episode three: redwood distractions - blackmoorblackmoor.mystara.net/mmrpg/s01/episode3.pdftraveled...

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Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode Three: Redwood Distractions is ©2005 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content. EPISODE THREE: Redwood Distractions By: Dawn M. Coakley The southern border of the Redwood has again become infested with orcs. The elves have dispatched hunting parties to drive them off, but with no success. A dark shadow is falling over the woods. A Dave Arneson's Blackmoor adventure for levels 1-4.

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Page 1: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

Based on the original Blackmoor Setting, associated characters and places owned by Wizards of the Coast, Inc. Used with permission, all rights reserved© 1975 Wizards. Dave Arneson’s Blackmoor: Episode Three: Redwood Distractions is ©2005 Zeitgeist Games, Inc. Zeitgeist Games is a trademark of Zeitgeist Games, Inc. All Rights Reserved. This product contains no Open Gaming Content.

EPISODE THREE:

Redwood

Distractions

By: Dawn M. Coakley

The southern border of the Redwood has again become infested with orcs. The elves have dispatched hunting parties to drive them off, but with no success. A dark shadow is falling over the woods. A Dave Arneson's Blackmoor adventure for levels 1-4.

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Preface by Dave Arneson: One day, a little over thirty years ago, I discovered that I was bored. The campaign that I was running had become a drag. It was consumed with these long tedious battles and constant bickering over historical details. These most recently uncovered details would mess up next week’s battle. Curses on all such books! Why not just use one source and be done with it? CLICK! Graph paper, pencil, the old 20-sided dice we never used, some really poorly sculpted plastic monsters…I began to imagine a dungeon. My mind raced…I began to draw. Maybe I can fill it with critters and gold! This dungeon needs a name? Hmm, it’s a dark place in the wilds of wherever. Ahh! Blackmoor! By Sunday night the first six levels of the dungeon were done and the gaming table in the basement had been transformed into a small medieval town with a castle. A dungeon seemed like a good idea since it would keep the players from running all over the place. We still needed some more details… Ah! I drew a map of the town and the country around it. These last details took me most of the rest of the week to complete. I was really excited about this idea. Now everyone could be a hero like in a book but without a tight (and often dumb!) plot. They could do just about anything that they wanted to do, for better or for worse. In that short time, Blackmoor was born. The campaign setting now known as Blackmoor was done within the month with additional details added as needed. Both the setting and the rules continued to grow over the weeks. Most, but alas not all, the guys liked the game and wanted to keep playing. So the next few weeks were spent fleshing things out and trying to maintain the structure. In a very real way I have continued to “flesh things out” over the last thirty years. I continue to run the Blackmoor campaign in the games I judge at conventions and in my classroom. Over the years some 5,000+ people have adventured in Blackmoor in excess of 1,500 game sessions. The roads are well traveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin Clingman: Welcome to the magical world of Dave Arneson’s Blackmoor! The original Blackmoor campaign began over thirty years ago and served as the impetus for an entirely new

gaming experience where every player could be both a fantastic hero and a winner. The game that would become Dungeons & Dragons relied heavily on the core discoveries made while Dave Arneson created a new gaming genre through his exploration of Blackmoor with his core group of players. So what’s the big deal with Blackmoor? It’s a distinct and compelling world to adventure in. Blackmoor provides a solid, almost classical launching point for players of all gaming backgrounds. Before there were adventure or role-playing games, there was Blackmoor. Blackmoor can be defined by its key precept: High Fantasy. Powerful heroes defend the land against impossible odds. What could be more fun that that? The frontier kingdom of Blackmoor sits in quite a precarious position. Ruled by the young King Uther Andahar, Blackmoor is beset on all sides by enemies and would be conquerors. Blackmoor’s enemies range from the savage Afridhi to the amorphous superbeing, The Egg of Coot. On a moment’s notice, the people of Blackmoor must be prepared to take up arms to defend themselves from invasion or even worse horrors. Compound this political turmoil with the constant discovery of new power and horrible monstrosities to find a populace quite uneasy with their lot in life. Some of them take up arms to define their destinies rather than waiting to become victims of fate. These brave adventurers serve a heroic purpose for both people and country. What is Dave Arneson’s Blackmoor: The MMRPG (Massively Multiplayer Role Playing Game)? Dave Arneson’s Blackmoor: The MMRPG is designed to allow players to participate alongside each other in groups of 4 to 6 players in the rich fantasy world of Blackmoor that Dave Arneson created over 30 years ago. The campaign allows players to travel all over the world attending conventions and game days that are running Dave Arneson’s Blackmoor events. Since the rules for the campaign are the same everywhere in the world, players can quickly jump right into the action just about anywhere people are playing without having to worry about house rules. These complete rules can be found in Dave Arneson's Blackmoor: The MMRPG Campaign Sourcebook or by visiting www.dablackmoor.com.

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Notes to the Judge: The most important part of Dave Arneson’s Blackmoor: The MMRPG is to have fun. Both your enjoyment and that of the players is paramount to the game. With this in mind, you may alter the episode as necessary to ensure the enjoyment of the group and accommodate any unforeseen actions of the players. However, this ability should not be construed to reward foolish actions by players. In those situations, players should earn what they deserve. We ask that you as the judge use common sense in these situations. The complete episode should be read by the judge prior to play. The duration of the event should be approximately three and a half (3.5) hours of game play with time before and after the event for brief record keeping and preparation. When you run a Dave Arneson’s Blackmoor: The MMRPG episode we assume that you have access to the following books: Dave Arneson’s Blackmoor, the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. You should also have a set of dice (at least one d4, d6, d8, d10, d12, and d20), a way to track combats (such as graph paper or battle mat), some scrap paper, and a writing implement. In addition, you should be familiar with Dave Arneson’s Blackmoor: The MMRPG Campaign Sourcebook. The players should have fully completed Blackmoor character sheet, a character log sheet, a set of dice, a writing implement, and any other useful tools for play such as scrap paper or a miniature to represent their player character. You should have at least four players to have a sanctioned event. Prior to beginning play, the ATL (average table level) should be determined to select the appropriate level of play. To do this, the total level of all players, followers, and animals that are not “class features” are added together (“Class feature” animals are animal companions, familiars, and paladin mounts and do not affect ATL.) The total levels are than divided by six players regardless of the number of players at the table. This number constitutes the party’s ATL. The party may choose to round up or down if the particular number is not an offered ATL.

Time Units: The Blackmoor calendar has thirty-seven (37) weeks, with each week lasting a ten-day (10). Every character is allowed thirty seven (37) time units (each unit being a week) for the Dave Arneson’s Blackmoor: The MMRPG campaign year (January 1 to December 31). Playing this event is a cost of one (1) time unit.

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Episode Background A malevolent presence has placed its attention upon the Redwood, home of the elves. It has sent scarborn orcs to create a distraction for a more sinister plot. These orcs have been scarred by unlife. The scarborn orcs have begun reeking havoc upon the forest to allow servants of the malevolent presence to place an even greater threat to the elves within the Redwood. The scarborn orcs have created several fires along the southern edge of Cicatri Vale. The elves of Cicatri Down organized a small hunting party to track down the perpetrators of the fires. Believing the perpetrators to be mere orcs, the elven hunting party lead by the druid Elrannel M’ Lachel were not prepared when they encountered the scarborn orcs. The elven hunting party was overcome by the orcs. All the elves but Elrannel were slain or injured. Elrannel, barely conscious, has sent his dire wolf animal companion to fetch aid, which comes in the form of adventurers. Episode Hook You heard from a good source that a fair bit of coin was to be had for an adventurer in the rogue town of Jackport. So you set out on the Elf Road from the city of Blackmoor to see what adventure you might discover in Jackport. You find yourself in the company of several traveling companions that journey down the road with you. You seem to have banded together as there is strength in numbers out on the open road. The players introduce their characters to each other at this time. Chapter 1: A Wolf in Sheep Clothes After a long day of travel, the sun is beginning to set. The smoke of a campfire can be seen in the distance. Allow the players to make any preparations before moving on. The campfire belongs to a gypsy band traveling from Jackport to Blackmoor (the opposite direction of the players). The players may choose not to camp or interact

with the gypsies. If this is the case, Nemor (discussed below) visits the player’s campsite to share idle conversation and learn what they know. If he is unwelcome at the campsite, he does not stay. The band of gypsies is lead by Madame Rube. Traveling with Madame Rube are her son, Robeir; her beautiful daughter, Ronde; Nemor, a bard; and several male gypsies. All have a friendly demeanor to the party unless otherwise provoked. They welcome the party to join them for a meal and entertainment around their campfire. Madame Rube: Medium Human (Thonian); Clr 5, hp 33; see Appendix III. Robeir: Medium Human (Thonian); hp 25; see Appendix III. Ronde: Medium Human (Thonian); Brd1, hp 7; see Appendix III. Nemor: Half-fiend; Brd4, hp 23; see Appendix III. Gypsies (6): Medium Human (Thonian); F1, hp 11; Appendix III. If the players join the gypsy encampment, the players are treated to a meal of roasted hare, cheap wine, singing, dancing and story telling. As evening grows dark, the gypsies will converse with the players and share stories. Madame Rube, Robeir, and Nemor do most of the talking to the party, as Ronde is slightly shy and aloof. Allow the players to take turns with the NPCs to tell stories. If the players do not have stories to tell, the gypsies invite them to provide other forms of entertainment. Players should make the Perform Checks to determine the reactions of the NPCs. A Perform Check DC 10 gets a satisfactory reaction from the gypsies. A Perform Check DC 15 gets an enthusiastic round of applause from the gypsies. A Perform Check DC 20 gets a standing ovation reaction from the gypsies, as they are thoroughly impressed. Players should be granted a circumstance bonus for good role-playing in conjunction with their Perform Checks.

