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YEO1-02 Throwing Stones

Yeomanry LG Track
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0% found this document useful (0 votes)
256 views

YEO1-02 Throwing Stones

Yeomanry LG Track
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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.

DMs are encouraged to role-play these reactions


LIVING GREYHAWK Tier whenever possible.

Structure Lifestyle Cost Skill Modifier


Destitute 14 sp -2
To determine the tier, add the character levels of all the Poor 43 sp -1
characters. In addition, add the levels of any henchmen or Common 12 gp 0
animals according to the values on their certificates. High 250 gp +1
Compare the total to the chart below to find the tier. Luxury 500 gp +2

Throwing Stones Page 2


After the PCs negotiate with either Jalab or Olmek,
and accept whichever offer appeals to them, they can
begin to work on their bridge of their choice. Work
Adventure Summary and continues until tragedy stikes. Both builders are getting
their supply of stones from a local quarry. When gnolls
Background overrun the place, they are not able to get the stones
In the Yeoman town of Nighford, a community on the needed to finish their bridges.
south end of the Little Hills, the local politics is becoming After either battling or bargaining with the gnolls,
intense. The two frontrunners for the post of the PCs can help bring the flow of stones back to the
Grosspokeman, rival landowners Jalab Kreshin and work site, and bridge building continues.
Olmek Garshweth, have had the town in a stir as they try What follows is a running game of sabotage,
to win their support. The election close at hand and both negotiation, and espionage as Jalab does everything he
are determined to win. can think of to delay or destroy Olmeks bridge.
An agreement between the two candidates and the First, Jalab dunks a small gray ooze into the waters
townsfolk of Nighford has determined an interesting way upstream of Olmeks bridge. Because it stops long enough
to choose the winning candidate. The town is split in half to surround and eat an exposed tree root the PCs have a
by a stream, and travel across it is troublesome. Both Jalab chance to stop it before it destroys the bridge supports.
and Olmek have agreed to build a bridge over the Then, Jalab sends a spy into Olmeks work site. The
bothersome brook. The town will then vote on which spy attempts to disrupt Olmeks progress. The spy has
bridge they think is best, and the winning builder instructions to sprinkle a powder that rust metals on
receives the entire populations vote for office. Olmeks tools. If the PCs uncover the spy quickly, the
Both men have different ideas about how to win the attempt fails.
contest. Jalab, the richer of the candidates, has paid a As a final desperate attempt, Jalab tries to bribe the
sizable sum and hired a well-respected dwarven engineer voting committee to side with his bridge. This attempt
from Longspear. With that kind of expertise, he feels can be foiled if the PCs have been both polite and
confident that the battle is already won. Jalab wants to diplomatic to the committee during their numerous
show the Nightfordians that he can solve major problems unscheduled visits to the work site. If they have alienated
without tapping the communities resources (local labor- or have been rude to the voting council, enough of them
wise, at least), but he still needs someone to build what take bribes to swing the vote in Jalabs favor.
his dwarf engineer designs. He offers the PCs The PCs will have their hands full whether they try
employmenthe wants them to help build his bridge. to finish their jobs, stay neutral, join in the backbiting, or
Jalab believes that by hiring outsiders it will make him stop a feud.
look like a problem solver with fresh ideas.
Conversely, Olmek Garshweth has taken the
problem of the bridge as a serious personal (and
Nightfordian) challenge. Hes intimately involved with Players Introduction
every stage of the design and construction. He does not Travelling by road from Daywine, you pass a number of small
wish to place the entire burden on outsiders (Its our farms. The local folk
folk are in the fields and hard at work
bridge after all) when he and his kin can share the work. bringing in harvests, but take time to greet you as you pass.
Still, extra hand are always helpful, so he offers the PCs a You feel welcomed, but watched, as you enter the town of
job helping him build his bridge. Nighford. The largest hamlet along the Javan, Nighford boasts
This adventure begins with the players arriving in a fine array of goods, decent prices, and the amenities of
the town of Nighford while on the road to another comfort missing from long days on the trail.
destination. News of their arrival spreads quickly and One thing strikes you as odd in this fine village; a
both Jalab Kreshin and Olmek Garshweth soon ask the running stream too wide to cross comfortably divides the
PCs for assistance in their bridge building. settlement. Standing in the middle of Nighford is an old
The PCs are allowed to work with either party, but wooden bridge that allows
allows travel between the halves, but it has
Olmek will not hire any of the PCs if other members of certainly seen better days.
their party are working for Jalab. The open-ended nature Guarded Yeoman hospitality abounds here, from the
of this adventure allows the PCs to determine their own waves and nods of the merchants on Market Row to the
role in the unfolding action. inviting smell of home cooking from the open door of
Jalab will prove to be a snobbish taskmaster, apt to do Millicents Inn.
anything it takes (short of murder) to win this contest.
PCs of a less than heroic bent may shine in his service as Give the PCs some time, no more than about fifteen
thugs, saboteurs, and spies. It is unlikely that PCs will minutes or so, to describe their characters and what they
choose to support Jalab, but the adventure allows for it if plan to do in the small town. More than likely they have
they so chose. been traveling together on the road, so they have had
Olmek is a strict, but compassionate, man, and is not some time to get to know each other. Some PCs may wish
afraid of hard work. He rewards those who work with to arrive at town separately from the rest of the group, but
him. He will offer PCs who want good and honest work they should figure out how they meet the rest of the PCs
the chance to do so and profit by it. while in town.

Throwing Stones Page 3


Those who wish to shop may certainly do so. adventurers, no? Otherwise, how would you have escaped life
Nighford boasts all the benefits of being on the major as a farmer? With that, he laughs
laughs derisively. Farmers, he
trading lane of the Javan river. As such, it has an excellent says again, as if he had made a joke.
selection of goods and services at reasonable prices (i.e., At other tables, people glance up, see Alik, and shake their
the prices from the Players Handbook). heads. Some of the folk in the tavern seem offended, at least
Though Nighford sees its share of travelers visiting one of them mutters Weasel under his breath. They seem
the lush banks of the Javan, it has always made due with more disgusted with the person than the conversation. Many
its single innMillicents. Unless characters insist on folk shuffle out of the inn.
camping outside town (an act discouraged on financial By the time Alik speaks again, half the patrons are gone
and practical grounds by the Mayor of Nighford), they and more are following. So, would good businessmen like
will be staying at Millicents. yourselves be interested in some well paying work? My fatherfather
After the players are comfortable with Nighford and could use strong backs and keen wits.
each other, proceed to Encounter 1. From the look of this Alik, his father is in desperate need
indeed

