BNM4-02 Run Like Hell (3E)
BNM4-02 Run Like Hell (3E)
Round 1 and 2
by Spyridon D. Giannoutsos
Circle Reviewer: Creighton Broadhurst
The PCs are hired to protect a wagon which is carrying important documents, from the village of Nlul to the town of
Nivlek. However things will soon get out of control… An adventure for APL’s 2-6.
®
Based on the original DUNGEONS & DRAGONS rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS &
DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
This game product contains no Open Game Content. No portion of this work may be reproduced in any
form without permission of the author. To learn more about the Open Gaming License and the d20
system license, please visit www.wizards.com/d20
DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the
Coast, Inc. LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc. ALL RIGHTS RESERVED.
This scenario is intended for tournament use only and may not be reproduced without approval of the
RPGA Network.
Introduction Once you are ready to play, it is handy to instruct each
player to place a nametag in front of him or her. The tag
This is an RPGA® Network scenario for the Dungeons &
should have the player’s name at the bottom, and the
Dragons® game. A five-hour time block has been allocated
character’s name, race, and gender at the top. This makes it
for each round of this scenario. The rest of the time is spent
easier for the players (and the DM) to keep track of who is
in preparation before game play, and scoring after the
playing which character.
game. The following guidelines are here to help you with
The players are free to use the game rules to learn about
both the preparation and voting segment of the game. Read
equipment and weapons their characters are carrying. That
this page carefully so that you know and can communicate
said, you as the DM can bar the use of even core rulebooks
to your players the special aspects of playing an RPGA
during certain times of play. For example, the players are not
scenario.
free to consult the Dungeon Master’s Guide when
This is a LIVING GREYHAWK Adventure. As a
confronted with a trap or hazard, or the Monster Manual
LIVING adventure it is expected that players bring their
when confronted with a monster.
own characters with them. If players do not have a LIVING
Some of the text in this scenario is written so that you
GREYHAWK character generated, get a copy of the current
may present it as written to the players, while other text is for
LIVING GREYHAWK character generation guidelines,
your eyes only. Text for the players will be in gray boxes. It’s
and a character sheet from your convention coordinator or
strongly recommended that you paraphrase the player text
the RPGA Website, and then have any players without a
instead of reading it aloud. Some of this text is general and
character create on. Once all players have a LIVING
must be adapted to the specific situation or to actions of the
GREYHAWK character, play can begin.
player characters.
Along with the other materials that you are assumed to
have in order to run a D&D game, it is also recommended
that you have a copy of the LIVING GREYHAWK Scoring
Gazetteer. After the players have completed the scenario or the time
allotted to run the scenario has run out, the players and DM
score the game. Complete the RPGA scoring grid with
Preparation
names and RPGA numbers only, and the event information
First you should print this scenario. This scenario was created
at the top. RPGA no longer uses voting for any reported
to support double-sided printing, but printing it single sided
results. Give the Scoring Packet to your event coordinator
will work as well. There is enough room along the inside
along with any event tickets.
margin to bind the adventure, if you desire.
Read this entire adventure at least once before you run
your game. Be sure to familiarize yourself with any special LIVING GREYHAWK
rules, spells, or equipment presented in the adventure. It may
help to highlight particularly important passages.
Levels of Play
Because players bring their own characters to LIVING
When you run an RPGA D&D adventure we assume
GREYHAWK games, this adventure’s challenges are
that you have access to the following books: the Player’s
proportioned to the average character level of the PCs
Handbook, the Dungeon Master’s Guide, and the Monster
participating in the adventure. To determine the Average
Manual. We also assume that you have a set of dice (at least
Party Level (APL):
one d4, d6, d8, d10, d12, and d20), some scrap paper, a pencil,
an RPGA scoring packet, and your sense of fun. It is also a
1. Determine the character level for each of the PCs
good idea to have a way to track movement during combat.
participating in the adventure.
This can be as simple as a pad of graph paper and a pencil, as
2. If PCs bring animals that have been trained for combat
handy as a vinyl grid map and chits, or as elaborate as resin
(most likely being war horses, dogs trained for war),
dungeon walls and miniatures.
other than those brought by virtue of a class ability (i.e.
Instruct the players either to prepare their characters
animal companions, familiars paladin’s mounts, etc)
now, or wait until you read the introduction, depending on
use the sidebar chart to determine the number of
the requirements of the scenario as described in the
levels you add to the sum above. Add each character’s
introduction.
animals separately. A single PC may only bring four or
Keep in mind that you must have at least four players
fewer animals of this type, and animals with different
(not counting the DM), for the game session to be a
CRs are added separately.
sanctioned RPGA event. As well, you cannot have more than
six players participating in the game.