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Nemor is a half-fiend posing as a thonian. He is traveling disguised as a gypsy to gather information for a master with dark purposes. The gypsies are not aware of Nemor’s fiendish heritage. The players should be allowed only one spot check against Nemor’s disguise and only if they specifically ask to do so as they are not familiar with him. To determine that Nemor is something other than a thonian, the players must succeed in a Spot Check DC32. If the players determine his fiendish origin, he will deny it. If the players attempt to provoke a physical confrontation, Nemor flees. If the players tell the gypsies of Nemor’s heritage, they grow very sullen and quiet and withdraw into their wagons for the night and do not share stories. Nemor is asked to leave by Madame Rube. Nemor is particularly interested in where the players have been, and what they have seen, and done. If players willingly share this information or confront him in any way, they receive “Notice of a Malevolent Power.” See Mementoes. Several stories and rumors are shared with the party by the gypsies and are provided below. The judge is free to improvise and tailor the text to the players. Read or paraphrase this story as told by Madame Rube: The gypsies are not the only wanderers of the land of Blackmoor. In my greener years, I traveled among the horselords of the Hak. The moon and all the stars were fuller and brighter on that night or perhaps it was all in my eyes. But it is on nights like those, that legends are born. Even on this brightest of eves, a solitary large black cloud as I have never seen before loomed in the sky above. An incredibly fast silver-like thread streaked from the amorphous darkness of the cloud. Before my eyes could quite focus on what I saw, the cloud dissipated and vanished. That same night, I saw a young wokan of the Hak. My first glimpse of him was when he rode past my father’s caravan. He had sun darkened skin and long black hair that wreathed his feature like a black crown. He

pushed his chestnut stallion, as if a creature of the netherworld was nipping at his heels, not taking a care to even notice our gypsy band. I crept away from the caravan that night, stealing one of my father’s prized ponies. My curiosity had gotten the best of me, so I followed what remained of his trail of dust, but to no avail. I smelled an odor I have never smelled since. The foul stench was mixture of blood and searing hot metal. I felt sickened and turned back to our camp. A fog rolled in. From where it came, I do not know. I knew I was lost and close to madness. I think it was my cries for help to The Weaver that saved me. I wandered about the plains of Hak that night. I would swear that I heard a man weeping. In the morning, I awoke to find myself on the steps of my father’s wagon. I got a good number of lashings for the loss of my father’s pony. We set off to leave the plains of Hak that very morning. The caravan seemed unusually quiet and reserve. I would swear I saw that handsome young wokan watching us from the distance. Stories I hear from the plains, say that one or more of their horselord gods are dead, perhaps even died that night. But who can say for sure? Read or paraphrase this story as told by Robeir: I have heard tell from others that there are those consumed with a love of fire, so much so that they would take upon themselves the visages of unlife to become as the fire they love. These warped fire lovers perform a ritual of pyromantic necromancy upon themselves. I have heard these undead aberrations called by many names, the scorched ones, black bones, and death pyres. The stories told of these death pyres is that there is a forgotten stronghold of undeath hidden somewhere near the forests outside of Jackport. This stronghold was actually lead by a cumasti sorcerer blackbones known as Tellert. I hear that Tellert during his lifetime was already corrupted and despised as a witch-sorcerer. His hatred of good led to his pyromaniacy and later his status as a master

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of fiery death. There was battle I hear, probably lead by an order of arcane warriors. The death pyres were pushed deep into their stronghold and sealed within and left to smolder in their own burning hatred. I would not want to be the one to stumble upon that ruin. If there are no elves in the party, Robeir tells this story in a hushed tone: Speaking of undeath, the elves are masters of the art of necromancy. I know the Westryn elves are the greatest practitioners of necromancy in all of Blackmoor. Everyone knows of the undead that spill out of their forests. I have myself seen ghouls and other foul undead carrion kneeling before the Westryn in the shadows of the Pelham woods. You should be leery of traveling with elves. The Cumasti are perverted by their love of necromantic magic. The Cumasti elves developed undead rituals such as the blackbones and the Westryn command their undead servants about their forests. A Westryn would shoot you in the back and invigorate the undead than tend to their wild untamed forests. You can never trust an elf. The very name of this forest, the Redwood comes from their lust to spill blood. It is said the earth and roots of this forest are stained in blood spilled by the elves. Read or paraphrase this story as told by Nemor: Be wary of the lands north of the Locust Hills. The area is saturated in the black magic of the most powerful being. I shan’t name him, as I don’t wish to prick up his ears. Let us just call him the Master of Thralls. Those that travel in his realms succumb to mind enchantment magic and become his thralls. No one can overcome the mind magic of his lands. Some even say the Master of Thralls is a lesser god of enchantment who walks his lands in mortal form. His thralls travel the lands throughout Blackmoor searching as eyes for their master.

It is said the Master of Thralls seeks a bride of the highest caliber and that his seed shall spring forth from her and bring to Blackmoor a new age of evil darkness. Unlike most brides, this one is not meant to be of the fairest beauty, but of the highest intellect. It is said by the gnomes, that highest female intellect is the daughter of Mieroc, The Machinist. Gnomish legend says that she is hidden behind a lock of the most amazing technology that it can only be opened by the gods themselves. The gypsies depart at sunrise towards Blackmoor. Chapter 2: A Sheep in Wolves’ Clothes Allow the players to break camp and make their morning preparations. The sun warms the day up quickly. You have traveled for some time and hear the rumblings of your stomach. It is almost time for lunch. As you round a bend, there is a grey furred creature loping down the stretch of Elf Road some eighty feet away. It is obviously injured, by the burgundy liquid dripping from its fur. A glint of metal catches your eye dangling from its neck. The creature is a wolf animal companion to the Cumasti druid Elrannel M’Lachel. Wolf Animal Companion (1): Medium Animal, hp 24 (6 due to injuries); See Appendix I. Allow players to make a Spot Check DC 12 to see there is a chain with a pendant on the creature’s neck. A player who’s Spot Check exceeds 17, can also determine that the pendant is a circlet of Ivy. A druid or cleric of Faunus automatically recognizes this symbol of Faunus. Other may make a Knowledge: Religion Check DC 15 to recognize the symbol of Faunus. Players have one action before the wolf arrives. If no one attacks, the wolf stops at the feet of the adventurers and looks up longingly for assistance. The wolf chooses the party member who appears to be a druid, cleric of

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Faunus, Cumasti elf, elven bloodline, or ranger in that order to appeal to for aid. If no action is taken to follow the wolf, it tries to grab a hand gently in its maw and pull the party member towards where it left its master. If the party casts speak with animals the wolf tells them that his master Elrannel, a nice elf who protects the forest has been injured fighting sick orcs and needs help and that there were other elves with his master but they were injured too. Chapter 3: A Friend in Need Allow the players to make any preparations they choose. Players reach this encounter whether they are lead by the animal companion to Elrannel or they continue down the Elf Road. As they travel further down the road, they hear painful moan for help and rustling in the forest. Elrannel M’ Lachel: Cumasti elf, Drd 5, hp 28 (8 due to injuries); see Appendix III. Read or paraphrase the following as the players enter the forest: Entering the forest from the bright sun light of the Elf Road, your eyes take a moment to adjust to the shade of the forest. Pools of warm blood muddy the ground. Brown skinned orc husks lie cut to pieces on the ground. A wounded Cumasti elf sits against a tree defending the body of two fallen Cumasti companions. A gaping wound through the forest foliage identifies where any remaining combatants fled. The Cumasti eyes you warily and begins to speak. “I am Elrannel M’Lachel, protector of the Redwoods. You appear to be adventurers. Perhaps you can be of assistance? Elrannel is desperate for assistance. Even if the players have slain his animal companion, he requests their aid, unless the players treat him rudely. Elrannel wants to return to Cicatri Down with his fallen companions. Once his companions are safe, he wants to return to investigate the orc menace. In the meantime, he would like the players to track down the orc menace and

neutralize it if possible. If they can determine where the menace came from, he would also be grateful. If the players agree to aid him, he returns to the area in 24 hours to meet with the players. If the players treat him rudely they receive the Enmity of Elrannel M’ Lachel and he asks the players to leave. If the players choose to do so, the adventure ends here. Otherwise, Elrannel shares what he knows:

• There were five orcs who fled. • They had a small flying creature of

flame with them. A Knowledge: The planes Check DC 13 reveals the creature to be a fire mephit.

