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Exile
A One Round D&D LIVING GREYHAWK
Dyvers Regional Adventure
by Mason Mines
Triad Edit: Matt Maddy
Circle Edit: David Christ
For Yeon-Joo Jung. Thanks to all the wives who tolerate our gaming habit.
The signal fire has gone out on Merroc's Rock, hampering shipping traffic into Dyvers. The PC's are sent to investigate
and to restore the beacon before disaster strikes. An adventure for characters level 2-12.
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20
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. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
Introduction
This is an RPGA Network scenario for the Dungeons &
Dragons game. A four-hour time block has been allocated
for each round of this scenario, but the actual playing time
will be closer to three and a half hours. The rest of the time
is spent in preparation before game play, and scoring after
the game. The following guidelines are here to help you
with both the preparation and voting segment of the game.
Read this page carefully so that you know and can
communicate to your players the special aspects of playing
an RPGA scenario.
Preparation
First you should print this scenario. This scenario was
created to support double-sided printing, but printing it
single sided will work as well. There is enough room along
the inside margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special
rules, spells, or equipment presented in the adventure. It
may help to highlight particularly important passages.
When you run an RPGA D&D adventure we assume that
you have access to the following books: the Players
Handbook, the Dungeon Masters Guide, and the Monster
Manual. We also assume that you have a set of dice (at least
one d4, d6, d8, d10, d12, and d20), some scrap paper, a
pencil, an RPGA scoring packet, and your sense of fun. It is
also a good idea to have a way to track movement during
combat. This can be as simple as a pad of graph paper and a
pencil, as handy as a vinyl grid map and chits, or as
elaborate as resin dungeon walls and miniatures.
Instruct the players either to prepare their characters now,
or wait until you read the introduction, depending on the
requirements of the scenario as described in the
introduction.
Keep in mind that you must have at least three players (not
counting the DM), for the game session to be a sanctioned
RPGA event. As well, you cannot have more than six
players participating in the game.
Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
should have the players name at the bottom, and the
characters name, race, and gender at the top. This makes it
easier for the players (and the DM) to keep track of who is
playing which character.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying. That
said, you as the DM can bar the use of even core rulebooks
during certain times of play. For example, the players are
not free to consult the Dungeon Masters Guide when
confronted with a trap or hazard, or the Monster Manual
when confronted with a monster.
Dyv3-09 Exile
Reporting
After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and
DM fill out a reporting form. After the form is filled out
it should be given to the senior DM.
Living Greyhawk
This is a LIVING GREYHAWK Adventure. As a LIVING
adventure it is expected that players bring their own
characters with them. If players do not have a LIVING
GREYHAWK character generated, get a copy of the
current LIVING GREYHAWK character generation
guidelines, and a character sheet from your convention
coordinator or the RPGA Web site, ant then have any
players without a character create on. Once all players
have a LIVING GREYHAWK character, play can begin.
Along with the other materials that you are assumed to
have in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK
Gazetteer.
Page 2
Mundane
Animals Effect on
APL
CR of Animal
# of Animals
1
10
10
11
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Introduction:
It is a few hours before dawn. You are at the tavern
"Fharlanghn's Respite" near the docks in Maravan,
awaiting a ship that takes you to Dyvers. The ship is a
Leardyn merchant ship called the "Random Gamble."
The morning mists still lay thick on the ground as
your group finishes its morning breakfast.
Page 4
APL 4 (EL 6)
Bounty Hunters (2): Male human Ftr5; hp 44, 44; See
Appendix One.
APL 6 (EL 8)
Bounty Hunters (4): Male human Ftr5; hp 44, 44, 44,
44; See Appendix One.
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"The crew is needed here to get the ship off the rocks
and the hole fixed. I need you to go to the tower and
find out what has happened to the lighthouse crew
there. Get that signal fire lit. Can you handle that ?
The sooner we get this taken care of the sooner we
can get off this stinking rock.
Robil Kelso declines any offers of assistance to repair the
hull or inspect the ship for damage, thanking the players
for their offers but expressing confidence in the ability of
his crew to repair the ship. He does not allow any of his
crew to assist the adventurers in exploring Merroc's
Rock, stating that he needs them here. He emphasizes
the importance of the signal fire as a priority and urges
the party to get going if they delay.