A Sense Motive check (DC 10) will reveal Alik is a tad


Encounter 1: shifty, but that his offer is genuine. If a PC makes his or
her Sense Motive check by 15, they will also get the
Is This A Proposal? feeling that the work involved may not be as quite on the
This encounter begins when the PCs decide to take their up-and-up as he suggests.
nights rest. It assumes the party is staying at Millicents, if Alik does not wait long for an answer. He is not
this is not so paraphrase the text in this scene to match interested in chatting, feeling that he is too high born to
the circumstances. Jalab and Olmek will send their talk with the likes of common adventuring folk. He is
representatives to the PCs even if they are camping here against his will, Jalab sent him to hire the PCs, but he
outside town. doesnt have to like it.
At Millicents, the rooms are not ready until after If the PCs refuse his offer, he shakes his head,
supper and smoke, an hour dedicated to sipping drinks murmurs something about road-addled half wits, and
and enjoying a good pipe. It is during smoke that the text attempt to leave. If prevented from doing so, he threatens
below is read. to call for aid. Though no one in town likes Weasel, they
like the idea of his fathers financial wrath coming down
Sweet pipeweed smoke whiffs up to the eaves and rafters of this on them even less. If Alik calls for help, several townsfolk
spacious country inn. Dinner was wonderful, with enough come within two rounds to aid him. This intervention
steamed fish, braised vegetables, and butter-
butter-baked bread to will result in the PCs being thrown out of town, though
satiate your road-
road-weary appetite. Your mugs never went dry, the villager loath to go this far.
and your plates stayed full throughout the evening. If the PCs are thrown out of town, the adventure is
Now, as the help tidies the rooms upstairs, bloated not over. Instead, have Ulmes offer (below) occur outside
relaxation seems the fashion of the evening time in Nighford. Nighford after the PCs have been ejected.
Weary from the road, it is easy to appreciate the simple Instead, if the PCs accept, Alik is but not surprised.
comforts ooff a soft chair, a warm mug, and the company of He tells the PCs to come to the Kreshin Estate in the
those whose only aim is to enjoy the same. morning after breakfast. There, he assures them, they will
get all the details.
Give the PCs a minute or two to roleplay relaxing and and Once Alik leaves, regardless of whether he has
conversing with each other, or folks in the Inn. Then, secured the partys help or not, the sole remaining patron
introduce Alik Weasel Kreshin. in Millicents approaches cautiously.

One of the patrons


patrons,, a man who arrived later in the evening Hail strangers. Please dont judge all of Nighford by the
and took up residence at a table near yours, stands and measure of that ones tongue, he says as Alik strides out into
approaches. the night air. Weasel Kreshin is not our finest citizen.
Pardon me, but could I have a word with you. Hes well He extends hi
hiss hand. Ulme. Ulme Garshweth. Im glad
dressed compared to the other farmer folk in the common to meet you.
room, and is finely groomed. His black hair glistens with a
faint sheen of oil. Ulme will pause and let the PCs talk with him if they like.
He is up on most of the town news and will gladly share
Unless the party cuts him off or utterly rebukes him for it. He is unpretentious and honest to a fault. Sense Motive
bothering them, he continues. (DC 10) will reaffirm this.
When it seems appropriate in conversation, possibly
You look like a capable bunch, just the sort father needs. Oh, after being asked what Alik wanted them to do, Ulme will
how rude of me. The man extends one hand and smiles. I I explain the contest between Weasels father and his.
am Alik Kreshin, of the Nighford Kreshins. Then:
Now, to business. That is what makes the sun go round,
yes? Business? Well, you folk surely do a tidy bit of that as

Throwing Stones Page 4


So, you can see whats at stake. Theres no denying Jalab is a Ulme, cooks what you suppose is a large breakfast in a
good businessman. H Hes
es qualified for the role, no doubt. But blackened iron skillet. He sees you as you approach and waves
theres more to a town than its market, and Old Kreshin for you to join them.
doesnt see that. As they near you see an older man, man, who resembles
He pauses to sip at his ale, My father isnt as sharp with Ulme
Ulmeor rather Ulme resembles him himhis shoulders are
numbers, but he knows workworkgood honest work
workthe ethics broader, and he stands a tad taller than his son. He rises and
that Nighford was built upon. Which brings me to my faces you, studying you carefully. He then nods with
offer satisfaction.
He suddenly looks a bit sheepish. I know youve already My son told me hed come to you for aid. Youve my
been asked, and Ill understand if you say no, but we could use thanks
thanks if youre here to help. If you can not, youre still
help too. I doubt my father can pay you what Old Kreshin welcome to join us for breakfast. Either way, we dont talk
can, but if youre so inclined, youd be welcome to work for us. until breakfast is done stewing.
He smiles warmly and gestures to several flat stones in a
Ulme will not press them for an immediate answer. Hell ring around the fire. Returning to his place on one of them, he
happily talk with them for a while longer, but he does awaits your response.
have to get home soon. If the PCs show any interest at all,
hell invite them to come by the Garshweth bridge site Olmek is sitting with his four sons, Ulme, Ithal, Pryam,
(which he provides directions to) in the morning. Then, and Olamn. Each of the boys is much like his father
he bids them a good night. Even if completely refused, he kind, honest, and extremely hard working. They will be
stays pleasant. quite, but friendly. This should give PCs some idea of the
What happens next is completely up to the PCs. kind of folk they are working with. Even if they have
They have the offers in front of them. A section in come to refuse the job, Olmek will thank them for their
brackets at the start of each scene after this one will give time and warn them not to trust Jalab. He has seen too
you what you need to run this adventure if the PCs opt to much of Old Jalabs handiwork to ever trust the man.
work for Jalab. The main text assumes that the party If the party is here to join the project, he will
chooses to work for Olmek. welcome them in. This is what he will say:
Of course they may choose not to get involved. In
that case, let them stay in town as long as they like. Both I dont have a lot a money. Most of what I make goes right
parties will approach them once more. If they still refuse back into my family and my town. Six kids are expensive at
to help either side, the PCs are on their own in Nighford. times. He gives a soft smile to his boys, who laugh at the
When they tire of shopping and resting, the adventure comment.
ends. Collect voting sheets and thanks the players for What I do have, Ill gladly offer you. I have 200 gold set
participating in a Living Greyhawk adventure. aside for you. You work with me for the rest of the week and
its yours. If we win this contest, Ill scrape together something
to give you as a bonus, but the pays yours even if we dont
finish.
finish.
Encounter 2: He looks levelly at you, as if trying to gauge your
reactions. Is that fair enough?
Offered and Accepted
If the PCs are now working for Jalab, run this scene using The 200 gp is the best that he can do. Olmek prefers
the Kreshin estate described in the Appendix. Jalab will people to money, and he doesnt have as much money
deign to meet with the PCs personally, explaining their hoarded as his opponent does. The legacy of his wealth
duties and negotiating their pay. They will also get a can be seen in his children and in the way he cares for the
chance to meet Kulgar Deepdelve, Jalabs hired dwarven people of Nighford. His offer is also for the whole group,
engineer before Chapter Three. so the party will have to divide 200 gold among them. He
Jalab offers the PCs 200 gp each for their work, as will make this clear to them. He does not want to deceive
well he will offer bonuses as he sees fit. He will go as anyone.
high as 300 gp each, if the PCs spend time bargaining. He Assuming the PCs agree to the terms, he warms up
is building his bridge in the center of town, so the PCs even further. He will practically take the PCs in like
will be close to the inn. members of his family. The party may only earn 200 gp in
Although Ulme did not mention it, the party is his service, but they will not have a material need he
welcome to join his family for breakfast when they make wont try to fulfill. Provided they are not outright rude or
it to the Garshweth camp. Unlike Jalab, who directs his tell him to mind his own business, he will try to find out
bridge project through Kulgar and Alik, Olmek is present what each PC needs and try his best to get it for them.
on site and remains there practically through the entire (See Olmek in the Appendix to determine what he can or
project. can not get for the PCs.)
When the party arrives, read or paraphrase the Run this encounter for as long as you think the PCs
following: need. This is their time to get to know the Garshweths
and decide their place in this contest. If you think it
The early morning sun shines over the
the campsite before you. might fit better for some players, have one of Olmeks two
Several men sit around a well-
well-tended fire while another man, daughters (Ivea and Kelori) arrive at the camp with fresh

