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Traveled
One-Round D&D 3rd Edition Living Greyhawk
A One-
Adventure
by Jason Bulmahn
With the Harvest festival fast approaching, the town of Highfolk is preparing for its annual Race of Heroes. Glory goes
to the fastest team. Can you stand up to the test, and win fame and fortune? An adventure for characters level 1-2.
DUNGEONS & DRAGONS, D&D, GREYHAWK, and RPGA are registered trademarks of Wizards of
the Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. Scenario detail
copyright 2000 by Wizards of the Coast, Inc. ALL RIGHTS RESERVED. This scenario is intended for
tournament use only and may not be reproduced without approval of the RPGA Network.
This is a RPGA Network adventure game. A four-hour time
block has been allocated for playing the game (or this round 4 players 5 players 6 players 7 players Lvl Cap
of the game), but the actual playing time will be about three T1: 4-12 5-13 6-14 7-15 4nd
hours.
It is a good idea to ask each player to put a name tag in The level cap indicated the highest level of character
front of him or her. The tag should have the player's name allowed to play this adventure. Characters of levels higher
at the bottom, and the character's name, race, and gender at than the highest level shown for the highest tier cannot
the top. This makes it easier for the players to keep track of be played.
who is playing which character.
Scoring the game for RPGA points:points The RPGA has
three ways to score this game. Consult your convention Lifestyle in Greyhawk
coordinator to determine which method to use:
1. No-vote scoring: The players write their names and At the beginning of every scenario, each PC is required to
numbers on the scoring packet grid, you fill in the top pay upkeep costs matching the level of lifestyle they wish
of the grid. That is all. No one is rated. This method is to maintain. The cost of each lifestyle will be indicated at
used for people who are just playing for fun. the beginning of the scenario. The lifestyles, and the
2. Partial scoring: The players rate the game master and the effects that each has on play, are:
scenario on their player voting sheet, and provide
personal information, but don’t vote for other players. Destitute You have no living space, and must carry all
The game master rates the scenario and completes your gear everywhere. You eat poor quality
personal and event information, but does not rate the food. You wear a peasant outfit, your only
players as a team or vote for players. This method is change of clothes.
used when there is no competition, but the Poor You sleep in poor accommodations, and eat
convention coordinator wants information as to how poor quality food. You wear a peasant outfit,
the game masters are performing, or the game master and have two sets of clothing.
wants feedback on his or her own performance. Common You have common lodgings, and eat
3. Voting: Players and game masters complete the entire common quality food. You have normal
packet, including voting for best player. If this method clothing for your profession (adventuring);
is used, be sure to allow about 15-20 minutes for the nothing fancy. You probably have two or
players to briefly describe their characters to the other three sets of clothing.
players, and about 5-10 minutes for voting. This High You stay in good quality lodgings, and eat
method is used when the players want to know who good quality food. You wear anything in
played the best amongst them, or when the adventure value up to courtier’s outfits, and generally
is run in tournament format with winners and prizes. buy a new set of clothing every two weeks.
Multi-round adventures usually required advancing a Luxury You have luxurious accommodations (twice
smaller number of players than played the first round, the cost of good accommodations), and you
so voting is required for multi-round adventures. eat excellent foods. You can throw a
When using Voting, rank the players in order of your banquet for your friends every day, and
voting choice while they are completing their forms, so frequently do. You wear clothing up to the
that you are not influenced by their comments on your value of noble’s outfit, and buy a new set of
abilities. clothes every week.
The players are free to use the game rules to learn about Lifestyles come with bonuses or penalties to Diplomacy,
equipment and weapons their characters are carrying. Intimidate, Disguise, and Bluff skill checks. These
Some of the text in this scenario is written so that you penalties, shown below, should be applied at the DM’s
may present it as written to the players, while other text is discretion, and can sometimes backfire—for example, a
for your eyes only. Text for the players will be in bold italics.
italics PC with a poor lifestyle would not have a penalty when
It is strongly recommended that you paraphrase the player talking to a beggar, but would when talking to a city
text, instead of reading it aloud, as some of the text is official. A PC with a high lifestyle should have a penalty
general and must be adapted to the specific situation or to when dealing with a group of street thugs, where a PC
actions of the player characters. with a destitute lifestyle might not.
If the team earns a copper ribbon 1. The item must be non-magical and specifically listed
in the text of the adventure (e.g armor on foes). If it
Ahh, I see that you have finally returned. Many of the is not listed in the text, the characters cannot keep it.
other teams have already come in. I hope that your trip Items of this nature can be sold for 50% of book
was not too dangerous; we had begun to get worried that value, or recorded on a log sheet.
you might not return. Come let us celebrate your 2. Animals, followers, monsters, henchmen, and so
completion of the race at the Gilded Cow and you can tell forth (any living being, basically) may not be kept
me all about your journey. from a scenario for any reason unless the treasure
summary lists the being specifically. It is okay for the
After reading this, the scenario is essentially over, players player characters to form relationships with NPCs,
should fill our their score sheet as should the DM. Please but these will not be certed and cannot bring
be sure to fill out the critical event summary located on material benefit to the character. Contacts (sources of
Appendix D. extra information) must be specifically certed.
