered to take all the PCs alive (if 
  possible). The full force of this encounter should not be 
  brought to bear on the PCs, as it is supposed to appear 
  impossible to win. No matter what else happens, Trestic 
  will be captured. This is the minimum amount of story 
  element needed to advance the characters to round 2.  
   
  Use Map 1 as a guide to set up the encounter. 
   
  As you press onward into the forest, you see movement up 
  As you press onward into the forest, you see movement up 
  As you press onward into the forest, you see movement up 
  As you press onward into the forest, you see movement up 
  ahead! Heavily camouflaged orcs from all directions come out 
  ahead! Heavily camouflaged orcs from all directions come out 
  ahead! Heavily camouflaged orcs from all directions come out 
  ahead! Heavily camouflaged orcs from all directions come out 
  of their hiding places! You are surrounded!
  of their hiding places! You are surrounded!
  of their hiding places! You are surrounded!
  of their hiding places! You are surrounded!    
      
  This is an untiered combat encounter. Its purpose is to 
  capture as many PCs as possible. There are 12 orcs on the 
  ground, coming out of the underbrush on all sides of the 
  PCs. There are also 12 orcs in the trees, each with a short 
  bow. The arrows are tipped with karoka root extract, a 
  poison that causes unconsciousness immediately (as the 
  primary damage) unless a Fortitude save (DC13) is made.  
   
  Leading the group is Malekash, the Pain-bringer of 
  Izlen, the chief torturer at the camp. Also present, in one 
  of the trees, is Onnagok, the orc adept. The orcs attack the 
  PCs, attempting to knock each of them unconscious. The 
  ground fighters do not have poison on their weapons; 
  their role is to engage the enemy if necessary. 
   
  For most of the PCs, the round should end with the 
  heroes falling unconscious. 
   
  All Tiers
  All Tiers
  All Tiers
  All Tiers    
  Orcs 
  Orcs 
  Orcs 
  Orcs (24): Medium Humanoid (Orc) (5 ft. 8 in. tall); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor); Atks +2 melee (1d12+3 [crit x3], greataxe) or +0 
  ranged (1d6 + poison [crit x3], short bow); SA poison (Fort 
  save DC 13 or unconscious for 2d4 hours); AL CE; SV 
  Fort +2, Ref +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
   
  Skills:    Listen +4, Spot +3. Feats:    Alertness. 
   
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: Medium 
  Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 1d10+5 (Ftr, 
  Toughness); hp 21; Init +0; Spd 30 ft.; AC 13 (+3 studded 
  leather armor); Atks +5 melee (1d12+6 (crit20/x3), 
  greataxe) or +5 melee (1d3+4 (crit 20/x2), fist); AL CE; SV 
  Fort +8, Ref +0, Will +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10. 
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnag
  Onnag
  Onnag
  Onnagok, male orc Adp3: 
  ok, male orc Adp3: 
  ok, male orc Adp3: 
  ok, male orc Adp3: Medium Humanoid (5 ft. 6 in. 
  tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22; Init +0; Spd 30 
  ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], shortspear) or 
  +1 ranged (1d8 [crit 19-20], light crossbow); AL NE; SV 
  Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0—cure minor wounds (x2), guidance; 
  1st—cure light wounds, sleep (x2). 
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
   
   
  Ending of Round 1:
  Ending of Round 1:
  Ending of Round 1:
  Ending of Round 1:    
  Characters who Avoided the 
  Characters who Avoided the 
  Characters who Avoided the 
  Characters who Avoided the 
  Whole Battle
  Whole Battle
  Whole Battle
  Whole Battle    
  Characters who manage to avoid the combat by not 
  participating in it (i.e., staying back at the road) will have 
  to determine what to do next. They are able to find plenty 
  of tracks leading back to the orc camp. If they wait until 
  after combat is over to find their companions, read the 
  following to the PCs who stayed behind: 
   
  You heard the sounds of battle for a while, but now they are no 
  You heard the sounds of battle for a while, but now they are no 
  You heard the sounds of battle for a while, but now they are no 
  You heard the sounds of battle for a while, but now they are no 
  more. 
  more. 
  more. 
  more.     
      
  If the PCs wish to investigate, continue.  
      
  Investigating the site, you notice there was a large force 
  here. There were dozens of people fighting in this area, as 
  can be told by matted grass, bloodied soil, and snapped 
  twigs everywhere. No bodies remain. The trail of dozens, 
  unmindful of the sanctity of the great forest, continues 
  off to the northwest. It is there, you reason, that your 
  companions will be found.  
   
   
  
   
  Deep in the Vesve… 
  Round 1 
  Page 12 
  Ending of Round 1:
  Ending of Round 1:
  Ending of Round 1:
  Ending of Round 1:    
  Characters who Watched the 
  Characters who Watched the 
  Characters who Watched the 
  Characters who Watched the 
  Battle Unseen (or Escaped)
  Battle Unseen (or Escaped)
  Battle Unseen (or Escaped)
  Battle Unseen (or Escaped)    
  One by one, the marauders take down your companions. You 
  One by one, the marauders take down your companions. You 
  One by one, the marauders take down your companions. You 
  One by one, the marauders take down your companions. You 
  see each one fall helpless to the blades and arrows of the filthy 
  see each one fall helpless to the blades and arrows of the filthy 
  see each one fall helpless to the blades and arrows of the filthy 
  see each one fall helpless to the blades and arrows of the filthy 
  ravagers. It se
  ravagers. It se
  ravagers. It se
  ravagers. It seems, however, that they have not been mortally 
  ems, however, that they have not been mortally 
  ems, however, that they have not been mortally 
  ems, however, that they have not been mortally 
  wounded. There must have been some other forces at work 
  wounded. There must have been some other forces at work 
  wounded. There must have been some other forces at work 
  wounded. There must have been some other forces at work 
  here; perhaps a poison or spell. 
  here; perhaps a poison or spell. 
  here; perhaps a poison or spell. 
  here; perhaps a poison or spell.     
      
  Trestic and the others are picked up like bags of tubers 
  Trestic and the others are picked up like bags of tubers 
  Trestic and the others are picked up like bags of tubers 
  Trestic and the others are picked up like bags of tubers 
  and tossed on carts. The orcs survey the scene one more time,
  and tossed on carts. The orcs survey the scene one more time,
  and tossed on carts. The orcs survey the scene one more time,
  and tossed on carts. The orcs survey the scene one more time,    
  and then depart through the forest, heading northwest. Who 
  and then depart through the forest, heading northwest. Who 
  and then depart through the forest, heading northwest. Who 
  and then depart through the forest, heading northwest. Who 
  knows what foul plans they have for your companions? 
  knows what foul plans they have for your companions? 
  knows what foul plans they have for your companions? 
  knows what foul plans they have for your companions?     
      
  In any case, some heroes have been captured by the orcs. 
  Some heroes may be free. All of the characters will meet 
  again, at some point, at the orc camp, where there may be 
  hope of liberating the imprisoned. 
   
  End Round 1
  End Round 1
  End Round 1
  End Round 1    
   
   
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter 2
  Encounter 2
  Encounter 2
  Encounter 2    
  Agreeing to the mission (shady PC only)
  (shady PC only)
  (shady PC only)
  (shady PC only) 
  50 xp 
      
  Encounter 3
  Encounter 3
  Encounter 3
  Encounter 3    
  Reading 3 or more passages 
  50 xp 
  Deciphering the riddle 
  50 xp 
  Getting valuable information from the grove 
  25 xp 
   
  Encounter 4
  Encounter 4
  Encounter 4
  Encounter 4    
  Defeating the goblins 
  175 xp 
  Questioning them afterwards 
  25 xp 
   
  Encounter 6
  Encounter 6
  Encounter 6
  Encounter 6    
  PCs that did not follow the illusions 
  75 xp 
   
  -or- 
  Encounter 7
  Encounter 7
  Encounter 7
  Encounter 7    
  Fighting the battle and being captured 
  25 xp 
   
  -or- 
  Escaping the battle 
  50 xp 
   
  Maximum possible XP award:
  Maximum possible XP award:
  Maximum possible XP award:
  Maximum possible XP award:    
  400 xp
  400 xp
  400 xp
  400 xp    
  Maximum possible XP award (shady PC):
  Maximum possible XP award (shady PC):
  Maximum possible XP award (shady PC):
  Maximum possible XP award (shady PC):    
  450 xp
  450 xp
  450 xp
  450 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 250 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  • 
  Equipment off of the goblins in Encounter 4. Value: 
  101 gp.  
  • 
  Money off of the goblins in Encounter 4. A total of 
  10 solars (gp) and 25 small lunars (sp) can be found. 
  • 
  Bag of brownleaf turnips (4 turnips) from Engert 
  Wood in Encounter 5.  
  Brownleaf Turnips (4 charge boxes) (2 lb., 10 gp): 
  When cooked and eaten, each turnip restores 1d4+1 
  hp. This healing is not considered magical healing in 
  any way, and the turnips must be served warm to 
  receive the healing. These turnips spoil (void the 
  certificate) if not used within the next three Living 
  Greyhawk scenarios in which the named character 
  participates. 
   
   
  
   
  Deep in the Vesve… 
  Round 1 
  Page 13 
  Handout 1
  Handout 1
  Handout 1
  Handout 1    
   
   
   
  Wanted 
  Wanted 
  Wanted 
  Wanted ----    
  Several brave souls to perform an escort mission of importance. Sir 
  Several brave souls to perform an escort mission of importance. Sir 
  Several brave souls to perform an escort mission of importance. Sir 
  Several brave souls to perform an escort mission of importance. Sir 
  Trestic Hilltottern, of the Furyondy garrison in Ironstead, needs 
  Trestic Hilltottern, of the Furyondy garrison in Ironstead, needs 
  Trestic Hilltottern, of the Furyondy garrison in Ironstead, needs 
  Trestic Hilltottern, of the Furyondy garrison in Ironstead, needs 
  traveling companions. The Town Co
  traveling companions. The Town Co
  traveling companions. The Town Co
  traveling companions. The Town Council will compensate you for 
  uncil will compensate you for 
  uncil will compensate you for 
  uncil will compensate you for 
  your services. All interested parties please meet outside Council Hall 
  your services. All interested parties please meet outside Council Hall 
  your services. All interested parties please meet outside Council Hall 
  your services. All interested parties please meet outside Council Hall 
  at noon today. 
  at noon today. 
  at noon today. 
  at noon today.     
      
      
      
      
      
  Town Councilwoman Welna Ulthbeech
  Town Councilwoman Welna Ulthbeech
  Town Councilwoman Welna Ulthbeech
  Town Councilwoman Welna Ulthbeech    
  
   
  Deep in the Vesve… 
  Round 1 
  Page 14 
  Handout 2
  Handout 2
  Handout 2
  Handout 2    
   
   
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  dpoevdu!uif!pqfsbujpo!gspn!uif!tbgfuz!pg!zpvs!gbs
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  qsftfodf/!Uifz-!boe!bmm!puifst!uibu!bmmz!xjui!uifn-!xjmm!tppo!mfbso!
  qsftfodf/!Uifz-!boe!bmm!puifst!uibu!bmmz!xjui!uifn-!xjmm!tppo!mfbso!
  up!gfbs!vt/
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  !!!! !!!! !!!!
  !!!!
  !!!!
  !!!!
  !!!!
  !!!!
  !!!!
  Sfhbset-
  Sfhbset-
  Sfhbset-
  Sfhbset-!!!!
  !!!! !!!! !!!!
  !!!!
  !!!!
  !!!!
  !!!!
  !!!!
  Zpvs!gsjfoe!jo!Ijhigpml
  Zpvs!gsjfoe!jo!Ijhigpml
  Zpvs!gsjfoe!jo!Ijhigpml
  Zpvs!gsjfoe!jo!Ijhigpml!!!!
  
   
  Deep in the Vesve… 
  Round 1 
  Page 15 
  Handout 3
  Handout 3
  Handout 3
  Handout 3    
   
   
  One section of the pillar reads, in Common: 
  Gaze upon this sacred place, 
  Rest here in its grace, 
   
   
   
  One section of the pillar reads, in Sylvan: 
  Harmony here was hard won, 
  To speak with the glade can be done, 
   
   
   
  One section of the pillar reads, in Druidic: 
  Bring the Vesve's power to bear, 
  Utter the name of a woman fair, 
   
   
   
  One section of the pillar reads, in Elven: 
  The unicorn is her favored form, 
  Speak the ancient ones' name by which she is known. 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 16 
  Appendix: NPC/ Monster Reference Sheets
  Appendix: NPC/ Monster Reference Sheets
  Appendix: NPC/ Monster Reference Sheets
  Appendix: NPC/ Monster Reference Sheets    
   
  Encounter 1
  Encounter 1
  Encounter 1
  Encounter 1    
  Everain the Intrepid, male human Wiz4: 
  Everain the Intrepid, male human Wiz4: 
  Everain the Intrepid, male human Wiz4: 
  Everain the Intrepid, male human Wiz4: Medium 
  Humanoid (5 ft. 11 in. tall); HD 4d4; hp 14; Init +1 (Dex); 
  Spd 30 ft.; AC 11 (+1 Dex); Atks +2 melee (1d4 [crit 19-20], 
  dagger); SA Wiz spells; SD Wiz spells; AL NG; SV Fort +1, 
  Ref +2, Will +5. 
   
  Str 10, Dex 13, Con 11, Int 17, Wis 12, Cha 12. 
   
  Skills: Alchemy +10, Concentration +7, Knowledge 
  (arcana) +10, Listen +2, Scry +7, Speak Common, Speak 
  Draconic, Speak Elven, Speak Old Oeridian, Spellcraft 
  +10, Spot +3. Feats:    Brew Potion, Scribe Scroll, Still Spell. 
   
  Possessions: Dagger, spell components, coin purse with 
  45 solars (gp) and 28 small lunars (sp). 
   
  Spells (4/4/3):    0—detect magic, mage hand, ray of frost, 
  resistance; 1st—color spray, expeditious retreat, identify, shield; 
  2nd—invisibility, summon monster II, web. 
      
  Personality Traits:    Honest, eager, absent-minded, 
  serious. 
   
  Encounter 2
  Encounter 2
  Encounter 2
  Encounter 2    
  Rythen (among other names), male human Rog8: 
  Rythen (among other names), male human Rog8: 
  Rythen (among other names), male human Rog8: 
  Rythen (among other names), male human Rog8: 
  Medium humanoid (5 ft. 2 in. tall); HD 8d6+8; hp 40; Init 
  +8 (Dex, Improved Initiative); Spd 30 ft.; AC 18/19 (+4 
  Dex, +1 Dodge (when applicable), +4 +2 leather armor of 
  reinforcement (25%)); Atks +8/+3 melee (1d4+2 (crit 17-
  20/x2), +1 keen dagger), or +11/+6 ranged (1d4+1 [crit 19-
  20], daggers); SA Rog sneak attack; SD Rog evasion; AL N; 
  SV Fort +3, Ref +10, Will +2. 
   
  Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 10. 
   
  Skills:    Bluff +2, Climb +6, Decipher Script +6, Disable 
  Device +6, Disguise +11, Escape Artist +6, Forgery +13, 
  Gather Information +11, Hide +15, Innuendo +11, Jump 
  +3, Listen +6, Move Silently +15, Open Locks +8, Pick 
  Pockets +10, Read Lips +10, Search +7, Speak Common, 
  Speak Elven, Speak Orcish, Spot +5, Tumble +15, Use 
  Magic Device +2. Feats:    Dodge, Improved Initiative, 
  Lightning Reflexes, Mobility. 
   
  Possessions: +2 leather armor of reinforcement (25%), +1 
  keen dagger, and six throwing daggers. 
   
  Personality Traits:    Shifty, sly, guarded, friendly (to the 
  shady PC). 
      
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Medium humanoid (6 ft. 4 in. tall); HD 3d10+6; hp 31 (+3 
  Toughness); Init +0; Spd 20 ft.; AC 20 (+8 full plate, +2 
  large steel shield); Atks +6 melee (1d8+2 [crit 19-20], 
  longsword), +5 melee (1d4+2 [crit 19-20], dagger), or +5 
  melee (1d8+2 [crit x3], battleaxe); SA Power Attack, Pal 
  smite evil, turn undead; SD Pal lay on hands (6 hp/day), 
  aura of courage, remove disease; AL LG; SV Fort +7, Ref 
  +3, Will +5. 
   
  Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 14. 
   
  Skills:    Diplomacy +4, Handle Animal +5, Heal +6, 
  Knowledge (Furyondy) +2, Ride +5, Speak Common. 
  Feats:    
  Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (longsword). 
   
  Possessions: Full plate armor, large steel shield, 
  longsword, dagger, battleaxe, potion of cure moderate 
  wounds, flint and steel, lantern, 4 flasks of oil, rope. 
   
  Personality 
  Traits: 
  Personality 
  Traits: 
  Personality 
  Traits: 
  Personality 
  Traits: 
  Bold, 
  driven, 
  noble, 
  overconfident. 
   
  Encounter 4
  Encounter 4
  Encounter 4
  Encounter 4    
  Tier 1 
  Tier 1 
  Tier 1 
  Tier 1     
  Goblins
  Goblins
  Goblins
  Goblins (7): Small Humanoid (Goblinoid) (3 ft. 2 in. tall); 
  HD 1d8; hp 4 (each); Init +1 (Dex); Spd 30 ft.; AC 15 (+1 
  size, +1 Dex, +3 studded leather armor); Atks +0 melee 
  (1d8-1 (crit 20/x2), morningstar) or +2 ranged (1d6-1 (crit 
  20/x2), javelin); AL NE; SV Fort +0, Ref +3, Will +0. 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills:    Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats:    Alertness. 
   
  Tier 2 
  Tier 2 
  Tier 2 
  Tier 2     
  Goblins
  Goblins
  Goblins
  Goblins (16): Small Humanoid (Goblinoid) (3 ft. tall); HD 
  1d8; hp 4 (each); Init +1 (Dex); Spd 30 ft.; AC 15 (+1 size, 
  +1 Dex, +3 studded leather armor); Atks +0 melee (1d8-1 
  (crit 20/x2), morningstar) or +2 ranged (1d6-1 (crit 20/x2), 
  javelin); AL NE; SV Fort +0, Ref +3, Will +0. 
   
  Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8. 
   
  Skills:    Hide +6, Listen +3, Move Silently +5, Spot +3. 
  Feats:    Alertness. 
   
  Encounter 5
  Encounter 5
  Encounter 5
  Encounter 5    
  Engert Wood, m
  Engert Wood, m
  Engert Wood, m
  Engert Wood, male tallfellow halfling Rgr4: 
  ale tallfellow halfling Rgr4: 
  ale tallfellow halfling Rgr4: 
  ale tallfellow halfling Rgr4: Small 
  Humanoid (3 ft. 8 in. tall); HD 4d10+8; hp 36; Init +6 
  (Dex, Improved Initiative); Spd 20 ft.; AC 16 (+ 1 size, +3 
  studded leather armor, +2 Dex); Atks +4/+3 melee (1d6+1 
  [crit 19-20], short sword; 1d4+1 [crit 19-20], dagger) or +6 
  melee (1d6 [crit x3] short bow); AL CG; SA Rgr favored 
  enemy (goblinoids); SV Fort +7, Ref +4, Will +3. 
   
  Str 12, Dex 14, Con 14, Int 10, Wis 13, Cha 11. 
   
  Skills:    Animal Empathy +2, Handle Animal +2, Heal 
  +3, Hide +5, Knowledge (herbalism) +2, Move Silently +6, 
  Profession (cook) +4, Speak Common, Speak Halfling, 
  Spot +3, Search +8, Wilderness Lore +8. Feats:    
  Ambidexterity, Improved Initiative, Two Weapon 
  Fighting, Weapon Focus (short sword).     
   
  Possessions: Short sword, dagger, short bow with 20 
  arrows, studded leather armor, rope (20 ft.), flint and steel, 
  lantern, 6 flasks of oil, pouch with 35 solars (gp) and 50 
  small lunars (sp), and other miscellaneous home supplies 
  (including many cooking supplies).  
   
  Spells (1):    1st—speak with animals. 
   
  Personality Traits:    Rustic, practical, nurturing, kind.     
   
  Encounter 6
  Encounter 6
  Encounter 6
  Encounter 6    
  Grinn, male goblin Wiz(Illusionist)5: 
  Grinn, male goblin Wiz(Illusionist)5: 
  Grinn, male goblin Wiz(Illusionist)5: 
  Grinn, male goblin Wiz(Illusionist)5: Small Humanoid 
  (3 ft. tall); HD 1d8 (goblin) + 5d4 (Wiz); hp 20; Init +3 
  (Dex); Spd 30 ft.; AC 18/19 (+1 size, +1 Dodge (when 
  applicable), +3 Dex, +4 mage armor); Atks +1 melee (1d4-2 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 17 
  [crit 19-20], dagger) or +5 ranged (1d8 [crit 19-20], light 
  crossbow); SA Wiz spells; SD Wiz spells (currently mage 
  armor and invisibility); AL CN; SV Fort +1, Ref +6, Will +5. 
   
  Str 7, Dex 16, Con 10, Int 16, Wis 12, Cha 12. 
   
  Skills:    Alchemy +7, Bluff +3, Concentration +8, 
  Escape Artist +5, Hide +9, Knowledge (arcana) +11, Listen 
  +4, Move Silently +8, Scry +5, Speak Common, Speak 
  Draconic, Speak Goblin, Speak Orcish, Spellcraft +11, 
  Spot +4. Feats:    Alertness, Brew Potion, Dodge, Scribe 
  Scroll, Still Spell. 
   
  Possessions: Dagger, light crossbow with 10 bolts, red 
  robes, pointed red hat, spell components, pouch with 8 
  small lunars (sp) and 12 wheats (cp). 
   
  Spells (5/5/4/3):    0—daze, dancing lights, ghost sound 
  (x2), mage hand; 1st—cause fear, expeditious retreat, mage 
  armor, silent image, ventriloquism; 2nd—invisibility (x2), 
  mirror image, scare; 3rd—fly, major image. 
   
  Borot, male goblin Ftr4: 
  Borot, male goblin Ftr4: 
  Borot, male goblin Ftr4: 
  Borot, male goblin Ftr4: Small Humanoid (3 ft. 11 in. 
  tall); HD 1d8+3 (goblin) + 4d10+15 (Ftr, Toughness); hp 
  50; Init +0; Spd 30 ft.; AC 15 (+1 size, +3 studded leather 
  armor); Atks +9 melee (1d8+7 [crit 19-20], longsword); SA 
  Cleave, Power Attack; AL CN; SV Fort +7, Ref +3, Will +0. 
   
  Str 19, Dex 10, Con 16, Int 7, Wis 8, Cha 8. 
   
  Skills:    Climb +8, Hide +5, Jump +7, Listen +2, Move 
  Silently +4, Speak Goblin, Spot +2. Feats:    Alertness, 
  Cleave, Power Attack, Toughness, Weapon Focus 
  (longsword), Weapon Specialization (longsword). 
   
