GRM6-I2 Exigency (3E)
GRM6-I2 Exigency (3E)
Exigency
A One-Round D&D® LIVING GREYHAWKTM
Gran March Regional Introductory Adventure
Version 1.0
by P. Dennis Waltman
Reviewer: Gran March Triad Circle Reviewer: Steven Conforti
Playtesters: Billy Crouch, Linda Crouch, John Ashton, Steve Pochini, Mike Powell, Cheree Dyling, Peter
McLaughlin
Sometimes things are best not disturbed. Some things are best left asleep. Some people’s thirst for
knowledge or loot knows no bounds. These three facts make an unsettling combination that falls to
others to resolve. A Gran March regional introductory adventure for 1st level characters only
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of
Wizards of the Coast. To learn more about the Open Gaming License and the d20 SYSTEM license, please visit
www.wizards.com/d20.
®
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protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
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Any similarity to actual people, organizations, places, or events is purely coincidental. © 2005 Wizards of the Coast, Inc and the
adventure author or authors.
2 2 3 4 5
ADVENTURE BACKGROUND
3 3 4 5 6
Ever since the Gran March army discovered a set
4 4 6 7 8 of ruins in the Rushmoors, there have been others
who thought perhaps they might strike it rich on
5 5 7 8 9
smaller but no less elaborate complexes. These
6 6 8 9 10 people realized that work in the Rushmoors could
be a dangerous thing, but to their minds as long as
7 7 9 10 11
they made the profit and others took the risk, there
was not a problem.
LIVING GREYHAWK adventures are designed for These ‘investors’ came upon apparently like-
APL 2 and higher. Four or five 1st-level characters minded inquisitive people, and a business was
may find the challenge of an APL 2 adventure formed. The ‘like-minded’ folks were actually
difficult. Suggest the following to these groups to Vecna-worshipers, and their interest in the
help increase their chances of success: marshes was in objects of a past time that might
1. Enlist a sixth player. help bring that time again. They knew of some
possible sites to check.
2. Advise characters to buy riding dogs to help
protect them, and fight for them. The main investors convinced some scholarly
types and investigators of an opportunity to study
and make a profit (but not as much the investors
TIME UNITS AND UPKEEP would get). A few groups of investigators were
This is a standard one-round Regional organized and potential sites on the edge of the
introductory adventure, set in Gran March. Rushmoors investigated. The Vecna-worshipers
Characters native to Gran March pay one Time ensured that some of their people might be around
Much I cannot tell you because of the Raul, Male Human (Flan) Human Exp4: hp
Honor of my Order. Suffice it to say, that it 14
There are a half dozen people here, most have ENCOUNTER 2: VISITORS
been reading books or cleaning items made of
wood and silver. A shout, “Rory comes,” breaks your
conversation. Azar turns to the call, and
The current camp leader, Azar Taloan, is a
motions to you to follow as he walks to the
Baklunish man, 5’7” tall, with the golden skin of his
south part of the camp. Once there, you see a
race. He is in his early twenties. He wears
young half-elf moving quickly, but not running,
chainmail and carries a long spear and long
to the camp. He is halfway between the
sword. He will explain that a group of his friends
swamp and the camp.
and associates discovered an interesting set of old
stone buildings in the Rushmoors. This is the DM Note: Pause a moment to see if any of the
base camp. They generally go into the swamps player characters want to do anything. Don’t
during the day, and then come back outside of it to encourage interrupting the box text, but if they
sleep and eat a hot meal. want to do something, roll initiative, and go in
initiative order. At this point, Rory is 300 feet from
He will explain that the main leader of this
the camp. He will double move for one more
expedition, Simon Takrey, is back in Orlane
round before being shot when 240 feet from the
getting supplies and gathering some more people
camp.
to help out. A lot of the current dwellers and
assistance are going to run out of leave, and have Otherwise continue with the box text.
to return to the military duty.