• There have been over a dozen fires set within the Redwoods in the last three days.

• His party was sent to investigate the fires. Their initial assumption was that ordinary orcs were the cause of the fires, which is why his hunting party is so small.

• The orcs are not natural. Elrannel believes them to be affected by some necromantic affliction.

• The nearest settlement is an elven town Cicatri Down which is a half days journey from here. This is where he wants to bring his companions for aid as they are stable but dying.

Elrannel does not offer compensation unless directly asked by the players, but he provides one potion of cure light wounds and 6 goodberries as assistance to the players. If players request funds for assistance, he offers them 20gp each for their aid. Once the players agree to assist, Elrannel assumes wolf form. He and his animal companion carry the dying but stabilized elves back to Cicatri Down. If players ask to heal the elves, Elrannel, or the wolf, Elrannel suggests that the orcs are dangerous adversaries and that the party should conserve its resources for itself. There are three slain orc bodies lying on the ground. The orc bodies have unusual traits. The skin is a mottled brown with twigs and roots weaving in and out of the epidermis. A Knowledge: Religion Check DC 11 reveals

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these creatures to be of an undead origin. A Heal Check DC 5 reveals these orcs were slain by claws and slashing weapons. Chapter 4: Which Way Did He Go? The northward trail leads a mile into the forest. The northward trail is easily followed. There are scorch marks and hacked foliage cutting a clear path through the woods. You progress quickly through the forest until the path diverges. Before you lay three similarly scorched paths, one continuing north, another branching east, and another branching west. The party may make a Track Check at each path. A Track Check DC 14 at the east path reveals the passing of two humanoids in the last hour. If players choose this path, proceed to Chapter 5. A Track Check DC 18 at the north path reveals the passing of five humanoids going down the path and two returning in the last hour. If players choose this path, proceed to Chapter 6. A Track Check DC 15 at the west path reveals that eight humanoids came from the west to this crossroads. If players choose this path, proceed to Chapter 7. Chapter 5: East Pathway The journey down the eastern trail takes an hour walk through the forests. The trail is defiled with freshly scorched earth and brush. Following the trail east, you can hear a loud belch followed by the sputter and pop of a freshly born fire up ahead. Once the players round the corner, they have before them the fire starters. The orcs and mephit attack on sight of the players.

ATL: 1 (EL3) Scarborn Orc Sorcerer: Medium Undead, hp 6, See Appendix I. Scarborn Orc Warrior: Medium Undead, hp 6, See Appendix I. Fire Mephit: Small Outsider (Extraplanar, Fire), hp 13, See Monster Manual. The mephit has just used its Breath Weapon special ability; it has already cast heat metal; and, it has used its scorching ray within the last hour. ATL: 3 (EL5) Scarborn Orc Sorcerer: Medium Undead, hp 18, See Appendix I. Scarborn Orc Warrior: Medium Undead, hp 18, See Appendix I. Fire Mephit: Small Outsider (Extraplanar, Fire), hp 13, See MM. The mephit has just used its Breath Weapon special ability. If the undead creatures are turned or rebuked and not destroyed, allow the players to make an intelligence check DC 10 to determine that the undead may continue to wreak havoc on other parts of the Redwoods unless they are completely destroyed. The players may choose to return to wait for Elrannel M’Lachel to return or to explore the other paths. If they choose to explore the other paths, continue with Chapter 4. If they choose to wait for Elrannel M’Lachel, continue to Chapter 9.

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Chapter 6: North Pathway The journey down the north trail takes an hour walk through the forests. Following the trail further north, you find scorch marks and hacked foliage continue to highlight the trail. You feel as if eyes are upon you. A deep loud voice booms from a tree, “Get away orczies or Tofus smashzes orczies!” The voice is coming from a treant. Tofus the Treant: Huge Plant, hp 66; See MM. A Knowledge: Nature Check DC 18 reveals this creature to be a treant. At its root-like feet are the bodies of three dead scarborn orcs smashed into the ground. Their equipment is smashed and useless from the treant’s devastating attacks. Tofus only becomes violent if players injure the forest or attack him. He merely wants to frighten the players away. Tofus only speaks sylvan fluently. Players speaking sylvan may make a Diplomacy Check DC 18 to change Tofus’ attitude from unfriendly to indifferent. A Diplomacy Check of 23 changes Tofus’ attitude to friendly. Tofus can describe a group of orcs and a “flying fire goblin” (the fire mephit) that were setting fire to the trees. He was very angered and began swatting them. The orcs and their flying fire goblin (the fire mephit) were chased away after three good swats. The players may choose to return to wait for Elrannel M’Lachel to return or to explore the other paths. If they choose to explore the other paths, continue with Chapter 4. If they choose to wait for Elrannel M’Lachel, continue to Chapter 9. Chapter 7: West Pathway The journey down the west trail takes an hour walk through the forests. Following the trail west, the path is clearly marked by the scorched trees and hacked foliage. The earth here is a bit rockier than

other areas and a few large boulders mark the landscape. The air is still and quiet, too quiet. The players should make a Spot Check DC 15 and a Listen Check DC 20 to not be surprised by the hidden scarborn orc guards that lunge to attack. ATL: 1 (EL2) Scarborn Orc Warrior (2): Medium Undead, hp 6, See Appendix I. ATL: 3 (EL6) Scarborn Orc Warrior (3): Medium Undead, hp 18, See Appendix I. If the undead creatures are turned or rebuked and not destroyed, allow the players to make an intelligence check DC 10 to determine that the undead may continue to wreak havoc on other parts of the Redwood unless they are completely destroyed. The players may choose to return to wait for Elrannel M’Lachel to return or to explore the other paths. If they choose to explore the other paths, continue with Chapter 4. If they choose to wait for Elrannel M’Lachel, continue to Chapter 9. If the players search the area, a rocky hole in the ground near the boulders leads to a cave entrance. If the players enter the cave proceed to Chapter 8. Chapter 8: Into the Cave The cave consists of packed earth and rock. The entrance way into the cave and the tunnel down are both five feet wide and five feet high. The tunnel slopes steeply down into the darkness. There is no light source within. The tunnel winds for forty feet and ends in a somewhat oval chamber some twenty feet wide and fifteen feet long. Allow the players to make a Listen Check DC 10 to hear the snoring of the slumbering bear. Unless the players are quiet, they awaken the sleeping guardian(s):

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ATL: 1 (EL2) Diseased Black Bear: Medium Undead, hp 13, See Appendix I. ATL: 3 (EL4) Diseased Black Bear: Medium Undead, hp 25, See Appendix I. Once the guardian is dispatched, the cave may be searched. There is only a small size rusted chest within the cave. It is neither locked nor trapped. If it is opened, the chest contains dirt and blackened dried twigs and leaves. Sifting through the deadened foliage, the players find a tiny satchel and a masterwork silver dagger. If detect magic is cast, the satchel has faint remaining traces of transmutation magic (Spellcraft Check DC 16.) The dagger is nonmagical, however, a Westryn elf that examines the dagger can determine that it is of Westryn design. A Craft: Weaponsmithing Check DC 20 reveals that the dagger is of Westryn design. Written in Westryn elvish upon the handle of the dagger are the words, “Spirit guide me.” If the players have not already encountered the scarborn orcs and fire mephit from Chapter 5, these creatures return to the cave while the players are searching. If the undead creatures are turned or rebuked and not destroyed, allow the players to make an intelligence check DC 10 to determine that the undead may continue to wreak havoc on other parts of the Redwoods unless they are completely destroyed. The players may choose to return to wait for Elrannel M’Lachel to return or to explore the other paths. If they choose to explore the other paths, continue with Chapter 4. If they choose to wait for Elrannel M’Lachel, continue to Chapter 9. Chapter 9: Return of Elrannel True to his word, Elrannel M’ Lachel returns to where the players left him. He greets the players and asks them how they have faired. Elrannel is accompanied by a litter of newborn

