YEO1-02 Throwing Stones
YEO1-02 Throwing Stones
Stones
One-Round D&D 3rd Edition Living Greyhawk
A One-
Adventure
by August Hahn
Politics heats up in the town of Nighford. Two candidates for the office of Grossspokesman are engaged in a bridge
building contest to win that position and they both want your help! Who will you support? How far will you go to aid
your employer? And what will you do when the race takes an inevitable turn for the worst? An adventure for characters
levels 1-6.
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. T2: 13-22 14-24 15-26 16-28 6th
T3: 23-32 25-35 27-38 29-41 8th
It is a good idea to ask each player to put a name tag in
front of him or her. The tag should have the player's name The level cap indicated the highest level of character
at the bottom, and the character's name, race, and gender at allowed to play this adventure. Characters of levels higher
the top. This makes it easier for the players to keep track of than the highest level shown for the highest tier cannot
who is playing which character. be played.
Scoring the game for RPGA points:points The RPGA has
three ways to score this game. Consult your convention
coordinator to determine which method to use: Lifestyle
1. No-vote scoring: The players write their names and
numbers on the scoring packet grid, you fill in the top At the beginning of every scenario, each PC is required to
of the grid. That is all. No one is rated. This method is pay upkeep costs matching the level of lifestyle they wish
used for people who are just playing for fun. to maintain. The cost of each lifestyle will be indicated at
2. Partial scoring: The players rate the game master and the the beginning of the scenario. The lifestyles, and the
scenario on their player voting sheet, and provide effects that each has on play, are:
personal information, but dont vote for other players.
The game master rates the scenario and completes Destitute You have no living space, and must carry all
personal and event information, but does not rate the your gear everywhere. You eat poor quality
players as a team or vote for players. This method is food. You wear a peasant outfit, your only
used when there is no competition, but the change of clothes.
convention coordinator wants information as to how Poor You sleep in poor accommodations, and eat
the game masters are performing, or the game master poor quality food. You wear a peasant outfit,
wants feedback on his or her own performance. and have two sets of clothing.
3. Voting: Players and game masters complete the entire Common You have common lodgings, and eat
packet, including voting for best player. If this method common quality food. You have normal
is used, be sure to allow about 15-20 minutes for the clothing for your profession (adventuring);
players to briefly describe their characters to the other nothing fancy. You probably have two or
players, and about 5-10 minutes for voting. This three sets of clothing.
method is used when the players want to know who High You stay in good quality lodgings, and eat
played the best amongst them, or when the adventure good quality food. You wear anything in
is run in tournament format with winners and prizes. value up to courtiers outfits, and generally
Multi-round adventures usually required advancing a buy a new set of clothing every two weeks.
smaller number of players than played the first round, Luxury You have luxurious accommodations (twice
so voting is required for multi-round adventures. the cost of good accommodations), and you
When using Voting, rank the players in order of your eat excellent foods. You can throw a
voting choice while they are completing their forms, so banquet for your friends every day, and
that you are not influenced by their comments on your frequently do. You wear clothing up to the
abilities. value of nobles outfit, and buy a new set of
clothes every week.
The players are free to use the game rules to learn about
equipment and weapons their characters are carrying. Lifestyles come with bonuses or penalties to Diplomacy,
Some of the text in this scenario is written so that you Intimidate, Disguise, and Bluff skill checks. These
may present it as written to the players, while other text is penalties, shown below, should be applied at the DMs
for your eyes only. Text for the players will be in bold italics.
italics discretion, and can sometimes backfirefor example, a
It is strongly recommended that you paraphrase the player PC with a poor lifestyle would not have a penalty when
text, instead of reading it aloud, as some of the text is talking to a beggar, but would when talking to a city
general and must be adapted to the specific situation or to official. A PC with a high lifestyle should have a penalty
actions of the player characters. when dealing with a group of street thugs, where a PC
with a destitute lifestyle might not.
Encounter 3: Encounter 4:
The Assignment of Tasks Toil and Trouble
This encounter is essentially the same no matter who the This section of the adventure is where most of the actual
PCs are working for. The main difference is that for those work gets done on the bridges. The PCs should be settled
working with Jalab is, Kulgar hands out work roles and into their work roles and ready to begin.
sets obvious rogue-types aside to speak with Jalab Presented below is a system for tracking PC work on
personally. When this iron-fisted dwarven taskmaster is bridge for constructing. The system takes into account
finished deciding what the PCs will do, the scene ends contribution by a number of (likely) unskilled laborers:
and Chapter Two begins. the PCs. Enthusiasm and good supervision counts for a
Olmek will take the PCs aside after breakfast and talk great deal, though, and the PCs may indeed contribute
with them for a bit. His aim is to decide what job each greatly to the project.