  Possessions: Longsword, studded leather armor, 
  whatever Grinn tells him to carry (including Grinn). 
   
  Encounter 7
  Encounter 7
  Encounter 7
  Encounter 7    
  All Tiers (EL 9)
  All Tiers (EL 9)
  All Tiers (EL 9)
  All Tiers (EL 9)    
  Orcs 
  Orcs 
  Orcs 
  Orcs (24): Medium Humanoid (Orc) (5 ft. 8 in. tall); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor); Atks +2 melee (1d12+3 [crit x3], greataxe) or +0 
  ranged (1d6 + poison [crit x3], short bow); SA poison (Fort 
  save DC 13 or unconscious for 2d4 hours); AL CE; SV 
  Fort +2, Ref +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: Medium 
  Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 1d10+5 (Ftr, 
  Toughness); hp 21; Init +0; Spd 30 ft.; AC 13 (+3 studded 
  leather armor); Atks +5 melee (1d12+6 (crit20/x3), 
  greataxe) or +5 melee (1d3+4 (crit 20/x2), fist); AL CE; SV 
  Fort +8, Ref +0, Will +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: Medium Humanoid (5 ft. 6 in. 
  tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22; Init +0; Spd 30 
  ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], shortspear) or 
  +1 ranged (1d8 [crit 19-20], light crossbow); AL NE; SV 
  Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3): 0—cure minor wounds (x2), guidance; 
  1st—cure light wounds, sleep (x2). 
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
  
   
  Deep in the Vesve… 
  Round 1 
  Page 18 
  Map 1
  Map 1
  Map 1
  Map 1    
      
  This is a DM's map, useful as a guide to help
  This is a DM's map, useful as a guide to help
  This is a DM's map, useful as a guide to help
  This is a DM's map, useful as a guide to help set up Encounter 7.
   set up Encounter 7.
   set up Encounter 7.
   set up Encounter 7.    
   
   
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  Deep in the Vesve… 
  Deep in the Vesve… 
  Deep in the Vesve… 
  Deep in the Vesve… 
  No One Can Hear You Scream
  No One Can Hear You Scream
  No One Can Hear You Scream
  No One Can Hear You Scream    
   
  A Two
  A Two
  A Two
  A Two----Round D&D 3
  Round D&D 3
  Round D&D 3
  Round D&D 3rd
  rd
  rd
  rd Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
   Edition Living Greyhawk 
  Adventure
  Adventure
  Adventure
  Adventure    
   
  Round 2
  Round 2
  Round 2
  Round 2    
   
  by Chris Tulach
  by Chris Tulach
  by Chris Tulach
  by Chris Tulach    
   
   
   
   
   
   
  An escort mission takes you into the heart of the forest known as the Vesve. It seems a simple enough task, yet the tales 
  you've heard about the vast woods keep you on edge. Ready for anything, you begin your trek… Recommended for 
  resourceful PCs. A two-round event. The Mystery of F.M.A., Part 1. For characters levels 1-4. 
   
   
   
   
   
   
   
   
   
  DUNGEONS & DRAGONS, D&D, ALTERNITY, GREYHAWK and RPGA are registered trademarks 
  of Wizards of the Coast, Inc. LIVING GREYHAWK, is a trademarks of Wizards of the Coast, Inc. 
  Scenario detail copyright 2000 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.  
  
   
  Deep in the Vesve… 
  Round 2 
  Page 20 
  This is a RPGA Network adventure game. A four-hour time 
  block has been allocated for playing the game (or this round 
  of the game), but the actual playing time will be about three 
  hours.  
   
  It is a good idea to ask each player to put a name tag 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 to keep track of 
  who is playing which character. 
   
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points
  Scoring the game for RPGA points: The RPGA has 
  three ways to score this game. Consult your convention 
  coordinator to determine which method to use: 
  4. 
  No-vote scoring: The players write their names and 
  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. 
  5. 
  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 
  convention coordinator wants information as to how 
  the game masters are performing, or the game master 
  wants feedback on his or her own performance. 
  6. 
  Voting: Players and game masters complete the entire 
  packet, including voting for best player. If this method 
  is used, be sure to allow about 15-20 minutes for the 
  players to briefly describe their characters to the other 
  players, and about 5-10 minutes for voting. This 
  method is used when the players want to know who 
  played the best amongst them, or when the adventure 
  is run in tournament format with winners and prizes. 
  Multi-round adventures usually required advancing a 
  smaller number of players than played the first round, 
  so voting is required for multi-round adventures. 
   
  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. 
   
  The players are free to use the game rules to learn about 
  equipment and weapons their characters are carrying. 
   
  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 bold italics
  bold italics
  bold italics
  bold italics. 
  It is strongly recommended that you paraphrase the player 
  text, instead of reading it aloud, as some of the text is 
  general and must be adapted to the specific situation or to 
  actions of the player characters.  
   
   
  LLLLIVING 
  IVING 
  IVING 
  IVING GGGGREYHAWK
  REYHAWK
  REYHAWK
  REYHAWK Tier 
   Tier 
   Tier 
   Tier 
  Structure
  Structure
  Structure
  Structure    
  To determine the tier, add the character levels of all the 
  characters. In addition, add the levels of any henchmen or 
  animals according to the values on their certificates. 
  Compare the total to the chart below to find the tier. 
   
   
  4 players 
  5 players 
  6 players 
  7 players 
  Lvl Cap 
  T1: 
  4-12 
  5-13 
  6-14 
  7-15 
  4nd  
  T2: 
  13-22 
  14-24 
  15-26 
  16-28 
  6th  
   
  The level cap indicated the highest level of character 
  allowed to play this adventure. Characters of levels higher 
  than the highest level shown for the highest tier cannot 
  be played. 
   
  Lifestyle in Greyhawk
  Lifestyle in Greyhawk
  Lifestyle in Greyhawk
  Lifestyle in Greyhawk    
  PCs in Living Greyhawk events must pay a lifestyle cost 
  associated with the economic level of the place where the 
  adventure takes place. Lifestyle costs include expenses 
  incurred during the time between this adventure and the 
  last one, and all training costs associated with advancing 
  in levels. It does not cover cost of adventuring 
  equipment. PCs must pay for things bought during the 
  adventure (from equipment to drinks and meals and 
  lodging) at the prices stated in the scenario, or the Player’s 
  Handbook if the scenario does not specify.  
   
  The lifestyle costs are divided according to the 
  economic level that the PC wants to maintain. 
  • 
  Destitute:
  Destitute:
  Destitute:
  Destitute: You have no living space, and must carry 
  all your gear everywhere. You stink and are 
  undernourished. 
  • 
  Poor:
  Poor:
  Poor:
  Poor: You sleep in the common room of an inn, or 
  perhaps the loft of a stable. Your clothing is generally 
  worn and patched. 
  • 
  Low:
  Low:
  Low:
  Low: You rent a small room at a tavern, perhaps 
  shared with one or two other individuals. If you own 
  a home it is a one-room shack. It wouldn’t be wise to 
  leave anything of value laying around.  
  • 
  Medium: 
  Medium: 
  Medium: 
  Medium: You are moderately successful, and your 
  equipment is plain but sturdy. You have your own 
  room in an inn or boarding house, where you can 
  leave items of moderate value without worrying 
  about them disappearing. 
  • 
  High: 
  High: 
  High: 
  High: You rent a roomy house or apartment, or own 
  a nice home. You own clothes for many occasions, 
  and can entertain anyone without feeling overly 
  ashamed.  
  • 
  Luxury: 
  Luxury: 
  Luxury: 
  Luxury: You have the best of everything – spacious 
  living quarters, exotic food, expensive clothes. Your 
  success is the envy of many. Equipment left at home 
  is generally quite secure. 
   
  Have the players deduct the lifestyle costs for their 
  character sheets before play starts, noting the lifestyle on 
  the log sheet. 
   
  Lifestyle  
  Cost 
   
  Destitute 
  0 gp 
   
  Poor 
  1 gp 
  Low  
  3 gp 
  Medium 
  10 gp 
  High 
  50 gp 
  Luxury 
  200 gp 
   
  
   
  Deep in the Vesve… 
  Round 2 
  Page 21 
   
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Adventure Summary and 
  Background
  Background
  Background
  Background    
  In round one, the heroes were hired on as escorts for a 
  paladin (and Furyondian army officer) named Trestic 
  Hilltottern. The councilwoman from Highfolk gave them 
  a simple task: get Trestic to the Furyondyian garrison at 
  Ironstead safely. However, Ironstead is located within the 
  vast forest known as the Vesve, which has of late been 
  plagued by humanoid raiding. Despite the warnings, the 
  heroes bravely strode forth into the unknown wilderness. 
   
  Gorag the Unstoppable has been chosen by a leader 
  of dark troops known simply as F.M.A. His mission is to 
  set up his orcish warband in the far southern Vesve, and 
  gather information on the garrison at Ironstead. He has 
  been given orders to abduct anyone traveling in the area 
  that seems to be important (merchants, adventurers, 
  Furyondyian army soldiers, etc.), and bring them back to 
  the camp for interrogation. The PCs were his next target.
   
   
   
  In addition to his main body of 30 orcs, Gorag also 
  has a couple of specialists to help him in this operation. 
  Malekash, the Pain-bringer of Izlen, is an accomplished 
  (and feared) torturer. Malekash is in charge of all 
  interrogations at the camp. Onnagok is an orcish witch 
  doctor who lends magical support to the force. It is 
  through Onnagok's familiar (a crow named Ganagnat) 
  that the orcs learn of the party. The orcs determine that a 
  Furyondian army soldier with a large escort must be an 
  important man. Thus, they decide to ambush the heroes. 
   
  A pair of goblin mercenaries was hired to help in this 
  endeavor. Using illusion magic (which one of them 
  possesses), the goblins managed to dupe some or all of the 
  party members into following them straight into the 
  ambush. In the ensuing battle some or all of the PCs were 
  captured. Round 1 then ended with some heroes 
  unconscious, on their way to the orc camp.  
      
  Important Judge Note: 
  Important Judge Note: 
  Important Judge Note: 
  Important Judge Note: Others may not be caught, but 
  they should attempt to rescue their friends in order to 
  participate in round 2. PCs who attempt to head to 
  Ironstead to inform the garrison of Trestic's abduction 
  should face another orc combat, similar to the one in 
  round 1. Players eventually should come to the realization 
  that there are two options for their heroes: go back and 
  attempt to free the others, or get captured (either 
  intentionally or otherwise). The judge must use his or her 
  discretion, but players should be reminded that the 
  mission dictated escorting Trestic safely to Ironstead, not 
  bringing troops to fetch him. Any player who wishes 
  their character to abandon their fellow adventurers is not 
  allowed to play round 2.  
   
  This round takes into consideration that quite a bit of 
  planning may be in store for the players. It was also 
  written to allow the judge time to do a lot of split-party 
  roleplaying. The encounters after the orc camp can be 
  summarized, if necessary. 
   
   
  Adventure Synopsis: 
  Adventure Synopsis: 
  Adventure Synopsis: 
  Adventure Synopsis:     
  Round 2
  Round 2
  Round 2
  Round 2    
  As the second round begins, the captured characters wake 
  up, at night, without possessions, chained to the ground 
  in a tent. They are being held prisoner in an orc camp, 
  and are awaiting interrogation. Soon after they are awake, 
  Malekash enters the tent, and takes Trestic away for 
  questioning. He lets the PCs know that he expects full 
  cooperation from everyone, or they will die a slow death. 
   
  Malekash's words should motivate the heroes to find 
  a way to escape. It is possible for a character with the right 
  skills to make an attempt. Also, PCs on the outside are 
  able to make their way to the camp, and can attempt to 
  use stealth to enter. Free PCs should be careful though, as 
  they may find themselves captured if they are not careful. 
   
  After several hours of languishing in their prison, 
  Trestic is brought back. Malekash is not pleased. He cuts 
  off the paladin's right hand for his defiance, right in front 
  of the other PCs. Then he states that he will be back 
  tomorrow night for one of the others. 
   
  If the characters have not made good an escape by 
  the next night, then Malekash comes for one of them. He 
  chooses a PC that is obviously not a warrior-type. If 
  another, tougher-looking PC starts to hassle him in any 
  way, he challenges that hero to a pit duel. Malekash 
  reasons that if he can beat the stuffing out of one of the 
  tough characters, then he has broken them.  
   
  After 2 nights of torturing different PCs (three each 
  night), the orcs determine that there is nothing 
  worthwhile to be gained from them (and the one who 
  knows, the paladin, isn't talking). The characters then will 
  be brought outside, where the orcs will attempt to kill 
  them. This scenario occurs if the orcs catch the PCs 
  attempting to escape. As they are brought outside to await 
  their doom, an elven war party led by Cyrinith (a Knight 
  of the High Forest), assaults the camp. In the chaos, the 
  PCs must fight Malekash and Onnagok to gain their 
  freedom. This scene also takes place, in a slightly altered 
  form, if the heroes are successfully escaping the camp. 
   
  Cyrinith and his war party melt back in the forest, 
  before the PCs can even thank them. Now they have only 
  to bring the paladin, sans one hand, back to Ironstead to 
  complete their mission. 
   
  The heroes get to Ironstead without any further 
  incidents, and then conduct their business with various 
  parties. They may stay as long as they like, but when they 
  return, they pass the peaceful grove that they 
  encountered in round 1. The grove has changed since the 
  heroes' last visit. No oaken pillar exists here; it looks as if 
  someone or something removed it. No trace can be found 
  of those that have tampered with the area. In fact, should 
  the party linger long enough, they are beset upon by 
  stirges. 
   
  The characters return to Highfolk, and are 
  compensated by the various parties accordingly.  
   
   
  
   
  Deep in the Vesve… 
  Round 2 
  Page 22 
  Player Introduction
  Player Introduction
  Player Introduction
  Player Introduction    
  It is late at night, but before midnight, when the PCs 
  wake up. Read the following introduction to captured 
  PCs: 
   
  You wake up in darkness, yo
  You wake up in darkness, yo
  You wake up in darkness, yo
  You wake up in darkness, your head throbbing and your body 
  ur head throbbing and your body 
  ur head throbbing and your body 
  ur head throbbing and your body 
  aching. You can hear the rumbling of thunder and the patter 
  aching. You can hear the rumbling of thunder and the patter 
  aching. You can hear the rumbling of thunder and the patter 
  aching. You can hear the rumbling of thunder and the patter 
  of rain on the structure you are in. Your arms feel heavy, and 
  of rain on the structure you are in. Your arms feel heavy, and 
  of rain on the structure you are in. Your arms feel heavy, and 
  of rain on the structure you are in. Your arms feel heavy, and 
  you realize that they have manacles on them. Your feet also 
  you realize that they have manacles on them. Your feet also 
  you realize that they have manacles on them. Your feet also 
  you realize that they have manacles on them. Your feet also 
  appear to have been chained to some unsee
  appear to have been chained to some unsee
  appear to have been chained to some unsee
  appear to have been chained to some unseen surface. You 
  n surface. You 
  n surface. You 
  n surface. You 
  appear to be in your clothing, but without any equipment that 
  appear to be in your clothing, but without any equipment that 
  appear to be in your clothing, but without any equipment that 
  appear to be in your clothing, but without any equipment that 
  you normally possess. The ground is muddy and hard, and you 
  you normally possess. The ground is muddy and hard, and you 
  you normally possess. The ground is muddy and hard, and you 
  you normally possess. The ground is muddy and hard, and you 
  can smell the stench of rotting flesh in the air. 
  can smell the stench of rotting flesh in the air. 
  can smell the stench of rotting flesh in the air. 
  can smell the stench of rotting flesh in the air.     
      
  After adjusting a bit to your surroundings, you are able to 
  After adjusting a bit to your surroundings, you are able to 
  After adjusting a bit to your surroundings, you are able to 
  After adjusting a bit to your surroundings, you are able to 
  determi
  determi
  determi
  determine that you are in a tent of some sort. You can hear the 
  ne that you are in a tent of some sort. You can hear the 
  ne that you are in a tent of some sort. You can hear the 
  ne that you are in a tent of some sort. You can hear the 
  flapping sound the structure makes when the wind picks up. A 
  flapping sound the structure makes when the wind picks up. A 
  flapping sound the structure makes when the wind picks up. A 
  flapping sound the structure makes when the wind picks up. A 
  flash of lightning reveals an open end of the tent, and also 
  flash of lightning reveals an open end of the tent, and also 
  flash of lightning reveals an open end of the tent, and also 
  flash of lightning reveals an open end of the tent, and also 
  alerts you to the fact that you are not alone. It seems your 
  alerts you to the fact that you are not alone. It seems your 
  alerts you to the fact that you are not alone. It seems your 
  alerts you to the fact that you are not alone. It seems your 
  other companions
  other companions
  other companions
  other companions have also been put here as well.
   have also been put here as well.
   have also been put here as well.
   have also been put here as well.    
      
  Characters wake up in the same condition they ended in 
  round 1. If some PCs were brought down to negative hit 
  points, they are currently at 1 hp. Spellcasting characters 
  only have the spells they had in memory when they fell to 
  the orcs. 
   
  All the characters are in any normal clothing they 
  had on underneath any armor. All obvious possessions 
  have been removed by the orcs, and placed in a different 
  tent. Any PCs that hide items on their person as a matter 
  of course (such as a rogue hiding picks) may still possess 
  the item(s). The items need to be very small, and in a good 
  hiding spot in order for the hero to have it. Pull the list 
  you made from round 1 to help determine the items 
  present. 
   
  The orcs (2 each time) will come by every 4 hours to 
  wake the PCs from slumber, to keep them from regaining 
  spells. They will give the PCs foul water once a day, and 
  no food.  
   
  The PCs can interact with each other and Trestic at 
  this time.  
   
  The Prison
  The Prison
  The Prison
  The Prison    
  All the captured PCs have been put in the same large tent 
  (which is made of animal hides that have not been cured). 
  Ropes, wooden stakes (outside) and long wooden poles 
  hold the tent together. The tent is about 30 ft. by 30 ft.; 
  the PCs have been spaced out approximately 15 feet from 
  each other. Their wrists bear manacles, with a short chain 
  about one-foot in length connecting their arms together. 
  One leg has been chained into the ground. The chain 
  extends down into the earth about 10 feet, where it is 
  clamped to a large metal pole. The pole runs 50 feet 
  across, deep in the earth. No amount of Strength is able to 
  bring up the pole; it is simply too long and too deep in the 
  ground. 
   
  Escape
  Escape
  Escape
  Escape    
  Thoughts will probably turn to escaping the camp after a 
  short while. Presented below are some considerations to 
  make when determining whether or not a PC can escape 
  their bonds. Remember, this information only covers 
  escaping the chains they are in; getting out of the orc 
  camp is another matter entirely, and is the focus of later 
  encounters. 
  • 
  Spellcasting PCs have not rested. They start out in 
  the camp knowing only the spells they had left at the 
  time of their capture. Any sleep they get here does 
  not count for purposes of spell memorization; the 
  orcs rise the PCs from slumber every 4 hours, to keep 
  them deprived of sleep. 
  • 
  While in wrist chains, spellcasting with somatic 
  components is very difficult (30% chance of failure), 
  unless a spell has been memorized as a Still Spell. 
  • 
  Material components, unless carefully hidden or 
  readily available in their environment, are not 
  present. Most spells involving material components 
  are non-castable. This also extends to clerics and 
  druids that use holy symbols or other divine foci 
  (unless carefully concealed prior to capture). 
  • 
  If a spellcaster has knock memorized, each use will 
  completely free one character, free two different PCs' 
  legs, or free two different heroes' arms. 
  • 
  Familiars and animal companions are not captured 
  (unless the creature would be hidden on the PC's 
  person at the time of capture). They may help the 
  PCs escape, in whatever way they can. Familiars will 
  be 
  within 
  empathic 
  range 
  (1 
  mile), 
  so 
  communication is possible. 
  • 
  Each manacle has a lock on it. Making an Open 
  Locks check at DC 25 can pick the lock to a manacle. 
  A character can "take 20" on the check; this takes 
  about an hour, due to the muddy, wet conditions of 
  the tent. 
  • 
  Characters with the Escape Artist skill can make a 
  check at DC 25 to escape their bonds. The check 
  must be rolled, and there is no retry. The character 
  can try once for their arms, and once for their legs. 
  • 
  The wrist manacles can be snapped with a Str check, 
  DC 26. This can be attempted multiple times, but 
  must be rolled each time. This also might attract 
  attention from outside the tent, if done repeatedly. 
  • 
  Heroes can take rocks nearby to try and break free of 
  their chains as well. Finding a couple of good rocks 
  requires a Search check, DC 8. Characters can "take 
  20" on the Str roll (DC 21), but it requires 20 minutes 
  of constant pounding. This undoubtedly draws the 
  attention of orcs in the camp.  
  • 
  Any very creative methods of escaping should be 
  given a reasonable chance to succeed. 
   
  Free PCs
  Free PCs
  Free PCs
  Free PCs    
  Several PCs may not be captured. If this is the case, then 
  give them a description of the camp as they approach. If 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 23 
  they take the time to carefully survey the perimeter, give 
  them Map 1. 
  Map 1. 
  Map 1. 
  Map 1.  
   
  Your nose picks up the sickly smell of smoke and rotting 
  meat from far before you reach the camp. As you 
  cautiously approach in the growing storm, you can see a 
  clearing in the woods ahead. You notice several tents 
  made of animal hides, and a large burning pit in the 
  center from which several large branches stick out. There 
  are many orcs walking around the camp, and you see 
  several standing watch at the perimeter. 
      
  Camp Layout
  Camp Layout
  Camp Layout
  Camp Layout    
  Use Map 2 
  Map 2 
  Map 2 
  Map 2 as a reference when needed. The camp is 
  approximately 300 ft. wide by 300 ft. long. The ground 
  inside the camp is mostly mud, with very little grass 
  present inside the perimeter. Large stumps of cut-down 
  trees are present throughout the camp, useful as seats and 
  tables. All the tents are constructed of animal hides that 
  have not been cured. The smell of rotting flesh and waste 
  is overwhelming. 
   
  There is a pit in the center of the camp that is used 
  for cooking, and for settling disputes among the orcs. It is 
  about 10 feet down, and is approximately 20 ft. by 20 ft. 
  Five large sharpened branches stick out of the pit, and are 
  used to roast meat. There is also a ladder along one side of 
  the pit to gain access to the bottom, for tending the fire. 
   
  The only path in or out of the camp is a muddy trail, 
  about 15 feet wide. It bears ruts from cartwheels; the carts 
  (2 of them) can be seen towards the back of the camp 
  (opposite the road). Four dirty and mistreated mules can 
  also be spotted, tethered to the ground near the carts. 
   
  What follows are descriptions of the insides of each 
  of the tents, and who is commonly found inside. 
   