cumasti puppies that he has been asked to raise by villagers of Cicatri Down. If the players destroyed some of the undead, but not all of the undead, they are considered as not successful, such as in the case if they are turned but not destroyed by a cleric. If players have contracted the scarborn disease, he offers to cast remove disease or cast cure spells for anyone who requires healing. Read or paraphrase the following if the players were successful in eradicating the orc menace and did not ask for compensation: “You have my undying gratitude, for your heroic deeds have made the Redwood safe again. I shall investigate further into the matter of whence these orcs must have hailed from. But for now, may I present you this token of my gratitude.” Elrannel brings forth a small satchel with six Tokens of Animal Messenger. “You may call forth the power of this token to receive an animal messenger for when you are in need of a friend. “ Elrannel’s backpack wriggles for a moment and a small black puppy pokes his head out. If any players have ranks in Handle Animal skill, Elrannel offers them a Cumasti puppy. This puppy must be raised immediately following this adventure. Druids and rangers may take this animal as their animal companion. Raising this puppy to a mature dog requires the expenditure of six time units and the prerequisite of one rank in the Handle Animal skill. Elrannel suggests that the puppy is probably safer outside the forest at this time as he has orcs to catch. Players earn the Undying Gratitude of Elrannel M’ Lachel and a Token of Animal Messenger each. Read or paraphrase the following if the players were successful in eradicating the orc menace and did ask for compensation: “You have my undying gratitude, for your heroic deeds have made the Redwood safe again. I shall investigate further into the matter of whence these orcs must have hailed from.

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Here is the payment of 20gp for each of you as promised. “ Elrannel’s backpack wriggles for a moment and a small black puppy pokes his head out. If any players have ranks in Handle Animal skill, Elrannel offers them a Cumasti puppy. This puppy must be raised immediately following this adventure. Druids and rangers may take this animal as their animal companion. Raising this puppy to a mature dog requires the expenditure of six time units and the prerequisite of one rank in the Handle Animal skill. Elrannel suggests that the puppy is probably safer outside the forest at this time as he has orcs to catch. Players earn the Undying Gratitude of Elrannel M’ Lachel and 20gp each. Read or paraphrase the following if the players were unsuccessful in eradicating the orc menace: “I thank you for trying your best to eradicate the menace to the Redwood. I will be organizing another hunting party shortly to get down to the bottom of this. You should be on your way, as the forest is way too dangerous. Here is 20gp each for your expenses.” Elrannel’s backpack wriggles for a moment and a small black puppy pokes his head out. If any players have ranks in Handle Animal skill, Elrannel offers them a Cumasti puppy. This puppy must be raised immediately following this adventure. Druids and rangers may take this animal as their animal companion. Raising this puppy to a mature dog requires the expenditure of six time units and the prerequisite of one rank in the Handle Animal skill. Elrannel suggests that the puppy is probably safer outside the forest at this time as he has orcs to catch. Players earn the Notice of Elrannel M’ Lachel. Read or paraphrase the following if the players were continually rude to Elrannel or destructive to the forest:

“You are nothing but a cancer to this already troubled forest. Take the lot of you and be gone from this forest!” Elrannel storms off. His backpack wriggles with something small inside. Elrannel does not harm the players but he does dislike them. Players earn the Enmity of Elrannel M’ Lachel. Finale: You find yourself back on the road to Jackport mulling over the recent events. What were those orcs? And even more puzzling, where did they come from? Experience Points: Reward the player characters experience points for items completed below: Chapter 1: Roleplaying with the gypsies 50 XP Chapter 2: Following the wolf 100 XP Chapter 3: Assist Elrannel M’Lachel 50 XP Chapter 5: Defeat scarborn orcs and mephit 200 XP Chapter 7: Defeat scarborn orcs 150 XP Chapter 7: Defeat diseased black bear 150 XP Chapter 8: Meeting with Elrannel M’ Lachel 50 XP Total: 750 XP

Mementos: List by each chapter what the players may have to take away from this episode. Values provided are full market value. Items sold are redeemed at half value, while gems may be redeemed for full value. Maximum gold piece value for the episode (excluding certificate) is as follows:

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ATL 1: 500gp. ATL 3: 750gp Chapter 1: Attention of a Malevolent Power (6) A dark power has encountered this player. It has a watchful eye on this player. This certificate must be shown to the judge at the beginning of every event. Chapter 2: Holy symbol of Faunus (value 5 gp). Chapter 3: Potion of Cure Light Wounds (1) (value 50 gp). Chapter 5: Studded Leather Armor Suit (1) (value 25 gp each). Falchion (1) (value 75 gp each). Max gp value: 50 Chapter 7: Studded Leather Armor Suit (2) (value 25 gp each). Falchion (2) (value 75 gp each). Max gp value: 100 Chapter 8: Masterwork silver Westryn dagger (1) (value 322gp) Written in Westryn elvish upon the handle of the dagger are the words, “Spirit guide me.” Chapter 9: Token of Animal Messenger (6) This token is usable once and acts like an animal messenger spell. When this token is used, the token transforms into a carrier pigeon and can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message. Moderate conjuration: CL 5th, Craft Wondrous Item, animal messenger; Price: 300gp. OR 20 gp Undying Gratitude of Elrannel M’ Lachel: (6) This player has earned the friendship of Elrannel M’ Lachel a cumasti druid and protector of the Redwood Forest.

OR Notice of Elrannel M’ Lachel: (6) This player has earned the notice of Elrannel M’

Lachel a cumasti druid and protector of the Redwood Forest. OR Enmity of Elrannel M’ Lachel: (6) This player has earned the enmity of Elrannel M’ Lachel a cumasti druid and protector of the Redwood Forest. Cumasti Puppy (6) Elrannel M’ Lachel has given you an ebony cumasti puppy to raise and train. This puppy must be raised immediately following this episode. Raising this puppy to a mature dog requires the expenditure of six time units and the prerequisite of one rank in the Handle Animal skill. Once fully grown, the dog has the following statistics: See Appendix I. This certificate cannot be sold or traded. Total: Certificate Value: 2,172 gp

Gold Piece Value: 122 gp

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Appendix I New Creatures & Adversaries Chapter 2: Wolf Animal Companion Medium Animal Hit Dice: 4d8+8 (24 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 16 (+3 Dex, +4 natural), touch 13, flat-footed 14 Base Attack/Grapple: +3/+4 Attack: Bite +6 melee (1d6+2) Full Attack: Bite +6 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +6, Will +1 Abilities: Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 Skills: Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +1* Feats: Track, Weapon Focus (bite) Challenge Rating: 3 Alignment: Neutral Wolves are pack hunters known for their persistence and cunning. Combat

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

Chapter 5 & 7:

ATL: 1

Scarborn, 1st-Level Orc Sorcerer Medium Undead Hit Dice: 1d12 (6 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+4 Attack: Dagger +3 melee (1d4+3) or slam +3 melee (1d6+3)

Full Attack: Dagger +3 melee (1d4+3) or slam +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits Saves: Fort +0, Ref +1, Will +2 Abilities: Str 17, Dex 13, Con –, Int –, Wis 10, Cha 1 Skills: Listen +2, Spot +2 Feats: Alertness, Summon Familiar Challenge Rating: 1/2 Alignment: neutral evil Scarborn Orcs have mottled brown skin of a diseased tree; roots and brambles emerge from various portions of their bodies. Scarborn cannot speak. Scarborn sorcerers lose the ability to cast spells due to the loss of Charisma. Combat Scarborn Orc Sorcerers stab with their daggers. They resort to slam attacks if disarmed. Create Spawn (Su): If a scarborn Orc kills a humanoid or monstrous humanoid with 10 Hit Dice or fewer, after 24 hours the victim rises as a scarborn. The Scar that created the scarborn Orc controls the spawn.