The Tower
For those looking for information on the Merroc Rock
Lighthouse they can attempt a Knowledge (local) or
Bardic Knowledge check [DC 17] to reveal that the signal
tower on Merroc's rock was once inhabited by Pheol of
Thom. He was a reclusive mage. Robil Kelso knows this
Page 6
Pheol's Study
The study is a 30' by 30' room that contains
bookshelves that line each wall. The room shows no
sign of decay or disrepair. The shelves are filled with
books, scrolls, and loose manuscripts. In the center
of the room is a strange device that looks like a
domed crystal birdbath or a giant glass cake-stand.
The room is flooded with an inch or so of water,
probably as a result of the recent storm.
Examining the bookshelves will reveal one item from the
following list per 5 min of search time on a successful
Search check [DC 10]. Each item can only be discovered
once.
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Creatures:
APL 4 (EL 6)
Manual
APL 6 (EL 8)
Formian Warriors (5): hp 26, 26, 26, 26, 26; See
Monster Manual
Manual
Manual
Formian Myrmarch: hp 102; See Monster Manual
Monster Manual
Formian Myrmarchs (2): hp 102, 102; See Monster
Manual.
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APL 4 (EL 4)
Assassin Vine: hp 30; See Monster Manual
Dever tries to convince the players that the only way out
of the valley requires that the players kill the Nege
Queen (not true). He also states that the lighthouse crew
was captured by the Nege four years ago, around the time
Dever escaped from the Nege conscript gangs. (There is
a time differential between the valley and Oerth that was
created by Pheol to enable him to speed up his
experiments.) Dever will assert that killing the Nege
Queen will free the Halfling tribes from the Nege
Collective.
APL 6 (EL 6)
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APL 8 (EL 8)
Treant: hp 66; See Monster Manual. This evil Treant
has been warped to madness by Pheol's experiments.
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Conclusion
Once the players have returned to their normal size they
find themselves again in the tower sub-cellar study. If
the players attempt to touch the pedestal again, they find
that it does not activate (it is malfunctioning). The
pedestal cannot be removed or damaged short of
powerful magical means beyond the players capabilities.
Page 12
The End
Optional Encounter
The Whiteshelf Mine
If the players wish to expend an additional 1 TU for the
optional encounter, they have the opportunity to rescue
Ethane Leardyn, Vandor Kells of the lighthouse crew,
several members of the gobblings band tribe, and any
captured party members from Encounter Three. These
poor unfortunates will all be swinging pickaxes in a
conscript gang, mining the edge of the Whiteshelf.
The extended version can be attempted during the mod
or right after the end (they can re-enter the pedestal and
attempt the rescue then flee again).
Dyv3-09 Exile
APL 4 (EL 6)
Formian Warriors (3): hp 26, 26, 26; see Monster
Manual
APL 6 (EL 8)
Formian Warriors (5): hp 26, 26, 26, 26, 26; See
Monster Manual
Manual
Manual
Formian Myrmarch: hp 102; See Monster Manual
Monster Manual
Formian Myrmarchs (2): hp 102, 102; See Monster
Manual
When the formian threat has been defeated, the players
are greeted by the cheers of the conscript slaves. Most of
the halflings run for the jungle.
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Dyv3-09 Exile
APL 4 (EL 4)
Lightning Bolt trap CR 4: magic device; open door
trigger; automatic reset; spell effect: lightning bolt (4d6
damage); Reflex save [DC 14] for half damage; Search
[DC 40]; Disable Device [DC 45]. Dispel magic versus
caster level 20th will disable the trap for 20 min similar to
discharging the trap.
APL 6 (EL 5)
Lightning Bolt trap CR 5: magic device; open door
triggers; automatic reset; spell effect: lightning bolt (6d6
damage); Reflex save [DC 16] for half damage; Search
[DC 40]; Disable Device [DC 45]. Dispel magic versus
caster level 20th will disable the trap for 20 min similar to
discharging the trap.
