TEXT: Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the 
  new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard 
  Baker, and Peter Adkison. 
  This game product contains no Open Game Content. No portion of this work may be reproduced in any 
  form without permission of Wizards of the Coast. To learn more about the Open Gaming License and the 
  d20 SYSTEM license, please visit www.wizards.com/d20 
  This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you 
  can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK, Living Greyhawk, D&D Rewards, RPGA, Player’s 
  Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast, Inc, 
  in the US and other countries. This material is protected under the copyright laws of the United States of 
  America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited 
  without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any 
  similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the 
  Coast, Inc. 
  Visit the LIVING GREYHAWK website at www.rpga.com. 
   
   
  DYV7-01 
   
   
   
   
   
  DYV7-01 Vanguard 
   
  A One-Round Dungeons & Dragons
  ® Living Greyhawk™  
  Dyvers Regional Adventure 
   
   
  by Kevin Elmore 
  Circle Reviewers: Tim Sech 
  Triad Reviewers: Michael Mockus 
  Contributors: Brendon Hays, Eric Price, Andrew Terrill, Jeff Terrill  
  Original Story Idea by Eddie Montegue 
   
   
  The threat of Blackthorn continues to grow and work for adventures is not hard to come by at prices that are most 
  agreeable. For some reason, a desperate plea, from a small village has gotten your attention. A halfling leader seeks your 
  aid in finding several missing children in the village. A one-round Dyvers Regional adventure set in the Free Lands of 
  Dyvers, town of Banebridge, for characters level 1-15 (APLs 2-12). A stage of The Gnarley Threat. 
   
  Resources for this adventure [and the authors of those works] include Dyv3-01 Feather, Feather, Where Is the Feather? 
  [Andy Morrical], and Slavers [Sean K. Reynolds and Chris Pramas]. 
  
  RPGA® SANCTIONED PLAY 
  Most likely you ordered this adventure as part of an 
  RPGA even from the RPGA website, or you received it 
  from your senior gamemaster. To play this adventure as 
  part of the LIVING GREYHAWK campaign—a worldwide, 
  ongoing D&D
  ® campaign set in the GREYHAWK setting—
  you must sanction it as part of an RPGA event. This event 
  could be as elaborate as a big convention, or as simple as a 
  group of friends meeting at the DM’s house.  
   
  To sanction an RPGA event, you must be at least a 
  HERALD-LEVEL™ gamemaster. The person who sanctions 
  the event is called the senior gamemaster, and is in 
  charge of making sure the event is sanctioned before 
  play, runs smoothly on the date sanctioned, and then 
  reported back to the RPGA in a timely manner. The 
  person who runs the game is called the table Dungeon 
  Master (or usually just DM). Sometimes (and almost all 
  the time in the cases of home events) the senior 
  gamemaster is also the table DM. You don’t have to be a 
  HERALD-LEVEL GM to run this adventure if you are not 
  the senior GM.  
   
  By sanctioning and reporting this adventure you 
  accomplish a couple of things. First, it is an official game, 
  and you can use the AR to advance your LIVING 
  GREYHAWK character. Second, players and DMs gain 
  rewards for sanctioned RPGA play if they are members of 
  the DUNGEONS & DRAGONS REWARDS program. Playing 
  this adventure is worth two (2) points.  
   
  This adventure retires from RPGA-sanctioned play 
  on December 31, 2008.  
   
  To learn more about the LIVING GREYHAWK 
  character creation and development, RPGA event 
  sanctioning, and DUNGEONS & DRAGONS REWARDS, visit 
  the RPGA website at www.rpga.com.  
   
  PLAYERS READ NO FARTHER 
  If you are planning on playing this adventure, stop 
  reading now. The rest of the information in this 
  adventure is for the DM only. If you read farther than 
  this section, you’ll know too much about its challenges, 
  which kills the fun. Also, if you’re playing this adventure 
  as part of an RPGA-sanctioned event, reading beyond this 
  point makes you ineligible to do so.  
   
  PREPARING FOR PLAY 
  To get the most out of this adventure, you need copies of 
  the following D&D rule books: Player’s Handbook, 
  Dungeon Master’s Guide, and the Monster Manual.  
   
  Throughout this adventure, text in bold italics 
  provides player information for you to paraphrase 
  or read aloud when appropriate. Information on 
  nonplayer characters 
  (NPCs) 
  and monsters 
  appear in abbreviated form in the adventure text. 
  Refer to Appendix 1 for full information on NPCs 
  and monsters. For your convenience, Appendix 1 
  is split by APL 
   
  Along with this adventure, you’ll find a RPGA 
  Session Tracking sheet. If you’re playing this 
  adventure as part of an RPGA-sanctioned event, 
  complete and turn in this sheet to your senior GM 
  directly after play. You’ll also find a LIVING 
  GREYHAWK Adventure Record (AR). You need one 
  copy of this for each participating player. 
   
   LIVING GREYHAWK LEVELS 
  OF PLAY 
  Because players bring their own characters to LIVING 
  GREYHAWK games, this adventure’s challenges are 
  proportionate to the modified average character level of 
  the PCs participating in the adventure. To determine this 
  modified Average Party Level (APL) follow the steps 
  below: 
  1. Determine the character level for each of the PCs 
  participating in the adventure. 
  2. If PCs bring animals that have been trained for 
  combat (most likely dogs trained for war), other than 
  those brought by virtue of a class ability (such as 
  animal companions, familiars paladin’s mounts) or 
  the warhorse of a character with the Mounted 
  Combat feat, use the sidebar chart to determine the 
  number of levels you add to the sum of step one. Add 
  each character’s animals separately. A single PC may 
  only bring four or fewer animals of this type, and 
  animals with different CRs are added separately.  
  # of Animals 
  Mundane 
  Animals Effect on 
  APL 
  1 
  2 
  3 
  4 
  1/4 & 1/6 
  0 
  0 
  0 
  1 
  1/3 & 1/2 
  0 
  0 
  1 
  1 
  1 
  1 
  1 
  2 
  3 
  2 
  2 
  3 
  4 
  5 
  3 
  3 
  4 
  5 
  6 
  4 
  4 
  6 
  7 
  8 
  5 
  5 
  7 
  8 
  9 
  6 
  6 
  8 
  9 
  10 
  CR of Animal 
  7 
  7 
  9 
  10 
  11 
  3. Sum the results of step 1 and 2, and divide by the 
  number of characters playing in the adventure. 
  Round to the nearest whole number. 
  DYV7-01 Vanguard 
   
  Page 1 
  
  4. If you are running a table of six PCs, add one to that 
  average. 
   
  Throughout this adventure, APLs categorize the level of 
  challenge the PCs face. APLs are given in even-numbered 
  increments. If the APL of your group falls on an odd 
  number, ask them before the adventure begins whether 
  they would like to play a harder or easier adventure. 
  Based on their choice, use either the higher or the lower 
  adjacent APL. 
   
  APL also affects the amount of experience and gold a 
  PC can gain at the end of the adventure. If a player 
  character is three character levels or more either higher 
  or lower than the APL at which this adventure is being 
  played, that character receives only one-half of the 
  experience points and gold for the adventure. This 
  simulates the fact that either the PC was not challenged 
  as much as normal or relied on help by higher-level 
  characters to reach the objectives. 
   
  Furthermore, a PC who is four or more levels higher 
  than the highest APL supported by the adventure may 
  not play the adventure. 
   
  LIVING GREYHAWK adventures are designed for APL 
  2 and higher. Four or five 1st-level characters may find 
  the challenge of an APL 2 adventure difficult. Suggest the 
  following to these groups to help increase their chances 
  of success:  
  1. 
  Enlist a sixth player. 
  2. 
  Advise characters to buy riding dogs to help 
  protect them and fight for them. 
   
  TIME UNITS AND UPKEEP 
  This is a standard one-round regional adventure, set in 
  Banebridge. All regional characters pay one Time Units 
  per round; Out-of-region characters pay two Time Units 
  per round. 
   
  Adventurer’s Standard Upkeep costs 12 gp per Time 
  Unit. Rich Upkeep costs 50 gp per Time Unit. Luxury 
  Upkeep costs 100 gp per Time Unit. Characters that fail 
  to pay at least Standard Upkeep will retain temporary 
  ability damage until the next adventure, must buy new 
  spell component pouches and healer’s kits, and may 
  suffer other in-game penalties (or possibly gain in-game 
  benefits) as may be detailed in this adventure. 
   
  A character that does not pay for at least Standard 
  Upkeep may also avoid the above-described penalties by 
  living off the wild. If the character possesses four or more 
  ranks in the Survival skill and succeeds at a DC 20 
  Survival check, the character will heal temporary ability 
  damage as if he or she paid for Standard Upkeep, may 
  refill spell component pouches and healer’s kits, and may 
  restock up to 20 arrows or bolts if the character has at 
  least four ranks in Craft (bowmaking). The player is 
  allowed to Take 10 on this roll. 
   
  More information about Lifestyle and Upkeep can 
  be found in the “Lifestyle and Upkeep” section of 
  Chapter 
  3 
  of 
  the 
  Living 
  Greyhawk 
  Campaign 
  Sourcebook. 
   
  ADVENTURE BACKGROUND 
  “Theg Narlot summons you! Turrosh Mak summons you! 
  Let the Dragon awake!” These words have become part of 
  dark dirges and frightful bardic tales. Months ago, 
  adventurers exited the forest with news of a mountain 
  rising in the Gnarley forest. These tales were thought 
  fantastical, exaggerated, or blatant lies. Adventurers were 
  called throughout the city of Dyvers and sent in search of 
  confirmation to these tales. 
   
  Many of these adventures did not return, but those 
  who did have confirmed the news: A mountain has risen 
  in the Gnarley that resembles Mount Drachensgrab, a 
  vague shape of a dragon’s head. As if all this news were 
  not enough, reports have confirmed that an orcish horde 
  flooded out of this mountain in numbers only imagined 
  in children’s nightmares. 
   
  Now in the small town of Banebridge in the small 
  light of a slivered moon… 
   
  Julie crept down the steps from her loft in her 
  parent’s house. Like many of the other halflings in 
  Banebridge, they had a small house on the outskirts of 
  town.  Julie was sneaking out to meet her friends tonight. 
  Looking around and moving silently, she easily stole 
  away into fields. She didn’t bring her dolls or her clothes, 
  but she knew she’d never be back.  She would disappear 
  tonight, just as several of the other children. 
   
  Sprinting, she left the town behind her.  Entering 
  the tall grass of the plains surrounding town she quickly 
  blended in, and would be hard to find.  Suddenly a wolf 
  stood up in front of her with a small rider upon its back.  
   
  “Quickfingers, you're late”, hisses the rider in 
  Goblin. 
   
  “I never thought those halflings would go to sleep; 
  it’s not my fault,” replied Julie in Goblin. 
   
  “Sure, it’s never your fault. Laki wants yer report; it 
  better be good.” 
   
  “It is,” says Julie, “these halflings just let me wander 
  all over town; they are so stupid.” 
   
  “Climb up behind me, and let's get going.” 
   
  Without another word, Julie leapt onto the back of 
  the wolf, which turned silently and padded off into the 
  darkness. 
   
   
  A month ago, Gnasher Barrock received preliminary 
  reports about the village of Banebridge.  As a vital stop on 
  the Gnarley Road, Banebridge contains tactical and 
  DYV7-01 Vanguard 
   
  Page 2 
  
  economical information related to Dyvers.  He recruited 
  the five brightest goblins he could find and sent them to 
  infiltrate Banebridge.   
   
  Laki Warfreund and his band observed Banebridge 
  from afar at first.  They spotted a group of five children 
  who always played together on the outskirts of the city.  
  The goblins found a suitable cave far away from the 
  village and expanded the cave so it burrowed under 
  Banebridge.   
   
  Using their disguise kits and magic, the five goblins 
  took turns luring the individual children toward the cave, 
  where the halflings were subdued.  The goblins kept the 
  children prisoner under Banebridge and learned how to 
  better imitate them.  The goblins entered halfling society, 
  disguised as the five children.   
   
  On the 21st day of Fireseek, the goblins completed 
  their reports.  Laki sent two of the goblins to infiltrate 
  Dyvers.  The remaining three retreated to their base 
  underground and prepared to return to Gnasher.  
  Suddenly, Laki had a plan to kick the halflings as they 
  left.  They only need one week to execute their plan.  
  They collected what they need and vanished on the 23rd 
  of Fireseek. 
   
  When the PCs arrive on the 26th of Fireseek, Laki 
  and his goblins had already gathered the materials 
  necessary to place alchemist's fire traps under a few 
  vulnerable buildings.  After a couple of days, the goblins 
  would be ready to light a few fires as they head into the 
  Gnarley Forest to report back to Gnasher. 
   
  ADVENTURE SUMMARY 
  Note that each encounter can take anywhere from 30 
  minutes to 4 hours. Keep track of the elapsed time, as this 
  can impact when PCs can hear Digger. Use your best 
  estimate to include travel, searching, conversations, and 
  miscellaneous lost time. 
   
  Introduction 
  The PCs are asked to go to Banebridge to help out the 
  village of halflings. 
   
  Encounter 1: Missing Children 
  Mayor Venisera Darkleaf and Marshal Drif Sharpthorn 
  explain that five children have been missing for 3 days 
  and implore the PCs for help. 
   
  Encounter 2: Word About Town 
  PCs may take this opportunity to ask around about the 
  children and/or strangers in town. 
   
  Encounter 3: Othello Meadowsoft 
  PCs may investigate the home of Othello Meadowsoft, 
  whose widowed mother is stricken with grief. PCs may 
  learn that Othello is older than he should be. 
   
  Encounter 4: Yonni Darkleaf 
  PCs may investigate the home of Yonni Darkleaf at the 
  Leather Jack Tavern, which is run by his uncle. PCs may 
  learn that Yonni has an unusual interest in caravans. 
   
  Encounter 5: Julie Goodwillow 
  PCs may investigate the home of Julie Goodwillow just 
  outside of Banebridge.  PCs may learn about her 
  penchant for collecting metal scraps and torturing 
  animals. 
   
  Encounter 6: Johan Fleetfoot 
  PCs may investigate the home of Johan Fleetfoot and the 
  library, run by his great-grandfather.  PCs may learn that 
  Johan has done some unusual research. 
   
  Encounter 7: Wilfed Straighttree 
  PCs may investigate Chat's livery, where Wilfed spends 
  much of his time helping his stepfather.  PCs may learn 
  from the animals that Wilfed is not who he claims to be. 
   
  Encounter 8: Hurbie Pine 
  PCs may talk with the sixth member of the group of 
  children 
  about 
  the 
  behavior 
  and 
  subsequent 
  disappearance of his friends.  PCs may learn that the 
  missing children were near the Darkleaf Road. 
   
  Encounter 9: Filanda of Courwood 
  PCs have a small window of opportunity to talk with this 
  traveling merchant.  She imparts information about 
  Yonni to the PCs. 
   
  Encounter 10: Yonkar 
  PCs can talk with this half-orc adventurer.  He has honest 
  respect for the halflings and offers to help search for the 
  children. 
   
  Encounter 11: Harrod 
  PCs can talk with this bard.  If they promise to cover up 
  Harrod's thefts, he reveals some interesting clues about 
  Yonni. 
   
  Encounter 12: Whip Goblinsbane 
  PCs can talk with this halfling ranger.  He is simply a 
  lackey looking for the support of House Dagby.  He is 
  able to sell one interesting clue about the location of the 
  caltrops. 
   
  DYV7-01 Vanguard 
   
  Page 3 
  
  Encounter 13: Turnas's Smithy 
  The PCs may investigate the smithy and learn that several 
  pieces of scrap metal have been removed. 
   
  Encounter 14: The Sleeping Sparrow Inn 
  Very little leads the PCs here, but they may find the trap 
  under the inn. 
   
  Encounter 15: Prachett's Potions 
  The PCs may investigate Harrod's involvement with this 
  shop.  They may learn of Yonni's interest in the 
  combustible arts. 
   
  Encounter 16: On the way to the Darkleaf Clan 
  The PCs do not learn much from the Darkleaf Clan itself, 
  but they may find the caltrops on the road, which are 
  devised to slow the Dogriders down when they attempt 
  to stop the fire. 
   
  Encounter 17: The Well 
  The PCs may see or hear Inkthok sneaking to and from 
  the well to build the trap.  If the trap is not stopped, then 
  the well is rigged to launch a bladder of alchemist's fire 
  upward during the fire. 
   
  Encounter 18: Dagby Manor 
  The PCs may investigate the home of Lord Trass Dagby.  
  They may learn from the dogs that something is digging 
  underneath the house.  They can also learn that Wilfed 
  never talked with Lord Dagby. 
   
  Encounter 19: Venisera Darkleaf 
  The PCs may arrive to find Venisera's house guard 
  murdered by Digger.  This may prompt them to find one 
  of the fire traps. 
   
  Encounter 20: The River 
  After enough searching, the PCs uncover the entrance to 
  the goblins' warrens hidden in the riverbed 500 feet 
  north of Banebridge. 
   
  Encounter 21: Into the Warrens 
  The PCs enter the warrens, which lead to traps and 
  combat. 
   
  Encounter 22: The Dangers of Literacy 
  The PCs encounter the first trap.  This trap is loud 
  enough to alert the goblins if the PCs do not silence it. 
   
  Encounter 23: The Chasm 
  A chasm and an earth elemental stop the PCs from 
  continuing down the tunnel.  The PCs must contend 
  with both before continuing on. 
   
  Encounter 24: Another Pitfall 
  Another trap has been left for intruders.   
   
  Encounter 25: The Nexus 
  The PCs find the headquarters of the goblins.  The 
  goblins try to escape with the paperwork detailing their 
  plans of this area.  The trigger for the fire traps is located 
  here. 
   
  Encounter 26: Rescuing the Children 
  If the goblins have time to set the trap, the children are in 
  danger of dying.  The PCs must race against time to 
  disarm the trap or free the children. 
   
  Encounter 27: The Escape 
  Should the goblins flee their headquarters, they separate 
  upon reaching the surface and try to lose their pursuers. 
   
  Encounter 28: Fire! 
  This happens any time a fire trap detonates prematurely.  
  The PCs can try to extinguish it. 
   
  Encounter 29: Extinguishing Banebridge 
  This happens as the fire traps all detonate simultaneously. 
   Bucket brigades are formed.  Depending on the PCs' 
  actions, the well may explode and/or the Darkleaf 
  Dogriders may show up to form another bucket brigade. 
   
  Conclusion 
  PCs receive their rewards, if any, for retrieving the 
  goblins' documents and/or rescuing the children. 
   
  PREPARATION FOR PLAY 
  FOR THOSE WHO PLAYED DYV3-01 
  FEATHER, FEATHER, WHERE IS THE 
  FEATHER? 
  While playing in Dyv3-01 Feather, Feather, Where Is the 
  Feather is not crucial for this adventure, those PCs may 
  recognize some of the NPCs. It has been several years, so 
  the PCs and the NPCs might not remember each other.  
  Knowledge of the NPCs won't help with the 
  investigation, but the PCs may be more willing to rule 
  out the following NPCs as suspects: 
   
  • 
  Turnas 
  • 
  Mayor Venisera Darkleaf 
  • 
  Marshal Drif Sharpthorn 
  • 
  Pilnoe Safehome 
  • 
  Montor Fleetfoot 
  • 
  Chat Birdcall 
  • 
  Wilfed Straighttree 
   
  DYV7-01 Vanguard 
   
  Page 4 
  
  META-ORG BENEFITS 
  Meta-orgs: It is important to note if anyone in the party 
  is of a Dyvers regional meta-org. In particular, you need 
  to know about members in: 
   
  • 
  International Halfling Society 
  • 
  The Banebridge Town Project 
   
  Members of the International Halfling Society should 
  feel some urgency regarding this scenario, as it involves 
  the safe return of halfling children.  Residents of 
  Banebridge should naturally be concerned about their 
  fellow citizens. 
   
  Banebridge Resident 
  A PC who lives in Banebridge (meaning he has a current 
  cert from the Dyvers Town Project) receives some 
  bonuses in this adventure.  The bonuses occur as long as 
  the PC acts in a heroic fashion, meaning that he has 
  shown a real concern for the children, doesn’t pick fights 
  with the locals, and is generally a decent person.  The 
  Banebridge resident receives these bonuses: 
   
  • 
  +2 circumstance bonus to Diplomacy when 
  interacting with Banebridge residents (except where 
  noted) 
  • 
  +4 circumstance bonus to Gather Information when 
  seeking information within Banebridge 
  • 
  +2 circumstance bonus to Spot and Search while in 
  the public areas of Banebridge to reflect his 
  familiarity with the town (does not apply to private 
  residences or other places where the PC would not 
  normally have access). 
   
  International Halfling Society 
  Members of the International Halfling Society receive 
  the following benefits: 
   
  • 
  +1 circumstance bonus to Diplomacy when 
  interacting with Banebridge residents (except where 
  noted) 
  • 
  +3 circumstance bonus to Gather Information when 
  seeking information within Banebridge 
   
  These meta-org circumstance bonuses do not stack with 
  each other. 
   
  FOR PCS WITH THE BELT OF HALFLING 
  HEADS 
  Anyone who has the belt of halfling heads from Dyv6-02 
  Into the Maw of the Dragon needs to tell you if he 
  intends to wear the belt into town.  A PC wearing this 
  item is not welcomed in Banebridge.  While the halflings 
  do not chase him out, they do not interact with him 
  either.  The PC may not get a room nor may he learn 
  about the children from the residents.  Mayor Venisera 
  Darkleaf would not trust the fates of the children to such 
  a barbarian. 
   
  While such a PC cannot interact with the halflings, 
  the other PCs can try.  Just associating with the wearer of 
  the belt of halfling heads earns the PC a –10 penalty to all 
  interaction checks with those in the village (halfling or 
  not).   
   
  WHAT ARE THE VILLAINS DOING? 
  While PCs are given clues that point them to the river, 
  they may find out about the goblin plot through other 
  means.  Later in the adventure, the PCs might hear some 
  of the digging under the town.  Also, the PCs could have 
  a chance to see Inkthok leaving the well. 
   
  Day 1, noon (26th day of Fireseek):  Goblins are 
  sleeping and unaware of the PCs' arrival. 
  Day 1, sunset:  Digger burrows under the library and 
  plants the alchemist's fire. 
  Day 1, midnight:  Digger burrows under Dagby Manor 
  and plants the alchemist's fire. 
  Day 1, 2 bells after midnight:  Inkthok sneaks invisibly 
  to the well and works on the well trap.  She is not 
  invisible when she sneaks out, as she is hoarding the 
  potion. 
  Day 2, sunrise (27th day of Fireseek):  Goblins go to 
  sleep. 
  Day 2, late afternoon:  Digger burrows under Prachett's 
  Potions and plants the alchemist's fire. 
  Day 2, sunset:  Digger burrows under the mayor's house 
  and plants the alchemist's fire.  A house guard hears the 
  noise and attempts to dig around. Digger either kills the 
  guard or flees (if the PCs discover him too). 
  Day 2, midnight:  Digger burrows under the Leather 
  Jack Tavern and plants the alchemist's fire.  Inkthok 
  places caltrops on the road to the Darkleaf clan to slow 
  down Dogrider reinforcements. 
  Day 2, 1 bell after midnight:  Inkthok sneaks to the well 
  and sets the well trap.  She is not invisible as she is greedy 
  and cocky. 
  Day 2, 2 bells after midnight:  The goblins leave 
  Banebridge, activating the trap that sets fire to several 
  buildings simultaneously. 
    
   
  The Listen DC to hear the scraping noise of Digger is 
  17.  This is modified by distance and any interposing 
  walls, depending on where the PCs are. When in doubt, 
  assume that the PCs are at least 30 feet away with at least 
  one wall between them.  The final Listen DC would be at 
  DYV7-01 Vanguard 
   
  Page 5 
  
  least DC 25.  Each encounter has a reminder of when 
  Digger plants the trap. 
   
  Any PC keeping watch outside has a chance of 
  noticing Inkthok if he can beat the rogue's Hide or Move 
  Silently checks.  The distance modifier depends on 
  where the PC is at in relation to the well.  When she first 
  enters the well, Inkthok is invisible, so she receives +20 
  to his Hide check.  Any other time, she is visible unless 
  she feels the need to quaff an invisibility potion.  
    
  THE VILLAINS 
  Three goblins star as the villains of this adventure, each 
  with a separate role.  If they succeed, then much of 
  Banebridge burns down, as they ignite key buildings 
  around the city and give Gnasher key information about 
  the trade routes around the village. The goblins are 
  described below. 
   
  Laki Warfreund 
  Laki is the ringleader.  A skilled wizard, Laki creates the 
  vials of alchemist's fire used in the burning of the village. 
   Laki's familiar is a small earth elemental named Digger.  
  Digger's role is to carve out a thin shaft through the earth 
  to the trap site, where it places the alchemist's fire. 
   
  Inkthok Quickfingers 
  Inkthok is the trapsmith.  A clever rogue, Inkthok 
  devises the traps for Digger to transport.  She is also 
  responsible for a trap in the town well, which would 
  hamper any attempt to start a bucket brigade.  She is 
  greedy and hates using up her potions.   
   
  Grakall 
  Grakall is the guard.  While he is not as smart as Laki and 
  Inkthok, Grakall knows enough to not get in the way of 
  the traps.  Grakall guards the children and stays awake 
  while Laki and Inkthok sleep.  As a skilled ranger, Grakall 
  also covers their tracks and hides the entrance to the 
  cave. 
    
  THE TRAP 
  The trap serves two purposes:  It ensures that no one 
  notices the goblins leaving, and it hurts the halflings:   
   
  The fire traps are vials of alchemist's fire that are 
  rigged to explode upward when the trigger is activated.  
  These vials are placed under key buildings by Digger, the 
  earth elemental.  The elemental hollows out a shaft about 
  2 inches wide and plants the vial in a small pocket of air 
  under the building.  The stone above the vial is only an 
  eighth of an inch thick.  Each vial is attached to a string 
  that leads to the warrens.  The strings are tied together in 
  one large knot.  When the goblins pull on the knot, the 
  strings pull on the triggers, activating the vials.  This 
  causes alchemist's fire to burst through the thin stone 
  and ignite anything in a 5-foot radius (which includes 
  straw in the stable, parchment in the library, etc.).  
   
  In addition to the fire traps, Inkthok has rigged a 
  device in the well just above the water level.  Just before 
  the fire traps are activated, she attaches the well's rope to 
  the device.  When someone attempts to draw water from 
  the well (most likely as part of a bucket brigade), the rope 
  triggers the trap, which launches a bladder of alchemist's 
  fire straight up into the winch.  The impact causes a 20-
  foot radius around the well to be engulfed in flames. 
   
  Finally, knowing that the Darkleaf Dogriders would 
  arrive to help with the fire, Inkthok litters the road to the 
  Darkleaf clan with caltrops.  The injuries to the dogs slow 
  them down enough that they cannot arrive in time to 
  effectively put out the fire. 
   
  TRACKING THE CHILDREN 
  The obvious question the PCs may have is:  If Banebridge 
  is renowned for its dogs, why can't the halflings find the 
  children using hunting dogs?  The answer is Grakall.  A 
  skilled ranger, Grakall serves the team by covering their 
  tracks.  He uses a healthy dose of catstink to confound 
  the dogs in the area.  Since the goblins wear the same 
  shoes as halflings, it's impossible to track the children in 
  a village where halflings and dogs run wild. 
   
  Still, it is possible to track the goblins.  A character 
  who has the Scent ability may be able to overcome 
  catstink and the ravishes of time, needing a Survival 
  check of 10 + 2/hour after midnight (as Inkthok goes out 
  at midnight).  Also, Grakall is not able to cover 
  everything.  There are two areas that can be tracked. 
   
  The first is the well.  Inkthok walks from the river to 
  the well in order to construct the trap in the well.  At the 
  river, Grakall is able to cover Inkthok's tracks and scent.  
  At the well, Inkthok's scent is strong.  A character or 
  animal with Scent can follow the smell to the river, 
  where it is confounded by catstink.  Knowing that the 
  river may hold the key could help the PCs narrow their 
  search to that area (see Encounter 17: The Well). 
  Conventional tracking is impossible, as Inkthok's tracks 
  are not discernible from any of the search parties. 
   
  Another area is the region between the Darkleaf road 
  and the river.  Inkthok walks from the river to the road in 
  order to add to the caltrop stash.  Not only is her smell 
  strong on the field (DC 10 + 2/hour after midnight), but 
  also her tracks are more distinct, as halflings don't 
  normally trod on that patch of ground.  Again, the river 
  area is doused in catstink, but it's an important clue for 
  the PCs (see Encounter 16: On the way to the Darkleaf 
  Clan). 
   
