TEXT: RIVER WALK
  ADVENTURES ON THE POWDER RIVER #3
  STEPHEN CHENAULT
  
  RIVER WALK
  By Stephen Chenault
  produCtion deSign: Stephen Chenault
  editor:  eriC BulliS  
  Front Cover: peter Bradley
  interior art: peter Bradley
  art direCtion//layout/produCtion: peter Bradley
  Cartography: peter Bradley
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document Copyright 2000, Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary 
  Gygax and Dave Arneson. 
  Castles & Crusades: Players Handbook, Copyright 2005, Troll Lord Games; 
  Authors Davis Chenault and Mac Golden.
  Castles & Crusades: Players Handbook, 2nd Printing, Copyright 2006, Troll 
  Lord Games; Authors Davis Chenault and Mac Golden. 
  Castles & Crusades: Players Handbook, 3rd Printing, Copyright 2007, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden.  
  Castles & Crusades: Players Handbook, 4rd Printing, Copyright 2009, Troll Lord 
  Games; Authors Davis Chenault and Mac Golden.  
  Castles & Crusades Monsters & Treasure, Copyright 2005, Troll Lord Games; 
  Authors Robert Doyel Stephen Chenault.
  Castles & Crusades Monsters & Treasure, 2nd Printing Copyright 2007, Troll 
  Lord Games; Authors Robert Doyel Stephen Chenault.
  Castles & Crusades Monsters & Treasure, 3rd Printing Copyright 2009, Troll 
  Lord Games; Authors Robert Doyel Stephen Chenault.
  River Walk, Copyright 2012, Troll Lord Games; Author Stephen Chenault.
  1818 North Taylor, #143
  Little Rock,AR 72207
  email: www.trolllord.com
  website: www.trolllord.com or
  www.castlesandcrusades.com
  An overland adventure designed 
  for characters for 3-5 Characters 
  Mid-Level
  
  2 CASTLES & CRUSADES
  RIVER WALK
  River Walk is an encounter area for 3-5 characters in the mid-
  level range. It is designed as a plug-and-play encounter; either 
  run by itself for a few hours of fun, or as an encounter inserted 
  in an ongoing campaign. River Walk is part of an ongoing series 
  of encounter areas, Adventures on the Powder River. River Walk 
  follows Thorns for Beer and to the To the Damenheit Bridge en-
  counter area, picking up upon the river itself. The river itself is 
  portable to any locale but is designed for use in the Darkenfold 
  Forest in the world of Aihrde. The encounter area serves as a good 
  base of operations for the Adventures on the Powder River series, 
  or as a plug and play for one night’s use.
  USING RIVER WALK
  If this encounter area is being used separately, take up the journey 
  on the river at any convenient point. Use the river stats below.
  If leaving Willowbreak, north or south, the encounter area with 
  the Cyclops can be used in either direction. 
  If the characters picked up the quest of the fey in Thorn for Beers, 
  they must decide how to leave Willowbreak, by boat or foot.
  LEAVING WILLOWBREAK
  Assuming that the adventure starts in Willowbreak the characters 
  can interact with the personalities of the village. Several of them 
  are more than happy to help them. 
  NOTE: If playing this adventure without the Thorns for Beer en-
  counter area, creating a few villagers on the spot is easy enough.
  Once Greelys Tavern is cleared of debris, the town folk come out 
  and celebrate. There are a great deal of congratulations going 
  around; mostly directed at the party members. Some cheers are 
  reserved for the guard (for letting the adventurers in), the inn 
  keeper himself for seeking the forgiveness of the gods, the villagers 
  themselves for being a part of the great event, the cow in the pen, 
  and so on and so forth.
  Of all the people in the village, the tracker Gil Sandburn, is the 
  most interested in what the characters plan to do. Though he has 
  no interest in taking up the quest, he is more than happy to assist 
  the characters with advice or pointers. He knows the forest well 
  and has taken many trips up and down the river. Two of his good 
  friends have been killed on the river by the cyclops (see below) 
  and he himself once avoided one of his channel traps.