APL 8 (EL 6)
Lightning Bolt trap CR 6: magic device; open door
triggers; automatic reset; spell effect: lightning bolt (8d6
damage); Reflex save [DC 18] for half damage. Search
[DC 40]; Disable Device [DC 45]. Dispel magic versus
caster level 20th will disable the trap for 20 min similar to
discharging the trap.
APL 10 (EL 7)
Lightning Bolt trap CR 7: magic device; open door
triggers; automatic reset; spell effect: lightning bolt (10d6
damage); Reflex save [DC 20] for half damage. Search
[DC 40]; Disable Device [DC 45]. Dispel magic versus
caster level 20th will disable the trap for 20 min similar to
discharging the trap.
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APL 12 (EL 8)
Lightning Bolt trap CR 8: magic device; open door
triggers; automatic reset; spell effect: lightning bolt (12d6
damage); Reflex save [DC 22] for half damage. Search
[DC 40]; Disable Device [DC 45]. Dispel magic versus
caster level 20th will disable the trap for 20 min similar to
discharging the trap.
Allow the players to read the handout of the riddle as the
doors will repeat the riddle every time they are
approached. Allow the party to guess for no more than 35 times before discharging the trap on them. Describe the
door as building up a golden glow with every wrong
answer. Give them hints if necessary by emphasizing
that the door carvings hold the clue to the solution.
Make sure to describe the glowing effect of the door as
dissipated after the trap discharges. The trap will reset
every 20 min, in between which it may be forced open by
a Strength check [DC 30] or a magical spell that can
bypass the doors spell resistance. Other players may assist
the strength check. Once the trap has recharged, repeat
the process until the players guess the riddle, force the
door, or give up.
Dyv3-09 Exile
240 xp
300 xp
360 xp
420 xp
45 xp
60 xp
75 xp
90 xp
105 xp
180 xp
240 xp
300 xp
360 xp
420 xp
45 xp
60 xp
75 xp
90 xp
105 xp
120 xp
180 xp
240 xp
300 xp
360 xp
APL 6
APL 8
APL 10
APL 12
180 xp
45 xp
60 xp
75 xp
90 xp
105 xp
Total Experience
APL 4
APL 6
APL 8
APL 10
615 xp
840 xp
1,065 xp
1,290 xp
Page 15
APL 12
1,515 xp
180 xp
240 xp
300 xp
360 xp
420 xp
120 xp
150 xp
180 xp
210 xp
240 xp
65 xp
90 xp
110 xp
135 xp
155 xp
337 xp
450 xp
562 xp
675 xp
787 xp
Treasure Summary
During an adventure, characters encounter treasure,
usually finding it in the possession of their foes. Every
encounter that features treasure has a treasure section
within the encounter description, giving information
about the loot, coins, and magic items that make up the
encounters treasure.
The loot total is the number of gold pieces each character
gains if the foes are plundered of all their earthly
possessions. Looting the bodies takes at least 10 minutes
per every 5 enemies, and if the characters cannot take the
time to loot the bodies, they do not gain this gold. If you
feel it is reasonable that characters can go back to loot the
bodies, and those bodies are there (i.e., not carted off by
dungeon scavengers, removed from the scene by the local
watch, and so on), characters may return to retrieve loot. If
the characters do not loot the body, the gold piece value for
Dyv3-09 Exile
Conclusion:
The Harbor Authority will grant a reward if the players
managed to avert further shipping disasters by lighting
the tower signal fire.
All APLs: L: 0 gp; C: 100 gp; M: 0 gp
Page 16
400 gp
400 gp
400 gp
400 gp
400 gp
348 gp
533 gp
714 gp
992 gp
1,337 gp
Special Rewards:
Inducted into the tribe: The character who wins the
Fibbin Me Uhn contest will be ceremoniously inducted
into the Gobblings Band tribe. This character holds a
position of great respect within the Gobblings Band and
is responsible for contributing to the welfare of the tribe.
The Halflings will Tattoo this individual in a traditional
fashion similar to the Corsairs! tattoo. If displayed, the
tattoo grants a +2 circumstance bonus to Diplomacy
checks when dealing with halflings of the Gobblings
tribe.