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  TALKING WITH ANIMALS 
  Due to Banebridge's harmony with the meadow, there are 
  a number of ways for PCs to use the speak with animals 
  spell.  Some animals can help the PCs as follows: 
   
  • 
  Darkleaf Dogriders:  The riding dogs of the 
  Darkleaf clan are proud beasts, being pampered as 
  the best riding dogs.  They don't know any more 
  than the halflings at Darkleaf clan. 
  • 
  Animals around the Darkleaf road:  There is a 50% 
  chance that any given animal encountered in this 
  area has encountered Inkthok, if nocturnal (only 5% 
  if it's not).  The animals leave the area whenever the 
  pack of dogs travels along the road, though the dogs 
  have never attacked them.  If the animal has 
  encountered Inkthok, it tells the PCs that someone 
  has moved from and to the river frequently. As this 
  area is not normally traveled, this may raise 
  suspicions in the PCs. 
  • 
  Water creatures of the river:  There is a 30% chance 
  that any given animal encountered at the river has 
  encountered the goblins.  If it has, it tells the PCs 
  that some land creatures of two legs have entered a 
  large hole in the ground along the river.  The animal 
  doesn't remember where exactly and cannot find the 
  hidden entrance.  This information gives PCs the 
  knowledge to search the river (see Encounter 20: 
  The River). 
  • 
  Burrowing animals:  There is a 40% chance that any 
  given burrowing animal has encountered Digger.  If 
  it has, it tells the PC that there is a gigantic (in the 
  mind of the burrowing animal) monster living in the 
  ground.  It moves around a lot and sometimes 
  collapses burrows.  The animal can locate one of 
  Digger's tunnels and lead the PCs to the building 
  attached to it.  The concept terrifies the animal, so it 
  only does this with a Diplomacy check of DC 25 
  (feeding it grants a +4 circumstance bonus). 
  • 
  Ponies at Chat's livery:  The ponies can tell the PCs 
  about the noise under their feet earlier.  See 
  Encounter 7: Wilfed Straighttree. 
  • 
  Dagby's dogs:  On the first day, the dogs can only 
  tell the PCs about the strange smell.  On the second 
  day, the dogs can tell the PCs about Digger.  For 
  more details, see Encounter 18: Dagby Manor. 
  • 
  Animals outside Banebridge:  For the most part, 
  the animals in the area are unaffected, with the 
  exception of Julie's experiments out east (see 
  Encounter 5: Julie Goodwillow). 
   
  INTRODUCTION 
  Before beginning the adventure, talk with the players 
  about the motivation of their characters.  Provide a reason 
  for the PCs' presence in Banebridge. If the PC is a 
  mercenary, then the Dyvers Adventurers' Guild has a 
  posting for adventurers to meet the mayor of Banebridge; 
  if the PC is altruistic, then one of the Dyvers temples 
  expresses concern for some innocent lives in Banebridge; 
  or if the PC is just adventurous, he knows that he can 
  find some good deals in the halfling village.  As they 
  arrive at Banebridge, give the PCs Player's Handout #1. 
   
  Whatever motivates the PCs, they arrive at 
  Banebridge at noon on the 26th day of Fireseek, just after 
  a new moon.  Venisera Darkleaf, the mayor of 
  Banebridge, greets them. 
   
   
  Crossing Flint Creek, you arrive in the village of 
  Banebridge, just a short distance from the sprawling 
  city of Dyvers.  Normally, the village swarms with 
  activity as halflings surge forward to offer trade to 
  travelers.  Instead, the road has a few tired halflings 
  making their way to the Sleeping Sparrow Inn for 
  lunch.   
   
  As you enter the town, a middle-aged halfling 
  woman approaches you.  While her clothing is of 
  good quality, it is rumpled, and the bags under her 
  eyes tell you that she has not slept much lately.  She 
  says, "Gentle travelers, I apologize for the lack of our 
  usual hospitality.  We have a problem and would 
  beseech you to stay and lend us your eyes as we look 
  for our kinsfolk." 
   
   
  As most of the PCs were probably sent here by one 
  of the Dyvers temples or the DAG, they should be willing 
  to listen to mayor Venisera Darkleaf.  Refusing to talk 
  with her does not necessarily end the adventure for the 
  PCs, but it could make the investigation more difficult.  
  PCs who refuse and simply leave the village cannot 
  continue in this adventure. 
   
  For all subsequent encounters, consult DM's Map 
  #1. 
   
  ENCOUNTER 1: MISSING 
  CHILDREN 
  As the Sleeping Sparrow Inn is on the north end of the 
  town, Venisera leads interested PCs to the common room 
  and offers to buy them lunch.  Joining her are Marshal 
  Drif Sharpthorn and Pilnoe Safehome, owner of the 
  Sleeping Sparrow Inn.   
   
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  The woman drinks from her flagon and says, "I 
  am Mayor Venisera Darkleaf.  We appreciate your 
  attention in this matter.  Some of the children of 
  Banebridge have gone missing.  We've spent the last 
  3 days searching for them.  Perhaps a fresh set of eyes 
  can spot something that we've overlooked.  Marshal 
  Drif Sharpthorn has been working day and night." 
   
  She motions to a stocky halfling wearing a chain 
  shirt.  He says, "Aye, I've coordinated with other 
  residents to sweep the village, but the wee ones don't 
  seem to be here.  I'm afraid foul play is at hand here, 
  but I'll be thrice-damned if I can't find any proof of 
  it." 
   
  Venisera says, "This is a big problem for us.  Even 
  one of my great-nephews is missing. We pray to 
  Cyrrollalee that the children are unharmed.  Could 
  you help us out?"  
   
   
  Venisera and Drif are willing to share any of the 
  information below: 
   
  • 
  The missing children are: 
  o 
  Othello Meadowsoft: Son of the widow Hycinth 
  Meadowsoft.  He is 13 years old. 
  o 
  Yonni Darkleaf:  Nephew of Larnard Darkleaf, 
  who runs the Leather Jack Tavern on the south 
  end of town.  He is 12 years old. 
  o 
  Julie Goodwillow:  Daughter of Pilfam and 
  Gabby Goodwillow, who work a small farm just 
  east of Banebridge.  She is 13 years old. 
  o 
  Johan Fleetfoot:  Great-grandson of the retired 
  sage, Montor Fleetfoot.  He is 11 years old. 
  o 
  Wilfed Straighttree:  Stepson of Chat Birdcall, 
  proprietor of the livery and who recently 
  married Petunia Straighttree.  He is 14 years old.  
  • 
  The children vanished 3 days ago, on the 23rd day of 
  Fireseek.  At first, the parents just thought that they 
  were just being typical children, but that soon 
  changed to worry, as there were no sign of them. 
  • 
  Drif's halfling dragnet includes a few acres around 
  the village.  He is afraid that the children were 
  removed from the village and taken away.  Many 
  halflings suspect slavers. 
  • 
  The children's homes show no sign of forced entry 
  or struggle, but the PCs are free to investigate on 
  their own. 
  • 
  The town is willing to pay each PC 100 gold pieces 
  for their help.  The town's treasury does not have 
  much more than that, but the PCs can haggle as high 
  up as 200 gold pieces (no skill check needed). 
   
   
  While the PCs are investigating the disappearances, 
  Venisera tells the PCs that her cousin, Larnard, can put 
  them up for free at the Leather Jack Tavern.  This raises 
  protest from Pilnoe, who runs the Sleeping Sparrow Inn. 
   Pilnoe offers free room and board in the hopes that his 
  inn becomes famous for serving heroes of the town.  
  Venisera puts in a good word for the Leather Jack, but her 
  family loyalty should be obvious.  
   
   
  All APLs: Coin 200 gp; Total 200 gp. 
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 2: Word About Town 
  Encounter 3: Othello Meadowsoft 
  Encounter 4: Yonni Darkleaf 
  Encounter 5: Julie Goodwillow 
  Encounter 6: Johan Fleetfoot 
  Encounter 7: Wilfed Straighttree 
   
  ENCOUNTER 2: WORD 
  ABOUT TOWN 
  PCs who wish to learn more information from the 
  townspeople may make Gather Information checks.  Due 
  to the size of Banebridge and the cooperation of the 
  townspeople, each Gather Information check only takes 
  1d3 hours.  Retries are possible; they just take more time. 
   
  Consult the tables below, depending on the subject 
  matter.   
   
  About the Children  
  < 11 
  Currently, children are not permitted to play 
  too far away from home due to the recent 
  disappearances. 
  11-19 
  The five children are very close-knit.  Hurbie 
  Pine wasn't as close-knit with them, but he 
  often hung around them. 
  20-23 
  Some believe that Hurbie and Julie would get 
  married, but Julie and her friends stopped 
  hanging around Hurbie recently. 
  24-27 
  There is speculation that Wilfed may soon be 
  employed by House Dagby. 
  28-31 
  Yonni has been seen outside Prachett's 
  Potions.  A recent visitor named Harrod has 
  been seen there, as well. 
  > 31 
  Julie has been seen near Turnas's Smithy 
  quite a lot before she disappeared. 
   
  
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  About Strangers  
  < 5 
  Banebridge regularly receives visitors as a 
  stop on the Gnarley Road.   
  5-9 
  Filandra of Courwood routinely stops in 
  Banebridge with her centaur partners.  She 
  runs Four Legs Are Better in Dyvers and 
  makes stops here often.  
  10-14 
  Yonkar is a half-orc who came into town last 
  night.  He has drunk a lot at the Leather Jack 
  Tavern and boasted of incredible deeds.  He 
  claims to have respect for halflings. 
  15-19 
  Harrod is a human bard who has taken up 
  residence in the Leather Jack Tavern for the 
  past week.  While he entertains the halflings 
  with epic poems, he spends most of his time 
  working on his latest piece. 
  20-24 
  Whip Goblinsbane is a halfling adventurer 
  who is staying at the Sleeping Sparrow Inn.  
  He came into town 3 days ago.  He is waiting 
  for the return of Lord Trass Dagby, who is 
  currently in Dyvers performing Gentry 
  duties. 
  25-28 
  Filandra is due to arrive in Banebridge on the 
  26th of Fireseek (1st Day) just after sunset on 
  her way back to Dyvers. She usually stays one 
  night and then continues on.  
  29-31 
  Yonkar's love for halflings is a bit creepy. 
  Half-orcs are generally treated with mistrust 
  in Banebridge, but this does not deter 
  Yonkar.  During his drunken stupors, he 
  simply thanks halflings for being wonderful 
  folks. 
  32-34 
  Harrod is a friendly sort, but he spends a lot 
  of time just browsing at the Pratchett's 
  Potions.  He's bought a few items, but he's 
  been spending more time than usual for a 
  shopper. 
  > 34 
  Whip is secretive about his motives for being 
  in Banebridge.   
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 8: Hurbie Pine 
  Encounter 9: Filanda of Courwood 
  Encounter 10: Yonkar 
  Encounter 11: Harrod 
  Encounter 12: Whip Goblinsbane 
  Encounter 13: Turnas's Smithy 
  Encounter 15: Prachett's Potions 
  Encounter 18: Dagby Manor 
   
   
  ENCOUNTER 3: OTHELLO 
  MEADOWSOFT 
  Hycinth Meadowsoft lives alone with Othello (until 
  recently) in a burrow on the east edge of the town. Lately, 
  she has been on the search teams, looking for the 
  children.  She is exhausted and grief-stricken when the 
  PCs arrive.  Read the following: 
   
   
   
  The Meadowsoft residence is a burrow off of the 
  eastbound dirt path.  Unlike other burrows, the 
  chimney is cold and uninviting.  As you approach, a 
  disheveled looking halfling woman with brown hair 
  cascading 
  haphazardly 
  around 
  her 
  shoulders 
  immediately opens the door. Her sunken eyes carry a 
  faint glimmer of hope, as she says, "Othello, honey, is 
  that you?"  Her face falls as she sees you.  "Oh, I'm 
  sorry," she mutters. 
   
   
  Hycinth is an emotional mess.  She has lost her 
  husband 3 months ago and is now in danger of losing her 
  only child.  In the past 3 days, she has only had about 4 
  hours of sleep.  Play her as distracted and hallucinogenic. 
   She still hears Othello's voice coming from his room and 
  may alarm the PCs with such an announcement.   
   
  When she is lucid enough to talk with the PCs, she 
  imparts the following: 
   
  • 
  Othello is a 13-year-old boy with light brown hair 
  and fair skin. His eyes are a deep brown. 
  • 
  Othello has been a complacent child growing up. 
  Since his father's death, he has become more unruly 
  and rebellious.   
  • 
  Hycinth's husband, Kinnith, has been missing for 
  3 months. He was hired by the Dyvers Adventurers' 
  Guild to scout out Blackthorn and is presumed dead. 
    
  • 
  Instead of confiding in his mother, Othello consoled 
  himself with the presence of his friends.  In the past 
  2 weeks, he has spent more and more time with 
  them. On many occasions, he has defied his mother's 
  wishes and stayed out past dark. 
  • 
  Hycinth wasn't aware of Othello's absence until she 
  was contacted by the parents of the other children.  
  She thought he was being his usual unruly self.   
  • 
  At night, Hycinth hears Othello entering the home, 
  but when she investigates, he isn't there (a Sense 
  Motive check of DC 12 reveals that her grief is 
  making her behave erratically).   
   
  
  OTHELLO'S ROOM 
  DM's Note: Othello was replaced 2 weeks ago by 
  Rumbreath, one of the goblin infiltrators that have been 
  sent to Dyvers.  This goblin plays no further role in the 
  adventure, though Othello is kept prisoner under the 
  village. 
   
  Hycinth allows the PCs to search Othello's room.  A 
  Search check of DC 20 turns up a dagger hidden under 
  his bed.  Another Search check of DC 26 shows the 
  presence of coarse black hairs, as if someone used the 
  dagger to shave.  It is not usual for 13-year-old halflings to 
  shave, and it is certainly not usual for a brown-haired 
  halfling to shave thick black hairs. 
   
  ENCOUNTER 4: YONNI 
  DARKLEAF 
  Larnard Darkleaf can almost always be found at the 
  Leather Jack Tavern.  He regrets being unable to search 
  for his nephew, but he has a business to run.  He gets 
  most of his information from the other searchers who 
  return to the Leather Jack to quench their thirsts.  If the 
  PCs approach during the day, he is busy cleaning the 
  tavern.  If the PCs approach during the evening, he is 
  busy serving the patrons.  Read the following, modifying 
  it if the PCs arrive at night: 
   
   
  The Leather Jack Tavern is a simple two-story 
  building.  The common room is adorned with animal 
  heads and pelts, looking more like a tanner's shop 
  than a bar.  Stairs lead up to the sleeping rooms.  
  Larnard Darkleaf is a stout halfling, cleaning the 
  mugs when you enter.  He slaps the rag over his 
  shoulder and says, "What can I do you folks for?"  
   
   
  Larnard is a business owner and tends to his business 
  first.  While he loves his clan, he has only agreed to have 
  Yonni learn the business because he provided an extra set 
  of hands.  He treats the disappearance as a personal 
  insult, since Yonni disappeared while under his care.  
  Play him as someone who is defensive about his role as 
  Yonni's ward. 
   
  Larnard takes enough time out of his work to impart 
  the following to the PCs: 
   
  • 
  Yonni is a short 12-year-old boy with dirty blonde 
  hair.  He has blue eyes and fair skin. 
  • 
  Yonni's parents are Thistler and Iris of the Darkleaf 
  clan.  They sent Yonni to live with Larnard and learn 
  the tavern business.  He became an apprentice 3 
  months ago. 
  • 
  Yonni wasn't exactly the brightest of lads, but he was 
  a steady worker.  Larnard worried that his friends 
  were taking advantage of Yonni because he had 
  access to ale.  Still, a boy had to have some friends, 
  and Yonni could have done worse. 
  • 
  During the past 2 weeks, Yonni's work has improved. 
   He was able to finish his chores in a third of the 
  time.  He'd stay and chat with the caravan drivers 
  instead of asking for more work, which annoyed 
  Larnard. 
  • 
  Larnard discovered that Yonni was missing when he 
  did not show up for the morning chores.   
   
  YONNI'S ROOM 
  DM's Note: Yonni was replaced by Laki Warfreund, the 
  goblin wizard.  Laki performed Yonni's work much faster 
  than usual so he could learn more about caravan activity 
  in the area.   
   
  Larnard stalls a bit if the PCs request to search 
  Yonni's room.  This is because Larnard is a bit 
  embarrassed at the state of his apprentice's room. Yonni's 
  room is actually a closet with a straw mat and some 
  cleaning tools.  Due to the spartan nature of the room, 
  Laki did not do a lot of work in this room. Nothing of 
  interest can be found here. 
   
  THE TRAP 
  On midnight of Day 2 (exactly one and a half days after 
  the PCs arrive), Digger plants one of the alchemist's fire 
  traps under the Leather Jack Tavern.  If the PCs are in the 
  tavern during that time, they have a chance to hear the 
  noise.  Fortunately for the PCs, the Leather Jack closes up 
  its bar before midnight due to Larnard being 
  understaffed, so they do not suffer a penalty to Listen 
  checks due to noise. 
   
  If a PC happens to be in the wine cellar at midnight, 
  then he can hear the digging noise with a Listen check of 
  DC 17.  PCs in the common room need to make a Listen 
  check of DC 24 (accounting for distance and interposing 
  materials).  PCs staying upstairs need to make a Listen 
  check of DC 31.  Sleeping PCs receive –5 to the Listen 
  check. 
   
  The trap can be found after midnight just like all 
  other traps, but since the trap goes off 2 hours after it is 
  placed, this is unlikely.  A Search check of DC 30 reveals 
  a hollow spot on the stone floor (characters with 
  Stonecutting can make this check for passing over it, but 
  not elves).   
   
  A PC can safely chisel away the stone above the flask 
  of alchemist's fire with a Craft (stonemasonry) check of 
  DC 20 or a Disable Device check of DC 22.  Missing the 
  DC results in the alchemist's fire being damaged by the 
  attempt, exploding upward and igniting everything 
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  within 5 feet (including the whiskey). See Encounter 28: 
  Fire! for details on how to put out the fire. 
   
  ENCOUNTER 5: JULIE 
  GOODWILLOW 
  Pilfam and Gabby Goodwillow live in a farmhouse just 
  outside of Banebridge.  During the day, Pilfam is out in 
  the fields, searching for the children with the other 
  halflings.  Gabby stays at home and cares for her 10-year-
  old son, Neethin.  As the PCs approach, read the 
  following: 
   
   
  The farmhouse is unassuming, standing amidst 
  fields of carrots, turnips, and potatoes. A lone tree 
  stands nearby, a halfling boy dangling on a rope 
  swing.  At your approach, the boy leaps off the swing 
  and runs to the house, yelling, "Mami! Mami!  
  Strangers!" 
   
   
  Gabby and Pilfam are worried about Julie's 
  disappearance.  As a result of the disappearance, they 
  keep a close eye on Neethin and are overly protective.  
  Getting to talk with Neethin alone requires changing the 
  Goodwillows' attitude to Helpful (they are initially 
  Friendly, DC 20).  Each failed Diplomacy attempt lowers 
  their attitude by one step.  If the Goodwillows become 
  Unfriendly, they tell the PCs to leave.  Play the 
  Goodwillows as cautious. 
   
  As long as they are not Unfriendly, Gabby and 
  Pilfam (if he's home) tell the PCs the following: 
   
  • 
  Julie is a 13-year-old girl with black hair and dark 
  eyes.  Her parents have sometimes joked that she 
  was delivered to them by some Rhennee. 
  • 
  Julie has been moody the past 2 weeks.  Gabby has 
  hoped that Julie would not be blossoming so quickly, 
  but it's not unheard of for 13-year-old halflings to 
  become so moody. 
  • 
  While Julie was a child, the Goodwillows were not 
  too concerned about her hanging around with boys.  
  Now that Julie is becoming a woman, the parents 
  have been concerned.  They are especially fearful 
  that Julie may be crushing on Wilfed Straighttree, 
  who is the oldest of her circle of friends. 
  • 
  Julie has outgrown much of her girlish activities.  
  Gabby is distressed that her only daughter would be 
  a tomboy.  She even came home covered in filth 
  several times last week. 
  • 
  The Goodwillows realized that Julie was missing 
  when she did not show up for breakfast 3 days ago.  
  This was very unusual, and they thought she snuck 
  off to see Wilfed. When Pilfam called on Chat 
  Birdcall, he learned that both children were missing. 
    
   
   
  Furthermore, if the Goodwillows are Helpful, then 
  the PCs can talk privately with Neethin.  He doesn't 
  volunteer information in front of his parents because he 
  doesn't want them to know he broke some of their rules. 
  If he is persuaded to speak to the PCs out of earshot of his 
  parents, he imparts the following additional information: 
   
  • 
  Some night last week, he snuck out of bed because 
  he heard a noise.  He saw Julie going out into the 
  woods.  He followed her and saw her stop a few 
  times to look at dead animals.  One animal wasn't 
  dead, but it couldn't move.  She poked it with a stick 
  several times, and it squealed in pain.  Neethin 
  became frightened and ran back to the house. 
  • 
  Julie used to be friends with a halfling named 
  Hurbie, but she stopped talking with him.  Neethin 
  thinks they were going to get married, and he knew 
  that his parents would be unhappy with that.  
  Hurbie asked Neethin why she stopped talking to 
  him, but Neethin didn't know. 
  • 
  One day, Neethin was being nosy and found some 
  dirty jacks hidden in Julie's room.  He tried to play 
  with them, but he cut himself on one when he 
  grabbed it.  Neethin doesn't want his parents to 
  know that he snuck into his sister's room. If the PCs 
  agree to keep quiet about his infraction, he shows 
  them some of the scrap metal.  This negates the need 
  for the DC 34 Search check. 
   
  JULIE'S ROOM 
  DM's Note: Julie was replaced by Inkthok Quickfingers, 
  the trapsmith.  Some of Inkthok's progress can be found 
  here, including caltrops made out of scrap metal she took 
  from the blacksmith. 
   
  Julie's room is filled with various dolls and lacy 
  doilies.  Despite her tomboy ways, Julie still collected 
  girlie accoutrements given to her by her mother.  As the 
  PCs search the room, have them make three separate 
  Search checks. 
   
  Check 1: A DC 18 Search check finds that some 
  dolls hidden in the back have various slash marks and 
  beheadings.  A Sense Motive check of DC 12 reveals that 
  Julie has some psychopathic tendencies as she marred 
  her dolls. 
   
  Check 2: A DC 26 Search check finds black smudges 
  under one of the rugs.  A Profession (blacksmith) check 
  of DC 5, a Knowledge (architecture and engineering) 
  check of DC 12, or a Knowledge (dungeoneering) check 
  of DC 20 determines the black smudges to be soot, such 
  as that found in a blacksmith's shop. 
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  Check 3: A DC 34 Search check finds a couple of 
  caltrops fashioned out of scrap metal.  A Profession 
  (blacksmith) check of DC 8 or a Knowledge (architecture 
  and engineering) check of DC 20 lets the PC know that 
  such scrap metal is plentiful in a blacksmith's shop. This 
  check is not necessary if Neethin shows the scraps to 
  the PCs. 
   
  JULIE'S HOBBY 
  PCs investigating the small woods outside of the farm 
  can find Inkthok's handiwork.  A DC 35 Search check or 
  a DC 25 Survival check discovers the traps (PCs receive a 
  +10 circumstance bonus if they come here as a result of 
  Neethin's testimony).  There are four traps crafted out of 
  wood and twine.  A DC 16 Craft (trapmaking) check or a 
  DC 12 Disable Device check lets the PC know that the 
  person who crafted these traps is very skilled at stopping 
  animals.  The traps all hold some manner of dead animal.  
  One of the animals was tortured before it died. 
   
  PCs with the Track feat can isolate the footprints 
  that belong to Julie.  While it's still impossible to find her 
  tracks within town, PCs who study her tracks out here 
  receive a +2 competence bonus to Search and Survival 
  when examining her tracks. 
   
  A speak with animals spell allows the PCs to learn 
  the attitude of the woodland animals.  In general, they do 
  not approach the farm, as the two-legged animals chase 
  them away.  They were cautious when one of the two-
  legged animals recently came into their woods.  She left 
  some food behind, which interested some of the animals. 
   Those animals that went after the food suddenly died, 
  except for one.  She yelled for help, but the other animals 
  were too afraid to get close to the food.  After a couple of 
  darknesses, the two-legged animal came back and hurt 
  the animal a lot before she died. Another two-legged 
  animal was nearby when this happened, but he ran away. 
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 8: Hurbie Pine 
  Encounter 13: Turnas's Smithy 
   
  ENCOUNTER 6: JOHAN 
  FLEETFOOT 
  Montor Fleetfoot is a retired sage who watches over the 
  library donated by adventurers.  The library is right next 
  to his home, which is convenient for him.  Montor is 
  especially good with lore about Halfling Dogriders, 
  especially since he is an accomplished Dogrider himself.  
  He is a prominent and respected member of the 
  Banebridge citizenship.  Montor is usually found at the 
  library during the day and at his home at night. 
  Assuming the PCs approach the library (modify it if they 
  approach him at home), read the following: 
   
   
  The library of Banebridge is too new to be 
  remotely called musty. Scrolls and books line the 
  shelves.  An old halfling man hobbles forward on a 
  cane.  "Strangers, eh?  Knowledge is free to all, 
  strangers."  He looks at one of the largest shelves.  
  "Perhaps you'd like to learn a bit more about the 
  Dogrider Brigade," he says with a youthful twinkle in 
  his eye. 
   
   
  When Montor learns that the PCs are investigating 
  his great-grandson's disappearance, his mood becomes 
  more somber. As a venerable halfling, Montor has 
  become accustomed to people dying, but he hates to 
  think of his beloved Johan suffering a similar fate. Play 
  Montor as sagacious and practical, but worried about 
  Johan. 
   
  Montor tells the PCs the following: 
   
  • 
  Johan is a scrawny 11-year-old boy with reddish-
  brown hair.  His eyes are green with a hint of gold 
  flecks. 
  • 
  Johan came to be in Montor's care when his parents 
  were killed in a shipwreck 3 years ago.  Johan was 
  saved by an elf.  Since Mortor's children have passed 
  away of old age, he is the only kin left to care for 
  Johan.   
  • 
  Johan dreamed of being a Dogrider.  Montor 
  regularly took him to the Darkleaf clan to watch the 
  maneuvers.  In the past 2 weeks, Johan has refused to 
  be escorted by Mentor.  He simply outgrew the need 
  to be with his great-grandfather all the time.   
  • 
  Montor taught Johan a lot, but the recently donated 
  library has helped Johan immensely. He loved to put 
  the books back on the shelves, which helped Montor 
  out since his back hurts more and more lately.   
  • 
  Johan was such a quiet boy that Montor wasn't really 
  aware that he went missing.  During supper 3 days 
  ago, Chat Birdcall stopped by to ask about Johan.  
  That was when he realized the boy was gone. 
   
   
  Montor knows Goblin and is willing to translate 
  anything the PCs bring to him. 
   
  JOHAN'S ROOM 
  DM's Note: Snagglewart, one of the goblin infiltrators 
  that were sent to Dyvers, replaced Johan 2 weeks ago.  
  This goblin plays no further role in the adventure, 
  though Johan is kept prisoner under the village. 
   
  Johan's room is bare.  It has a writing desk and a bed. 
   Splashed ink and gouges in the wood show that the desk 
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  has obviously been used several times.  No documents 
  can be found here, but a DC 22 Search check reveals 
  various numbers and symbols lightly scrawled on the 
  desk.  A DC 12 Decipher Script check shows that the 
  numbers refer to books and their locations in the library. 
   
  THE LIBRARY 
  A DC 30 Search check lets the PCs know which books 
  were recently looked at; this takes 3 hours. Comparing 
  the books to the checkout log reveals that no one in the 
  village has read these books recently.  If the PCs make 
  the Decipher Script check in Johan's room, then the 
  Search check automatically succeeds and only takes 
  20 minutes. 
   
  The books that has gained recent attention are: 
   
  • 
  Dogrider Defeats 
  • 
  The History of Guilds in Dyvers 
  • 
  How to Start a Business in Dyvers 
  • 
  Anatomy of Dogs 
  • 
  Tales of the Gnarley Road 
  • 
  The Role of Alchemist's Fire in Warfare 
  • 
  Weights and Measures in Caravans 
  • 
  Waste Disposal of Dyvers 
  • 
  The Rise of Turrosh Mak 
   
   
  It is obvious that these books are not typical reading 
  fare for an 11-year-old halfling. 
   