  If the characters strike up a conversation with Gil, he is anxious to 
  talk to them.  He says the following:
  I’ve been up and down the river scores of times for sure. Usu-
  ally a fair and easy trip of a day and a half or two days down to 
  Bent’s Trading Post. But not no more. The river is held by that 
  giant bastard now. He haunts a whole stretch of it. Slows us 
  all down don’t you know. He’s been at it for month, not real-
  izing we stopped using the river so much, travel down about 
  12 miles, beech our craft up above him and port the canoes to 
  down below him. Its a hard walk and dangerous and takes too 
  many days, but must be done. He’s fixed up the whole river with 
  his rapids. Built three channels into the river’s course...as if we 
  couldn’t see that...hoping to slow and catch you. He’s clever, but 
  no so clever he can’t be outwitted.
  Gil answers any questions the party poses to him; he does so to 
  the best of his ability. But he does not know about the elaborate 
  trap that the cyclops has set for him. He actually doesn’t know the 
  giant is a cyclops as he has only seen it from afar.
  He strongly advises the party to take the canoes, perhaps to beach 
  them several miles before the rapids. 
  There is little more advice anyone else can give the party, but they 
  are all eager to help the quest (so long that is, that they don’t have 
  to leave Willowbreak).
  THE POWDER RIVER
  The source of the Powder River lies in the 
  Rhodope Mountains far to the west of the 
  village of Willowbreak. It tumbles down from 
  the mountain slopes and into the Shelves of 
  the Mist, flowing through deep canyons and 
  high bluffs. Here the river is swift, narrow 
  and deep.It cuts its way through the bed-
  rock of the uplands, then when it tumbles 
  out of the Shelves just north of the Darken-
  fold, it widens and slows. The river’s course 
  cuts a crown off the top of the forest, snakes 
  through the Paladin Kingdom of Kayomar, 
  and then dives south, reentering the for-
  est. There it widens further and slows even 
  more.
  The Powder River is wide, averaging roughly 
  100 feet across.  During the rainy season, the 
  river swells its banks in the flatlands, widen-
  
  THORNS FOR BEER 3 
  physical. They attack with slam for 2d6 points of damage. They 
  have water mastery, so that if they are touching water and their 
  victim is as well, they gain a +1 to all rolls. They can extinguish 
  flames with a drench attack. They have normal vortex.)
  3  Assassin Vine (This neutral creature’s vital stats are HD 
  5d8, HP 29, AC 15. Its prime attributes are physical. It attacks 
  with vines doing 1d4 damage each, with a failed strength save by 
  the victim indicating constriction. Constriction means the victim 
  blacks out in 3 rounds and will be strangled to death in 3 more, if 
  not freed.  Its special abilities are constrict, improved grab, camou-
  flage and resistance to cold and fire.)
  4  Luvandgaurn (This neutral creatures vital stats are 7d8 HD, 
  AC 17, HP 50. Its primary attributes are physical. It has animal 
  intelligence. The creature attacks with a single bite for 3d8 hit 
  points of damage. It swims remarkably fast, moving up to 60 ft. in 
  a round. The creature is not a normal animal and attacks until it 
  has been killed. If it is killed, it yields only half the normal experi-
  ence points, 1700x3. The creature is able to take short leaps onto 
  land, grasping its prey in its jaws and thrashing about with its body 
  until is re-enters the water.)
  5  Aboleth (These lawful evil creature’s vital stats are HD 9d8, 
  AC 16, HP 51.  Their primary attributes are mental. They attack 
  with four tentacles for 1d6+8 damage each. The aboleth is highly 
  intelligent and able to enslave creatures through a charm like abil-
  ing up to 120 feet or more. The current is generally easy to man-
  age and not too strong. In the west, near the Shelves, there are 
  several difficult rapids.  Further east and south the river is smooth 
  flowing, offering the traveler little more than an open road. The 
  water carries a great deal of silt down from the highlands to the 
  west,gathering here and there, dotting the river with sand bars. 
  These sand bars come and go, depending on the amount of rain 
  that falls. 
  There are islands here and there on the river, though during the 
  rainy season these often vanish beneath the river. The banks range 
  from level with the water to a dozen feet or more above the cur-
  rent (such as at Willowbreak Village). The trees of the Darkenfold 
  grow right up to the edge of the river, their leaves and branches 
  dragging through the current, and their roots washed clean by the 
  flowing water. The oak forest is crowded-out by willow trees, and 
  these areas offer many places to hide.
  A great many fish live in the river, offering plenty to eat. There 
  are also larger animals as well, including river otters, beavers, and 
  alligators (toward the Long Branch River). The alligators swim 
  the river, but primarily keep out of the deeper, faster water. There 
  are other creatures that occupy the water, including large preda-
  tory fish.