Special Rewards:
Dyv3-09 Exile
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APL 6 (EL 8)
Bounty Hunters (4): Male human Ftr5; CR 5;
Medium-size humanoid; HD 5d10+10; hp 44; Init +6
(+2 Dex, Improved Initiative); Spd 20 ft.; AC 18 (touch
12, flat-footed 16); Atks +9 melee (1d8+5, longsword,
[19-20x2]) or +9 ranged (1d8, light crossbow, [1920x2]); AL NE; SV Fort +6, Ref +3, Will +2; Str 16, Dex
14, Con 14, Int 10, Wis 12, Cha 7.
Skills and Feats: Hide -1, Listen +3, Sense Motive
+4, Spot +5; Combat Reflexes, Dodge, Improved
Initiative, Mobility, Weapon Focus (longsword),
Weapon Specialization (longsword).
Possessions: scale armor, large wooden shield,
longsword, light crossbow, 20 crossbow bolts.
20x2]) or +13/+8 ranged (1d8, light crossbow, [1920x20); AL NE; SV Fort +8, Ref +5, Will +4; Str 18, Dex
14, Con 14, Int 10, Wis 12, Cha 8.
Skills and Feats: Hide +2, Listen +5, Sense Motive
+5, Spot +5; Blind-Fight, Combat Reflexes, Dodge,
Mobility, Power Attack, Spring Attack, Weapon Focus
(longsword), Weapon Specialization (longsword).
Possessions: breastplate, large steel shield,
longsword, light crossbow, 20 crossbow bolts.
Sethtun: Medium Undead Male Ftr7; CR 9; HD
7d12; hp 54; Init +7 (+3 Dex, Improved Initiative); Spd
20 ft.; AC 31 (+3 Dex, +12 Plate, +6 Natural) (touch 13,
flat-footed 28); Atks +14/+9 melee (1d10+6, Demon
Armor) or +7/+2 ranged (1d8, light crossbow, [1920x2]); AL NE; SA: Blood Drain, Children of the Night,
Create Spawn, Dominate, Energy Drain; SQ: Alternate
form, Damage Reduction 10/silver and magic,
Darkvision 60ft., Fast Healing 5, Gaseous Form,
Resistance to Cold 10 and Electricity 10, Spider Climb,
Undead Traits, Vampire Weaknesses; SV Fort +5, Ref
+7, Will +3; Str 22, Dex 16, Con -, Int 12, Wis 12, Cha
12.
Skills and Feats: Bluff +9, Hide +10, Listen +15,
Move Silently +10, Search +10, Sense Motive +13, Spot
+15; Alertness, Combat Reflexes, Dodge, Lightning
Reflexes, Mobility, Power Attack, Spring Attack,
Weapon Focus (longsword).
Possessions : Demon Armor, large steel shield
(The armor has the Mark of Tharizdun. Treat as a
Minor Desecrate. Sethtun is turned @ 12HD),
longsword, light crossbow, 20 crossbow bolts.
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Player Handout #2 :
A damaged journal section describing the affairs of the
Dyvers Chapterhouse of the RoS. Of special interest to
the players are the events from CY591 onward.
Page 1
CY591
The Hierarch of the Dyvers RoS chapter house is about
to take stewardship of the codex from his city of
Greyhawk counterpart, signifying a change in the
center of power. Unbeknownst to all but the Dyvers
RoS, the codex was being transported as "unspecified
cargo" enroute to Dyvers aboard the merchant ship:
Random Gamble. The ship was damaged when it ran
aground in foul weather and subsequently sank with
the codex on board. The chaperone of the codex, a
Dyvers RoS Master named Westin, drowned while
attempting to retrieve the codex from its hiding place
when the Random Gamble sank. The ship is about 40
feet down near a stretch of cliffs and a narrow beach
not far from Dyvers. The wreck is certain to be picked
over by salvagers soon. The ceremony to transfer
stewardship is scheduled to begin in 2 days (and, of
course, requires the codex.) The Greyhawk chapter
house has learned that the book is missing, though
they do not know where it is. They would like nothing
more than to prevent the codex from re-surfacing,
thereby retaining power over the RoS organization.
While the RoS rule of law forbids the chapter houses
from direct conflict with each other, nothing prevents
hired agents of either side from doing bodily harm to
regain the Codex. The Dyvers RoS Hierarch, Rion
Ganus, knows that the members of his chapter house
are being closely watched.