  Regardless of the Decipher Script check in Johan's 
  room, the PCs can happen across a document hidden in 
  the library with a DC 25 + APL Search check.  
  Snagglewart has been storing some of the letters he 
  drafted with the intent of sending them with Laki to 
  Gnasher Barrock.  The problem is that in his haste to 
  leave the town, Snagglewart missed one document, 
  which is still hidden behind a bookshelf.  Give the PCs 
  Player's Handout #3.  This document is required for the 
  PCs to qualify for the AR award, Invitation of House 
  Navoy. If the PCs do not find this document, they cannot 
  be eligible for the favor.  
   
  THE TRAP 
  At sunset of Day 1 (the same day that the PCs arrive), 
  Digger plants one of the alchemist's fire traps under the 
  library.  If the PCs are in the library during that time, 
  they have a chance to hear the noise.  Montor retires to 
  his home before sunset, so if the PCs are talking with 
  Montor during this time, it is likely in his house instead 
  of the library. 
   
  If a PC happens to be in the library at sunset, then he 
  can hear the digging noise with a DC 17 Listen check.  
  PCs in Montor's room can hear the digging with a DC 27 
  Listen check due to the wooden walls.  PCs receive a –8 
  penalty due to distance and another –5 due to being 
  distracted by talking with Montor. 
   
  The trap can be found after sunset just like all other 
  traps.  A DC 30 Search check reveals a hollow spot on the 
  stone floor (characters with Stonecutting can make this 
  check for passing over it, but not elves).   
   
  A PC can safely chisel away the stone above the flask 
  of alchemist's fire with a DC 20 Craft (stonemasonry) 
  check or a DC 22 Disable Device check.  Missing the DC 
  results in the alchemist's fire being damaged by the 
  attempt, exploding upward and igniting everything 
  within 5 feet (including the bookshelves).  See Encounter 
  28: Fire! for details on how to put out the fire. 
   
   
  Based on what they learn here, the PCs may wish to 
  investigate the following: 
  Encounter 16: On the way to the Darkleaf Clan 
   
  ENCOUNTER 7: WILFED 
  STRAIGHTTREE 
  Chat Birdcall owns the livery.  He spends most of his 
  time here with his middle stepchild, Norton Straighttree. 
  He is distressed about the disappearance of Wilfed, but 
  he is busy expanding the livery before the spring colts are 
  born.  He became the stepfather of Wilfed, Norton, and 
  their sister, Jasperine, when he married the widow 
  Petunia Straighttree 3 years ago.  As the PCs approach the 
  livery, read the following: 
   
   
  You hear the sounds of hammering before you 
  even see the livery.  A young halfling stands on a 
  ladder, nailing shingles into place. A halfling boy 
  holds the ladder still. A number of ponies stand in 
  stalls, annoyed at the loud noises.  As you approach, 
  the man says, "Heads up, Norton!" as he sticks his 
  hammer in his belt and slides down the ladder. He 
  walks up to you and sticks his hand out, saying, "Chat 
  Birdcall at your service. What are you folks interested 
  in?" 
   
   
  When Chat learns that the PCs are interested in the 
  disappearance of the children, he thanks the gods that 
  such kind-hearted strangers have offered to help.  He 
  keeps an eye on Norton but allows him to paint the 
  boards while he talks with the party.  Play Chat as a 
  mostly carefree halfling, though he is troubled by the loss 
  of his stepson.  
   
  Chat and Norton can tell the PCs the following: 
   
  • 
  Wilfed is a 14-year-old boy with dark brown hair.  
  His eyes are brown, and his skin is tan from working 
  and playing with the ponies. 
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  • 
  Wilfed is the oldest and biggest of his three 
  stepchildren.  He has served as the man of the house 
  when their father died 6 years ago while hunting 
  (killed by a bear).   
  • 
  Chat courted Petunia 4 years ago, and she agreed to 
  marry him 3 months later.  Chat is a very proud 
  stepfather and gets along with the three children. 
  • 
  Chat has been teaching Wilfed how to run the livery 
  business.  He took to it naturally.   
  • 
  Lately, Wilfed has not updated the books.  He also 
  treats the ponies a little differently.  Though he fed 
  the ponies, he neglected their grooming.  This began 
  about 2 weeks ago. 
  • 
  It's not uncommon for Chat or Wilfed or both to 
  spend the night in the loft of the livery instead of 
  riding back to the Straighttree house.  On the 
  afternoon of the 22nd of Fireseek, Chat returned 
  home, leaving Wilfed to sleep at the livery.  On the 
  morning of the 23rd day of Fireseek, Chat rode into 
  town and found Wilfed missing.  The stable had not 
  been cleaning the previous evening, so he thinks 
  Wilfed disappeared before nightfall. 
  • 
  Pilfam Goodwillow showed up the morning of the 
  disappearance and accused Wilfed of seducing away 
  Julie Goodwillow.  While the two were good friends, 
  Chat does not think Wilfed intended any 
  impropriety with Julie. 
  • 
  Norton is not allowed to stay alone at the livery now. 
  • 
  Chat is waiting for Trass Dagby to return to town so 
  he can tell him that one of his dogs got loose.  It 
  scratched at the stable walls last night (22nd of 
  Fireseek) and spooked the animals.   
  • 
  Norton and Jasperine don't play with Wilfed's 
  crowd, Othello Meadowsoft, Julie Goodwillow, 
  Johan Fleetfoot, and Yonni Darkleaf, but they 
  noticed that the five children often played on the 
  road west of the livery, out of sight of the village. 
  While children are notorious for chasing away 
  younger siblings, Wilfed's been more aggressive 
  about keeping Norton and Jasperine away. 
  • 
  For a while, Chat has talked with Lord Trass Dagby's 
  people about possible employment for Wilfed when 
  he becomes an adult.  Before Lord Trass headed to 
  Dyvers last week, Wilfed had the opportunity to 
  meet with him. Wilfed didn't tell Chat the result of 
  the meeting, saying that he wanted to surprise his 
  parents. 
   
   
  Petunia and Jasperine can tell the PCs the same as 
  above if they visit the Straighttrees at their home, but 
  they do not get to hear the trap being set at the livery, 
  since their home is half a mile away.  
   
  WILFED'S ROOM 
  DM's Note:  Wilfed has been replaced by Grakall, the 
  goblin guard.  He knows how to treat animals, but he 
  considers grooming a waste of time.   
   
  Wilfed's room at the Straighttree house has three 
  beds—one for each child.  Wilfed spent very little time in 
  the room, since doing so meant extended exposure to 
  Norton and Jasperine.  Nothing can be found in this 
  room. 
   
  THE LOFT 
  Once Grakall replaced Wilfed, he spent most of his 
  nights in the loft.  There is no real privacy in the loft, so 
  he didn't store anything here. 
   
  WILFED'S TREATMENT OF THE ANIMALS 
  A speak with animals spell lets the caster know that the 
  animals detected a change in Wilfed 2 weeks ago.  He 
  smells different now.  The Wilfed of the past 2 weeks is 
  not the same as a halfling.  One of the halfling children 
  that came by often (Yonni) is also not a halfling.  The new 
  Wilfed was not as nice as the old Wilfed.  The new 
  Wilfed seems to have considered them unworthy of 
  pampering and feeds them just enough to keep them 
  alive.  Many times, Wilfed came back to the stables 
  smelling of the river. 
   
  The animals can clarify Chat's story about the noise 
  they heard last night.  The scratching was not from 
  outside but from underneath.  They were certain that 
  some animal was going to claw its way through the 
  ground and attack them.  After a while, the noise stopped, 
  and they calmed down. 
   
  THE TRAP 
  An alchemist's fire trap was placed the night before the 
  PCs arrive. The trap can be found like all the other traps.  
  A DC 30 Search check reveals a hollow spot on the stone 
  floor (characters with Stonecutting can make this check 
  for passing over it, but not elves).   
   
  A PC can safely chisel away the stone above the flask 
  of alchemist's fire with a DC 20 Craft (stonemasonry) 
  check or a DC 22 Disable Device check.  Missing the DC 
  results in the alchemist's fire being damaged by the 
  attempt, exploding upward and igniting everything 
  within 5 feet (including the piles of hay).  See Encounter 
  28: Fire! for details on how to put out the fire. 
   
  Development: Based on what they learned here, they 
  may wish to investigate the following: 
  Encounter 18: Dagby Manor 
  Encounter 20: The River 
   
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  ENCOUNTER 8: HURBIE PINE 
  Hurbie is a 12-year-old halfling boy who lives on the 
  eastern side of Banebridge.  The PCs may have learned 
  that Hurbie has been a close friend of Julie Goodwillow.  
  Since he has been excluded from playing with Julie, 
  Yonni, and the rest, he plays mostly by himself.  
  Assuming the PCs approach his burrow during the day, 
  read the following: 
   
   
  The Pine burrow sits off of one of the eastern 
  roads and looks much like any other halfling burrow. 
   From behind the burrow, a panicked voice screams 
  out, "You leave her alone, demon!" 
   
   
  Hurbie is pretending to be an eldritch knight in the 
  "backyard."  Anyone circling around the burrow sees him 
  shaking a stick at a mastiff that simply sits there with its 
  head tilted.  The mastiff has two flaps of leather tied to its 
  collar, resembling bat wings.  Hurbie is holding onto a 
  puppy with a princess hat on its head.  Any commotion 
  by the PCs brings Hurbie's mother and older brother out 
  of the burrow immediately.   
   
  When questioned, Hurbie relays the following: 
   
  • 
  He has been a friend with the others for a couple of 
  years.  They used to play a lot in the fields east of 
  Banebridge.   
  • 
  Other kids used to tease Julie and him that they 
  would get married some day.  He still likes to say 
  that, but Julie stopped finding that funny 2 months 
  ago. 
  • 
  Hurbie has been confused by the attitudes of the 
  other children in the past month. At first, he would 
  see Yonni alone in the fields, and he would say mean 
  things to Hurbie, calling him an imaginative loser 
  and fat. When Hurbie saw him in the town later, 
  Yonni acted like they were still chums. 
  • 
  About 2 weeks ago, the other children stopped 
  visiting Hurbie.  This hurt his feelings, and he has 
  followed them a couple of times to see what they 
  were doing.  
  • 
  The children started playing more on the west side 
  of Banebridge, between Darkleaf Road and Flint 
  Creek.  They usually hid in the bushes just out of 
  sight of the road to the Darkleaf clan and drew dirty 
  pictures in the ground.  Hurbie knew they were 
  dirty, because the kids laughed a lot.  
  • 
  Othello spoke in a weird language once.  Hurbie 
  only caught a couple of words, but they were not 
  Halfling.  Yonni told him to shut up, and Wilfed 
  punched Othello hard in the face.  He didn't seem to 
  be bleeding, though.  Hurbie can repeat a couple of 
  the words for the benefit of PCs who understand 
  Goblin.  The words are, "dig under," "smooth the 
  mud," and "caravan routes."  
  • 
  Still upset about his abandonment, Hurbie asked 
  Julie's younger brother, Neethin, about her change 
  of heart.  Neethin said he didn't know, but Hurbie 
  could see that Neethin was scared about something.  
  He wouldn't talk about it. 
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 16: On the way to the Darkleaf Clan 
   
  ENCOUNTER 9: FILANDA OF 
  COURWOOD 
  Filanda is an elven merchant who owns Four Legs Are 
  Better, a caravan company that employs centaurs.  
  Business goes well for her, because the centaurs double as 
  guards and transportation.  She arrives at the Leather Jack 
  Tavern on the evening of the 26th and leaves town on the 
  morning of the 27th to return to Dyvers.  She is not 
  interested in staying any longer than she has to. 
   
  She is aloof when talking with the PCs, but she 
  doesn't wish for the halfling children to be harmed.  She 
  tells them the following: 
   
  • 
  While she stops at the Leather Jack Tavern often, she 
  doesn't spend much time in Banebridge.  She stays 
  just long enough to get rest for her and the centaurs. 
    
  • 
  She was last here on the 19th day of Fireseek. The 
  Yonni lad swept the floor around her and asked her 
  various questions about caravans. 
  • 
  To Filanda's surprise, Yonni knew a lot about 
  caravans. The questions struck her as being 
  particularly mature for a halfling his age. 
  • 
  During the night, Yonni went outside to dump the 
  mop water.  The centaurs startled him, and he 
  uttered some curse words she didn’t know (a PC who 
  speaks Goblin can decipher the curse as, "By 
  Maglubiyet's fertile loins!" [DC 20 Knowledge 
  (religion) check reveals Maglubiyet is the god of 
  goblins]). 
  • 
  Filanda is confused by Yonni's surprise at seeing the 
  centaurs. He has always loved to talk with the 
  centaurs when she stopped in town. It seems that he 
  didn't expect to see the centaurs and resented their 
  presence. 
  • 
  If questioned, one of the centaurs tells the PCs that 
  Yonni ran north toward Flint Creek.  He did not 
  cross the bridge, following the river west instead. 
  DYV7-01 Vanguard 
   
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  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 20: The River 
   
  ENCOUNTER 10: YONKAR 
  Yonkar is an adventurer who likes to drink and talk.  
  After a long, exciting adventure, he is returning to 
  Dyvers.   
   
  Yonkar is a tall half-orc with a greatsword on his 
  back.  Depending on when the PCs meet him, he is either 
  drinking, passed out, or sleeping it off, all within the 
  Leather Jack Tavern.  He shares the following with the 
  PCs (often punctuated with tales of how he killed ropers, 
  ankhegs, ogres, and owlbears): 
   
  • 
  Yonkar traveled southeast to some ruins off the 
  Wooly Bay, along with Vip and Trung, a halfling and 
  a human, respectively. 
  • 
  After looting the ruins, the three adventurers 
  traveled north toward Safeton and Narwell.  The orcs 
  of the Pomarj rampaged through the lands, and the 
  adventurers had to travel carefully.  They spent 
  several months in hiding, as they made their way 
  north. 
  • 
  Just when they thought they were safe, Vip hissed at 
  the others to hide and dove under a bush.  A group of 
  gnolls attacked Yonkar and Trung from an ambush.  
  Trung died quickly, and Yonkar fell just as fast. 
  • 
  The gnolls kept Yonkar as a slave.  He woke up in 
  chains.  The gnolls were carrying him toward the 
  Pomarj. 
  • 
  One day, while the gnolls slept, Vip snuck into the 
  camp and unlocked Yonkar's chains.  They grabbed 
  weapons and killed a few gnolls before they could 
  fully awaken.  The remaining gnolls put up a vicious 
  fight. 
  • 
  One gnoll planted a falchion into Vip's chest.  
  Yonkar was angered and charged the gnoll, seeing 
  nothing but red.  The next thing Yonkar knew, all of 
  the gnolls lay dead.   
  • 
  Yonkar wept over Vip's death ("but don't tell no one 
  that Yonkar cried!") and buried the halfling.  He 
  promised to be nice to all halflings. 
  • 
  Yonkar 
  doesn't 
  know 
  anything 
  about 
  the 
  disappearances; halflings here don't talk much to 
  him.  He showed up last night (the 25th of Fireseek) 
  and drank to the health of the halfling folk.  The 
  marshal asked him several strange questions and 
  warned him to not leave town.  So, Yonkar stays here 
  and drinks more with the money he got from the 
  ruins.  Each drink is for Vip to find peace. 
  If Yonkar learns that the halflings are in trouble, he offers 
  to help.  He isn't smart like Vip was, but he can do what 
  he can. Read or paraphrase the following when this 
  happens: 
   
   
  The half-orc looks up from his ale suddenly and 
  sputters, "What?" He stands up suddenly and secures 
  his greatsword. "I'll find the wee children. I swear on 
  the fists of the Brawler that they will be safely in their 
  mommies' arms!" 
   
   
  If the PCs befriend Yonkar and aren't abusive toward 
  him, Yonkar gladly helps out where he can.  He isn't very 
  skilled, and he isn't that bright.  He offers to look for the 
  children since he is good with the outdoors.  PCs may try 
  to use him for other tasks, but he would just fail.  Even if 
  the PCs find the entrance to the warrens and bring 
  Yonkar along as support, he would simply blunder 
  headlong into the combat and die quickly.   
   
  If the PCs take Yonkar up on searching for the 
  children, he does succeed.  He finds the warren on the 
  evening of Day 2 (the 27th) and enters.  The elemental 
  kills the half-orc and dumps his body in the chasm.   
   
  Fortunately for the PCs, Yonkar told Larnard 
  Darkleaf that he is looking for the children north along 
  the river that evening.  If the PCs ask about Yonkar (or 
  look like they've been hanging around Yonkar), then 
  Larnard tells the PCs where Yonkar went.   
   
  Grakall has not covered the tracks in the muddy 
  riverbank, since the attack is happening that night.  PCs 
  can follow Yonkar's tracks into the warren with a DC 10 
  Survival check. 
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 20: The River 
   
  ENCOUNTER 11: HARROD 
  Harrod is a bard who has developed an addiction during 
  his days of travel.  He has come to rely on the euphoria 
  brought about through cure light wounds spells.  His 
  addiction has cut into his personal funds, and he has 
  taken to thievery to support his habit when his own 
  castings run out. 
   
  Harrod comes across as a happy-go-lucky human 
  who dresses in nice clothing of blues and yellows.  He 
  freely shares the following information with PCs: 
   
  • 
  Harrod enjoys orating for halflings.  They love a 
  good story, and Harrod is full of those. 
  • 
  He is working on an epic story about the One-Day 
  War. He intends to portray House Pengallen as a 
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  nefarious villain and House Leardyn as an 
  unfortunate dupe.  At the request of the halflings, he 
  is working in the Darkleaf Dogriders into the story 
  for their role in the war. 
  • 
  Harrod came to town a week ago from Maraven.  He 
  is tired of the sea air and wants to enjoy the fresh air 
  of Banebridge (a DC 20 Sense Motive check reveals 
  that he is here for other reasons).   
   
  Due to his recent illegal activity, Harrod does not freely 
  share the following except under intimidation:  
   
  • 
  Harrod is addicted to the euphoria caused by cure 
  light wounds spells.  He has run low on money, and 
  stole a few potions from the apothecary over the 
  course of a week. 
  • 
  He came to Banebridge because he heard about the 
  quality of Prachett's Potions.  Harrod also figured 
  that with Banebridge being such a small town, they 
  wouldn't notice him stealing a few potions. 
  • 
  He last stole a potion from the apothecary 3 days ago 
  (the 23rd of Fireseek).  He swears (honestly) that he 
  stole nothing else from Prachett.   
  • 
  On the 23rd of Fireseek, he saw Yonni hiding 
  outside of the apothecary.  He knew for certain that 
  Yonni saw him steal the potion, so he flipped him 
  two gold pieces to keep quiet about it.  Yonni simply 
  smiled and pocketed the gold coins. 
   
  If the PCs promise not to turn Harrod in for stealing 
  from the apothecary, then he tells them that Yonni's 
  boots were very muddy.  This is odd because the ground 
  was dry on the 23rd.  That is the best information he can 
  give, and he hopes it's enough to convince the PCs to cut 
  him a break. 
   
  If the PCs do not realize that Harrod is hiding 
  something (or do not press the issue), then Harrod is 
  arrested for shoplifting on Day 2 (Encounter 15: 
  Prachett's Potions). 
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 15: Prachett's Potions 
  Encounter 20: The River 
   
  ENCOUNTER 12: WHIP 
  GOBLINSBANE 
  Whip is an 18-year-old halfling ranger who has followed 
  in the footsteps of Trass Dagby.  He called himself 
  Goblinsbane in imitation of his idol, who adopted that 
  name before he became a member of the Gentry.  He is 
  inexperienced, eager, and crass. 
   
  Whip should come across as an eager beaver who is 
  too gung ho to be considered a suspect (or may be 
  suspected of putting on an act). He wants to win Trass's 
  patronage.  He keeps this a secret for as long as he can, 
  because he does not want people to blab about his intent, 
  as obvious as it may be.   
   
  Whip has unfortunately arrived in town the same 
  day that the children disappeared, so he may be 
  considered a suspect.  He protests this in an exaggerated 
  manner, which does not help his case any.  He can only 
  give the PCs his word that he is not involved with the 
  missing children. 
   
  Whip does have one bit of useful information that 
  he's willing to sell to the PCs.  If the PCs can expend one 
  influence point with House Dagby, the Gentry Council, 
  the Alliance, or the International Halfling Society with 
  the intent of convincing Trass to sponsor Whip 
  Goblinsbane, he'll tell the PCs that he saw some activity 
  on the Darkleaf road west of Banebridge.  A handful of 
  small humanoids were rummaging in the bushes a half 
  mile west of the livery.   
   
  Whip volunteers this information only if he has a 
  chance to be sponsored by House Dagby.  A DC 30 Bluff 
  check convinces Whip that the PC intends to expend 
  influence that he doesn't have (or is unwilling to spend).  
  A DC 18 Intimidate check gets him to spill the beans. 
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 16: On the way to the Darkleaf Clan 
  Encounter 18: Dagby Manor 
   
  ENCOUNTER 13: TURNAS'S 
  SMITHY 
  Turnas is one of the few dwarves in Banebridge, and he 
  runs the smithy.  During the day, he is found working in 
  a coat of soot and sweat.  During the night, he sleeps in 
  his house down the road.  If questioned about the 
  missing children, he gives the PCs some lip for 
  interrogating upright citizens. Turnas is doubly annoyed, 
  as he has been once falsely accused of the murder of a 
  retired Griffon rider in Dyv 3-01 Feather, Feather, Where 
  is the Feather. 
   
  If Turnas is asked about Julie coming to the smithy, 
  he recalls a couple of moments where she sat by the 
  bridge, watching him work. Sometimes, she looked 
  northward along the river.  He has shrugged it off, not 
  really caring much for children. As long as the girl stayed 
  out of his way, he didn't care what she watched.  
   
  If the PCs want to check his scrap barrel, he 
  grumbles but relents.  As they look through 3 months of 
  scrap, Turnas notices that a lot of his scrap is missing.  He 
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  curses "those thieving halflings." If asked about the 
  possibility of those pieces being made into caltrops, 
  Turnas admits that such devices could be crafted. 
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 20: The River 
   
  ENCOUNTER 14: THE 
  SLEEPING SPARROW INN 
  Pilnoe Safehome runs the Sleeping Sparrow Inn on the 
  north end of town.  There are very few questions 
  answered here other than the NPCs listed.  PCs who 
  examine the wine cellar could possibly discover one of 
  the traps. 
   
  THE TRAP 
   
  An alchemist's fire trap was placed the evening 
  before the PCs arrive. The trap can be found like all the 
  other traps.  A DC 30 Search check reveals a hollow spot 
  on the stone floor of the wine cellar (characters with 
  Stonecutting can make this check for passing over it, but 
  not elves).  
   
  A PC can safely chisel away the stone above the flask 
  of alchemist's fire with a DC 20 Craft (stonemasonry) 
  check or a DC 22 Disable Device check.  Missing the DC 
  results in the alchemist's fire being damaged by the 
  attempt, exploding upward and igniting everything 
  within 5 feet (including the barrels of ale).  See 
  Encounter 28: Fire! for details on how to put out the fire. 
   
  ENCOUNTER 15: PRACHETT'S 
  POTIONS 
  Prachett Hucklewood is the town's apothecary.  He 
  advertises potions, but he sells all manner of alchemical 
  items and spell components.  He buys his potions from 
  the temple of Yondalla.  Prachett has lost a few potions of 
  cure light wounds to Harrod's thieving, but has he lost 
  even more to Laki.  Assuming the PCs visit his shop 
  during the day, read the following: 
   
   
  The smell of incense slams into you as you enter 
  the apothecary.  Shelves hold a variety of items, such 
  as pitch, mummy dust, and smokesticks.  A pudgy, 
  balding halfling walks into the display room, wiping 
  his orange-stained hands on his apron.  His smile 
  splits his face in two as he says, "Ah, adventurers!  
  What exciting forays into the unknown are you 
  undertaking, and how can my shop help you in your 
  most dangerous of endeavors?" 
   
   
  Prachett is a salesman, and as long as he thinks the 
  PCs are looking to spend money, he flatters them 
  shamelessly.  Once he learns that the PCs are looking for 
  the missing children, he becomes more serious.  He's 
  willing to help out for the good of the town.  He imparts 
  the following: 
   
  • 
  Young Yonni has been interested in some of the 
  wonders of the alchemical world.  Last week, 
  Prachett saw Yonni gazing in wonderment at the 
  items offered by the shop. Prachett invited him in to 
  see how a smokestick works and gave him a pea-
  sized glob of tanglefoot to play with.   
  • 
  The human, Harrod, has been hanging around the 
  shop quite a bit.  At first, Prachett thought Harrod 
  was just curious, but he always bought small stuff 
  that didn't really go together.  He thinks Harrod 
  visits the shop for less-than-honest reasons. 
  • 
  When Prachett has done his inventory on the 
  morning of the 26th of Fireseek, he has found that 
  he is missing a few potions of cure light wounds, a 
  hefty batch of bat guano, and a large jar of sulfur 
  powder. If asked, he tells the PCs that the last two 
  items can be used as ingredients for flash pellets, 
  twindertwigs, alchemist's fire, and smokesticks.  He 
  last did inventory 10 days ago, so he knows the thefts 
  are recent.   
  • 
  Prachett is sure that he saw Yonni outside the shop 
  the last time Harrod came to visit.  After counting 
  his inventory, Prachett has considered reporting the 
  theft to Drif, but he doesn't have any distinct proof.   
   
  THE THEFT 
  Unaware that he's been discovered, Harrod attempts to 
  steal another potion from Prachett at noon of Day 2.  
  Prachett is onto Harrod and watches him carefully, but as 
  a skilled merchant, he fools Harrod into thinking he's 
  ignorant.  Any PCs in the shop who try to be 
  inconspicuous must beat Harrod's Sense Motive check of 
  +5.  If Harrod suspects the PCs, then he aborts his plan 
  and buys an ounce of newt eye without stealing anything. 
   
  Harrod attempts to pocket a potion of cure light 
  wounds with a Sleight of Hand check of +9.  Prachett sees 
  this but does not confront the human.  Instead, he runs 
  to marshal Drif after Harrod leaves, unless the PCs 
  interfere.  If confronted by the PCs, Harrod breaks down 
  and admits that he stole potions because they made him 
  feel good. 
   
  Without PC intervention, Harrod does steal a potion 
  and is arrested on the afternoon of Day 2.  His room at 
  the inn has five empty vials hidden in his travel pack.  
  There is no evidence of the other alchemical supplies. 
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  THE TRAP 
  In late afternoon of Day 2 (the day after the PCs' arrival), 
  Digger plants one of the alchemist's fire traps under the 
  Prachett's Potion.  If the PCs are in the apothecary during 
  that time, they have a chance to hear the noise if he 
  makes a DC 17 Listen check.   
   
  The trap can be found at this time just like all other 
  traps.  A DC 30 Search check reveals a hollow spot on the 
  stone floor (characters with Stonecutting can make this 
  check for passing over it, but not elves).   
   
  A PC can safely chisel away the stone above the flask 
  of alchemist's fire with a DC 20 Craft (stonemasonry) 
  check or a DC 22 Disable Device check.  Missing the DC 
  results in the alchemist's fire being damaged by the 
  attempt, exploding upward and igniting everything 
  within 5 feet (including the more volatile alchemical 
  substances).  See Encounter 28: Fire! for details on how to 
  put out the fire. 
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 11: Harrod 
   
  ENCOUNTER 16: ON THE WAY 
  TO THE DARKLEAF CLAN 
  The Darkleaf clan won't be of much help to the PCs.  
  Their members in Banebridge know more about the 
  situation than they do.  Still, Jonas Darkleaf wishes the 
  PCs well and hopes that they can find the missing 
  children.  Convey to the PCs the extent of the Darkleaf 
  burrows and the kennels where the most magnificent 
  dogs of the Free Lands can be found.  Several dogs are 
  trained so well, they run freely around the compound.   
   
  The trip to and from the clan is of the most interest 
  to the PCs.  As they travel down the road, allow them 
  Spot checks (in either direction).  Any PC beating DC 25 
  + APL (as the goblins are more adept at hiding at higher 
  APLs) sees a piece of fabric sticking out of a bush.  This 
  bush is about half a mile west of the Banebridge livery.  
  PCs who actively search this part of the road can find the 
  hidden pack with a DC 10 + APL Search check.   
   
  The pack contains several shards of scrap metal 
  taken from Turnas's smithy.  Each shard is sharpened and 
  bent to form makeshift caltrops.  A crude note, written in 
  Halfling, is in the bag on top of the caltrops.  It reads, 
  "Ha, ha, stupid dogs!  How you gonna save the day with 
  bloody paws?" 
   
