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FUR5-02 Herb Hunting

Living Greyhawk scenario, set in Furyondy. Niv 1-14

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0% found this document useful (0 votes)
42 views30 pages

FUR5-02 Herb Hunting

Living Greyhawk scenario, set in Furyondy. Niv 1-14

Uploaded by

fbourriaud
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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FUR5-02

Herb Hunting
®
A One-Round D&D LIVING GREYHAWK
Furyondy Regional Adventure
Version 1.0

by Michelle Sharp
Reviewed by Chris Tulach

Unrest is increasing in southern Furyondy as the soldiers have been pulled from the outlying provinces for the war and
assistance to neighboring nations. Yet for commoner and nobility, life goes on. At the end of escort duty of some gifts
for the Rhavelle-Goldsaex wedding, Sir Frehicald Azkagar is anxious for further assistance for his ill daughter. Can you
save Lystrilla? Recommended for PCs who have played FUR2-03 Sheltering Wings, FUR2-06 More Than Gold or
FUR3-03 Bells in Gold. This adventure is designed for PCs levels 1 to 14 (APL 2 to 12).

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 and the adventure author or authors.
Visit the LIVING GREYHAWK website at www.rpga.com

For questions specific to this document and your region, please e-mail your triad point of contact (POC) at [email protected];
for LIVING GREYHAWK campaign questions email [email protected].
RPGA SANCTIONED PLAY PREPARING FOR PLAY
To get the most out of this adventure, you need copies of
Most likely you ordered this adventure as part of an
the following D&D books: Player’s Handbook, Dungeon
RPGA even from the RPGA website, or you received it
Master’s Guide, and the Monster Manual.
from your senior gamemaster. To play this adventure as
part of the LIVING GREYHAWK campaign------a worldwide, Throughout this adventure, text in bold italics
ongoing D&D campaign set in the GREYHAWK setting------ provides player information for you to paraphrase or read
you must sanction it as part of an RPGA event. This event aloud when appropriate. Sidebars contain important
could be as elaborate as a big convention, or as simple as a information for you, including special instruction on
group of friends meeting at the DM’s house. running the adventure. Information on nonplayer
characters (NPCs) and monsters appear in abbreviated
To sanction an RPGA event, you must be at least a
form in the adventure text. Full information on NPCs
HERALD-LEVEL gamemaster. The person who sanctions
and monsters are given in Appendix 1.
the event is called the senior gamemaster, and is in
charge of making sure the event is sanctioned before Along with this adventure you’ll find a RPGA
play, runs smoothly on the date sanctioned, and then Table Tracking sheet. If you’re playing this adventure as
reported back to the RPGA in a timely manner. The part of an RPGA-sanctioned event, complete and turn in
person who runs the game is called the table DM (or this sheet to your senior GM directly after play. You’ll
usually just DM). Sometimes (and almost all the time in also find a LIVING GREYHAWK Adventure Record (AR).
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.
LIVING GREYHAWK LEVELS
By sanctioning and reporting this adventure you
accomplish a couple of things. First it is an official game, OF PLAY
and you can use the AR to advance your LIVING Because players bring their own characters to LIVING
GREYHAWK character. Second player and DMs gain GREYHAWK games, this adventure’s challenges are
rewards for sanctioned RPGA play if they are members of proportionate to the modified average character level of
the DUNGEONS & DRAGONS REWARDS program. Playing the PCs participating in the adventure. To determine this
this adventure is worth one (1) point. modified Average Party Level (APL) follow the steps
below:
This adventure retires from RPGA-sanctioned play
on December 31, 2006. 1. Determine the character level for each of the PCs
participating in the adventure.
To learn more about the LIVING GREYHAWK
2. If PCs bring animals that have been trained for
character creation and development, RPGA event
combat (most likely dogs trained for war), other than
sanctioning, and DUNGEONS & DRAGONS REWARDS, visit
those brought by virtue of a class ability (such as
the RPGA website at www.rpga.com.
animal companions, familiars paladin’s mounts) or
the warhorse of a character with the Mounted
Combat feat, use the sidebar chart to determine the
PLAYERS READ NO FARTHER number of levels you add to the sum of step one. Add
each character’s animals separately. A single PC may
If you are planning on playing this adventure, stop only bring four or fewer animals of this type, and
reading now. The rest of the information in this animals with different CRs are added separately.
adventure is for the DM only. If you read farther than 3. Sum the results of step 1 and 2, and divide by the
this section, you’ll know too much about its challenges, number of characters playing in the adventure.
which kills the fun. Also, if you’re playing this adventure Round up to the nearest whole number.
as part of an RPGA-sanctioned event, reading beyond this 4. If you are running a table of six PCs, add one to that
point makes you ineligible to do so. 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

Herb Hunting Page 1


adventure. Based on their choice, use either the higher or
the lower adjacent APL. Adventure Background
APL also affects the amount of experience and gold a In FUR2-06 More than Gold, PCs assisted Countess
PC can gain at the end of the adventure. If a player Kyaren Rhavelle in locating a family heirloom which had
character is three character levels or more either higher been stolen. In FUR4-03 Bells in Gold, PCs offered some
or lower than the APL at which this adventure is being assistance to Lord Ogart Goldsaex, leading to the arrest of
played, that character receives only one-half of the Sir Tarik EInar, the Countess’ other primary suitor.
experience points and gold for the adventure. This Subsequently, the engagement of Countess Rhavelle to
simulates the fact that either the PC was not challenged Lord Goldsaex was announced. Although Sir Tarik
as much as normal or relied on help by higher-level escaped his captors, the slur upon his name means that
characters to reach the objectives. he will be unable to inherit his father’s estates and any
future activities in Furyondy will require disguise and
Furthermore, a PC who is four or more levels higher use of an alias. Since Sir Tarik is a master of many forms,
than the highest APL supported by the adventure may this is unlikely to be a concern for him. Currently, his
not play the adventure. whereabouts are unknown while he plots his next action.
LIVING GREYHAWK adventures are designed for APL
2 and higher. Four or five 1st-level characters may find the Following a period of engagement, the wedding in the
challenge of an APL 2 adventure difficult. Suggest the Gold County is approaching. PCs are currently traveling
following to these groups to help increase their chances south along the border and the river towards Caronis,
of success: escorting a caravan containing Elven wine as well as gifts
1. Enlist a sixth player. for the celebration.
2. Advise characters to buy riding dogs to help Meanwhile, the situation in Veluna, previously a “safe
protect them, and fight for them. zone” in the minds of the folk of Furyondy, has been
heating up. Orcs, gobloinoids and undead walk the land.
This unrest is spreading and PCs encounter a little
TIME UNITS AND UPKEEP spilling over into their land. With most of Furyondy’s
troops occupied in the war on Iuz in the north and all
This is a standard one-round regional adventure, set in
that could be spared all ready sent to Veluna’s aid and
Furyondy. Characters native to Furyondy pay one Time
now trapped in Mitrik, there are no troops to spare for
Unit per round, all others pay two Time Units per round.
border patrol. Hence, the common folk on the border are
Adventurer’s Standard Upkeep costs 12gp per Time beginning to see problems with evil forces drifting over
Unit. Rich Upkeep costs 50gp per Time Unit. Luxury from Veluna as well as Iuz forces from the area previously
Upkeep costs 100gp per Time Unit. Characters that fail to held by Highfolk.
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 Adventure Summary
other in-game penalties (or possibly gain in-game The PCs begin as escorts for a caravan transporting gifts
benefits) as may be detailed in this scenario. for the wedding and Elven wine. They meet with some
A character that does not pay for at least Standard commoners along the way to hear a bit about the
Upkeep may also avoid the above-described penalties by situation near the border. As they continue on their way,
living off the wild. If the character possesses four or soldiers moving north from Veluna attack the caravan.
more ranks in the Survival skill and succeeds at a Survival The PCs arrive in Caronis, where they meet with Sir
check (DC 20), the character will heal temporary ability Frehicald Azkagar when he takes delivery of some of the
damage as if he or she paid for Standard Upkeep, may items. Sir Frehicald is concerned about his daughter, who
refill spell component pouches and healer’s kits, and may was struck very ill with a strange disease within the past
restock up to 20 arrows or bolts if the character has at few days. This is the PCs opportunity to assist the young
least four ranks in Craft (bowmaking). The player is lady and earn her favor – as well as that of her father. He
allowed to Take 10 on this roll. sends them to Kisail, as he has heard there is an herbalist
More information about Lifestyle and Upkeep can nearby who may be able to assist.
be found in the “Lifestyle and Upkeep” section of
Chapter 3 of the LIVING GREYHAWK Campaign Arriving in Kisail, the PCs discover that the herbalist is in
Sourcebook. Dapple Wood and is the Druid of Dapple, Krishena. They

Herb Hunting Page 2


travel into the wood to meet with her and obtain the blacksmith, a small shrine and a tavern. Though the
cure, running into some difficulty along the way. On the Augman brothers have informed you there are no
way out, they pass by the giant owl community, currently rooms to rent at the tavern, they note your group can
under attack, and may chose to provide assistance, make no further progress this evening and they plan
thereby gaining further appreciation from the owls. The to accept the limited protection of the hamlet.
PCs then conclude their journey back towards Caronis to Besides, the beer here is good…
deliver the antidote to the worried father and his grateful
By the time the PCs arrive, dusk is falling. Most of the
daughter.
hamlet’s inhabitants are either at their home or in the
tavern common room. The exception to this is the shrine
Preparation for Play to Heironeous, currently housing the town’s cleric. The
Augman brothers, Pavlar and Nalm, head immediately
Prior to beginning the module, the GM should check to for the tavern. They don’t expect any trouble, so they tell
see if any PCs have played FUR2-03 Sheltering Wings the PCs to consider themselves nominally “on leave”
and, if so, whether they earned the Favor of the Owls. until the next morning; although they expect the PCs to
There are also NPCs in this module who appeared in keep their ears open for trouble and respond if needed.
FUR2-06 More Than Gold, FUR4-03 Bells in Gold and Note that PCs who played FUR4-07 Under the Pale
FUR4-07 Under the Pale Moon. Determine whether PCs Moon may remember the Augman brothers from that
have played any of these modules since it is likely the module.
NPCs in question will remember them. The GM should
also determine whether any PCs are initiate or druid level The tavern itself is a simple structure serving ale, beer
in the Old Faith meta-organization, are knights or squires and food. It consists of four tables, three of which are
in the Order of the Hart (Furyondy) or are members of occupied at the PCs entrance, as well as a bar that can seat
the Furyondy military. three more. No rooms are available; PCs may sleep on the
common floor, or camp near the wagons of their
“caravan.” PCs who decide to visit the tavern can interact
Introduction with the townfolk. No Gather Information checks are
necessary, but the townfolk expect some news in
You and your stalwart companions have
exchange for giving the information (e.g. ask at least one
agreed to provide protection for a caravan,
question and wait for a response for each of the rumors
currently traveling from Highfolk to Caronis.
below).
The caravan is rather small, consisting of only
two wagons, but with the recent unrest in Questions:
Veluna and Highfolk, the merchants were
anxious to hire on some extra hands to • What is the word on the war in the North?
provide protection. You have left the area of • Have you heard anything from Chendl? What is
Highfolk and are currently traveling south happening there?
through Furyondy towards Caronis.
• When will soldiers be freed from the war to help us
PCs have been with the caravan about a week and have here?
already fought a couple of conflicts in Highfolk, so they
are familiar with each other as sword companions. Thus Rumors:
allow PC introductions and coordination of spells, if
• The Countess Rhavelle is to marry Lord Ogart
requested. Once PC introductions are complete and
within the month. Some general rumors about large
spells are selected, proceed to Encounter One.
amounts of alcohol ordered or a famous bard or two
are to play there, etc, are also likely.
Encounter One • There have been increasing problems with undead
The PCs arrive in the small hamlet of Berryridge during in the area. At first, this was just from the north, but
the course of their journey. Currently they are not far within the past year they’ve been coming from other
from the Velverdyva River between Baranford and directions as well.
Caronis in the Duchy of the Reach. • Merchants have reported problems with trade lately
In the early evening the “caravan” you are escorting due to unrest in Highfolk and Veluna.
arrives in Berryridge. Too small to be considered even • There are a lot of goblins and orcs down in Veluna.
a village; the hamlet contains a couple homes, a Most of those present (see creatures section) present