PCs would do the best. He was a Yeomans healthy To simulate this contribution, as well as the actual
respect and fear of magic, but he recognizes its place in contest between Olmek and Jalab, use the following
the world. system for bridge building:
After determining where each PC can best serve the The projects are divided into four main phases:
bridge project, he asks them if his suggestions are foundation, support, walkway, and finishing. These
suitable. Once assigned, he will not want to change their phases will each require the accumulation of Completion
roles. There wont be much time later to change where he Points. Completion Points are generated by checks
has assigned them, so they need to be comfortable with against a variable DC, with success granting 1 CP plus the
his decisions now. ability or skill modifier (including rank, ability modifier
His initial decisions are logical ones based on and cooperation bonus) of the PC making the roll.
perceived class and ability scores. One PC makes the roll. The PCs can choose which
PC will make the roll (usually choosing the PC with the
Class or Highest Statistic: Best Role: highest rank or Ability adjustment). Other PCs can
Fighter / Strength Heavy Lifting, Basic Labor attempt to cooperate (as per the rules in the Players
Rogue / Dexterity Stone Placement, Woodwork Handbook p. 62)
The DM can use his or her common sense while
Cleric / Wisdom Magical Assistance, Healing
dealing with the rolls and the outcome. Basically if the
Wizard / Intelligence Magic Assistance, Oversight PCs can devise a reasonable method for their work on
each section of the bridge construction, give them the
benefit of the doubt. As a rule of thumb allow spell
Heavy lifting will involve just that. This bridge will take a casting characters who can uses spells to aid in a
lot of wood and stone. Olmeks sons are all quite strong, particular construction phase to automatically grant a +2
but they can use the help. Basic labor involves holding cooperation bonus if those spells are cast. They do not get
things in place as they are fitted, hauling building this bonus per spell, but rather per section. Quality of the
materials, and basic step and fetch. casting is better than quantity. The following is an
Stone Placement and Woodwork are both activities example of how to deal with a sample construction
that require a keen eye and a steady hand. Those with segments:
obvious coordination skills will be assigned to these tasks, For the sake of example, lets say that among the PCs
as none of Olmeks sons are especially dexterous. there are two fighters, one of whom is a dwarf. This group
Magical Assistance will be a great help, though also sports a rogue, a cleric, and a wizard. The dwarf has
Olmek will not want to ask for any. PCs will have to the Craft (stonework) Skill with 2 ranks, an Intelligence
suggest ideas for their spells, but Olmek will be receptive of 12 (+1), and his racial bonus for such skills (+2). The
to these ideas if they seem will speed up the project. One rest of the adventurers have no building skills; thus the
thing he will never have a problem with is magical PCs nominate the Dwarf to make the roll. The fighter
healing, provided it comes from a good or neutral god. assists with his sturdy back (Strength 18/+4) the Rogue
Oversight is a category that allows for those who are assists in placing the stones (Dex 17/+3) while the wizard
better suited for watching rather than doing to still lends a grease spell to help move some of the particularly
participate. A lot of mistakes can be prevented or caught heavy support blocks and the cleric uses his mending to
early if someone watches the work carefully. fix chips or breaks in the support (each of the spells gives
Once the work roles are handed out, Olmek will set the dwarf an automatic +2 cooperation bonus to his roll,
the PCs to work, joining them in the growing heat of the increasing his bonus to +9). The DC for the foundation
day. He seems to take great pleasure in honest work, and work is 15. The fighter makes his Strength check and gets
Any who ask to examine the cart will find a heavy piece of
Encounter 7: The Quarry canvas pulled over what might be a load of stones in its
Unfortunately, you cant build a bridge without stone. At bed. However, the flies and the smell will hint to
this point of the construction, both sides will need to re- something far worse. When (if) someone pulls back the
supply. What neither Jalab nor Olmek know if the towns cloth, read:
quarry has been taken over by a displaced tribe of gnolls
from the Little Hills. The canvas seems to stick to whatever lies beneath it at first.
Kuurkrahk, the chieftain of the gnolls, and his tribe Then, it pulls back to reveal hundreds of bones and several
are war-weary from constant battles with the halflings of severed
severed heads. Some human, some horse, all seem to have been
the Little Hills. As such, their tribe is nearly extinct and gnawed and discarded here still fresh. None of them are more
they have been constantly on the move. This life has than two or three days old, with many of them fresher than
taken the edge off their savage natures (NE instead of CE) that.
and has left them wanting little more than a place they
can call home. As the party makes this discovery, they are in turn about
This scene is quite different if the PCs are working to be discovered. A gnoll, who has just exited the quarrys
for Jalab. Having not adequately planned for the project single mining cave, sees them and howls out a warning to
despite the advice of his dwarven engineer, Kreshin runs the rest of his tribe. (PCs with Alertness will have the
out of stone before Olmek. Wanting to get the most use possibility of circumventing this, but they must have line
out of his hirelings, Jalab sends the PCs to fetch more of sight on the quarry caves entrance and be able to
from the quarry. Run the rest of this scene using the gnoll silence the gnoll in one round, probably at a distance of
statistics in brackets and ignoring the references to the more than 100 feet).
slaughtered cartage team. If the PCs are not careful they The gnoll spends his entire round howling and
will end up being the slaughtered cartage team. making enough noise as possible in order to alert the rest
of the tribe, he will attack the PCs on the second round.