  Without Grakall's camouflage ability, Inkthok's 
  tracks are easier to find here.  A character with the Track 
  feat can follow Inkthok's tracks with a DC 16 Survival 
  check.  Alternatively, the PCs can convince the Darkleaf 
  clan or Chat Birdcall to loan them a hunting dog (Scent 
  DC 10 + 2/hour past midnight).  Both methods lead the 
  PCs to the warren entrance.   
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 20: The River 
   
  ENCOUNTER 17: THE WELL 
  There is nothing surprising about the well at first glance. 
   It has a low stone wall to prevent children and animals 
  from falling in, and it has a roof to protect the winch 
  from which a bucket hangs.  Inside the well is a nasty 
  surprise. 
   
  Any PC who can see clearly into the well can attempt 
  a DC 28 Spot check to notice something strange against 
  the wall about 30 feet down.  There is not enough light 
  for anyone else (even with low-light vision) to see the 
  device without shining a lantern down.  A PC who enters 
  the well can see it without making a check. 
   
  THE TRAP 
  Inkthok has rigged a device that would launch a bladder 
  of alchemist's fire 50 feet in the air.  It is set up on a 
  floatation device.  When triggered, the bladder launches 
  and collides with the roof above, causing a massive 
  explosion and spraying alchemist's fire in a 20-foot radius. 
   The trap activates when the pin is pulled.  Before the 
  night of the attack, the device is hidden in a depression 
  on the side of the well.  Just before the attack, Inkthok 
  prepares the trap so it is floating on the water.  The rope 
  is tied to the pin so that someone attempting to draw 
  water activates the trap.   
   
  The trap can be disabled by making a Disable Device 
  roll against Inkthok's Craft (trapmaking) check.  
  Succeeding by 5 or more means that the device is 
  disabled to the point where it looks usable but really isn't. 
   Failing by 10 or more (instead of the usual 5) activates 
  the trap.  See Encounter 28: Fire! to resolve this.   
   
  CAUGHT IN THE ACT 
  While the PCs are in the village, Inkthok visits the well 
  twice.  On the first night, Inkthok drinks a potion of 
  invisibility and sneaks to the well.  PCs staying at the 
  Leather Jack have a chance to hear her sneaking to the 
  well (with penalties based on interposing materials and 
  distance; if you're not sure of the details, go with a DC 25 
  Listen check).  While in the well, Inkthok makes a 
  mistake, which results in a metal clamp striking metal.  
  This is much more audible, requiring a Listen check of 
  DC 5.  Inkthok makes the noise just once, and she keeps 
  quiet the rest of the time.  If she hears movement above, 
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  she drinks another potion of invisibility and sneaks out 
  of the well.  If she feels nobody is the wiser, she climbs 
  out while visible; she doesn't relish the thought of 
  drinking 150 gold pieces.   
   
  On the second night, after Inkthok traps the road to 
  Darkleaf clan, she returns to the well.  This time, she feels 
  more confident and doesn't bother turning invisible 
  unless there is a guard posted on the well.  She positions 
  the trap and arms it.  She sneaks out the well, just as 
  visible as before.   
   
  BACK DOOR 
  The well happens to be drawing from the same source of 
  water that feeds the goblins' hideout (Encounter 25: The 
  Nexus, Room #6).  The connection is a small underwater 
  tunnel that is 8 inches wide, which is impossible for most 
  PCs to travel through.  If a PC is able to wriggle his way 
  into the room, he may be able to backtrack out of the 
  nexus and/or rescue the children, though Laki and 
  Grakall spend all of their time down here (with Inkthok 
  during most of the time).  
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 20: The River 
  Encounter 25: The Nexus 
   
  ENCOUNTER 18: DAGBY 
  MANOR 
  Lord Trass Dagby spends a lot of time in Banebridge, but 
  he is in Dyvers the entire week performing his Gentry 
  duties.  His house and the school for dog riding are on 
  the west edge of Banebridge. The school is closed until 
  Trass returns.  When Whip Goblinsbane is bored with 
  hanging out at the inn, he is often found here, waiting for 
  Trass's return. 
   
  As the PCs arrive, read the following: 
   
   
  Despite the sobriquet, Dagby Manor is a modest 
  house.  Off to the side of the house, a pen holds eight 
  puppies that are almost riding-sized.  A human dumps 
  a bucket of ground meat into a food dish, which 
  whips the puppies into a cacophony of yips.  The 
  human puts down the bucket and walks to the gate, 
  forgetful of his bloody apron.  He says in a thick 
  Rhennee accent, "Ya like dags, d'ya?  These lil 
  kneebiters a'ready paid fer, but I fink I can hook ya 
  up wif a new buncha dags." 
   
   
  The human is Victor, and he is Trass's attendant.  He 
  watches over the house and the school while Trass is on 
  business.  He is annoyed at Whip and tells him to shove 
  off on a regular basis.  "If ya don' wanna dag, fen yer 
  wastin' m'time.  Shove aff!"  He answers PCs' questions as 
  best as he can: 
   
  • 
  "Name's Victo' 'n I work fer Trass.  I been a slave 'ears 
  back, an' Trass bat me wif gold, bless his hat. I be 
  doin' fis work fer free, I would, but 'e don' see it fat 
  way.  I get good gold." 
  • 
  "Real shame 'bout 'em kids.  Don' know nuffin' 'bout 
  'em." 
  • 
  "Tha boy, Wilfed, 'e was s'posed to tak to Trass las' 
  week, but 'e din't wanna tak to Trass.  Migh'y weird 
  turnin' dan Gentry." 
  • 
  (After midnight of Day 1) "Dunno why the dags 
  were bakking last night.  Somefin' musta spooked 
  'em. I dunno what; I don' tak t'dags." 
   
   
  The meat Victor feeds the dogs is simply a mixture of 
  lamb and goat.  It is not halfling children. 
   
  THE TRAP 
  At midnight of Day 1 (the same day that the PCs arrive), 
  Digger plants one of the alchemist's fire traps under 
  Dagby Manor.  If the PCs are inside the house during 
  that time, they can hear the noise with a DC 17 Listen 
  check of.  PCs out in the yard or the dog pen can hear the 
  digging with a DC 22 Listen check due to the barking 
  dogs.  PCs receive a –2 penalty due to distance (or more if 
  they're not right at the house). 
   
  The trap can be found after midnight just like all 
  other traps.  A DC 30 Search check reveals a hollow spot 
  on the stone floor (characters with Stonecutting can 
  make this check for passing over it, but not elves).  Victor 
  doesn't just let anyone into Trass's house, but a DC 15 
  Diplomacy or Bluff check convinces him that the PC is a 
  buddy of Trass. Victor doesn't hear very well and is 
  unaware of a digging noise. 
   
  A PC can safely chisel away the stone above the flask 
  of alchemist's fire with a DC 20 Craft (stonemasonry) 
  check or a DC 22 Disable Device check.  Missing the DC 
  results in the alchemist's fire being damaged by the 
  attempt, exploding upward and igniting everything 
  within 5 feet (including Trass's firewood).  See Encounter 
  28: Fire! for details on how to put out the fire. 
   
  DAG TAKKER 
  A speak with animals spell allows a PC to speak with the 
  puppies.  Aside from expressing a desire to play and run 
  in the fields, the dogs can tell the PCs that they know the 
  smell of halflings, humans, and dwarves.  Some halflings 
  smell different from other halflings, which excited the 
  puppies, but they weren't allowed to go see them. They 
  looked like halflings, though.  Lately, it started to stink, 
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  and the dogs couldn't smell any of the people any more.  
  Now, the air has cleared up, and they can smell the 
  halflings but not the halflings who don't smell like 
  halflings (Grakall used catstink to thwart attempts to 
  sniff them out.  
   
  If the PC talks to the dogs after midnight, they are 
  excited about the new enemy they have.  It made noises 
  under the ground, which was scary.  The puppies were 
  daring each other to attack whatever it was, and one of 
  them (Butch) even dug at the ground to get at it.  When it 
  fled toward the house, Butch barked victoriously and 
  marked that patch of ground as his territory.  PCs who are 
  aware of Butch's actions and choose to dig into the 
  ground (at Butch's protest) find the tunnel left by Digger 
  4 feet down.  The string attached to the alchemist's fire is 
  taut, so pulling on it triggers the trap in Dagby Manor.  
  Cutting the string disables the trap.   
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 12: Whip Goblinsbane 
   
  ENCOUNTER 19: VENISERA 
  DARKLEAF 
  Initially, there is nothing more that Venisera can share 
  with the PCs that hasn't been covered in Encounter 1: 
  Missing Children.  At sunset of Day 2, Digger arouses 
  some suspicion.  As Digger plants the alchemist's fire, 
  Vanisera's house guard, Lyle, hears the noise.  Lyle enters 
  the basement and uses his pick to dig at the floor to find 
  out what lurks below.  Laki is worried that Lyle would 
  discover or trigger the trap, so he orders Digger to kill 
  Lyle.  After Lyle pounds the pick into the ground a few 
  times, Digger rises out of the floor behind him and kills 
  the halfling. 
   
  The noise frightens the butler, who calls out for Lyle. 
   When he receives no reply, he runs into town and tells 
  Venisera and Drif.  Drif examines the scene and sends for 
  the PCs.  Assuming the PCs are in town, the butler 
  locates them and summons them to Venisera's house.   
   
  As the PCs enter the basement, describe the 
  following: 
   
   
  The basement is fitting for halflings, with only a 
  4-foot-high ceiling.  Crumpled on the floor is a 
  halfling guard.  Next to his outstretched hand is his 
  weapon of choice, a light pick.  Judging from the 
  gouge marks in the floor, the pick was used for 
  digging and not for fighting.   
   
   
  Examination of the body shows that Lyle was killed 
  by blunt trauma to the back of the head.  Experience can 
  tell the PCs that Lyle was digging with his pick when 
  something hit him in the back of the head.  A DC 15 
  Search check reveals dust and grit in the wound, as if he 
  were pummeled with a heavy rock.  Naturally, the 
  murder weapon is not found. 
   
  Vensiera has no idea why Lyle would dig in the 
  basement.  The butler explains that Lyle heard a 
  commotion, so he went to investigate.  The butler then 
  heard Lyle digging with the pick and then a thump.  The 
  butler called out for Lyle but didn't hear anything, so he 
  fled.   
   
  A PC examining the scene can make a DC 26 
  Knowledge (arcana) check of to conjecture that an earth 
  elemental is fully capable of entering and leaving the 
  basement without a trace and inflict the kind of wound 
  that killed Lyle.  If the PCs discover the dust and grit in 
  the wound, they receive a +10 bonus to the Knowledge 
  roll. 
   
  As unlikely as it may be, if the PCs are in the mayor's 
  house at the time Digger makes noise, Lyle still heads 
  into the basement to investigate.  If the PCs are also in 
  the basement, Laki does not order Digger to kill Lyle.  
  Laki is not confident that Digger could survive the 
  assault.  If the PCs do not stop him, Lyle eventually 
  breaks through the floor and sets off the alchemist's fire.   
   
  SPEAKING WITH THE CORPSE 
  A speak with dead spell does not yield much, as Lyle was 
  killed in surprise.  He answers questions as best he can, 
  telling the PCs that he heard something digging 
  underneath the floor. It sounded very close, so he tried to 
  unearth it and see if it would be a threat.  As he swung 
  the pick, he heard something that sounded like a large 
  stone door sliding across the floor behind him.  Then, he 
  died.  
   
  THE TRAP 
  At sunset of Day 2 (the evening after the day that the PCs 
  arrive), Digger plants one of the alchemist's fire traps 
  under Mayor Venisera's house.  If the PCs are in the 
  basement during that time, they can hear the noise with a 
  DC 17 Listen check.  PCs in the living room (which is 
  where Mayor Venisera would be) can hear the noise with 
  a DC 24 Listen check.  They receive –5 to Listen if they 
  are talking with the mayor.   
   
  Lyle does hear the noise and excuses himself. The 
  PCs can tell that he is concerned about something, which 
  may urge them to follow.   
   
  Due to Lyle's efforts, a Search check is not necessary 
  to locate the trap. A PC can safely chisel away the stone 
  above the flask of alchemist's fire with a DC 20 Craft 
  (stonemasonry) check or a DC 22 Disable Device check.  
  Missing the DC results in the alchemist's fire being 
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  damaged by the attempt, exploding upward and igniting 
  everything within 5 feet (including Venisera's granary).  
  See Encounter 28: Fire! for details on how to put out the 
  fire. 
   
  ENCOUNTER 20: THE RIVER 
  The warren entrance is about 500 feet north of 
  Banebridge, hidden in the riverbank. Grakall uses his 
  Survival skill to hide the entrance and the goblins' tracks. 
   This, combined with the large area to cover, has 
  hampered the halflings' search for the children.   
   
  PCs can contribute to the search effort by making a 
  Search check per hour.  Find out which of the four 
  directions they are searching.  They can only succeed if 
  they search northward, but make the PCs roll for each 
  hour of searching.  The DC is equal to Grakall's Survival 
  check (he takes 20 on his checks). Each additional hour 
  the PCs spend in the north area lowers the Search DC by 
  1.  PCs who specifically search the river due to clues 
  learned in town receive a +10 competence bonus to their 
  Search checks.   
   
  Theoretically, a PC could take 20 on the Search 
  check, but let the player know that this requires 20 hours 
  of searching, with sleeping being required somewhere in 
  the middle.  This means an average PC would spend 28 
  hours searching.  The Search DC is reduced by 20 
  because of the 20 hours spent searching (assuming they 
  are searching north).  It is a boring way to find the 
  warrens, but it would prevent the fire traps from going 
  off, if the PCs begin searching early enough.   
   
  YONKAR'S FOLLY 
  If the PCs have befriended Yonkar and told him about 
  the missing children, he volunteers to help.  He searches 
  the surrounding lands for the halflings and reports in to 
  Larnard Darkleaf (which annoys the tavern owner).  On 
  the evening of the Day 2, Yonkar tells Larnard that he is 
  investigating the river north of town.  When it is 
  completely dark, Larnard expresses his concern about 
  Yonkar's absence.  The PCs can search the river and find 
  Yonkar's oversized footprints with a DC 10 Survival 
  check.   
   
  In Yonkar's enthusiasm, he has found the entrance 
  to the warren, ripped off the camouflage, and strode on 
  in.  He has bypassed the explosive runes (since he can't 
  read anyway) and encountered the earth elemental. It 
  killed Yonkar, and the goblins are more cautious now 
  that one person found their hideout.   
   
  Development: Based on what they learn here, the PCs 
  may wish to investigate the following: 
  Encounter 21: Into the Warrens 
   
  ENCOUNTER 21: INTO THE 
  WARRENS 
  The tunnel continues for 400 feet before opening up into 
  the chamber with the chasm (Encounter 23: The Chasm). 
   Twenty feet before the chamber are the explosive runes 
  (Encounter 22: The Dangers of Literacy). 
   
  Unless stated specifically, treat the ceilings of the 
  warrens as being 6 feet high and the tunnels only 5 feet 
  wide.  The river has the only entrance to the warrens, but 
  the goblins have an escape route that opens up 300 feet 
  southwest of Banebridge.  If the goblins are able to open 
  up this tunnel, they can escape. 
   
  The goblins begin their escape if they hear the 
  activation of the trap in Encounter 22: The Dangers of 
  Literacy, hear the battle at Encounter 23: The Chasm, or 
  see the activation of the trap in Encounter 24: Another 
  Pitfall.  As soon as the goblins hasten to escape, read the 
  following to the players so they have an idea of the 
  urgency of the following encounters: 
   
   
  A clatter from down the tunnel reaches your ears. 
   Someone shouts urgent commands in Goblin, and 
  you hear hurried footsteps. A child whimpers in the 
  darkness, and a terse Goblin command silences the 
  cries. 
   
   
  If the goblins are alerted to the PCs' presence, they 
  begin the evacuation process.  The traps that threaten the 
  children are set, important papers are grabbed, and the 
  goblins run down the escape tunnel. Unless the PCs 
  interfere, the goblins perform the following actions: 
   
  Round 
  Actions 
  1 
  Digger places the everburning torch behind 
  Julie's cave (Room #5 on the map).  Grakall 
  sets the real torch by the lake (Room #6 on 
  the map). Laki places an obstacle, such as 
  grease, fog cloud, etc. 
  2-7 
  Goblins grab papers and stuff them in their 
  traveling pouches (if Inkthok is not here, 
  then Laki grabs her papers and flings them 
  into Julie's cave to be burned). 
  8 
  Goblins activate the fire traps and run down 
  the tunnel (Room #7 on the map). 
   
   
  If the PCs arrive before the goblins can finish 
  grabbing papers, then the goblins fight to the death.  
  Otherwise, they head for the exit with the incriminating 
  documents. 
   
  For subsequent encounters, refer to DM's Map #2. 
   
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  ENCOUNTER 22: THE 
  DANGERS OF LITERACY 
  After the PCs travel for about 400 feet, read or paraphrase 
  the following: 
   
   
  While much of the tunnels are natural, quite a bit 
  has been dug recently.  After 400 feet of the 
  claustrophobic passageway, the tunnel turns sharply.  
  A crude sign has been posted on the wall before the 
  corner.  It is at the perfect height for a halfling or a 
  gnome, while taller races would have to stoop to read 
  it. 
   
   
  The trap is located at #1 on DM's Map #2.  At APL 2, 
  it is simply a swinging block trap with no sign.  At other 
  APLs, there is a sign hanging on the wall.  In Common, it 
  reads, "Halflings are predictably nosy."  Reading this 
  triggers the explosive runes trap.  Laki placed this sign 
  here, hoping that intruders would be curious enough to 
  read the sign without searching for traps. 
   
  APL 2 (EL 1) 
   
  Swinging Block Trap: CR 1; mechanical; touch 
  trigger; manual reset; Atk +8 melee (2d6, stone block); 
  Search DC 20; Disable Device DC 20. 
   
  APL 4 (EL 4) 
   
  Explosive Runes Trap: CR 4; magic device; spell 
  trigger; no reset; spell effect (explosive runes, 6th-level 
  wizard, 6d6 force, see text for save effect, DC 16); Search 
  DC 28; Disable Device DC 28. 
   
  APL 6 (EL 4) 
   
  Explosive Runes Trap: CR 4; magic device; spell 
  trigger; no reset; spell effect (explosive runes, 7th-level 
  wizard, 6d6 force, see text for save effect, DC 16); Search 
  DC 28; Disable Device DC 28. 
   
  APL 8 (EL 4) 
   
  Explosive Runes Trap: CR 4; magic device; spell 
  trigger; no reset; spell effect (explosive runes, 9th-level 
  wizard, 6d6 force, see text for save effect, DC 16); Search 
  DC 28; Disable Device DC 28. 
   
  APL 10 (EL 4) 
   
  Explosive Runes Trap: CR 4; magic device; spell 
  trigger; no reset; spell effect (explosive runes, 11th-level 
  wizard, 6d6 force, see text for save effect, DC 16); Search 
  DC 28; Disable Device DC 28. 
   
  APL 12 (EL 4) 
   
  Explosive Runes Trap: CR 4; magic device; spell 
  trigger; no reset; spell effect (explosive runes, 13th-level 
  wizard, 6d6 force, see text for save effect, DC 16); Search 
  DC 28; Disable Device DC 28. 
   
   
  If the trap is triggered, it is loud enough to be heard 
  down the tunnels.  The earth elemental in Encounter 23: 
  The Chasm grabs the rope ladder and pulls it out of the 
  ground.  Note that if Yonkar went searching for the 
  children, the explosive runes trap did not activate since 
  he can't read.  The swinging block trap at APL 2 has been 
  reset since then (if Inkthok is still viable). 
   
  ENCOUNTER 23: THE CHASM 
  This cave is split by a large chasm.  It is 10 feet across and 
  plunges 50 feet into the earth.  A makeshift rope bridge 
  crosses the chasm, but the pitons securing each end can 
  only support 100 pounds.  A DC 12 Knowledge 
  (architecture and engineering) lets the PC know this.  
  Anyone exerting more than 100 pounds onto the bridge 
  collapses it.  A DC 13 Reflex save allows the PC to jump 
  back onto the stone instead of plummet 50 feet.   
   
  The tunnel beyond the bridge is guarded by an earth 
  elemental (located at #2 on DM's Map #2).  It blocks the 
  tunnel with very specific orders: 
   
  • 
  If it hears a loud noise coming from the entrance, 
  yank the rope bridge out of the wall.  
  • 
  Prevent any nongoblins from entering the tunnel. 
   
   
  If PCs are sneaky enough to not make noise in the 
  tunnel, modify the description.  Read the following: 
   
   
  The tunnel opens up into a large chamber.  Most 
  of the chamber lies at the bottom of a 50-foot drop.  
  On the other side of the 10-foot-wide chasm is 
  another tunnel.  Blocking the tunnel is a man-shaped 
  pile of rocks. In front of it lie the crumpled remains 
  of a rope ladder. The thing's "head" swivels toward 
  you and watches. 
   
   
  When the PCs arrive, odds are likely that the bridge 
  is destroyed.  The elemental does not leave the tunnel, so 
  as to prevent people from running past it.  It does glide 
  into the earth if it is being attacked solely at range.  If 
  someone does make it past the elemental, it earth glides 
  through the rock in an attempt to head him off.  Note 
  that the ceiling is still 8 feet high, so the elemental at 
  higher APLs spends the combat part in and part out of 
  the rock.  For simplicity's sake, the elemental does not 
  DYV7-01 Vanguard 
   
  Page 23 
  
  have cover or concealment (unless it retreats into the wall 
  to avoid ranged attacks).  
   
  PCs who are in the chasm (due to breaking the 
  bridge, failing a Jump check, or being slammed by the 
  elemental's Awesome Blow feat) may make a DC 15 
  Climb check to climb out of the ravine.  Movement is 
  only quarter speed unless the PC improves his climb 
  speed. 
   
  If Yonkar (Encounter 10: Yonkar) went searching for 
  the children and found them before the PCs, then the 
  bridge is already ripped out of the supports.  Yonkar's 
  dead body is in the chasm. 
   
  APL 2 (EL 1, +2 for environment and time limit) 
   
  Small Earth Elemental: hp 18; Monster Manual 97. 
   
  APL 4 (EL 3, +2 for environment and time limit) 
   
  Medium Earth Elemental: hp 40; Monster Manual 
  97. 
   
  APL 6 (EL 5, +2 for environment and time limit) 
   
  Large Earth Elemental: hp 86; Monster Manual 97. 
   
  APL 8 (EL 7, +2 for environment and time limit) 
   
  Huge Earth Elemental: hp 180; Monster Manual 
  97. 
   
  APL 10 (EL 9, +2 for environment and time limit) 
   
  Greater Huge Earth Elemental: hp 220; Monster 
  Manual 97. 
   
  APL 12 (EL 11, +2 for environment and time limit) 
   
  Elder Huge Earth Elemental: hp 270; Monster 
  Manual 97. 
   
  ENCOUNTER 24: ANOTHER 
  PITFALL 
  At the space marked #3 on DM's Map #2, there is 
  another trap waiting for the PCs.  If the PCs are able to 
  sneak past the first trap and the earth elemental and do 
  not give off any light, they may see the goblins preparing 
  in the next room. 
   
  APL 2 (EL 3) 
   
  Burning Hands Trap: CR 3; magic device; 
  proximity trigger; automatic reset; spell effect (burning 
  hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half 
  damage); Search DC 26; Disable Device DC 26. 
   
  APL 4 (EL 3) 
   
  Burning Hands Trap: CR 3; magic device; 
  proximity trigger; automatic reset; spell effect (burning 
  hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half 
  damage); Search DC 26; Disable Device DC 26. 
   
  APL 6 (EL 4) 
   
  Lightning Bolt Trap: CR 4; magic device; proximity 
  trigger; automatic reset; spell effect (lightning bolt, 7th-
  level wizard, 7d6 electricity, DC 14 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
   
  APL 8 (EL 6) 
   
  Lightning Bolt Trap: CR 5; magic device; proximity 
  trigger; automatic reset; spell effect (lightning bolt, 9th-
  level wizard, 9d6 electricity, DC 14 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
   
   
  Swinging Pendulum Trap: CR 3; mechanical; timed 
  trigger; automatic reset; Atk +15 melee (1d12+8/x3, 
  greataxe); Search DC 15; Disable Device DC 27. 
   
  Note: The pendulum swings the same round that 
  the lightning bolt activates.  It continues swinging every 
  2 rounds.   
   
  APL 10 (EL 8) 
   
  Lightning Bolt Trap: CR 6; magic device; proximity 
  trigger; automatic reset; spell effect (lightning bolt, 11th-
  level wizard, 10d6 electricity, DC 14 Reflex save half 
  damage); Search DC 28; Disable Device DC 28. 
   
   
  Wyvern Arrow Trap: CR 6; mechanical; proximity 
  trigger; manual reset; Atk +14 ranged (1d8 plus poison, 
  arrow); poison (wyvern poison, DC 17 Fortitude save 
  resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device 
  DC 16. 
   
  APL 12 (EL 10) 
   
  Evard's Black Tentacles Trap: CR 5; magic device; 
  proximity trigger; automatic reset; spell effect (Evard's 
  black tentacles, 13th-level wizard, 1d6+4, bludgeoning, 
  grapple check +21); Search DC 29; Disable Device DC 29. 
   
  Note: This trap centers the Evard's black tentacles 15 
  feet behind, so it gets the tunnel and a very small portion 
  of room #4. 
   
   
  Wall of Fire Trap: CR 5; magic device; proximity 
  trigger; automatic reset; spell effect (wall of fire, 13th-
  level wizard, 2d4 or 1d4/round fire for 13 rounds), Search 
  DC 31; Disable Device DC 31. 
   
  Note: The wall of fire fills the entire tunnel but does 
  not extend into room #4. It faces northward, which could 
  burn people hiding around the corner. 
   
   
  Acid Fog Trap: CR 7; magic device; proximity 
  trigger; automatic reset; spell effect (acid fog, 13th-level 
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  wizard, 2d6/round acid for 13 rounds), Search DC 31; 
  Disable Device DC 31. 
   
  Note: This trap centers the acid fog 15 feet behind, 
  so it gets the tunnel and a very small portion of room #4. 
   
   
  Chain Lightning Trap: CR 7; magic device; 
  proximity trigger; automatic reset; spell effect (chain 
  lightning, 13th-level wizard, 13d6 electricity to target 
  nearest center of trigger area plus 6d6 electricity to each 
  of up to 13 secondary targets, DC 19 Reflex save half 
  damage); Search DC 31; Disable Device DC 31. 
   
  Note:  This trap hits the person who set it off at #3 
  on the map.  It affects all secondary targets within 30 feet, 
  including Julie in the cage and possibly any goblins who 
  happen to be within 30 feet.  If the goblins suspect that 
  intruders are coming, they stay as far from the trap as 
  possible. They do have to get close to it in order to escape. 
   
  ENCOUNTER 25: THE NEXUS 
  Room #4 on DM's Map #2 is the headquarters of the 
  goblins.  The ceiling is 20 feet below Banebridge.  
  Depending on when and how the PCs arrive at this room, 
  the goblins are either gone, in the process of removing 
  papers, or caught with their pants down.  Adjust the 
  following text to account for Darkvision and any changes, 
  such as fog cloud or the presence of goblins: 
   
   
  The tunnel opens up into a chamber 10 feet high. 
  Dangling from the ceiling is a pulley with several 
  lengths of twine braided together.  Above the pulley, 
  the twines branch out and thread into narrow holes 
  in the ceiling.  Two battered desks sit across the 
  chamber, their drawers ripped out.  Children's 
  whimpers can be heard to your left.   
   
   
  All of the fire traps are connected in the center of 
  this room.  When the triggers are yanked at once, all of 
  the flasks of alchemist's fire explode open, setting fire to 
  their 
  respective 
  buildings. 
   
  See 
  Encounter 29: 
  Extinguishing Banebridge when this happens. 
   
  If the PCs do not alert the goblins to their presence 
  (or arrive within 10 rounds), then the goblins fight to the 
  death in this room.  They do not want to suffer Gnasher 
  Barrack's 
  wrath 
  by 
  returning 
  without 
  their 
  reconnaissance.  
   
  Even if the goblins escape, they leave behind some 
  valuables they can't carry.  PCs can loot the cave. 
   