Herb Hunting Page 3


this as “what they deserve” stating that Veluna has Pavlar Augman: Male gnome Exp7, hp 30. Pavlar is an
traditionally depended on Furyondy to fight their elderly three-foot tall gnome with a potbelly. He is
battles for them. This progresses into a tirade against completely bald and has a thick white beard. Well into
Rao followers who are so peace-loving they have his third century, this gnome has a long, wide, bulbous
forgotten to defend themselves, etc. Most of the nose and sharp brown eyes. When sober, he possesses a
townfolk are quite bitter towards Veluna and, by sharp wit, keen business sense, and enough avarice to
extension, followers of Rao. gain the awe of a dragon. Pavlar is completely loyal to his
brother, Nalm.
• The King sent a bunch of soldiers and knights down
to help Mitrik (in Veluna). “They’re our soldiers Nalm Augman: Male dwarf, War4/Exp5, hp 52. Nalm is
and our people. Why aren’t they defending us? a four-foot tall dwarf with a thick white beard. Like his
Instead, we have to deal with the orcs and goblins brother, he is also bald and very overweight. Nalm is over
on our own .” three hundred years old and can barely hold up his end of
a conversation before becoming befuddled. He has kind
• “Word is things are even worse closer to the rheumy blue eyes and wide friendly face. When sober
border.” and of keen mind, he is also a shrewd businessman and
• Any knights (or anyone appearing to be a knight) is possesses enough avarice to make the above
automatically asked, at some point during the aforementioned dragon’s mate envious. Nalm is
evening: “Can you tell the king his people need completely loyal to his brother, Pavlar. Nalm was
protection too?” (If asked to explain, this is again reincarnated (as a dwarf) after a failed business venture
bitterness about the aid to Veluna, which the involving wheels of Littleberg Cheese and a goblin tribe.
townfolk feel came at the cost of their own
protection, given increasing problems with orcs and
such locally).
Encounter Two
Creatures: The caravan is carrying Elven wine as well as some other
handcrafted products to Caronis, but has not yet arrived.
Shem: male human Exp2. Shem is the hamlet’s Some of the evil forces have drifted over from Veluna,
blacksmith and is a young, but burly man with curly and the caravan (lightly guarded as it appears) makes a
brown hair and hazel eyes. He has lived here all his life tempting target. This encounter occurs in the late
and lost several friends to the military as well as, most afternoon the day after the PCs leave Berryridge.
recently, his sweetheart to an orc attack so he is
extremely bitter and is one of the two leaders in the call After a pleasant night in Berryridge you’ve again hit
for local military support in the vicinity. the trail. As usual after a night in town, the Augman
brothers are sleeping off the effects of the previous
Volana: female human Com2. Volana is the hamlet’s evening’s overindulgence in the back of the second
baker and runs the tavern with her husband, Arven. wagon. The drivers seem a bit uneasy after some of
Middle-aged and rather homely, she nonetheless has a the rumors they heard in Berryridge about troubles
kind heart and motherly nature. She is more tolerant ahead. The morning passes pleasantly, as does the
than many in the hamlet and chastises them for speaking early afternoon. Sometime after the Augman brothers
ill of followers of Rao, encouraging tolerance. She follows have managed to rouse themselves you hear a loud
Beory. war cry as arrows thud about the caravan from rocks
Arven: male human Com2. Arven brews the town’s ale around you.
and beer, and runs the tavern with his wife Volana. Also Creatures:
middle-aged, he has dark hair and eyes, with a scrawny
build. Arven tends to go with the crowd and agrees with APL 2 (EL 4)
the sentiments of the others, despite looks of concern Kreng, male hobgoblin Ftr1: hp 13; see Appendix One.
from his wife.
Hobgoblins (6): hp 6; see Monster Manual page 153.
Farmers (Motag, Worem, Bren, Torr) are currently at
the tavern. The farmers grow various staples nearby the APL 4 (EL 6)
hamlet and are here to relax after a long days work. The Kreng, male hobgoblin Bbn2/Ftr1: hp 37; see
most vocal in supporting Shem’s views is Bren, who is of Appendix Two.
an age with Shem. All, however, share similar views.
Soldiers (6): male hobgoblins Ftr1, hp 13; see
Appendix Two.

Herb Hunting Page 4


APL 6 (EL 8) they are merely “following orders.” Questioning Kreng
requires a successful Intimidate check (see PHB for
Kreng, male hobgoblin Bbn2/Ftr4: hp 67; see
guidelines), and reveals the group strayed rather
Appendix Three.
accidentally into Furyondy land from Veluna. They know
Soldiers (4): male hobgoblins Ftr2, hp 22; see little of happenings in Furyondy as a result. If asked, he
Appendix Three. insists his group is winning the war in Veluna, and soon
will rule that entire land.
APL 8 (EL 10)
Kreng, male hobgoblin Bbn4/Ftr4: hp 87; see
Appendix Four. Encounter Three
Soldiers (6): male hobgoblins Ftr3, hp 31; see The PCs arrive in Caronis. They escort the caravan to the
Appendix Four. noble’s estate some distance south of town, where they
meet the lord and he explains his need for their
APL 10 (EL 12) assistance. Note that if PCs wish to make purchases, etc,
Kreng, male hobgoblin Bbn5/Ftr5: hp 110; see in Caronis before continuing they can certainly do so but
Appendix Five. do not allow them to spend an excessive amount of time
in the town. Once they have consented to move on to the
Soldiers (6): male hobgoblins Ftr5, hp 49; see estate, continue with the encounter.
Appendix Five.
The wagons roll slowly into a cleared courtyard in
APL 12 (EL 14) front of a modest manor home. The grounds are neat
Kreng, male hobgoblin Bbn5/Ftr6/Rgr1: hp 141; see and well kept. As Nalm climbs down from the lead
Appendix Six. wagon a young woman exits the front door and moves
quickly toward you, skirts swirling in the wind.
Soldiers (6): male hobgoblins Ftr5/Rog2, hp 63; see
Appendix Six. The woman, Avalla, verifies that the agreed upon items
are present before giving the Augman brothers their pay.
Tactics: Kreng directs his soldiers to begin by focusing While she is talking with him, the master of the estate,
on obvious leaders. In this case, he believes that to be Sir Frehicald, comes outside to ask to speak with the PCs.
anyone wearing a holy symbol of Rao, followed by those He approaches first any PCs who played FUR2-06 More
mounted or wearing heavy armor. For his action, at Than Gold or FUR4-03 Bells in Gold, as he recognizes
APL10 he immediately activates his boots. He then them from past interactions and knows them as
moves forward with his soldiers once they attack. After a adventurers. If none of the PCs have played either of
single round of crossbow fire, the soldiers drop their those modules, he instead approaches first any PC in the
bows and begin to move forward. See DM Aid 2 for a map Furyondy military meta-organization. If none of those
of beginning positions. criteria fit, decide which PC looks the most like an
Treasure: adventurer and have his comments directed to them.

APL 2: Loot – 33 gp, Coin – 0 gp, Magic – chain shirt +1- Sir Frehicald approaches and asks the PCs to come in and
(104 gp each), cloak of protection +1 (83 gp each). speak with him about possible employment. The
Augman brothers, if asked, confirm that this ends the
APL 4: Loot – 86 gp, Coin – 0 gp, Magic – chain shirt +2 PCs obligation to them and the PCs are free to make their
(354 gp each). own decision in this regard. Assuming the PCs come in
APL 6: Loot – 76 gp, Coin – 20 gp, Magic – chain shirt +2 to speak with Sir Frehicald, he explains that his daughter
(354 gp each). is very ill and he is quite worried about her. He shares the
following information with the PCs:
APL 8: Loot – 136 gp, Coin – 10 gp, Magic – chain shirt
+2 (354 gp each). • Lystrilla has been sick a couple of days and seems to
be getting worse.
APL 10: Loot – 136 gp, Coin – 0 gp, Magic – chain shirt
+2 (354 gp each), boots of speed (1000 gp each). • The cleric who looked at her was unable to heal her
magically, although his use of cure spells seemed to
APL 12: Loot – 286 gp, Coin – 0 gp, Magic – chain shirt give her a little more strength.
+3 (771 gp each), boots of speed (1000 gp each).
• The cleric mentioned that an old friend of his named
Development: PCs able to capture any of the above Krishena may be able to help.
soldiers learn little from the common soldiers, who insist

Herb Hunting Page 5


• Krishena supposedly lives somewhere near Kisail Lady Jilliana Azkagar: Female human Ari3. Unlike her
but he has been out of touch awhile so could not be husband, Jilliana dealt with her grief for her elder
sure of this. Krishena is a noted herbalist, he stated, daughter by denial, ignoring the situation and throwing
and may have a non-magical, natural, cure that herself wholeheartedly into the affairs of nobility and
would be more effective. The cleric himself insists gossip. She is coping with the illness of her younger
on staying in the area, to try and help her hang in daughter in a similar manner.
there a bit longer.
Lystrilla Azkagar: Female human Ari 1. Bookish and
• The illness is demonstrated by the following shy, Lystrilla spends as much time as she can in the
symptoms: fever, weakness, decreased heart rate, library, despite her mother’s efforts to have her be seen at
confusion and delirium. (Individuals who are a multitude of social functions in order to see her wed.
delirious are unaware of their surroundings – e.g. She is sixteen years of age and slightly above average in
misunderstand the date, don’t recognize people they attractiveness (Cha 12).
know). Treasure: PCs are offered a nominal amount of coin
• No one else in the family has shown signs of the (50 gp each) for their assistance. Sir Frehicald is most
illness. impressed with any who decline this. He is not a wealthy
man, but can repay the PCs with a favor in the future if
• His wife refuses to accept the fact that Lystrilla is they prefer. PCs will also be paid the balance from the
very ill and may die. She reacted in a similar manner Augman brothers (100 gp) at this time.
to the death of their elder daughter some years ago.
He sees no reason to force this on her at this time, All APLs: Loot – 0 gp, Coin – 150 gp.
but does note to the PCs there is no point in talking Development: If the PCs refuse to help Sir
with her. Frehicald, they can chose to travel to Kisail or Dapple on
PCs are allowed to check on and talk with his daughter, their own. Once PCs head to Kisail, proceed to
Lystrilla, if they ask about this. There is little benefit in Encounter Four. If PCs decide to skip Kisail and go to
this, although they can certainly see the effects of the directly to Dapple Wood, proceed to Encounter Five.
illness themselves. Attempts at magical healing of her are
not effective. This is a magically resistant disease, like
certain other diseases that cannot be cured solely by a
Encounter Four
cure disease spell. This one requires the addition of an PCs travel from Caronis to Kisail, encountering little
herbal concoction, which prevents the disease from difficulty along the way. Once they arrive in town, they
returning immediately after it is magically healed. PCs will likely seek out information on the herbalist they
who make a successful Profession – Herbalist check (DC were told of by Sir Frehicald. This encounter is roleplay
35) have an idea of the type of herbs that may be helpful only and is completely optional for the PCs in achieving
in treating this illness. However, these herbs are not their objective. If desired, PCs may make a simple Gather
available locally; with the closest known location to be in Information check (DC 15) to get the name of Krishena
Dapple Wood. If they press, PCs may speak with Lady of Dapple as a known herbalist who lives in the wood.
Jilliana. Alternatively, PCs may remember this about Krishena
from either a previous module (FUR2-03 Sheltering
Creatures:
Wings) or a successful Knowledge – Local [Iuz Border
Avalla: Female human Com1 is the steward of the estate. States] (DC 25).
She has a brisk, no-nonsense air. She is friendlier to PCs
after Sir Frehicald has come out and greeted them.
As usual, the market square of Kisail is hopping with
merchants hawking their wares. One booth displays
Sir Frehicald Azkagar: Male human Ari1/Ftr 4. Sir various types of berries: blueberries, raspberries,
Frehicald is withdrawn, morose and tactiturn. He always strawberries and blackberries. Across the row is a
wears a small rosebud in his armor, given to him by his booth where a young woman sits with fine ribbons
eldest daughter (Frahalla), shortly before the raid that and laces. Another local sells various breeds of
killed her (in Crockport). Currently he is very concerned mushrooms as well as dyes in all colors. At the end of
that he may lose his younger daughter as well, so he is a row is a solemn dwarf, selling more common metal
anxious to talk with the PCs and obtain their assistance in needs – pots and pans, firestarters in fine boxes and
finding a cure. smithing and other tools. Next to him sits a smiling
gnome with various flasks and bottles.