  1. Gorag the Unstoppable's Tent
  1. Gorag the Unstoppable's Tent
  1. Gorag the Unstoppable's Tent
  1. Gorag the Unstoppable's Tent    
  This is the largest tent in the camp, about 40 ft. by 50 ft.. 
  The animal hides on this tent have been both tanned and 
  cured, and it is the only tent without leaks. Inside the tent 
  is a large mat of straw with two animal hides as covers, 
  four crudely made stools, and a wood-and-iron chest. The 
  floor is covered with straw, and littered with the remains 
  of many meals. The PCs equipment is also here, lying on a 
  heap on the floor. Gorag is usually found here, sleeping 
  much of the time. He rarely ventures out of his tent, 
  preferring that his men come to him. He does not tolerate 
  any visitors, unless it is Onnagok or Malekash.  
   
  The chest contains the only things of value in the 
  room (with exception to Gorag's personal equipment). It 
  is trapped, and only the iron key around Gorag's neck 
  may open the chest without incident. 
   
  Poisoned needle trap (Tier 1): 
  Poisoned needle trap (Tier 1): 
  Poisoned needle trap (Tier 1): 
  Poisoned needle trap (Tier 1): +8 ranged (1/x2 crit) + 
  huge spider venom poison (Fort save to resist (DC 13); 
  1d4 Str/ 1d6 Str); Search (DC 20); Disable Device (DC 20). 
   
  Poisoned needle trap (Tier 2): 
  Poisoned needle trap (Tier 2): 
  Poisoned needle trap (Tier 2): 
  Poisoned needle trap (Tier 2): +10 ranged (1/x2 crit) + 
  wyvern poison (Fort save to resist (DC 17); 1d6 Str/ 1d6 
  Str); Search (DC 22); Disable Device (DC 22). 
      
  Gorag the Unstoppa
  Gorag the Unstoppa
  Gorag the Unstoppa
  Gorag the Unstoppable, male orc: 
  ble, male orc: 
  ble, male orc: 
  ble, male orc: Medium Humanoid 
  (Orc); HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 15 (+5 
  chainmail armor); Atks +3 melee (1d12+3 [crit x3], 
  greataxe); AL CE; SV Fort +3, Ref +0, Will +0. 
      
  Str 16, Dex 10, Con 13, Int 12, Wis 10, Cha 11. 
   
      
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4. Feats:    Alertness. 
      
      
  Treasure
  Treasure
  Treasure
  Treasure inside the chest includes: 
  • 
  A leather flask with a thick, brown oil. It smells 
  awful. The oil is oil of timelessness. 
  • 
  A jar only 1/3 full, containing a green liquid. 
  This is karoka root extract, the sleep poison used 
  on the PCs during the ambush. There is enough 
  to coat 2 tiny weapons, or 1 small one. 
  • 
  A sack with 8 solars (gp), 6 great lunars (ep), 102 
  small lunars (sp), and 45 wheats (cp). 
  • 
  A parchment with a note, written in orcish, from 
  F.M.A. (Handout 1
  Handout 1
  Handout 1
  Handout 1). It should be noted that any 
  orcs interrogated know nothing of F.M.A.; they 
  only know that they have been sent here to 
  gather information on Ironstead. 
  • 
  All of the PCs possessions are here as well, 
  including the mirror that Everain gave one of 
  the PCs, and the note the rogue received. 
   
  2. Onnagok's Tent
  2. Onnagok's Tent
  2. Onnagok's Tent
  2. Onnagok's Tent    
  The witch doctor of the band has a tent as well. His tent 
  appears very much like the other tents in camp, made 
  from uncured animal hides, and 20 ft. by 20 ft. in 
  dimension. Inside the tent there is a dirty mat of animal 
  skins, a crude stool, and a perch for his crow, Ganagnat. 
  Remains of meals and bird droppings are everywhere. 
  There is also a small fire pit in the tent, and an iron pot 
  rests atop it. Onnagok is often in his tent, but Ganagnat is 
  usually flying around outside.  
   
  Onnagok has made a small hole in the ground in a 
  corner of the tent. There, he set a small wooden box 
  inside, and covered it with some dirt. It can be found with 
  a successful Search check, DC 15. Inside the unlocked 
  box (only about 2' by 2' by 2') are Onnagok's material 
  components for most of the 1st-level adept spells. Only 
  those spell components that are significantly costly (over 
  5 gp) are not found.  
   
  Treasure 
  Treasure 
  Treasure 
  Treasure inside the box: 
  • 
  Onnagok's spell components. 
  • 
  43 small lunars (sp), and 14 wheats (cp). 
  • 
  A jar only 1/3 full, containing a green liquid. 
  This is karoka root extract, the sleep poison used 
  on the PCs during the ambush. There is enough 
  to coat 2 tiny weapons, or 1 small one.  
   
  3. Malekash the Pain
  3. Malekash the Pain
  3. Malekash the Pain
  3. Malekash the Pain----bringer of Izlen's Tent
  bringer of Izlen's Tent
  bringer of Izlen's Tent
  bringer of Izlen's Tent    
  Malekash lives simply, as a warrior should. His tent is 
  much like the others—20 ft. by 20 ft., made of uncured 
  animal hides. He has a dirty mat on the muddy ground of 
  his tent, with animal skins as covers. The floor is littered 
  with meal remains, and smells of rotting flesh. Malekash 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 24 
  does not trust anyone else in the camp, and as a result, 
  carries all of his equipment with him. He is usually out in 
  the camp when not sleeping. 
   
  4. Orc Quarters
  4. Orc Quarters
  4. Orc Quarters
  4. Orc Quarters    
  There are four other tents, each 20 ft. by 20 ft. The tents 
  are made of uncured animal hides, and the smell of each 
  is hideous. Inside these tents live the other orcs. Each 
  tent has eight dirty mats for sleeping (except for the last, 
  which has six), and two stools. Remains of meals and 
  waste litter the tent floors. The others are not allowed any 
  money, as they are given the spoils when their mission is 
  complete. They also carry all of their equipment with 
  them. During the day, most orcs are resting (only 2 or 3 
  empty beds in each tent). In the evening, there are usually 
  only 3 orcs in each tent (resting from daytime guard 
  duty). 
   
  5. "Information" Tent
  5. "Information" Tent
  5. "Information" Tent
  5. "Information" Tent    
  This is the tent where Malekash spends much of his time. 
  It is the torture tent, where he interrogates prisoners. The 
  tent is constructed identically to the tents used as orc 
  quarters. Inside, the tent has two stools a large wooden 
  table set in the ground, and an iron cage. The table has 2 
  sets of manacles on it, the chains running into the earth. 
  Inside the cage are 3 large rats. In one corner of the tent is 
  a pile of equipment.  
   
  Treasure
  Treasure
  Treasure
  Treasure in the torture tent: 
  • 
  Well-worn and shoddy arms and armor. 3 suits 
  of studded leather (orc-sized) are on the ground. 
  6 hand axes (for chopping down trees), 4 
  daggers, 2 greataxes, 2 short bows, and a whip 
  are here as well. There are also 2 quivers with 20 
  arrows each in them. Due to the condition of the 
  equipment, it is only worth about 20% of the 
  prices listed in the Player's Handbook. 
   
  6. Prison Tent 
  6. Prison Tent 
  6. Prison Tent 
  6. Prison Tent     
  This has been described earlier, under the heading "The 
  Prison". Note that orcs come by every 4 hours to wake up 
  the prisoners. 
   
  Camp Defenses
  Camp Defenses
  Camp Defenses
  Camp Defenses    
  The orcs, although crude, were smart enough to construct 
  some defenses. They also have set up a regular watch 
  schedule. Gorag's band didn't get this far down into the 
  Vesve by being stupid, after all. What follows is a 
  breakdown of the different defenses they have set up. 
   
  With the exception of the dirt path, the entire perimeter 
  is trapped. Crude spiked 10 ft. by 10 ft. pit traps have been 
  constructed, one after another, encircling the camp. 
  Foliage has been placed over each to cover their presence. 
  There is only a three-foot space between each pit. At the 
  bottom of each of the 10-foot pits are sharpened wooden 
  spikes. Not only doe these pits serve as a defense, the orcs 
  get some of their dinner by way of these pits. 
   
  Pit trap (10 ft. deep) (Tier 1): 
  Pit trap (10 ft. deep) (Tier 1): 
  Pit trap (10 ft. deep) (Tier 1): 
  Pit trap (10 ft. deep) (Tier 1): CR 1; +10 melee (spikes) 
  (1d4/x2 crit) + 1d6 fall; Ref save DC 20 to avoid; Search 
  (DC 15).  
   
  Pit trap (10 ft. deep) (Tier 2): 
  Pit trap (10 ft. deep) (Tier 2): 
  Pit trap (10 ft. deep) (Tier 2): 
  Pit trap (10 ft. deep) (Tier 2): CR 2; +10 melee (spikes) 
  (2d4/x2 crit) + 1d6 fall; Ref save DC 20 to avoid; Search 
  (DC 15).  
   
  There are 10 orcs on sentry duty at any given time. They 
  stand watch (or sit on stools) along the perimeter, just 
  behind the pit traps. They are approximately 60 ft. apart 
  from one another (just within range of their darkvision). 
  To determine whether or not a character has been spotted 
  outside the camp, the nearest orc makes an opposed roll 
  against the PC (PCs Hide/Move Silently vs. the orc’s 
  Spot/Listen). If the hero is noticed, the orc yells for help, 
  and begins firing his bow at the hero. Once a group of 4 
  or more orcs has gathered, they will give chase. Note that 
  some of the nearby orcs on guard duty may decide to 
  abandon their post to help find the intruder; orcs aren't 
  very smart, after all.  
   
  Since the days are all overcast, note that none
  Since the days are all overcast, note that none
  Since the days are all overcast, note that none
  Since the days are all overcast, note that none of the 
   of the 
   of the 
   of the 
  orcs suffer penalties due to sunlight.
  orcs suffer penalties due to sunlight.
  orcs suffer penalties due to sunlight.
  orcs suffer penalties due to sunlight.    
      
  Orcs 
  Orcs 
  Orcs 
  Orcs (30): CR 0.5; Medium Humanoid (Orc) (5 ft. 8 in. 
  tall); HD 1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded 
  leather armor); Atks +2 melee (1d12+3 [crit x3], greataxe) 
  or +0 ranged (1d6 [crit x3], short bow; AL CE; SV Fort +2, 
  Ref +0, Will -1. 
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills:    Listen +4, Spot +3. Feats:    Alertness. 
   
  Onnagok's crow, Ganagnat, flies over the area from 6-8 for 
  two hours from dawn onward, from noon for two hours, 
  and from dusk for two hours. He can spot a hero sneaking 
  into the area, and informs one of the orc sentries of what 
  he sees. There is a 50% chance of the crow getting a roll 
  during the times that he flies over the area. First roll 
  percentile to see if Ganagnat is looking in that area. Then, 
  make an opposed Spot vs. the PC's Hide to see if the hero 
  is noticed. Ganagnat's Spot    check is at +5. If Ganagnat 
  notices a PC, he will immediately fly to the nearest orc, 
  and tell him (in orcish) where to look. The orc guard can 
  now roll a Spot check, with a +10 to the roll. Then, 
  proceed as if the orc sentry had initially noticed the 
  character. If the orc fails his Spot check, Ganagnat will go 
  and get Onnagok to have a look. 
   
  Once past the guards, PCs need to be careful inside 
  the camp. Make opposed rolls (Hide/Move Silently vs. 
  Spot/Listen)    for every minute the PC is not in a tent, 
  unless special precautions are taken. This is also the case 
  for PCs that have escaped from the prison tent.  
   
  Trying to escape the orc camp works the same way as 
  entering, except in reverse. 
   
  Keep in mind that magic use may alter the situation 
  significantly. Silenced and invisible characters have no 
  problem getting around; characters with alter self or other 
  appearance-altering magic will have to act orcish, but 
  otherwise shouldn't encounter too much difficulty (until 
  the spell wears off).  
  
   
  Deep in the Vesve… 
  Round 2 
  Page 25 
   
  Malekash responds within 1d4 rounds of an alert 
  being yelled. Onnagok and Gorag leave their tents, as do 
  most orcs not sleeping. Sleeping orcs sleeping will usually 
  not wake up unless there is an assault on the camp. 
   
  Allow creative ways of sneaking in to have a better 
  chance of working. It is easy to dupe the orcs as well. 
  Characters should be able to at least get to the tents to 
  rescue other PCs, if needed. 
      
  If the 
  If the 
  If the 
  If the PCs as a group are successfully escaping the 
  PCs as a group are successfully escaping the 
  PCs as a group are successfully escaping the 
  PCs as a group are successfully escaping the 
  orc camp, proceed immediately to Encounter 3. Run 
  orc camp, proceed immediately to Encounter 3. Run 
  orc camp, proceed immediately to Encounter 3. Run 
  orc camp, proceed immediately to Encounter 3. Run 
  this encounter before the PCs actually make it past the 
  this encounter before the PCs actually make it past the 
  this encounter before the PCs actually make it past the 
  this encounter before the PCs actually make it past the 
  perimeter.
  perimeter.
  perimeter.
  perimeter. 
   
   
  Encounter 1: Bring On the 
  Encounter 1: Bring On the 
  Encounter 1: Bring On the 
  Encounter 1: Bring On the 
  Pain!
  Pain!
  Pain!
  Pain!    
  30 minutes after the characters awaken, Malekash enters. 
  Read the following to the players: 
   
  A flash of lightning in the darkness reveals a towering form at 
  A flash of lightning in the darkness reveals a towering form at 
  A flash of lightning in the darkness reveals a towering form at 
  A flash of lightning in the darkness reveals a towering form at 
  the tent's opening! A massive orc with a greataxe at his side 
  the tent's opening! A massive orc with a greataxe at his side 
  the tent's opening! A massive orc with a greataxe at his side 
  the tent's opening! A massive orc with a greataxe at his side 
  plods into the muddy tent. It is too dark to make out many 
  plods into the muddy tent. It is too dark to make out many 
  plods into the muddy tent. It is too dark to make out many 
  plods into the muddy tent. It is too dark to make out many 
  features, and that might be a good thi
  features, and that might be a good thi
  features, and that might be a good thi
  features, and that might be a good thing. He speaks in a 
  ng. He speaks in a 
  ng. He speaks in a 
  ng. He speaks in a 
  bellowing, guttural voice as you gaze upon his shadowed form.
  bellowing, guttural voice as you gaze upon his shadowed form.
  bellowing, guttural voice as you gaze upon his shadowed form.
  bellowing, guttural voice as you gaze upon his shadowed form.    
      
  "Pitiful maggots, I am Malekash the Pain
  "Pitiful maggots, I am Malekash the Pain
  "Pitiful maggots, I am Malekash the Pain
  "Pitiful maggots, I am Malekash the Pain----bringer of 
  bringer of 
  bringer of 
  bringer of 
  Izlen. We have captured your wretched hides so that we may 
  Izlen. We have captured your wretched hides so that we may 
  Izlen. We have captured your wretched hides so that we may 
  Izlen. We have captured your wretched hides so that we may 
  speak with each of you. I am certain that you will cooperate. I
  speak with each of you. I am certain that you will cooperate. I
  speak with each of you. I am certain that you will cooperate. I
  speak with each of you. I am certain that you will cooperate. If f f f 
  you do, I promise you a swift death. If not, the agony you 
  you do, I promise you a swift death. If not, the agony you 
  you do, I promise you a swift death. If not, the agony you 
  you do, I promise you a swift death. If not, the agony you 
  experience will have you pleading for me to release your weak 
  experience will have you pleading for me to release your weak 
  experience will have you pleading for me to release your weak 
  experience will have you pleading for me to release your weak 
  souls from this existence."
  souls from this existence."
  souls from this existence."
  souls from this existence."    
      
  Three other forms enter the tent behind Malekash. "We 
  Three other forms enter the tent behind Malekash. "We 
  Three other forms enter the tent behind Malekash. "We 
  Three other forms enter the tent behind Malekash. "We 
  will start with him," Malekash says as he moves to
  will start with him," Malekash says as he moves to
  will start with him," Malekash says as he moves to
  will start with him," Malekash says as he moves toward 
  ward 
  ward 
  ward 
  Trestic. The other orcs follow his lead, and hold Trestic down 
  Trestic. The other orcs follow his lead, and hold Trestic down 
  Trestic. The other orcs follow his lead, and hold Trestic down 
  Trestic. The other orcs follow his lead, and hold Trestic down 
  as they unchain the paladin from his bonds. Trestic yells in 
  as they unchain the paladin from his bonds. Trestic yells in 
  as they unchain the paladin from his bonds. Trestic yells in 
  as they unchain the paladin from his bonds. Trestic yells in 
  defiance, "I won't tell you anything, you worthless piece of 
  defiance, "I won't tell you anything, you worthless piece of 
  defiance, "I won't tell you anything, you worthless piece of 
  defiance, "I won't tell you anything, you worthless piece of 
  flesh! I spit on the Old One!" He is dragged, writhing and 
  flesh! I spit on the Old One!" He is dragged, writhing and 
  flesh! I spit on the Old One!" He is dragged, writhing and 
  flesh! I spit on the Old One!" He is dragged, writhing and 
  kicking
  kicking
  kicking
  kicking, from the rancid tent. Malekash turns from you and 
  , from the rancid tent. Malekash turns from you and 
  , from the rancid tent. Malekash turns from you and 
  , from the rancid tent. Malekash turns from you and 
  departs, leaving you only with the sounds of his horrid 
  departs, leaving you only with the sounds of his horrid 
  departs, leaving you only with the sounds of his horrid 
  departs, leaving you only with the sounds of his horrid 
  laughter echoing through the camp.
  laughter echoing through the camp.
  laughter echoing through the camp.
  laughter echoing through the camp.    
      
  Later that night, through the raging storm, you swear 
  Later that night, through the raging storm, you swear 
  Later that night, through the raging storm, you swear 
  Later that night, through the raging storm, you swear 
  you can hear screams of pain between claps of thunder.
  you can hear screams of pain between claps of thunder.
  you can hear screams of pain between claps of thunder.
  you can hear screams of pain between claps of thunder.    
   
  This gives the PC heroes further motivation to seek 
  escape. After 3 hours, Malekash returns, and throws the 
  broken paladin down to the ground. Read the following 
  to the PCs: 
   
  You hear rough voices in orcish outside the tent, along with 
  You hear rough voices in orcish outside the tent, along with 
  You hear rough voices in orcish outside the tent, along with 
  You hear rough voices in orcish outside the tent, along with 
  the plodding sounds of
  the plodding sounds of
  the plodding sounds of
  the plodding sounds of boots in the mud. Malekash and his 
   boots in the mud. Malekash and his 
   boots in the mud. Malekash and his 
   boots in the mud. Malekash and his 
  orcs enter the tent again, pushing a weakened Trestic to the 
  orcs enter the tent again, pushing a weakened Trestic to the 
  orcs enter the tent again, pushing a weakened Trestic to the 
  orcs enter the tent again, pushing a weakened Trestic to the 
  ground. The proud paladin lies helpless on the muddy floor of 
  ground. The proud paladin lies helpless on the muddy floor of 
  ground. The proud paladin lies helpless on the muddy floor of 
  ground. The proud paladin lies helpless on the muddy floor of 
  the tent. He turns towards Malekash and utters in a failing 
  the tent. He turns towards Malekash and utters in a failing 
  the tent. He turns towards Malekash and utters in a failing 
  the tent. He turns towards Malekash and utters in a failing 
  voice, "You'll never get…anything fro
  voice, "You'll never get…anything fro
  voice, "You'll never get…anything fro
  voice, "You'll never get…anything from me! I'll die before 
  m me! I'll die before 
  m me! I'll die before 
  m me! I'll die before 
  telling a walking scab like you…about Ironstead's defenses!"
  telling a walking scab like you…about Ironstead's defenses!"
  telling a walking scab like you…about Ironstead's defenses!"
  telling a walking scab like you…about Ironstead's defenses!"    
      
  "So be it!" Malekash roars. A great flash of lightning 
  "So be it!" Malekash roars. A great flash of lightning 
  "So be it!" Malekash roars. A great flash of lightning 
  "So be it!" Malekash roars. A great flash of lightning 
  illuminates the tent for what seems like an eternity. The huge 
  illuminates the tent for what seems like an eternity. The huge 
  illuminates the tent for what seems like an eternity. The huge 
  illuminates the tent for what seems like an eternity. The huge 
  orc brings down the blade of his greataxe, severing Tr
  orc brings down the blade of his greataxe, severing Tr
  orc brings down the blade of his greataxe, severing Tr
  orc brings down the blade of his greataxe, severing Trestic's 
  estic's 
  estic's 
  estic's 
  right hand with a single blow! Trestic screams in pain, as 
  right hand with a single blow! Trestic screams in pain, as 
  right hand with a single blow! Trestic screams in pain, as 
  right hand with a single blow! Trestic screams in pain, as 
  Malekash picks up the bloody hand. "Your slow death begins 
  Malekash picks up the bloody hand. "Your slow death begins 
  Malekash picks up the bloody hand. "Your slow death begins 
  Malekash picks up the bloody hand. "Your slow death begins 
  now. I will be back tomorrow night for the rest of you." The 
  now. I will be back tomorrow night for the rest of you." The 
  now. I will be back tomorrow night for the rest of you." The 
  now. I will be back tomorrow night for the rest of you." The 
  orcs chain Trestic back up as Malekash stomps out of the tent. 
  orcs chain Trestic back up as Malekash stomps out of the tent. 
  orcs chain Trestic back up as Malekash stomps out of the tent. 
  orcs chain Trestic back up as Malekash stomps out of the tent.     
   
  Trestic is hurt in a bad way. He no longer has use of his 
  sword hand, and is teetering on unconsciousness. He 
  passes out a few seconds after the orcs leave the tent. 
  When he wakes up (after a few hours) he simply states 
  that they asked him questions about the forces at 
  Ironstead (use the questions listed in the "Torturing the 
  PCs" section). Listed below are his revised statistics. 
   
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Sir Trestic Hilltottern, human male Pal3 (Heironeous): 
  Medium humanoid (6 ft. 4 in. tall); HD 3d10+6; hp 31 (+3 
  Toughness), 2 currently; Init +0; Spd 20 ft.; AC 18 (+8 full 
  plate); Atks +2 melee (off hand) (1d8+2 [crit 19-20], 
  longsword), +1 melee (off hand) (1d4+2 [crit 19-20], 
  dagger), or +1 melee (off hand) (1d8+2 [crit x3], battleaxe); 
  SA Power Attack, Pal smite evil, turn undead; SD Pal lay 
  on hands (6 hp/day), aura of courage, remove disease; AL 
  LG; SV Fort +7, Ref +3, Will +5. 
   
  Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 14. 
   
  Skills:    Diplomacy +4, Handle Animal +5, Heal +6, 
  Knowledge (Furyondy) +2, Ride +5, Speak Common. 
  Feats:    
  Power 
  Attack, 
  Toughness, 
  Weapon 
  Focus 
  (longsword). 
   
