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A Hin of Trouble
®
A One-Round D&D LIVING GREYHAWK
Bandit Kingdoms Regional Adventure
Version 1.0
by Jeff Moore
Reviewed by Jason Bulmahn
A chance meeting with an aged halfling leads you to travel to Mercy’s Bluff and search a long abandoned battleground.
®
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 for your eyes only. Text for the players will be in gray
boxes. It’s strongly recommended that you paraphrase the
This is an RPGA® Network scenario for the Dungeons & player text instead of reading it aloud. Some of this text is
Dragons® game. A four-hour time block has been general and must be adapted to the specific situation or to
allocated for each round of this scenario. The rest of the actions of the player characters.
time is spent in preparation before game play, and
scoring after the game. The following guidelines are here Scoring
to help you with both the preparation and voting After the players have completed the scenario or the time
segment of the game. Read this page carefully so that you allotted to run the scenario has run out, the players and
know and can communicate to your players the special DM score the game. Complete the RPGA scoring grid
aspects of playing an RPGA scenario. with names and RPGA numbers only, and the event
information at the top. RPGA no longer uses voting for
Preparation any reported results. Give the Scoring Packet to your
First you should print this scenario. This scenario was event coordinator.
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 Player’s
Handbook, the Dungeon Master’s 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 player’s name at the bottom, and the
character’s 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 Master’s
Guide when confronted with a trap or hazard, or the
Monster Manual when confronted with a monster.
Some of the text in this scenario is written so that you
may present it as written to the players, while other text is
If asked about the Manor House: Once the door has been opened:
“Well, it was more of a small fort than a manor house.
It was the last stand for the defenders, and we made Ahead of you lies a musty entry hall that is ten feet
them pay dearly for what they got. I’ve not been able wide by fifteen feet deep. Murder holes dot the
to go inside of it since I became this way. But I can ceiling and more arrow slits are found in the walls.
feel that part of me resides in there. Perhaps if you The doors ahead are wooden and bound in iron.
could open the doors I could travel inside and find
what is missing.” The wooden doors are not locked or trapped, and are just
stuck from lack of use. A DC 13 Strength check will
If asked about the inside of the Manor House: open them.
I never saw much of the inside of the house before
that day. The fight was going badly and we were Opening the second set of doors reveals a small
surrounded in the courtyard. Then the ogres showed alcove with a bench to sit on, and a rack obviously
up. I don’t want to speak of the rest. made to hold shoes.
Beyond the alcove, a large common room opens
Giselle is bound from entering the manor even when the up 30 feet on a side. The floor is hewn stone and
door has been broken. streams of sunlight drift down from the burned out
Giselle knows nothing about the traps or undead. roof. Three stairwells are visible at the center point
of the remaining walls.
Encounter Five: APL 2 [EL 1]
In a Manor of Speaking Floor Blade Trap: CR 1; mechanical; touch trigger;
Approaching the manor house, you notice the lack of automatic reset, hidden switch bypass (Search DC 25);
windows on the ground floor. In their place are well- Atk +10 melee (2d4 [x4], scythe); Search DC 22; Disable
positioned arrow slits, and a row of crenellations on Device DC 22.
the roof. It appears to be well fortified and capable of
holding most of the town’s previous citizens with The floor scythe trap is located at area C on the map of
little trouble. The single entryway is a large double the manor house. It will reset after each attack, and will
door made of iron and engraved with a dog’s head attack anyone that touches the floor of one of the 4
squares that surround area C.
DC15 Knowledge (Religion) to recognize that it is a holy
symbol of Urogalan (the halfling deity of death and APL 4 [EL 4]
earth). Floor Scythe Trap: CR 4; mechanical; location
The door is locked by magical means. To unlock and trigger; automatic reset; Atk +20 melee (2d4+8 [x4],
open the door, a good cleric can channel positive energy, scythe); Search DC 21; Disable Device DC 18.
using a turning check against a 1 HD target. A neutral or
evil cleric that channels negative energy will shatter the The floor scythe trap is located at area C on the map of
door instead of opening it. Alternatively, players can the manor house. It will reset after each attack, and will
break the door down. There are no hinges available to attack anyone that enters one of the 4 squares that
the players. surround area C.
Encounter Two: Plum Pudding Grandpa’s Spoon: This large dull, silver spoon functions
APL 2: L: 0 gp; C: 6 gp; M: 0 gp as a Murlynd’s Spoon (from the DMG), except that when
APL 4: L: 0 gp; C: 6 gp; M: 0 gp placed in an empty container, the vessel fills with
APL 6: L: 0 gp; C: 6 gp; M: 0 gp steaming hot plum pudding.
APL 8: L: 0 gp; C: 6 gp; M: 0 gp Faint conjuration; CL 5th; Craft Wondrous Item,
create food and water, Grandpa Gonagin’s secret plum
Encounter Three: When Wasps Attack pudding recipe; Price 5,400gp.
APL 2: L: 0 gp; C: 0 gp; M: arcane scroll of glibness
(44 gp). Wand of Acidic Ray: This wand functions as a wand of
APL 4: L: 0 gp; C: 0 gp; M: arcane scroll of glibness scorching ray that has had the Energy Affinity (Acid)
(44 gp). metamagic feat applied to it. The rays from this wand deal
APL 6: L: 0 gp; C: 0 gp; M: arcane scroll of glibness acid damage instead of fire damage.
(44 gp). Faint evocation; CL 3rd; Prerequisites: Craft Wand,
APL 8: L: 0 gp; C: 0 gp; M: arcane scroll of glibness Energy Affinity (Acid), scorching ray; Market Price: 4,500
(44 gp). gp; Weight: -.