Herb Hunting Page 6


Kisail is a small farming community that specializes in middle aged human who is often asked to preside over
luxury produce. Traditionally, the people are local disputes which the populace do not wish to address
independent and hedonistic, but maintain respect for with the lord. He is a brave and fair man, if somewhat
King Belvor, and, by extension, clergy of Heironeous, as more fond of creature comforts than most of his faith.
his protection ensures their creature comforts. The
Inns, Taverns and Rooms
atmosphere is generally open and accepting, although
both half orcs and sorcerers tend to meet with suspicion The Red Ember Inn. Dierna, a female dwarf, runs this
and disapproval, at times even mild hostility. Since there common inn and tavern. Dierna is a bustling, motherly
is a small contingent of woodsmen and militia stationed sort. Her inn features good but common food and
here to protect Dapple Wood, there have been fewer specializes in ale and beer.
complaints of humanoid attacks. However, even in this
Paladin’s Pride. This high-class, luxurious inn and tavern
town evidence of the ongoing war has strained the
is run by Stanislous and Lucina Sharbow. Their reaction
common folk.
to the PCs is dependent on whether they feel the PCs “fit
The PCs should be allowed to do as they wish in the in” here. (This can be determined by looking at the PCs
market and town. Several stores and booths are outlined lifestyle as well as how they approach the situation. It
below as a guideline to products available beyond those should also be noted that both of them revere
noted in box text above. The PCs best bet in locating the Heironeous).
herbalist (or at least word of her) is to check with the
The Ogling Orc. This common tavern is located across
berry seller or the mushroom seller. They may also get
the street from the Beckoning Beauty. They serve cold
word from Dierna in the Red Ember or the Sharbows at
cut dinners, fruit, and drink. The proprietor is Jokko
the Paladin’s Pride. Use your judgment on whether
Muleskinner (Bbn 1/Ftr 1) who has made his tavern
something would be available in town if it is not outlined
unique by capitalizing on its view of the Beckoning
below.
Beauty. He has had two sets of eyes of the eagle (four eyes
The Market total) installed and magically merged with the building to
discourage theft (removing them will not only take a
The produce in the market is sold by humans and
large portion of the wall but destroys the eyes
includes standard produce as well as the exotic foods
themselves). He charges a “seating fee” for these four
mentioned above. Prices are as per the Player’s
seats (10 wheatsheafs for one hour for one person or 15
Handbook. Use your judgment as to what is available.
wheatsheafs for multiple people). There are typically only
Standard items will be there or available elsewhere in
one to two tables in use.
town.
Entertainment Venues
In addition, the gnome is a traveling merchant with a few
more unusual items. PCs may purchase any potion with Beckoning Beauty. This is a house of ill repute run by
core access, as well as the following items: silversheen, Madame Teleril. It is attached to the gambling hall.
universal solvent, elixir of vision, salve of slipperiness,
Grinning Gus’s Gambling Hall. This gambling hall is
farflame oil and ghostoil.
open most hours of the day and night. It is run by
Temples Grinning Gus and is attached to the Beckoning Beauty.
Gus offers cards, roulette and dice and serves alcohol as
Rao: In the past, there was a shrine to Rao, mostly
well. Many patrons frequent both establishments.
frequented by visitors from across the border in Veluna.
Since there have been fewer travelers from the south of Other shops in town include a bakery, bathing house,
late, the shrine is now unmanned and through the blacksmith, jeweler, and tailor.
discontent of the locals, it is no longer well maintained as
Creatures: Below is a summary of some of the
in the past.
significant NPCs in town.
Moradin: Moradin’s temple is located in a small,
Caderik: Male human Clr3. Caderik can be found at
primarily dwarven district. It remains well frequented
the temple of Heironeous.
and maintained.
Nerynn: Male human Clr1. Nerynn is a cleric of
Heironeous: The largest temple (although still relatively
Sotillion, who makes his home here but has never
small) is dedicated to Heironeous. Although the
really made an effort to put up a temple. He is actually
townsfolk are not particularly religious, they respect
a spice merchant.
clergy of Heironeous and speak highly of King Belvor as
his servant. The cleric of Heironeous, Caderik, is a

Herb Hunting Page 7


Dierna: Female dwarf Com2. She is the owner of the APL 8 (EL 9)
Red Ember Inn.
Dire Lions (4): hp 58, 59, 60, 62; see Monster Manual
Stanilous Sharbow: Male human Com 2. He and his page 64.
wife own and operate the Paladin’s Pride.
APL 10 (EL 11)
Lucina Sharbow: Female human Com 2. She and her
Dire Tigers (3): hp 118, 120, 122; see Monster Manual
husband own and operate the Paladin’s Pride.
page 65.
Jokko Muleskinner: Male human Bbn1/Ftr1. He
APL 12 (EL 13)
owns the Ogling Orc. Jokko is a swarthy human male
with a rather crude outlook on life. Jokko and Madame Advanced Dire Tigers (4): hp 142, 144, 144, 146; see
Teleril have an understanding. Appendix Six.
Madame Teleril: Female human Com1/Exp2. She is a Tactics: The felines focus first on any PCs who have the
former prostitute who now runs her own brothel, the Ire of Nakky (from FUR4-03 Bells in Gold). If multiple
Beckoning Beauty. She has a shrewd business sense PCs have this Ire, spread the animals out to each if there
and works well with Jokko and Gus. are more than one of the felines. In cases where there are
more PCs with the Ire than felines, determine randomly
Grinning Gus: Male human Rog2. He owns the the
between those PCs who are attacked. The felines
gambling hall; the odds are always in his favor
continue to attack their chosen target until he or she falls
although its hard to catch him fixing anything.
down, at which point they switch to another PC who
Treasure: PCs who spend time in the market and bears the Ire of Nakky or, if no others are present, the
shop at the gnome’s stall may purchase the following opponent who has injured them the most. If no PCs have
items: silversheen, universal solvent, elixir of vision, salve the Ire of Nakky, initial targets should be first those who
of slipperiness, farflame oil and ghostoil. have injured the animal or, failing that, randomly chosen.
Development: Once the PCs have resolved this
Encounter Five conflict, they can continue their search for Krishena’s
home. Proceed to Encounter Six.
This encounter occurs after the PCs enter Dapple Wood
but before they meet with Krishena at her home.
The gentle spring rain that soaked you earlier is now
Encounter Six
mostly blocked by the canopy overhead as you move Many of the PCs have already met and interacted with
deeper into Dapple Wood. Signs of woodcutters, Krishena, the druid of Dapple. These PCs have a good
trappers and those gathering berries or fungus from idea of where to find her in the wood. This encounter
Kisail become rarer. The wood is strangely quiet… assumes PCs are able to locate her home. PCs need to
succeed at a Survival check (DC 20) in order to locate
Those who succeed at a Survival check (DC 15) recognize
Krishena’s home. PCs may assist each other on this
the signs of a predator in the area. These PCs also receive
check. Give PCs a +10 circumstance bonus if they have
a +2 circumstance bonus to their Spot checks to avoid
played FUR2-03 Sheltering Wings since they have been
being surprised (opposed by the feline’s Hide checks).
here before. They may also receive a +2 circumstance
Due to the heavy underbrush, PCs are allowed but a
bonus for successful Knowledge – Local [Iuz border
single such check prior to initiation of combat.
states], Knowledge – Geography or Knowledge – Nature
Creatures: PCs are being stalked by some felines, chased check (DC 15). PCs who spoke with the berry or
from their roaming further south by conflict in that area. mushroom seller in town about Krishena were provided
assistance in locating her home as well, which also
provides a +2 circumstance bonus. Once PCs have
APL 2 (EL 3)
succeeded, continue with the encounter. PCs who do not
Lion: hp 32; see Monster Manual page 275. succeed initially may spend a full day searching for her
home and locate it in that manner (note the time spent
APL 4 (EL 5)
when determining whether Lystrilla survives).
Lions (2): hp 32, 32; see Monster Manual page 275.
The game trail you have been following opens into a
APL 6 (EL 7) clearing containing a small wooden home. Ivy covers
much of the sides of the building, such that initially it
Tigers (3): hp 44, 45, 46; see Monster Manual page 281.

Herb Hunting Page 8


appears merely a mound of vegetation. Spring flowers ask the PCs to obtain one item she needs later in the
give the place a homelike feel. Stacked next to them process: it is a herb which grows in one area of the forest.
are various pieces of deadfall. (It requires fertilization by giant owl waste). Krishena
gives the PCs directions to obtain the herb as well as a
Striped paw (dire wolverine), Krishena’s animal
description of it: it is a small plant which grows close to
companion, is sleeping inside the hut. Krishena is
the earth with five-pointed leaves and small white and
observing the PCs in eagle form at the edge of the
red flowers. They are asked to bring it back to her home
clearing (Spot DC 18). If any PCs are openly wearing the
as soon as they find it and await her there.
owl feather favor from the giant owls from FUR2-03
Sheltering Wings or are Members (not scouts) of the If the PCs decline to assist by obtaining the herb, she still
Green Jerkin Rangers or Initiates or Druids of the Old agrees to assist them, but the mixture takes a half-day
Faith meta-organization, she takes flight immediately to longer for her to prepare since she needs to seek the
land and shifts back into human form to talk with them. herbs herself. In that case, the PCs are asked to come
[Note that Krishena is a member of the Old Faith back in two days to obtain the mixture. Regardless of
organization, so apply circumstance modifiers as whether the PCs are going to gather the herb or are
appropriate.] If none of the above circumstances apply, simply wandering the forest waiting for her to finish,
then Krishena waits to hear the PCs business before proceed to Encounter Seven.
coming forward.
Krishena’s attitude toward the PCs begins as indifferent. Encounter Seven
They must increase this to helpful in order to attain her
assistance [See PHB p. 72]. Obviously, the PCs need to At this point, the PCs are either seeking the herb for
explain the illness itself in order for her to know what to Krishena or wandering about the woods. After an hour
do. Krishena does know how to make the antidote, but as or so, they come upon a sentry post of the giant owls. The
it is very time consuming for her to create, in addition to sentry is under attack and the PCs may provide some
persuading her to part with it (as noted above) at least one assistance if they desire to do so.
of the PCs must promise to repay her with a similar favor You have been off the path for some time, wishing
in the future. If one of the PCs has a Favor from the Giant there was a single path that led to Krishena’s home,
Owls, she accepts the feather instead. In that case, the instead of this movement from one game trail to
favor is used and should be voided on the player’s AR. another. This deep in the forest, you cannot see the
Note that PCs do NOT have to use the favor if they have sun above the boughs to confirm your direction. The
it and may instead choose to go into debt to her. At least forest has been strangely quiet for some fifteen
one PC who makes the commitment must convince minutes before you hear an eruption of activity some
Krishena of their sincerity (Diplomacy DC 15), if they are distance away. Loud voices and grunts seem to
not a member of the Old Faith or the Green Jerkin indicate a battle of some type is in progress.
rangers.
As the PCs come upon the battle, they can see evidence
Creatures: of multiple combatants. In addition to the foes listed
Krishena of Dapple: While in human form, Krishena is below (by APL), there are (or were) two giant owl
a young woman (age 20) with light brown wavy long hair. sentries. One of the sentries falls about the time the PCs
Her eyes are brown and she is tall and slender, looking come upon the scene (at the time the PCs arrive it is at –3
rather frail. There are scars from some type of claw marks hp, continue to check for automatic stabilization each
on her left arm. She is shy and lives alone in a small hut round or note if the PCs heal it, it also will join in the
in the woods. She makes pottery and cares for the forest. fight as able). The other is badly injured but continues to
Striped Paw, her animal companion, almost always fight on.
accompanies her. Creatures: The owl that falls as the PCs approach is
ALL APLs (EL 12) Lightningswift; the other is called Hookclaw. The
goblinoids came upon the sentries and are currently
Krishena of Dapple, female human Drd12: hp 65; see focused on getting into the nesting area proper, for
Appendix Six. purposes of obtaining some eggs.
Development: Should the PCs convince Krishena to ALL APLs (EL 3)
help them, she explains that she does not have any of the
potion ready at this time. It will take her the remainder of Hookclaw, male giant owl: hp 16 (normally 26); see
that day as well as the following to prepare it. She does Monster Manual page 205.