Throwing Stones Page 5


linens. Some PCs might be the chivalrous sort who remains pleasant and friendly even during the hardest of
responds better to a woman in need the toil. This is another trait his sons share (though Pryam
When you think breakfast and Olmeks offer has grumbles sometimes about wishing he was able to just
played out, continue to Encounter 3. wave his hands and have the work all done).

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

Throwing Stones Page 6


a score of 9 (5+4) while the rogue gets a 17 (14+3). The Kulgar do receive a +1 bonus though, for while he is a
rogue also contributes a +2 cooperation bus to the dwarfs harsh taskmaster, he is also a skilled engineer
roll, increasing the bonus to +11. The dwarf PC rolls a 7 Olmek returns to his daughters and household each
(making his total score 16), and just makes the DC. The night, but he encourages the PCs to camp with his sons
PCs get 12 completion points for their effort. on site. His sons have set up an adequate camp, but
PCs can make up to two completion attempts per Olmek will not begrudge the PCs if they choose to stay at
construction segment. Keep track of the total completion an inn.
points the PCs gain (even if it is 0), it will be important for
the vote at the adventures conclusion.
The DC for each section of the construction are as Encounter 5: First Visit
follows: In this scene, the PCs meet the Voting Committee. Valon
and Maratha Kesk are respected elder members of the
Construction Section DC community. Both have served in the military when they
Foundation 15 were much younger. The PCs may have already met
Support 15 Mayor Jyn Dolahn depending on their actions in town
Walkway 15 before taking this assignment.
Finishing 10 This scene is as long as you choose it to be, but there
should be some opportunity for roleplay between the PCs
There are encounters that take place during each and the voters. How they treat the three folk on the
construction section. They are listed below: committee makes a huge difference in the resolution later
in the adventure.
Construction Section Encounter This Encounter doesnt change for Jalabs crew. PCs
Foundation Encounter 5 on Jalabs crew will see though that Jalab seems like a
Support Encounter 6 different person around voters. He is actually present on
Walkway Encounter 7 the work site, even appearing to lend a hand when the
Finishing Encounter 8 committee arrives. As soon as they leave he heads back to
the comforts of his home.
These encounters must occur and must be completed Read or paraphrase the following:
before the rolls for that construction section are made.
Thus, the Encounter 7 must be completed before the You are hard at work on the foundation of the bridge, when a
walkway can be built. break is called. Olmek has his son Pryam bring water around
If players are working for Jalab, this system does not for all of you and work completely halts.
change. All noted scenes still play out, although Looking up from your labors, you see three newcomers
Encounter 7: The Quarry changes dramatically. have arrived at the site. A man in his later years, dressed
Note that Encounter 8-9 must be completed before lightly in a simple linen tunic and fine pants, walks beside a
the final phase of the bridge can be finished. When you woman of similar age. She has on a plain sensible dress with a
are ready, begin the contest. Take the opportunity to read pair of woolen hose beneath. Both have very critical looks on
the following text as a way of starting the project: their faces.
Behind them a second man seems to be examining
Work begins. Hours creep by as the enormity of the task everything from the tools to the stones. He shakes his head
becomes more apparent. You knew what you were getting from time to time, letting his thinning hair fly from side to
yourselves in to, but the scale of the operation was somehow side.
less visible before you started. Building a bridge is a great deal Valon, Maratha! How good of you you to come! Olmek says
more complicated than you imagined it would be. be. warmly. If Id know youd be dropping by, Id have sent a
Your project begins as a huge pile of stones and several coach for you!
rough beams of wood are hauled to the site. All the tools are The man in the lead sighs. This would be a poor surprise
arrayed for use, their functions explained to you through the inspection if wed warned you first, candidate Garshweth. The
most effective form of learning, experience. woman on his arm nods her cool agreement.
agreement.
From wax-
wax-treating the lumber
lumber to rough hewing corners Fair enough. Olmek laughs, seeming undeterred. And
on the rocks, you engage in what seems like an aeon of you, Mayor Dolahn, he says to the person behind them. A
backbreaking toil. Work begins, but will it ever end? fine day to you too!
Fine indeed for some, but not for me. This heat is for the
From there you can bridge into simple dice rolling if you young, not for the likes of us. Youre nearly as old as
as I, Olmek!
prefer. Feel free to describe and role play through each The mayor shakes a finger at your employer. You should be
phase as much as you like and as much as time allows. indoors doing something that more befits you!
Olmek stays supportive and gladly offers breaks to those Olmek steps out of the water and moves up to the trio.
who need them. He is a tireless man who drives his own Work befits a man as long as he wishes it to. Its when he
sons mercilessly, but he is more forgiving of the PCs. stops working that he gets old. The words get something of a
Kulgar is worse. He does not give breaks except on a wan smile from Mayor Dolahn, but the other two just roll
rigid schedule, and he does not brook misbehavior on the their eyes in disapproval.
work site. Completion Point rolls made while working for