Olmek calls you all aside as his sons continue to lay lay planks One gnoll with come out of the cave on the third round.
across the support scaffold. Good folk, weve hit a snag in the Two will exit on the fourth round and two will exit on the
works. With one hand, he gestures to a small pile of stones. fifth round. The chieftain with his mate and two
Thats all the rock we have left. Ive been to the bodyguards will exit on round six, and finally three gnolls
stonemason, but his team hasnt come back from the quarry will arrive from the cave on round seven.
since ye
yesterday.
sterday. Its only a four-
four-hour ride, so something may This fight might be difficult for a very low-level PCs,
have happened to them. but there is a chance for a peaceful resolution after at least
He looks thoughtful, then asks, Would you take my cart one gnoll is slain. The chieftain will bark out an attempt at
to the quarry and see whats keeping the cutting team? This parley on any round following the death of a gnoll. This
isnt part of what I asked you to do, but Id be grateful if you attempt will make every other gnoll delay until all the
would. PCs have acted. Kuurkrahk, the chieftain, will only
attempt to parley twice. If his attempts are ignored, he
He waits for a reply. He understands if the party refuses will then commit himself and his people to a fight to the
and sends two of his sons (Pryam and Ithal) instead. death.
When they havent returned by nightfall, and they wont. Use the Quarry Map for this combat. Place the gnolls
He gathers a group of townsfolk militia to ride with him at the ambush points marked if the PCs are coming here
to the site. PCs who do not go with him now are on a stone-fetching errand for Jalab. They have no
essentially out of a job (and out of the rest of the game). warning of the gnolls presence unless the think to scout
Olmek will discharge them as cowards. If the PCs wish to the area before entering.
go with him then, run the rest of this scene as normal. Be
sure to add Pryam and Ithals bodies to your description Tier1 (EL 3)
of the quarry carnage.
Assuming the PCs choose to go the first time, Olmek Gnoll Warrior (4) (4): CR 1; Medium-Sized Humanoid; HD
lends them his cart and draft horses. Move to the rest of 2d8+2; hp 10 (each); Init 0; Spd 20 ft.; AC 16 (+1 natural,
the scene below. +4 scale, +1 wooden shield); Atks +3 melee (1d6+2 [crit
The quarry is a long ride from town, up along the x4], heavy pick); AL CE; SV Fort +4, Ref 0, Will 0.
very edge of the Little Hills. Here, the stone of the hills is Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8.
exposed enough for stone cutters to make a good harvest. Skills: Listen +3, Spot +3; Feats: Power Attack
Equipment: scalemail, wooden shield, heavy pick
As you approach, you see another wagon like yours near the
path leading into the manmade canyon. The horses for it are Kuurkrahk, Gnoll Chieftain (1):
(1) CR 1; Medium-Sized
no where to be seen. Humanoid; HD 2d8+2; hp 18; Init 0; Spd 20 ft.; AC 17 (+1
The ooze will reach the bridge in four rounds, as the Tier 3 (EL 8)
water is aiding its normally slow movement rate. Those Gray Ooze (1):
(1) CR 8; Large-Size Ooze; HD 7d10+10; hp
who do not wish to enter the stream to fight must use 46; Init 0; Spd 10; AC 5 (-1 size, -5 Dex +1 natural); Atks
spells, ranged weapons, or wait until the third round, +5 melee (1d6+1 and 1d6 acid, slam); SQ Improved grab,
where it will be close enough to the bridge to engage in acid, constrict, camouflage; AL N; SV Fort +1, Ref -4, Will
melee. -4.
If the gray ooze survives to reach the bridge, it will Str 12, Dex 1, Con 11, Int --, Wis 1, Cha 1.
do 3 CP worth of damage to this last phase of building SQ: Improved Grab (Ex)to use this ability, the gray
until it is destroyed. Also, if fire is used while the ooze is ooze must hit with its slam attack. If it gets a hold it can
in contact with the bridge, the flame will do half its constrict; Acid (Ex)A gray ooze excretes a digestive acid
damage in CPs to the flammable supports. that quickly dissolves organic material and metal. Any
melee hit deals acid damage. The oozes acidic touch deals
Tier 1 (EL 4) 40 points of damage per round to wood or metal objects.