Herb Hunting Page 9


Lightningswift, male giant owl Bbn2/Ftr2: hp –3 multiple targets. Next, he focuses on those appearing the
(normally 54); see Appendix Seven. most injured. At APL4 and above, when forced into
melee because he is out of spells or if the PCs close with
APL 2 (EL 5)
him, he immediately shifts form into a combat-intense
Gonk, male orc Drd4: hp 31; see Appendix One. form. At APL4, he shifts to a crocodile. At APL6 and
APL8, he shifts to a dire lion and at the highest APL, he
Bor, ape animal companion: hp 29; see Monster
chooses to shift to a dire bear. Bor defends Gonk and
Manual page 268.
remains next to him. The orcs attempt to eliminate the
Orcs (4): hp 5; see Monster Manual page 203. weakest looking PCs first.
APL 4 (EL 7) Treasure:
Gonk, male orc Drd6: hp 45; see Appendix Two. APL 2: Loot – 37 gp, Coin – 0 gp, Magic – wand of magic
fang- (63 gp each), ring of feather falling (183 gp each).
Bor, ape animal companion: hp 43; see Appendix Two.
APL 4: Loot – 73 gp, Coin – 0 gp, Magic – wand of magic
Orc Warriors (4): male orcs Bbn1, hp 15; see
fang- (63 gp each), ring of feather falling (183 gp each).
Appendix Two.
APL 6: Loot – 56 gp, Coin – 0 gp, Magic -- wand of magic
APL 6 (EL 9)
fang- (63 gp each), ring of feather falling (183 gp each).
Gonk, male orc Drd8: hp 59; see Appendix Three.
APL 8: Loot – 73 gp, Coin – 0 gp, Magic – wand of magic
Bor, ape animal companion: hp 43; see Appendix fang- (63 gp each), ring of feather falling (183 gp each).
Three.
APL 10: Loot – 73 gp, Coin – 10 gp, Magic – wand of
Orc Warriors (3): male orcs Bbn3, hp 35; see magic fang- (63 gp each), ring of feather falling (183 gp
Appendix Three. each).
APL 8 (EL 11) APL 12: Loot – 73 gp, Coin – 10 gp, Magic – wand of
magic fang- (63 gp each), ring of feather falling (183 gp
Gonk, male orc Drd10: hp 73; see Appendix Four.
each), dragonhide armor +1 (358 gp each).
Bor, ape animal companion: hp 57; see Appendix Four.
Development: PCs who are able to capture and
Orc Warriors (4): male orcs Bbn4, hp 45; see Intimidate Gonk into talking of his purpose may learn
Appendix Four. that he heard rumors of the giant owls and is here to
obtain some of the eggs with the intent of making some
APL 10 (EL 13)
good money. If the PCs save at least one of the owls, they
Gonk, male orc Drd12: hp 87; see Appendix Five. earn the gratitude of the entire community. Give such
PCs the Gratitude of the Owls (record on their AR).
Bor, ape animal companion: hp 71; see Appendix Five.
Following the battle, the PCs may obtain the herb
Orc Warriors (4): male orcs Bbn5/Ftr1, hp 64; see requested by Krishena, if desired. This can be role-played
Appendix Five. out if there is time remaining. At this point, they simply
need to return it to Krishena and then transport the
APL 12 (EL 15)
healing draught to the Azkagar estate…proceed to the
Gonk, male orc Drd15: hp 101; see Appendix Six. appropriate conclusion.
Bor, ape animal companion: hp 71; see Appendix Six.
Orc Warriors (4): male orcs Bbn6/Ftr2, hp 99; see Conclusion
Appendix Six. Once you have completed the conclusion, if this is the
Treant: per the spell changestaff, hp 66; see Monster premiere, please complete the Critical Event Summary at
Manual p. 244. the end of the event and return it to the Furyondy Plots
coordinator, Michelle Sharp, or RPGA HQ. While you do
Tactics: Gonk focuses initially on using damaging spells not need to advise the players of the questions (and it is
although at APL 8 and above he has already cast control preferable you do not), please make them aware you ARE
winds to create a windstorm in the area and increase the completing this bit of paperwork and that their actions
potency of his call lightning and call lightning storm do make a difference. Any PC actions that are not
spells. He attempts to affect as many opponents as adequately covered by the questions but may become
possible, first using his most potent spells, which affect

Herb Hunting Page 10


relevant in future modules or for the region in general assistance and the older knight indicates you are
should be explained on the backside of the paper. welcome to stay at his estate when next you travel in
the area. The knight and his family then begin to
Conclusion A: The PCs obtain the healing draught make preparations for their journey to the Rhavelle –
and return it to Lystrilla, but owe a debt to Goldsaex wedding.
Krishena All PCs receive the Favor of the Azkagar family. If the
You return to Krishena’s home and the following day PCs saved one of the giant owls, they receive the
she completes the preparation of the healing poultice, Gratitude of the Owls. Finally, male PCs with a Charisma
which she gives you, reminding you to remember you of at least 12, who are polite to Sir Azkagar and Lystrilla,
may be asked to return the favor in the future. The may make a Diplomacy check (DC 18) to become a beau
journey back to the home of Sir Frehicald is not of Lystrilla. PCs may not take 10 or assist each other on
without excitement, but the orcs you encounter pose this check. This option is open only to PCs of the
little challenge to your skill. On the estate, Lystrilla following races: human, half-elf, elf, and half-orc. Due to
seems to improve before your eyes with the prejudice in the region against half-orcs, any half-orc PC
administration of the poultice. Though she remains must be especially charming (e.g. such PCs make their
weak for a few days, recovery seems certain. Both Sir Diplomacy check with a –4 circumstance penalty). Please
Frehicald and Lystrilla are thankful for your mark off any favors on the AR that the PC does not
assistance and the older knight indicates you are obtain.
welcome to stay at his estate when next you travel in
the area. The knight and his family then begin to Conclusion C: The PCs return but do not have the
make preparations for their journey to the Rhavelle – healing draught; or PCs return but have added at
Goldsaex wedding. least three days to their travels
Any PC who agreed to repay Krishena in the future The journey back to the home of Sir Frehicald is not
should receive Debt to Krishena. All PCs receive the without excitement, but the orcs you encounter pose
Favor of the Azkagar family. If the PCs saved one of the little challenge to your skill. On the estate, Lystrilla
giant owls, they receive the Gratitude of the Owls. seems to weaken before your eyes and her father
Finally, male PCs with a Charisma of at least 12, who are wanders morosely about the estate. Sir Frehicald is
polite to Sir Azkagar and Lystrilla, may make a Diplomacy very disappointed that you were unable to provide
check (DC 18) to become a beau of Lystrilla. PCs may not assistance. You are ushered from the estate shortly
take 10 or assist each other on this check. This option is after your arrival and later hear rumors of the young
open only to PCs of the following races: human, half-elf, lady’s demise.
elf, and half-orc. Due to prejudice in the region against
Any PC who agreed to repay Krishena in the future
half-orcs, any half-orc PC must be especially charming
should receive Debt to Krishena. NONE of the PCs
(e.g. such PCs make their Diplomacy check with a –4
receive the Favor of the Azkagar family. If the PCs saved
circumstance penalty). Please mark off any favors on the
one of the giant owls, they receive the Gratitude of the
AR that the PC does not obtain.
Owls. None of the PCs may be a beau of Lystrilla (she is
dead, after all!). Please mark off any favors on the AR that
Conclusion B: The PCs obtain the healing draught the PC does not obtain.
and return it to Lystrilla, but used a previous
favor from the owls in lieu of a debt to Krishena The End
You return to Krishena’s home and the following day
she completes the preparation of the healing poultice,
which she gives you, reminding you this balances the
debt owed you due to your past assistance. The
Experience Point Summary
journey back to the home of Sir Frehicald is not To award experience for this adventure, add up the values
without excitement, but the orcs you encounter pose for the objectives accomplished. Then assign the
little challenge to your skill. On the estate, Lystrilla experience award. Award the total value (objectives plus
seems to improve before your eyes with the roleplaying) to each character.
administration of the poultice. Though she remains
weak for a few days, recovery seems certain. Both Sir Encounter Two
Frehicald and Lystrilla are thankful for your Defeat Kreng and his soldiers

Herb Hunting Page 11


APL2 120 xp APL12 185 xp
APL4 180 xp Total possible experience:
APL6 240 xp APL2 450 xp
APL8 300 xp APL4 675 xp
APL10 360 xp APL6 900 xp
APL12 420 xp APL8 1125 xp
Encounter Five APL10 1350 xp
Defeat the felines APL12 1575 xp
APL2 90 xp
APL4 150 xp Treasure Summary
APL6 210 xp During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
APL8 270 xp encounter that features treasure has a “treasure” section
APL10 330 xp within the encounter description, giving information
about the loot, coins, and magic items that make up the
APL12 360 xp encounter’s treasure.
Encounter Seven The loot total is the number of gold pieces each
Defeat Gonk and his warriors character gains if the foes are plundered of all their earthly
possessions. Looting the bodies takes at least 10 minutes
APL2 150 xp per every 5 enemies, and if the characters cannot take the
APL4 210 xp 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
APL6 270 xp bodies, and those bodies are there (i.e., not carted off by
APL8 330 xp dungeon scavengers, removed from the scene by the local
watch, and so on), characters may return to retrieve loot. If
APL10 390 xp the characters do not loot the body, the gold piece value for
APL12 450 xp the loot is subtracted from the encounter totals given
below.
Story Award
The coin total is the number of gold pieces each
Obtain and deliver the antidote character gains if they take the coin available. A normal
APL2 30 xp adventuring party can usually gather this wealth in a round
or so. If for some reason, they pass up this treasure, the
APL4 50 xp coin total is subtracted from the encounter totals given
APL6 70 xp below.