  Possessions (none of which is currently on his person): Full 
  plate armor, large steel shield, longsword, dagger, 
  battleaxe, potion of cure moderate wounds, flint and steel, 
  lantern, 4 flasks of oil, rope. 
   
  Personality Traits:    Bold, driven, noble, overconfident. 
   
  PCs may attempt escape at any time. At this point, they 
  should be frantic to leave by any means possible. After the 
  return of Trestic to the tent, shift focus from the captured 
  heroes over to the free PCs (if any) that are outside the 
  camp.  
   
  It is entirely possible that the heroes remain in 
  captivity for the next day. They finally catch a break, as 
  one of the orcs that was supposed to wake the characters 
  during the midday does not show. Allow the PCs to 
  prepare spells at noon on the next day, unless they are 
  wizards. They do not regain hit points. 
   
  If the PCs are still captive at dusk, Malekash comes 
  for another hero. The first one he chooses from the bunch 
  is a weak PC, such as a wizard or sorcerer.  
   
  Malekash and his orc retinue once again enter your tent at 
  Malekash and his orc retinue once again enter your tent at 
  Malekash and his orc retinue once again enter your tent at 
  Malekash and his orc retinue once again enter your tent at 
  dusk. A low growl issues forth from his mouth, but he says 
  dusk. A low growl issues forth from his mouth, but he says 
  dusk. A low growl issues forth from his mouth, but he says 
  dusk. A low growl issues forth from his mouth, but he says 
  nothing as he eyes your muddied forms. He points at (insert 
  nothing as he eyes your muddied forms. He points at (insert 
  nothing as he eyes your muddied forms. He points at (insert 
  nothing as he eyes your muddied forms. He points at (insert 
  chosen PC's name) and says, "Take the weak one! He (or she) 
  chosen PC's name) and says, "Take the weak one! He (or she) 
  chosen PC's name) and says, "Take the weak one! He (or she) 
  chosen PC's name) and says, "Take the weak one! He (or she) 
  will be as eas
  will be as eas
  will be as eas
  will be as easy to break as an elven child. I will make you 
  y to break as an elven child. I will make you 
  y to break as an elven child. I will make you 
  y to break as an elven child. I will make you 
  suffer all the more for the soldier's (pointing at Trestic) 
  suffer all the more for the soldier's (pointing at Trestic) 
  suffer all the more for the soldier's (pointing at Trestic) 
  suffer all the more for the soldier's (pointing at Trestic) 
  insolence! The orcs approach you, ready to take you away to 
  insolence! The orcs approach you, ready to take you away to 
  insolence! The orcs approach you, ready to take you away to 
  insolence! The orcs approach you, ready to take you away to 
  somewhere far worse than this place.
  somewhere far worse than this place.
  somewhere far worse than this place.
  somewhere far worse than this place.    
      
  If another hero taunts Malekash or wishes to go in the 
  weaker PC's stead, he begins taunting back. Proceed to 
  Encounter 2. Otherwise, the PC chosen is taken to the 
  torture tent. 
   
  
   
  Deep in the Vesve… 
  Round 2 
  Page 26 
  Torturing the PCs
  Torturing the PCs
  Torturing the PCs
  Torturing the PCs    
  It should be noted that the sensitivity of the players at 
  It should be noted that the sensitivity of the players at 
  It should be noted that the sensitivity of the players at 
  It should be noted that the sensitivity of the players at 
  the table should be taken into consideration when 
  the table should be taken into consideration when 
  the table should be taken into consideration when 
  the table should be taken into consideration when 
  pla
  pla
  pla
  playing out any torture scenes. Extreme graphic detail 
  ying out any torture scenes. Extreme graphic detail 
  ying out any torture scenes. Extreme graphic detail 
  ying out any torture scenes. Extreme graphic detail 
  and gore should be avoided; subtly explaining the 
  and gore should be avoided; subtly explaining the 
  and gore should be avoided; subtly explaining the 
  and gore should be avoided; subtly explaining the 
  methods used by Malekash should prove more than 
  methods used by Malekash should prove more than 
  methods used by Malekash should prove more than 
  methods used by Malekash should prove more than 
  sufficient. 
  sufficient. 
  sufficient. 
  sufficient. With this in mind, Malekash has three 
  primary methods of "information gathering" at his 
  disposal. Take players aside individually for their torture 
  session. Each PC is subjected to only one form of torture 
  (except as noted below).  
  Note:
  Note:
  Note:
  Note: all times, Malekash will have another literate orc 
  (one of only two others in the camp) on hand to scrawl 
  down any useful information gleaned from the PCs. See 
  the description of the torture tent in the Player's 
  Introduction for more details on the setup of the tent 
  itself. Lost ability score points are regained at the rate of 
  1/day per ability score.  
   
  The Rat in t
  The Rat in t
  The Rat in t
  The Rat in the Cage
  he Cage
  he Cage
  he Cage    
  Malekash chains the hero to the table. He pulls what 
  looks like an iron helmet, with long straps on the sides, 
  from the armory pile. The orc then takes a rat from the 
  cage, and puts the rat on the hero's chest or stomach. 
  Malekash takes the iron helmet and puts it over the rat, 
  closing it in. He straps the helmet on tight under the 
  table. The orc assistant brings some hot coals from the fire 
  pit outside. Malekash takes a hot coal, and puts it into the 
  hole, holding it steady with a tong. The rat, frantic to 
  escape being burned, begins to look for a way out. The 
  only way possible is by gnawing at the PC. Malekash 
  brings the coals closer and closer, until he feels he has 
  broken the PC, or he is getting nowhere. 
      
  Damage (Tier 1): 
  Damage (Tier 1): 
  Damage (Tier 1): 
  Damage (Tier 1): Each time Malekash brings the 
  coals closer, the PC takes 1 point of damage, and 1 Con 
  damage. Malekash inflicts a maximum of 2 points of 
  damage and 2 Con damage with this method. 
   
  Damage (Tier 2): 
  Damage (Tier 2): 
  Damage (Tier 2): 
  Damage (Tier 2): Each time Malekash brings the 
  coals closer, the PC takes 1 point of damage, and 1 Con 
  damage. On the 3rd point of damage, the hero takes an 
  additional point of damage from the heat. Malekash 
  inflicts a maximum of 4 points of damage (1 from heat), 
  and 3 Con damage with this method.  
   
  Use on: 
  Use on: 
  Use on: 
  Use on: Characters that have some hit points, but not 
  strong fighters. Other methods are better for them. 
   
  Flogging
  Flogging
  Flogging
  Flogging    
  Malekash chains the hero to the table face down. He 
  simply whips the PC until he believes they have given all 
  the information they know, or he is unable to break their 
  will.  
      
  Damage (Tier 1): 
  Damage (Tier 1): 
  Damage (Tier 1): 
  Damage (Tier 1): Malekash may choose to inflict 
  either a point of damage or 1 Con damage each time he 
  whips a PC. He does not inflict more than 2 points of 
  damage or 4 Con damage; each hit point inflicted brings 
  the maximum Con damage that can be inflicted down 2 
  points. Thus, Malekash could choose to inflict 1 point of 
  damage and 1 Con damage, or 0 points of damage and 4 
  Con damage, etc. 
   
  Damage (Tier 2): 
  Damage (Tier 2): 
  Damage (Tier 2): 
  Damage (Tier 2): Malekash may choose to inflict 
  either a point of damage or 1 Con damage each time he 
  whips a PC. He does not inflict more than 3 points of 
  damage or 6 Con damage; each hit point inflicted brings 
  the maximum Con damage that can be inflicted down 2 
  points. Thus, Malekash could choose to inflict 2 points of 
  damage and 2 Con damage, or 1 point of damage and 4 
  Con damage, etc.   
   
  Use on: 
  Use on: 
  Use on: 
  Use on: PCs that are very low on hit points (do Con 
  damage only to them). This is the most flexible method in 
  terms of meting out damage. 
   
  The Back Breaker
  The Back Breaker
  The Back Breaker
  The Back Breaker    
  Malekash chains the character to the table face up, 
  inserting a rock under the middle of the PC's back. He 
  then takes a long, wide board from the ground, and places 
  it across the hero's torso. The torturer places a large, heavy 
  rock on top of the board. He continues to place rock after 
  rock until the character submits, or Malekash feels it is 
  not working. This crushes the PC, and forces the rock 
  underneath to begin to break the backbone. 
   
  Damage (Tier 1): 
  Damage (Tier 1): 
  Damage (Tier 1): 
  Damage (Tier 1): Every rock put on the hero inflicts 
  1 Str damage and 1 Con damage. He may place up to 3 
  rocks on the board, for a maximum of 3 Str and 3 Con 
  damage.  
   
  Damage (Tier 2): 
  Damage (Tier 2): 
  Damage (Tier 2): 
  Damage (Tier 2): Every rock put on the hero inflicts 
  1 Str damage and 1 Con damage. He may place up to 5 
  rocks on the board, for a maximum of 5 Str and 5 Con 
  damage.  
   
  Use on: 
  Use on: 
  Use on: 
  Use on: Warriors with high Con and Str ability 
  scores. It is also good to use on characters with low hit 
  points, but higher physical attributes. 
   
  Questioning the PCs
  Questioning the PCs
  Questioning the PCs
  Questioning the PCs    
  In between each round of damage, the PC is asked 
  questions about the Furyondian garrison at Ironstead. 
  Each answer in defiance, or answer of "I don't know" will 
  earn the character another round of torture, up to the 
  total listed for the method used.  
   
  Heroes may lie, and give out false information. The 
  player may roll his PC's Bluff 
  Bluff 
  Bluff 
  Bluff skill check, opposed by 
  Malekash's Sense Motive 
  Sense Motive 
  Sense Motive 
  Sense Motive check (which is an unmodified 
  Wis 
  Wis 
  Wis 
  Wis roll for him). Consult the chart under the Bluff 
  Bluff 
  Bluff 
  Bluff skill 
  description to determine the modifier to Malekash's roll 
  (dependant on how believable the lie is). For every round 
  of torture inflicted, a -1 penalty is assessed to the PC's 
  Bluff 
  Bluff 
  Bluff 
  Bluff roll. 
   
  Common questions asked include the following 
  (make more up if you wish): 
  • 
  What is your rank and function in the 
  Furyondian army? 
  • 
  Why were you escorting that officer (Trestic)?  
  • 
  What is the officer's (Trestic's) duty at the 
  garrison? 
  • 
  What is the composition of the force at the 
  garrison (numbers and types, i.e. 50 light 
  cavalry, 200 heavy infantry, etc.)? 
  • 
  What defenses are present at the garrison? 
  • 
  When does the guard shift rotate? 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 27 
  • 
  How many guards are stationed at each lookout 
  point?  
  • 
  Where are all the lookout points? 
  • 
  How many men go out on patrol? 
  • 
  What are the routes of the patrols? 
  • 
  What are the code words used to gain access to 
  the restricted areas? 
  • 
  Where is the secret escape route to evacuate the 
  village? 
  • 
  Are there any Knights of the Hart stationed 
  there? 
   
  Note to Judge: 
  Note to Judge: 
  Note to Judge: 
  Note to Judge: Use this encounter to scare and soften up 
  the PCs, but don't put them at death's door. This 
  encounter should merely enforce the misery that the 
  heroes are going through by remaining captives of the 
  orcs. 
   
  After questioning a PC, Malekash summons the other 
  orcs to help restrain the PC. He leads the character back 
  to the tent, and has the hero restrained again. Malekash 
  points out to the other party members any character that 
  gave him information (whether true or not). He 
  congratulates them at earning a quick death, which will 
  come soon. He tortures 3 PCs a night; once he is out of 
  heroes, he realizes that they are now worthless to him. 
  The Pain-bringer would like to torture them longer, but 
  Gorag wants them finished. Malekash takes them outside 
  to be executed. Go to Encounter
  Encounter
  Encounter
  Encounter 3. 
   3. 
   3. 
   3.  
   
  Half
  Half
  Half
  Half----Orc PCs
  Orc PCs
  Orc PCs
  Orc PCs    
  Malekash takes half-orc PCs in the same manner as the 
  others. However, when he gets them into the torture tent, 
  read the following to the half-orc player: 
   
  Malekash sits you down on a crude stool. The other orcs stand 
  Malekash sits you down on a crude stool. The other orcs stand 
  Malekash sits you down on a crude stool. The other orcs stand 
  Malekash sits you down on a crude stool. The other orcs stand 
  nearby, watching as
  nearby, watching as
  nearby, watching as
  nearby, watching as Malekash takes a seat as well.  He looks 
   Malekash takes a seat as well.  He looks 
   Malekash takes a seat as well.  He looks 
   Malekash takes a seat as well.  He looks 
  deep into your eyes, and smiles a rotten
  deep into your eyes, and smiles a rotten
  deep into your eyes, and smiles a rotten
  deep into your eyes, and smiles a rotten----toothed grin at you. 
  toothed grin at you. 
  toothed grin at you. 
  toothed grin at you.     
      
  "Half
  "Half
  "Half
  "Half----brother, you are not like the others. You are not 
  brother, you are not like the others. You are not 
  brother, you are not like the others. You are not 
  brother, you are not like the others. You are not 
  weak. You have the blood of the ravager within you. I wish 
  weak. You have the blood of the ravager within you. I wish 
  weak. You have the blood of the ravager within you. I wish 
  weak. You have the blood of the ravager within you. I wish 
  you no harm. I do not like to see y
  you no harm. I do not like to see y
  you no harm. I do not like to see y
  you no harm. I do not like to see you in chains; a true 
  ou in chains; a true 
  ou in chains; a true 
  ou in chains; a true 
  marauder should not be as such. Let me free those chains for 
  marauder should not be as such. Let me free those chains for 
  marauder should not be as such. Let me free those chains for 
  marauder should not be as such. Let me free those chains for 
  you. Tell me what you know of those cowards you journey 
  you. Tell me what you know of those cowards you journey 
  you. Tell me what you know of those cowards you journey 
  you. Tell me what you know of those cowards you journey 
  with, and what you know of the human's fort called Ironstead. 
  with, and what you know of the human's fort called Ironstead. 
  with, and what you know of the human's fort called Ironstead. 
  with, and what you know of the human's fort called Ironstead.     
      
  I will make sure that you are released if you cooperat
  I will make sure that you are released if you cooperat
  I will make sure that you are released if you cooperat
  I will make sure that you are released if you cooperate e e e 
  with me. In fact, I may even grant the others a swift death for 
  with me. In fact, I may even grant the others a swift death for 
  with me. In fact, I may even grant the others a swift death for 
  with me. In fact, I may even grant the others a swift death for 
  your cooperation. I do not desire to use my talents on a savage 
  your cooperation. I do not desire to use my talents on a savage 
  your cooperation. I do not desire to use my talents on a savage 
  your cooperation. I do not desire to use my talents on a savage 
  creature such as you. Give me what you know, and perhaps 
  creature such as you. Give me what you know, and perhaps 
  creature such as you. Give me what you know, and perhaps 
  creature such as you. Give me what you know, and perhaps 
  one day soon, you may join our force and show the humans 
  one day soon, you may join our force and show the humans 
  one day soon, you may join our force and show the humans 
  one day soon, you may join our force and show the humans 
  and elves wh
  and elves wh
  and elves wh
  and elves what true terror is!"
  at true terror is!"
  at true terror is!"
  at true terror is!"    
   
  If the PC half-orc honestly (or dishonestly, using the Bluff    
  method listed under "Questioning the PCs") tells all he 
  knows, Malekash takes the PC back to the tent. He will 
  then tell the other heroes what he is (if the character was 
  secretly hiding their true nature), and that the half-orc has 
  betrayed them all. Malekash remarks that the half-orc is 
  the last to die, so that he/she may watch the others' 
  deaths. The character is shackled back up again. This will 
  have in-game ramifications in later adventures. 
   
  If the half-orc defies Malekash, he flies in a rage, and 
  punishes the character severely. Inflict two    forms of 
  punishment on the character, but do not kill the hero 
  (use your discretion in the total damage done to the PC, 
  based on the party's current strength). Malekash still 
  wants the PC alive to witness the other character's deaths. 
  He then deposits the hero back at the tent, saying 
  nothing to the others. 
   
   
  Encounter 2: To the Pit With 
  Encounter 2: To the Pit With 
  Encounter 2: To the Pit With 
  Encounter 2: To the Pit With 
  Him!
  Him!
  Him!
  Him!    
  If a character begins to trade insults with Malekash (or 
  staunchly defends another PC), he challenges them to a 
  pit fight. Read the following if this occurs: 
   
  "Frail little whelp! I will teach you a lesson." Malekash turns 
  "Frail little whelp! I will teach you a lesson." Malekash turns 
  "Frail little whelp! I will teach you a lesson." Malekash turns 
  "Frail little whelp! I will teach you a lesson." Malekash turns 
  to the other orcs and says, "Take this one to the pit. 
  to the other orcs and says, "Take this one to the pit. 
  to the other orcs and says, "Take this one to the pit. 
  to the other orcs and says, "Take this one to the pit. (Pointing 
  at defiant PC) You will pay for your tongue. The rest of you 
   You will pay for your tongue. The rest of you 
   You will pay for your tongue. The rest of you 
   You will pay for your tongue. The rest of you 
  will watch, as I teach this one to show me respect."
  will watch, as I teach this one to show me respect."
  will watch, as I teach this one to show me respect."
  will watch, as I teach this one to show me respect."    
      
  Each one of your legs is unchained, and each of you is 
  Each one of your legs is unchained, and each of you is 
  Each one of your legs is unchained, and each of you is 
  Each one of your legs is unchained, and each of you is 
  escorted by three orcs that hold you fast. You are led to a fire pit 
  escorted by three orcs that hold you fast. You are led to a fire pit 
  escorted by three orcs that hold you fast. You are led to a fire pit 
  escorted by three orcs that hold you fast. You are led to a fire pit 
  in the middle of the camp, w
  in the middle of the camp, w
  in the middle of the camp, w
  in the middle of the camp, which has been dug into the earth 
  hich has been dug into the earth 
  hich has been dug into the earth 
  hich has been dug into the earth 
  about 10 feet down. Each of you is positioned at the edge of the 
  about 10 feet down. Each of you is positioned at the edge of the 
  about 10 feet down. Each of you is positioned at the edge of the 
  about 10 feet down. Each of you is positioned at the edge of the 
  pit. An orc climbs down the ladder on the side of the pit, and 
  pit. An orc climbs down the ladder on the side of the pit, and 
  pit. An orc climbs down the ladder on the side of the pit, and 
  pit. An orc climbs down the ladder on the side of the pit, and 
  kicks out the embers of the recent fire. The long, sharp
  kicks out the embers of the recent fire. The long, sharp
  kicks out the embers of the recent fire. The long, sharp
  kicks out the embers of the recent fire. The long, sharp----ended 
  ended 
  ended 
  ended 
  branches lying against the side 
  branches lying against the side 
  branches lying against the side 
  branches lying against the side of the pit (most likely spits of 
  of the pit (most likely spits of 
  of the pit (most likely spits of 
  of the pit (most likely spits of 
  some sort) are also removed. 
  some sort) are also removed. 
  some sort) are also removed. 
  some sort) are also removed.     
      
  (To the PC, read aloud for everyone to hear) You are 
   You are 
   You are 
   You are 
  brought down into the pit, practically tossed in from the top. 
  brought down into the pit, practically tossed in from the top. 
  brought down into the pit, practically tossed in from the top. 
  brought down into the pit, practically tossed in from the top. 
  You see Malekash climb down the ladder. He has removed his 
  You see Malekash climb down the ladder. He has removed his 
  You see Malekash climb down the ladder. He has removed his 
  You see Malekash climb down the ladder. He has removed his 
  armor and weapons
  armor and weapons
  armor and weapons
  armor and weapons. The large orc glares directly at you, like a 
  . The large orc glares directly at you, like a 
  . The large orc glares directly at you, like a 
  . The large orc glares directly at you, like a 
  wolf eyes its next kill. He waits for some sign.
  wolf eyes its next kill. He waits for some sign.
  wolf eyes its next kill. He waits for some sign.
  wolf eyes its next kill. He waits for some sign.    
      
  From out of the largest tent in the camp strides forth a 
  From out of the largest tent in the camp strides forth a 
  From out of the largest tent in the camp strides forth a 
  From out of the largest tent in the camp strides forth a 
  big
  big
  big
  big----bellied orc, wearing chainmail armor and carrying a well
  bellied orc, wearing chainmail armor and carrying a well
  bellied orc, wearing chainmail armor and carrying a well
  bellied orc, wearing chainmail armor and carrying a well----
  crafted greataxe. He strides towards the 
  crafted greataxe. He strides towards the 
  crafted greataxe. He strides towards the 
  crafted greataxe. He strides towards the pit edge, and says in 
  pit edge, and says in 
  pit edge, and says in 
  pit edge, and says in 
  both Common and Orcish, "I am Gorag the Unstoppable, 
  both Common and Orcish, "I am Gorag the Unstoppable, 
  both Common and Orcish, "I am Gorag the Unstoppable, 
  both Common and Orcish, "I am Gorag the Unstoppable, 
  leader of this terrible force. Know that now you will die at the 
  leader of this terrible force. Know that now you will die at the 
  leader of this terrible force. Know that now you will die at the 
  leader of this terrible force. Know that now you will die at the 
  hands of Malekash, Pain
  hands of Malekash, Pain
  hands of Malekash, Pain
  hands of Malekash, Pain----bringer of Izlen. Let the fight begin!"
  bringer of Izlen. Let the fight begin!"
  bringer of Izlen. Let the fight begin!"
  bringer of Izlen. Let the fight begin!"    
   
  The PC fights Malekash in the 10 ft. by 10 ft. pit, using 
  only the his or her bare hands. Malekash also uses his 
  bare hands, and attacks to do real damage (taking a -4 to 
  hit the PC). Dirty fighting is also a very distinct 
  possibility. If the combat goes poorly for him, an orc from 
  above throws him his greataxe, taking a partial action (and 
  a Dex check DC 8) for Malekash to catch it. The PC may 
  take an attack of opportunity while Malekash catches the 
  axe. If the hero hits when the orc is attempting to catch 
  the axe, the DC for Malekash's catch is now a 12 + the 
  damage done in the strike by the hero.  
   
  The orc camp, with the exception of four guards 
  (who are now 150 ft. from each other) has all come out for 
  the fight. Onnagok is there as well as all the other orcs in 
  camp (a crowd of 26 orcs). This is a great opportunity for 
  heroes on the outside to sneak in; it also is an opportunity 
  for the elven war party to make their assault.  
   
  If the hero fighting in the pit is reduced to negative 
  hit points, or wins the fight, the elven war party attacks. 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 28 
  Go immediately to Encounter 3.    If the hero wins the 
  fight, that character will receive a legendary deed 
  certificate at the end of play, as Trestic (or another PC if 
  Trestic is killed) will spread the tale of that character's 
  courage and bravery. 
   