Throwing Stones Page 7


We are here, the one he addressed as Valon says, to Glancing up, you see what he means. The three voters are
inspect your work site. We all feel that we could vote not only back. They give the entire site a quick glance, then move to
on the fini
finished
shed bridge but how it was built too. Olmek with a purpose. They pause for a moment to speak
The woman nods again. Aye, and weve come to inspect with you again. This time, their manner is just as curt as
your workers too. Lets have a look at them. With that, all before.
three of them turn their critical, vaguely disapproving eyes on
you. After a minute or two of questions, mostly dealing with
the partys whereabouts for the past few nights, they turn
It will be very easy at this point for the PCs to return back to Olmek.
rudeness with rudeness, but do them the service of
having Olmek or one of his sons mouth Behave! where We need to talk, candidate Garshweth. the lady Maratha
the committee can not see them. Then, if the PCs choose says curtly.
to continue being belligerent, let them. Of course. Olmek answers as he extricates himself from
The committee isnt here to be friendly, but they will the tangle
tangle of planks he was working on. He goes over to them
return like with like. If the PCs, or most of them at least, and they move away from the site to talk.
are polite, they will be so as well. They will not be warm at
all, but they will be polite. Anyone who wishes to may make a successful Listen
After a battery of questions ranging from Why are check (DC 15) or use magic to overhear the conversation.
you helping Olmek with this bridge? to Why arent you If they do eavesdrop read the following. If not, skip it and
back home, farming or doing something honest? the read the passage after it.
committee will leave. From the look of Olmeks face, he is
happy to see them go. Hell fill them in on who the three Weve had a report of possible sabotage from Kreshins work
were and the role they serve as the Voting Committee. site, Olmek the woman continues once they are out of earshot.
If the party was rude to the Voters, Olmek will Nothings happened here. he answers them in a
understand. He will ask them to please keep a civil (or confused tone.
silent) tongue if they return. Valon Kesk replies, Not from hihim,
m, to him. The word is
Once this scene ends, finish the rolls for the that one of your boys went down to his camp and watered
foundation phase and tally the results on the sheet down a whole load of mortar. They had a break in their
provided in the handouts. Then, move to the support foundation yesterday.
phase and scene two. Olmek nods, but then shakes his head. No one here did
that, and youve my word on it. I keep an eye
eye on my boys, and
they know better.
The mayor speaks. Of course, Olmek. We know you and
Encounter 6: Second Visit we know your children. Who we dont know are them
Like before Jalab seems to know whan the committee is With that, he points towards the lot of you. They might not
coming for an inspection. He arrives in impeccable work want to lose, you know?
clothes and lends a hand with the construction for a few Olmek scowls softly. Look
Look here, Jyn. They may be
minutes before they arrive. Then, he talks with them and strangers to you, but Ive been slogging mud with them for a
sees them away from the site. As expected, he does not few days now. I dont think they are the sort to do that, and Ill
return once they leave. Kulgar seems disgusted with this, ask you to take that back.
but he has a job to do. The mayor holds up his hands. Sorry, Olmek. I take it
back. We got no facts
facts to pin it on anyone. Hells a nine, the
Its been some time. The foundation has been sunk and mortar might have just been weak. Well let it go.
rendered stable
stable.. Both hands, as the sections of the foundation For now. Maratha says.
built on either side of the stream are called are finished. You
are weary, but the work is going apace and Olmek seems well The mortar problem mentioned did occur to the Jalab
pleased with you. camp, but it came from Kreshins stinginess over using
enough expensive silt as opposed to sand in the mortar.
If there are any young folk or women among the PCs, With too slight a mixture, the foundation was bound to
Olmek has likely taken a fatherly liking to them by now. crack.
He has been offering well-meaning but ultimately After the conversation ends, read on:
country borne advice to them during breaks and when
work slows enough to talk. He shows a genuine interest Olmak returns. Well, that was pleasant. The look on his face
in all the PCs, asking them why they adventure and for shows that it was anything but. I tell you what, my fellows,
stories of their travels (if they have any to tell). lets break for lunch. Keloris fish should be just about done.
After a minute or two of roleplay here, continue: Lets up and to the house.
The promise of another home-
home-cooked meal lends you the
You hear Pryam mutter again. This time, its not about strength to hike with Olmek and his sons the half-
half-mile back to
wishing the bridge were done. No, this time its Oh, by Pelors their home.
burning gaze Not them again

Throwing Stones Page 8


Work continues, and you can now complete the rolls for Rounding the trail to enter the quarry, yyou
ou draw near the
the second phase. Record the results and move to scene wagon. No sign of life is anywhere to be seen; not near the cart
three. and not in the quarry itself. This place seems utterly
abandoned.

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

Throwing Stones Page 9


natural, +4 scale +2 large wooden shield); Atks +4 melee deaths. He will offer no quarter at all, nor will the militia
(1d8+4 [crit. 19-20], masterwork longsword); AL CE; SV folk he brought with him.
Fort +4, Ref 0, Will 0. If the gnolls are allowed to surrender, they take what
Str 17, Dex 10, Con 13, Int 10, Wis 11, Cha 8. they are allowed to grab and leave to quarry headed east.
Skills: Listen +3, Spot +3; Feats: Power Attack. They swim the Javan and head across the border, never to
Equipment: scalemail, large wooden shield, return. If not, or if the attempts were not recognized or
masterwork longsword. acknowledged, they fight to the death. Either way, the
party has (hopefully) survived and can proceed with what
Tier 2 (EL 6) they came here to do.
There is more than enough discarded and unloaded
Gnoll Warrior
Warrior (6): use the stats above. stone here to finish both bridges. There is certainly more
than one cart can haul back. A cart from the PCs
Gnoll Bodyguard (1) (1): CR 1; Medium-Sized Humanoid; opponent will arrive as they are loading up and if
HD 2d8+2; hp 16; Init 0; Spd 20 ft.; AC 15 (+1 natural, +4 unmolested, will do the same.
scale); Atks +4 melee,(1d12+5 [crit x3], greataxe); AL CE; If a fight breaks out, use the relevant statistics for the
SV Fort +4, Ref 0, Will 0. parties involved from the Appendix. The PCs rivals will
Str 17, Dex 10, Con 13, Int 8, Wis 11, Cha 8. not use lethal combat unless they do. PCs working for
Skills: Listen +3, Spot +3; Feats: Power Attack Jalab get a 50 gp reward for delaying the other team this
Equipment: scalemail, greatsword way, but is immediately fired and turned over to Nighford
justice if one of Olmeks sons are slain. Kreshin wants to
Kuurkrahk, Gnoll Chieftain (1):
(1) use the stats above. win a political race, not start a blood feud.
The team that loses this conflict, if one takes place at
Tier 3 (EL 8) all, suffers a 10 CP penalty to the walkway phase of the
Gnoll Warrior (8)
(8): Use the stats above. bridge due to the delay.
Assuming both teams are still able to return with
Gnoll Bodyguard (2):
(2) Use the stats above. loads of stone, the contest continues. Finish the rolls for
the walkway phase, record the results, and move on to
Kuurkrahk, Gnoll Chieftain (1):
(1) Use the stats above. Encounter 8.