APL8 90 xp Next, the magic items are listed. Magic item treasure
is the hardest to adjudicate, because they are varied and
APL10 110 xp because characters may want to use them during the
APL12 130 xp adventure. Many times characters must cast identify,
analyze dweomer or similar spell to determine what the
Discretionary roleplaying award item does and how to activate it. Other times they may
attempt to use the item blindly. If the magic item is
APL2 60 xp
consumable (a potion, scroll, magic bolts, etc.) and the item
APL4 85 xp is used before the end of the adventure, its total is
subtracted from the adventure totals below.
APL6 110 xp
Once you have subtracted the value for unclaimed
APL8 135 xp
treasure from each encounter add it up and that is the
APL10 160 xp number of gold pieces a characters total and coin value

Herb Hunting Page 12


increase at the end of the adventure. Write the total in the APL 12: L: 97 gp; C: 30 gp; M: 937 gp – wand of
GP Gained field of the adventure certificate. Because this is magic fang (63 gp each), ring of feather falling (183 gp
a Regional scenario, characters may spend additional Time each), goggles of day (333 gp each), dragonhide armor +1
Units to practice professions or create items immediately (358 gp each).
after the adventure so this total may be modified by other
circumstances.
Total Possible Treasure
APL 2: L: 70 gp; C: 150 gp; M: 250 gp - Total: 470 gp
L = Looted gear from enemy; C = Coin, Gems, Jewelry,
(Maximum 450 gp).
and other valuables; M = Magic Items.
APL 4: L: 159 gp; C: 150 gp; M: 417 gp - Total: 726 gp
Encounter Two:
(Maximum 650 gp).
APL 2: L: 33 gp; C: 0 gp; M: 187 gp – chain shirt +1
APL 6: L: 132 gp; C: 170 gp; M: 600 gp - Total: 903 gp
(104 gp each), cloak of protection +1 (83 gp each)
(Maximum 900 gp).
APL 4: L: 86 gp; C: 0 gp; M: 354 gp – chain shirt +2
APL 8: L: 209 gp; C: 160 gp; M: 933 gp - Total: 1302 gp
(354 gp each)
(Maximum 1300 gp).
APL 6: L: 76 gp; C: 20 gp; M: 354 gp – chain shirt +2
APL 10: L: 209 gp; C: 160 gp; M: 1933 gp - Total: 2302 gp
(354 gp each)
(Maximum 2300 gp).
APL 8: L: 136 gp; C: 10 gp; M: 354 gp – chain shirt +2
APL 12: L: 383 gp; C: 210 gp; M: 2708 gp - Total: 3301 gp
(354 gp each)
(Maximum 3300 gp).
APL 10: L: 136 gp; C: 0 gp; M: 1354 gp – chain shirt
+2 (354 gp each), boots of speed (1000 gp each)
Special
Debt to Krishena: The PC owes a debt to Krishena,
APL 12: L: 286 gp; C: 30 gp; M: 1771 gp – chain shirt
Druid of Dapple.
+3 (771 gp each), boots of speed (1000 gp each)
Gratitude of the Owls: The PC has earned an Influence
Encounter Three:
Point with the Sheltering Wings giant owl community.
APL 2: L: 0 gp; C: 150 gp; M: 0 gp The PC is considered a friend and ally of the giant owl
community as well as Krishena, Druid of Dapple. PCs
APL 4: L: 0 gp; C: 150 gp; M: 0 gp
with the beaded feather Favor of the Owls may expend
APL 6: L: 0 gp; C: 150 gp; M: 0 gp that favor as well as this gratitude to gain Lightningswift
as a giant owl cohort (or paladin special mount for
APL 8: L: 0 gp; C: 150 gp; M: 0 gp
paladins of 10th level or higher), which they must do as
APL 10: L: 0 gp; C: 150 gp; M: 0 gp soon as they are eligible. Lightningswift requires special
care; PCs must pay at least standard lifestyle for him in
APL 12: L: 0 gp; C: 150 gp; M: 0 gp
addition to their lifestyle costs. This cost is paid in all
Encounter Seven: adventures, even if he is not traveling with the PC at the
time.
APL 2: L: 37 gp; C: 0 gp; M: 63 gp – wand of magic
fang (63 gp each) Lightningswift: Male giant owl Ftr2/Bbn2; CR 6, Large
magical beast; HD 4d10+2d10+2d12 +8; hp 54 (currently
APL 4: L: 73 gp; C: 0 gp; M: 63 gp – wand of magic
–3), Init +3; Spd 20 ft., fly 80 ft. (average); AC 16, touch
fang (63 gp each)
13, flat-footed 16; BAB/Grp +8/+16; Atk +11 melee
APL 6: L: 56 gp; C: 0 gp; M: 246 gp – wand of magic (1d6+4 claw); Full Atk +11/+11 melee (1d6+4 claws) and
fang (63 gp each), ring of feather falling (183 gp each) +6 melee (1d8+2 bite); SQ superior low light vision, fast
movement, rage 1/day, uncanny dodge; AL NG; SV Fort
APL 8: L: 73 gp; C: 0 gp; M: 579 gp – wand of magic
+11, Ref +8, Will +3; Str 18, Dex 18, Con 12, Int 10, Wis
fang (63 gp each), ring of feather falling (183 gp each),
14, Cha 10.
goggles of day (333 gp each)
Skills and Feats: Intimidate +4, Knowledge – Nature
APL 10: L: 73 gp; C: 10 gp; M: 579 gp – wand of
+6, Listen +17, Move Silently +10, Spot +12; Alertness,
magic fang (63 gp each), ring of feather falling (183 gp
Combat Reflexes, Multiattack, Power Attack, Wingover.
each), goggles of day (333 gp each)
Favor of the Azkagar Family: In thanks for saving his
daughter Lystrilla, Sir Frehicald Azkagar has welcomed

Herb Hunting Page 13


the PC into his home. The PC may use this favor for free
high lifestyle in one Furyondy regional event set in the
Duchy of the Reach or the Gold County. Until expended
in this way, the favor counts as an Influence Point with
the family as well as the Order of the Hart in Furyondy.
Beau of Lystrilla: The PC has impressed Lystrilla
Azkagar with his charm and actions in obtaining the cure
needed for her illness. As such, she has made it known to
the PC that she accepts his courtship. Her father, Sir
Frehicald, has given the PC permission to call upon his
daughter. This functions as an Influence Point with the
Azkagar family until such time as the family announces
an engagement for her. At that point, this influence point
becomes void and should be marked off.

Items for the Adventure


Record
Item Access
APL 2:
• Silversheen (Adventure; DMG; 250 gp)
• Universal Solvent (Adventure; DMG; 50 gp)
• Elixir of Vision (Adventure; DMG; 250 gp)
• Salve of Slipperiness (Adventure; DMG; 1000 gp)
• Farflame oil (Adventure; AEG; 2 gp)
• Ghostoil (Adventure; AEG; 50 gp)
• Wand of Magic Fang (Adventure, 750 gp)
APL 4 (all of APL 2 plus the following):
• Chain shirt +2 (Adventure; DMG; 4250 gp)
APL 6 (all of APLs 2-4 plus the following):
• Ring of Feather Falling (Adventure; DMG; 2200 gp)
APL 8 (all of APLs 2-6 plus the following):
• Goggles of Day (Adventure; AEG; 4,000 gp)
APL 10 (all of APLs 2-8 plus the following):
• Boots of Speed (Adventure; DMG; 12,000 gp)
APL 12 (all of APLs 2-10 plus the following):
• Chain Shirt +3 (Adventure; DMG; 9250 gp)
• Dragonhide Plate Armor +1 (Adventure, DMG, 4300
gp)

Herb Hunting Page 14


Appendix One – APL 2
Encounter Two
Kreng: Male hobgoblin Ftr1; CR 1; Medium humanoid
(goblinoid); HD 1d10+3; hp 13, Init +2; Spd 30 ft; AC
17, touch 12, flat-footed 15; BAB/Grp +1/+3; Atk +3
melee (2d6+3/19-20, greatsword) or +3 ranged (1d8/19-
20, light crossbow); Full Att +3 melee (2d6+3/19-20,
greatsword) or +3 ranged (1d8/19-20, light crossbow);
SQ Darkvision 60ft; AL NE; SV Fort +6, Ref +2, Will
+0; Str 14, Dex 14, Con 16, Int 8, Wis 8, Cha 16.
Skills and Feats: Intimidate +7, Move Silently +6;
Endurance, Power Attack.
Possessions: Chain shirt +1, cloak of protection +1,
greatsword, light crossbow, 20 bolts.

Encounter Seven
Gonk: Male orc Drd4; CR 4; Medium humanoid (orc);
HD 4d8+8; hp 31, Init +2; Spd 30 ft; AC 19, touch 12,
flat-footed 15; BAB/Grp +3/+5; Atk +5 melee
(1d6+2/18-20, scimitar); Full Att +5 melee (1d6+2/18-
20, scimitar); SA Spells; SQ Darkvision 60ft, light
sensitivity, animal companion (ape), nature sense, wild
empathy, woodland stride, trackless step, resist natures
lure; AL NE; SV Fort +6, Ref +3, Will +6; Str 14, Dex 14,
Con 14, Int 8, Wis 15, Cha 14.
Skills and Feats: Concentration +13, Diplomacy
+9, Survival +9; Combat Casting, Track.
Light sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Possessions: Hide armor, scimitar, heavy wood
shield, wand of magic fang.
Spells Prepared (5/4/3; base DC = 12 + spell level): 0—
[create water, cure minor wounds (2), guidance, flare];
1st—[entangle, faerie fire, longstrider, produce flame];
2nd—[barkskin, flame blade, flaming sphere].