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain----bring
  bring
  bring
  bringer of Izlen, male orc Ftr1: 
  er of Izlen, male orc Ftr1: 
  er of Izlen, male orc Ftr1: 
  er of Izlen, male orc Ftr1: 
  Medium Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 
  1d10+5 (Ftr, Toughness); hp 21; Init +0; Spd 30 ft.; AC 10; 
  Atks +5 melee (1d12+6 [crit20/x3], greataxe) or +5 melee 
  (1d3+4 [crit 20/x2], fist); AL CE; SV Fort +8, Ref +0, Will 
  +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 2 solars (gp). 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  ••••    
  Legendary Deed: Defeating Malekash, Pain-
  bringer of Izlen, in a one-on-one pit combat. 
  This certificate is fully explained in the Treasure 
  Treasure 
  Treasure 
  Treasure 
  Summary
  Summary
  Summary
  Summary at the end of the scenario.    
   
   
  Encounter 3: Out On the Hunt
  Encounter 3: Out On the Hunt
  Encounter 3: Out On the Hunt
  Encounter 3: Out On the Hunt    
  This encounter takes place when one of the following 
  events occur: 
  • 
  Most or all of the characters are escaping the camp. 
  • 
  The PCs are about to be executed.  
  • 
  The pit fight with Malekash has ended. 
   
  Recently, a Knight of the High Forest named Cyrinith 
  brought an elven war party together, after he heard about 
  an orc camp existing in the far southern Vesve. The high 
  elf is not one to tolerate the existence of evil humanoids 
  outside of their territory. He has gathered together his 
  band of elves to eradicate the camp altogether. 
    
  After observing the camp for a short time, the elves 
  make their move. They launch a full-scale attack on the 
  camp, plunging the orc warband into panic-stricken 
  chaos. It is fortunate for the heroes that the elves have 
  come, but they still need to fight their way to freedom.  
   
  Each scenario in which the elves attack the camp is 
  given below. Cyrinith's band's statistics are not provided; 
  they are a story element, scripted into the action. Even 
  though the PCs are rescued, there still is a battle to be 
  fought. The heroes get to fight Malekash and Onnagok 
  (and perhaps a few others), challenging enough in its own 
  right. The orcs fight to the death, as it is their only real 
  choice.  
   
  Picking Up Weapons and Fighting in 
  Picking Up Weapons and Fighting in 
  Picking Up Weapons and Fighting in 
  Picking Up Weapons and Fighting in 
  Manacles
  Manacles
  Manacles
  Manacles    
  Many, if not all, of the PCs are without weapons when the 
  fight begins. Let them know that there are fallen orcs 
  around the heroes; greataxes lie in the mud. Also, the 
  spits (large sharpened branches) from the fire pit can be 
  used as spears, inflicting 1d4+1 points of damage with 
  each successful strike. The spits are considered to be 
  shortspears for determination of weapon proficiency. The 
  stakes holding the tents down can also be uprooted (Str 
  check DC 10) and used as weapons. They are considered 
  daggers, and inflict 1d3 points of damage. 
   
  PCs that have manacles on their hands during the 
  battle may have a difficult time fighting. No bows or 
  heavy crossbows may be used (the 1' of chain does allow 
  for light crossbow use). All one-handed weapon use in 
  manacles suffers a -4 to hit; this penalty also applies to 
  using two weapons. A hero using a weapon two-handed 
  does not suffer any penalty to hit. 
   
  Escaping the Orc Camp
  Escaping the Orc Camp
  Escaping the Orc Camp
  Escaping the Orc Camp    
  Use this event if the PCs are making good on their escape 
  from the orc camp. This scene is played out only if a 
  majority of the party members are escaping together. 
  Don't use it if only one or two characters are attempting 
  to escape. 
   
  As you make your way carefully through the camp to freedom, 
  As you make your way carefully through the camp to freedom, 
  As you make your way carefully through the camp to freedom, 
  As you make your way carefully through the camp to freedom, 
  you hear cries of pain and alarm raise up. Have you been 
  you hear cries of pain and alarm raise up. Have you been 
  you hear cries of pain and alarm raise up. Have you been 
  you hear cries of pain and alarm raise up. Have you been 
  discovered? No, something els
  discovered? No, something els
  discovered? No, something els
  discovered? No, something else is happening. Orcs are rushing 
  e is happening. Orcs are rushing 
  e is happening. Orcs are rushing 
  e is happening. Orcs are rushing 
  everywhere; weapons are being drawn. The camp is under 
  everywhere; weapons are being drawn. The camp is under 
  everywhere; weapons are being drawn. The camp is under 
  everywhere; weapons are being drawn. The camp is under 
  attack!
  attack!
  attack!
  attack!    
      
  As you run to escape the camp, you catch sight of the 
  As you run to escape the camp, you catch sight of the 
  As you run to escape the camp, you catch sight of the 
  As you run to escape the camp, you catch sight of the 
  attackers. Elves, wrapped in the foliage of the forest itself, are 
  attackers. Elves, wrapped in the foliage of the forest itself, are 
  attackers. Elves, wrapped in the foliage of the forest itself, are 
  attackers. Elves, wrapped in the foliage of the forest itself, are 
  cutting down the orcs with keen
  cutting down the orcs with keen
  cutting down the orcs with keen
  cutting down the orcs with keen----edged 
  edged 
  edged 
  edged blades and bulls
  blades and bulls
  blades and bulls
  blades and bulls----eye 
  eye 
  eye 
  eye 
  shots. You hear a cry, "Swift death to my enemies!" as a 
  shots. You hear a cry, "Swift death to my enemies!" as a 
  shots. You hear a cry, "Swift death to my enemies!" as a 
  shots. You hear a cry, "Swift death to my enemies!" as a 
  greataxe
  greataxe
  greataxe
  greataxe----wielding orc falls dead at your feet, his eye pierced 
  wielding orc falls dead at your feet, his eye pierced 
  wielding orc falls dead at your feet, his eye pierced 
  wielding orc falls dead at your feet, his eye pierced 
  through with a blood
  through with a blood
  through with a blood
  through with a blood----red arrow.
  red arrow.
  red arrow.
  red arrow.    
      
  Just then, you feel a warm sensation over your body. Your 
  Just then, you feel a warm sensation over your body. Your 
  Just then, you feel a warm sensation over your body. Your 
  Just then, you feel a warm sensation over your body. Your 
  wounds begin to close th
  wounds begin to close th
  wounds begin to close th
  wounds begin to close themselves; you are being healed! 
  emselves; you are being healed! 
  emselves; you are being healed! 
  emselves; you are being healed! 
  (Insert two PC's names here), the manacles that bind you 
   the manacles that bind you 
   the manacles that bind you 
   the manacles that bind you 
  fall to the ground! The elves are aiding you in some way!
  fall to the ground! The elves are aiding you in some way!
  fall to the ground! The elves are aiding you in some way!
  fall to the ground! The elves are aiding you in some way!    
   
  An invisible elven cleric has cast healing circle on the PCs. 
  All of the heroes regain 1d8+10 hit points. Also, an elven 
  wizard (invisible as well) has cast a knock spell on two 
  characters' wrist manacles (choose one warrior and one 
  spellcaster, if possible). The invisible spellcasters then 
  turn their attentions back to decimating the orcs. 
   
  You turn towards the embattled camp. Orcs are 
  slaughtered before your eyes with deadly efficiency. 
  Gorag the Unstoppable falls to a tall blond elf wielding 
  twin blades; his limp body splashes into a muddy puddle. 
  Across the fray, Malekash and others spot you. They 
  charge towards you, ready to kill. 
      
  The PCs have to fight Malekash and Onnagok (and other 
  orcs at tier 2) while the elves are finishing off the others. 
  PCs can pick up any orcish equipment they wish for the 
  fight; doing so takes a partial action. If the fight lasts more 
  than 6 rounds, 5 magic missiles slam into each one of the 
  orcs, courtesy of the elven wizards.   
   
  
   
  Deep in the Vesve… 
  Round 2 
  Page 29 
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Malekash and Onnagok have each sustained an arrow 
  wound prior to combating the heroes. 
   
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: Medium 
  Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 1d10+5 (Ftr, 
  Toughness); hp 21 (13 currently); Init +0; Spd 30 ft.; AC 
  13 (+3 studded leather armor); Atks +5 melee (1d12+6 
  [crit x3], greataxe) or +5 melee (1d3+4 [crit 20/x2], fist); 
  AL CE; SV Fort +8, Ref +0, Will +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: Medium Humanoid (5 ft. 6 in. 
  tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22 (currently 14); 
  Init +0; Spd 30 ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], 
  shortspear) or +1 ranged (1d8 [crit 19-20], light crossbow); 
  AL NE; SV Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0-lvl—cure minor wounds (x2), guidance; 
  1st-lvl—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: Medium 
  Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 1d10+5 (Ftr, 
  Toughness); hp 21; Init +0; Spd 30 ft.; AC 13 (+3 studded 
  leather armor); Atks +5 melee (1d12+6 [crit x3], greataxe) 
  or +5 melee (1d3+4, fist); AL CE; SV Fort +8, Ref +0, Will 
  +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: Medium Humanoid (5 ft. 6 in. 
  tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22; Init +0; Spd 30 
  ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], shortspear) or 
  +1 ranged (1d8 [crit 19-20], light crossbow); AL NE; SV 
  Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0-lvl—cure minor wounds (x2), guidance; 
  1st-lvl—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
   
  Orcs 
  Orcs 
  Orcs 
  Orcs (3): Medium Humanoid (Orc) (5 ft. 8 in. tall); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor); Atks +2 melee (1d12+3 [crit x3], greataxe) or +0 
  ranged (1d6 [crit x3], short bow); AL CE; SV Fort +2, Ref 
  +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
   
  Skills:    Listen +4, Spot +3. Feats:    Alertness. 
   
  Execution
  Execution
  Execution
  Execution    
  Use this event if the PCs have been caught trying to 
  escape. Even a couple heroes caught escaping condemn 
  the entire group. Malekash is in charge of their execution. 
   
  Also use this scene if the all the heroes manage to 
  suffer through the torture. Gorag determines that the PCs 
  are useless, and orders Malekash to have them executed.  
   
  In either case read the following to the players: 
      
  You are pulled from the prison you were in, and are led to an 
  You are pulled from the prison you were in, and are led to an 
  You are pulled from the prison you were in, and are led to an 
  You are pulled from the prison you were in, and are led to an 
  open 10 ft. by 10 ft. pit dug into the earth. The clanking of 
  open 10 ft. by 10 ft. pit dug into the earth. The clanking of 
  open 10 ft. by 10 ft. pit dug into the earth. The clanking of 
  open 10 ft. by 10 ft. pit dug into the earth. The clanking of 
  your wrist manacles and the hard steps of boots on wet ground 
  your wrist manacles and the hard steps of boots on wet ground 
  your wrist manacles and the hard steps of boots on wet ground 
  your wrist manacles and the hard steps of boots on wet ground 
  are the only sounds as you are brought to the pit. Malekash 
  are the only sounds as you are brought to the pit. Malekash 
  are the only sounds as you are brought to the pit. Malekash 
  are the only sounds as you are brought to the pit. Malekash 
  sssstands back, and motions the others to throw you in. You are 
  tands back, and motions the others to throw you in. You are 
  tands back, and motions the others to throw you in. You are 
  tands back, and motions the others to throw you in. You are 
  tossed into the small fire pit, hitting the ground and your other 
  tossed into the small fire pit, hitting the ground and your other 
  tossed into the small fire pit, hitting the ground and your other 
  tossed into the small fire pit, hitting the ground and your other 
  companions hard. 
  companions hard. 
  companions hard. 
  companions hard.     
      
  Each PC takes 1d6 points of damage from the fall.  
   
  The orcs draw their short bows, and look down at your 
  The orcs draw their short bows, and look down at your 
  The orcs draw their short bows, and look down at your 
  The orcs draw their short bows, and look down at your 
  soaki
  soaki
  soaki
  soaking, soiled forms as they knock arrows in their weapons. 
  ng, soiled forms as they knock arrows in their weapons. 
  ng, soiled forms as they knock arrows in their weapons. 
  ng, soiled forms as they knock arrows in their weapons. 
  They pull back their strings…and you see them fall all at 
  They pull back their strings…and you see them fall all at 
  They pull back their strings…and you see them fall all at 
  They pull back their strings…and you see them fall all at 
  once! The camp explodes into chaos; yelling and painful cries 
  once! The camp explodes into chaos; yelling and painful cries 
  once! The camp explodes into chaos; yelling and painful cries 
  once! The camp explodes into chaos; yelling and painful cries 
  can be heard all around you! The orcs are under attack!
  can be heard all around you! The orcs are under attack!
  can be heard all around you! The orcs are under attack!
  can be heard all around you! The orcs are under attack!    
      
  Just then, you feel a w
  Just then, you feel a w
  Just then, you feel a w
  Just then, you feel a warm sensation wash over your body 
  arm sensation wash over your body 
  arm sensation wash over your body 
  arm sensation wash over your body 
  as your wounds begin to close! You are healing! 
  as your wounds begin to close! You are healing! 
  as your wounds begin to close! You are healing! 
  as your wounds begin to close! You are healing! (Insert two 
  PC's names here), the manacles that bind you fall to the 
   the manacles that bind you fall to the 
   the manacles that bind you fall to the 
   the manacles that bind you fall to the 
  ground!
  ground!
  ground!
  ground!    
   
  An invisible elven cleric has cast healing circle on the PCs. 
  All of the heroes regain 1d8+10 hit points. Also, an elven 
  wizard (invisible as well) has cast a knock spell on two 
  characters' wrist manacles (choose one warrior and one 
  spellcaster, if possible). The invisible spellcasters then 
  turn their attentions back to decimating the orcs. 
   
  If the heroes climb out of the pit, read the following: 
   
  As you climb from the filthy pit, you catch sight of the 
  As you climb from the filthy pit, you catch sight of the 
  As you climb from the filthy pit, you catch sight of the 
  As you climb from the filthy pit, you catch sight of the 
  attackers. Elves, wrapped in the foliage of the forest itself, are 
  attackers. Elves, wrapped in the foliage of the forest itself, are 
  attackers. Elves, wrapped in the foliage of the forest itself, are 
  attackers. Elves, wrapped in the foliage of the forest itself, are 
  cutting down the orcs with keen
  cutting down the orcs with keen
  cutting down the orcs with keen
  cutting down the orcs with keen----edged blades and bulls
  edged blades and bulls
  edged blades and bulls
  edged blades and bulls----eye 
  eye 
  eye 
  eye 
  shots. You hear a cry, "
  shots. You hear a cry, "
  shots. You hear a cry, "
  shots. You hear a cry, "Swift death to my enemies!" as a 
  Swift death to my enemies!" as a 
  Swift death to my enemies!" as a 
  Swift death to my enemies!" as a 
  greataxe
  greataxe
  greataxe
  greataxe----wielding orc falls dead at your feet, his eye pierced 
  wielding orc falls dead at your feet, his eye pierced 
  wielding orc falls dead at your feet, his eye pierced 
  wielding orc falls dead at your feet, his eye pierced 
  through with a blood
  through with a blood
  through with a blood
  through with a blood----red arrow. Looking about, you notice 
  red arrow. Looking about, you notice 
  red arrow. Looking about, you notice 
  red arrow. Looking about, you notice 
  that all of the orcish executors fell to similar arrow shots!
  that all of the orcish executors fell to similar arrow shots!
  that all of the orcish executors fell to similar arrow shots!
  that all of the orcish executors fell to similar arrow shots!    
      
  Orcs are slaughtered before your eyes w
  Orcs are slaughtered before your eyes w
  Orcs are slaughtered before your eyes w
  Orcs are slaughtered before your eyes with deadly 
  ith deadly 
  ith deadly 
  ith deadly 
  efficiency. Gorag the Unstoppable falls to a tall blond elf 
  efficiency. Gorag the Unstoppable falls to a tall blond elf 
  efficiency. Gorag the Unstoppable falls to a tall blond elf 
  efficiency. Gorag the Unstoppable falls to a tall blond elf 
  wielding twin blades; his limp body splashes into a muddy 
  wielding twin blades; his limp body splashes into a muddy 
  wielding twin blades; his limp body splashes into a muddy 
  wielding twin blades; his limp body splashes into a muddy 
  puddle. Across the fray, Malekash and others spot you. They 
  puddle. Across the fray, Malekash and others spot you. They 
  puddle. Across the fray, Malekash and others spot you. They 
  puddle. Across the fray, Malekash and others spot you. They 
  charge towards you, ready to kill.
  charge towards you, ready to kill.
  charge towards you, ready to kill.
  charge towards you, ready to kill.    
  
   
  Deep in the Vesve… 
  Round 2 
  Page 30 
      
  The PCs have to fight Malekash and Onnagok (and other 
  orcs at tier 2) while the elves are finishing off the others. 
  PCs can pick up any orcish equipment they wish for the 
  fight; doing so takes a partial action. If the fight lasts more 
  than 6 rounds, 5 magic missiles slam into each one of the 
  orcs, courtesy of the elven wizards. 
   
  Use the exact same combat encounter as listed above, 
  including the arrow wounds for tier 1. 
   
  Pit Fight
  Pit Fight
  Pit Fight
  Pit Fight    
  Use this event if a hero fights Malekash in the pit, and 
  goes down to negative hit points during the fight. This 
  scene also takes place upon the PC winning the battle as 
  well.  
   
  Losing the Fight
  Losing the Fight
  Losing the Fight
  Losing the Fight    
  Malekash howls in victory as 
  Malekash howls in victory as 
  Malekash howls in victory as 
  Malekash howls in victory as (insert PC's name here) falls 
   falls 
   falls 
   falls 
  limply to the ground. The orcs holding you at the top of the pit 
  limply to the ground. The orcs holding you at the top of the pit 
  limply to the ground. The orcs holding you at the top of the pit 
  limply to the ground. The orcs holding you at the top of the pit 
  give guttural cheers, shouting Malekash's name
  give guttural cheers, shouting Malekash's name
  give guttural cheers, shouting Malekash's name
  give guttural cheers, shouting Malekash's name. During the 
  . During the 
  . During the 
  . During the 
  hooting and yelling, you feel a warm sensation come over you. 
  hooting and yelling, you feel a warm sensation come over you. 
  hooting and yelling, you feel a warm sensation come over you. 
  hooting and yelling, you feel a warm sensation come over you. 
  Your wounds are beginning to close; you are being healed! Just 
  Your wounds are beginning to close; you are being healed! Just 
  Your wounds are beginning to close; you are being healed! Just 
  Your wounds are beginning to close; you are being healed! Just 
  then, (insert two PC's names here), you feel your wrist 
  then, (insert two PC's names here), you feel your wrist 
  then, (insert two PC's names here), you feel your wrist 
  then, (insert two PC's names here), you feel your wrist 
  manacles fall off of your arms! 
  manacles fall off of your arms! 
  manacles fall off of your arms! 
  manacles fall off of your arms!     
      
  Before the orcs are able to 
  Before the orcs are able to 
  Before the orcs are able to 
  Before the orcs are able to react, the camp explodes in a 
  react, the camp explodes in a 
  react, the camp explodes in a 
  react, the camp explodes in a 
  flurry of activity! You hear a cry, "Swift death to my enemies!" 
  flurry of activity! You hear a cry, "Swift death to my enemies!" 
  flurry of activity! You hear a cry, "Swift death to my enemies!" 
  flurry of activity! You hear a cry, "Swift death to my enemies!" 
  as an orc near you falls dead at your feet, his eye pierced 
  as an orc near you falls dead at your feet, his eye pierced 
  as an orc near you falls dead at your feet, his eye pierced 
  as an orc near you falls dead at your feet, his eye pierced 
  through with a blood
  through with a blood
  through with a blood
  through with a blood----red arrow. The others surrounding you 
  red arrow. The others surrounding you 
  red arrow. The others surrounding you 
  red arrow. The others surrounding you 
  fall in a blink of an eye, victims of dead
  fall in a blink of an eye, victims of dead
  fall in a blink of an eye, victims of dead
  fall in a blink of an eye, victims of deadly arrow shots!
  ly arrow shots!
  ly arrow shots!
  ly arrow shots!    
      
  An invisible elven cleric has cast healing circle on the PCs. 
  All of the heroes regain 1d8+10 hit points, including the 
  PC in the pit. However, Malekash regains all hit points as 
  well. Also, an elven wizard (invisible as well) has cast a 
  knock spell on two characters' wrist manacles (choose one 
  warrior and one spellcaster, if possible). The invisible 
  spellcasters then turn their attentions to decimating the 
  orcs. 
   
  Orcs are slaughtered before your eyes with deadly efficiency. 
  Orcs are slaughtered before your eyes with deadly efficiency. 
  Orcs are slaughtered before your eyes with deadly efficiency. 
  Orcs are slaughtered before your eyes with deadly efficiency. 
  Gorag the Unsto
  Gorag the Unsto
  Gorag the Unsto
  Gorag the Unstoppable falls to a tall blond elf wielding twin 
  ppable falls to a tall blond elf wielding twin 
  ppable falls to a tall blond elf wielding twin 
  ppable falls to a tall blond elf wielding twin 
  blades; his limp body splashes into a muddy puddle. 
  blades; his limp body splashes into a muddy puddle. 
  blades; his limp body splashes into a muddy puddle. 
  blades; his limp body splashes into a muddy puddle.     
      
  Malekash turns to you 
  Malekash turns to you 
  Malekash turns to you 
  Malekash turns to you (the PC in the pit), and prepares 
   and prepares 
   and prepares 
   and prepares 
  to attack. The rest of you above the pit see others headed this 
  to attack. The rest of you above the pit see others headed this 
  to attack. The rest of you above the pit see others headed this 
  to attack. The rest of you above the pit see others headed this 
  way, weapons drawn and ready to kil
  way, weapons drawn and ready to kil
  way, weapons drawn and ready to kil
  way, weapons drawn and ready to kill.l.l.l.    
   
  The PCs have to fight Malekash and Onnagok (and other 
  orcs at tier 2) while the elves are finishing off the others. 
  PCs can pick up any orcish equipment they wish for the 
  fight; doing so takes a partial action. If the fight lasts more 
  than 6 rounds, 5 magic missiles slam into each one of the 
  orcs, courtesy of the elven wizards. 
   
  Tier 1
  Tier 1
  Tier 1
  Tier 1    
  Onnagok has sustained an arrow wound prior to 
  combating the heroes. 
   