  Travel on the Powder is usually done by canoe, though some small 
  boats ply the water. There are a few establishments on the river. 
  Willowbreak is the largest.   A castle, Castle East Keep, kept by 
  the Hul Rangers, is north of the village, as are several river-tav-
  erns; Bents Trading post is to the south of the village, and some 
  few scattered homes dot the riverbanks. 
  There are many game trails that follow the river. The longest 
  begins in Willowbreak and leads south for almost 15 miles before 
  it ends in a large heap of rocks.
  The river is in the wilderness, and though easy enough to travel 
  for the wandering adventurer, it offers the same ease for wander-
  ing monster.
  MONSTERS ON THE POWDER
  Roll a d20 six times a day for wandering monsters on the water. 
  Roll a d12 six times a day for wandering monsters on the shore-
  line. Upon a roll of 1, consult the following:
  NOTE: Scale monsters to fit level of party. Adjust the hit points 
  and hit dice as needed.
  ON THE WATER
  1   gaunt (This chaotic evil creature’s vital stats are HD 6d8, HP 
  31, AC 17. Her primary attributes are physical & mental.  She 
  attacks with claws doing 1d4+6 points of damage plus an energy 
  drain of 1 level with touch.  Her special abilities are blood drain, 
  energy drain, tree stride, and these spell-like abilities: entangle (2/
  day), charm person (2/day), sleep (3/day; only cold iron, mistle-
  toe, or magic to hit.) 
  2  Elementals, Water, Small (This neutral creatures’ vital stats 
  are HD4d8, HP varies, and AC 16. Their primary attributes are 
  
  4 CASTLES & CRUSADES
  7, leader HP 4, AC 16. Their prime attributes are mental. Their 
  special abilities are polymorph self, permanent illusion (1/day), 
  know alignment, confusion (permanent duration unless removed 
  with remove curse), dispel magic (8th level effect) (1/day), danc-
  ing lights (1/day), detect thoughts, and sleep  (1/day). They attack 
  with 3 types of special arrows: Type I does 2-5 damage, Type II re-
  quires a constitution save or sleep for 1-6 turns, and Type III which 
  requires a initiative save or lose all memories and skills/levels. Each 
  pixie has 4 arrows of each type and gain a +4 BTH to hit with 
  them. Their spell resistance is 6.)
  7  Shadow Mastiff (This neutral evil creature’s vital stats are 
  HD 4d8, HP 23, AC 14. Their primary attributes are physical. 
  They attack with a sing bite for 2d4 points of damage. They are 
  able to blend with darkness, have a bay attack that can cause fear 
  for those who fail their save, as well as the ability to trip their op-
  ponents. They have darkvision 60 feet.)
  8  Wolf Spider, Large (This neutral creature’s vital stats are HD 
  3d8, HP 19, AC 14. His primary attributes are physical. He at-
  tacks with a bite, for 1d3 points of damage. His special abilities are 
  jumps 30 feet, and bite delivers poison. A constitution save must be 
  made or the person bitten is paralyzed for 48 hours.)
  TRAVEL ON THE POWDER
  There are several options for following the course of the Powder 
  River. One can go on the west or east banks, or one can float down 
  the river. Consult the appropriate rules to determine travel speeds. 
  The den of the cyclops is 17 miles south of Willowbreak on the 
  Powder River.
  By Boat
  Travel downstream by boat is relatively easy. The wide, deep wa-
  ter makes passage fast. Traveling at a normal speed, the boat can 
  cover about 20 miles per day. This takes into account running 
  into sand bars, and other normal stops and starts on a river. If the 
  conditions are right, the characters can move much faster, up to 
  36 miles per day.
  By land
  Overland is much more difficult.  The country is old, broken, and 
  filled with natural obstacles.  These obstacles include fallen trees, 
  deep ditches, huge thorn patches, creeks, etc. These  hazards are 
  not encounter areas, but do serve to slow the party down. Make 
  the party aware of why their travel is slow. 
  When on a trail, covering 10 miles a day is normal.  Otherwise 5-6 
  miles is a good day.  Roll a d2+4 to see how many miles the party 
  makes that day; this should give a fair average.The trails leading 
  out from Willowbreak are few, and those that do exist are narrow. 
  The main southern trail ends entirely after about 8 miles or so. 