Herb Hunting Page 15


Appendix Two – APL 4
Light sensitivity (Ex): Orcs are dazzled in bright
Encounter Two sunlight or within the radius of a daylight spell.
Kreng: Male hobgoblin Bbn2/Ftr1; CR 3; Medium Possessions: Hide armor, scimitar, heavy wood
humanoid (goblinoid); HD 2d12+1d10+9+3; hp 37, Init shield, wand of magic fang.
+2; Spd 40 ft; AC 18, touch 12, flat-footed 18; BAB/Grp
+3/+6; Atk +6 melee (2d6+4/19-20, greatsword) or +5 Spells Prepared (5/4/4/3; base DC = 12 + spell level):
ranged (1d8/19-20, light crossbow); Full Att +6 melee 0—[create water, cure minor wounds (2), guidance,
(2d6+4/19-20, greatsword) or +5 ranged (1d8/19-20, flare]; 1st—[entangle, faerie fire, longstrider, produce
light crossbow); SQ Darkvision 60ft, fast movement, flame]; 2nd—[barkskin, flame blade, flaming sphere
illiteracy, rage 1/day, uncanny dodge; AL NE; SV Fort (2)]; 3rd—[call lightning, greater magic fang, poison].
+8, Ref +2, Will +0; Str 17, Dex 14, Con 16, Int 8, Wis Bor (animal companion): CR -; Large animal (ape);
10, Cha 12. HD 6d8+12+3; hp 43; Init +3; Spd 30 ft., climb 30ft.; AC
Skills and Feats: Intimidate +7, Jump +5, Listen +5, 17, touch 12, flat-footed 14; BAB/Grp: +4/+14; Atk: +9
Sense Motive +2; Endurance, Improved Toughness, melee (1d6+5, claw); Full Atk: +9/+9 melee (1d6+6,
Power Attack. claw) and +3 melee (1d6+3 bite); Space/Reach
10ft./10ft.; SQ low light vision, scent, link, share spells,
Possessions: Chain shirt +2, greatsword, light evasion; AL N; SV Fort +7, Ref +8, Will +3; Str 22, Dex
crossbow, 20 bolts. 16, Con 14, Int 2, Wis 12, Cha 7.
Soldiers: Male hobgoblin Ftr1; CR 1; Medium Skills and Feats: Climb +15, Listen +7, Spot +7;
humanoid (goblinoid); HD 1d10+3; hp 13, Init +2; Spd Alertness, Combat Reflexes, Toughness.
30 ft; AC 18, touch 12, flat-footed 14; BAB/Grp +1/+4;
Atk +4 melee (1d8+3/19-20, longsword) or +3 ranged Skills (Ex): Apes have a +8 racial bonus on Climb
(1d8/19-20, light crossbow); Full Att +4 melee checks and can always chose to take 10 on Climb
(1d8+3/19-20, longsword) or +3 ranged (1d8/19-20, checks, even if rushed or threatened.
light crossbow); SQ Darkvision 60ft; AL NE; SV Fort Orc Warriors: Male orc Bbn1; CR 1; Medium
+5, Ref +1, Will +0; Str 16, Dex 14, Con 16, Int 8, Wis humanoid (orc); HD 1d12+3; hp 15, Init +6; Spd 40 ft;
10, Cha 12. AC 16, touch 12, flat-footed 14; BAB/Grp +1/+6; Atk +6
Skills and Feats: Intimidate +7, Move Silently +6; melee (2d4+7/18-20, longsword) or +3 ranged (1d8/19-
Point Blank Shot, Power Attack. 20, light crossbow); Full Att +6 melee (2d4+7/18-20,
longsword) or +3 ranged (1d8/19-20, light crossbow);
Possessions: Chain shirt, longsword, light SQ Darkvision 60ft, light sensitivity, fast movement,
crossbow, 20 bolts, heavy wood shield. illiteracy, rage 1/day; AL CE; SV Fort +5, Ref +2, Will -
1; Str 20, Dex 14, Con 16, Int 6, Wis 8, Cha 8.
Encounter Seven Skills and Feats: Intimidate +7, Move Silently +6;
Gonk: Male orc Drd6; CR 6; Medium humanoid (orc); Improved Initiative.
HD 6d8+12; hp 45, Init +2; Spd 30 ft; AC 20, touch 12, Possessions: Chain shirt, falchion, light crossbow,
flat-footed 16; BAB/Grp +4/+6; Atk +6 melee 20 bolts.
(1d6+2/18-20, scimitar); Full Att +6 melee (1d6+2/18-
20, scimitar); SA Spells; SQ Darkvision 60ft, light
sensitivity, animal companion (ape), nature sense, wild
empathy, woodland stride, trackless step, resist natures
lure, wild shape (2/day); AL NE; SV Fort +7, Ref +4,
Will +7; Str 14, Dex 14, Con 14, Int 8, Wis 15, Cha 14.
Skills and Feats: Concentration +15, Diplomacy
+11, Survival +11; Combat Casting, Natural Spell,
Track.

Herb Hunting Page 16


Appendix Three – APL 6
Skills and Feats: Concentration +15, Diplomacy
Encounter Two +11, Knowledge – Nature +5, Survival +11; Combat
Kreng: Male hobgoblin Bbn2/Ftr4; CR 6; Medium Casting, Natural Spell, Track.
humanoid (goblinoid); HD 2d12+4d10+18+6; hp 67, Light sensitivity (Ex): Orcs are dazzled in bright
Init +2; Spd 40 ft; AC 18, touch 12, flat-footed 18; sunlight or within the radius of a daylight spell.
BAB/Grp +6/+9; Atk +11 melee (2d6+8/19-20,
greatsword) or +8 ranged (1d8/19-20, light crossbow); Possessions: Hide armor, scimitar, heavy wood
Full Att +11/+6 melee (2d6+8/19-20, greatsword) or shield, wand of magic fang, ring of feather falling.
+8/+3 ranged (1d8/19-20, light crossbow); SQ Spells Prepared (6/5/4/4/2; base DC = 13 + spell level):
Darkvision 60ft, fast movement, illiteracy, rage 1/day, 0—[create water, cure minor wounds (2), guidance (2),
uncanny dodge; AL NE; SV Fort +10, Ref +3, Will +1; flare]; 1st—[entangle, faerie fire, longstrider, produce
Str 18, Dex 14, Con 16, Int 8, Wis 10, Cha 12. flame (2)]; 2nd—[barkskin, flame blade, flaming
Skills and Feats: Intimidate +8, Jump +5, Listen +5, sphere (2)]; 3rd—[call lightning (2), greater magic
Sense Motive +3; Endurance, Diehard, Improved fang, poison]; 4th—[air walk, ice storm].
Toughness, Power Attack, Weapon Focus (greatsword), Bor (animal companion): CR -; Large animal (ape);
Weapon Specialization (greatsword). HD 6d8+12+3; hp 43; Init +3; Spd 30 ft., climb 30ft.; AC
Possessions: Chain shirt +2, greatsword, light 17, touch 12, flat-footed 14; BAB/Grp: +4/+14; Atk: +9
crossbow, 20 bolts. melee (1d6+5, claw); Full Atk: +9/+9 melee (1d6+6,
claw) and +3 melee (1d6+3 bite); Space/Reach
Soldiers: Male hobgoblin Ftr2; CR 2; Medium 10ft./10ft.; SQ low light vision, scent, link, share spells,
humanoid (goblinoid); HD 2d10+6; hp 22, Init +2; Spd evasion; AL N; SV Fort +7, Ref +8, Will +3; Str 22, Dex
20 ft; AC 19, touch 12, flat-footed 15; BAB/Grp +2/+5; 16, Con 14, Int 2, Wis 12, Cha 7.
Atk +5 melee (1d8+3/19-20, longsword) or +4 ranged
(1d8/19-20, light crossbow); Full Att +5 melee Skills and Feats: Climb +15, Listen +7, Spot +7;
(1d8+3/19-20, longsword) or +4 ranged (1d8/19-20, Alertness, Combat Reflexes, Toughness.
light crossbow); SQ Darkvision 60ft; AL NE; SV Fort Skills (Ex): Apes have a +8 racial bonus on Climb
+6, Ref +1, Will +0; Str 16, Dex 14, Con 16, Int 8, Wis checks and can always chose to take 10 on Climb
10, Cha 12. checks, even if rushed or threatened.
Skills and Feats: Intimidate +7, Jump +3, Move Orc Warriors: Male orc Bbn3; CR 3; Medium
Silently +6; Combat Reflexes, Point Blank Shot, Power humanoid (orc); HD 3d12+9; hp 35, Init +6; Spd 40 ft;
Attack. AC 16, touch 12, flat-footed 14; BAB/Grp +3/+8; Atk +8
Possessions: Chainmail, longsword, light melee (2d4+7/18-20, falchion) or +5 ranged (1d8/19-20,
crossbow, 20 bolts, heavy wood shield. light crossbow); Full Att +8 melee (2d4+7/18-20,
falchion) or +5 ranged (1d8/19-20, light crossbow); SQ
Darkvision 60ft, light sensitivity, fast movement,
Encounter Seven illiteracy, rage 1/day, uncanny dodge, trap sense +1; AL
Gonk: Male orc Drd8; CR 8; Medium humanoid (orc); CE; SV Fort +6, Ref +3, Will +0; Str 20, Dex 14, Con 16,
HD 8d8+16; hp 59, Init +2; Spd 30 ft; AC 20, touch 12, Int 6, Wis 8, Cha 8.
flat-footed 16; BAB/Grp +6/+8; Atk +8 melee Skills and Feats: Intimidate +9, Move Silently +6;
(1d6+2/18-20, scimitar); Full Att +8/+3 melee Improved Initiative, Power Attack.
(1d6+2/18-20, scimitar); SA Spells; SQ Darkvision 60ft,
light sensitivity, animal companion (ape), nature sense, Light sensitivity (Ex): Orcs are dazzled in bright
wild empathy, woodland stride, trackless step, resist sunlight or within the radius of a daylight spell.
natures lure, wild shape (3/day, large); AL NE; SV Fort Possessions: Chain shirt, falchion, light crossbow,
+8, Ref +4, Will +9; Str 14, Dex 14, Con 14, Int 8, Wis 20 bolts.
16, Cha 14.

Herb Hunting Page 17


Appendix Four – APL 8
Skills and Feats: Concentration +18, Diplomacy
Encounter Two +11, Knowledge – Nature +5, Survival +14; Combat
Kreng: Male hobgoblin Bbn4/Ftr4; CR 8; Medium Casting, Natural Spell, Still Spell, Track.
humanoid (goblinoid); HD 4d12+4d10+22+8; hp 87, Light sensitivity (Ex): Orcs are dazzled in bright
Init +2; Spd 40 ft; AC 18, touch 12, flat-footed 18; sunlight or within the radius of a daylight spell.
BAB/Grp +8/+12; Atk +14 melee (2d6+8/19-20,
greatsword) or +10 ranged (1d8/19-20, light Possessions: Hide armor, scimitar, heavy wood
crossbow); Full Att +14/+9 melee (2d6+8/19-20, shield, wand of magic fang, ring of feather falling,
greatsword) or +10/+5 ranged (1d8/19-20, light goggles of day.
crossbow); SQ Darkvision 60ft, fast movement, Spells Prepared (6/5/5/4/3/2; base DC = 13 + spell
illiteracy, rage 2/day, uncanny dodge, trap sense +1; AL level): 0—[create water, cure minor wounds (2),
NE; SV Fort +11, Ref +4, Will +2; Str 18, Dex 14, Con guidance (2), flare]; 1st—[entangle, faerie fire,
17, Int 8, Wis 10, Cha 12. longstrider, produce flame (2)]; 2nd—[barkskin,
Skills and Feats: Intimidate +10, Jump +5, Listen creeping cold, flame blade, flaming sphere (2)]; 3rd—
+7, Sense Motive +4; Endurance, Diehard, Improved [call lightning (2), greater magic fang, poison]; 4th—
Toughness, Power Attack, Weapon Focus (greatsword), [air walk, cure serious wounds, ice storm]; 5th—[call
Weapon Specialization (greatsword). lightning storm, control winds].

Possessions: Chain shirt +2, masterwork Bor (animal companion): CR -; Large animal (ape);
greatsword, light crossbow, 20 bolts. HD 8d8+16+3; hp 57; Init +3; Spd 30 ft., climb 30ft.; AC
19, touch 12, flat-footed 16; BAB/Grp: +6/+17; Atk: +12
Soldiers: Male hobgoblin Ftr3; CR 3; Medium melee (1d6+7, claw); Full Atk: +12/+12 melee (1d6+7,
humanoid (goblinoid); HD 3d10+9; hp 31, Init +2; Spd claw) and +5 melee (1d6+4 bite); Space/Reach
20 ft; AC 19, touch 12, flat-footed 15; BAB/Grp +3/+6; 10ft./10ft.; SQ low light vision, scent, link, share spells,
Atk +6 melee (1d8+2/19-20, longsword) or +5 ranged evasion, devotion; AL N; SV Fort +8, Ref +9, Will +3;
(1d8/19-20, light crossbow); Full Att +6 melee Str 24, Dex 17, Con 14, Int 2, Wis 12, Cha 7.
(1d8+2/19-20, longsword) or +5 ranged (1d8/19-20,
light crossbow); SQ Darkvision 60ft; AL NE; SV Fort Skills and Feats: Climb +15, Listen +8, Spot +8;
+6, Ref +2, Will +1; Str 16, Dex 14, Con 16, Int 8, Wis Alertness, Combat Reflexes, Toughness.
10, Cha 12. Skills (Ex): Apes have a +8 racial bonus on Climb
Skills and Feats: Intimidate +8, Jump +3, Move checks and can always chose to take 10 on Climb
Silently +6; Blind Fight, Combat Reflexes, Point Blank checks, even if rushed or threatened.
Shot, Power Attack, Rapid Shot. Orc Warriors: Male orc Bbn4; CR 4; Medium
Possessions: Chainmail, longsword, light humanoid (orc); HD 4d12+12; hp 45, Init +6; Spd 40 ft;
crossbow, 20 bolts, heavy wood shield. AC 16, touch 12, flat-footed 14; BAB/Grp +4/+9; Atk +9
melee (2d4+7/18-20, falchion) or +6 ranged (1d8/19-20,
light crossbow); Full Att +9 melee (2d4+7/18-20,
Encounter Seven falchion) or +6 ranged (1d8/19-20, light crossbow); SQ
Gonk: Male orc Drd10; CR 10; Medium humanoid Darkvision 60ft, light sensitivity, fast movement,
(orc); HD 10d8+20; hp 73, Init +2; Spd 30 ft; AC 21, illiteracy, rage 2/day, uncanny dodge, trap sense +1; AL
touch 12, flat-footed 17; BAB/Grp +7/+9; Atk +9 melee CE; SV Fort +7, Ref +3, Will +0; Str 20, Dex 14, Con 17,
(1d6+2/18-20, scimitar); Full Att +9/+4 melee Int 6, Wis 8, Cha 8.
(1d6+2/18-20, scimitar); SA Spells; SQ Darkvision 60ft, Skills and Feats: Intimidate +9, Move Silently +7;
light sensitivity, animal companion (ape), nature sense, Improved Initiative, Power Attack.
wild empathy, woodland stride, trackless step, resist
natures lure, wild shape (4/day, large), venom Light sensitivity (Ex): Orcs are dazzled in bright
immunity; AL NE; SV Fort +9, Ref +5, Will +10; Str 14, sunlight or within the radius of a daylight spell.
Dex 14, Con 14, Int 8, Wis 16, Cha 14.