Page3
CY592
(A reproduced copy of the legible entries in a journal of
the Knight Eriador from his trials in the Fey realm
entitled: The Quarto of the Fey)
Page 2
CY592
It has become known to us that in Westguard on the
Dyvers Frontier, two thieves, Vinh and Liadon, exmaster of the RoS have been dispatched by the
Alliance to acquire the Cloak of Eriador, a forgotten
treasure of the Knights of the Hart. The repository of
the cloak was cleverly disguised in bas-relief stonework
that adorns the lower hall of Westguard keep. Vinh
and Liadon, planted the stolen jewelry on some heroes
from Dyvers, then attempted to blackmail them into
stealing the cloak when the party attempted to recover
the cloak they discovered the entrance to the
Westguard Keep catacombs. Once the party had
negotiated the trap filled maze, they found the crypt of
a Knight-Commander of the Order of the Hart. The
dead knight bore the cloak of Eriador, his jeweled
Dyv3-09 Exile
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Dyv3-09 Exile
Steel. This much the master bids me tell you. You are
here because Rion Ganus has turned away from the
dark promise of our master. He has embraced the path
of righteousness. Your Hierarch believes that he can
turn the Dyvers Chapterhouse to serve the side of
light. He will die for his transgression, this much is
revealed to me. As for the destruction of the Dyvers
Ring of Steel, it is not yet determined. The codex
binds me to the RoS oath of allegiance. If there is one
among you of the Ring of Steel, come forth and reveal
yourself. You may ask three questions before I am
returned to my torturers in the realm of shadow.
Minutes from the Leardyn copper mine debrief: Rion
Ganus' final statement in that meeting.
I see that you have recovered the chalice stolen from
the Westguard Chapel. I will return it to the Knight
Commander. You have done well. In answer to your
question, it is true. The Ring of Steel chapterhouses
are Arkalan Sammal's "secret tendrils buried across the
Flanaess", though I no longer count myself a Hierarch
of the dark master. In turning aside from that path I
fear the Dyvers chapterhouse will not survive the
retribution of our former masters within the Horned
Society. They will not let go of us so easily. We have
promised an alliance with the Fey King. When the
summer leaves begin to fall our brothers will journey
to the Fey Realm, to the edge of shadow. It is our
purpose to deal with the Society once and for all time.
Those RoS brethren who take up this quest will have
violated the Niadeen edicts and will therefore be open
to retribution. This will mean the destruction of the
Ring of Steel. I have made one final Contract with the
forces of shadow to protect your lives at the cost of my
own. It is because of this that I will not be with you
when you go to face the dark. Gather your allies unto
yourselves and prepare.
Page 5
Here the Handwriting changes:
CY593
The following is an account of the last days of the
Dyvers Chapterhouse of the Ring of Steel.
Palamon and the RoS brethren from Dyvers had taken
up a defensive position on a hillside. They were
attempting to hold the flank of a host of Fey elves. The
Dyvers RoS-Fey Elf alliance faced two-dozen
chapterhouses of the RoS from various nations. Ket,
Geof, and Greyhawk pennants were amongst them.
These were allied with armies of undead and grotesque
monsters. The Dyvers RoS were hopelessly
outnumbered. Missile fire was exchanged and the two
Page 24
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Page 25
Player Handout #3
To whomever finds this letter,
I hope that this letter finds you well and in good spirits. I have been hunted now for some time due to an important
obligation to a friend. The chances are that I do not know you, though I trust to Norebo that luck will place this in the
hand of an ally. The roads to Dyvers are watched and I cannot return. This puts me in a tight spot as I have a rather
important message to deliver. Please find Master Theron, a one time peasant with a warrior's heart, or Master Egil, a big
florist with a funny accent. I suppose you could find that branch Pelorian Master as well, but he is a dandy and his
preaching gives me a headache. All in all though, he is a good dresser and popular with the ladies, so I guess he can't be
all that bad. I digress. The message I would have you give them is "The Dark God seeks the Hierarch from the ashes."
Do this for me and my family will be grateful. Find my brother Jebedo, he will gladly repay you for your efforts.
-Jerad Garrick
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