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: Medium 
  Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 1d10+5 (Ftr, 
  Toughness); hp 21; Init +0; Spd 30 ft.; AC 10; Atks +5 
  melee (1d12+6 [crit x3], greataxe) or +5 melee (1d3+4, 
  fist); AL CE; SV Fort +8, Ref +0, Will +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: Medium Humanoid (5 ft. 6 in. 
  tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22 (currently 14); 
  Init +0; Spd 30 ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], 
  shortspear) or +1 ranged (1d8 [crit 19-20], light crossbow); 
  AL NE; SV Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0-lvl—cure minor wounds (x2), guidance; 
  1st-lvl—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
   
  Tier 2
  Tier 2
  Tier 2
  Tier 2    
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: Medium 
  Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 1d10+5 (Ftr, 
  Toughness); hp 21; Init +0; Spd 30 ft.; AC 10; Atks +5 
  melee (1d12+6 [crit x3], greataxe) or +5 melee (1d3+4 (crit 
  20/x2), fist); AL CE; SV Fort +8, Ref +0, Will +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: Medium Humanoid (5 ft. 6 in. 
  tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22; Init +0; Spd 30 
  ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], shortspear) or 
  +1 ranged (1d8 [crit 19-20], light crossbow); AL NE; SV 
  Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0—cure minor wounds (x2), guidance; 
  1st—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
   
  Orcs 
  Orcs 
  Orcs 
  Orcs (3): Medium Humanoid (Orc) (5 ft. 8 in. tall); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor); Atks +2 melee (1d12+3 [crit x3], greataxe) or +0 
  ranged (1d6 [crit x3], short bow); AL CE; SV Fort +2, Ref 
  +0, Will -1. 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 31 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills:    Listen +4, Spot +3. Feats:    Alertness. 
   
  Winning the Fight
  Winning the Fight
  Winning the Fight
  Winning the Fight    
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain
  Malekash, Pain----bringer of Izlen falls to the ground with a 
  bringer of Izlen falls to the ground with a 
  bringer of Izlen falls to the ground with a 
  bringer of Izlen falls to the ground with a 
  sickening thud. The orcs above the pit are silent, stunned at 
  sickening thud. The orcs above the pit are silent, stunned at 
  sickening thud. The orcs above the pit are silent, stunned at 
  sickening thud. The orcs above the pit are silent, stunned at 
  what has just transpired. You feel a warm sensation come over 
  what has just transpired. You feel a warm sensation come over 
  what has just transpired. You feel a warm sensation come over 
  what has just transpired. You feel a warm sensation come over 
  you, as your wounds close. Someone is healing you!
  you, as your wounds close. Someone is healing you!
  you, as your wounds close. Someone is healing you!
  you, as your wounds close. Someone is healing you!    (Insert 
  two PC's names here), your manacles fall to the ground!
   your manacles fall to the ground!
   your manacles fall to the ground!
   your manacles fall to the ground!    
      
  Before a word can be uttered, arrows fly into the orcs 
  Before a word can be uttered, arrows fly into the orcs 
  Before a word can be uttered, arrows fly into the orcs 
  Before a word can be uttered, arrows fly into the orcs 
  surrounding you, cutting most of them down with precision 
  surrounding you, cutting most of them down with precision 
  surrounding you, cutting most of them down with precision 
  surrounding you, cutting most of them down with precision 
  shots. You hear a cry, "Swift death to my enemies!" as more 
  shots. You hear a cry, "Swift death to my enemies!" as more 
  shots. You hear a cry, "Swift death to my enemies!" as more 
  shots. You hear a cry, "Swift death to my enemies!" as more 
  orcs fall, their 
  orcs fall, their 
  orcs fall, their 
  orcs fall, their weapons still unready. The camp is under 
  weapons still unready. The camp is under 
  weapons still unready. The camp is under 
  weapons still unready. The camp is under 
  attack!
  attack!
  attack!
  attack!    
   
  An invisible elven cleric has cast healing circle on the PCs. 
  All of the heroes regain 1d8+10 hit points, including the 
  PC in the pit. Malekash does not regain hit points (the 
  cleric centered the spell so Malekash would not be 
  affected). Also, an elven wizard (invisible as well) has cast 
  a knock spell on two characters' wrist manacles (choose 
  one warrior and one spellcaster, if possible). The invisible 
  spellcasters then turn their attentions to decimating the 
  orcs. 
   
  As you 
  As you 
  As you 
  As you (the PC in the pit) climb from the filthy pit, you catch 
   climb from the filthy pit, you catch 
   climb from the filthy pit, you catch 
   climb from the filthy pit, you catch 
  sight of the attackers. The rest of you stand at the top of the pit 
  sight of the attackers. The rest of you stand at the top of the pit 
  sight of the attackers. The rest of you stand at the top of the pit 
  sight of the attackers. The rest of you stand at the top of the pit 
  in awe for a brief moment. Elves, wrapped in the foliage of the 
  in awe for a brief moment. Elves, wrapped in the foliage of the 
  in awe for a brief moment. Elves, wrapped in the foliage of the 
  in awe for a brief moment. Elves, wrapped in the foliage of the 
  forest itself, are cutting down the orcs with keen
  forest itself, are cutting down the orcs with keen
  forest itself, are cutting down the orcs with keen
  forest itself, are cutting down the orcs with keen----edged blades 
  edged blades 
  edged blades 
  edged blades 
  and bulls
  and bulls
  and bulls
  and bulls----eye shots. 
  eye shots. 
  eye shots. 
  eye shots.     
      
  Orcs are slaughtered before your eyes with deadly 
  Orcs are slaughtered before your eyes with deadly 
  Orcs are slaughtered before your eyes with deadly 
  Orcs are slaughtered before your eyes with deadly 
  efficiency. Gorag the Unstoppable falls to a tall blond elf 
  efficiency. Gorag the Unstoppable falls to a tall blond elf 
  efficiency. Gorag the Unstoppable falls to a tall blond elf 
  efficiency. Gorag the Unstoppable falls to a tall blond elf 
  wielding twin blades; his limp body splashes into a muddy 
  wielding twin blades; his limp body splashes into a muddy 
  wielding twin blades; his limp body splashes into a muddy 
  wielding twin blades; his limp body splashes into a muddy 
  puddle. Across the fray, other orcs spot you. They c
  puddle. Across the fray, other orcs spot you. They c
  puddle. Across the fray, other orcs spot you. They c
  puddle. Across the fray, other orcs spot you. They charge 
  harge 
  harge 
  harge 
  towards you, ready to kill.
  towards you, ready to kill.
  towards you, ready to kill.
  towards you, ready to kill.    
      
  The PCs have to fight Onnagok and some other orcs 
  while the elves are finishing off the others. PCs can pick 
  up any orcish equipment they wish for the fight; doing so 
  takes a partial action. If the fight lasts more than 6 rounds, 
  5 magic missiles slam into Onnagok, and another 5 target 
  the remaining orcs, courtesy of the elven wizards. 
   
  Tier 1 (EL 4)
  Tier 1 (EL 4)
  Tier 1 (EL 4)
  Tier 1 (EL 4)    
  Onnagok has sustained an arrow wound prior to 
  combating the heroes. 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: Medium Humanoid (5 ft. 6 in. 
  tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22 (currently 14); 
  Init +0; Spd 30 ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], 
  shortspear) or +1 ranged (1d8 [crit 19-20], light crossbow); 
  AL NE; SV Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0—cure minor wounds (x2), guidance; 
  1st—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
   
  Orcs 
  Orcs 
  Orcs 
  Orcs (3): Medium Humanoid (Orc) (5 ft. 8 in. tall); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor); Atks +2 melee (1d12+3 [crit x3], greataxe) or +0 
  ranged (1d6 [crit x3], short bow); AL CE; SV Fort +2, Ref 
  +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
   
  Skills:    Listen +4, Spot +3. Feats:    Alertness. 
   
  Tier
  Tier
  Tier
  Tier 2
   2 2
   2    
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: CR 2.5; Medium Humanoid (5 
  ft. 6 in. tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22; Init +0; 
  Spd 30 ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], 
  shortspear) or +1 ranged (1d8 [crit 19-20], light crossbow); 
  AL NE; SV Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0-lvl—cure minor wounds (x2), guidance; 
  1st-lvl—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
   
  Orcs 
  Orcs 
  Orcs 
  Orcs (5): Medium Humanoid (Orc) (5 ft. 8 in. tall); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor); Atks +2 melee (1d12+3 [crit x3], greataxe) or +0 
  ranged (1d6 [crit x3], short bow); AL CE; SV Fort +2, Ref 
  +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills:    Listen +4, Spot +3. Feats:    Alertness. 
   
  After the Combat (All Scenes)
  After the Combat (All Scenes)
  After the Combat (All Scenes)
  After the Combat (All Scenes)    
  Pick out one or two PCs that fought valiantly during the 
  combat. Then read the following to the players: 
   
  Your battle finished, you quickly survey the camp. No other 
  Your battle finished, you quickly survey the camp. No other 
  Your battle finished, you quickly survey the camp. No other 
  Your battle finished, you quickly survey the camp. No other 
  orcs r
  orcs r
  orcs r
  orcs remain alive; the mud is littered with their broken forms. 
  emain alive; the mud is littered with their broken forms. 
  emain alive; the mud is littered with their broken forms. 
  emain alive; the mud is littered with their broken forms. 
  The elves seem to have disappeared as well. Then, out of the 
  The elves seem to have disappeared as well. Then, out of the 
  The elves seem to have disappeared as well. Then, out of the 
  The elves seem to have disappeared as well. Then, out of the 
  corner of your eye, you spot the tall blond elf that slew Gorag. 
  corner of your eye, you spot the tall blond elf that slew Gorag. 
  corner of your eye, you spot the tall blond elf that slew Gorag. 
  corner of your eye, you spot the tall blond elf that slew Gorag. 
  He nods in your direction, and then melts into the forest. 
  He nods in your direction, and then melts into the forest. 
  He nods in your direction, and then melts into the forest. 
  He nods in your direction, and then melts into the forest.     
      
  A few momen
  A few momen
  A few momen
  A few moments later an arrow lands point down in the 
  ts later an arrow lands point down in the 
  ts later an arrow lands point down in the 
  ts later an arrow lands point down in the 
  ground near you. A small piece of parchment is attached to it.
  ground near you. A small piece of parchment is attached to it.
  ground near you. A small piece of parchment is attached to it.
  ground near you. A small piece of parchment is attached to it.    
      
  The parchment has a simple map, with an arrow pointing 
  in the direction of Ironstead. The PCs are not able to find 
  the elves after the battle; they have left as quickly as they 
  came. 
   
  Trestic, if still alive, insists on leaving as soon as 
  possible for Ironstead. He suggests the party find their 
  equipment (if they have not already done so), and depart. 
  He offers healing to any one in need. When the PCs have 
  searched the camp to their satisfaction, and are ready to 
  depart, go to Encounter 4.
  Encounter 4.
  Encounter 4.
  Encounter 4.    
      
  
   
  Deep in the Vesve… 
  Round 2 
  Page 32 
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  ••••    
  The weapons and armor of the orcs. There are 31 
  battered greataxes, 30 mistreated short bows, a 
  well-worn light crossbow, 300 arrows, 10 
  crossbow bolts, and 31 rancid suits of studded 
  leather armor. All of this equipment is only 
  worth 20% of Player's Handbook prices.    
  ••••    
  Gorag's equipment is in better shape. He has a 
  suit of orc-sized chainmail armor and a greataxe, 
  both of which can be sold for 50% of Player's 
  Handbook prices.    
  ••••    
  22 solars (gp) from Malekash.    
  ••••    
  Recognition of Cyrinith. This certificate is given to 
  valiant heroes. It is described in full in the 
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary.     
   
      
  Encounter 4: Ironstead at Last
  Encounter 4: Ironstead at Last
  Encounter 4: Ironstead at Last
  Encounter 4: Ironstead at Last    
  The journey to Ironstead will take about half a day on 
  foot, and will be uneventful. Feel free to summarize parts 
  of Encounter 4    if the players are running short on time. If 
  Trestic is deceased, the paladin's commander wants to 
  know the full story of his demise. He thanks the heroes 
  for doing all that they could, and offers to have the party 
  healed and cleaned up. Read the following as the PCs 
  approach Ironstead: 
   
  Through a part in the trees, you can see the large wooden 
  Through a part in the trees, you can see the large wooden 
  Through a part in the trees, you can see the large wooden 
  Through a part in the trees, you can see the large wooden 
  stockade known as Ironstead. The banner of Furyondy flies 
  stockade known as Ironstead. The banner of Furyondy flies 
  stockade known as Ironstead. The banner of Furyondy flies 
  stockade known as Ironstead. The banner of Furyondy flies 
  high from the towers, and even from
  high from the towers, and even from
  high from the towers, and even from
  high from the towers, and even from this distance you can see 
   this distance you can see 
   this distance you can see 
   this distance you can see 
  activity just outside the gates. Farmers tend to small plots, and 
  activity just outside the gates. Farmers tend to small plots, and 
  activity just outside the gates. Farmers tend to small plots, and 
  activity just outside the gates. Farmers tend to small plots, and 
  loggers go about the business of cutting down trees for 
  loggers go about the business of cutting down trees for 
  loggers go about the business of cutting down trees for 
  loggers go about the business of cutting down trees for 
  resources.
  resources.
  resources.
  resources.    
      
  You approach the gate guards, two staunch soldiers 
  You approach the gate guards, two staunch soldiers 
  You approach the gate guards, two staunch soldiers 
  You approach the gate guards, two staunch soldiers 
  dressed in chainmail armor with swords on th
  dressed in chainmail armor with swords on th
  dressed in chainmail armor with swords on th
  dressed in chainmail armor with swords on their hips and 
  eir hips and 
  eir hips and 
  eir hips and 
  pikes in their hands. A crisp salute is given as you approach, 
  pikes in their hands. A crisp salute is given as you approach, 
  pikes in their hands. A crisp salute is given as you approach, 
  pikes in their hands. A crisp salute is given as you approach, 
  and Trestic salutes back with his stump for a right hand. The 
  and Trestic salutes back with his stump for a right hand. The 
  and Trestic salutes back with his stump for a right hand. The 
  and Trestic salutes back with his stump for a right hand. The 
  guards turn white, and apologize profusely. Trestic consoles 
  guards turn white, and apologize profusely. Trestic consoles 
  guards turn white, and apologize profusely. Trestic consoles 
  guards turn white, and apologize profusely. Trestic consoles 
  them, and enters the forest garrison. 
  them, and enters the forest garrison. 
  them, and enters the forest garrison. 
  them, and enters the forest garrison.     
      
  As you walk throu
  As you walk throu
  As you walk throu
  As you walk through the fort, Trestic speaks to you. "I 
  gh the fort, Trestic speaks to you. "I 
  gh the fort, Trestic speaks to you. "I 
  gh the fort, Trestic speaks to you. "I 
  want to thank you for your bravery and selflessness. I would 
  want to thank you for your bravery and selflessness. I would 
  want to thank you for your bravery and selflessness. I would 
  want to thank you for your bravery and selflessness. I would 
  not have seen this place again, had I journeyed alone. If your 
  not have seen this place again, had I journeyed alone. If your 
  not have seen this place again, had I journeyed alone. If your 
  not have seen this place again, had I journeyed alone. If your 
  wounds require attention, the shrine to Heironeous is 
  wounds require attention, the shrine to Heironeous is 
  wounds require attention, the shrine to Heironeous is 
  wounds require attention, the shrine to Heironeous is 
  available. I know several clerics there
  available. I know several clerics there
  available. I know several clerics there
  available. I know several clerics there; I can arrange for 
  ; I can arrange for 
  ; I can arrange for 
  ; I can arrange for 
  healing. You may also stay at the King's Last Barrel, a very 
  healing. You may also stay at the King's Last Barrel, a very 
  healing. You may also stay at the King's Last Barrel, a very 
  healing. You may also stay at the King's Last Barrel, a very 
  fine inn here in town. I'll make sure your expenses there are 
  fine inn here in town. I'll make sure your expenses there are 
  fine inn here in town. I'll make sure your expenses there are 
  fine inn here in town. I'll make sure your expenses there are 
  covered. 
  covered. 
  covered. 
  covered.     
      
  Lastly, I know not how to express my gratitude to you. 
  Lastly, I know not how to express my gratitude to you. 
  Lastly, I know not how to express my gratitude to you. 
  Lastly, I know not how to express my gratitude to you. 
  Our ordeal has been great. Consider it a small 
  Our ordeal has been great. Consider it a small 
  Our ordeal has been great. Consider it a small 
  Our ordeal has been great. Consider it a small token of my 
  token of my 
  token of my 
  token of my 
  gratefulness if you would take my magical potion. It carries 
  gratefulness if you would take my magical potion. It carries 
  gratefulness if you would take my magical potion. It carries 
  gratefulness if you would take my magical potion. It carries 
  my touch. In addition, if you have need of me again, I will do 
  my touch. In addition, if you have need of me again, I will do 
  my touch. In addition, if you have need of me again, I will do 
  my touch. In addition, if you have need of me again, I will do 
  my best to aid you. Once again, you have done a great thing, 
  my best to aid you. Once again, you have done a great thing, 
  my best to aid you. Once again, you have done a great thing, 
  my best to aid you. Once again, you have done a great thing, 
  and I will not let those I speak with forget it. I must lea
  and I will not let those I speak with forget it. I must lea
  and I will not let those I speak with forget it. I must lea
  and I will not let those I speak with forget it. I must leave 
  ve 
  ve 
  ve 
  now, to report in to my commander. May your swords be 
  now, to report in to my commander. May your swords be 
  now, to report in to my commander. May your swords be 
  now, to report in to my commander. May your swords be 
  always sharp, and your wits ever more so."
  always sharp, and your wits ever more so."
  always sharp, and your wits ever more so."
  always sharp, and your wits ever more so."    
   
  If the PCs ask where Jillistan is, Trestic tells them where 
  he lives. He then departs. The heroes are free to rest here 
  as long as they wish. When they are ready to meet with 
  Jillistan, proceed with the next scene. 
   
  Ironstead
  Ironstead
  Ironstead
  Ironstead    
  Ironstead is a stockade village, with approximately 250 
  inhabitants. Most of those here are part of either the 
  Furyondyian army, or woodsmen militia levied from the 
  surrounding area. Helmend Fannen commands the 
  garrison here, and is a Vesve native. The village serves as a 
  forward listening post for Belvor IV, ruler of Furyondy. It 
  also serves as a small cache of equipment for the 
  woodsmen in the area to use in their fight against evil 
  humanoids and Iuz's forces. 
   
  Jillistan
  Jillistan
  Jillistan
  Jillistan    
  Jillistan's home is a simple one
  Jillistan's home is a simple one
  Jillistan's home is a simple one
  Jillistan's home is a simple one----story structure, made of wood 
  story structure, made of wood 
  story structure, made of wood 
  story structure, made of wood 
  and stone. You approach the front door, and as you are about 
  and stone. You approach the front door, and as you are about 
  and stone. You approach the front door, and as you are about 
  and stone. You approach the front door, and as you are about 
  to knock, the door swings open! "Come on in!" a voice shouts 
  to knock, the door swings open! "Come on in!" a voice shouts 
  to knock, the door swings open! "Come on in!" a voice shouts 
  to knock, the door swings open! "Come on in!" a voice shouts 
  from inside.
  from inside.
  from inside.
  from inside.    
      
  A tall elven man wal
  A tall elven man wal
  A tall elven man wal
  A tall elven man walks up to you, and motions for you to 
  ks up to you, and motions for you to 
  ks up to you, and motions for you to 
  ks up to you, and motions for you to 
  sit in the common room. "It is good to see you. I was 
  sit in the common room. "It is good to see you. I was 
  sit in the common room. "It is good to see you. I was 
  sit in the common room. "It is good to see you. I was 
  beginning to get a bit worried. I am Jillistan, friend and 
  beginning to get a bit worried. I am Jillistan, friend and 
  beginning to get a bit worried. I am Jillistan, friend and 
  beginning to get a bit worried. I am Jillistan, friend and 
  colleague to Everain. I understand you have something for 
  colleague to Everain. I understand you have something for 
  colleague to Everain. I understand you have something for 
  colleague to Everain. I understand you have something for 
  me?"
  me?"
  me?"
  me?"    
   
  If the PCs give him the mirror, he is overjoyed. Jillistan 
  explains that it is so difficult to find such quality items out 
  here in the wilderness. As he talks to them, he writes out 
  a confirmation letter to Everain. PCs that attempt to 
  explain their plight in getting the mirror to him get only 
  as much concern as is polite. He keeps the heroes here for 
  only a few minutes, thanks them, and then tells them he 
  must get back to his research. 
   
  Jillistan, male high elven Wiz(Diviner)8:
  Jillistan, male high elven Wiz(Diviner)8:
  Jillistan, male high elven Wiz(Diviner)8:
  Jillistan, male high elven Wiz(Diviner)8: Medium 
  Humanoid (6 ft. tall); HD 8d4; hp 25; Init +3 (Dex); Spd 
  30 ft.; AC 13 (+3 Dex); Atks +4 melee (1d6, quarterstaff) or 
  +7 ranged (1d8 [crit 19-20], light crossbow); SA Wiz 
  spells; SD Wiz spells; AL N; SV Fort +2, Ref +5, Will +7. 
      
  Str 10, Dex 16, Con 10, Int 16, Wis 12, Cha 10. 
   
      
  Skills:  
      
    Alchemy +3, Bluff +3, Concentration +8, 
  Knowledge (arcana) +8, Listen +2, Scry +14, Sense Motive 
  +4, Speak Common, Speak Draconic, Speak Elven, Speak 
  Old Oeridian, Speak Sylvan, Spellcraft +12, Spot +3. Feats:    
  Enlarge 
  Spell, Scribe Scroll, Silent Spell, Spell 
  Penetration, Still Spell. 
   
  Possessions: Quarterstaff, light crossbow with 8 bolts, 
  green robes, ring of feather falling, and a wand of detect magic.  
   
  Spells (5/5/4/4/3): 0-lvl—detect poison, detect magic, 
  mage hand, open/close, read magic; 1st-lvl—alarm, comprehend 
  languages, identify, Tenser's floating disc, unseen servant; 2nd-
  lvl—detect thoughts, locate object, misdirection, see invisibility; 
  3rd-lvl—clairaudience/clairvoyance, dispel magic, nondetection, 
  secret page; 4th-lvl—detect scrying, scrying. 
   
  Personality Traits:    Uncaring, focused, easily irritated, 
  perceptive. 
   
  
   
  Deep in the Vesve… 
  Round 2 
  Page 33 
  Jillistan Again?
  Jillistan Again?
  Jillistan Again?
  Jillistan Again?    
  If a shady hero has the note from Rythen, this is the man 
  the PC needs to see. Let the PC come up with a way of 
  getting the note to Jillistan. The character may wish to set 
  up a meeting later, or just slip him the note with the other 
  PCs around. Whatever the case, read the shady PC the 
  following after giving Jillistan the note: 
   
  Jillistan takes the note from your hands, and smiles. He 
  Jillistan takes the note from your hands, and smiles. He 
  Jillistan takes the note from your hands, and smiles. He 
  Jillistan takes the note from your hands, and smiles. He 
  mutters a few words, and casts a spell upon the parchment. 
  mutters a few words, and casts a spell upon the parchment. 
  mutters a few words, and casts a spell upon the parchment. 
  mutters a few words, and casts a spell upon the parchment.     
      
  Jillistan is casting a detect magic cantrip to determine if the 
  seal is still magicked. If the seal is unbroken, the elf 
  smiles and congratulates the hero on a job well done. 
   