Herb Hunting Page 18


Possessions: Chain shirt, falchion, light crossbow,
20 bolts.

Herb Hunting Page 19


Appendix Five – APL 10
Skills and Feats: Concentration +20, Diplomacy
Encounter Two +13, Knowledge – Nature +6, Survival +15; Combat
Kreng: Male hobgoblin Bbn5/Ftr5; CR 10; Medium Casting, Natural Spell, Oaken Resilience, Still Spell,
humanoid (goblinoid); HD 5d12+5d10+30+10; hp 110, Track.
Init +2; Spd 40 ft; AC 18, touch 12, flat-footed 18; Light sensitivity (Ex): Orcs are dazzled in bright
BAB/Grp +10/+14; Atk +16 melee (2d6+8/19-20, sunlight or within the radius of a daylight spell.
greatsword) or +12 ranged (1d8/19-20, light
crossbow); Full Att +16/+11 melee (2d6+8/19-20, Possessions: Hide armor, scimitar, heavy wood
greatsword) or +12/+7 ranged (1d8/19-20, light shield, wand of magic fang, ring of feather falling,
crossbow); SQ Darkvision 60ft, fast movement, goggles of day.
illiteracy, rage 2/day, uncanny dodge, trap sense +1, Spells Prepared (6/6/5/5/3/3/2; base DC = 13 + spell
improved uncanny dodge; AL NE; SV Fort +11, Ref +4, level): 0—[create water, cure minor wounds (2),
Will +2; Str 18, Dex 14, Con 17, Int 8, Wis 10, Cha 12. guidance (2), flare]; 1st—[cure light wounds, entangle,
Skills and Feats: Intimidate +12, Jump +6, Listen faerie fire, longstrider, produce flame (2)]; 2nd—
+8, Sense Motive +4; Endurance, Diehard, Distracting [barkskin, creeping cold, flame blade, flaming sphere
Attack, Improved Toughness, Power Attack, Weapon (2)]; 3rd—[call lightning (2), greater magic fang,
Focus (greatsword), Weapon Specialization poison (2)]; 4th—[air walk, cure serious wounds, ice
(greatsword). storm]; 5th—[call lightning storm (2), control winds];
6th—[fire seeds, tidal surge].
Possessions: Chain shirt +2, boots of speed,
masterwork greatsword, light crossbow, 20 bolts. Bor (animal companion): CR -; Large animal (ape);
HD 10d8+20+3; hp 71; Init +4; Spd 30 ft., climb 30ft.;
Soldiers: Male hobgoblin Ftr5; CR 5; Medium AC 22, touch 13, flat-footed 18; BAB/Grp: +7/+18; Atk:
humanoid (goblinoid); HD 5d10+15; hp 49, Init +2; +13 melee (1d6+7, claw); Full Atk: +13/+13 melee
Spd 20 ft; AC 19, touch 13, flat-footed 16; BAB/Grp (1d6+7, claw) and +6 melee (1d6+4 bite); Space/Reach
+5/+8; Atk +8 melee (1d8+3/19-20, longsword) or +7 10ft./10ft.; SQ low light vision, scent, link, share spells,
ranged (1d8/19-20, light crossbow); Full Att +8 melee evasion, devotion, multiattack; AL N; SV Fort +9, Ref
(1d8+3/19-20, longsword) or +7 ranged (1d8/19-20, +11, Will +4; Str 25, Dex 18, Con 14, Int 2, Wis 12, Cha
light crossbow); SQ Darkvision 60ft; AL NE; SV Fort 7.
+7, Ref +2, Will +1; Str 17, Dex 14, Con 16, Int 8, Wis
10, Cha 12. Skills and Feats: Climb +15, Listen +9, Spot +9;
Alertness, Combat Reflexes, Power Attack, Toughness.
Skills and Feats: Intimidate +8, Jump +5, Move
Silently +6; Blind Fight, Combat Reflexes, Hold the Skills (Ex): Apes have a +8 racial bonus on Climb
Line, Point Blank Shot, Power Attack, Rapid Shot. checks and can always chose to take 10 on Climb
checks, even if rushed or threatened.
Possessions: Chainmail, longsword, light
crossbow, 20 bolts, heavy wood shield. Orc Warriors: Male orc Bbn5/Ftr1; CR 6; Medium
humanoid (orc); HD 5d12+1d10+18; hp 64, Init +6; Spd
40 ft; AC 16, touch 12, flat-footed 14; BAB/Grp +6/+11;
Encounter Seven Atk +11 melee (1d8+7/18-20, falchion) or +8 ranged
Gonk: Male orc Drd12; CR 12; Medium humanoid (1d8/19-20, light crossbow); Full Att +11/+6 melee
(orc); HD 12d8+24; hp 87, Init +2; Spd 30 ft; AC 22, (1d8+7/18-20, falchion) or +8/+3 ranged (1d8/19-20,
touch 12, flat-footed 18; BAB/Grp +9/+11; Atk +11 light crossbow); SQ Darkvision 60ft, light sensitivity,
melee (1d6+2/18-20, scimitar); Full Att +11/+6 melee fast movement, illiteracy, rage 2/day, uncanny dodge,
(1d6+2/18-20, scimitar); SA Spells; SQ Darkvision 60ft, trap sense +1, improved uncanny dodge; AL CE; SV
light sensitivity, animal companion (ape), nature sense, Fort +9, Ref +3, Will +0; Str 20, Dex 14, Con 17, Int 6,
wild empathy, woodland stride, trackless step, resist Wis 8, Cha 8.
natures lure, wild shape (4/day, large, tiny, plant), Skills and Feats: Intimidate +10, Move Silently +9;
venom immunity; AL NE; SV Fort +10, Ref +6, Will Blind Fight, Distracting Attack, Improved Initiative,
+11; Str 14, Dex 14, Con 14, Int 8, Wis 17, Cha 14. Power Attack.

Herb Hunting Page 20


Light sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Possessions: Chain shirt, falchion, light crossbow,
20 bolts.

Herb Hunting Page 21


Appendix Six – APL 12
vision, scent; AL N; SV Fort +14, Ref +13, Will +12; Str
Encounter Two 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10.
Kreng: Male hobgoblin Bbn5/Ftr6/Rgr1; CR 12; Skills and Feats: Hide +7, Jump +14, Listen +6, Move
Medium humanoid (goblinoid); HD Silently +11, Spot +9, Swim +10; Alertness, Improved
5d12+6d10+1d8+48+12; hp 141, Init +2; Spd 40 ft; AC Natural Attack (claw), Improved Natural Attack (bite),
19, touch 12, flat-footed 19; BAB/Grp +10/+14; Atk +18 Run, Power Attack, Stealthy, Weapon Focus (claw).
melee (2d6+8/19-20, greatsword) or +14 ranged
(1d8/19-20, light crossbow); Full Att +18/+13/+8 melee Improved grab (Ex): To use this ability, a dire tiger
(2d6+8/19-20, greatsword) or +14/+9/+4 ranged must hit with its bite attack. It can then attempt a
(1d8/19-20, light crossbow); SQ Darkvision 60ft, fast grapple as a free action without provoking an attack of
movement, illiteracy, rage 2/day, uncanny dodge, trap opportunity. If it wins the grapple check, it establishes
sense +1, improved uncanny dodge, wild empathy, a hold and can rake.
favored enemy (human); AL NE; SV Fort +15, Ref +7, Pounce (Ex): If a dire tiger charges, it can make a full
Will +3; Str 18, Dex 14, Con 18, Int 8, Wis 10, Cha 12. attack, including two rake attacks.
Skills and Feats: Intimidate +13, Jump +6, Listen Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
+8, Sense Motive +4, Survival +5; Blind Fight, Combat
Reflexes, Endurance, Diehard, Distracting Attack, Skills (Ex): Dire tigers have a +4 racial bonus on Hide
Improved Toughness, Power Attack, Track, Weapon and Move Silently checks. In areas of tall grass or
Focus (greatsword), Weapon Specialization heavy undergrowth, the Hide bonus improves to +8.
(greatsword).
Encounter Seven
Possessions: Chain shirt +3, boots of speed,
masterwork greatsword, light crossbow, 20 bolts. Gonk: Male orc Drd14; CR 14; Medium humanoid
(orc); HD 14d8+28; hp 101, Init +2; Spd 30 ft; AC 27,
Soldiers: Male hobgoblin Ftr5/Rog2; CR 7; Medium
touch 11, flat-footed 26; BAB/Grp +10/+12; Atk +13
humanoid (goblinoid); HD 5d10+2d6+21; hp 63, Init
melee (1d6+2/18-20, scimitar); Full Att +13/+8 melee
+6; Spd 20 ft; AC 19, touch 13, flat-footed 16; BAB/Grp
(1d6+2/18-20, scimitar); SA Spells; SQ Darkvision 60ft,
+6/+9; Atk +10 melee (1d8+3/19-20, longsword) or +8
light sensitivity, animal companion (ape), nature sense,
ranged (1d8/19-20, light crossbow); Full Att +10/+5
wild empathy, woodland stride, trackless step, resist
melee (1d8+3/19-20, longsword) or +8/+3 ranged
natures lure, wild shape (5/day, large, tiny, plant),
(1d8/19-20, light crossbow); SQ Darkvision 60ft, Sneak
venom immunity, thousand faces; AL NE; SV Fort +11,
attack +1d6, trapfinding, evasion; AL NE; SV Fort +7,
Ref +6, Will +13; Str 14, Dex 14, Con 14, Int 8, Wis 18,
Ref +5, Will +1; Str 17, Dex 14, Con 16, Int 8, Wis 10,
Cha 14.
Cha 12.
Skills and Feats: Concentration +22, Diplomacy
Skills and Feats: Hide +11, Intimidate +11, Jump
+13, Knowledge – Nature +8, Survival +18; Combat
+5, Move Silently +10; Blind Fight, Combat Reflexes,
Casting, Combat Reflexes, Natural Spell, Oaken
Hold the Line, Improved Initiative, Point Blank Shot,
Resilience, Still Spell, Track.
Power Attack, Rapid Shot.
Light sensitivity (Ex): Orcs are dazzled in bright
Possessions: Chainmail, masterwork longsword,
sunlight or within the radius of a daylight spell.
light crossbow, 20 bolts, heavy wood shield.
Possessions: Dragonhide plate armor +1,
Encounter Seven masterwork scimitar, heavy wood shield, wand of
magic fang, ring of feather falling, goggles of day.
Advanced Dire Tigers: CR 9; Large animal; HD
19d8+57; hp 144; Init +2; Spd 40 ft.; AC 17, touch 11, Spells Prepared (6/6/6/5/5/3/3/2; base DC = 14 + spell
flat-footed 15; BAB/Grp: +14/+26; Atk: +22 melee level): 0—[create water, cure minor wounds (2),
(2d4+8, claw); Full Atk: +22/+22 melee (2d4+8, claw) guidance (2), flare]; 1st—[cure light wounds, entangle,
and +16 melee (2d6+4 bite); Space/Reach 10ft./5ft.; SA faerie fire, longstrider, produce flame (2)]; 2nd—
improved grab, pounce, rake 2d4+4; SQ low light [barkskin, creeping cold (2), flame blade, flaming
sphere (2)]; 3rd—[call lightning (2), greater magic