A few times he slips a little, but he keeps his
If asked about discoveries, he will proudly say feet, and continues to move quickly to the
they have found three things that they needed to camp. As he closes you can see a rather full
send to Syrloch, and everyone helping had made backpack on his back. Then from the reeds
about 200 gold pieces per share, from selling steps a hobgoblin, he sights an arrow, and
things found or as a reward from Syrloch. shoots Rory from 360 feet away. The arrow
Presently there were only three people strikes the Half-Elf in the back and he falls
investigating the buildings, and he would confirm prone.
Rory would guess there were about a dozen Each goblin has a small morning star, small
hobgoblins and two dozen goblins, plus the old leather armor, small javelin, and 10 gold pieces.
one, back towards the buildings. If the player characters hit Yrthol’s AC 7,
Each gold candle stick is an art object worth unless the damage is magical or magic in nature,
50 gp. The silver cup is also worth 50 gp. The it passes through his body without effect. Magical
two books are not spell books, but they are in weapon attacks or magical spells have a 50%
runes, Common words and odd scripts. A chance to be ignored (incorporeal).
Decipher Script (DC 15) check can tell they speak If someone shot Yrthol with spell or missile
of the Whispered One (Vecna). If the check meets weapon, he will shake his head and move forward
DC 20 can tell they speak of people who follow again. A second successful hit (even if it is not
Vecna. These items belong to Rory and the successful damage), will make Yrthol sad, and he
consortium of investors. He will not give them up will descend into the ground. Then the goblins will
without a fight (in which Azar would join him). rush to attack.
If the characters did not take the Club +1 for APL 2: 60 xp.
themselves, but did return the skull, they get the
Favor of Autumn Circle.
If the characters took the Skull, they receive Discretionary Roleplaying Award
the Curse of the Skull. APL 2: 30 xp.
TREASURE SUMMARY
EXPERIENCE POINT
During an adventure, characters encounter
SUMMARY treasure, usually finding it in the possession of their
To award experience for this adventure, add up foes. Every encounter that features treasure has a
the values for the objectives accomplished. Then “treasure” section within the encounter description,
assign the experience award. Award the total giving information about the loot, coins, and magic
value (objectives plus roleplaying) to each items that make up the encounter’s treasure.
character. The loot total is the number of gold pieces each
character gains if the foes are plundered of all their
Encounter 2
earthly possessions. Looting the bodies takes at
Defeat the hobgoblins. least 10 minutes per every 5 enemies, and if the
characters cannot take the time to loot the bodies,
APL 2: 90 xp.
they do not gain this gold. If you feel it is
reasonable that characters can go back to loot the
Defeat the goblins. bodies, and those bodies are there (i.e., not carted
off by dungeon scavengers, removed from the
APL 2: 90 xp. scene by the local watch, and so on), characters
may return to retrieve loot. If the characters do not
Encounter 4 loot the body, the gold piece value for the loot is
subtracted from the encounter totals given below.
Defeat the goblins.
The coin total is the number of gold pieces each
APL 2: 150 xp. character gains if they take the coin available. A
normal adventuring party can usually gather this
OR wealth in a round or so. If for some reason, they
pass up this treasure, the coin total is subtracted
Encounter 6 from the encounter totals given below.
Take damage, disable, or bypass the traps. Next, the magic items are listed. Magic item
APL 2: 120 xp treasure is the hardest to adjudicate, because they
are varied and because characters may want to use
them during the adventure. Many times characters
must cast identify, analyze dweomer or similar spell
Encounter 7
to determine what the item does and how to
Defeat the wolf skeleton. activate it. Other times they may attempt to use the
item blindly. If the magic item is consumable (a
APL 2: 60 xp. potion, scroll, magic bolts, etc.) and the item is used
before the end of the adventure, its total is
subtracted from the adventure totals below.
Please mark the mound with the flour when you are
successful.
Yrthol
By the hand of Grighal Tombat