  SLOWING THE PCS DOWN 
   
  If the goblins are aware of the PCs' presence, they try 
  to escape (see Encounter 21: Into the Warrens for the 
  timeline).  Laki tries any number of tricks to slow down 
  the PCs, though he relies mostly on endangering the 
  children, since that is the reason for the intrusion.  Laki 
  doesn't really care if he kills the children, but he wants to 
  delay their deaths so the PCs stop to save the children.  
  Dead hostages don't deter pursuers.  Sample tactics 
  include (depending on what Laki has memorized for the 
  APL): 
   
  • 
  Casting fog cloud, web, Evard’s black tentacles, 
  transmute rock to mud, or acid fog into Room #4 or 
  the escape tunnel. 
  • 
  Casting grease on the entrance to Room #4. 
  • 
  Casting cloudkill at location #7.  This forces the PCs 
  to weigh the lives of the children against capturing 
  the goblins as the cloudkill rolls toward the cages 
  (the children have Constitution scores of 10).   
  • 
  If the PCs arrive while the goblins are still in Room 
  #4:  Digger holds onto the twine connected to the 
  vials of alchemist's fire. Laki warns the PCs to stay 
  back while they gather the documents.  He tells 
  Digger to pull the strings if the PCs take a step 
  toward the goblins.  Naturally, Laki empathically 
  orders Digger to pull the strings and retreat once the 
  goblins are outside.  Hello?  Evil? 
   
  APL 2 (EL 6, -1 for spell selection) 
   
  Laki Warfreund: male goblin wizard 5; hp 21; 
  Appendix 1.  
   
  Digger: small earth elemental familiar, hp 11; 
  Appendix 1. 
   
  Inkthok Quickfingers: female goblin rogue 1; hp 7; 
  Appendix 1. 
   
  Grakall: male goblin ranger 2; hp 15; Appendix 1. 
   
  APL 4 (EL 6) 
   
  Laki Warfreund: male goblin wizard 5; hp 21; 
  Appendix 1.  
   
  Digger: small earth elemental familiar, hp 11; 
  Appendix 1. 
   
  Inkthok Quickfingers: female goblin rogue 1; hp 7; 
  Appendix 1. 
   
  Grakall: male goblin ranger 2; hp 15; Appendix 1. 
   
  APL 6 (EL 9) 
   
  Laki Warfreund: male goblin wizard 7; hp 29; 
  Appendix 1.  
   
  Digger: small earth elemental familiar, hp 14; 
  Appendix 1. 
   
  Inkthok Quickfingers: female goblin rogue 5; hp 
  27; Appendix 1. 
   
  Grakall: male goblin ranger 5; hp 35; Appendix 1. 
   
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  Page 25 
  
  APL 8 (EL 11) 
   
  Laki Warfreund: male goblin wizard 9; hp 46; 
  Appendix 1.  
   
  Digger: small earth elemental familiar, hp 23; 
  Appendix 1. 
   
  Inkthok Quickfingers: female goblin rogue 7; hp 
  37; Appendix 1. 
   
  Grakall: male goblin ranger 7; hp 49; Appendix 1. 
   
  APL 10 (EL 13) 
   
  Laki Warfreund: male goblin wizard 11; hp 56; 
  Appendix 1.  
   
  Digger: small earth elemental familiar, hp 28; 
  Appendix 1. 
   
  Inkthok Quickfingers: female goblin rogue 9; hp 
  47; Appendix 1. 
   
  Grakall: male goblin ranger 9; hp 70; Appendix 1. 
   
  APL 12 (EL 15) 
   
  Laki Warfreund: male goblin wizard 13; hp 66; 
  Appendix 1.  
   
  Digger: small earth elemental familiar, hp 33; 
  Appendix 1. 
   
  Inkthok Quickfingers: female goblin rogue 11; hp 
  68; Appendix 1. 
   
  Grakall: male goblin ranger 11; hp 95; Appendix 1. 
   
  APL 2 - Loot: 657, Coin: 60, Magic: headband of 
  intellect +2 (333 gp per character); 4 potion of invisibility 
  (100 gp per character); hat of disguise (150 gp per 
  character);  
   
  APL 4 - Loot: 657, Coin: 60, Magic: headband of 
  intellect +2 (333 gp per character); 4 potion of invisibility 
  (100 gp per character); hat of disguise (150 gp per 
  character);  
  APL 6 - Loot: 999, Coin: 60, Magic: headband of 
  intellect +2 (333 gp per character), lesser metamagic rod 
  of silence (250 gp per character); 4 potion of invisibility 
  (100 gp per character), 2 potion of cure light wounds (8 
  gp per character), +1 rapier (193 gp per character); hat of 
  disguise (150 gp per character), ring of protection +1 (166 
  gp per character);  
   
  APL 8 - Loot: 1248, Coin: 60, Magic: headband of 
  intellect +2 (333 gp per character), lesser metamagic rod 
  of silence (250 gp per character), amulet of health +2 (333 
  gp per character), pearl of power, 1st-level spell (83 gp per 
  character); 4 potion of invisibility (100 gp per character), 
  2 potion of cure light wounds (8 gp per character), +1 
  rapier (193 gp per character), gloves of dexterity +2 (333 
  gp per character); hat of disguise (150 gp per character), 
  ring of protection +1 (166 gp per character), +1 battleaxe 
  (192 gp per character);  
   
  APL 10 - Loot: 1522, Coin: 60, Magic: headband of 
  intellect +4 (1333 gp per character), amulet of health +2 
  (333 gp per character), pearl of power, 1st-level spell (83 
  gp per character); 4 potion of invisibility (100 gp per 
  character), 2 potion of cure light wounds (8 gp per 
  character), +1 rapier (193 gp per character), gloves of 
  dexterity +2 (333 gp per character), vest of escape (433 gp 
  per character); hat of disguise (150 gp per character), ring 
  of protection +1 (166 gp per character), +1 battleaxe (192 
  gp per character), +1 short sword (192 gp per character), 
  cloak of resistance +1 (83 gp per character);  
   
  APL 12 (Laki) - Loot: 1557, Coin: 60, Magic: 
  headband of intellect +4 (1333 gp per character), amulet 
  of health +2 (333 gp per character), ring of counterspells 
  (333 gp per character), vest of resistance +3 (750 gp per 
  character); 4 potion of invisibility (100 gp per character), 
  2 potion of cure light wounds (8 gp per character), +1 
  rapier (193 gp per character), gloves of dexterity +2 (333 
  gp per character), vest of escape (433 gp per character), +1 
  chain shirt (187 gp per character), amulet of health +2 
  (333 gp per character), ring of protection +2 (666 gp per 
  character); hat of disguise (150 gp per character), ring of 
  protection +1 (166 gp per character), +1 keen battleaxe 
  (692 gp per character), +1 short sword (192 gp per 
  character), cloak of resistance +1 (83 gp per character), +1 
  studded leather (97 gp per character), amulet of health +2 
  (333 gp per character);  
   
   
  FIRE TRAPS 
   
  The PCs can easily find the plans for the fire traps in 
  this room (Player's Handout #2).  This parchment is not 
  important enough for the goblins to take with them, as 
  they intend to ignite the town.  If the town burns, then 
  this parchment is rubbing salt in the wounds.   
   
  Note that if the goblins or Digger pull the strings to 
  the fire traps, then the PCs only have 2 minutes to reach 
  the surface and do anything for the fire.  Per the 
  timelines in Encounter 29: Extinguishing Banebridge, 
  the PCs can still be victorious if they have removed the 
  Dogriders' obstacles, neutralized the well trap, or 
  dismantled or prevented multiple fire traps. 
   
  ENCOUNTER 26: RESCUING 
  THE CHILDREN 
  The children are locked away in five crude cages built 
  into three chambers.  Julie Goodwillow is locked in the 
  lone cage on the far left (marked as Room #5 on DM's 
  Map #2).  Othello Meadowsoft and Yonni Darkleaf are 
  locked in the two cages in the middle chamber.  Johan 
  Fleetfoot and Wilfed Straighttree are locked in the two 
  cages on the far right.  At APLs 8 through 12, Laki has 
  cast hold portal or arcane lock on each cage. 
   
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  Page 26 
  
  APL 2 
   
  Rusty iron bars: 1 in. thick; hardness 10; hp 10; AC 
  5; Break DC 21; Open Lock DC 20. 
   
  APL 4-6 
   
  Iron bars: 1 in. thick; hardness 10; hp 30; AC 5; 
  Break DC 24; Open Lock DC 20. 
   
  APL 8 
   
  Iron bars with hold portal: 1 in. thick; hardness 10; 
  hp 30; AC 5; Break DC 29. 
   
  APL 10-12 
   
  Iron bars with arcane lock: 1 in. thick; hardness 10; 
  hp 30; AC 5; Break DC 34. 
   
   
  The cages are trapped, but they are dangerous only if 
  the goblins have time to set the traps.  A rope is anchored 
  to the wall behind Julie's cage and winds up to the 10-
  foot-high ceiling.  It winds its way above Julie's cage and 
  into a hole in the wall.  It continues winding above the 
  cages of Othello and Yonni before entering another hole 
  in the wall. It then winds above the cages of Johan and 
  Wilfed where it threads through a hole in the wall. 
  Finally, the rope is anchored in Room #6. 
   
  Attached to the rope in several places are bags of 
  flour. If the rope becomes unanchored, the weights drop, 
  which opens vials of alchemist's fire fastened to the 
  ceiling.  As long as the rope is kept taut, the vials of 
  alchemist's 
  fire 
  remain 
  sealed. 
  Each 
  child 
  is 
  malnourished and injured; so they are sitting at 1 hit 
  point apiece.  If the alchemist's fire opens into a cage, the 
  hostage likely dies as he takes 1d6 points of damage per 
  round. 
   
  Another piece of twine is attached to this network 
  and braided with the twines connected to the traps below 
  the village.  When the goblins are ready to leave (whether 
  it's because of the commotion caused by the PCs or 
  because it's two bells past midnight on Day 2), they pull 
  all of the strings, simultaneously setting the village ablaze 
  and killing the hostages.  The torches are used only if the 
  goblins feel pressed for time and need to hold off the PCs 
  while they gather their papers and make their escape. 
   
  THE DECOY 
  In his attempt to keep any rescuers busy, Laki has a plan 
  to slow the PCs down.  During rounds 1-3, Inkthok (or 
  Digger) squeezes past Julie's cage and places an 
  everburning torch under the rope.  The space between 
  the cage and the wall is only 3 feet wide, so a PC must 
  squeeze to reach the torch.  As this is a decoy, retrieving 
  the everburning torch does not stop the trap. 
   
  THE REAL MCCOY 
  The torch that makes the trap dangerous is located in 
  Room #6, around the bend.  It is placed below the rope 
  and is slowly burning through.  If the room isn't filled 
  with a fog cloud or other obstruction, the glow may be 
  visible from Room #4 (the goblins don't bother with 
  lighting down here).   
   
  The torch is placed and ready on round 1 of the 
  goblins' evacuation plan.  It generates enough heat to 
  start smoldering the rope on round 8 (the same round 
  that the goblins head down the escape tunnel). At that 
  point, there is a 25% cumulative chance that the torch 
  does 1 point of damage to the rope (100% chance on 
  Round 12). When the rope takes 2 points of damage total, 
  it snaps and releases alchemist's fire on the hostages. 
   
  DEFUSING THE SITUATION 
  The PCs may employ a number of ways to save the 
  children.  Sample ideas are: 
   
  • 
  Jailbreak: Breaking the bars won't jostle the 
  alchemist's fire loose, so this is valid.  At higher 
  APLs, Laki has fortified the cages, so this is harder to 
  do. 
  • 
  Holding the rope: This may be so simple that some 
  PCs overlook it.  As long as the PC is holding onto 
  the correct end of the rope, it does not release the 
  alchemist's fire when it snaps. 
  • 
  Disable Device:  Each vial can be disabled by 
  someone who can reach it and makes a DC 20 
  Disable Device check (this takes 2d4 rounds per 
  attempt).   
  • 
  Solid fog:  While this slows the descent of the 
  weights, it does not prevent the alchemist's fire from 
  spilling.  Due to the moisture and density of the fog 
  cloud, the alchemist's fire does only 1d6 damage and 
  is automatically smothered. 
  • 
  Reverse gravity:  This causes the weights to fall 
  upward, which still trigger the trap.  It also causes 
  the alchemist's fire to spill upward, where it burns 
  harmlessly. 
   
  ENCOUNTER 27: THE ESCAPE 
  When the goblins gather all their incriminating 
  documents, they retreat via a tunnel (labeled #7 on DM's 
  Map #2) to the southwest of Banebridge. The tunnel 
  twists often with some loose rocks littering the floor 
  (preventing running in most cases).  It ends 300 feet at an 
  unstable rafter, designed to collapse with one yank.  This 
  takes a full round, as the topsoil collapses, revealing an 
  exit in the plains southwest of Banebridge.   
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  Inkthok and Grakall are not encumbered by the 
  documents they carry, but Laki is.  He moves at 20 feet 
  unless he uses a spell that improves his maneuverability. 
  In the tunnel, all three goblins stick together.  If the 
  goblins are not molested, they exit and split up.  They 
  meet later in the Gnarley Forest with their plans. 
   
  TRACKING ON THE GROUND 
  If the goblins flee the warrens, they can be tracked.  Refer 
  to the following as they move: 
   
  • 
  Inkthok moves at 30 feet per round.  She travels due 
  west.  The Track DC to follow Inkthok is 16 (plus 
  visibility modifiers during a new moon). 
  • 
  Laki moves at 20 feet per round southwest (assuming 
  no spells).  The Track DC to follow Laki is 16 (plus 
  visibility modifiers during a new moon) if he is even 
  on the ground. 
  • 
  Grakall moves at 15 feet per round due south.  The 
  Track DC to follow Grakall is 21 (plus visibility 
  modifiers during a new moon) as he takes the effort 
  to cover his tracks. 
   
   
  To spot a goblin fleeing through the grasses of the 
  Meadowlands, the PC must make a DC 10 Spot check 
  modified by distance and visibility each round.  A flying 
  PC or companion needs to make only a DC 0 Spot check 
  modified by distance and visibility, as long as its altitude 
  is at least half of the ground distance between it and the 
  goblin. 
   
  If the PCs cannot keep up with the goblins or track 
  them reliably, then the goblin gets away with some of the 
  documents. 
   
  FAILURE 
  The PCs are considered to have failed in retrieving the 
  documents if either of the following happens: 
   
  • 
  At least one goblin gets away with his documents. 
  • 
  Inkthok has been incapacitated early, Laki flings her 
  documents into Julie's cave, and the alchemist's fire 
  burns the evidence. 
  • 
  The document in Encounter 6: Johan Fleetfoot is not 
  discovered or is burned. 
   
   
  If all three goblins are stopped and their documents 
  recovered (including the hidden document located in 
  Encounter 6: Johan Fleetfoot), then the PCs succeed in 
  retrieving all of the documents.   
   
  ENCOUNTER 28: FIRE! 
  This encounter happens if someone sets off a fire trap 
  before the goblins are ready. Due to the proximity of 
  flammable objects (parchment, whiskey, hay, etc.), the 
  flames spread quickly.  Apply the same rules to fighting 
  the fire as in Encounter 29: Extinguishing Banebridge. 
  Since only one building is on fire, it should be easy for 
  the town to pull together and extinguish it.  If, for 
  whatever reason, the fire cannot be extinguished, then 
  enough damage is caused that the building is destroyed.  
  If three buildings are destroyed, then the PCs fail to save 
  Banebridge.  
   
  ENCOUNTER 29: 
  EXTINGUISHING 
  BANEBRIDGE 
  This encounter happens only if all of the fire traps are 
  activated at once.  This can happen in one of two ways: 
   
  • 
  A goblin or Digger pulls on the triggers due to the 
  PCs' intrusion into the Warrens. 
  • 
  It is two bells after midnight on the 27th of Fireseek 
  (Day 2 of the PCs' arrival). 
   
   
  When the traps go off, the following buildings 
  ignite, depending on whether traps were placed or not: 
   
  Temple of Yondalla 
  Already trapped 
  The Sleeping Sparrow Inn 
  Already trapped 
  Chat Birdcall's livery 
  Already trapped 
  The library 
  Day 1, sunset 
  Dagby Manor 
  Day 1, midnight 
  Prachett's Potions 
  Day 2, late afternoon 
  Mayor Venisera's house 
  Day 2, sunset 
  The Leather Jack Tavern 
  Day 2, midnight 
   
   
  The PCs are considered to have defeated this 
  encounter if at least seven buildings are saved.  Buildings 
  that do not ignite are considered saved. A building is 
  destroyed when it takes 20 rounds of fire damage.  
   
  FIGHTING THE FIRE 
  A building's fire is extinguished when it loses 10 "hit 
  points."  The following actions reduce the fire's hit 
  points: 
   
  • 
  Bucket Brigade:  Each bucket brigade does 1 or 
  more points of damage per round (see below). 
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  • 
  Create Water:  Every 4 gallons of water created 
  extinguishes 1 point from the fire.  Only one 
  building can be targeted by each casting of the spell. 
  • 
  Quench:  This spell deals the full 10 points to a 
  single fire.  It could possibly be shaped to encompass 
  multiple buildings.  Dagby Manor, Chat's livery, the 
  Sleeping Sparrow Inn, and the Leather Jack Tavern 
  require two cubes apiece. 
  • 
  Gust of Wind: This spell only fans the flames, 
  "healing" 2 points. 
  • 
  Targeted Fire Spells: A spellcaster can "fight fire 
  with fire" by using a targeted fire spell (such as 
  scorching ray) on a fire.  A Spellcraft check of DC 20 
  + spell level places the spell precisely enough to do 
  damage equal to the level of the spell.  A failed check 
  "heals" 1 point.  Area effect spells do not work. 
  • 
  Cold Spells:  Most targeted cold and water spells 
  (except for create water) do damage equal to the spell 
  level.  A Spellcraft check of DC 10 + spell level is 
  required to place the spell so it does not damage the 
  building.  If the check fails, the building is so 
  weakened that it is destroyed after only 10 rounds of 
  fire damage. Area effect spells cannot avoid 
  damaging the building in the process. 
  • 
  Water elemental:  The fires are larger than Large, so 
  the Drench ability cannot be used.  A water 
  elemental can battle a fire by doing damage equal to 
  its hit dice (so a Huge water elemental can 
  completely snuff out a fire in one round).   
   
  THE BUCKET BRIGADE 
  There are enough halflings in the village to form four-
  bucket brigades.  A brigade starting at the river can reach 
  the north targets (Sleeping Sparrow Inn, the library, the 
  mayor's house, and Pratchett's Potions).  A brigade 
  starting at the well can reach the south targets (Leather 
  Jack Tavern, the Temple of Yondalla, Chat's Livery, and 
  Dagby Manor).  Two-bucket brigades can combine to 
  direct water from the river to a fire anywhere in the 
  village.  This may be necessary if the well is knocked out 
  of commission (see Encounter 17: The Well).  A bucket 
  brigade does one point of damage to a fire per round; the 
  length of the brigade does not matter. 
   
  A PC with the Leadership feat can organize a bucket 
  brigade so that it does an extra point of damage to the fire 
  each round.  This is the PC's action per round.  Multiple 
  PCs' effects do not stack.   
   
  A Dogrider Patrol sees the flames and rushes to the 
  village. It takes a full minute for the Darkleaf Dogriders 
  to arrive.  They form their own bucket brigade with such 
  efficiency that they count as having a PC with the 
  Leadership feat. If Inkthok successfully litters the road 
  with caltrops, the dogs are wounded in transit, and the 
  Dogriders do not arrive in time to help put out the fires. 
   
  THE WELL 
  Unless the PCs interrupt Inkthok, the well is trapped 
  after midnight on Day 2 (see Encounter 17: The Well).  
  Naturally, the bucket brigades head this way if the PCs 
  don't stop them. The explosion of the well is enough to 
  confuse the southern bucket brigades.  They reform in 3 
  rounds.  The explosion damages the Leather Jack Tavern 
  and resets the "hit points" to 10 (or ignites it if it isn't 
  already on fire). 
   
  TIMELINE 
  The following charts outline what could happen if the 
  PCs aren't involved with fighting the fires. PCs can 
  enhance 
  the 
  fire-fighting 
  process 
  by 
  providing 
  Leadership, casting spells, and dismantling some of the 
  traps. 
   
  Worst-case scenario 
  Round # 
  Actions 
  1 
  Two brigades form at the river, and two 
  brigades form at the well. 
  2 
  Well explodes. 
  5 
  Southern brigades combine and move to 
  river. 
  6 
  Darkleaf Dogriders hit caltrops and cannot 
  help the village. 
  10 
  Two north buildings are extinguished. 
  15 
  One south building is extinguished. 
  20 
  Two north buildings are extinguished. 
  The remaining three buildings burn down. 
  The PCs fail. 
   
  PCs defuse the well 
  Round # 
  Actions 
  1 
  Two brigades form at the river, and two 
  brigades form at the well. 
  8 
  Darkleaf Dogriders hit caltrops and cannot 
  help the village. 
  10 
  Two north buildings are extinguished. 
  Two south buildings are extinguished.  
  20 
  Two north buildings are extinguished. 
  Two south buildings are extinguished. 
  No buildings burn down. The PCs succeed. 
   
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  PCs neutralize the caltrops 
  Round # 
  Actions 
  1 
  Two brigades form at the river, and two 
  brigades form at the well. 
  2 
  Well explodes. 
  5 
  Southern brigades combine and move to 
  river. 
  10 
  Two north buildings are extinguished. 
  Darkleaf Dogriders arrive and combine 
  with one of the north brigades. 
  15 
  Two south buildings are extinguished. 
  20 
  One north building is extinguished. 
  One south building is extinguished. 
  The remaining two buildings burn down. 
  The PCs fail. 
   
  FAILURE 
  If at least three buildings are not extinguished within 20 
  rounds, then the fires spread enough to do irreparable 
  damage to the village.  The PCs are considered to have 
  failed this encounter and do not receive the story award 
  at the conclusion of the adventure. 
   
  CONCLUSION 
  Read the appropriate conclusion based on the success of 
  the PCs. If a single goblin escapes with documents or the 
  secret document in Encounter 6: Johan Fleetfoot is not 
  found, then not all of the documents are discovered.  
  Read the conclusion that corresponds to the missing 
  documents (if the PCs hand them over).  If a single child 
  dies, then not all of the children are saved.  Read the 
  conclusion that corresponds to the slain hostage.  Note 
  that there is additional text for those who rescue Wilfed 
  and/or Yonni, even if not all of the children survived.  
  Append the conclusion with that text.  
   
   
  All PCs receive Dagby Dog. PCs who are members 
  of the International Halfling Society receive an upgrade 
  to Access: Regional, to this reward. 
   
  All Halfling PCs receive The Halfling Way. 
   
  PCS SAVE ALL CHILDREN AND TURN 
  OVER ALL DOCUMENTS 
  Banebridge is exceptionally festive as you return to 
  town.  Anguished parents weep with joy as they are 
  reunited with their children.  Mayor Venisera warmly 
  thanks you for your involvement and asks that you 
  attend the feasts in your honor.  The village elders 
  look over the documents you found in order to learn 
  what the goblins were about to report. 
   
  Word spreads quickly, and that evening you are 
  joined by Lord Jonas Darkleaf, Lord Trass Dagby, and 
  even Robert Lord Navoy, who oversees the lands 
  surrounding Banebridge.  The village is a whirl of 
  activity as halflings rush to see the visiting lord.  
  Amid the celebration, Lord Navoy asks if you would 
  honor him by serving House Navoy while in the Free 
  Lands of Dyvers.  Adventurers who are crafty enough 
  to uncover a plot by the forces of Blackthorn are very 
  valuable. 
   
  A loud clatter interrupts the dinner, and you see 
  Julie sitting on Hurbie, tickling him mercilessly.  
  Yonni and Othello look up from their arm-wrestling 
  match and knowingly cast glances with Wilfed and 
  Johan.  Through a flawlessly coordinated maneuver, 
  the four boys rescue Hurbie with a well-aimed tackle, 
  and the group collapses in a mighty gale of laughter.  
  The parents' eyes glisten with tears of joy as they 
  watch on. 
   
   
  PCs receive Invitation of House Navoy..  
   
  PCs who were not residents of Banebridge (per the 
  Dyvers Town and City Project) receive Welcome to 
  town. 
   
  PCs who were residents of Banebridge (per the 
  Dyvers Town and City Project) receive Banebridge Local 
  Hero and “We’ve got that.” 
   
  PCS SAVE ALL CHILDREN BUT DO NOT 
  TURN OVER ALL DOCUMENTS 
  Banebridge is exceptionally festive as you return to 
  town.  Anguished parents weep with joy as they are 
  reunited with their children.  Mayor Venisera warmly 
  thanks you for your involvement and asks that you 
  attend the feasts in your honor. 
   
  Word spreads quickly, and that evening you are 
  joined by Lord Jonas Darkleaf and Lord Trass Dagby.  
  The village is a whirl of activity as halflings prepare 
  the festival.   
   
  A loud clatter interrupts the dinner, and you see 
  Julie sitting on Hurbie, tickling him mercilessly.  
  Yonni and Othello look up from their arm-wrestling 
  match and knowingly cast glances with Wilfed and 
  Johan.  Through a flawlessly coordinated maneuver, 
  the four boys rescue Hurbie with a well-aimed tackle, 
  and the group collapses in a mighty gale of laughter.  
  The parents' eyes glisten with tears of joy as they 
  watch on. 
   
   
  PCs who were not residents of Banebridge (per the 
  Dyvers Town and City Project) receive Welcome to 
  town. 
   
  PCs who were residents of Banebridge (per the 
  Dyvers Town and City Project) receive Banebridge Local 
  Hero and “We’ve got that.” 
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  PCS DO NOT SAVE ALL CHILDREN BUT 
  TURN OVER ALL DOCUMENTS 
  As you return to Banebridge, halflings look at you 
  expectantly.  Murmurs pass through the crowd as 
  they perform a head count.  When the family(ies) of 
  the missing child(ren) realizes the truth, the tears 
  flow freely.  When Mayor Venisera learns of what 
  happened, she shakes her head ruefully.  "We are 
  grateful for your help, adventurers," she says.  "You've 
  done far more than we hoped.  This war with 
  Blackthorn takes its toll on all of us." 
   
  Your rest that evening is disturbed by a summons 
  to Mayor Venisera's house.  You are greeted by the 
  Gentry ruling over these lands, Robert Lord Navoy.  
  In a somber voice, he drawls, "I heard about what 
  happened, and I'm sorry things turned out the way 
  they did.  Those families have my condolences.  
  Regardless, the documents you uncovered tell us a 
  great deal about Blackthorn's plans.  While I do not 
  mean to diminish the loss of life that's happened 
  here, your actions may have saved much more than 
  that.  I'd like to ask if you could honor me by serving 
  House Navoy.  Adventurers who are crafty enough to 
  uncover dangerous plots are very valuable.  Think it 
  over." 
   
  Lord Navoy thanks you all and takes his leave.  
  While not all life could be saved, Lord Navoy seems 
  to think that a greater good has been served. 
   
   
  PCs receive Invitation of House Navoy.  
   
  PCS DO NOT SAVE ALL CHILDREN AND 
  DO NOT TURN OVER ALL DOCUMENTS 
  When you meet with Mayor Venisera again, her 
  outlook is even more doleful than before. "We are 
  grateful for your help, adventurers," she says.  "You've 
  done far more than we hoped.  This recent problem 
  has taken its toll on all of us." 
   
  The jovial hospitality of the halflings has been 
  replaced with a sense of dread and suspicion.  While 
  they are cordial enough when they see you off, you 
  can see that their hearts have turned cold due to the 
  events of the past week. 
   
  IF THE PCS SAVE WILFED STRAIGHTTREE 
  As you walk past the buildings of the village, you hear 
  a "Psst!" from between two houses.  A well dressed 
  halfling steps out from behind a barrel.  Such 
  scurrilous behavior is unbecoming from a Gentry 
  member, but you recognize him as Lord Trass Dagby.  
  He grins broadly as he approaches you and says, "I 
  couldn't resist doing that.  The alleys here aren't 
  anywhere near as dangerous as the ones in Dyvers.  I 
  had to catch you before you leave. 
   
  "Thanks for what you did, but I really want to 
  thank you for saving Wilfed.  He's a good boy, and 
  he's going to work for House Dagby. He thinks 
  highly of you, and I know he wouldn't steer me 
  wrong, so if you ever want to help me out some more, 
  I'm willing to negotiate your terms."  He chuckles a 
  little to himself. 
   
  "Seriously, though, you earned my respect.  I 
  could use someone like you in times of trouble.  
  Think about it."  He tips his hat to you and walks 
  down the street, whistling a jaunty tune. 
   
   
  PCs receive Invitation of House Dagby.  
   