Scarborn, 1st-Level Orc Warrior Medium Undead Hit Dice: 1d12 (6 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 Dex, +3 studded leather, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+4 Attack: Falchion +4 melee (2d4+4/18-20) or slam +3 melee (1d6+3) Full Attack: Falchion +4 melee (2d4+4/18-20) or slam +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits Saves: Fort +2, Ref +1, Will +0 Abilities: Str 17, Dex 13, Con –, Int –, Wis 10, Cha 1

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Skills: Listen +2, Spot +2 Feats: Alertness Challenge Rating: 1/2 Alignment: neutral evil Scarborn Orcs have mottled brown skin of a diseased tree; roots and brambles emerge from various portions of their bodies. Scarborn cannot speak. Combat Scarborn Orc Warriors hack with their falchions. They resort to slam attacks if disarmed. Create Spawn (Su): If a scarborn Orc kills a humanoid or monstrous humanoid with 10 Hit Dice or fewer, after 24 hours the victim rises as a scarborn. The Scar that created the scarborn Orc controls the spawn. ATL: 3

Scarborn, 3rd-Level Orc Sorcerer Medium Undead Hit Dice: 3d12 (18 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +2/+5 Attack: Dagger +4 melee (1d4+3) or slam +4 melee (1d6+3) Full Attack: Dagger +4 melee (1d4+3) or slam +4 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits Saves: Fort +1, Ref +2, Will +3 Abilities: Str 17, Dex 13, Con –, Int –, Wis 10, Cha 1 Skills: Listen +2, Spot +2 Feats: Alertness, Summon Familiar Challenge Rating: 3 Alignment: neutral evil Scarborn Orcs have mottled brown skin of a diseased tree; roots and brambles emerge from various portions of their bodies. Scarborn cannot speak. Scarborn sorcerers lose the ability to cast spells due to the loss of Charisma. Combat Scarborn Orc Sorcerers stab with their daggers. They resort to slam attacks if disarmed.

Create Spawn (Su): If a scarborn Orc kills a humanoid or monstrous humanoid with 10 Hit Dice or fewer, after 24 hours the victim rises as a scarborn. The Scar that created the scarborn Orc controls the spawn.

Scarborn, 3rd-Level Orc Warrior Medium Undead Hit Dice: 3d12 (18 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 Dex, +3 studded leather, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+4 Attack: Falchion +6 melee (2d4+4/18-20) or slam +6 melee (1d6+3) Full Attack: Falchion +6 melee (2d4+4/18-20) or slam +6 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn Special Qualities: Damage reduction 5/slashing, darkvision 60 ft., undead traits Saves: Fort +3, Ref +2, Will +1 Abilities: Str 17, Dex 13, Con –, Int –, Wis 10, Cha 1 Skills: Listen +2, Spot +2 Feats: Alertness Challenge Rating: 3 Alignment: neutral evil Scarborn Orcs have mottled brown skin of a diseased tree; roots and brambles emerge from various portions of their bodies. Scarborn cannot speak. Combat Scarborn Orc Warriors hack with their falchions. They resort to slam attacks if disarmed. Create Spawn (Su): If a scarborn Orc kills a humanoid or monstrous humanoid with 10 Hit Dice or fewer, after 24 hours the victim rises as a scarborn. The Scar that created the scarborn Orc controls the spawn. Chapter 8: ATL: 1 Diseased Black Bear Medium Animal Hit Dice: 3d8 (12 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4)

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Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2 plus disease) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn, disease Special Qualities: Low-light vision, scent Saves: Fort +3, Ref +4, Will +2 Abilities: Str 19, Dex 13, Con 11, Int 2, Wis 12, Cha 6 Skills: Climb +4, Listen +4, Spot +4, Swim +8 Feats: Endurance, Run Challenge Rating: 2 Alignment: neutral evil Diseased black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long. Their pelt shows holes and scrapes, and their teeth and eyes are yellow. Combat Diseased black bears rip prey with their claws and teeth. Pain and anger infuse them. The sickness that runs through their once magnificent bodies creates an evil hatred of all things living and good, causing them to attack anything that comes near.

Create Spawn (Su): If a diseased black bear’s disease reduces a humanoid or monstrous humanoid’s Constitution to 0 or lower, if the victim had 4 Hit Dice or fewer, 24 hours later it rises as a scarborn. The

Scar that created the diseased black bear controls the spawn.

Disease (Ex): Scar plague — bite, Fortitude DC 11, incubation period 1d6 hours, damage 2d6 Con. The save DC is Constitution-based.

Skills: A diseased black bear has a +4 racial bonus on Swim checks.

ATL: 3 Diseased Black Bear Medium Animal Hit Dice: 5d8+5 (25 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+7 Attack: Claw +7 melee (1d4+4) Full Attack: 2 claws +7 melee (1d4+4) and bite +2 melee (1d6+2 plus disease) Space/Reach: 5 ft./5 ft. Special Attacks: Create spawn, disease Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +4, Will +3 Abilities: Str 19, Dex 13, Con 12, Int 2, Wis 12, Cha 6 Skills: Climb +4, Listen +5, Spot +5, Swim +8 Feats: Endurance, Run Challenge Rating: 4 Alignment: neutral evil

Diseased black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long. Their pelt shows holes and scrapes, and their teeth and eyes are yellow. Combat Diseased black bears rip prey with their claws and teeth. Pain and anger infuse them. The sickness that runs through their once magnificent bodies creates an evil hatred of all things living and good, causing them to attack anything that comes near.

Create Spawn (Su): If a diseased black bear’s disease reduces a humanoid or monstrous humanoid’s Constitution to 0 or lower, if the victim had 4 Hit Dice or fewer, 24 hours later it rises as a scarborn. The Scar that created the diseased black bear controls the spawn.

Disease (Ex): Scar plague — bite, Fortitude DC 12, incubation period 1d6 hours, damage 2d6 Con. The save DC is Constitution-based.

Skills: A diseased black bear has a +4 racial bonus on Swim checks.

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Mementoes: Cumasti Dog Animal Companion Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 45 ft. (9 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Hide +2*, Listen +5, Spot +5, Survival +1* Feats: Alertness, Dash, Track Environment: Temperate forests Challenge Rating: 1 Alignment: Neutral Cumasti dogs are very loyal and protective of their masters. These dogs are known for their speed. There fur is the brown of the forest which helps them blend in with their forest surroundings.

Carrying Capacity: A light load for a cumasti dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A cumasti dog can drag 1,500 pounds. Combat A cumasti dog can fight while carrying a rider, but the rider can not also attack unless he or she succeeds on a Ride check.

Trip (Ex): A cumasti dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cumasti dog.

Skills: *Cumasti dogs have a +4 racial bonus on Survival checks when tracking by scent; and a +2 racial bonus on Hide checks while in a forest.

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Appendix II: New Items

Token of Animal Messenger: This token is usable once and acts like an animal messenger spell. When this token is used, the token transforms into a carrier pigeon and can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it takes to carry the message. Moderate conjuration: CL 5th, Craft Wondrous Item, animal messenger; Price: 300gp.

Appendix III: Notable NPCs

Chapter 1: Madame Rube: Thonian Cl5(Phellia); CR 5; Medium-size humanoid (human); HD 5d8+5; hp 33; Init +6; Spd 30 ft.; AC 15, touch 12, flat-footed 12 (+2 Dex, +2 leather); Base Atk +3; Grp +4; Atk +5 melee (1d6+1/x2, staff); Full Atk +5 melee (1d6+1/x2, staff); Space/Reach 5 ft./5 ft.; SA domains: esteem & magic, turn undead; AL CG; SV Fort +4, Ref +3, Will +6; Str 12, Dex 14, Con 12, Int 12, Wis 14, Cha 16. Skills and Feats: Diplomacy +10, Knowledge: Arcana: +5, Knowledge: History: +5, Knowledge: Religion +6, Perform: Dance +7, Perform: Sing +7, Perform: Storytelling +9, Sense Motive +4, Improved Initiative, Negotiator, Skill focus: Perform: Storytelling. Spells Prepared (5/3/2/1; save DC 12 + spell level): 0 – create water, cure minor wounds, detect magic, guidance, light; 1st – comprehend languages, cure light wounds, detect good, magic weapon, protection from evil, charm person*; 2nd – aid, augury, enthrall, identify*; 3rd – bestow curse, suggestion*. Possessions: costume jewelry, 4 light horses, masterwork leather armor, masterwork staff, wagon. Madame Rube is an aging woman in her late fifties. Her light brown hair is covered by a scarf. She wears thick face paint