  Read or paraphrase the following for the characters, whether they 
  are on the river, or following its course. In either event, the river 
  view opens:
  ity. Victims must make a saving throw versus wisdom or fall under 
  its control. They have spell-like abilities that they cast as a 16th 
  level caster: hypnotic pattern, illusory wall, mirage arcane, persist-
  ent image, programmed image, project image, and veil. They also 
  have a slime attack that morphs the victim into an aquatic creature 
  and are able to surround themselves with a thick mucus cloud to 
  confuse their enemy.)
  6  Harpy (This chaotic evil creature’s vital stats are HD 3d8, HP 
  23, AC 13. Her primary attributes are physical. She attacks with 
  two claws for 1d3 points of damage or with her battle axe for 1d8 
  points of damage. She is also able to employ a captivating song to 
  charm her opponent.)
  7  Jaculus (These creature’s vital stats are HD 1d4, AC 15, HP 
  4, 4, 3, 3, 3, 2, 2, 1. Their primary attributes are physical. They 
  attack in flight with 2 claw attacks for 1d3 points of damage per 
  claw. Their bite transmits a poison to the victim that can cause an 
  additional 1d6 points of damage. They have the ability to spit their 
  poison as well.)
  8  Nymph (This neutral good creature’s vital stats are HD 3d6, 
  AC 17, HP 11. Her primary attributes are physical. She has no 
  attack ability, but can cast up to 7th level druid spells and has a 
  charm ability through her divine beauty. She can dimension door 
  once per day.)
  ON THE SHORELINE
  1  Bugbears x 3 (These chaotic evil creature’s vital stats are HD 
  3d8, HP 17, 15, 13, AC 17. Their primary attributes are physi-
  cal. They attack by weapon and do the appropriate weapon dam-
  age. They have darkvision and are skilled hunters and trackers.)
  2  Gnoll (This chaotic evil creature’s vital stats are HD 2d8, HP 
  varies, AC 15. His primary attributes are physical. He attacks 
  with a club or whip for 1d6 points of damage or a slam for 2d4 
  points of damage. He possesses chain hauberk, shield, whip, club, 
  pouch with 18gp and 32sp).
  3  Chimaera, Lesser (1-2): (These neutral evil creature’s vital 
  stats are HD 3d8, HP varies, AC 14. Their primary attributes are 
  mental. They attack with a bite for 1d6 points of damage, 2 claws 
  for 1d4 points of damage, and a tail for 1d3 points of damage. The 
  tail has a poison stinger that causes loss of 1-2 points of dexterity in 
  the round after being stung and 1d4 points of strength in the next 
  round. A successful constitution save negates the poison).
  4  Yellow Mold (This neutral creature’s vital stats are HD 0, HP 
  0, AC 10. It has no primary attributes. It attacks by discharging 
  a spore spray; any within its range must save vs. constitution at 
  –3 penalt,y or take 1d6 temporary constitution damage. No other 
  attacks.)
  5  Ogres x5 (These chaotic evil creatures’  vital stats are HD 
  4, AC 16, HP 13, 17, 22, 22, 28. Their primary attributes are 
  physical. They attack with a weapon for 1d10+3 points or dam-
  age or their powerful fists for 1d10 points of damage (one attack, 
  one damage). They have dark and twilight vision. 
  6  Pixies (These neutral creatures’ vital stats are HD 1d4, HP 
  
  THORNS FOR BEER 5 
  Any canoes that go down channels B and C end up in the deep 
  pool. Anyone attempting to get out of the pool must climb out of 
  their canoe and mount the rocks, pulling their canoes. While they 
  are doing that, Radgar leaps out of the water and charges across 
  the river, attacking his prey. If, on the other hand, they come down 
  channel A, he is right there where their canoe comes through. He 
  attacks the first canoe through.
  That is his plan. When the characters come down stream, he is in 
  the pool before channel A.
  Radgar Brownshirt (This chaotic evil creatures vital stats are 
  HD 6d10, AC 19, HP 51. His primary attributes are physical. 
  He attacks with a large, broad-bladed spear for 1d10 points of 
  damage. He wears magical bracers of defense that give him +2 
  on his AC, (this is already factored in). He also carries a stone 
  axe, if needed).