  If the seal is broken, Jillistan shakes his head, and 
  shows the hero the door. He remarks that sometimes it is 
  better to trust matters to professionals. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  • 
  Potion of cure moderate wounds, from Trestic. 
  • 
  Legendary Deed: Surviving the orc camp and 
  returning Trestic to Ironstead. Each hero receives 
  this certificate. It is described fully in the 
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary at the end of the scenario. 
  • 
  Recognition of Rythen. This certificate is given to 
  the shady PC that successfully completes the 
  assignment. It is detailed fully in the Treasure 
  Treasure 
  Treasure 
  Treasure 
  Summary. 
  Summary. 
  Summary. 
  Summary.  
   
   
  Encounter 5: Back to Nature
  Encounter 5: Back to Nature
  Encounter 5: Back to Nature
  Encounter 5: Back to Nature    
  Eventually, the PCs depart Ironstead and make the 
  journey back to Highfolk. If they wish, the heroes may 
  stop back at Engert's home along the way. He is grateful 
  the characters are safe and he offers them his home for 
  the evening. Engert listens to the characters' stories of 
  their ordeal, empathizing with their plight. As the heroes 
  continue along the Southwoods Way, they come upon 
  Ehlenestra's grove again. Read the following to the 
  players: 
   
  You pass the serene area where nature once talked to you. At 
  You pass the serene area where nature once talked to you. At 
  You pass the serene area where nature once talked to you. At 
  You pass the serene area where nature once talked to you. At 
  once, you notice 
  once, you notice 
  once, you notice 
  once, you notice that the glade is missing the wooden pillar! 
  that the glade is missing the wooden pillar! 
  that the glade is missing the wooden pillar! 
  that the glade is missing the wooden pillar! 
  The animals in the area scurry at your approach. Something is 
  The animals in the area scurry at your approach. Something is 
  The animals in the area scurry at your approach. Something is 
  The animals in the area scurry at your approach. Something is 
  clearly amiss.
  clearly amiss.
  clearly amiss.
  clearly amiss.    
      
  If the heroes search the glade, they are able to find the 
  upturned earth where the pillar once was. No tracks can 
  be found of the thieves. The glade now has "returned to 
  normal". However, a careful Search check (DC 23) turns 
  up a sprig of mistletoe.  
   
  The characters can make whatever assumptions they 
  wish, but there is nothing more that can be done here. If a 
  PC casts speak with animals, they can determine (from a 
  squirrel) that friendly men with nuts came here. They 
  took away the strange tree.  
   
  What has occurred here? A small cabal of druids of 
  Obad-Hai removed the obelisk (and left via pass without 
  trace). It was an affront to the natural order of things, and 
  it was consecrated to an aspect of Ehlonna. The group has 
  sworn that this is the last time the Ehlonnans will corrupt 
  their forest. They do not appear in this scenario, and the 
  PCs should get none of the above background 
  information.  
   
  The heroes may stay here as long as they wish. If they 
  linger, and there is time left in the event, proceed to 
  Encounter 6. Otherwise, head to the Conclusion.     
   
   
  Encounter 6: Stirge Attack!
  Encounter 6: Stirge Attack!
  Encounter 6: Stirge Attack!
  Encounter 6: Stirge Attack!    
  This encounter is optional. Use this scene if there is still 
  time in the event. It may be run at any time after the PCs 
  leave Ironstead. It should be used on a rested and healed 
  party. Have the heroes make Listen checks (DC 13); if 
  everyone in the party fails, they are caught flat-footed 
  (unless a PC possesses the Uncanny Dodge ability). Read 
  the following: 
   
  You hear the flapping of wings coming from above. Looking to 
  You hear the flapping of wings coming from above. Looking to 
  You hear the flapping of wings coming from above. Looking to 
  You hear the flapping of wings coming from above. Looking to 
  the sky, you see several bat
  the sky, you see several bat
  the sky, you see several bat
  the sky, you see several bat----winged creatures with needlelike 
  winged creatures with needlelike 
  winged creatures with needlelike 
  winged creatures with needlelike 
  snouts. The little monsters descend down upon you!
  snouts. The little monsters descend down upon you!
  snouts. The little monsters descend down upon you!
  snouts. The little monsters descend down upon you!    
      
  These are stirges. They are hungry for blood; specifically, 
  the heroes' blood. The creatures attempt to attach 
  themselves to PCs, and drain them of their blood. Once 
  each stirge has dealt 4 points of Con damage, it is sated 
  and flies off. 
   
  Tier 1 (EL 4)
  Tier 1 (EL 4)
  Tier 1 (EL 4)
  Tier 1 (EL 4)    
  Stirges 
  Stirges 
  Stirges 
  Stirges (6): Tiny Beast (1 ft. long); HD 1d10; hp 5 (each); 
  Init +4 (Dex); Spd 10 ft., fly 40 ft.; AC 16 (+2 size, +4 Dex); 
  Atks +6 touch (1d3 (crit 20/x2), proboscis); Face/Reach 
  2.5' by 2.5' ft./0 ft.; SA attach, blood drain; AL N; SV Fort 
  +2, Ref +6, Will +1. 
      
  Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. 
   
      
  Skills:    Hide +14. Feats:    Weapon Finesse (natural 
  weapon).  
   
  Special Abilities: Attach: 
  Attach: 
  Attach: 
  Attach: If a stirge hits with a touch 
  attack, it uses its eight pincers to latch onto the 
  opponent's body. An attached stirge has an AC of 12. This 
  is an exceptional ability. Blood Drain: 
   Blood Drain: 
   Blood Drain: 
   Blood Drain: A stirge drains 
  blood, dealing 1d4 points of Con damage each round it 
  remains attached. Once it has dealt 4 points of Con 
  damage, it detaches and flies off to digest the meal. 
   
  Tier 2 
  Tier 2 
  Tier 2 
  Tier 2     
  Stirges 
  Stirges 
  Stirges 
  Stirges (12): Tiny Beast (1 ft. long); HD 1d10; hp 5 (each); 
  Init +4 (Dex); Spd 10 ft., fly 40 ft.; AC 16 (+2 size, +4 Dex); 
  Atks +6 touch (1d3 [crit 20/x2], proboscis); Face/Reach 
  2.5' by 2.5' ft./0 ft.; SA attach, blood drain; AL N; SV Fort 
  +2, Ref +6, Will +1. 
      
  Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. 
   
      
  Skills:    Hide +14. Feats:    Weapon Finesse (natural 
  weapon).  
   
  Special Abilities: Attach—if a stirge hits with a touch 
  attack, it uses its eight pincers to latch onto the 
  opponent's body. An attached stirge has an AC of 12. This 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 34 
  is an exceptional ability; Blood Drain—a stirge drains 
  blood, dealing 1d4 points of Con damage each round it 
  remains attached. Once it has dealt 4 points of Con 
  damage, it detaches and flies off to digest the meal. 
   
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  Finally, the heroes return home to Highfolk. A few 
  people need to be met for payment, and then the 
  characters can enjoy some well-earned rest. 
   
  Welna Ulthbeech
  Welna Ulthbeech
  Welna Ulthbeech
  Welna Ulthbeech    
  At the Council Hall, Welna can be summoned soon after 
  the PC's arrival. If Trestic was successfully returned to 
  Ironstead, read the following: 
   
  Welna approaches the steps of Council Hall bearing a small 
  Welna approaches the steps of Council Hall bearing a small 
  Welna approaches the steps of Council Hall bearing a small 
  Welna approaches the steps of Council Hall bearing a small 
  sack, most likely filled with your payment. "Thank you for 
  sack, most likely filled with your payment. "Thank you for 
  sack, most likely filled with your payment. "Thank you for 
  sack, most likely filled with your payment. "Thank you for 
  bringing Trestic back to Ironstead. I know that many here 
  bringing Trestic back to Ironstead. I know that many here 
  bringing Trestic back to Ironstead. I know that many here 
  bringing Trestic back to Ironstead. I know that many here 
  appreciate the effort you've put forth in ensuring his safety." 
  appreciate the effort you've put forth in ensuring his safety." 
  appreciate the effort you've put forth in ensuring his safety." 
  appreciate the effort you've put forth in ensuring his safety." 
  She strains t
  She strains t
  She strains t
  She strains to hold up the bag she carries. "Here is your 
  o hold up the bag she carries. "Here is your 
  o hold up the bag she carries. "Here is your 
  o hold up the bag she carries. "Here is your 
  payment, as promised. The Highfolk Town Council thanks 
  payment, as promised. The Highfolk Town Council thanks 
  payment, as promised. The Highfolk Town Council thanks 
  payment, as promised. The Highfolk Town Council thanks 
  you as well."
  you as well."
  you as well."
  you as well."    
      
  PCs may wish to explain the entirety of their ordeal. 
  Welna listens, and after the story is told, is taken aback by 
  the extent of their perseverance. She commends the 
  characters as heroes, and promises to let the council know 
  of their plight. 
   
  If Trestic died during the course of the scenario read 
  the following: 
   
  Welna approaches the steps of Council Hall, with a look of 
  Welna approaches the steps of Council Hall, with a look of 
  Welna approaches the steps of Council Hall, with a look of 
  Welna approaches the steps of Council Hall, with a look of 
  disappointment on her f
  disappointment on her f
  disappointment on her f
  disappointment on her face. "I am sorry that you could not 
  ace. "I am sorry that you could not 
  ace. "I am sorry that you could not 
  ace. "I am sorry that you could not 
  complete the mission. It must have been truly dangerous to 
  complete the mission. It must have been truly dangerous to 
  complete the mission. It must have been truly dangerous to 
  complete the mission. It must have been truly dangerous to 
  lose someone as competent in battle as Sir Trestic. Please, tell 
  lose someone as competent in battle as Sir Trestic. Please, tell 
  lose someone as competent in battle as Sir Trestic. Please, tell 
  lose someone as competent in battle as Sir Trestic. Please, tell 
  me of his demise, so that I may inform the council."
  me of his demise, so that I may inform the council."
  me of his demise, so that I may inform the council."
  me of his demise, so that I may inform the council."    
      
  The PCs may then relate their story. Welna is saddened 
  by it all, and tells the characters it was her fault to send 
  those not prepared for the journey. She departs, vowing 
  to be more selective with adventurers in the future. 
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  ••••    
  50 solars (gp) each for those who brought Trestic 
  back to Ironstead.    
  ••••    
  1 fame point in Highfolk Town Government for 
  successful completion of the mission.    
  ••••    
  1 influence point in Highfolk Town Council for 
  successful completion of the mission.     
  ••••    
  1 additional influence point in Highfolk Town 
  Council if the PCs relay their story to Welna. 
  This can be earned even if the PCs failed in their 
  mission.     
   
  Everain the Intrepid
  Everain the Intrepid
  Everain the Intrepid
  Everain the Intrepid    
  Everain, a regular at the Vesve's Tankard, shows up at 
  dusk. He brings a purse filled with golden solars to give to 
  the heroes as payment. Once the heroes give him the 
  confirmation letter, continue with the following: 
   
  "A round of drinks for my friends!" Everain tells the barmaid, 
  "A round of drinks for my friends!" Everain tells the barmaid, 
  "A round of drinks for my friends!" Everain tells the barmaid, 
  "A round of drinks for my friends!" Everain tells the barmaid, 
  as he turns to you and smiles. "Thank you again for taking the 
  as he turns to you and smiles. "Thank you again for taking the 
  as he turns to you and smiles. "Thank you again for taking the 
  as he turns to you and smiles. "Thank you again for taking the 
  mirror to Jillistan. Is he well? It has been quite some time 
  mirror to Jillistan. Is he well? It has been quite some time 
  mirror to Jillistan. Is he well? It has been quite some time 
  mirror to Jillistan. Is he well? It has been quite some time 
  since I la
  since I la
  since I la
  since I last saw him. 
  st saw him. 
  st saw him. 
  st saw him.     
      
  If you have the time, why don't you just relax, and tell 
  If you have the time, why don't you just relax, and tell 
  If you have the time, why don't you just relax, and tell 
  If you have the time, why don't you just relax, and tell 
  me the tale of your travels. I'm sure you met some interesting 
  me the tale of your travels. I'm sure you met some interesting 
  me the tale of your travels. I'm sure you met some interesting 
  me the tale of your travels. I'm sure you met some interesting 
  folks, and saw some interesting things."
  folks, and saw some interesting things."
  folks, and saw some interesting things."
  folks, and saw some interesting things."    
   
  PCs may relate their adventure to Everain, who is excited 
  to hear of their adventure. He hangs on the words of the 
  characters, and is truly impressed with their deeds. He 
  also makes good on his promise to wizards, and allows 
  them to study from his tome to learn a new spell. 
   
  If the heroes did not deliver the mirror safely, then 
  Everain does not show. A note is left for the characters, 
  explaining that he has other engagements to attend to.  
   
  Treasure:
  Treasure:
  Treasure:
  Treasure:    
  ••••    
  25 solars (gp) for each non-wizard for successful 
  delivery of the mirror.     
  ••••    
  A spell from Everain's tome for wizard PCs. The 
  PC may choose from expeditious retreat, true strike 
  or knock (if of high enough level to cast knock by 
  the end of the event).    
   
  Rythen
  Rythen
  Rythen
  Rythen    
  The shady PC is unable to locate or contact Rythen after 
  returning to Highfolk. A successful Gather Information 
  check at DC 18 reveals that Rythen was a newcomer to 
  Highfolk, hailing from somewhere south (some say the 
  Shield Lands). He left about a week ago, for parts 
  unknown. 
   
  Ending
  Ending
  Ending
  Ending    
  Your trek through the Vesve was long, arduous, and 
  Your trek through the Vesve was long, arduous, and 
  Your trek through the Vesve was long, arduous, and 
  Your trek through the Vesve was long, arduous, and 
  punishing. The orc camp has left each of you with scars
  punishing. The orc camp has left each of you with scars
  punishing. The orc camp has left each of you with scars
  punishing. The orc camp has left each of you with scars, both 
  , both 
  , both 
  , both 
  physical and emotional. It is your hope that one day, you can 
  physical and emotional. It is your hope that one day, you can 
  physical and emotional. It is your hope that one day, you can 
  physical and emotional. It is your hope that one day, you can 
  walk amongst the trees of that great wood without the stench 
  walk amongst the trees of that great wood without the stench 
  walk amongst the trees of that great wood without the stench 
  walk amongst the trees of that great wood without the stench 
  of the foul orcs lingering in the air. Perhaps soon, you can take 
  of the foul orcs lingering in the air. Perhaps soon, you can take 
  of the foul orcs lingering in the air. Perhaps soon, you can take 
  of the foul orcs lingering in the air. Perhaps soon, you can take 
  the battle to them, and return upon the orcs tenfold what 
  the battle to them, and return upon the orcs tenfold what 
  the battle to them, and return upon the orcs tenfold what 
  the battle to them, and return upon the orcs tenfold what 
  pu
  pu
  pu
  punishment they inflict daily upon the good people of the 
  nishment they inflict daily upon the good people of the 
  nishment they inflict daily upon the good people of the 
  nishment they inflict daily upon the good people of the 
  Vesve.
  Vesve.
  Vesve.
  Vesve.    
      
  The letter you found in Gorag's tent seems to suggest that 
  The letter you found in Gorag's tent seems to suggest that 
  The letter you found in Gorag's tent seems to suggest that 
  The letter you found in Gorag's tent seems to suggest that 
  there is more here than a smart band of orcs. This force, this 
  there is more here than a smart band of orcs. This force, this 
  there is more here than a smart band of orcs. This force, this 
  there is more here than a smart band of orcs. This force, this 
  F.M.A., must be organizing things on a grander scale. To 
  F.M.A., must be organizing things on a grander scale. To 
  F.M.A., must be organizing things on a grander scale. To 
  F.M.A., must be organizing things on a grander scale. To 
  what end? You
  what end? You
  what end? You
  what end? Your thoughts on the matter suggest that this may 
  r thoughts on the matter suggest that this may 
  r thoughts on the matter suggest that this may 
  r thoughts on the matter suggest that this may 
  only be the first cloud of a gathering storm. Whatever the case 
  only be the first cloud of a gathering storm. Whatever the case 
  only be the first cloud of a gathering storm. Whatever the case 
  only be the first cloud of a gathering storm. Whatever the case 
  a mystery remains to be solved which, if not unraveled, could 
  a mystery remains to be solved which, if not unraveled, could 
  a mystery remains to be solved which, if not unraveled, could 
  a mystery remains to be solved which, if not unraveled, could 
  have consequences far beyond simple orc raids. 
  have consequences far beyond simple orc raids. 
  have consequences far beyond simple orc raids. 
  have consequences far beyond simple orc raids.     
   
  The End
  The End
  The End
  The End    
   
   
  
   
  Deep in the Vesve… 
  Round 2 
  Page 35 
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary
  Experience Point Summary    
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  discretionary 
  roleplaying 
  experience 
  award. 
  The 
  roleplaying award should be given for consistent 
  character portrayal and contribution to the fun of the 
  game. You can award different roleplaying amounts to 
  different characters. 
   
  Award the total value (objectives plus roleplaying) to 
  each character. 
   
  Encounter 1
  Encounter 1
  Encounter 1
  Encounter 1    
  Helping free imprisoned PCs (PCs that begin 
  (PCs that begin 
  (PCs that begin 
  (PCs that begin 
  the round free)
  the round free)
  the round free)
  the round free)    
  50 xp 
   
  -or- 
  Escaping before being tortured 
  50 xp 
   
  -or- 
  Refusing to give Malekash information 
  25 xp 
   
  -or- 
  Refusing to give Malekash information (half
  (half
  (half
  (half----orc 
  orc 
  orc 
  orc 
  PCs only)
  PCs only)
  PCs only)
  PCs only)    
  50 xp 
   
  Encounter 2
  Encounter 2
  Encounter 2
  Encounter 2    
  Fighting in the pit (one PC only)
  (one PC only)
  (one PC only)
  (one PC only) 
  25 xp 
   
  -or- 
  Winning the fight (one PC only)
  (one PC only)
  (one PC only)
  (one PC only) 
  75 xp 
   
  Encounter 3
  Encounter 3
  Encounter 3
  Encounter 3    
  Defeating the orcs 
  100 xp 
   
  Miscellaneous Orc Camp XP
  Miscellaneous Orc Camp XP
  Miscellaneous Orc Camp XP
  Miscellaneous Orc Camp XP    
  Finding the note from F.M.A. 
  25 xp 
  Avoiding the traps 
  25 xp 
  Surviving the camp 
  50 xp 
   
  Encounter 4
  Encounter 4
  Encounter 4
  Encounter 4    
  Returning Trestic to Ironstead 
  75 xp 
   
  Encounter 5
  Encounter 5
  Encounter 5
  Encounter 5    
  Finding the mistletoe 
  25 xp 
   
  -or- 
  Speaking with the animals 
  25 xp 
   
  Encounter 6
  Encounter 6
  Encounter 6
  Encounter 6    
  Defeating the stirges 
  75 xp 
   
  Maximum possible XP award:
  Maximum possible XP award:
  Maximum possible XP award:
  Maximum possible XP award:    
  500 xp
  500 xp
  500 xp
  500 xp    
   
   
  Treasure Summary
  Treasure Summary
  Treasure Summary
  Treasure Summary    
  Player characters may keep items from the scenario that 
  are listed on the treasure list below or which meet the 
  following conditions:  
   
  1. 
  The item must be non-magical and specifically listed 
  in the text of the adventure (e.g armor on foes). If it 
  is not listed in the text, the characters cannot keep it. 
  Items of this nature can be sold for 50% of book 
  value, or recorded on a log sheet.  
  2. 
  Animals, followers, monsters, henchmen, and so 
  forth (any living being, basically) may not be kept 
  from a scenario for any reason unless the treasure 
  summary lists the being specifically. It is okay for the 
  player characters to form relationships with NPCs, 
  but these will not be certed and cannot bring 
  material benefit to the character. Contacts (sources of 
  extra information) must be specifically certed. 
  3. 
  Theft is against the law, but may be practiced by 
  some player characters. Items which are worth more 
  than 250 gp that are of personal significance to the 
  owner (including family heirlooms), and all magical 
  items, will be discovered in the possession of the 
  character by one means or another. The character 
  must return the item and pay a fine equal to three 
  times the value of the item stolen. In addition, the 
  PC caught receives campaign-decided penalties for 
  being known as a thief, such as Infamy. For other 
  stolen items which meet the criteria in #1 above, use 
  your judgment and the circumstances within the 
  game to determine whether a PC thief gets away with 
  the theft or not.  
   
  Any item retained according to these rules, which does 
  not have a certificate, will not ever have a certificate 
  issued for it.  
   
  The campaign staff reserves the right to take away 
  any item or gold acquired for things it later finds 
  unreasonable but which were allowed at the time. 
   
  Player's Introduction
  Player's Introduction
  Player's Introduction
  Player's Introduction    
  • 
  Oil of timelessness (2 lb., oil inside a leather flask, 150 
  gp): The oil inside the flask smells awful. 
  • 
  Karoka Root Extract (1 lb., green liquid inside a clay 
  jar, 50 gp):    The jar is only 1/3 full. This is karoka root 
  extract, a potent sleep poison used by some 
  humanoid tribes in the Vesve. It is an injury poison, 
  requiring a Fort save DC 13 or immediate 
  unconsciousness for 1 hour. There is enough to coat 
  2 tiny weapons, or 1 small one. The liquid must be 
  used all at once. This poison spoils (void the 
  certificate) 6 calendar months from the date the 
  certificate was issued. 
  • 
  Karoka Root Extract (1 lb., green liquid inside a clay 
  jar, 50 gp):    The jar is only 1/3 full. This is karoka root 
  extract, a potent sleep poison used by some 
  humanoid tribes in the Vesve. It is an injury poison, 
  requiring a Fort save DC 13 or immediate 
  unconsciousness for 1 hour. There is enough to coat 
  2 tiny weapons, or 1 small one. The liquid must be 
  used all at once. This poison spoils (void the 
  certificate) 6 calendar months from the date the 
  certificate was issued.  
   
  Encounter 2
  Encounter 2
  Encounter 2
  Encounter 2    
  • 
  Legendary Deed (20%): Defeating Malekash, Pain-bringer 
  of Izlen, in a one-on-one pit combat.    You have defeated a 
  much feared and reviled orc torturer in a hand-to-
  
   
  Deep in the Vesve… 
  Round 2 
  Page 36 
  hand pit combat. The garrison at Ironstead has heard 
  of your prowess and courage, and from this day 
  forward, your food, drink, and lodging are free at the 
  King's Last Barrel (an inn in Ironstead). In addition, 
  should you use the recognition of the deed (which 
  lasts for one adventure), you and your companions 
  receive free food and rooms at all inns in the 
  Highfolk region. Note that free lodging and board 
  ends when the recognition from this deed is used. 
  This certificate is not tradable. (Additional signature 
  block on certificate for when the recognition has 
  been used).  
   