(makeup), a great deal of costume jewelry, brightly colored loose fitting blouse, sash, and skirt. She is extremely verbose and enjoys engaging others in conversations. She has light brown eyes and tanned skin. She stands about 5’2’’ and 130 pounds. She enjoys impressing strangers and will use her Esteem domain to add +8 enhancement bonus to her Charisma while performing. Although she welcomes strangers freely, she is very protective of her daughter Ronde. Robeir: Thonian Brd1/F3; CR 4; Medium-size humanoid (human); HD 1d6+3d10+4; hp 25; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 leather); Base Atk +3; Grp +6; Atk +8 melee (2d4+4, 18-20/x2, falchion); Full Atk +8 melee (2d4+4, 18-20/x2, falchion); Space/Reach 5 ft./5 ft.; SA bardic music, bardic knowledge, countersong, fascinate, inspire courage +1; AL CG; SV Fort +4, Ref +5, Will +5; Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 12. Skills and Feats: Appraise +3, Bluff +5, Diplomacy +5, Perform: Lute +12, Perform: Sing +5, Perform: Storytelling +5, Sense Motive +6, Tumble +10, Improved Initiative, Skill focus: Perform: Lute, Power attack, Skill focus: Tumble, Weapon focus: Falchion. Spells Known (2; save DC 11 + spell level): 0 – dancing lights, ghost sound, lullaby, summon instrument. Possessions: masterwork leather armor, masterwork falchion, masterwork lute. Robeir is young man in his early twenties. He has long brown hair and honey colored eyes to match. He wears brightly colored loose fitting clothes. Like his mother, is extremely verbose and enjoys engaging others in conversations. He rarely sits still, and often tumbles and flips with his seemingly limitless energy level. He stands about 5’8’’ and 150 pounds. He enjoys playing the lute, while his sister and mother dance. He often will stop during a lute performance, tumble and resume his lute playing without missing a beat. Ronde: Thonian Brd1; CR 1; Medium-size humanoid (human); HD 1d6+1; hp 7; Init +6;

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Spd 30 ft.; AC 12, touch 12, flat-footed 10 (+2 Dex); Base Atk +0; Grp +1; Atk +1 melee (1d6+1/x2, staff); Full Atk +1 melee (1d6+1/x2, staff); Space/Reach 5 ft./5 ft.; SA bardic music, bardic knowledge, countersong, fascinate, inspire courage +1; AL CG; SV Fort +1, Ref +4, Will +4; Str 12, Dex 14, Con 12, Int 12, Wis 14, Cha 16. Skills and Feats: Hide +6, Move Silently +6, Perform: Dance +7, Perform: Lute +9, Perform: Sing +7, Sense Motive +6, Tumble +6, Use Magic Device +10, Improved Initiative, Skill focus: Use Magic Device. Spells Known (3; save DC 13 + spell level): 0 – dancing lights, ghost sound, lullaby, summon instrument. Possessions: masterwork lute, staff. Ronde is lovely youth who has seen no more than sixteen summers. Like her brother, she has long brown hair and honey colored eyes. She wears brightly colored loose fitting clothes. She stands about 5’2’’ and 110 pounds. She very quiet and avoids meeting the gaze of strangers. If spoken too, she often just smiles and nods. If someone attempts to engage her in conversation, she finds a polite reason to excuse herself. Nemor: Half-fiend Brd4; CR 4; Medium-size outsider (evil); HD 4d6+8; hp 23; Init +4; Spd 30 ft.; AC 15, touch 12, flat-footed 13 (+2 Dex, +2 leather, +1 natural); Base Atk +3; Grp +6; Atk + 7 melee (2d4+4, 18-20/x2, falchion) or +5 bite (1d6+3) and +5/+5 claws (1d4+3); Full Atk +7 melee (2d4+4, 18-20/x2, falchion) or +5 bite (1d6+3) and +5/+5 claws (1d4+3); Space/Reach 5 ft./5 ft.; SA bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, smite good, spell-like abilities; SQ darkvision 60 ft., immunity to poison, acid 10, cold 10, electricity 10, fire 10, DR 5/magic, SR 15; AL CE; SV Fort +3, Ref +8, Will +6; Str 16, Dex 18, Con 14, Int 16, Wis 14, Cha 18. Skills and Feats: Bluff +14, Concentration +10, Diplomacy +7, Disguise +16, Forgery +5 Gather Information +9, Intimidate +6, Perform: Sing +7, Perform: Storytelling +7, Sense Motive +10, Tumble +12, Deceitful, Persuasive .

Spells Known (6/5/5; save DC 14 + spell level): 0 – dancing lights, daze, ghost sound, message, prestidigitation, read magic, 1 – cause fear, charm person, undetectable alignment, unseen servant, 2 – alter self, eagle’s splendor, glitterdust. Possessions: masterwork disguise kit, masterwork leather armor, masterwork falchion.

Smite Good (Su): Once per day Nemor can make a normal melee attack to deal extra damage equal to its HD against a good foe.

Spell-Like Abilities: (save DC 14 + spell level): Darkness 3/day, Desecrate. Nemor is a half-fiend posing as a thonian. He is traveling disguised as a gypsy to gather information for a master with dark purposes. He uses his undetectable alignment and alter self (when necessary due to the short duration of the spell) spells to avoid detection of his true nature. The gypsies are not aware of Nemor’s fiendish heritage. Nemor has long lustrous black hair with bright blue eyes and is quite handsome. He stand 6’2’’ and weighs 200 pounds. He dresses in black and scarlet silks. It is rare not to see Nemor smiling. His enjoys beginning conversations with strangers and than sitting back and allowing them to do the talking. He is very good at asking probing questions in an innocuous manner. Nemor is particularly interested in when he speaks to people about what places the have been, and what they have seen, and done. Gypsies (6): Thonian F1; CR 1; Medium-size humanoid (human); HD 1d10+1; hp 11; Init +6; Spd 30 ft.; AC 14, touch 12, flat-footed 12 (+2 Dex, +2 leather); Base Atk +3; Grp +6; Atk +7 melee (2d4+4, 18-20/x2, falchion); Full Atk +7 melee (2d4+4, 18-20/x2, falchion); Space/Reach 5 ft./5 ft.; AL CG; SV Fort +4, Ref +2, Will +2; Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 12. Skills and Feats: Climb +7, Intimidate +5, Jump +7, Ride +6, Improved Initiative, Weapon focus: Falchion. Possessions: leather armor, light horse, falchion.

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These gypsies act as guardians to Madame Rube and her family. All are dressed in the brightly colored clothes of the gypsies. Chapter 3: Elrannel M’Lachel: Cumasti Drd5; CR 5; Medium-size humanoid (cumasti); HD 5d8; hp 28; Init +3; Spd 30 ft.; AC 15, touch 13, flat-footed 12 (+3 Dex, +2 leather); Base Atk +3; Grp +4; Atk +4 melee (1d8+1/x3, spear); Full Atk +4 melee (1d8+1/x3, spear); Space/Reach 5 ft./5 ft.; SA animal companion (wolf), nature sense, resist nature’s lure, trackless step, wild empathy, wild shape (1/day) (large), woodland stride; AL NG; SV Fort +4, Ref +4, Will +6; Str 12, Dex 16, Con 10, Int 12, Wis 14, Cha 16. Skills and Feats: Concentration +14, Handle Animal +9, Listen +10, Spot +10, Survival +10; Combat Casting, Craft Wondrous. Spells Prepared (5/3/2/1; save DC 12 + spell level): 0 – create water, cure minor wounds, detect magic, know direction, light; 1st – cure light wounds, fairie fire, goodberry, obscuring mist, speak with animals; 2nd – barkskin, tree shape, warp wood; 3rd – cure moderate wounds. Possessions: masterwork leather armor, 6 goodberries, potion of cure light wounds. Elrannel M’Lachel is fierce in his protection of Cicatri Vale and the Redwoods. He owns a small hut within the Redwoods and often works with the clerics of Faunus to protect the forest from defilers. He has tanned skin. His eyes and hair are light brown. He is average for a Cumasti: 5’ 4” and 120 pounds. He rarely leaves Cicatri Vale. He is friendly to all who are respect the Redwoods. In Chapter 9, Elrannel has the following spells available: Spells Prepared (5/3/2/1; save DC 12 + spell level): 0 – create water, cure minor wounds, detect magic, know direction, light; 1st – cure light wounds x2, goodberry, obscuring mist, speak with animals; 2nd – barkskin, tree shape, warp wood; 3rd – remove disease.

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Page 20

OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content;(b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright

holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. System Rules Document Copyright 2000 Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson. Dave Arneson’s Blackmoor: Episode Three: Redwood Distractions by Dawn M. Coakley, Copyright 2005 Zeitgeist Games, Inc.