  In Battle: Radgar uses his long spear in battle, attempting to keep 
  anyone from harming him. The cyclops is an evil creature, but 
  does not want to die. He attempts to  kill or capture someone 
  and then he retreats, hoping the party will leave. If he sees a great 
  deal of wealth in the canoe, he fights harder. If the opportunity 
  presents itself, he will parley and demand payment to leave the 
  party alone. He will not leave the area, however. If defeated, he 
  offers up his treasure to the party.
  NOTE: Some adjustments to Radgar’s hit dice and hit points 
  should be made if the characters are lower or higher level.
  The river comes into full view. Its dark waters moving slowly 
  south, following banks lined with old trees, thick grassy knolls, 
  moss-covered rocky outcroppings, and other forest vegetation. 
  The river is clearly deep, as its surface is smooth. Through the 
  sun’s haze, insects whirl haphazardly, bouncing across the sur-
  face, taunting the fish that must surely lie beneath the water. 
  The river is silent here, moving slowly in its course, only the 
  occasional bird call or distant splash of jumping fish break the 
  silence. In the distance, down the west bank, a deer looks up at 
  you; it watches for a moment and the carefully, almost casually 
  turns and vanishes beneath the eves of the wood.
  As noted, the journey to the Cyclops den is 17 miles from Wil-
  lowbreak. On the river, this should take just under a day. If going 
  through the forest it should take 3-4 days depending on circum-
  stances. Roll encounters as necessary.
  EYE ON THE WATER
  In the previous adventure, the feyknown as Oyvind Pal told the 
  characters of a giant living upon the river whoterrorized those 
  who passed through. Oyvind makes no distinction between giants 
  and did not tell the characters that the creature is in fact a cyclops 
  named Radgar Brownshirt
  This large, relatively intelligent giant, came across the river several 
  months ago. Wandering out of the dense forest to the west, (where 
  his own home had been invaded by harpies), the cyclops stumbled 
  upon the area.He found  a merchant canoe, slew the 
  boatswain, and looted the contents. He decided then 
  and there to make this river his new haunt.
  Hunting the Powder did not prove as easy as he had 
  hoped. The next two canoes that came south avoided 
  him through skill and speed. The frustrated Radgar 
  then set about creating a trap. He explored up and 
  down the river until he found an area with shallow 
  water. Taking large rocks, he tossed them into the 
  water, and created a set of rapids. These he tailored, 
  moving the rocks to create three separate channels 
  through the water. He assumed that the channels 
  would slow anyone passing through, allowing him  to 
  pelt them with rocks, kill them, and take their goods.
  It proved more difficult than he thought, for the folk 
  who travel the river are well-versed in its course and 
  are able to negotiate many of its hazards. He scored 
  one good kill, a lackluster group of non-forest-dwelling 
  adventurers, who traveled out of Elne on a hunt for 
  gold and glory. He slew them, cooked them, ate them, 
  and added their goods to his small treasure horde. 
  Radgar then created a more elaborate trap. He careful-
  ly arranged the river into a wider area that he walled-
  off with additional rocks (the Pool on the map). He 
  then dug out the river bottom at the end of the first 
  channel, “A” and created a deeper area in which he 
  could sit. His sitting area hides all but the top of his 
  head and eye (looking much like a rock in the river). 
  
  6 CASTLES & CRUSADES
  THE MOUND
  Inside the mound are two rooms, the main room and a small room, 
  where Radgar sleeps and keeps his treasure.
  The door is not locked, but is heavy and bulky. Opening it requires 
  a successful strength check (CL 5) or it must be broken down. It 
  can take up to 10 points of damage before breaking.
  Area 4a Main Room: The main room is large, about 40 feet in di-
  ameter. It has a large mound of furs along one wall. A rough-hewn 
  table sits against the other and a chair lays empty in the middle of 
  the room.  Next to the chair is a basket filled with yarns. 
  There is nothing of value in the room.
  Area 4b Bedroom: Deeper in the recesses of the  knotted roots 
  lies another chamber; access is gained by a small ramp and door. 
  Even the giant must duck to enter the room. The small cave itself 
  is 12 feet in diameter, and its walls and floor are made of tightly 
  packed dirt. Here is another mound of furs that the cyclops uses 
  for a bed. Beneath them, a well-concealed hole (spot CL 4) is his 
  treasure. 
  Treasure: Radgar possesses 2 small magic items (roll at the CKs 
  discretion), 90gp, 140sp, and 250cp. He has two amulets in his 
  possession. The first is a small black stone carved into the shape 
  of frog (this is the one Oyvind Pal desires), the other is a reddish 
  stone carved into a buck deer. There is also a small wooden cup. 