Gray Ooze (1):
(1) CR 4; Medium-Size Ooze; HD 3d10+10; Armor or clothing dissolves and become useless
hp 24; Init 0; Spd 10 ft.; AC 5 (-5 Dex); Atks +3 melee, immediately unless it succeeds a Reflex save (DC 19). The
(1d6+1 and 1d6 acid, slam); SQ Improved grab, acid, acid cannot harm stone. Metal or wooden weapons that
constrict, camouflage; AL N; SV Fort +1, Ref -4, Will -4. strike a gray ooze also dissolves immediately unless it
Str 12, Dex 1, Con 11, Int --, Wis 1, Cha 1. succeeds a Reflex save (DC 19); Constrict (Ex)A gray
SQ: Improved Grab (Ex)to use this ability, the gray ooze deals automatic slam and acid damage with a
ooze must hit with its slam attack. If it gets a hold it can successful grapple check. The opponents clothing and
constrict; Acid (Ex)A gray ooze excretes a digestive acid armor suffer a 4 penalty to Reflex saves against the acid;
that quickly dissolves organic material and metal. Any Camouflage (Ex)It takes a successful Spot check (DC 15)
melee hit deals acid damage. The oozes acidic touch deals to recognize a motionless gray ooze for what it really is.
40 points of damage per round to wood or metal objects.
Armor or clothing dissolves and become useless When the ooze is defeated, the excitement is over for the
immediately unless it succeeds a Reflex save (DC 19). The night. Alik and his thugs do not stay to watch the fight.
acid cannot harm stone. Metal or wooden weapons that They ran as soon as Ulme shouted an alarm.
strike a gray ooze also dissolves immediately unless it The PCs can return to sleep or to guard, but nothing
succeeds a Reflex save (DC 19); Constrict (Ex)A gray else occurs. Jalab is not so desperate yet to try anything
ooze deals automatic slam and acid damage with a more open or direct. That will change
successful grapple check. The opponents clothing and
armor suffer a 4 penalty to Reflex saves against the acid;
Camouflage (Ex)It takes a successful Spot check (DC 15)
to recognize a motionless gray ooze for what it really is.
OR
Masterwork
Masterwork Longsword from Kuurkrahk (Medium,
315 gp): Elegantly forged and crafted, this sword
bears dull gray blade, as if the smoke used to craft it
were trapped inside. The hilt is wrapped in blue
leather, and the quillons are decorated with
ornamental stones. This non-magical blade confers
+1 to all of the wielders to hit rolls.
The Voting Council of Nighford is made up of three town elders respected by the townsfolk for their wisdom and
experience. Individually, they are:
Valon
Valon Kesk, human male, Com1
Unlike his wife in so many ways, Valon is living proof that opposites attract. Valon is quiet, unassuming, and mostly
concerned with his family and business. The second son of a Loftwick wheelwright, Valon came to Nighford years ago to
make his fortune continuing the trade. While it never brought him true wealth, Valon and his wife live to relative
comfort.
Valon values his place in the society of Nighford. As one of the oldest men in town, he often has people ask him for
advice and wisdom. He has come to see this respect as wealth of a different kind; the avarice of his youth has almost
disappeared.
Unfortunately, his wifes constant mention of the better life she desires never lets it completely vanish.
Note: If at any point, the Kreshin estates layout is required for roleplay, use the map of Olmeks farm provided in the map section and
embellish with lots of superficial details.
The Garshweth Sons; Ulme, Ithal, Pryam, and Olamn, all human males, all War1: CR 1/2; Medium-Sized Humans;
HD 1d8+5; hp 13 each; Init +1 (Dex); Spd 30 ft.; AC 13 (+1 Dex, +2 leather armor); Atks , +3 melee, (1d8+2 [crit. x3], short
spear); AL LG; SV Fort +4, Ref +1, Will +1.
Str 14, Dex 12, Con 14, Int 13, Wis 12, Cha 12.
Skills: Climb +1, Profession (farmer) +4, Ride +1, Swim +2; Feats: Great Fortitude, Toughness.
Equipment: Shortspear, leather armor.
Olmeks sons are his true legacy and they have learned well by his example. They are all very well liked in town and
if one of them vouches for a person, the people of Nighford will respect his word. This can be a valuable asset for the PCs
as they interact through this adventure.
Steadfast and brave, the Garshweth sons will stand beside their father come what may. That is how the PCs might
get involved with Olmeks bridge, as Ulme can not bear to stand by while Alik hires even more help for his father.
If Jalab successfully bribed the judges (see Encounter x) than he gets a +5 insight bonus to the check. Even after the
bribing he could still loose, because the judges do not want to be seen as suspect if there is clearly a better bridge.
During Encounter 10, feel free to allow the one of the PCs to roll for their sides check. Roll the opponents check openly
so that there is no hard feelings. In the end the whim of the judges (as represented by the dice) determines the victor.