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fang, poison (2)]; 4th—[air walk, cure serious wounds,
flame strike, dispel magic, ice storm]; 5th—[call
lightning storm (2), control winds]; 6th—[dispel
magic-greater, fire seeds, tidal surge]; 7th—[fire storm,
changestaff].
Bor (animal companion): CR -; Large animal (ape);
HD 10d8+20+3; hp 71; Init +4; Spd 30 ft., climb 30ft.;
AC 22, touch 13, flat-footed 18; BAB/Grp: +7/+18; Atk:
+13 melee (1d6+7, claw); Full Atk: +13/+13 melee
(1d6+7, claw) and +6 melee (1d6+4 bite); Space/Reach
10ft./10ft.; SQ low light vision, scent, link, share spells,
evasion, devotion, multiattack; AL N; SV Fort +9, Ref
+11, Will +4; Str 25, Dex 18, Con 14, Int 2, Wis 12, Cha
7.
Skills and Feats: Climb +15, Listen +9, Spot +9;
Alertness, Combat Reflexes, Power Attack, Toughness.
Skills (Ex): Apes have a +8 racial bonus on Climb
checks and can always chose to take 10 on Climb
checks, even if rushed or threatened.
Orc Warriors: Male orc Bbn6/Ftr2; CR 8; Medium
humanoid (orc); HD 6d12+2d10+32+8; hp 99, Init +6;
Spd 40 ft; AC 16, touch 12, flat-footed 14; BAB/Grp
+8/+13; Atk +13 melee (1d8+7/15-20, falchion) or +10
ranged (1d8/19-20, light crossbow); Full Att +13/+8
melee (1d8+7/15-20, falchion) or +10/+7 ranged
(1d8/19-20, light crossbow); SQ Darkvision 60ft, light
sensitivity, fast movement, illiteracy, rage 2/day,
uncanny dodge, trap sense +2, improved uncanny
dodge; AL CE; SV Fort +12, Ref +4, Will +1; Str 20, Dex
14, Con 18, Int 6, Wis 8, Cha 8.
Skills and Feats: Intimidate +11, Move Silently
+11; Blind Fight, Distracting Attack, Improved Critical
(falchion), Improved Initiative, Improved Toughness,
Power Attack.
Light sensitivity (Ex): Orcs are dazzled in bright
sunlight or within the radius of a daylight spell.
Possessions: Chain shirt, falchion, light crossbow,
20 bolts.

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Appendix Seven – All APLs
Skills and Feats: Intimidate +4, Knowledge –
Encounter Six Nature +6, Listen +17, Move Silently +10, Spot +12;
Krishena of Dapple: Female human Drd12; CR 12, Alertness, Combat Reflexes, Multiattack, Power Attack,
Medium humanoid (human); HD 12d8+12; hp 65, Init Wingover.
+2; Spd 30 ft.; AC 15, touch 12, flat-footed 13; BAB/Grp Superior Low Light Vision (Ex): A giant owl can
+9/+8; Atk +9 melee (1d8-1/X3 masterwork longspear) see five times as far as a human can in dim light.
or by animal type; Full Atk +9/+4 melee (1d8-1/X3
masterwork longspear) or by animal type; SA Spells; Skills (Ex): Giant owls have a +8 racial bonus on
SQ animal companion, nature sense, wild empathy, Listen checks and a +4 racial bonus on Spot checks.
woodland stride, resist nature’s lure, wild shape (6/day; When in flight, giant owls gain a +8 bonus on Move
large, tiny, plant), venom immunity; AL NG; SV Fort Silently checks.
+9, Ref +6, Will +13; Str 8, Dex 14, Con 12, Int 12, Wis Possessions: None.
20, Cha 13. 5 ft. 9 in.
Skills and Feats: Concentration +12, Craft
[Pottery] +6, Handle Animal +6, Heal +14, Hide +4,
Knowledge – Nature +6, Listen +7, Profession –
Herbalist +20, Sense Motive +8, Speak Language
[Common, Elven, Goblin, Sylvan], Spellcraft +6, Spot
+8, Survival +20; Combat Casting, Combat Reflexes,
Fast Wild Shape, Extra Wild Shape, Natural Spell,
Track.
Possessions: leather armor +1, masterwork
longspear, scimitar, traveler’s outfit, healer’s kit.
Spells Prepared (6/7/5/5/4/4/2; base DC = 15 +
spell level): 0—create water (2), detect poison,
guidance, light, mending; 1st—calm animals, entangle,
faerie fire, goodberry, produce flame (2), speak with
animals; 2nd—barkskin, cats grace, chill metal, lesser
restoration, wood shape; 3rd—greater magic fang,
plant growth, poison, protection from energy, quench;
4th—dispel magic, flame strike, freedom of
movement, ice storm; 5th—animal growth, death
ward, stoneskin, tree stride; 6th—dispel magic
(greater), fire seeds.

Encounter Seven
Lightningswift: Male giant owl Ftr2/Bbn2; CR 6,
Large magical beast; HD 4d10+2d10+2d12 +8; hp 54
(currently –3), Init +3; Spd 20 ft., fly 80 ft. (average); AC
16, touch 13, flat-footed 16; BAB/Grp +8/+16; Atk +11
melee (1d6+4 claw); Full Atk +11/+11 melee (1d6+4
claws) and +6 melee (1d8+2 bite); SQ superior low light
vision, fast movement, rage 1/day, uncanny dodge; AL
NG; SV Fort +11, Ref +8, Will +3; Str 18, Dex 18, Con
12, Int 10, Wis 14, Cha 10.

Herb Hunting Page 24


GM Aid 1: New Rules Items
threaten. Your attack of opportunity happens
Feats: immediately before the charge attack is resolved.
Distracting Attack [General] Reference: Complete Warrior, page 100.
You are skilled at interfering with opponents in melee.

Improved Toughness [General]


Prerequisites: BAB +1.
You are significantly tougher than normal.
Benefit: When you make a melee attack against a
creature, whether you are successful or not, all other Prerequisites: Base Fort save bonus +2.
creatures get a +1 circumstance bonus on attack rolls Benefit: You gain a number of hit points equal to
against that creature until the start of your next turn. your current hit dice. Each time you gain a HD (such
Special: A fighter may select Distracting Attack as as by gaining a level), you gain one additional hit point.
one of his fighter bonus feats. If you lose a HD (such as by losing a level), you lose
one hit point permanently.
Reference: Miniatures Handbook, page 25.
Reference: Complete Warrior, page 101.

Extra Wild Shape [Wild]


Oaken Resilience [Wild]
You can use wild shape more frequently than you
normally could. You can take on the sturdiness of the mighty oak.

Prerequisites: Ability to use wild shape. Prerequisites: Ability to wild shape into a plant.

Benefit: You use your wild shape ability two more Benefit: You can spend a wild shape to gain
times per day than you otherwise could. If you are able immunity to critical hits, poison, sleep, paralysis,
to use wild shape to become an elemental, you also polymorph and stunning. You also gain great stability,
gain one additional elemental wild shape use per day. which gives you a +8 bonus on checks to avoid being
bull rushed or tripped. The effect remains for ten
Reference: Complete Divine, page 81. minutes.
Reference: Complete Divine, page 82.
Fast Wild Shape [Wild]
You assume your wild shape faster and more easily
than you otherwise could. Spells:
Prerequisites: Ability to use wild shape, Dex 13.
Creeping Cold (Transmutation [cold])
Benefit: You gain the ability to use wild shape as a
move equivalent action. Level: Druid 2

Reference: Complete Divine, page 82. Components: V, S, F


Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Hold the Line [General]
Target: One creature
You are trained in defensive techniques against
charging opponents. Duration: 3 rounds
Prerequisites: Base attack bonus +2, Combat Saving Throw: Fortitude half
Reflexes.
Spell Resistance: Yes
Benefit: You may make an attack of opportunity
You turn the subject’s sweat to ice, creating blisters as
against a charging opponent who enters an area you
the ice forms on and inside the skin. The spell deals

Herb Hunting Page 25


1d6 cumulative points of cold damage per round it is in
effect (that is, 1d6 on the first round, 2d6 on the second
round and 3d6 on the third). Only one save is allowed
against the spell; if successful, it halves the damage
each round.
Focus: A small glass or pottery vessel worth at least 25
gp filled with ice, snow or water.
Reference: Complete Divine, p. 160.

Tidal surge (Evocation [water])


Level: Druid 6, Ocean 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One or more creatures in a 20-ft. radius burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When you cast this spell, you create a huge wave of
water that slams into one or more targets within range.
If there is no large, natural source of water (a river,
lake, or ocean) within the spell range, you affect only
one target. If such a source exists within the range of
the spell, the spell creates a burst centered on a
location you designate. In either case, the water deals
1d8 points of damage per two caster levels (maximum
7d8) to the target or to creatures within the area.
In addition, all affected creatures suffer a bull rush
attack, forcing them to make opposed Strength checks
against the wave of water. The water has an effective
Strength of 16 and is considered Medium sized (or
Strength 20 and Large if cast near a source of water).
You designate the direction the wave pushes when you
cast the spell; creatures who lose the opposed Strength
check are pushed back 5 feet, plus an additional 5 feet
for every 5 points by which the wave beats their
Strength check, in that direction. It is possible for a
wave arising from a body of water to push characters
into the water.
The wave puts out torches, campfires, exposed
lanterns, and other open flames if they are carried by
the target or located within the area and they are Large
size or smaller. If the wave hits a magical fire, those
flames are targeted by a dispel magic effect as if you
had cast the spell.
Reference: Complete Divine, p. 184.

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GM Aid 2: Maps

Encounter Two Map Key:


The Rectangles in the center represent the wagons PCs are escorting, heading in the direction of the arrow. PCs should
be allowed to place themselves as desired for guard duty. The “X” represent soldiers under Kreng, whose location is
indicated by his name. Solid circles/ovals are rock outcroppings while circles with white centers represent trees. The X
inside the circle indicates a soldier currently shooting from in the tree’s branches. The road is narrow here, only about
fifteen feet wide.

Herb Hunting Page 27


Encounter Seven Map Key:
The letters represent the approximate location of the various individuals, using the first letter of their name. The orcs
are numbered 1 to 4. Remember that at some APLs there are only three orcs; in that case delete O4 from the above
sketch. Circles represent trees.

Herb Hunting Page 28


Critical Event Summary

LG FUR5−02 – Herb Hunting


(Return to HQ or to Michelle Sharp)
Please be sure to answer all questions. Thanks.

1. What is Lystrilla’s final status? Alive Dead

2. Did the PCs save at least one of the two owls? Yes No

3. Did the PCs defeat the druid and his minions? Yes No

4. Complete the following for any PCs who are beau’s of Lystrilla:
Player Name Email PC Name Class & Level Race Charisma

5. Comments (Optional). Please explain any unusual circumstances

Herb Hunting Page 29

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