Note: one of the gnoll warriors is Ghnurrli, the chieftains


mate.
Kuurkrahk, if given a chance to parley, will ask to
Encounter 8:
speak on behalf of his tribe. They do not really want to Long Walk, Short Bridge
make war any more. Sense Motive (DC 15) will ascertain
the truth of this this. Still, detection of alignment will Now comes the ugliest part of the contest. Various
reveal they are evil, but only faintly (see the detect evil actions taken by the party may have the contest anywhere
spell, p. 192 of the Players Handbook). from nearly a sure thing to looking bleak. Either way,
All Kuurkrahk really wants to live and hunt in peace, Jalab isnt taking any chances. His dominance of shipping
but his tribe is too small now to compete in more in the town of Nighford didnt come from trusting luck,
humanoid controlled areas. He offers to move on though, after all. It came from a ruthless nature and careful
taking his chances elsewhere rather than face extinction planning.
at the hands of the party. He isnt about to let Olmek, a yeoman simpleton,
If pressed, he will even offer the extent of his tribes take from him what should have been his without
treasure; 106 cp, 82 sp, 59 gp, and a single small emerald question. There is no doubt in Jalab Kreshins mind that
worth 100 gold. (This can, of course, also be looted from he should be Grossspokesman. If he has to cheat to assure
the cave if the gnolls are defeated). It is all kept in a heavy that victory, he is more than prepared to do so.
leather pouch under his sleeping furs that he and While this chapter is written from the preventative
Ghnurrli share. He will even trade his sword for another view, with PCs stopping Jalabs sabotage, it can easily be
weapon if anyone shows an interest in it, and he thinks turned around to have the PCs as the saboteurs; to do so
this could save his tribe. just flip the scenes to the saboteurs point of view. You
Of course, this poses a moral dilemma for PCs. Is it can do this by having one or more of Olmeks sons in
just to slay creatures offering to surrender and move on? place of the PCs. Remember that the saboteur PCs are
Is it just to let them live, knowing that they will possibly given struck orders to make sure no one is killed during
hunt others in the future? This is an opportunity for these espionage attempts. Because of this the PCs may
roleplay and debate. There is no right answer, only have their hands full trying to save Olmek and his sons
personal answers. while trying to subtly wreck his bridge; all while trying
If Olmek is here with the PCs because his sons went not to leave any evidence of their involvement.
missing, he will not forgive the gnolls. His sons heads In this encounter, flagstones are laid, the railing is
were in the wagon, and he desires revenge for their completed, and the bridges surface is fitted and
reinforced. Describe this work to the players, then have
them camp for the night. Olmek is now insisting, gently

Throwing Stones Page 10


but firmly, that the bridge be guarded. He will even stay Tier 2 (EL 6)
himself. When everyone is settled, run the scene.
Jalabs son, Alik, along with a pair of hired hands Gray Ooze (1):
(1) CR 6; Medium-Size Ooze; HD 5d10+10;
have released a gray ooze into the stream near Olmeks hp 35; Init 0; Spd 10 ft.; AC 5 (-5 Dex); Atks +3 melee,
bridge. Their plan is for the jelly to consume the wooden (1d6+1 and 1d6 acid, slam); SQ Improved grab, acid,
supports of the bridge before Olmek finishes covering constrict, camouflage; AL N; SV Fort +1, Ref -4, Will -4.
them. Str 12, Dex 1, Con 11, Int --, Wis 1, Cha 1.
Unfortunately, the gray ooze has something of a SQ: Improved Grab (Ex)to use this ability, the gray
mind of its own and stops before it gets to the bridge to ooze must hit with its slam attack. If it gets a hold it can
consume a tree root exposed in the middle of the stream. constrict; Acid (Ex)A gray ooze excretes a digestive acid
The sound of Alik and his thugs throwing stones at the that quickly dissolves organic material and metal. Any
jelly to move it off the root alerts anyone on watch (Ulme, melee hit deals acid damage. The oozes acidic touch deals
if none of the PCs thought to post a guard) immediately. 40 points of damage per round to wood or metal objects.
Once the PCs are up and cognizant, read: Armor or clothing dissolves and become useless
immediately unless it succeeds a Reflex save (DC 19). The
A little ways upstream, you see a strange sight in the acid cannot harm stone. Metal or wooden weapons that
moonlight. A slick, viscous mound of goo, greyish-
greyish-ochre in strike a gray ooze also dissolves immediately unless it
color, is in the stream near the bridge. Even as you sight it, it succeeds a Reflex save (DC 19); Constrict (Ex)A gray
begins to move. Where it was, th thee steaming remains of a once ooze deals automatic slam and acid damage with a
thick tree root disintegrate into the water. successful grapple check. The opponents clothing and
Pelors gaze, the bridge! Ulme shouts and grabs a spear armor suffer a 4 penalty to Reflex saves against the acid;
from the campsite. We cant let that thing get near the Camouflage (Ex)It takes a successful Spot check (DC 15)
bridge! to recognize a motionless gray ooze for what it really is.

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.

Throwing Stones Page 11


(including Ulme and Pryam, the two brothers guarding
Encounter 9: with the PCs).
If captured (again, no one involved will be fighting
Ashes to Ashes, Rust to Rust in lethal combat unless the PCs do), Alik will desperately
In this encounter Alik is back on orders from his father. try to talk his way out of it. He will not, however, reveal
Equipped with something Jalab paid a great deal for a that this was his fathers plan. He will say that he got this
long time ago, he intends to take advantage of Olmeks vial from his fathers keepsakes (true), decided to come
limited resources. Alik is carrying a vial of rusting and destroy the tools (technically true), and came here
powder, an alchemical compound that dissolves metal on alone to do it (also technically true). If asked directly if his
contact. Without tools, Kreshins believes, Olmek will not father was involved, Weasel will rant about how Jalab
be able to finish his bridge in time for the vote. Tomorrow Kreshin is a great man and deserves the Grosspokesman
is the last day of the contest, which does not give Olmek position far more than a country bumpkin.
enough time to procure or make new tools. If left to make the decision himself, Olmek will go
The resolution of this scene is up to the GM. It is with Ulme and run Alik back home. If the party objects
suggested that Olmek have all his sons sleeping in two by to this plan, he will invite them to come along. He refuses
two shifts with the PCs doing likewise. He is no fool, and to believe that Jalab would get violent over this contest
the ochre jelly was an awfully convenient accident for (and he is right; Jalab is not an evil man, just greedy and
his opponent. He is feeling the time crunch and knows self-centered).
that if Kreshin is going to try anything else, it will be Those who go with Olmek are greeted by a tired
tonight. looking Jalab who listens with feigned shock (detectable
by a Sense Motive, DC 15) to the sordid details of his sons
It has been a tense night. The usual jovial conversation plan. Then he assures Olmek and the party that he will
around the fire has been muted as those on watch duty keep see to it his son is punished for this (which is true,
careful eye on the sum of your har hardd labors. The bridge sits especially if he didnt succeed). Then he bids them all
nearby, nearly finishedand vulnerable. good night. There is work to be done in the morning.
The moon rose hours ago and continues to shed its dim May the best man win, he will say as they leave. A Sense
light over the camp. Between in and the low fire, shadows Motive will not be needed to detect the faint derision in
abound. Vision is difficult and the sounds of the forest build his voice.
and ebb in an eerie rhythm. Guarding this bridge has never This scene can end a number of ways. If the tools
been this dangerous, this creepy. Everyone is nervous. were saved, proceed on with scene three. Olmek will
Anything could happen, at any moment. reward the PC that spotted Alik with the vial of rusting
powder and a great deal of grateful praise.
Let the party stay tense this way for a while, playing up If the tools were not saved, the CPs Olmek can
their isolation and the desperate nature of their position. contribute to this phase drops from 80 to 50 unless the
Be sure to allow the PCs several Spot and Listen rolls. tools can somehow be replaced. Player ingenuity should
Choose one of these rolls for the time when Alik makes be rewarded here, returning some or all of the lost 30 CPs
his move, and dont alert the PCs if they fail. All this depending on the idea(s).
tension has a good source after all; if the bridge isnt When ready, adjudicate the final scene in the
finished tomorrow, all their work was for nothing. chapter, then move on to Encounter 10.
Olmek has chosen to guard the bridge carefully, but
it did not occur to him to be that careful with the tools. As
always, they are gathered and sitting in a cloth covered
crate on the far side of camp. The tools are oiled every Encounter 10:
night. The crate has been kept downwind to ward off the
smell. To Sway a Golden Mind
This gives Alik the perfect opportunity. If none of This scene does not truly concern the PCs and they will
the PCs have thought to protect the tools, they will likely likely have no interaction with it unless you wish to give
be destroyed. Only a PC on guard who can succeed in an them a chance to intercept or eavesdrop on Jalabs bribe
opposed roll against Aliks Hide (he has 5 ranks in Hide attempts. If you do, use the Nighford map and the
and a Dex of 15, allowing for a +7 bonus) will spot him in Townsfolk bios in the Appendix as guides for the scene.
time to stop him. By the time the guarding PC gets to Otherwise (and especially if the table is running out of
make this roll, Alik is almost to the crate. (This assumes tournament time), just decide how the bribery goes using
the tools are at the edge of camp. If they have been moved the system below and proceed to the next chapter.
closer, Alik will be spotted where the tools should have PCs working for Jalab will have nothing to do with
been. Use the map of Olmeks work site in the Appendix this scene unless they have given him good reason to
for this.) think they can be discrete. Otherwise, he trusts the bribe
If spotted and alerted to this fact (the PC may decide attempts to his son Alik or a loyal manservant. If the party
to try and stop him quietly after all), he will initiate has convinced him to use them, the three bribes can be
combat by trying to get to the crate and hurl the vial interesting to play out and make for excellent, if morally
inside it. This means initiative rolls for everyone awake questionable, roleplaying.