Page 21: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Attention of a Malevolent Power

A dark power has encountered this player. It has a watchful eye on this player. This certificate must be shown to the judge at the beginning of every event.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Attention of a Malevolent Power

A dark power has encountered this player. It has a watchful eye on this player. This certificate must be shown to the judge at the beginning of every event.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Attention of a Malevolent Power

A dark power has encountered this player. It has a watchful eye on this player. This certificate must be shown to the judge at the beginning of every event.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 22: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Attention of a Malevolent Power

A dark power has encountered this player. It has a watchful eye on this player. This certificate must be shown to the judge at the beginning of every event.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Attention of a Malevolent Power

A dark power has encountered this player. It has a watchful eye on this player. This certificate must be shown to the judge at the beginning of every event.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Attention of a Malevolent Power

A dark power has encountered this player. It has a watchful eye on this player. This certificate must be shown to the judge at the beginning of every event.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 23: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Potion of Cure Light Wounds

Value 50 gp

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Masterwork silver Westryn dagger

Written in Westryn elvish upon

the handle of this cruel but glistening blade are the words,

“Spirit guide me.”

Value 322 gp

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 24: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Token of Animal Messenger

Value 300 gp

This token is usable once and acts like an Animal Messenger spell.

When this token is used, the token transforms into a carrier pigeon and can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it

takes to carry the message. Moderate conjuration: CL 5th, Craft Wondrous

Item, animal messenger

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Token of Animal Messenger

Value 300 gp

This token is usable once and acts like an Animal Messenger spell.

When this token is used, the token transforms into a carrier pigeon and can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it

takes to carry the message. Moderate conjuration: CL 5th, Craft Wondrous

Item, animal messenger

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Token of Animal Messenger

Value 300 gp

This token is usable once and acts like an Animal Messenger spell.

When this token is used, the token transforms into a carrier pigeon and can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it

takes to carry the message. Moderate conjuration: CL 5th, Craft Wondrous

Item, animal messenger

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 25: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Token of Animal Messenger

Value 300 gp

This token is usable once and acts like an Animal Messenger spell.

When this token is used, the token transforms into a carrier pigeon and can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it

takes to carry the message. Moderate conjuration: CL 5th, Craft Wondrous

Item, animal messenger

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Token of Animal Messenger

Value 300 gp

This token is usable once and acts like an Animal Messenger spell.

When this token is used, the token transforms into a carrier pigeon and can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it

takes to carry the message. Moderate conjuration: CL 5th, Craft Wondrous

Item, animal messenger

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Token of Animal Messenger

Value 300 gp

This token is usable once and acts like an Animal Messenger spell.

When this token is used, the token transforms into a carrier pigeon and can be used to deliver a small written message unerringly to a designated target. The token lasts as long as it

takes to carry the message. Moderate conjuration: CL 5th, Craft Wondrous

Item, animal messenger

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 26: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Undying Gratitude of Elrannel M’ Lachel

This player has earned the

friendship of Elrannel M’ Lachel a Cumasti druid and protector of the

Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Undying Gratitude of Elrannel M’ Lachel

This player has earned the

friendship of Elrannel M’ Lachel a Cumasti druid and protector of the

Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Undying Gratitude of Elrannel M’ Lachel

This player has earned the

friendship of Elrannel M’ Lachel a Cumasti druid and protector of the

Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 27: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Undying Gratitude of Elrannel M’ Lachel

This player has earned the

friendship of Elrannel M’ Lachel a Cumasti druid and protector of the

Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Undying Gratitude of Elrannel M’ Lachel

This player has earned the

friendship of Elrannel M’ Lachel a Cumasti druid and protector of the

Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Undying Gratitude of Elrannel M’ Lachel

This player has earned the

friendship of Elrannel M’ Lachel a Cumasti druid and protector of the

Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 28: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Notice of Elrannel M’ Lachel

This player has earned the notice of Elrannel M’ Lachel a Cumasti druid

and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Notice of Elrannel M’ Lachel

This player has earned the notice of Elrannel M’ Lachel a Cumasti druid

and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Notice of Elrannel M’ Lachel

This player has earned the notice of Elrannel M’ Lachel a Cumasti druid

and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 29: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Notice of Elrannel M’ Lachel

This player has earned the notice of Elrannel M’ Lachel a Cumasti druid

and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Notice of Elrannel M’ Lachel

This player has earned the notice of Elrannel M’ Lachel a Cumasti druid

and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Notice of Elrannel M’ Lachel

This player has earned the notice of Elrannel M’ Lachel a Cumasti druid

and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 30: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Enmity of Elrannel M’ Lachel

This player has earned the enmity of Elrannel M’ Lachel a Cumasti

druid and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Enmity of Elrannel M’ Lachel

This player has earned the enmity of Elrannel M’ Lachel a Cumasti

druid and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Enmity of Elrannel M’ Lachel

This player has earned the enmity of Elrannel M’ Lachel a Cumasti

druid and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 31: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Enmity of Elrannel M’ Lachel

This player has earned the enmity of Elrannel M’ Lachel a Cumasti

druid and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Enmity of Elrannel M’ Lachel

This player has earned the enmity of Elrannel M’ Lachel a Cumasti

druid and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

The above named character has gained the following when participating in the Dave

Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

Enmity of Elrannel M’ Lachel

This player has earned the enmity of Elrannel M’ Lachel a Cumasti

druid and protector of the Redwood Forest.

Convention _______________ Date________

GMs Name ____________________________

GMs Signature _________________________

Page 32: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

CCuummaassttii PPuuppppyy EEllrraannnneell MM’’ LLaacchheell hhaass ggiivveenn yyoouu aann eebboonnyy CCuummaassttii ppuuppppyy ttoo rraaiissee aanndd ttrraaiinn.. TThhiiss ppuuppppyy

mmuusstt bbee rraaiisseedd iimmmmeeddiiaatteellyy ffoolllloowwiinngg tthhiiss eeppiissooddee.. RRaaiissiinngg tthhiiss ppuuppppyy ttoo aa mmaattuurree ddoogg rreeqquuiirreess tthhee eexxppeennddiittuurree ooff ssiixx ttiimmee uunniittss aanndd tthhee pprreerreeqquuiissiittee ooff oonnee rraannkk iinn tthhee HHaannddllee

AAnniimmaall sskkiillll.. OOnnccee ffuullllyy ggrroowwnn,, tthhee ddoogg hhaass tthhee ffoolllloowwiinngg ssttaattiissttiiccss::

Cumasti Dog Animal Companion Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 45 ft. (9 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Hide +2*, Listen +5, Spot +5, Survival +1* Feats: Alertness, Dash, Track Environment: Temperate forests Challenge Rating: 1 Alignment: Neutral Cumasti dogs are very loyal and protective of their masters. These dogs are known for their speed. There fur is the brown of the forest which helps them blend in with their forest surroundings. Carrying Capacity: A light load for a Cumasti dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A Cumasti dog can drag 1,500 pounds. Combat A Cumasti dog can fight while carrying a rider, but the rider can not also attack unless he or she succeeds on a Ride check.

Trip (Ex): A Cumasti dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of

opportunity. If the attempt fails, the opponent cannot react to trip the Cumasti dog. Skills: *Cumasti dogs have a +4 racial bonus on Survival checks when tracking by scent; and a +2 racial bonus on Hide checks while in a forest.

Convention _____________________________ Date ____________

GMs Name _________________________________________________

GMs Signature ______________________________________________

Page 33: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

CCuummaassttii PPuuppppyy EEllrraannnneell MM’’ LLaacchheell hhaass ggiivveenn yyoouu aann eebboonnyy CCuummaassttii ppuuppppyy ttoo rraaiissee aanndd ttrraaiinn.. TThhiiss ppuuppppyy

mmuusstt bbee rraaiisseedd iimmmmeeddiiaatteellyy ffoolllloowwiinngg tthhiiss eeppiissooddee.. RRaaiissiinngg tthhiiss ppuuppppyy ttoo aa mmaattuurree ddoogg rreeqquuiirreess tthhee eexxppeennddiittuurree ooff ssiixx ttiimmee uunniittss aanndd tthhee pprreerreeqquuiissiittee ooff oonnee rraannkk iinn tthhee HHaannddllee

AAnniimmaall sskkiillll.. OOnnccee ffuullllyy ggrroowwnn,, tthhee ddoogg hhaass tthhee ffoolllloowwiinngg ssttaattiissttiiccss::

Cumasti Dog Animal Companion Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 45 ft. (9 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Hide +2*, Listen +5, Spot +5, Survival +1* Feats: Alertness, Dash, Track Environment: Temperate forests Challenge Rating: 1 Alignment: Neutral Cumasti dogs are very loyal and protective of their masters. These dogs are known for their speed. There fur is the brown of the forest which helps them blend in with their forest surroundings. Carrying Capacity: A light load for a Cumasti dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A Cumasti dog can drag 1,500 pounds. Combat A Cumasti dog can fight while carrying a rider, but the rider can not also attack unless he or she succeeds on a Ride check.