  IF THE PCS SAVE YONNI DARKLEAF 
  As you make your way through the streets of the 
  village, a half-dozen of Darkleaf's Dogriders approach 
  you.  The lead rider is Lord Jonas Darkleaf.  He says, 
  "A word before you leave our fair village.  I am lord of 
  the Darkleaf clan, and I want to personally thank you 
  for saving my kin.  It means a lot to me that strangers 
  would be willing to help us in our time of need.  I 
  have need of able, kind-hearted friends, and I'd like to 
  call on you more often.  Feel free to drop by and let 
  me know." Standing deftly upon the dog's back, the 
  halfling bows deeply.  He settles back in the saddle 
  and rides off. 
   
  PCs receive Invitation of House Darkleaf. 
   
  Experience Point Summary 
  To award experience for this adventure, add up the values 
  for the objectives accomplished. Then assign the 
  experience award. Award the total value (objectives plus 
  roleplaying) to each character. 
   
  Encounter 22: The Dangers of Literacy 
  Overcoming the trap 
  APL 2  
  30 XP 
  APL 4  
  120 XP 
  APL 6  
  120 XP 
  APL 8  
  120 XP 
  APL 10  
  120 XP 
  APL 12  
  120 XP 
   
  Encounter 23: The Chasm 
  Experience objective 
  APL 2  
  90 XP 
  APL 4  
  150 XP 
  APL 6  
  210 XP 
  APL 8  
  270 XP 
  APL 10  
  330 XP 
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  APL 12  
  390 XP 
   
  Encounter 24: Another Pitfall 
  Overcoming the trap(s) 
  APL 2  
  90 XP 
  APL 4  
  90 XP 
  APL 6  
  120 XP 
  APL 8  
  180 XP 
  APL 10  
  240 XP 
  APL 12  
  300 XP 
   
  Encounter 25: The Nexus 
  Defeating the goblins (award per goblin) 
  APL 2  
  50 XP 
  APL 4  
  60 XP 
  APL 6  
  90 XP 
  APL 8  
  110 XP 
  APL 10  
  130 XP 
  APL 12  
  150 XP 
   
  Story Award 
  Preventing Banebridge from burning or fighting the fire 
  successfully 
  APL 2  
  90 XP 
  APL 4  
  135XP 
  APL 6  
  180 XP 
  APL 8  
  225 XP 
  APL 10  
  270 XP 
  APL 12  
  315 XP 
   
  Total Possible Experience 
  APL 2  
  450 XP 
  APL 4  
  675 XP 
  APL 6  
  900 XP 
  APL 8  
  1,125 XP 
  APL 10  
  1,350 XP 
  APL 12  
  1,575 XP 
   
  TREASURE SUMMARY 
  During an adventure, characters encounter treasure, 
  usually finding it in the possession of their foes. Every 
  encounter that features treasure has a “treasure” section 
  within the encounter description, giving information 
  about the loot, coins, and magic items that make up the 
  encounter’s treasure. 
   
  The loot total is the number of gold pieces each 
  character gains if the foes are plundered of all their 
  earthly possessions. Looting the bodies takes at least 10 
  minutes per every 5 enemies, and if the characters cannot 
  take the time to loot the bodies, they do not gain this 
  gold. If you feel it is reasonable that characters can go 
  back to loot the bodies, and those bodies are there (i.e., 
  not carted off by dungeon scavengers, removed from the 
  scene by the local watch, and so on), characters may 
  return to retrieve loot. If the characters do not loot the 
  body, the gold piece value for the loot is subtracted from 
  the encounter totals given below. 
   
  The coin total is the number of gold pieces each 
  character gains if they take the coin available. A normal 
  adventuring party can usually gather this wealth in a 
  round or so. If for some reason, they pass up this treasure, 
  the coin total is subtracted from the encounter totals 
  given below. 
   
  Next, the magic items are listed. Magic item treasure 
  is the hardest to adjudicate, because they are varied and 
  because characters may want to use them during the 
  adventure. Many times characters must cast identify, 
  analyze dweomer or similar spell to determine what the 
  item does and how to activate it. Other times they may 
  attempt to use the item blindly. If the magic item is 
  consumable (a potion, scroll, magic bolts, etc.) and the 
  item is used before the end of the adventure, its total is 
  subtracted from the adventure totals below. 
   
  Once you have subtracted the value for unclaimed 
  treasure from each encounter add it up and that is the 
  number of gold pieces a characters total and coin value 
  increase at the end of the adventure. Write the total in 
  the GP Gained field of the adventure certificate.  
   
  Loot = Looted gear from enemy; Coin = Coin, Gems, 
  Jewelry, and other valuables; Magic = Magic Items.  
   
  Encounter 1: Missing Children 
  APL 2: Coin: 200 gp. 
  APL 4: Coin: 200 gp. 
  APL 6: Coin: 200 gp.  
  APL 8: Coin: 200 gp.  
  APL 10: Coin: 200 gp.  
  APL 12: Coin: 200 gp.  
   
  Encounter 25: The Nexus 
  APL 2 - Loot: 657, Coin: 60, Magic: headband of 
  intellect +2 (333 gp per character); 4 potion of invisibility 
  (100 gp per character); hat of disguise (150 gp per 
  character);  
   
  APL 4 - Loot: 657, Coin: 60, Magic: headband of 
  intellect +2 (333 gp per character); 4 potion of invisibility 
  (100 gp per character); hat of disguise (150 gp per 
  character);  
  APL 6 - Loot: 999, Coin: 60, Magic: headband of 
  intellect +2 (333 gp per character), lesser metamagic rod 
  of silence (250 gp per character); 4 potion of invisibility 
  (100 gp per character), 2 potion of cure light wounds (8 
  gp per character), +1 rapier (193 gp per character); hat of 
  disguise (150 gp per character), ring of protection +1 (166 
  gp per character);  
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  APL 8 - Loot: 1248, Coin: 60, Magic: headband of 
  intellect +2 (333 gp per character), lesser metamagic rod 
  of silence (250 gp per character), amulet of health +2 (333 
  gp per character), pearl of power, 1st-level spell (83 gp per 
  character); 4 potion of invisibility (100 gp per character), 
  2 potion of cure light wounds (8 gp per character), +1 
  rapier (193 gp per character), gloves of dexterity +2 (333 
  gp per character); hat of disguise (150 gp per character), 
  ring of protection +1 (166 gp per character), +1 battleaxe 
  (192 gp per character);  
   
  APL 10 - Loot: 1522, Coin: 60, Magic: headband of 
  intellect +4 (1333 gp per character), amulet of health +2 
  (333 gp per character), pearl of power, 1st-level spell (83 
  gp per character); 4 potion of invisibility (100 gp per 
  character), 2 potion of cure light wounds (8 gp per 
  character), +1 rapier (193 gp per character), gloves of 
  dexterity +2 (333 gp per character), vest of escape (433 gp 
  per character); hat of disguise (150 gp per character), ring 
  of protection +1 (166 gp per character), +1 battleaxe (192 
  gp per character), +1 short sword (192 gp per character), 
  cloak of resistance +1 (83 gp per character);  
   
  APL 12 (Laki) - Loot: 1557, Coin: 60, Magic: 
  headband of intellect +4 (1333 gp per character), amulet 
  of health +2 (333 gp per character), ring of counterspells 
  (333 gp per character), vest of resistance +3 (750 gp per 
  character); 4 potion of invisibility (100 gp per character), 
  2 potion of cure light wounds (8 gp per character), +1 
  rapier (193 gp per character), gloves of dexterity +2 (333 
  gp per character), vest of escape (433 gp per character), +1 
  chain shirt (187 gp per character), amulet of health +2 
  (333 gp per character), ring of protection +2 (666 gp per 
  character); hat of disguise (150 gp per character), ring of 
  protection +1 (166 gp per character), +1 keen battleaxe 
  (692 gp per character), +1 short sword (192 gp per 
  character), cloak of resistance +1 (83 gp per character), +1 
  studded leather (97 gp per character), amulet of health +2 
  (333 gp per character);  
   
  Treasure Cap 
  APL 2  
  450 gp 
  APL 4  
  650 gp 
  APL 6  
  900 gp 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
   
   
  Total Possible Treasure 
  APL 2  
  450 gp 
  APL 4  
  650 gp 
  APL 6  
  900 gp 
  APL 8  
  1,300 gp 
  APL 10  
  2,300 gp 
  APL 12  
  3,300 gp 
   
  ADVENTURE RECORD ITEMS 
   
  Invitation of House Navoy: You have recovered all of 
  the intelligence the goblins have regarding Turrosh 
  Mak's involvement in the region.  Lord Navoy gives you 
  access to the Protégé of House Navoy. 
   
  Invitation of House Dagby: You have saved the life of 
  Wilfed Straighttree, who is well connected to House 
  Dagby.  Lord Dagby gives you access to the Protégé of 
  House Dagby. 
   
  Invitation of House Darkleaf: You have saved the life of 
  Yonni Darkleaf, who is a member of House Darkleaf.  
  Lord Darkleaf gives you access to the Protégé of House 
  Darkleaf. 
   
  Banebridge Local Hero: For coming to the aid of your 
  fellow citizens in their time of need, you may upgrade 
  your existing house in Banebridge to a grand house at a 
  25% discount.  This only applies to PCs who were 
  members of the Banebridge Town Project at the 
  beginning of this adventure. 
   
  Dagby Dog:  For aiding the village of Banebridge, you are 
  rewarded by the famous Dagby house kennels. You may 
  purchase a single dog from the kennels. Members of the 
  IHS gain Access: Regional to the kennels. (see regional 
  document Dagby House Riding Dogs) 
   
  The Halfling Way: For your efforts in aiding Bainbridge, 
  you gain access to the Halfling Racial Substitution 
  levelsRW. Halfling Druid, Halfling Monk, Halfling Rogue. 
   
  Welcome to town: For your efforts in aiding the town, 
  the citizens of Banebridge aid you in the building of a 
  residence in their town (per the Dyvers Town and City 
  Project). This aid results in a 10% reduction in cost to 
  your new building or upgrade. 
   
  Laki Wargfruend’s Spellbook: The spellbook contains 
  the following spells. 
   
  APL 2: greater mage armor, 300gp.  
   
  APL 6: As above plus: defenestrating sphere, 
  dispelling screen, 1,100gp. 
   
  APL 8: As above plus: prismatic ray, 1,600gp. 
   
  “We’ve got that”: For coming to the aid of your fellow 
  citizens of Banebridge in their time of need, they make 
  sure you have access to equipment you may need. Any 
  item listed on this AR as Access: Adventure is instead 
  considered Access: Regional. This only applies to PCs 
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  who were members of the Banebridge Town Project at 
  the beginning of this adventure. 
   
   
   
   
   
   
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  APPENDIX 1: APL 2
  ENCOUNTER 25: THE NEXUS 
  L AKI  W ARG F R U E N D  CR  3  ( R E D U C E D  S P E L L S) 
  Male Goblin Wizard 5 
  NE Small Humanoid (Goblinoid) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Goblin, Halfling, Orc, Terran 
  AC 20, touch 16, flat-footed 19 (+1 size, +4 extended 
  shield, +4 mage armor) 
  hp 21 (5 HD) 
  Fort +2, Ref +2, Will +5 
  Speed 30 ft. (6 squares)  
  Melee dagger +1 (1d3-2/19-20) 
  Base Atk +2; Grp -4 
  Space 5 ft.; Reach 5 ft. 
  Wizard Spells Prepared (CL 5th):  
  3rd – blink, fly, haste 
  2nd – alter self (2), cat’s grace, extended shield 
  1st – disguise self (2), expeditious retreat, grease, 
  mage armor,  
  0 – detect magic (2), mage hand, read magic (2)  
  Abilities Str 7, Dex 12, Con 12, Int 19, Wis 12, Cha 
  10 
  SQ improved familiar, share spells 
  Feats Alertness (if familiar is within 5 ft.), Combat 
  Casting, Improved Familiar, Scribe Scroll, Extend 
  Spell 
  Skills Bluff +2, Concentration +9, Craft (Alchemy) 
  +12, Disguise +2, Hide +5, Knowledge (arch & 
  eng) +7, Knowledge (Velverdyva) +9, Move Silently 
  +5, Ride +5, Spellcraft +12 
  Possessions dagger, Headband of Intellect +2 
  Spellbook  spells prepared plus  0 – acid splash, 
  arcane mark, dancing lights, detect poison, flare, 
  ghost sound, light, mending, message, open/close, 
  prestidigitation, ray of frost, resistance;  1 – burning 
  hands, enlarge person, grease, mage armor, magic 
  missile, shield; 2 – arcane lock, bull’s strength, fog 
  cloud, fox’s cunning, melf’s acid arrow, mirror 
  image, resist energy, see invisibility;  3 – lightning 
  bolt, greater mage armor, magic circle against 
  good,  shrink item, sleet storm, stinking cloud 
   
  D I G G E R 
  Earth Elemental Familiar 
  NE Small Elemental (Earth, Extraplanar) 
  Init -1 Senses Darkvision 60 ft. Listen +5 Spot+4 
  Languages Terran 
  AC 20, touch 10, flat-footed 20 (+1 size, -1 Dex, +10 
  natural) 
  hp 11 (5 HD) 
  Fort +4, Ref +0, Will +4 
  Speed 20 ft. (4 squares) 
  Melee Slam +6 (1d6+4) 
  Base Atk +2; Grp +1 
  Space 5 ft.; Reach 5 ft. 
  Special Actions earth mastery, push, deliver touch 
  spells 
  Abilities Str 17 Dex 8 Con 13 Int 8 Wis 11 Cha 11 
  SQ earth glide, elemental traits, improved evasion, 
  share spells, empathic link, speak with master 
  Feats Power Attack, Alertness 
  Skills Bluff +2, Concentration +9, Craft (Alchemy) +7, 
  Disguise +2, Hide +3, Knowledge (arch & eng) +2, 
  Knowledge (Velverdyva) +4, Move Silently +3, Ride 
  +3, Spellcraft +7 
   
  I N K T H O K 
  CR1 
  Female Goblin Rogue 1 
  NE Small Humanoid (Goblinoid) 
  Init +4 Senses Darkvision 60 ft. Listen +0 Spot+0 
  Languages Common, Goblin, Halfling 
  AC 17, touch 15, flat-footed 13 
  hp 7 (1 HD) 
  Fort +1, Ref +6, Will +0 
  Speed 30 ft. (6 squares) 
  Melee rapier +1(1d4/18-20) 
  Ranged light crossbow +5(1d6/19-20) 
  Base Atk +0; Grp -4 
  Space 5 ft.; Reach 5 ft. 
  Special Actions sneak attack 1d6 
  Combat Gear 4 potions of invisibility 
  Abilities Str 10 Dex 18 Con 12 Int 12 Wis 10 Cha 9 
  SQ trapfinding, sneak attack 
  Feats Stealthy 
  Skills Bluff +3, Climb +4, Craft (Trapmaking) +5, 
  Disguise +3, Escape Artist +8, Hide +14, Knowledge 
  (Velverdyva) +3, Move Silently +14, Open Lock +6, 
  Tumble +8 
  Possessions combat gear plus rapier, dagger, light 
  crossbow, 20 bolts, leather armor. 
   
  G RAKALL 
  CR  2 
  Male Goblin Ranger 2 
  NE Small Humanoid (Goblinoid) 
  Init +2; Senses Darkvision 60 ft.; Listen +6, Spot +4 
  Aura  
  Languages Common, Goblin, Halfling 
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +0 class, +3 armor, +0 shield, +0 
  deflection, +0 insight, +0 natural) 
  hp 15 (2 HD);  
  Fort +4, Ref +5, Will +1 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft. 
  Melee Battle Axe +4 (d6+1/x3) or Battle Axe +2 (d6 
  +1/x3) and Short Sword +2 (d4/19-20) 
  Ranged Composite Longbow (+1 Str) +5 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -1 
  Atk Options Two Weapon Fighting, Favored Enemy 
  Halflings +2 
  Combat Gear Small Battle Axe, Small Short Sword, 
  Small 
  Composite 
  Longbow 
  (+1Str), 
  Studded 
  Leather Armor 
  Abilities Str 13, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8 
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  EX Favored Enemy:  Halflings +2 
  Feats Skill Focus (Survival), Two Weapon Fighting 
  (bonus), Track (bonus) 
  Skills  Bluff +1, Disguise +1, Handle Animal +2, Hide 
  +5, Knowledge (Nature) +4, Listen +6, Move 
  Silently +5, Ride +6, Speak Language 1, Spot +4, 
  Survival +9 
  Possessions combat gear plus hat of disguise, 1 vial 
  Catstink 
   
   
   
   
   
   
   
   
   
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  APL 4 
  ENCOUNTER 25: THE NEXUS 
  L AKI  W ARG F R U E N D   
  CR  5 
  Male Goblin Wizard 5 
  NE Small Humanoid (Goblinoid) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Goblin, Halfling, Orc, Terran 
  AC 20, touch 16, flat-footed 19 (+1 size, +4 extended 
  shield, +4 mage armor) 
  hp 21 (5 HD) 
  Fort +2, Ref +2, Will +5 
  Speed 30 ft. (6 squares)  
  Melee dagger +1 (1d3-2/19-20) 
  Base Atk +2; Grp -4 
  Space 5 ft.; Reach 5 ft. 
  Wizard Spells Prepared (CL 5th):  
  3rd – blink, fly, haste 
  2nd – alter self (2), cat’s grace, extended shield 
  1st – disguise self (2), expeditious retreat, grease, 
  mage armor,  
  0 – detect magic (2), mage hand, read magic (2)  
  Abilities Str 7, Dex 12, Con 12, Int 19, Wis 12, Cha 
  10 
  SQ improved familiar, share spells 
  Feats Alertness (if familiar is within 5 ft.), Combat 
  Casting, Improved Familiar, Scribe Scroll, Extend 
  Spell 
  Skills Bluff +2, Concentration +9, Craft (Alchemy) 
  +12, Disguise +2, Hide +5, Knowledge (arch & 
  eng) +7, Knowledge (Velverdyva) +9, Move Silently 
  +5, Ride +5, Spellcraft +12 
  Possessions dagger, Headband of Intellect +2 
  Spellbook  spells prepared plus  0 – acid splash, 
  arcane mark, dancing lights, detect poison, flare, 
  ghost sound, light, mending, message, open/close, 
  prestidigitation, ray of frost, resistance;  1 – burning 
  hands, enlarge person, grease, mage armor, magic 
  missile, shield; 2 – arcane lock, bull’s strength, fog 
  cloud, fox’s cunning, melf’s acid arrow, mirror 
  image, resist energy, see invisibility;  3 – lightning 
  bolt, greater mage armor, magic circle against 
  good,  shrink item, sleet storm, stinking cloud 
   
  D I G G E R 
  Earth Elemental Familiar 
  NE Small Elemental (Earth, Extraplanar) 
  Init -1 Senses Darkvision 60 ft. Listen +5 Spot+4 
  Languages Terran 
  AC 20, touch 10, flat-footed 20 (+1 size, -1 Dex, +10 
  natural) 
  hp 11 (5 HD) 
  Fort +4, Ref +0, Will +4 
  Speed 20 ft. (4 squares) 
  Melee Slam +6 (1d6+4) 
  Base Atk +2; Grp +1 
  Space 5 ft.; Reach 5 ft. 
  Special Actions earth mastery, push, deliver touch 
  spells 
  Abilities Str 17 Dex 8 Con 13 Int 8 Wis 11 Cha 11 
  SQ earth glide, elemental traits, improved evasion, 
  share spells, empathic link, speak with master 
  Feats Power Attack, Alertness 
  Skills Bluff +2, Concentration +9, Craft (Alchemy) +7, 
  Disguise +2, Hide +3, Knowledge (arch & eng) +2, 
  Knowledge (Velverdyva) +4, Move Silently +3, Ride 
  +3, Spellcraft +7 
   
  I N K T H O K 
  CR1 
  Female Goblin Rogue 1 
  NE Small Humanoid (Goblinoid) 
  Init +4 Senses Darkvision 60 ft.; Listen +0 Spot+0 
  Languages Common, Goblin, Halfling 
  AC 17, touch 15, flat-footed 13 
  hp 7 (1 HD) 
  Fort +1, Ref +6, Will +0 
  Speed 30 ft. (6 squares) 
  Melee rapier +1(1d4/18-20) 
  Ranged light crossbow +5(1d6/19-20) 
  Base Atk +0; Grp -4 
  Space 5 ft.; Reach 5 ft. 
  Special Actions sneak attack 1d6 
  Combat Gear 4 potions of invisibility 
  Abilities Str 10 Dex 18 Con 12 Int 12 Wis 10 Cha 9 
  SQ trapfinding, sneak attack 
  Feats Stealthy 
  Skills Bluff +3, Climb +4, Craft (Trapmaking) +5, 
  Disguise 
  +3, 
  Escape Artist +8, Hide +14, 
  Knowledge (Velverdyva) +3, Move Silently +14, 
  Open Lock +6, Tumble +8 
  Possessions combat gear plus rapier, dagger, light 
  crossbow, 20 bolts, leather armor. 
   
  G RAKALL 
  CR  2 
  Male Goblin Ranger 2 
  NE Small Humanoid (Goblinoid) 
  Init +2; Senses Darkvision 60 ft.; Listen +6, Spot +4 
  Aura  
  Languages Common, Goblin, Halfling 
  AC 16, touch 13, flat-footed 14 
   (+1 size, +2 Dex, +0 class, +3 armor, +0 shield, +0 
  deflection, +0 insight, +0 natural) 
  Miss Chance  
  hp 15 (2 HD);  
  Fort +4, Ref +5, Will +1 
  Speed 30 ft. in light armor (6 squares), base 
  movement 30 ft. 
  Melee Battle Axe +4 (d6+1/x3) or Battle Axe +2 (d6 
  +1/x3) and Short Sword +2 (d4/19-20) 
  Ranged Composite Longbow (+1 Str) +5 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +2; Grp -1 
  Atk Options Two Weapon Fighting, Favored Enemy 
  Halflings +2 
  Combat Gear Small Battle Axe, Small Short Sword, 
  Small 
  Composite 
  Longbow 
  (+1Str), 
  Studded 
  Leather Armor 
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  Abilities Str 13, Dex 14, Con 13, Int 10, Wis 12, Cha 
  8 
  EX Favored Enemy:  Halflings +2 
  Feats Skill Focus (Survival), Two Weapon Fighting 
  (bonus), Track (bonus) 
  Skills  Bluff +1, Disguise +1, Handle Animal +2, Hide 
  +5, Knowledge (Nature) +4, Listen +6, Move 
  Silently +5, Ride +6, Speak Language 1, Spot +4, 
  Survival +9 
  Possessions combat gear plus hat of disguise, 1 vial 
  Catstink 
   
   
   
   
   
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  APL 6
  ENCOUNTER 25: THE NEXUS 
  L AKI  W ARG F R U E N D  CR  7 
  Goblin Wizard 7 
  NE Small Humanoid (Goblinoid) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Goblin, Halfling, Orc, Terran 
  AC 20, touch 16, flat-footed 19 (+1 size, +4 extended 
  shield, +4 mage armor) 
  hp 29 (7 HD) 
  Fort +3, Ref +3, Will +6 
  Speed 30 ft. (6 squares)  
  Melee dagger +2 (1d3-2/19-20) 
  Base Atk +3; Grp -3 
  Space 5 ft.; Reach 5 ft. 
  Wizard Spells Prepared (CL 7th, DC 14 + spell 
  level):  
  4th – dimension door, solid fog, dispelling screen 
  3rd – blink, fly, haste, stinking cloud 
  2nd – alter self, cat’s grace, extended shield, fog 
  cloud, mirror image 
  1st – disguise self (2), expeditious retreat, grease, 
  mage armor, magic missile 
  0 – detect magic (2), mage hand, read magic (2)  
  Abilities Str 7, Dex 12, Con 12, Int 19, Wis 12, Cha 
  10 
  SQ improved familiar, share spells 
  Feats Alertness (if familiar is within 5 ft.), Combat 
  Casting, Eschew Materials, Improved Familiar, 
  Scribe Scroll, Extend Spell 
  Skills Bluff +3, Concentration +11, Craft (Alchemy) 
  +14, Disguise +3, Hide +5, Knowledge (arch & 
  eng) +7, Knowledge (Velverdyva) +9, Move Silently 
  +5, Ride +5, Spellcraft +14 
  Possessions dagger, headband of intellect +2, lesser 
  metamagic rod of silent spell 
  Spellbook  spells prepared plus  0 – acid splash, 
  arcane mark, dancing lights, detect poison, flare, 
  ghost sound, light, mending, message, open/close, 
  prestidigitation, ray of frost, resistance;  1 – burning 
  hands, enlarge person, grease, mage armor, 
  shield; 2 – arcane lock, bull’s strength, fog cloud, 
  fox’s cunning, Melf’s acid arrow, resist energy, see 
  invisibility;  3 – explosive runes, lightning bolt, 
  greater mage armor, magic circle against good,  
  shrink item, sleet storm;  4 – defenestrating sphere, 
  evard’s black tentacles, wall of fire, polymorph 
   
  D I G G E R 
  Earth Elemental Familiar 
  NE Small Elemental (Earth, Extraplanar) 
  Init -1 Senses Darkvision 60 ft. Listen +5 Spot+4 
  Languages Terran 
  AC 21, touch 10, flat-footed 21 (+1 size, -1 Dex, +11 
  natural) 
  hp 14 (7 HD) 
  Fort +4, Ref +1, Will +5 
  Speed 20 ft. (4 squares) 
  Melee Slam +7 (1d6+4) 
  Base Atk +3; Grp +2 
  Space 5 ft.; Reach 5 ft. 
  Special Actions earth mastery, push, deliver touch 
  spells 
  Abilities Str 17 Dex 8 Con 13 Int 9 Wis 11 Cha 11 
  SQ earth glide, elemental traits, improved evasion, 
  share spells, empathic link, speak with master 
  Feats Power Attack, Alertness 
  Skills Bluff +3, Concentration +11, Craft (Alchemy) 
  +9, Disguise +3, Hide +3, Knowledge (arch & eng) 
  +2, Knowledge (Velverdyva) +4, Move Silently +3, 
  Ride +3, Spellcraft +9 
   
  I N K T H O K 
  CR  5 
  Goblin Rogue 5 
  NE Small Humanoid (Goblinoid) 
  Init +4 Senses Darkvision 60 ft.; Listen +0 Spot+0 
  Languages Common, Goblin, Halfling 
  AC 19, touch 15, flat-footed 19 
  hp 27 (5 HD) 
  Fort +2, Ref +8, Will +1 
  Speed 30 ft. (6 squares) 
  Melee +1 rapier +9(1d4+1/18-20) 
  Ranged MW hand crossbow +9(1d3/19-20) 
  Base Atk +3; Grp -1 
  Space 5 ft.; Reach 5 ft. 
  Special Actions sneak attack +3d6 
  Combat Gear 4 potions of invisibility, 2 potions of 
  cure light wounds 
  Abilities Str 10 Dex 18 Con 12 Int 12 Wis 10 Cha 10 
  SQ trapfinding, sneak attack, evasion, uncanny 
  dodge, trap sense 
  Feats Stealthy, Weapon Finesse 
  Skills Bluff +8, Climb +7, Craft (Trapmaking) +9, 
  Disguise +8, Escape Artist +11, Hide +17, 
  Knowledge (Velverdyva) +5, Move Silently +17, 
  Open Lock +8, Tumble +11 
  Possessions combat gear plus rapier +1, dagger, 
  MW hand crossbow, 20 bolts, mw chain shirt.  
   