Throwing Stones Page 12


Jalabs chosen agent(s) will be using a combination of himself and those he feels deserve to be with him to the
the Diplomacy skill (Alik or Jalabs manservant has 5 mayoral rally tonight. Then, they board their coach and leave.
ranks and a 14 CHR; total bonus +7) and a huge amount With growing excitement, he tells his boys to go clean up.
of money (1000 gold) to buy the voters consideration. Then, as he dashes off with them, he stops and turns to you.
All three members of the committee are moral Well, you lot? You coming? Youve earned this as much as the
people, but Kershin has a lot of influence in the rest of us! He smiles warmly and takes you back to his home.
community and a refused bribe could be as detrimental as
the guilt they would feel over accepting. Thus, it comes At this point, allow the PCs to make plans for the rally. If
down to fate (a die roll) and the PCs actions. Total the they choose to, let them describe how they are dressed,
modifiers below and roll one opposed check for each what they will carry, and how they intend to act. If they
person: Diplomacy score versus Will Save. For reference, need encouragement, begin by describing the fine new
Mayor Dolahn has a 14 Wisdom (+2), Valon Kesk has an clothes Olmek and his family are wearing. Both girls are
11 (+0), and Maratha Kesk has a 16 (+3); all three begin in fine linen dresses (Ivea is in a hunter green, Kelori
with a +1 for their essentially moral natures. wears a dark burgundy that nicely sets off her dark
auburn hair) and both are wearing simple silver jewelry.
If the PCs have: Then Alik is: Then Voters are: All four boys emulate their father more or less by wearing
been rude to the Voters +1 - a new white shirt, tailored jackets and pants of black
driven off/killed the - +1/+2
flaxen stock, and knee high leather boots.
Gnolls If each phase of the bridge met its base CP cost,
had no good excuse for +1 - Olmek will gladly take anyone who wishes to go into
the mortar sabotage town for clothes shopping (on him, up to 10 gold each, as
been very kind to the - +1 a gift for their fine work). Otherwise, he will gladly take
Voters or generous in them into town, but they will have to shop out of their
town
seriously injured any +2 - share of the 200 gold he now pays them.
townfolk
not succeeded at +1 And the Winner is
stopping any sabotage
Thats a good question. To determine it, total the
obvious clerics/paladins +1 per level per modifiers from the Bridge Construction Sheet, add a +2
of Pelor, Heironeous, or cleric/paladin modifier for each voter Jalab successfully bribed, and
St. Cuthbert
make an opposed roll between Olmek and Jalab. If PCs
As above, but of any +1 per level per went above and beyond normal efforts for either side, add
recognized evil diety cleric
a +1 to +5 modifier as you see fit. The highest roll wins.
Once youve determined the winner, read the following
Add any other modifiers as you see fit, then roll and text.
compare. Each roll that indicates a successful bribe results The gathering outside the Mayors home grows
in the appropriate modifier when the voting occurs in the larger by the moment. Millicent has set up a table of
next chapter. delicacies and drink mugs, as have a few of Nighfords
more gregarious citizens. The ale flows freely as folk
Complete the finishing stage, record the results, and gather to hear the pending announcement.
proceed to Encounter 10.
Olmek stands near you, fielding a hundred well wishes with a
warm smile and an honest word of gratitude. Nearby, but
opposite the congregation from
from you, Jalab Kreshin and his son
Encounter 10: sit in chairs they had brought from home. No one seems to be
speaking much with the Kreshin group, but he doesnt seem
The Final Stone concerned.
Here, all the work and struggle comes to a close. The Down the street from this growing throng you see Jalabs
voters come to Olmeks bridge and render their decisions. Bridge. Its a solid piece of work spanning the stream with two
They do not announce the results aloud, preferring to walkways. Places rest along the thick stone rim for flower beds
announce it in town at a mayoral rally. to be laid, but they are empty now. You have to admit; its a
fine piece of work.
Eventually, the voter committee comes out from Mayor
Decisions, Decisions Dolahns house and approach
approach the assembly. As if by silent
There is no other way to describe it. You are pleasantly approval of the Kesks, the mayor is the one to speak.
exhausted. Some of you have never worked this hard in your Good folk of Nighford and visiting friends, the end is
lives. As you stand by the edifice of your efforts, watching the
the finally here. And now that it is the end I must say that it is
three voters pour over it, you see the same pride and fatigue in neither Jalab Kreshin nor Olmek Garshweth who is the the
Olmeks eyes. winner of this contest. No, the real winners are the people of
After what feels like hours, they pull back and go to your Nighford. Two bridges now span the stream that once divided
employer. As impartially as possible, they tell him to present