  Encounter 3
  Encounter 3
  Encounter 3
  Encounter 3    
  • 
  Recognition of Cyrinith, elven warrior.    At Gorag's camp, 
  you fought bravely against overwhelming odds. 
  Cyrinith has taken notice of your deed. This 
  certificate is not tradable. 
   
  Encounter 4
  Encounter 4
  Encounter 4
  Encounter 4    
  • 
  Potion of cure moderate wounds (1 lb., liquid in metal 
  flask, 300 gp):    When consumed, this potion heals 
  2d8+3 points of damage. This potion spoils (void the 
  certificate) one calendar year from the date in which 
  it was issued.  
  • 
  Legendary Deed (10%): Surviving as prisoners in an orc 
  camp, and returning Sir Trestic Hilltottern to Ironstead.    
  You have survived in a hideous environment as a 
  prisoner of orcs, a fate that few could bear. After 
  leaving the camp, you returned Sir Trestic 
  Hilltottern, a paladin and officer in the Furyondyian 
  army, back to his garrison at Ironstead. Trestic has 
  informed everyone of the ordeal you shared with 
  him, and he has vowed to help you at some point in 
  the future. If you use the recognition of this deed 
  (which lasts for one adventure), Trestic will aid you 
  in one scene sometime during a Highfolk regional 
  adventure. The manner and timeliness of his aid are 
  to be determined by the judge at the table. 
   
  Sir Trestic Hilltottern, human 
  Sir Trestic Hilltottern, human 
  Sir Trestic Hilltottern, human 
  Sir Trestic Hilltottern, human male Pal3 
  male Pal3 
  male Pal3 
  male Pal3 
  (Heironeous): 
  (Heironeous): 
  (Heironeous): 
  (Heironeous): Medium humanoid (6 ft. 4 in. tall); 
  HD 3d10+6; hp 31 (+3 Toughness); Init +0; Spd 20 ft.; 
  AC 20 (+8 full plate, +2 large steel shield); Atks +6 
  melee (1d8+2 [crit 19-20], longsword), +5 melee 
  (1d4+2 [crit 19-20], dagger), or +5 melee (1d8+2 [crit 
  x3], battleaxe); SA Power Attack, Pal smite evil, turn 
  undead; SD Pal lay on hands (6 hp/day), aura of 
  courage, remove disease; AL LG; SV Fort +7, Ref +3, 
  Will +5. 
   
  Str 14, Dex 10, Con 14, Int 10, Wis 14, Cha 14. 
   
  Skills:    Diplomacy +4, Handle Animal +5, Heal 
  +6, Knowledge (Furyondy) +2, Ride +5, Speak 
  Common. Feats:    Power Attack, Toughness, Weapon 
  Focus (longsword). 
   
  Possessions: Full plate armor, large steel shield, 
  longsword, dagger, battleaxe, flint and steel, lantern, 
  4 flasks of oil, rope. 
   
  Personality 
  Traits:    
  Bold, 
  driven, 
  noble, 
  overconfident.  
   
  This certificate is not tradable. (Additional 
  signature block on the certificate signifies when the 
  recognition is used).  
   
  Conclusion
  Conclusion
  Conclusion
  Conclusion    
  • 
  Recognition of Rythen.    You have completed a mission 
  for Rythen, and he has taken notice of your 
  trustworthiness. This certificate is not tradable. 
  • 
  Up to 2 Influence Points in Highfolk Town Council. 
  • 
  1 spell of the wizard's choice from the following list: 
  expeditious retreat, true strike, or (if high enough level 
  to cast) knock. The spell is only given for successful 
  completion of Everain's task, and is given out to all 
  wizards if they so wish. The wizard receiving the 
  spell must add the spell to their spellbook, using 1 
  time unit. 
  • 
  50 solars (gp) for escorting Trestic safely to Ironstead. 
  • 
  25 solars (gp) for non-wizards that completed 
  Everain's delivery. 
  • 
  Money at the orc camp: 10 solars (gp), 6 great lunars 
  (ep), 145 small lunars (sp), and 59 wheats (cp). 
  Value of gear at the orc camp: 619 solars (gp), maximum 
  (if everything is taken and sold). 
   
   
  
   
  Deep in the Vesve… 
  Round 2 
  Page 37 
  Handout 1
  Handout 1
  Handout 1
  Handout 1    
   
  The following note is written in orcish, on a parchment that seems to be made of some sort of 
  The following note is written in orcish, on a parchment that seems to be made of some sort of 
  The following note is written in orcish, on a parchment that seems to be made of some sort of 
  The following note is written in orcish, on a parchment that seems to be made of some sort of 
  skin.
  skin.
  skin.
  skin.    
      
  Gorag,
  Gorag,
  Gorag,
  Gorag,    
  Take your band south. Find a 
  Take your band south. Find a 
  Take your band south. Find a 
  Take your band south. Find a 
  position in the forest near 
  position in the forest near 
  position in the forest near 
  position in the forest near 
  Ironstead, the human's 
  Ironstead, the human's 
  Ironstead, the human's 
  Ironstead, the human's 
  outpost. Let the ignorant 
  outpost. Let the ignorant 
  outpost. Let the ignorant 
  outpost. Let the ignorant 
  f
  f
  f
  fools in Highfolk and 
  ools in Highfolk and 
  ools in Highfolk and 
  ools in Highfolk and 
  Flameflower think you are 
  Flameflower think you are 
  Flameflower think you are 
  Flameflower think you are 
  there as raiders.
  there as raiders.
  there as raiders.
  there as raiders.    
      I am giving you Malekash, a 
  I am giving you Malekash, a 
  I am giving you Malekash, a 
  I am giving you Malekash, a 
  skillful torturer. He can aid 
  skillful torturer. He can aid 
  skillful torturer. He can aid 
  skillful torturer. He can aid 
  you in your true mission. Find 
  you in your true mission. Find 
  you in your true mission. Find 
  you in your true mission. Find 
  out all you can about Fort 
  out all you can about Fort 
  out all you can about Fort 
  out all you can about Fort 
  Ironstead. I need troop 
  Ironstead. I need troop 
  Ironstead. I need troop 
  Ironstead. I need troop 
  composition, guard shifts, 
  composition, guard shifts, 
  composition, guard shifts, 
  composition, guard shifts, 
  defenses, and any other
  defenses, and any other
  defenses, and any other
  defenses, and any other    
  information regarding 
  information regarding 
  information regarding 
  information regarding 
  security. Find those that may 
  security. Find those that may 
  security. Find those that may 
  security. Find those that may 
  know information: soldiers, 
  know information: soldiers, 
  know information: soldiers, 
  know information: soldiers, 
  adventurers, Knights, etc. 
  adventurers, Knights, etc. 
  adventurers, Knights, etc. 
  adventurers, Knights, etc. 
  Bring them to your camp; 
  Bring them to your camp; 
  Bring them to your camp; 
  Bring them to your camp; 
  Malekash will do the rest.
  Malekash will do the rest.
  Malekash will do the rest.
  Malekash will do the rest.    
      If you succeed in this 
  If you succeed in this 
  If you succeed in this 
  If you succeed in this 
  endeavor, I will personally 
  endeavor, I will personally 
  endeavor, I will personally 
  endeavor, I will personally 
  let you lead the assault when 
  let you lead the assault when 
  let you lead the assault when 
  let you lead the assault when 
  the time comes
  the time comes
  the time comes
  the time comes....    
              
      
      
      
      
      
      
      
      
      
      
      
              
      
  F.M.A.
  F.M.A.
  F.M.A.
  F.M.A. 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 38 
  Appendix: NPC/ Monster Reference Sheets
  Appendix: NPC/ Monster Reference Sheets
  Appendix: NPC/ Monster Reference Sheets
  Appendix: NPC/ Monster Reference Sheets    
   
  Player's Introduction
  Player's Introduction
  Player's Introduction
  Player's Introduction    
  Gorag the Unstoppable, male orc: 
  Gorag the Unstoppable, male orc: 
  Gorag the Unstoppable, male orc: 
  Gorag the Unstoppable, male orc: Medium Humanoid 
  (Orc) (6 ft. 1 in. tall); HD 1d8+1; hp 5; Init +0; Spd 30 ft.; 
  AC 15 (+5 chainmail armor); Atks +3 melee (1d12+3 [crit 
  x3], greataxe); AL CE; SV Fort +3, Ref +0, Will +0. 
      
  Str 16, Dex 10, Con 13, Int 12, Wis 10, Cha 11. 
   
   
  Skills: Listen +5, Speak Common, Speak Orcish, Spot 
  +4. Feats: Alertness. 
      
  Orcs 
  Orcs 
  Orcs 
  Orcs (30): Medium Humanoid (Orc) (5 ft. 8 in. tall); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor); Atks +2 melee (1d12+3 [crit x3], greataxe) or +0 
  ranged (1d6 [crit x3], short bow; AL CE; SV Fort +2, Ref 
  +0, Will -1. 
      
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills: Listen +4, Spot +3. Feats: Alertness. 
   
  Encounter 2
  Encounter 2
  Encounter 2
  Encounter 2    
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  Medium Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 
  1d10+5 (Ftr, Toughness); hp 21; Init +0; Spd 30 ft.; AC 10; 
  Atks +5 melee (1d12+6 [crit x3], greataxe) or +5 melee 
  (1d3+4, fist); AL CE; SV Fort +8, Ref +0, Will +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 2 solars (gp). 
   
  Encounter 3 
  Encounter 3 
  Encounter 3 
  Encounter 3 ---- Escaping PCs or PCs Being 
   Escaping PCs or PCs Being 
   Escaping PCs or PCs Being 
   Escaping PCs or PCs Being 
  Executed
  Executed
  Executed
  Executed    
  Tier 1 
  Tier 1 
  Tier 1 
  Tier 1     
  Malekash and Onnagok have each sustained an arrow 
  wound prior to combating the heroes. 
   
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  Medium Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 
  1d10+5 (Ftr, Toughness); hp 21 (13 currently); Init +0; 
  Spd 30 ft.; AC 13 (+3 studded leather armor); Atks +5 
  melee (1d12+6 [crit x3], greataxe) or +5 melee (1d3+4, 
  fist); AL CE; SV Fort +8, Ref +0, Will +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: Medium Humanoid (5 ft. 6 in. 
  tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22 (currently 14); 
  Init +0; Spd 30 ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], 
  shortspear) or +1 ranged (1d8 [crit 19-20], light crossbow); 
  AL NE; SV Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0-lvl—cure minor wounds (x2), guidance; 
  1st-lvl—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
      
  Tier 2 
  Tier 2 
  Tier 2 
  Tier 2     
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  Medium Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 
  1d10+5 (Ftr, Toughness); hp 21; Init +0; Spd 30 ft.; AC 13 
  (+3 studded leather armor); Atks +5 melee (1d12+6 [crit 
  x3], greataxe) or +5 melee (1d3+4, fist); AL CE; SV Fort +8, 
  Ref +0, Will +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: CR 2.5; Medium Humanoid (5 
  ft. 6 in. tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22; Init +0; 
  Spd 30 ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], 
  shortspear) or +1 ranged (1d8 [crit 19-20], light crossbow); 
  AL NE; SV Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0-lvl—cure minor wounds (x2), guidance; 
  1st-lvl—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
   
  Orcs 
  Orcs 
  Orcs 
  Orcs (3): CR 0.5; Medium Humanoid (Orc) (5 ft. 8 in. 
  tall); HD 1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded 
  leather armor); Atks +2 melee (1d12+3 [crit x3], greataxe) 
  or +0 ranged (1d6 [crit x3], short bow); AL CE; SV Fort +2, 
  Ref +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
  Skills:    Listen +4, Spot +3. Feats:    Alertness. 
   
  Encounter 3 
  Encounter 3 
  Encounter 3 
  Encounter 3 ---- Pit Fight Aftermath (No 
   Pit Fight Aftermath (No 
   Pit Fight Aftermath (No 
   Pit Fight Aftermath (No 
  Malekash if PC wins)
  Malekash if PC wins)
  Malekash if PC wins)
  Malekash if PC wins)    
  Tier 1 
  Tier 1 
  Tier 1 
  Tier 1     
  Onnagok has sustained an arrow wound prior to 
  combating the heroes. 
   
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  Medium Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 39 
  1d10+5 (Ftr, Toughness); hp 21; Init +0; Spd 30 ft.; AC 10; 
  Atks +5 melee (1d12+6 [crit x3], greataxe) or +5 melee 
  (1d3+4 [crit 20/x2], fist); AL CE; SV Fort +8, Ref +0, Will 
  +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions:    Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: Medium Humanoid (5 ft. 6 in. 
  tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22 (currently 14); 
  Init +0; Spd 30 ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], 
  shortspear) or +1 ranged (1d8 [crit 19-20], light crossbow); 
  AL NE; SV Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0-lvl—cure minor wounds (x2), guidance; 
  1st-lvl—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
      
  Tier 2 
  Tier 2 
  Tier 2 
  Tier 2     
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain
  Malekash the Pain----bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  bringer of Izlen, male orc Ftr1: 
  Medium Humanoid (6 ft. 8 in. tall); HD 1d8+2 (orc) + 
  1d10+5 (Ftr, Toughness); hp 21; Init +0; Spd 30 ft.; AC 10; 
  Atks +5 melee (1d12+6 [crit x3], greataxe) or +5 melee 
  (1d3+4, fist); AL CE; SV Fort +8, Ref +0, Will +0. 
   
  Str 18, Dex 10, Con 14, Int 12, Wis 10, Cha 10.  
   
   
  Skills:    Listen +5, Speak Common, Speak Orcish, Spot 
  +4, Profession (torturer) +6. Feats:    Alertness, Great 
  Fortitude, Toughness. 
   
  Possessions: Greataxe, studded leather armor, torture 
  implements, and a pouch with 22 solars (gp). 
   
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: 
  Onnagok, male orc Adp3: CR 2.5; Medium Humanoid (5 
  ft. 6 in. tall); HD 1d8+1 (orc) + 3d6+3 (Adp); hp 22; Init +0; 
  Spd 30 ft.; AC 10; Atks +2 melee (1d8+1 [crit x3], 
  shortspear) or +1 ranged (1d8 [crit 19-20], light crossbow); 
  AL NE; SV Fort +4, Ref +1, Will +8. 
   
  Str 12, Dex 10, Con 12, Int 12, Wis 16, Cha 8. 
   
  Skills:    Concentration +6, Heal +3, Listen +7, Speak 
  Common, Speak Orcish, Spellcraft +6, Spot +6. Feats:    
  Alertness, Brew Potion, Iron Will. 
   
  Possessions: Shortspear, light crossbow with 10 bolts, 
  and spell components. 
   
  Spells (3/3):    0-lvl—cure minor wounds (x2), guidance; 
  1st-lvl—burning hands, cause fear, cure light wounds.  
   
  Other:    Onnagok has a crow familiar named Ganagnat. 
  The crow can speak orcish, and has an Int of 7. 
   
  Orcs 
  Orcs 
  Orcs 
  Orcs (3): Medium Humanoid (Orc) (5 ft. 8 in. tall); HD 
  1d8; hp 4; Init +0; Spd 30 ft.; AC 13 (+3 studded leather 
  armor); Atks +2 melee (1d12+3 [crit x3], greataxe) or +0 
  ranged (1d6 [crit x3], short bow); AL CE; SV Fort +2, Ref 
  +0, Will -1. 
   
  Str 15, Dex 10, Con 11, Int 9, Wis 8, Cha 8. 
   
   
  Skills:    Listen +4, Spot +3. Feats: Alertness.    
   
  Encounter 4
  Encounter 4
  Encounter 4
  Encounter 4    
  Jillistan, male high elven Wiz(Diviner)8:
  Jillistan, male high elven Wiz(Diviner)8:
  Jillistan, male high elven Wiz(Diviner)8:
  Jillistan, male high elven Wiz(Diviner)8: Medium 
  Humanoid (6 ft. tall); HD 8d4; hp 25; Init +3 (Dex); Spd 
  30 ft.; AC 13 (+3 Dex); Atks +4 melee (1d6, quarterstaff) or 
  +7 ranged (1d8 [crit 19-20], light crossbow); SA Wiz 
  spells; SD Wiz spells; AL N; SV Fort +2, Ref +5, Will +7. 
      
  Str 10, Dex 16, Con 10, Int 16, Wis 12, Cha 10. 
   
      
  Skills:    Alchemy +3, Bluff +3, Concentration +8, 
  Knowledge (arcana) +8, Listen +2, Scry +14, Sense Motive 
  +4, Speak Common, Speak Draconic, Speak Elven, Speak 
  Old Oeridian, Speak Sylvan, Spellcraft +12, Spot +3. Feats:    
  Enlarge 
  Spell, Scribe Scroll, Silent Spell, Spell 
  Penetration, Still Spell. 
   
  Possessions: Quarterstaff, light crossbow with 8 bolts, 
  green robes, ring of feather falling, and a wand of detect magic.  
   
  Spells (5/5/4/4/3): 0-lvl—detect poison, detect magic, 
  mage hand, open/close, read magic; 1st-lvl—alarm, comprehend 
  languages, identify, Tenser's floating disc, unseen servant; 2nd-
  lvl—detect thoughts, locate object, misdirection, see invisibility; 
  3rd-lvl—clairaudience/clairvoyance, dispel magic, nondetection, 
  secret page; 4th-lvl—detect scrying, scrying. 
   
  Personality Traits:    Uncaring, focused, easily irritated, 
  perceptive. 
      
  Encounter 6
  Encounter 6
  Encounter 6
  Encounter 6    
  Tier 1 
  Tier 1 
  Tier 1 
  Tier 1     
  Stirges 
  Stirges 
  Stirges 
  Stirges (6): Tiny Beast (1 ft. long); HD 1d10; hp 5 (each); 
  Init +4 (Dex); Spd 10 ft., fly 40 ft.; AC 16 (+2 size, +4 Dex); 
  Atks +6 touch (1d3 [crit, proboscis); Face/Reach 2.5' by 
  2.5' ft./0 ft.; SA attach, blood drain; AL N; SV Fort +2, Ref 
  +6, Will +1. 
      
  Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. 
   
      
  Skills: Hide +14. Feats:    Weapon Finesse (natural 
  weapon).  
   
  Special Abilities: Attach—if a stirge hits with a touch 
  attack, it uses its eight pincers to latch onto the 
  opponent's body. An attached stirge has an AC of 12. This 
  is an exceptional ability.    Blood Drain—a stirge drains 
  blood, dealing 1d4 points of Con damage each round it 
  remains attached. Once it has dealt 4 points of Con 
  damage, it detaches and flies off to digest the meal. 
   
  Tier 2 
  Tier 2 
  Tier 2 
  Tier 2     
  Stirges 
  Stirges 
  Stirges 
  Stirges (12): Tiny Beast (1 ft. long); HD 1d10; hp 5 (each); 
  Init +4 (Dex); Spd 10 ft., fly 40 ft.; AC 16 (+2 size, +4 Dex); 
  Atks +6 touch (1d3, proboscis); Face/Reach 2.5' by 2.5' 
  ft./0 ft.; SA attach, blood drain; AL N; SV Fort +2, Ref +6, 
  Will +1. 
      
  Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6. 
   
  Skills: Hide +14. Feats: Weapon Finesse (natural 
  weapon).  
   
  Special Abilities: Attach—if a stirge hits with a touch 
  attack, it uses its eight pincers to latch onto the 
  opponent's body. An attached stirge has an AC of 12. This 
  is an exceptional ability.    Blood Drain—a stirge drains 
  blood, dealing 1d4 points of Con damage each round it 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 40 
  remains attached. Once it has dealt 4 points of Con 
  damage, it detaches and flies off to digest the meal. 
  
   
  Deep in the Vesve… 
  Round 2 
  Page 41 
  Map 1
  Map 1
  Map 1
  Map 1    
      
  This is a map of the orc camp for PCs that scout out the area.
  This is a map of the orc camp for PCs that scout out the area.
  This is a map of the orc camp for PCs that scout out the area.
  This is a map of the orc camp for PCs that scout out the area.    
      
      
      
      
      
      
      
      
      
      
  
   
  Deep in the Vesve… 
  Round 2 
  Page 42 
  Map 2
  Map 2
  Map 2
  Map 2    
   
  This is the DM's map of the orc camp.
  This is the DM's map of the orc camp.
  This is the DM's map of the orc camp.
  This is the DM's map of the orc camp.    
      
      
   
   
   
   
   
   
   
   
   
  
   
  Deep in the Vesve… 
  Round 2 
  Page 43 
  Deep in the Vesve, No One Can Hear You Scream
  Deep in the Vesve, No One Can Hear You Scream
  Deep in the Vesve, No One Can Hear You Scream
  Deep in the Vesve, No One Can Hear You Scream    
  Critical Events Summary 
  Critical Events Summary 
  Critical Events Summary 
  Critical Events Summary ---- Dan's Con 
   Dan's Con 
   Dan's Con 
   Dan's Con of the Vale 2000
  of the Vale 2000
  of the Vale 2000
  of the Vale 2000    
   
   
  1. 
  Did the rogue PC open the letter given by Rythen?  
   
   
  Yes 
   
  No 
   
  2. 
  Did any PCs escape or not get caught in the ambush? 
   
   
  Yes 
   
  No 
   
  3. 
  How many PCs were caught in the ambush? 
  0 
  1 
  2 
  3 
  4 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
  6 
  All 
   
  4.  Did any free PCs help to free the captured PCs? 
   
   
   
  Yes 
   
  No 
   
  5. 
  Did the PCs find the letter from F.M.A.?  
   
   
   
  Yes 
   
  No 
   
  6. 
  Did a PC fight Malekash in the pit? 
   
   
   
   
  Yes 
   
  No 
   
   
   
   
  PC Name____________________ 
   
  7. 
  Did Trestic make it back to Ironstead alive? 
   
   
   
  Yes 
   
  No 
  8. 
  Did Jillistan receive the silver mirror? 
   
   
   
   
  Yes 
   
  No 
   
  9. 
  Did the rogue PC successfully complete his/her mission? 
   
   
  Yes 
   
  No 
   
  10. Did the PCs find out any information regarding the missing pillar? 
   
  Yes 
   
  No 
   
   
  If a PC defeated Malekash in the pit combat, please list the PC's name below, along with the player's name and RPGA 
  number. 
   
  ______________________________________________________________________________ 
   
  Please list the names of PCs that were recognized by Cyrinith, along with the players' names and RPGA numbers. 
   
  ______________________________________________________________________________ 
   
  ______________________________________________________________________________ 
   
  If Rythen recognized a rogue PC please list the PC's name below, along with the player's name and RPGA number. 
   
  ______________________________________________________________________________ 
   
  If any half-orcs that hide their true nature were revealed to Trestic during the scenario, please list the PCs' names, along 
  with the players' names and RPGA numbers below. 
   
  ______________________________________________________________________________ 
   
  ______________________________________________________________________________ 
   
  ______________________________________________________________________________ 
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/RPGA/Living Greyhawk/Iuz's Border States/Highfolk/HIG1-02 - Deep in the Vesve... No One Can Hear You Scream.pdf