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Johrase Jailbreak
An Introductory D&D LIVING GREYHAWK®
Bandit Kingdoms Regional Adventure
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.
This is an RPGA® Network scenario for the for the players (and the DM) to keep track of who
Dungeons & Dragons® game. A four-hour time is playing which character.
block has been allocated for each round of this The players are free to use the game rules to
scenario, but the actual playing time will be closer learn about equipment and weapons their
to three and a half hours. The rest of the time is characters are carrying. That said, you as the DM
spent in preparation before game play, and can bar the use of even core rule books during
scoring after the game. The following guidelines certain times of play. For example, the players are
are here to help you with both the preparation not free to consult the Dungeon Master’s Guide
and voting segment of the game. Read this page when confronted with a trap or hazard, or the
carefully so that you know and can communicate Monster Manual when confronted with a
to your players the special aspects of playing an monster.
RPGA scenario. Some of the text in this scenario is written so
that you may present it as written to the players,
Preparation while other text is for your eyes only. Text for the
First you should print this scenario. This scenario players will be in gray boxes. It’s strongly
was created to support double-sided printing, but recommended that you paraphrase the player
printing it single sided will work as well. There is text instead of reading it aloud. Some of this text
enough room along the inside margin to bind the is general and must be adapted to the specific
adventure, if you desire. situation or to actions of the player characters.
Read this entire adventure at least once
before you run your game. Be sure to familiarize Scoring
yourself with any special rules, spells, or Introductory events are non-sanctioned events,
equipment presented in the adventure. It may and as such are not reported to the RPGA.
help to highlight particularly important passages.
When you run an RPGA D&D adventure we This is a LIVING GREYHAWK Adventure. As a
assume that you have access to the following LIVING adventure it is expected that players
books: the Player’s Handbook, the Dungeon Master’s bring their own characters with them. If players
Guide, and the Monster Manual. We also assume do not have a LIVING GREYHAWK character
that you have a set of dice (at least one d4, d6, d8, generated, get a copy of the current LIVING
d10, d12, and d20), some scrap paper, a pencil, GREYHAWK character generation guidelines,
and your sense of fun. It is also a good idea to and a character sheet from your convention
have a way to track movement during combat. coordinator or the RPGA Web site, and then
This can be as simple as a pad of graph paper and have any players without a character create one.
a pencil, as handy as a vinyl grid map and chits, Once all players have a LIVING GREYHAWK
or as elaborate as resin dungeon walls and character, play can begin.
miniatures. Along with the other materials that you are
Instruct the players either to prepare their assumed to have in order to run a D&D game, it
characters now, or wait until you read the is also recommended that you have a copy of the
introduction, depending on the requirements of LIVING GREYHAWK Gazetteer.
the scenario as described in the introduction.
Keep in mind that you must have at least
four players (not counting the DM), for the game Time Units and Upkeep
session to be a sanctioned RPGA event. As well, This is an introductory one-round Regional
you cannot have more than seven players adventure, set in the Bandit Kingdoms.
participating in the game. Characters native to the Bandit Kingdoms, pay
Once you are ready to play, it is handy to one Time Unit per round, all others pay two
instruct each player to place a nametag in front of Time Units per round. Adventurer’s Standard
him or her. The tag should have the player’s Upkeep costs 12gp per Time Unit. Rich Upkeep
name at the bottom, and the character’s name, costs 50gp per Time Unit. Luxury Upkeep costs
race, and gender at the top. This makes it easier 100gp per Time Unit.
The End
Conclusion
Once the PCs have Sergeant Hoyle in hand,
they should have a relatively easy time making Experience Point Summary
it back to the road. The sergeant will suggest To award experience for this adventure, add up
going back and burying his men, including the values for the objectives accomplished. Then
Tolan, but he is tired enough that he won’t push assign the discretionary roleplaying experience
the issue. Hallorn is only a half a day’s march award. The roleplaying award should be given
further south. for consistent character portrayal and
contribution to the fun of the game. You can
The Johrase camp lies at the edge of town, award different roleplaying amounts to different
surrounded by a shallow ditch and rampart. characters.
The tents are arranged in neat, orderly lines, Award the total value (objectives plus
with cookfires set in rings of stone at regular roleplaying) to each character.
intervals. The sentries, dressed in chainmail
with the Johrase morningstar prominently Encounter One
displayed on their tabards, hail you as you Defeat Carrion Crawler 120 xp
approach.
Encounter Two
Getting past the sentries is very easy if Defeat or avoid sentries 30 xp
Sergeant Hoyle is along. If the PCs didn’t
manage to recover him alive, it will take a little Encounter Three
fast talking before they are escorted to the Defeat or bypass drunken orcs 30 xp
company commander. Regardless of the ease
with which they pass the guards, a man runs off Encounter Four
ahead of them to inform the commander, who is Defeat Ogre 60 xp
clearly waiting for them when they arrive. Defeat Dreghov 60 xp
The company commander, Captain Briston, Disable or avoid trap 30 xp
is a tall, lean man in his late thirties with short-
cropped, sandy hair. He listens soberly as the Encounter Five
PCs tell their tale. He does not appear to be Disable or avoid trap 30 xp
enormously happy with Sergeant Hoyle, who
(again, if present) stands at rigid attention Discretionary Roleplaying Award 90 xp
throughout the entire recitation. At the
conclusion of the tale, he dismisses the sergeant, Total experience for objectives 450 xp
saying “I’ll deal with you later.” He is still very