Throwing Stones Page 13


our good town. One will be a joy to see every day when we do Encounter 5
our shopping and run our errands. Acting politely to the voters 25 xp
As he says that, he gestures to JJalabs
alabs bridge. Kreshin
himself just nods, coldly acknowledging the compliment. Encounter 7
The other will not be so well know, but will affect us just Defeating the gnolls 75 xp
as much. The Garshweth Bridge stems the widest point of the
stream and will be a great aid to our carters and travelling
travelling Encounter 8
merchants. What took hard labor to ford will now be an Preventing the gray ooze from destroying the
effortless crossing. bridge 25 xp
Olmak smiles and looks touched by the mayors words.
The look on Kreshins face leaves little doubt that aiding his
town with a bridge the way Olmek did never crossed his
Encounter 9
mind. Preventing or successfully sabotaging the
In the end, though, we had to choose one. We finally did, Olmeks bridge 50 xp
but it was not easy. The winning bridge builder, and
Nighfords new grosspokesman for our district isinsert Defeating the gray ooze 100 xp
is
winners name! !
With that, the mayor smiles and throws his hands in the Encounter 11
air. I declare the contest ended and the rally begun! Enjoy Helping to win the contest 100 xp
yourselves, one and all! The town of Nighford erupts in
festival all around you. Total experience for objectives 450 xp
Discretionary roleplaying award 0-50 xp
If the PCs are with the winning builder, they have great
reason to celebrate as well. Also, if they are working for Total possible
possible experience 500 xp
Olmek and they win, he presses a small pouch with 25
gold into each of their hands. Its the least you
deserve If not, the end of the adventure depends on Treasure Summary
their employer.
If they were working for Jalab, he fixes them with a Player characters may keep items from the scenario that
cold stare, pays them what he agreed to, and will have are listed on the treasure list below or which meet the
nothing to do with them again. following conditions:
If they were working for Olmek and lost, he is in
relatively fine spirits regardless. 1. The item must be non-magical and specifically listed
in the text of the adventure (e.g. armor on foes). If it
The town is served either way, and this way I dont have to is not listed in the text, the characters cannot keep it.
move. Come, youve worked like trail dogs for me. Lets see if Items of this nature can be sold for 50% of book
we cant relax for a night! value, or recorded on a log sheet.
2. Animals, followers, monsters, henchmen, and so
No grudge is held at all, and the PCs are still treated like forth (any living being, basically) may not be kept
family friends. from a scenario for any reason unless the treasure
summary lists the being specifically. It is okay for the
player characters to form relationships with NPCs,
The End but these will not be certed and cannot bring
material benefit to the character. Contacts (sources of
extra information) must be specifically certed.
3. Theft is against the law, but may be practiced by
Experience Point Summary some player characters. Items worth more than 100
To award experience for this adventure, add up the values gp that are of personal significance to the owner
for the objectives accomplished. Then assign the (including family heirlooms), and all magical items,
discretionary roleplaying experience award. The will be discovered in the possession of the character
roleplaying award should be given for consistent by one means or another. The character must return
character portrayal and contribution to the fun of the the item and pay a fine equal to three times the value
game. You can award different roleplaying amounts to of the item stolen. In addition, the PC caught
different characters. receives campaign-decided penalties for being
Award the total value (objectives plus roleplaying) to known as a thief, such as Infamy. For other stolen
each character. items which meet the criteria in #1 above, use your
judgment and the circumstances within the game to
determine whether a PC thief gets away with the
Encounter 3 theft or not.
Quality of bridge construction 0-75 xp

Throwing Stones Page 14


Any item retained according to these rules, which does
not have a certificate, will not ever have a certificate
issued for it.
The campaign staff reserves the right to take away
any item or gold acquired for things it later finds
unreasonable but which were allowed at the time.

Working for Jalab:


Up to 300 gold each for working on the bridge
10 gold each for going to the Quarry
25 gold each for pouring the Ochre Jelly into the
stream
100 gold to the one PC sent to rust Olmecs tools
50 gold each for each Voter successfully bribed

OR

Working for Olmek:


200 gold total for working on the bridge
10 gold each worth of clothing for excellent job on the
bridge
25 gold each for winning the contest
106 cp, 82 sp, 59 gp, and a single small emerald worth
100 gold from the gnolls.

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.

vial of Rusting Powder (750 gp): The contents of this


vial act similarly to the druid spell Rusting Grasp. The
vial may be used as a grenade-like missile or a
weapon, although the vial must break in order for the
powder to be effective. The entire quantity of powder
need not be used in one use. The DM should
determine how much is used for a particular
application. The contents of this vial are not powerful
enough to affect enchanted metal.
1 Influence Point from the Council of
Grosspokesman if they are on the winning team: You
have done a service for a member of the Council of
Common Grosspokesmen. As such, you may use this
influence to call forth a favor from a member of the
Council should the need arise.

Enmity of Jalab Kreshik if the PCs aided Olmek


Garshweth and succeeded in the bridge contest

Throwing Stones Page 15


Appendix 1: Important NPCs of Nighford
Note: The quick stats for the NPCs of Nighford on the town map are incorrect. Please use the stats following each name on this list.

The Voting Council of Nighford is made up of three town elders respected by the townsfolk for their wisdom and
experience. Individually, they are:

Mayor Jyn Dolahn, human male, War3; hp 21


One of the oldest and most respected citizens of Nighford, Dolahn made a name for himself thirty years ago fighting
giants with his military unit in the Jotens. His exploits are often told, mostly by him and with generous embellishments,
on cold Yeomanry nights at Nighfords only inn.
An honest man, Dolahn is thinking more and more about his future. He is not getting any younger, and his political
career seems to have stalled with his appointment as Mayor. He knows he will never be appointed as a Grosspokesman,
but he is content to remain where and what he is. He does, however, sometimes wish for a more glamorous (and
wealthier) role.

Maratha Kesk, human female, Com2


Maratha is seen by most of the townsfolk as the mother theyve never wanted. She pries into everyones affairs, offering
criticism and advice in the same breath. By the same token, everyone knows that she is always available for tea and soul
searching, as she calls it. Shes also known as the most trustworthy of gossips (a dubious title) in town. Anything she
repeats is the unpolished truth.
All of those things aside, she is very well liked. Her reputation as a meddlesome shrew is tempered by the cold
compassion she shows everyone in town. While she isnt kind, Maratha can be counted on for food, shelter, and
ceaseless nagging when a Nighforder needs it most.
If Maratha Kesk has any character flaw, it is her conviction that Valon and her deserve a higher quality of life than
the little town of Nighford can provide. Until now, her frustrations over this have been channeled into her hard work
bettering the quality of life for the people (including herself and Valon) of Nighford. If someone were to make her an
offer of enough money to leave Nighford behind, however, shed be very tempted despite her better nature.