3. Theft is against the law, but may be practiced by
The End some player characters. Items which are worth more
than 500 gp that are of personal significance to the
owner (including family heirlooms), and all magical
items, will be discovered in the possession of the
Experience Point Summary character by one means or another. The character
To award experience for this adventure, add up the values must return the item and pay a fine equal to three
for the objectives accomplished. Then assign the times the value of the item stolen. In addition, the
discretionary roleplaying experience award. The PC caught receives campaign-decided penalties for
roleplaying award should be given for consistent being known as a thief, such as Infamy. For other
character portrayal and contribution to the fun of the stolen items which meet the criteria in #1 above, use
game. You can award different roleplaying amounts to your judgment and the circumstances within the
different characters. game to determine whether a PC thief gets away with
Award the total value (objectives plus roleplaying) to the theft or not.
each character.
Any item retained according to these rules, which does
not have a certificate, will not ever have a certificate
Encounter 2 issued for it.
Getting to the berries 25 xp The campaign staff reserves the right to take away
any item or gold acquired for things it later finds
Encounter 3 unreasonable but which were
Speaking with the Knight 25 xp
-or- The following items can be procured throughout the
Taking path B and not getting lost 25 xp adventure.
§ An overpriced ring or weapon from the Gilded Cow.
Encounter 4 Possibly a spoiled potion.
Dealing with Logan 50 xp § Any money and equipment taken from the Ravagers.
This may include a healer’s kit and light crossbow.
Encounter 5
Defeating the Ravagers 150 xp
(wine type)
[] Copper ribbon wine. DC 15. Value 5 gp.
[] Silver ribbon wine. DC 20. Value 10 gp.
[] Gold ribbon wine. DC 25. Value 15 gp.
All too recently I have heard disturbing news from the Great Wood under your protection, bands of
orcs pillaging all that they find, malevolent creatures hunting men in the night and horrible undead
wandering about with a craving for blood. The town council here in Verbeeg Hill is greatly
concerned about these developments. Although I understand the reasons for not allowing us stout
folk within your ranks, these are dangerous times.
Perhaps the time has come to reconsider old traditions. Perhaps the time has
come for us to meet.
Gnarmish Koldurth
High Councilman of Verbeeg Hill
TOTAL DAYS
Encounter 8
Elrenn Walthair, male human Rgr16: Rgr16 Medium
Humanoid (6 ft. 1 in. tall); HD 16d10+64; hp 160
(currently 110); Init +7 (Dex, Improved Initiative); Spd
30; AC 23 (+9 elven chainmail +4, +2 cloak of protection +2, +2
Dex); Atks +20/+15/+10/+5 melee (1d8+4 [crit x3],
shortspear flametongue +1); SA Rgr Favored Enemy; AL
CG; SV Fort +14, Ref +8, Will +10.
Str 16, Dex 17, Con 18, Int 14, Wis 16, Cha 15.
Skills: Animal Empathy +7, Climb +7, Concentration
+9, Diplomacy +7, Gather Information +4, Handle Animal
+7, Heal +10, Hide +10, Intuit Direction +8, Jump +8,
Knowledge: Vesve +12, Listen +12, Move Silent +12, Ride
+9, Search +7, Spot +10, Swim +8, Track +11, Use Rope +8,
Wilderness Lore +13; Feats: Ambidexterity, Dodge,
Expertise, Improved Initiative, Iron Will, Mobility,
Spring Attack, Two-Weapon Fighting, Whirlwind Attack.
SA – Rgr Favored Enemy. +4 vs. Goblinoids, +3 vs.
Beasts, +2 vs. Plants, +1 vs. Undead.
Equipment: elven chainmail +4, cloak of protection +2,
shortspear +1 flametongue, 2 potions of cure moderate wounds,
signet ring, sash of the rangers, holy symbol of Ehlonna,
pouch containing 10 gp.
Spells (3/3/2/1): 1st – alarm, pass without trace, speak
with animals; 2nd – cure light wounds, hold animal, speak with
plants; 3rd - neutralize poison, plant growth; 4th – polymorph
self.
Personality: A leader to the bone. Cool, calculating,
intelligent, caring and personable.
Dirtwraiths (3)
(3): CR 5; small plant (3 ft. wide); HD 2d8+2;
hp 11 (each); Init –3 (Dex); Spd 2; AC 11 (+4 natural, -3
Dex); Atks none; SA Animate Plants, Spore Cloud; SD
Immunities; AL CE; SV Fort +4, Ref –3, Will +1.
Str 5, Dex 4, Con 13, Int 4, Wis 12, Cha 10.
SA: Animate Plants. The Dirtwraith may inhabit
animate any plant it inhabits the roots of. It may use this
plant to attack foes (see Animated Trees below). Spore
Cloud. Once per day the Dirtwraith may emit a spore
cloud. This requires a ranged touch attack at +2. If hit a
PC will choke for 2d4 minutes, during which no action
can be taken.
SQ: Dirtwraiths are immune to fire, all mind
affecting magic and blunt weapons.
_____________________________
How long did it take for the players to accomplish the mission?
_____ Days
Did the players speak with the Knight of the Hart? (Encounter 3A)
Yes No
Yes No
Did the players look at the letter intended for the Lord Marshal?
Yes No
Please list the player name, character name and RPGA# or the PC that received the Deerskin Leather.
Please list the player name, character name and RPGA# of the PC that received the Ironwood staff.