  G RAKALL 
  CR  5 
  Male Goblin Barbarian 1/Ranger 4 
  NE Small Humanoid (Goblinoid) 
  Init +2; Senses Darkvision 60 ft.; Listen +9, Spot +5 
  Languages Common, Goblin, Halfling 
  AC 17, touch 14, flat-footed 15 
   (+1 size, +2 Dex, +0 class, +3 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural) 
  hp 35 (5 HD);  
  Fort +7, Ref +6, Will +2 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee Masterwork Battle Axe +9 (1d6+2/x3) or 
  Masterwork 
  Battle 
  Axe 
  +7 
  (1d6+2/x3) 
  and 
  Masterwork Short Sword +7 (1d4+1/19-20) 
  Ranged Composite Longbow (+1 Str) +8 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
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  Base Atk +5; Grp +3 
   
  RAGE STATS  (6 rounds) 
  AC 15, touch 12, flat-footed 13 
   (+1 size, +2 Dex, +0 class, +3 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural, -2 rage) 
  hp 45 (5 HD);  
  Fort +9, Ref +6, Will +4 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee Masterwork Battle Axe +11 (d6+4/x3) or 
  Masterwork Battle Axe +9 (d6 +4/x3) and 
  Masterwork Short Sword +9 (d4+2/19-20) 
  Ranged Composite Longbow (+1 Str) +5 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +5; Grp +4 
   
  Atk Options Two Weapon Fighting, Rage (6 rounds), 
  Favored Enemy:  Halflings +2 
  Combat Gear Small Masterwork Battle Axe, Small 
  Masterwork 
  Short 
  Sword, 
  Small 
  Composite 
  Longbow (+1 Str), Studded Leather Armor 
  Ranger Spells Prepared (CL 2nd): 
    1st—longstrider 
  Abilities Str 14 (18), Dex 14, Con 13 (17), Int 10, Wis 
  12, Cha 8 
  EX Rage 1/day, Fast Movement, Favored Enemy:  
  Halflings +2 
  Feats Skill Focus (Survival), Self-Sufficient, Two 
  Weapon 
  Fighting 
  (bonus), 
  Track 
  (bonus), 
  Endurance (bonus) 
  Skills  Bluff +3, Disguise +3, Handle Animal +2 (+4 
  with Animal Companion), Heal +3, Hide +5, 
  Knowledge (Nature) +7, Listen +9, Move Silently 
  +5, Ride +6, Speak Language 1, Spot +5, Survival 
  +14 (+2 in above ground natural environments) 
  Possessions combat gear plus hat of disguise, 4 
  vials Catstink, ring of protection +1 
   
  AN K L E B I T E R 
  Wolf Animal Companion 
  NE Medium Animal 
  Init +2; Senses Listen +3, Spot +3 
  Aura  
  Languages none 
  AC 14, touch 12, flat-footed 12 
   (+0 size, +2 Dex, +0 class, +0 armor, +0 shield, +0 
  deflection, +0 insight, +2 natural) 
  Miss Chance  
  hp 13 (2 HD);  
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee Bite +3 (d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Trip (Ex) after successful bite attack at 
  +1 check modifier 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 
  SQ Lowlight Vision, Scent, Link, Share Spells 
  Feats Track (bonus), Weapon Focus (bite) 
  Skills  Hide +2, Listen +3, Move Silently +3, Spot +3, 
  Survival+1 (+4 when tracking by Scent) 
  Tricks Attack, Come, Defend, Down, Guard, Heel, 
  Track 
   
   
   
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  APL 8 
  ENCOUNTER 25: THE NEXUS 
  L AKI  W ARG F R U E N D  CR  9 
  Goblin Wizard 9 
  NE Small Humanoid (Goblinoid) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Goblin, Halfling, Orc, Terran 
  AC 20, touch 16, flat-footed 19 (+1 size, +4 extended 
  shield, +4 mage armor) 
  hp 46 (9 HD) 
  Fort +5, Ref +4, Will +7 
  Speed 30 ft. (6 squares)  
  Melee dagger +3 (1d3-2/19-20) 
  Base Atk +4; Grp -2 
  Space 5 ft.; Reach 5 ft. 
  Wizard Spells Prepared (CL 9th, DC 15 + spell 
  level):  
  5th – Bigby’s interposing hand, prismatic ray, 
  transmute rock to mud 
  4th – defenestrating sphere, dimension door, solid 
  fog, Evard’s black tentacles 
  3rd – blink, fly, haste, stinking cloud, sleet storm 
  2nd – alter self, cat’s grace, extended shield, fog 
  cloud, mirror image, web 
  1st – disguise self (2), expeditious retreat, grease, 
  mage armor, magic missile (2) 
  0 – detect magic (2), mage hand, read magic (2)  
  Abilities Str 7, Dex 12, Con 14, Int 20, Wis 12, Cha 
  10 
  SQ improved familiar, share spells 
  Feats Alertness (if familiar is within 5 ft.), Combat 
  Casting, Eschew Materials, Improved Familiar, 
  Scribe Scroll, Empower Spell, Extend Spell 
  Skills Bluff +4, Concentration +14, Craft (Alchemy) 
  +17, Disguise +4, Hide +5, Knowledge (arch & 
  eng) +8, Knowledge (Velverdyva) +10, Move 
  Silently +5, Ride +5, Spellcraft +17 
  Possessions dagger, headband of intellect +2, lesser 
  metamagic rod of silent spell, amulet of health +2, 
  pearl of power – 1st lvl 
  Spellbook  spells prepared plus  0 – acid splash, 
  arcane mark, dancing lights, detect poison, flare, 
  ghost sound, light, mending, message, open/close, 
  prestidigitation, ray of frost, resistance;  1 – burning 
  hands, enlarge person, grease, mage armor, 
  shield; 2 – arcane lock, bull’s strength, fog cloud, 
  fox’s cunning, Melf’s acid arrow, resist energy, see 
  invisibility;  3 – explosive runes, lightning bolt, 
  greater mage armor, magic circle against good,  
  shrink item;  4 – dispelling screen, wall of fire, 
  polymorph;  5 – cloudkill, cone of cold 
   
  D I G G E R 
  Earth Elemental Familiar 
  NE Small Elemental (Earth, Extraplanar) 
  Init -1 Senses Darkvision 60 ft. Listen +5 Spot+4 
  Languages Terran 
  AC 22, touch 10, flat-footed 22 (+1 size, -1 Dex, +12 
  natural) 
  hp 23 (9 HD) 
  Fort +4, Ref +2, Will +6 
  Speed 20 ft. (4 squares) 
  Melee Slam +8 (1d6+4) 
  Base Atk +4; Grp +3 
  Space 5 ft.; Reach 5 ft. 
  Special Actions earth mastery, push, deliver touch 
  spells 
  Abilities Str 17 Dex 8 Con 13 Int 10 Wis 11 Cha 11 
  SQ earth glide, elemental traits, improved evasion, 
  share spells, empathic link, speak with master 
  Feats Power Attack, Alertness 
  Skills Bluff +4, Concentration +13, Craft (Alchemy) 
  +12, Disguise +4, Hide +3, Knowledge (arch & 
  eng) +3, Knowledge (Velverdyva) +5, Move Silently 
  +3, Ride +3, Spellcraft +12 
   
  I N K T H O K 
  CR  7 
  Goblin Rogue 7 
  NE Small Humanoid (Goblinoid) 
  Init +9 Senses Darkvision 60 ft.; Listen +0 Spot+0 
  Languages Common, Goblin, Halfling 
  AC 19, touch 15, flat-footed 19 
  hp 37 (7 HD) 
  Fort +3, Ref +10, Will +2 
  Speed 30 ft. (6 squares) 
  Melee rapier +1 +12(1d4+1/18-20) 
  Ranged MW hand crossbow +12(1d3/19-20) 
  Base Atk +5; Grp +1 
  Space 5 ft.; Reach 5 ft. 
  Special Actions sneak attack 4d6 
  Combat Gear 4 potions of invisibility, 2 potions of 
  cure light wounds 
  Abilities Str 10 Dex 20 Con 12 Int 12 Wis 10 Cha 10 
  SQ trapfinding, sneak attack, evasion, uncanny 
  dodge, trap sense 
  Feats Improved Initiative, Stealthy, Weapon Finesse 
  Skills Bluff +10, Climb +9, Craft (Trapmaking) +11, 
  Disguise +10, Escape Artist +14, Hide +20, 
  Knowledge (Velverdyva) +6, Move Silently +20, 
  Open Lock +10, Tumble +14 
  Possessions combat gear plus rapier +1, dagger, 
  MW hand crossbow, 20 bolts, mw chain shirt, 
  gloves of dexterity +2.  
   
  G RAKALL 
  CR  7 
  Male Goblin Barbarian 2/Ranger 5 
  NE Small Humanoid (Goblinoid) 
  Init +2; Senses Darkvision 60 ft.; Listen +11, Spot +7 
  Languages Common, Goblin, Halfling 
  AC 17, touch 14, flat-footed 17 
   (+1 size, +2 Dex, +0 class, +3 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural) 
  hp 49 (7 HD);  
  Fort +8, Ref +6, Will +2 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
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  Page 41 
  
  Melee +1 battle axe +11/+6 (d6+3/x3) or +1 battle axe 
  +9/+4 (d6 +3/x3) and masterwork short sword +9 
  (d4+1/19-20) 
  Ranged masterwork composite longbow (+1 Str) +11 
  (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +5 
  RAGE STATS (6 rounds) 
  AC 15, touch 12, flat-footed 15 
   (+1 size, +2 Dex, +0 class, +3 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural, -2 rage) 
  Miss Chance  
  hp 63 (7 HD);  
  Fort +10, Ref +6, Will +6 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee +1 battle axe +13 (1d6+5/x3) or +1 battle axe 
  +11 (1d6 +5/x3) and masterwork short sword +11 
  (1d4+2/19-20) 
  Ranged Masterwork Composite Longbow (+1 Str) 
  +11 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +7; Grp +7 
   
  Atk Options Two Weapon Fighting, Rage (6 rounds), 
  Favored Enemy:  Halflings +4, Favored Enemy: 
  Elves +2, Close Quarters Fighting 
  Special Actions  
  Combat Gear small +1 battle axe, small masterwork 
  short sword, small masterwork composite longbow 
  (+1 Str), studded leather armor 
  Ranger Spells Prepared (CL 2nd; DC = 11 + spell 
  level): 
    
   1st — longstrider 
  Abilities Str 14 (18), Dex 14, Con 13 (17), Int 10, Wis 
  12, Cha 8 
  EX Uncanny Dodge, Favored Enemy:  Halflings +4, 
  Elves +2 
  Feats Skill Focus (Survival), Self-Sufficient, Two 
  Weapon 
  Fighting 
  (bonus), 
  Track 
  (bonus), 
  Endurance (bonus), Close Quarters Fighting (See 
  Appendix) 
  Skills Bluff +4, Disguise +4, Handle Animal +2 (+4 
  with Animal Companion), Heal +3, Hide +5, 
  Knowledge (Nature) +7, Listen +11, Move Silently 
  +5, Ride +6, Speak Language 1, Spot +7, Survival 
  +16 (+2 in above ground natural environments) 
  Possessions combat gear plus hat of disguise, 4 
  vials Catstink, ring of protection +1 
   
  AN K L E B I T E R 
  Wolf Animal Companion 
  NE Medium Animal 
  Init +2; Senses Listen +3, Spot +3 
  Aura  
  Languages none 
  AC 14, touch 12, flat-footed 12 
   (+0 size, +2 Dex, +0 class, +0 armor, +0 shield, +0 
  deflection, +0 insight, +2 natural) 
  Miss Chance  
  hp 13 (2 HD);  
  Fort +5, Ref +5, Will +1 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee Bite +3 (1d6+1) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +1; Grp +2 
  Atk Options Trip (Ex) after successful bite attack at 
  +1 check modifier 
  Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 
  SQ Lowlight Vision, Scent, Link, Share Spells 
  Feats Track (bonus), Weapon Focus (bite) 
  Skills Hide +2, Listen +3, Move Silently +3, Spot +3, 
  Survival+1 (+4 when tracking by Scent) 
  Tricks Attack, Come, Defend, Down, Guard, Heel, 
  Track 
   
   
  DYV7-01 Vanguard 
   
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  APL 10 
  ENCOUNTER 25: THE NEXUS 
  L AKI  W ARG F R U E N D 
  CR  11 
  Goblin Wizard 11 
  NE Small Humanoid (Goblinoid) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Goblin, Halfling, Orc, Terran 
  AC 20, touch 16, flat-footed 19 (+1 size, +4 extended 
  shield, +4 mage armor) 
  hp 56 (11 HD) 
  Fort +5, Ref +4, Will +8 
  Speed 30 ft. (6 squares)  
  Melee dagger +4 (1d3-2/19-20) 
  Base Atk +5; Grp -1 
  Space 5 ft.; Reach 5 ft. 
  Wizard Spells Prepared (CL 11th, DC 16 + spell 
  level):  
  6th – acid fog, Bigby’s forceful hand, empowered 
  wall of fire 
  5th – Bigby’s interposing hand, cloudkill, prismatic 
  ray, transmute rock to mud 
  4th – defenestrating sphere, dimension door, solid 
  fog, Evard’s black tentacles, wall of fire 
  3rd – blink, fly, haste, lightning bolt, stinking cloud, 
  sleet storm 
  2nd – alter self, still burning hands, cat’s grace, 
  extended shield, fog cloud, mirror image, web 
  1st – disguise self (2), expeditious retreat, grease, 
  mage armor, magic missile (2) 
  0 – detect magic (2), mage hand, read magic (2)  
  Abilities Str 7, Dex 12, Con 14, Int 22, Wis 12, Cha 
  10 
  SQ improved familiar, share spells 
  Feats Alertness (if familiar is within 5 ft.), Combat 
  Casting, Eschew Materials, Improved Familiar, 
  Scribe Scroll, Empower Spell, Extend Spell, Still 
  Spell 
  Skills Bluff +6, Concentration +16, Craft (Alchemy) 
  +20, Disguise +6, Hide +5, Knowledge (arch & 
  eng) +9, Knowledge (Velverdyva) +11, Move 
  Silently +5, Ride +5, Spellcraft +20 
  Possessions dagger, headband of intellect +4, 
  amulet of health +2, pearl of power – 1st lvl 
  Spellbook  spells prepared plus  0 – acid splash, 
  arcane mark, dancing lights, detect poison, flare, 
  ghost sound, light, mending, message, open/close, 
  prestidigitation, ray of frost, resistance;  1 – enlarge 
  person, grease, mage armor, shield; 2 – arcane 
  lock, bull’s strength, fog cloud, fox’s cunning, Melf’s 
  acid arrow, resist energy, see invisibility;  3 – 
  explosive runes, greater mage armor, magic circle 
  against good,  shrink item;  4 – dispelling screen, 
  polymorph;  5 – cone of cold;  6 – chain lightning, 
  disintegrate, greater dispel magic 
   
  D I G G E R 
  Earth Elemental Familiar 
  NE Small Elemental (Earth, Extraplanar) 
  Init -1 Senses Darkvision 60 ft. Listen +5 Spot+4 
  Languages Terran 
  AC 23, touch 10, flat-footed 23 (+1 size, -1 Dex, +13 
  natural) 
  hp 28 (11 HD) 
  Fort +4, Ref +2, Will +7 
  Speed 20 ft. (4 squares) 
  Melee Slam +9 (1d6+4) 
  Base Atk +5; Grp +4 
  Space 5 ft.; Reach 5 ft. 
  Special Actions earth mastery, push, deliver touch 
  spells 
  Abilities Str 17 Dex 8 Con 13 Int 11 Wis 11 Cha 11 
  SQ earth glide, elemental traits, improved evasion, 
  share spells, empathic link, speak with master, 
  spell resistance 16 
  Feats Power Attack, Alertness 
  Skills Bluff +6, Concentration +15, Craft (Alchemy) 
  +14, Disguise +6, Hide +3, Knowledge (arch & 
  eng) +3, Knowledge (Velverdyva) +5, Move Silently 
  +3, Ride +3, Spellcraft +14 
   
  I N K T H O K 
  CR  9 
  Goblin Rogue 9 
  NE Small Humanoid (Goblinoid) 
  Init +9 Senses Darkvision 60 ft.; Listen +0 Spot+0 
  Languages Common, Goblin, Halfling 
  AC 19, touch 15, flat-footed 19 
  hp 47 (9 HD) 
  Fort +4, Ref +11, Will +3 
  Speed 30 ft. (6 squares) 
  Melee rapier+1 +13/+8(1d4+1/18-20) 
  Ranged MW hand crossbow +12(d3/19-20) 
  Base Atk +6; Grp +2 
  Space 5 ft.; Reach 5 ft. 
  Special Actions sneak attack 5d6 
  Combat Gear 4 potions of invisibility, 2 potions of 
  cure light wounds 
  Abilities Str 10 Dex 20 Con 13 Int 12 Wis 10 Cha 10 
  SQ trapfinding, sneak attack, evasion, uncanny 
  dodge, trap sense 
  Feats Danger Sense, Improved Initiative, Stealthy, 
  Weapon Finesse 
  Skills Bluff +12, Climb +11, Craft (Trapmaking) +13, 
  Disguise +12, Escape Artist +22, Hide +22, 
  Knowledge (Velverdyva) +7, Move Silently +22, 
  Open Lock +15, Tumble +16. 
  Possessions combat gear plus rapier+1, dagger, 
  MW hand crossbow, 20 bolts, mw chain shirt, 
  gloves of dex+2, vest of escape.  
   
  G RAKALL 
  CR  9 
  Male Goblin Barbarian 2/Ranger 7 
  NE Small Humanoid (Goblinoid) 
  Init +2; Senses Darkvision 60 ft.; Listen +13, Spot 
  +11 
  Aura  
  Languages Common, Goblin, Halfling 
  DYV7-01 Vanguard 
   
  Page 43 
  
  AC 17, touch 14, flat-footed 17 (+1 size, +2 Dex, +0 
  class, +3 armor, +0 shield, +1 deflection, +0 
  insight, +0 natural) 
  Miss Chance  
  hp 70 (9 HD);  
  Fort +11, Ref +8, Will +4 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee +1 Battle Axe +13/+8 (d6+3/x3) or +1 Battle 
  Axe +11/+6 (d6 +3/x3) and +1 Short Sword +11/+6 
  (d4+2/19-20) 
  Ranged Masterwork Composite Longbow (+1 Str) 
  +13/8 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +7 
  RAGE STATS (7 rounds) 
  AC 15, touch 12, flat-footed 15 
   
  (+1 size, +2 Dex, +0 class, +3 armor, +0 shield, 
  +1 deflection, +0 insight, +0 natural, -2 rage) 
  hp 88 (9 HD);  
  Fort +13, Ref +8, Will +6 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee +1 Battle Axe +15/+10 (d6+5/x3) or +1 Battle 
  Axe +13/+8 (d6 +5/x3) and +1 Short Sword +13/+8 
  (d4+2/19-20) 
  Ranged Masterwork Composite Longbow (+1 Str) 
  +13/+8 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +9; Grp +9 
  Atk Options Two Weapon Fighting, Instantaneous 
  Rage (7 rounds), Favored Enemy:  Halflings +4, 
  Favored Enemy: Elves +2, Close Quarters Fighting 
  Special Actions  
  Combat Gear Small +1 Battle Axe, small +1 short 
  sword, Small Masterwork Composite Longbow 
  (+1Str), Studded Leather Armor 
  Ranger Spells Prepared (CL 3rd; DC = 11 + spell 
  level): 
   
   
  1st—longstrider, entangle  
  Abilities Str 14 (18), Dex 14, Con 14 (18), Int 10, Wis 
  12, Cha 8 
  Feats Skill Focus (Survival), Self-Sufficient, Two 
  Weapon Fighting (bonus), Improved Two Weapon 
  Fighting 
  (bonus), 
  Track 
  (bonus), 
  Endurance 
  (bonus), Close Quarters Fighting (See Appendix), 
  Instantaneous Rage (See Appendix) 
  Skills  Bluff +5, Disguise +5, Handle Animal +2 (+4 
  with Animal Companion), Heal +3, Hide +5, 
  Knowledge (Nature) +7, Listen +12, Move Silently 
  +5, Ride +6, Speak Language 1, Spot +11, 
  Survival +18 (+2 in above ground natural 
  environments) 
  Possessions combat gear plus hat of disguise, 4 
  vials Catstink, ring of protection +1, cloak of 
  resistance +1 
   
  AN K L E B I T E R 
  Wolf Animal Companion 
  NE Medium Animal 
  Init +2; Senses Listen +3, Spot +3 
  Aura  
  Languages none 
  AC 17, touch 13, flat-footed 14 
   (+0 size, +3 Dex, +0 class, +0 armor, +0 shield, +0 
  deflection, +0 insight, +4 natural) 
  Miss Chance  
  hp 29 (4 HD);  
  Fort +6, Ref +7, Will +2 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee Bite +6 (d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Trip (Ex) after successful bite attack at 
  +4 check modifier 
  Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 
  SQ Lowlight Vision, Scent, Link, Share Spells, 
  Evasion 
  Feats 
  Track 
  (bonus), 
  Weapon 
  Focus 
  (bite), 
  Toughness 
  Skills  Hide +2, Listen +3, Move Silently +3, Spot +3, 
  Survival+3 (+4 when tracking by Scent) 
  Tricks Attack, Come, Defend, Down, Guard, Heel, 
  Track, Attack (unnatural enemies) 
   
   
   
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  APL 12 
  ENCOUNTER 25: THE NEXUS 
  L AKI  W ARG F R U E N D   
  CR  13 
  Goblin Wizard 13 
  NE Small Humanoid (Goblinoid) 
  Init +1; Senses Darkvision 60 ft.; Listen +1, Spot +1 
  Languages Common, Goblin, Halfling, Orc, Terran 
  AC 20, touch 16, flat-footed 19 (+1 size, +4 extended 
  shield, +4 mage armor) 
  hp 66 (13 HD) 
  Fort +9, Ref +8, Will +12 
  Speed 30 ft. (6 squares)  
  Melee dagger +6/+1 (1d3-1/19-20) 
  Base Atk +6/+1; Grp +1 
  Space 5 ft.; Reach 5 ft. 
  Wizard Spells Prepared (CL 13th, DC 16 + spell 
  level):  
  7th  – prismatic spray, summon monster VII 
  6th – acid fog, Bigby’s forceful hand, empowered 
  wall of fire, disintegrate 
  5th – Bigby’s interposing hand, cloudkill, empowered 
  lightning bolt, prismatic ray, transmute rock to 
  mud 
  4th – defenestrating sphere, dimension door (2), 
  solid fog, Evard’s black tentacles, wall of fire 
  3rd – blink, fly, haste, lightning bolt, stinking cloud, 
  sleet storm 
  2nd – alter self, still burning hands, cat’s grace, 
  extended shield, fog cloud, mirror image, web 
  1st – disguise self (2), expeditious retreat, grease, 
  mage armor, magic missile (2) 
  0 – detect magic (2), mage hand, read magic (2)  
  Abilities Str 8, Dex 12, Con 14, Int 22, Wis 12, Cha 
  10 
  SQ improved familiar, share spells 
  Feats Alertness (if familiar is within 5 ft.), Combat 
  Casting, Eschew Materials, Improved Familiar, 
  Scribe Scroll, Empower Spell, Extend Spell, 
  Repeat Spell, Still Spell 
  Skills Bluff +7, Concentration +18, Craft (Alchemy) 
  +22, Disguise +7, Hide +5, Knowledge (arch & 
  eng) +9, Knowledge (Velverdyva) +11, Move 
  Silently +5, Ride +5, Spellcraft +22 
  Possessions dagger, headband of intellect +4, 
  amulet of health +2, vest of resistance +3, ring of 
  counterspells (greater dispel magic) 
  Spellbook  spells prepared plus  0 – acid splash, 
  arcane mark, dancing lights, detect poison, flare, 
  ghost sound, light, mending, message, open/close, 
  prestidigitation, ray of frost, resistance;  1 – enlarge 
  person, grease, mage armor, shield; 2 – arcane 
  lock, bull’s strength, fog cloud, fox’s cunning, Melf’s 
  acid arrow, resist energy, see invisibility;  3 – 
  explosive runes, greater mage armor, magic circle 
  against good,  shrink item;  4 – dispelling screen, 
  polymorph;  5 – cone of cold;  6 – chain lightning, 
  greater dispel magic 
   
  D I G G E R 
  Earth Elemental Familiar 
  NE Small Elemental (Earth, Extraplanar) 
  Init -1 Senses Darkvision 60 ft. Listen +5 Spot+4 
  Languages Terran 
  AC 24, touch 10, flat-footed 24 (+1 size, -1 Dex, +14 
  natural) 
  hp 33 (13 HD) 
  Fort +5, Ref +3, Will +8 
  Speed 20 ft. (4 squares) 
  Melee Slam +10/+5 (1d6+4) 
  Base Atk +6/1; Grp +5 
  Space 5 ft.; Reach 5 ft. 
  Special Actions earth mastery, push, deliver touch 
  spells, scry on familiar 
  Abilities Str 17 Dex 8 Con 13 Int 12 Wis 11 Cha 11 
  SQ earth glide, elemental traits, improved evasion, 
  share spells, empathic link, speak with master, 
  spell resistance 18 
  Feats Power Attack, Alertness 
  Skills Bluff +7, Concentration +17, Craft (Alchemy) 
  +17, Disguise +7, Hide +3, Knowledge (arch & 
  eng) +4, Knowledge (Velverdyva) +6, Move Silently 
  +3, Ride +3, Spellcraft +17 
   
  I N K T H O K 
  CR  11 
  Goblin Rogue 11 
  NE Small Humanoid (Goblinoid) 
  Init +9 Senses Darkvision 60 ft.; Listen +0 Spot+0 
  Languages Common, Goblin, Halfling 
  AC 22, touch 17, flat-footed 22 
  hp 68 (11 HD) 
  Fort +5, Ref +12, Will +3 
  Speed 30 ft. (6 squares) 
  Melee rapier +1 +15/+10(1d4+1/18-20) 
  Ranged MW hand crossbow +18(d3/19-20) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +8; Grp +4 
  Special Actions sneak attack 6d6, crippling strike 
  Combat Gear 4 potions of invisibility, 2 potions of 
  cure light wounds 
  Abilities Str 10 Dex 20 Con 15 Int 12 Wis 10 Cha 10 
  SQ trapfinding, sneak attack, evasion, uncanny 
  dodge, trap sense, crippling strike 
  Feats Danger Sense, Improved Initiative, Stealthy, 
  Weapon Finesse 
  Skills Bluff +14, Climb +13, Craft (Trapmaking) +15, 
  Disguise +14, Escape Artist +24, Hide +24, 
  Knowledge (Velverdyva) +8, Move Silently +24, 
  Open Lock +16, Tumble +18 
  Possessions combat gear plus rapier +1, dagger, 
  MW hand crossbow, 20 bolts, chain shirt +1, 
  gloves of dexterity +2, amulet of health +2, vest of 
  escape, ring of protection +2.  
   
  APL 12 
  G RAKALL 
  CR  11 
  Male Goblin Barbarian 2/Ranger 9 
  NE Small Humanoid (Goblinoid) 
  DYV7-01 Vanguard 
   
  Page 45 
  
  Init +2; Senses Darkvision 60 ft.; Listen +15, Spot 
  +15 
  Aura  
  Languages Common, Goblin, Halfling 
  AC 18, touch 14, flat-footed 18 
   (+1 size, +2 Dex, +0 class, +4 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural) 
  hp 95 (11 HD);  
  Fort +13, Ref +9, Will +5 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee +1 keen battle axe +15/+10/+5 (d6+3/19-20/x3) 
  or +1 keen battle axe +13/+8/+3 (d6 +3/19-20/x3) 
  and +1 short sword +13/+8 (d4+2/19-20) 
  Ranged masterwork composite longbow (+1 Str) 
  +15/+10/+5 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +9 
  RAGE STATS 
  AC 16, touch 12, flat-footed 16 
   (+1 size, +2 Dex, +0 class, +3 armor, +0 shield, +1 
  deflection, +0 insight, +0 natural, -2 rage) 
  Miss Chance  
  hp 117 (9 HD);  
  Fort +15, Ref +8, Will +8 
  Speed 40 ft. in light armor (8 squares), base 
  movement 40 ft. 
  Melee +1 keen battle axe +17/+12/+7 (d6+5/19-20/x3) 
  or +1 keen battle axe +15/+10/+5 (d6 +5/19-20/x3) 
  and +1 short sword +15/+10 (d4+2/19-20) 
  Ranged masterwork composite longbow (+1 Str) 
  +13/+8 (1d6+1/x3) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +11; Grp +11 
  Atk Options Improved Two Weapon Fighting, 
  Instantaneous Rage (8 rounds), Favored Enemy:  
  Halflings +4, Favored Enemy: Elves +2, Close 
  Quarters Fighting 
  Special Actions  
  Combat Gear small +1 keen battle axe, small +1 
  short sword, small masterwork composite longbow 
  (+1 str), +1 studded leather armor 
  Ranger Spells Prepared (CL 4th; DC 11 + spell 
  level):  
   1st—longstrider, entangle  
  Abilities Str 14 (18), Dex 14, Con 16 (20), Int 10, Wis 
  12, Cha 8 
  EX  Uncanny Dodge, Evasion, Favored Enemy: 
  Halflings +4, Elves +2 
  Feats Skill Focus (Survival), Self-Sufficient, Two 
  Weapon Fighting (bonus), Improved Two Weapon 
  Fighting 
  (bonus), 
  Track 
  (bonus), 
  Endurance 
  (bonus), Close Quarters Fighting (See Appendix), 
  Instantaneous Rage (See Appendix) 
  Skills  Bluff +6, Disguise +6, Handle Animal +2 (+4 
  with Animal Companion), Heal +3, Hide +5, 
  Knowledge (Nature) +7, Listen +15, Move Silently 
  +5, Ride +6, Speak Language 1, Spot +15, 
  Survival +20 (+2 in above ground natural 
  environments) 
  Possessions combat gear plus hat of disguise, 4 
  vials Catstink, ring of protection +1, cloak of 
  resistance +1, amulet of health +2 
   
  AN K L E B I T E R 
  Wolf Animal Companion 
  NE Medium Animal 
  Init +2; Senses Listen +3, Spot +3 
  Aura  
  Languages none 
  AC 17, touch 13, flat-footed 14 
   (+0 size, +3 Dex, +0 class, +0 armor, +0 shield, +0 
  deflection, +0 insight, +4 natural) 
  Miss Chance  
  hp 29 (4 HD);  
  Fort +6, Ref +7, Will +2 
  Speed 50 ft. (10 squares), base movement 50 ft. 
  Melee Bite +6 (d6+2) 
  Space 5 ft.; Reach 5 ft. 
  Base Atk +3; Grp +5 
  Atk Options Trip (Ex) after successful bite attack at 
  +4 check modifier 
  Abilities Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 
  SQ Lowlight Vision, Scent, Link, Share Spells, 
  Evasion 
  Feats 
  Track 
  (bonus), 
  Weapon 
  Focus 
  (bite), 
  Toughness 
  Skills  Hide +2, Listen +3, Move Silently +3, Spot +3, 
  Survival+3 (+4 when tracking by Scent) 
  Tricks Attack, Come, Defend, Down, Guard, Heel, 
  Track, Attack (unnatural enemies) 
   
   
   
  DYV7-01 Vanguard 
   
  Page 46 
  
  APPENDIX 2: NEW RULES ITEMS 
  FEATS 
  List alphabetically. Include source and page reference 
  like so: 
   
  Close-Quarters Fighting [General] 
  You are skilled at fighting at close range and resisting 
  grapple attempts. 
   