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.

Throwing Stones Page 16


Appendix 2: The Kreshins
Kreshins
Jalab Kreshin, human male, Rog3: CR 3; Medium-Sized Human; HD 5d6+5; hp 29; Init +5 (Dex, Improved Initiative);
Spd 30 ft.; AC 14 (+1 Dex, +3 Studded leather); Atks +3 melee (1d8 [crit. x3], shortspear); SA Sneak attack +2d6; SQ
Uncanny dodge; AL N; SV Fort +2, Ref +5, Will +3.
Str 11, Dex 12, Con 13, Int 15, Wis 14, Cha 14.
Skills: Bluff +10, Climb +1, Diplomacy +8, Hide +4, Innuendo +4, Jump +2, Listen +4, Move Silently +5, Ride +2,
Swim +2; Feats: Improved Initative Skill Focus (Bluff), Toughness
Equipment: Shortspear, studded leather
Jalab Kreshin is one of the two major landholders in Nighford. For over a decade, his only real rival has been Olmek
Garshweth. Not a man to appreciate the benefits of an honest adversarial relationship, Jalab has focused most of his
efforts toward besting Olmek and his family at everything they do.
Thus, this bridge building contest has become Jalabs obsession. Not only will beating Olmek prove to everyone in
Nighford his obvious superiority, but becoming a Grosspokesman would give him the most important position in the
district. To accomplish this, Jalab would pay any price and use any means at his disposal.
Jalab is not, however, an evil man. Murder and violence are not tools he is prepared to use in his conflict with the
Garshweths, despite his sons many suggestions that those tools are an option. Even as obsessed as he is, the elder
Kreshin would not kill to accomplish his goals. Sabotage and bribery and different matters, entirely.

Alik Kreshin, human male, R Rog3:


og3: CR 2; Medium-Sized Human; HD 3d6+6; hp 21; Init +6 (Dex, Improved Initiative);
Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather); Atks +3 melee (1d8+1 [crit. x3],. Shortspear); SA Sneak attack +2d6; SQ
Uncanny dodge; AL NE; SV Fort +3, Ref +5, Will +2.
Str 12, Dex 15, Con 14, Int 12, Wis 12, Cha 14.
Skills: Bluff +6, Climb +1, Diplomacy +5, Hide +6, Jump +1, Move Silently +6, Ride +2, Swim +2; Feats: Improved
Initiative, Toughness, Weapon Focus (shortspear).
Equipment: Shortspear, studded leather
If apples dont fall far from the treeAlik is proof that they also rot once they plummet. As cold and calculating as
his father, Alik Kreshin is far crueler than Jalab will ever be. His loyalty to family is his only good trait, though he can be
charming and convincing when the need arises.
Unfortunately for Alik, he does not handle failure and conflict well. As soon as a task becomes difficult, he begins
looking for escape routes, short cuts, and lackeys to dump the work on. When the adventure begins he has been sent by
his father to gather friends to work on the Kreshins bridge with him. Since Alik has no real friends and no desire to toil,
he approaches the PCs instead.
If the PCs are especially harsh to Alik, especially if they embarrass him in public, Jalabs orders not to get violent
may get tossed aside in the heat of the moment. Alik, never one to do anything the hard way, will certain not attack the
PCs publicly, but a rogue in the shadows with a vengeful blade can be very dangerous.

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.

Throwing Stones Page 17


Appendix 3: The Garshweths
Olmek Garshweth, human male Ftr4: CR 4; Medium-Sized Human; HD 4d10+8; hp 35; Init +1 (Dex); Spd 30 ft.; AC 14
(+1 Dex, +3 studded leather armor); Atks +7 melee (1d6+2 (crit. 19-20], short sword) or +6 ranged (1d8+2* [crit 19-20],
light crossbow) AL LG; SV Fort +6, Ref +2, Will +2. (* +2 damage only applies to targets within 30 of Olmek when he
shoots, as per Weapon Specilization).
Str 14, Dex 12, Con 14, Int 13, Wis 12, Cha 13.
Skills: Climb +3, Diplomacy +2, Jump +2, Knowledge (engineering) +2, Profession (farmer) +5 Ride +4, Swim +2;
Feats: Point Blank Shot, Precise Shot, Toughness, Weapon Focus (light crossbow), Weapon Focus (short sword), Weapon
Specialization (light crossbow).
Equipment: Crossbow, short sword, studded leather
Olmek is a man of his word, a hard worker, and a staunch supporter of the town. Add to that the years of good
service he spent stationed at nearby Rockturm and the reasons for his place as one of Nighfords most respected citizens
are obvious.
Olmeks family has a well-earned reputation for truthfulness. Normally, there would be no contest against his
appointment as Grosspokesman for his district. Unfortunately, Jalab Kreshin wields enough power in Nighford to make
voting against him dangerous for those townsfolk who owe him favors or money.
Olmek himself came up with the idea of the bridge building contest, mentioning it at a town council meeting in
front of Mayor Dolahn. This public suggestion ensured that Kreshin could not suppress the idea before it was voted on.
Olmek regrets not stipulating that the contestants had to work on the bridges without outside aid.
Still, Olmek believes in individual worth and would not be above hiring good folk for aid to balance the massive
advantage Jalab has gained by hiring a dwarven engineer. He treats everyone in town with respect and friendly affection.
As long as the PCs behave respectfully, he will extend this warmth to them.

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.

Throwing Stones Page 18


Appendix 4: Bridge Construction Tracking Chart
Note: Remember that the PCs have can make two rolls per construction phase. Successfully beating the DC for that
section earns them Construction Points (CP). The CP they earn in each construction phase is the total of their bonuses
and penalties +1. They gain CP for each of the two rolls in each construction phase.

Step 1: Determining the Construction Benefits:


With the following chart track the PCs progress in helping complete their patrons bridge. Add their CPs to the Patrons
CP and then subtract the CP needed. The result is a either a positive or negative number that will server as a bonus for
the final determination roll when the judging occurs in Encounter 10. For simplicity just add the penalties and bonus to
determine the groups total adjustment.
Construction Phase PCs first roll CP PCs second roll CP Patrons CP CP Needed Balance

Foundation (DC 15) _______________ _ ______________70 90 ______________

Support (DC 15) _______________ _ ______________70 95 ______________

Walkway (DC 15) _______________ _ ______________70 90 ______________

Finishing (DC 10) _______________ _ ______________50 70 ______________

Total Balance: ______________

Step 2: Determining the Winner:


Determining the winner is simply a matter of an opposed checks between Olmaks and Jalabs teams. Whatever side the
PCs are on, they will use their Balance of CPs totaled above to modify their side rolls. Their opponents adjustment to the
roll is determined by way of the chart below.

PCs CP balance Opponents CP balance


0 or lower 0
+1 to +5 +3
+6 to +10 +8
+10 to +15 +12
+ 15 to +20 +17
+20 or above +20

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.

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