Trip (Ex): A Cumasti dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of

opportunity. If the attempt fails, the opponent cannot react to trip the Cumasti dog. Skills: *Cumasti dogs have a +4 racial bonus on Survival checks when tracking by scent; and a +2 racial bonus on Hide checks while in a forest.

Convention _____________________________ Date ____________

GMs Name _________________________________________________

GMs Signature ______________________________________________

Page 34: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

CCuummaassttii PPuuppppyy EEllrraannnneell MM’’ LLaacchheell hhaass ggiivveenn yyoouu aann eebboonnyy CCuummaassttii ppuuppppyy ttoo rraaiissee aanndd ttrraaiinn.. TThhiiss ppuuppppyy

mmuusstt bbee rraaiisseedd iimmmmeeddiiaatteellyy ffoolllloowwiinngg tthhiiss eeppiissooddee.. RRaaiissiinngg tthhiiss ppuuppppyy ttoo aa mmaattuurree ddoogg rreeqquuiirreess tthhee eexxppeennddiittuurree ooff ssiixx ttiimmee uunniittss aanndd tthhee pprreerreeqquuiissiittee ooff oonnee rraannkk iinn tthhee HHaannddllee

AAnniimmaall sskkiillll.. OOnnccee ffuullllyy ggrroowwnn,, tthhee ddoogg hhaass tthhee ffoolllloowwiinngg ssttaattiissttiiccss::

Cumasti Dog Animal Companion Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 45 ft. (9 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Hide +2*, Listen +5, Spot +5, Survival +1* Feats: Alertness, Dash, Track Environment: Temperate forests Challenge Rating: 1 Alignment: Neutral Cumasti dogs are very loyal and protective of their masters. These dogs are known for their speed. There fur is the brown of the forest which helps them blend in with their forest surroundings. Carrying Capacity: A light load for a Cumasti dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A Cumasti dog can drag 1,500 pounds. Combat A Cumasti dog can fight while carrying a rider, but the rider can not also attack unless he or she succeeds on a Ride check.

Trip (Ex): A Cumasti dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of

opportunity. If the attempt fails, the opponent cannot react to trip the Cumasti dog. Skills: *Cumasti dogs have a +4 racial bonus on Survival checks when tracking by scent; and a +2 racial bonus on Hide checks while in a forest.

Convention _____________________________ Date ____________

GMs Name _________________________________________________

GMs Signature ______________________________________________

Page 35: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

CCuummaassttii PPuuppppyy EEllrraannnneell MM’’ LLaacchheell hhaass ggiivveenn yyoouu aann eebboonnyy CCuummaassttii ppuuppppyy ttoo rraaiissee aanndd ttrraaiinn.. TThhiiss ppuuppppyy

mmuusstt bbee rraaiisseedd iimmmmeeddiiaatteellyy ffoolllloowwiinngg tthhiiss eeppiissooddee.. RRaaiissiinngg tthhiiss ppuuppppyy ttoo aa mmaattuurree ddoogg rreeqquuiirreess tthhee eexxppeennddiittuurree ooff ssiixx ttiimmee uunniittss aanndd tthhee pprreerreeqquuiissiittee ooff oonnee rraannkk iinn tthhee HHaannddllee

AAnniimmaall sskkiillll.. OOnnccee ffuullllyy ggrroowwnn,, tthhee ddoogg hhaass tthhee ffoolllloowwiinngg ssttaattiissttiiccss::

Cumasti Dog Animal Companion Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 45 ft. (9 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Hide +2*, Listen +5, Spot +5, Survival +1* Feats: Alertness, Dash, Track Environment: Temperate forests Challenge Rating: 1 Alignment: Neutral Cumasti dogs are very loyal and protective of their masters. These dogs are known for their speed. There fur is the brown of the forest which helps them blend in with their forest surroundings. Carrying Capacity: A light load for a Cumasti dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A Cumasti dog can drag 1,500 pounds. Combat A Cumasti dog can fight while carrying a rider, but the rider can not also attack unless he or she succeeds on a Ride check.

Trip (Ex): A Cumasti dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of

opportunity. If the attempt fails, the opponent cannot react to trip the Cumasti dog. Skills: *Cumasti dogs have a +4 racial bonus on Survival checks when tracking by scent; and a +2 racial bonus on Hide checks while in a forest.

Convention _____________________________ Date ____________

GMs Name _________________________________________________

GMs Signature ______________________________________________

Page 36: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

CCuummaassttii PPuuppppyy EEllrraannnneell MM’’ LLaacchheell hhaass ggiivveenn yyoouu aann eebboonnyy CCuummaassttii ppuuppppyy ttoo rraaiissee aanndd ttrraaiinn.. TThhiiss ppuuppppyy

mmuusstt bbee rraaiisseedd iimmmmeeddiiaatteellyy ffoolllloowwiinngg tthhiiss eeppiissooddee.. RRaaiissiinngg tthhiiss ppuuppppyy ttoo aa mmaattuurree ddoogg rreeqquuiirreess tthhee eexxppeennddiittuurree ooff ssiixx ttiimmee uunniittss aanndd tthhee pprreerreeqquuiissiittee ooff oonnee rraannkk iinn tthhee HHaannddllee

AAnniimmaall sskkiillll.. OOnnccee ffuullllyy ggrroowwnn,, tthhee ddoogg hhaass tthhee ffoolllloowwiinngg ssttaattiissttiiccss::

Cumasti Dog Animal Companion Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 45 ft. (9 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Hide +2*, Listen +5, Spot +5, Survival +1* Feats: Alertness, Dash, Track Environment: Temperate forests Challenge Rating: 1 Alignment: Neutral Cumasti dogs are very loyal and protective of their masters. These dogs are known for their speed. There fur is the brown of the forest which helps them blend in with their forest surroundings. Carrying Capacity: A light load for a Cumasti dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A Cumasti dog can drag 1,500 pounds. Combat A Cumasti dog can fight while carrying a rider, but the rider can not also attack unless he or she succeeds on a Ride check.

Trip (Ex): A Cumasti dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of

opportunity. If the attempt fails, the opponent cannot react to trip the Cumasti dog. Skills: *Cumasti dogs have a +4 racial bonus on Survival checks when tracking by scent; and a +2 racial bonus on Hide checks while in a forest.

Convention _____________________________ Date ____________

GMs Name _________________________________________________

GMs Signature ______________________________________________

Page 37: EPISODE THREE: Redwood Distractions - Blackmoorblackmoor.mystara.net/MMRPG/S01/episode3.pdftraveled but the adventures never end. (Orlando, 2004) Introduction to Blackmoor by Dustin

The above named character has gained the following when participating in the Dave Arneson’s Blackmoor: MMRPG event: Episode 3: Redwood Distractions

CCuummaassttii PPuuppppyy EEllrraannnneell MM’’ LLaacchheell hhaass ggiivveenn yyoouu aann eebboonnyy CCuummaassttii ppuuppppyy ttoo rraaiissee aanndd ttrraaiinn.. TThhiiss ppuuppppyy

mmuusstt bbee rraaiisseedd iimmmmeeddiiaatteellyy ffoolllloowwiinngg tthhiiss eeppiissooddee.. RRaaiissiinngg tthhiiss ppuuppppyy ttoo aa mmaattuurree ddoogg rreeqquuiirreess tthhee eexxppeennddiittuurree ooff ssiixx ttiimmee uunniittss aanndd tthhee pprreerreeqquuiissiittee ooff oonnee rraannkk iinn tthhee HHaannddllee

AAnniimmaall sskkiillll.. OOnnccee ffuullllyy ggrroowwnn,, tthhee ddoogg hhaass tthhee ffoolllloowwiinngg ssttaattiissttiiccss::

Cumasti Dog Animal Companion Medium Animal Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 45 ft. (9 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Trip Special Qualities: Low-light vision, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Skills: Jump +8, Hide +2*, Listen +5, Spot +5, Survival +1* Feats: Alertness, Dash, Track Environment: Temperate forests Challenge Rating: 1 Alignment: Neutral Cumasti dogs are very loyal and protective of their masters. These dogs are known for their speed. There fur is the brown of the forest which helps them blend in with their forest surroundings. Carrying Capacity: A light load for a Cumasti dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A Cumasti dog can drag 1,500 pounds. Combat A Cumasti dog can fight while carrying a rider, but the rider can not also attack unless he or she succeeds on a Ride check.

Trip (Ex): A Cumasti dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of

opportunity. If the attempt fails, the opponent cannot react to trip the Cumasti dog. Skills: *Cumasti dogs have a +4 racial bonus on Survival checks when tracking by scent; and a +2 racial bonus on Hide checks while in a forest.

Convention _____________________________ Date ____________

GMs Name _________________________________________________

GMs Signature ______________________________________________