  The cup has no stem and no decoration upon it. It radiates magic. 
  Anyone who drinks water from the cup is cured 1d8 points of 
  damage. The water must be from a water source Darkenfold or 
  Eldwood Forests and it can only be used three times a day. The 
  cup is called the Drink of Amenut. They were common in the 
  days of the Ethvold, but many have been lost in time. This cup was 
  Radgar’s most prized possession.
  WRAP UP
  The characters, assuming they followed the quest as set out in 
  Thorns for Beer, should return the amulet to Oyvind pal. They can 
  of course do this at any time, carring the adventures on to Part 4 
  and even Part 5 before they do so.
  Once given the amulet, Oyvind remarks:
  Tis a good deed you’ve done here, giving up this amulet to me. It 
  is a totem to the Frog God Amunet. He will welcome its return. 
  You have made a friend in me, call me, and if your need is great 
  enough, I’ll come if I may.
  Oyvind Pal is good to his word and comes when the party calls (if 
  they are in dire need).
  FOREST ROADS
  The road that the part discovered near the lair leads south and 
  offers the next installment of Adventures on Powder River, Part 4 
  Shingles of Gold. 
  The Overland Adventure Continues in the next Adventures 
  on the Powder River . . .
  SPRINGING THE TRAP
  The cyclops is a giant and a hardy giant at that. He takes up resi-
  dence in the water in the early morning, hiding next to channel 
  A. He stays there for the better part of the day.  Only after evening 
  does he rise an retire to the land. Not far from the river bank is a 
  mound where he rests, eats and keeps his treasure. 
  NOTE: If the characters search the forest carefully, they have a 
  good chance of coming across the path to the giants lair.
  Area 1 Channel 1 and Cyclops: This is a rapid channel that 
  forces the canoe to move much faster than the pilots desire. Keep-
  ing the canoe upright requires a successful dexterity check (CL 
  4) from whoever is steering the canoe. If the steersman has abso-
  lutely no river experience the CL is 8. If the check fails, the canoe 
  turns over, dumping everyone and the contents out.
  The canoe, turned over or not, comes out into the deeper pool 
  where the cyclops lays hidden. Seeing him is very difficult as he 
  is almost completely submerged. His head and face are above the 
  water, but they are blended-in with the rocks behind him. He at-
  tacks the first canoe that comes into his reach. He attempts to 
  surprise the party, gaining a +3 on his surprise roll for a total of 
  +9 (considering his hit dice). 
  Area 2 Channel B & C: This is a rapid channel that forces the 
  canoe to move much faster than the pilots desire. Keeping the 
  canoe upright requires a successful dexterity check (CL 3) from 
  whoever is steering the canoe. If the steersman has absolutely no 
  river experience, the CL is 7. 
  Area 3 Pool: Coming out into the pool, the water immediately 
  slows and the canoe drifts to a halt. The water here is about 15 
  feet deep. The rocky wall of the pool averages 10 feet wide and 
  offers no escape. Exiting the canoes and moving to the rocky wall 
  takes 5 rounds, during which the Cyclops attacks. 
  The rocks are extremely slippry and standing on them is difficult. 
  Anyone attempting to stand and fight on the rocks must troll a 
  dexterity check (CL 6) every round to maintain his or her footing. 
  Area 4 Lair: Several hundred feet from the rapids, along a wind-
  ing, hidden path, lies the cyclop’s lair. He has built it under a 
  massive oak tree that has a canopy of over 50 feet. The old and 
  gnarled tree has deep, broad roots.Finding the path is not easy. 
  Unless the characters see the giant move up the path, they only 
  notice it on a successful track check (CL 6) or spot check (CL 8).
  Just outside the door is a fire pit, artfully covered. Anyone with a 
  keen sense of smell has a chance to detect the scent of burnt wood 
  (CL 7) if they come within a few hundred feet of the place.
  THE ROAD
  Just south of the tree is a paved path. The path is 4 feet wide, 
  consisting of flat cobbled stones. It winds off into the forest, going 
  south and west. It vanishes near the tree. 
  
SOURCE: textdata/thevault/Castles & Crusades Siege Engine/Castles & Crusades Adventures & Settings/C&C Adventures on Powder River/Adventures on the Powder River 3 River Walk (C&C).pdf