  Prerequisites: Base attack bonus +3 
   
  Benefit: You gain an attack of opportunity 
  whenever an enemy attempts to grapple you, even if 
  the enemy has a feat or special ability that would 
  normally bypass the attack. If you deal damage with 
  this attack, the enemy fails to start the grapple unless it 
  has the Improved Grapple feat or a special ability such 
  as improved grab. If the enemy has such an ability, you 
  may add the damage you deal as a bonus on your 
  opposed check to resist being grappled. This feat does 
  not give you extra attacks of opportunity when you 
  would be denied one for being surprised, helpless, or 
  in a similar situation. 
   
  For example, an ogre attempts to grapple Tordek. 
  Tordek gains an attack of opportunity, hits, and causes 
  damage. Since the ogre does not have any sort of 
  grappling special ability or feat, it fails to start a 
  grapple. Then an ankheg—a creature with the 
  improved grab special ability—attempts to grapple 
  Tordek. He takes an attack of opportunity, hits, and 
  deals 10 points of damage to the creature. Tordek then 
  adds +10 to his opposed check to resist being grappled. 
   
  Normal: Creatures with improved Grapple, 
  improved grab, or similar feats or special abilities do 
  not provoke attacks of opportunity when they attempt 
  to start a grapple. 
   
  Special: A fighter may select Close-Quarters 
  Fighting as one of his fighter bonus feats. 
   
  Source: Complete Warrior 97 
   
  Danger Sense [General] 
  You are one twitchy individual 
   
  Prerequisite: Improved Initiative. 
   
  Benefit: Once per day, you can reroll an initiative 
  check you have just made. You use the better of your 
  two rolls. You must decide to reroll before the round 
  starts. 
   
  Source: Complete Adventurer 106. 
  Instantaneous Rage [General] 
  You activate your rage instantly. 
   
  Prerequisites: Rage or frenzy ability. 
   
  Benefit: Your rage begins at any time you wish, 
  even when it’s not your turn or when you are 
  surprised. You can activate your rage as a free action in 
  response to another’s action. Thus, you can gain the 
  benefits of rage in time to prevent or ameliorate an 
  undesirable event. For example, you can choose to 
  enter rage when an enemy attacks you, or casts a spell 
  at you (to gain the benefits of a higher Constitution or 
  your bonus on Will saves) before you know the results 
  of the attack. You must be aware of the attack, but you 
  may be flat-footed. 
   
  Normal: You enter rage only during your turn. 
   
  Source:  Complete Warrior 102. 
   
  Repeat Spell [Metamagic] 
  You can cast a spell that repeats on the following 
  round. 
   
  Prerequisite: Any metamagic feat 
   
  Benefit: A repeated spell is automatically cast 
  again at the beginning of your turn in the following 
  round. No matter where you might have moved in the 
  previous round, the second spell originates from the 
  same location and affects the same area as the 
  originated spell. If the original spell designates a 
  ranged target, the repeated spell affects the same target 
  if it is within 30 feet of its original position; otherwise, 
  the second spell fails. Touch range spells cannot be 
  affected by this feat.  
   
  A repeated spell uses up a spell slot three levels 
  higher than the spell‘s actual level. 
   
  Source: Complete Arcane 82. 
   
  MAGIC ITEMS 
  Vest of Resistance 
  These garments offer magic protection in the form of a 
  +1 to +5 resistance bonus on all savings throws. 
   
  Faint abjuration: CL 5
  t; Craft Wondrous Item, 
  resistance, creator’s caster level must be at least three 
  times the vest’s bonus; Price 1,000 gp(+1), 4,000 gp(+2), 
  9,000 gp (+3_, 16,000 gp(+4), 25,000 gp (+5); Weight 1lb. 
   
  Source: Complete Arcane 150. 
   
  MUNDANE EQUIPMENT 
  Catstink 
  A dose of this alchemical compound sprinkled on your 
  trail temporarily confuses the scent ability of any 
  creature. Any creature using scent to track you must 
  succeed on a DC 15 Survival check or lose your trail. If 
  the trail is lost, the creature can attempt to relocate it 
  using the normal rules for the Track feat, but the check 
  DC increases by 2. The odor of catstink remains in 
  effect for 10 minutes after the substance is used. 
  DYV7-01 Vanguard 
   
  Page 47 
  
  Sprinkling catstink on one’s trail is a standard action 
  that provokes attacks of opportunity. 
   
  Source: Complete Adventurer . 
   
  SPELLS 
  Defenestrating Sphere 
  Evocation [Air] 
  Level: Sorcerer/wizard 4 
  Components: V, S, F 
  Casting Time: 1 standard action 
  Range: Medium (100 ft. + 10 ft./level) 
  Area: 2-ft.-radius sphere 
  Duration: 1 round/level (D) 
  Spell Resistance: Yes 
   
  From the pearl you hold between your thumb and ring 
  finger erupts a cloudy gray sphere of whirling air and 
  howling wind that flies to attack your enemies.  
   
  When you cast this spell, you create a violently 
  swirling sphere of air. As a move action, you can make 
  the sphere travel up to 30 feet per round and strike a 
  creature or object you indicate as a ranged touch attack. 
  Any creature struck by the sphere takes 3d6 points of 
  damage from the force of its winds. In addition, 
  Medium or smaller creatures must succeed on a 
  Fortitude save or be knocked prone. Creatures that fall 
  prone must then succeed on a second Fortitude save or 
  be swept up by the sphere and driven 1d8×10 feet into 
  the air, dropping 1d6 squares from their original 
  position in a random direction and taking falling 
  damage as normal. If a window is within range, the 
  subject is automatically thrown in 
  that direction.  
  If some obstacle prevents the subject creature from 
  reaching its expelled height, it takes 1d6 points of 
  damage for every 10 feet of movement it was 
  unable to complete, so that a creature hurled 50 feet up 
  in a room with a 20-foot ceiling would take 3d6 points 
  of damage from the impact, then take 2d6 points of 
  damage when it falls back to 
  the ground.  
  The sphere can affect a maximum of one creature 
  or object per round, and winks out if it exceeds the 
  spell’s range. 
  Focus: A gray pearl worth at least 
  100 gp. 
  Source: Spell Compendium 62. 
   
  Dispelling Screen 
  Abjuration 
  Level: Sorcerer/wizard 4 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Close (25 ft. + 5 ft./2 levels)  
  Effect: Energy wall whose area is up to one 10-ft. 
  square/level, or a sphere or hemisphere with a radius of 
  up to 1 ft./level 
  Duration: 1 minute/level 
  Saving Throw: None 
  Spell Resistance: No 
  By tossing down the sheet of crystal in your hand and 
  completing the mysterious words of power needed to 
  release the energy of the spell, you create an immobile, 
  shimmering screen of violet energy. 
  Any spell effect operating on a creature or 
  unattended object that passes through the screen is 
  affected as by a targeted dispel magic (PH 223) at your 
  caster level. Attended items that pass through are not 
  affected by the screen, which is the only way the 
  screen differs from a normal targeted casting of dispel 
  magic—attended items are essentially not targeted by 
  the screen. Make a caster level check (1d20 + 1 per 
  caster level, maximum +10) to dispel spell effects (DC 
  11 + caster level) or suppress an unattended object’s 
  magical properties for 1d4 rounds (DC equal to the 
  item’s caster level). Spell effects not operating on 
  objects or creatures cannot pass through the screen. A 
  disintegrate or successful dispel magic removes 
  dispelling screen, while an antimagic field suppresses 
  it.  
  Material Component: A sheet of fine lead crystal. 
  Source: Spell Compendium 67. 
   
  Mage Armor, Greater 
  Conjuration (Creation) [Force] 
  Level: Sorcerer/wizard 3 
  Components: V, S, M 
  Casting Time: 1 standard action 
  Range: Touch 
  Target: Creature touched 
  Duration: 1 hour/level (D) 
  Saving Throw: Will negates (harmless) 
  Spell Resistance: No 
  This spell functions like mage armor, except that its 
  tangible field of force provides a +6 armor bonus to 
  Armor Class. 
   
  Material Component: A tiny platinum shield 
  worth 25 gp. 
  Reference: Complete Arcane, page 114. 
   
  Prismatic Ray 
  Evocation 
  Level: Sorcerer/wizard 5 
  Components: V, S 
  Casting Time: 1 standard action 
  DYV7-01 Vanguard 
   
  Page 48 
  
  Range: Medium (100 ft. + 10 ft./level) 
  Area: Ray 
  Duration: Instantaneous 
  Saving Throw: See text  
  Spell Resistance: Yes 
   
  You feel within you, as the spell nears completion, 
  various energies locked in a battle within your body. As 
  nausea threatens to overcome you, you croak out the 
  final syllables of arcane power and point your hand. A 
  single beam of brilliantly colored light then shoots 
  from your outstretched hand. 
   
  You must succeed on a ranged touch attack with the 
  ray to strike a target. On a successful attack, a creature 
  with 6 Hit Dice or fewer is blinded for 2d4 rounds by 
  the prismatic ray in addition to suffering a randomly 
  determined effect: 
  1d8 
  Color 
  of 
  Beam 
  Effect 
  1 
  Red 
  20 points fire damage (Reflex half) 
  2 
  Orange 
  40 points acid damage (Reflex 
  half) 
  3 
  Yellow 
  90 points electricity damage 
  (Reflex half) 
  4 
  Green 
  Poison (Kills; Fortitude partial, 
  take 1d6 Con damage instead) 
  5 
  Blue 
  Turned to stone (Fortitude 
  negates) 
  6 
  Indigo 
  Insane, as insanity spell (Will 
  negates) 
  7 
  Violet 
  Set to another plane (Will negates) 
  8 
  -- 
  Two effects; roll twice more, 
  ignoring any “8” results 
  DYV7-01 Vanguard 
   
  Page 49 
  
  APPENDIX 3: EVENT TIMELINE 
  The following is a timeline of what has happened and what will happen in the village of Banebridge.  The PCs' 
  actions may force you to modify the events of this timeline. 
   
  1st of Fireseek 
  The five goblins, Rumbreath, Snagglewart, Laki, Inkthok, and 
  Grakall begin spying on Banebridge.  Digger begins 
  expanding the warrens under the village. 
   
  12th of Fireseek 
  The goblins abduct Othello, Johan, Yonni, Julie, and Wilfed 
  and lock them away in the warrens.  The goblins replace the 
  halflings and join Banebridge society to study caravan 
  activity.  They often "play" outside of the village, where they 
  make their plans and feed the halfling children.  The goblins 
  use the information from the frightened children to improve 
  their masquerade. 
   
  19th of Fireseek 
  Harrod the human bard arrives in Banebridge.  He has stolen 
  a few potions of cure light wounds during the next few days. 
   
  22nd of Fireseek 
  Yonkar the half-orc arrives in Banebridge, gets drunk, and 
  passes out in his room.  
   
  23rd of Fireseek 
  Content with the intelligence they gained, the goblins 
  permanently retreat into the warrens.  The sudden 
  disappearance of the children raises alarm within the village, 
  and a cry for help goes out.  Whip Goblinsbane arrives in 
  Banebridge and waits for the return of Trass Dagby. 
   
  26th of Fireseek, noon 
  The PCs arrive in Banebridge (Introduction). 
   
  26th of Fireseek, sunset 
  Digger plants alchemist's fire under the library (Encounter 6: 
  Johan Fleetfoot). 
   
  26th of Fireseek, evening 
  Filanda arrives at the Leather Jack Tavern. 
   
  26th of Fireseek, midnight 
  Digger plants alchemist's fire under Dagby Manor 
  (Encounter 18: Dagby Manor). 
   
  26th of Fireseek, 2 bells past midnight 
  Inkthok sneaks into the well and works on the well trap for 
  an hour.  She slips once and makes a metallic clatter 
  (Encounter 17: The Well). 
   
  27th of Fireseek, dawn 
  Filanda returns to Dyvers. 
   
  27th of Fireseek, noon 
  Harrod attempts to shoplift a potion of cure light wounds 
  from Prachett's Potions.  Prachett spots him and reports the 
  theft shortly thereafter (Encounter 15: Prachett's Potions). 
   
  27th of Fireseek, early afternoon 
  Drif Sharpthorn arrests Harrod.  Talk is abuzz about how 
  Harrod might be responsible for the disappearance of the 
  children (Encounter 15: Prachett's Potions). 
   
  27th of Fireseek, late afternoon 
  Digger plants alchemist's fire under Prachett's Potions 
  (Encounter 15: Prachett's Potions).  If befriended by the PCs, 
  Yonkar tells Larnard Darkleaf that he is searching the river 
  (Encounter 20: The River). 
   
  27th of Fireseek, sunset 
  Digger plants alchemist's fire under Mayor Venisera's house.  
  A guard investigates and is killed (Encounter 19: Venisera 
  Darkleaf). 
   
  27th of Fireseek, evening 
  If befriended by the PCs, Yonkar finds the entrance to the 
  warrens and is killed (Encounter 20: The River). Larnard 
  Darkleaf may tell the PCs of Yonkar's plan. 
   
  27th of Fireseek, midnight 
  Digger plants alchemist's fire under the Leather Jack Tavern 
  (Encounter 4: Yonni Darkleaf).  Inkthok travels to the 
  Darkleaf road and lays caltrops (Encounter 16: On the way to 
  the Darkleaf Clan). 
   
  27th of Fireseek, 1 bell past midnight 
  Inkthok sneaks into the well and arms the trap (Encounter 
  17: The Well). 
   
  27th of Fireseek, 2 bells past midnight 
  The goblins activate the alchemist's fire traps, igniting several 
  buildings at once.  They flee during the chaos. 
   
  DYV7-01 Vanguard 
   
  Page 50 
  
  APPENDIX 4: CAST OF CHARACTERS 
  The following is an abridged list of NPCs that the PCs may meet or learn about.  They are broken up into five 
  categories:  Victims, villains, suspects, information sources, and bystanders.  For more information about the 
  NPC, consult the encounter where they can be found. 
   
  THE VICTIMS 
  Othello Meadowsoft: The boy was kidnapped by the 
  goblins and replaced by Rumbreath.  He became a 
  more rebellious child after his father died. Most likely 
  located in Encounter 26: Rescuing the Children. 
   
  Hycinth Meadowsoft: Othello’s mother is grief-
  stricken and given to hallucinations that her son has 
  returned. Most likely located in Encounter 3: Othello 
  Meadowsoft. 
   
  Yonni Darkleaf: The boy was kidnapped by the 
  goblins and replaced by Laki Warfreund.  He is the 
  nephew of Larnard Darkleaf and works as his 
  apprentice at the Leather Jack Tavern. Most likely 
  located in Encounter 26: Rescuing the Children. 
   
  Larnard Darkleaf: Larnard is the proprietor of the 
  Leather Jack Tavern.  He cares for Yonni, though he is 
  far from spoiling the boy. Most likely located in 
  Encounter 4: Yonni Darkleaf. 
   
  Julie Goodwillow: The girl was kidnapped by goblins 
  and replaced by Inkthok Quickfingers.  She is 
  becoming a woman and is outgrowing her dolls and 
  doilies. Most likely located in Encounter 26: Rescuing 
  the Children. 
   
  Pilfam Goodwillow:  Pilfam is the father of Julie.  He 
  is often out searching for the children. Most likely 
  located in Encounter 5: Julie Goodwillow. 
   
  Gabby Goodwillow:  Gabby is the mother of Julie.  She 
  keeps close watch over Neethin, Julie’s brother. Most 
  likely located in Encounter 5: Julie Goodwillow. 
   
  Neethin Goodwillow:  Neethin is Julie’s brother.  He 
  has seen Julie acting funny in a few ways, but he is 
  afraid to reveal those facts to his parents. Most likely 
  located in Encounter 5: Julie Goodwillow. 
   
  Johan Fleetfoot:  The boy was kidnapped by goblins 
  and replaced with Snagglewart.  He worked at the 
  library and loves the Dogriders. Most likely located in 
  Encounter 26: Rescuing the Children. 
   
  Montor Fleetfoot:  Montor is Johan’s great-
  grandfather.  He watches over the library and is an 
  aficionado of the Dogriders. Most likely located in 
  Encounter 6: Johan Fleetfoot. 
   
  Wilfed Straighttree: The boy was kidnapped by 
  goblins and replaced with Grakall. He is good with 
  animals and stands a good chance of being employed 
  by House Dagby. Most likely located in Encounter 26: 
  Rescuing the Children. 
   
  Chat Birdcall:  Chat is Wilfed’s stepfather.  He runs 
  the livery. Most likely located in Encounter 7: Wilfed 
  Straighttree. 
   
  Petunia Straighttree:  Petunia is Wilfed’s mother.  She 
  married Chat Birdcall after her husband was killed by a 
  bear. Most likely located in Encounter 7: Wilfed 
  Straighttree. 
   
  Norton Straighttree: Nortion is Wilfed’s younger 
  brother.  He is the middle child of the Straighttrees. 
  Most 
  likely 
  located 
  in 
  Encounter 
  7: 
  Wilfed 
  Straighttree. 
   
  Jasperine Straighttree:  Jasperine is Wilfed’s younger 
  sister.  She is the youngest of the Straighttrees. Most 
  likely located in Encounter 7: Wilfed Straighttree. 
   
  Lyle:  The guard of the mayor’s house dies when he 
  investigates Digger’s incursion on Day 2 of the PCs’ 
  arrival.  Most likely located in Encounter 19: Venisera 
  Darkleaf. 
   
  THE VILLAINS 
  Laki Warfreund:  This goblin wizard is responsible for 
  crafting the alchemist's fire placed around the village.  
  He replaced Yonni Darkleaf. Most likely located in 
  Encounter 25: The Nexus. 
   
  Digger:  This earth elemental is Laki’s familiar.  It 
  places the alchemist's fire vials under key buildings of 
  the village. Most likely located in Encounter 25: The 
  Nexus. 
   
  Inkthok 
  Quickfinger: 
  This 
  goblin 
  rogue 
  is 
  responsible for crafting the traps around the village.  
  DYV7-01 Vanguard 
   
  Page 51 
  
  Her caltrops are designed to injure the Dogriders. She 
  replaced Julie. Most likely located in Encounter 25: 
  The Nexus, Encounter 16: On the way to the Darkleaf 
  Clan, or Encounter 17: The Well. 
   
  Grakall: This goblin ranger is responsible for keeping 
  their hideout hidden. He replaced Wilfed. Most likely 
  located in Encounter 25: The Nexus. 
   
  Rumbreath: This goblin is not featured in this 
  scenario. He replaced Othello and left town for good. 
  Not located in this scenario. 
   
  Snagglewart: This goblin is not featured in this 
  scenario. He replaced Johan and left town for good. 
  Not located in this scenario. 
   
  THE SUSPECTS 
  Yonkar:  The half-orc adventurer comes to town while 
  the village searches for the children.  He is not 
  involved at all, but his orcish heritage places him under 
  suspicion. Most likely located in Encounter 10: 
  Yonkar.  
   
  Harrod:  The human bard has been in Banebridge for a 
  while, but he is not involved with the children.  He is 
  guilty of shoplifting, and the goblin masquerading as 
  Yonni witnessed one of the thefts.  Harrod may have 
  information about Yonni. Most likely located in 
  Encounter 11: Harrod. 
   
  Whip Goblinsbane: The young halfling arrives in 
  town on the same day as the disappearances.  He is not 
  involved, but he has information about the missing 
  children. Most likely located in Encounter 12: Whip 
  Goblinsbane. 
   
  SOURCES OF INFORMATION 
  Mayor Venisera Darkleaf: The mayor of Banebridge. 
  She is one of the Darkleaf clan and is related to Yonni 
  Darkleaf.  One of her guards, Lyle, might be killed 
  while her house is being trapped. Most likely located 
  in Encounter 1: Missing Children or Encounter 19: 
  Venisera Darkleaf. 
  Marshal Drif Sharpthorn:  Drif is the law of the 
  village.  He is responsible for organizing the halfling 
  dragnets that are searching for the children. Most 
  likely located in Encounter 1: Missing Children or 
  Encounter 15: Prachett's Potions. 
   
  Hurbie Pine:  Hurbie played with the other children 
  before they were kidnapped and replaced.  He is 
  confused by the sudden change in attitude and is hurt 
  by their neglect. Most likely located in Encounter 8: 
  Hurbie Pine. 
   
  Filanda of Courwood: This merchant shows up at 
  night and stays until dawn.  She has information about 
  her last visit to Banebridge. Most likely located in 
  Encounter 9: Filanda of Courwood. 
   
  Victor: This valet watches over Lord Dagby’s home.  
  He cares for the dogs and chases Whip Goblinsbane 
  away from the house.  The dogs may have information 
  for PCs who can communicate with them. Most likely 
  located in Encounter 18: Dagby Manor. 
   
  BYSTANDERS 
  Pilnoe Safehome: Pilnoe is the owner of the Sleeping 
  Sparrow Inn. He has no information to offer, but his 
  inn is targeted by the goblins. Most likely located in 
  Encounter 18: Dagby Manor. 
   
  Turnas: The dwarf runs the smithy.  His scrap metal 
  has been pilfered by the goblin masquerading as Julie.  
  Most likely located in Encounter 13: Turnas's Smithy. 
   
  Prachett Hucklewood:  The proprietor of Pratchett’s 
  Potions is the victim of shoplifting by two criminals:  
  Harrod and the goblin masquerading as Yonni.  The 
  latter is responsible for stealing ingredients for 
  alchemist's fire. Most likely located in Encounter 15: 
  Prachett's Potions. 
   
  Lord Trass Dagby: The adventurer-turned-Gentry is 
  not in town during this adventure.  His home is being 
  watched over by his attendant, Victor. Not located in 
  this adventure (except as a reward in the Conclusion). 
   
  DYV7-01 Vanguard 
   
  Page 52 
  
  APPENDIX 5: DAGBY STABLE DOGS 
  A copy of this document can be found on the Dyvers Triad website (http://living-dyvers.net) 
   
  DYV7-01 Vanguard 
   
  Page 53 
  
  APPENDIX 6: SAMPLE PROTÉGÉ OF HOUSE DAGBY 
  A valid of the Protégé documents can be found on the Dyvers Triad website (http://living-dyvers.net) 
   
  DYV7-01 Vanguard 
   
  Page 54 
  
  PLAYER HANDOUT 1: MAP OF BANEBRIDGE 
  Mapwork by Eric Price (wyliegoatee@yahoo.com), based on original mapwork by Derrek Burrows. 
  Prominent locations: 
  A. Burial mounds 
  B. Sleeping Sparrow Inn 
  C. Smithy 
  D. Leather Jack Tavern 
  E. Town well 
  F. Sheriff's office 
  G. Temple of Yondalla 
  H. Temple of Pelor 
  J. 
  Dagby dog-riding school 
   
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  Page 55 
  
  PLAYER HANDOUT 2: PLANS FOUND IN THE WARRENS 
  The writing is in the Goblin language. 
   
   
   
   
  DYV7-01 Vanguard 
   
  Page 56 
  
  PLAYER HANDOUT 3: NOTES FOUND IN LIBRARY 
  The writing is in the Goblin language. 
   
  My liege, 
   
  I am sending several documents 
  with 
  Laki. 
   
  They 
  show 
  the 
  strengths and the weaknesses of 
  the Dogriders of the plains.  
  These documents can show you how 
  to counter their advantage on 
  the plains when you are ready to 
  leave the forest. 
   
  I know you expect all five of us 
  to return, but Rumbreath was 
  interested in what I found about 
  caravans in the great cesspool. 
   The two of us will go there 
  while the rest stay north.  They 
  will deliver the documents when 
  they're done with this stinking 
  town. 
   
  May the dark ones smile bloodily 
  on us all, 
  Snagglewart 
  DYV7-01 Vanguard 
   
  Page 57 
  
   
  DM MAP 1: MAP OF BANEBRIDGE 
  Mapwork by Eric Price (wyliegoatee@yahoo.com), based on original mapwork by Derrek Burrows. 
   
  1. 
  Burial mounds 
  2. 
  Library 
  3. 
  Meadowsoft residence 
  4. 
  Leather Jack Tavern 
  5. 
  Goodfellow residence 
  6. 
  Fleetfoot residence 
  7. 
  Chat's livery 
  8. 
  Pine residence 
  9. 
  Temple of Yondalla 
  10. Temple of Pelor 
  11. Sheriff's office 
  12. Escape tunnel (300 miles) 
  13. Turnas's smithy 
  14. The Sleeping Sparrow Inn 
  15. Prachett's Potions 
  16. Caltrop location (½ mile) 
  17. The well 
  18. Dagby manor 
  19. Mayor Venisera's residence 
  20. Entrance to the warrens (500 feet) 
  Underlined locations are targeted by the goblins for burning the town. 
  DYV7-01 Vanguard 
   
  Page 58 
  
   
  DM MAP 2: THE WARRENS 
   
   
  1. 
  Encounter 22: The Dangers of Literacy 
  2. 
  Encounter 23: The Chasm 
  3. 
  Encounter 24: Another Pitfall 
  4. 
  Encounter 25: The Nexus 
  5. 
  Encounter 26: Rescuing the Children (decoy torch) 
  6. 
  Encounter 26: Rescuing the Children (real torch) 
  7. 
  Encounter 27: The Escape 
   
   
  DYV7-01 Vanguard 
   
  Page 59 
  
  CRITICAL EVENT SUMMARY 
   
  Did the PCs haggle beyond the price of 100 gp? 
  YES 
  NO 
  Did Laki Warfreund get away? 
  YES 
  NO 
  Did Inkthok Quickfingers get away? 
  YES 
  NO 
  Did all of the children survive? 
  YES 
  NO 
   
  If no, which children perished? 
   
  Othello Meadosoft 
  Yonni Darkleaf 
   
  Julie Goodwin 
   
   
  Johan Fleetfoot 
   
  Wilfed Straighttree 
   
   
  Did any buildings burn down? 
  YES 
  NO 
   
  If yes, which buildings were destroyed? 
   
  Library  
   
   
  Dagby Manor 
   
  Prachett's Potions  
  Venisera Darkleaf's house 
   
  Chat Birdcall's livery 
   
  Sleeping Sparrow Inn 
   
  Leather Jack Tavern 
   
  Temple of Yondalla 
   
   
  Did the PCs recover all of the information from the goblins? 
  YES 
  NO 
   
  DYV7-01 Vanguard 
   
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SOURCE: textdata/thevault/Living Greyhawk/Modules/Dyvers/597/Normal Scenarios/DYV7-01 - Vanguard (APL 2-12)/DYV7-01 - Vanguard.pdf