“I have the wheel fixed but only temporary. It won’t stand APL 2 (EL 3)
the long journey that we still have in front of us. So I have Goblins (9): hp 5, 4, 5, 4, 5, 4, 5, 4, 5; see Monster Manual
decided that we will steer this wagon as we can to the page 133 and Appendix 1.
Druidic enclave outskirts. There, lives a very skilled
carpenter that I know of, and I am sure that he will fix our
wagon up.”
The room is completely empty and has no traps. The PCs APL 6 (EL 6)
could hang around here for a couple of hours, without Goblins (2): hp 9, 9; see Monster Manual page 133 and
being noticed. After that there is a chance (50%) that the Appendix 3
wolf riders of room c, will come to this room for a routine Wolf Riders (4): hp 9, 9, 9, 9; see Appendix 3
check. Wolves (4): hp 20, 20, 20, 20; see Monster Manual page
If the players search the room for treasure or anything 283 and Appendix 3.
unusual, with a successful DC 13 Search check, the PCs
could discover some stains of blood in the rock of the floor, Tactics: Wolf riders will attempt to engage the fighters, or
leading to Room C. the PCs that seem to react well to darkness. Goblins will try
to attack the unarmored PCs or the ones that seem to be
Room C blinded by the lack of light. Wolves will attack the target
If the PCs decide to continue to the northwest, you can that their rider is attacking.
read them the text below if of course they have access to When in battle wolf riders are fanatics. They won’t
any light source or have darkvision. If they do not have retreat at any cost, no matter how the battle goes and they
access to such devices or abilities, you should read the next won’t be bargained either. The other goblins won’t flee if
text: they are wounded as long as the wolf riders are alive, but if
all the riders are dead, then they must make a DC 18 Will
Entering the northwest room you notice that the path save or try to flee the battle scene. The wolves won’t retreat
leads to the wide room. The room is dark and thanks to as long as their riders are alive. If the rider is killed though,
your light devices you can observe its surroundings. they will make a DC 13 Will save when reduced to half of
However soon you understand that you are not alone. A their hit points.
number of wolf rider goblins are here. They seem to be Treasure: If the PCs search the bodies of their
really focused and determine. They are ready for a fight opponents they can loot them for:
too, because they must have heard you coming. APL 2: Loot (5 gp)
APL 4: Loot (5 gp)
If they cannot see in the dark: APL 6: Loot (11 gp)
As you enter the room you hear growls like the one wolves Development: If Huber is killed in this battle, please check
make. However you can hear goblins too. You understand with the troubleshooting section.
that you are ambushed. Troubleshooting: If Huber is killed, the PCs will
definitely have a problem. One of their mission directives
If the PCs can see the goblins and the wolves, please give was the safety of the driver. Give the PCs a moment here. If
them Player’s Handout 6 and roll for initiative normally. they decide to continue on their own, eventually they will
If however the PCs cannot see the goblins, do not give reach the town of Nivlek, but they will have to make the
them a handout, roll for initiative normally, but consider trip in twice the time. Also there must be a PC with the
that during the combat they will have penalties due to not Profession (driver) into the group, or the wagon will not be
being able to see their opponents. Also remember that the able to be driven. So the PCs must carry the chest along
PCs and Huber are automatically surprised in the first them and ride the horses.
round of combat. If the PCs deliver the chest to the garrison of Nivlek
the mission can be treated only as a partial success.
APL 2 (EL 3) If the PCs have means of bringing Huber back to life,
Goblin (1): hp 5; see Monster Manual page 133 and the above situation is resolved.
Appendix 1
Wolf Riders (2): hp 9, 9; see Appendix 1 Encounter 7:
Wolves (2): hp 13, 13; see Monster Manual page 283 and
Appendix 1. Bugbear Captain
When the PCs proceed east from the area of the pond, they
APL 4 (EL 4) proceed through another empty corridor. At the end of the
Wolf Riders (3): hp 9, 9, 9; see Appendix 2 corridor however, there is a wooden door. When the PCs
After that the PCs leave the garrison building and Huber
begins to talk to them:
Encounter 6: Wolf Riders One Influence Point with Count Joachim: This influence
APL 2: Loot: 5 gp; Coin: 0 gp; Magic: 0 gp point is awarded to any character that succeeded in
APL 4: Loot: 5 gp; Coin: 0 gp; Magic: 0 gp completing the adventure as a partial success, without
APL 6: Loot: 11 gp; Coin: 0 gp; Magic: 0 gp having participated in the Red Blood adventure operations.
Encounter 7: Bugbear Captain Two Influence Points with Count Joachim: These
APL 2: Loot: 2 gp; Coin: 0 gp; Magic: 348 gp influence points are awarded to any character that
APL 4: Loot: 2 gp; Coin: 0 gp; Magic: 765 gp succeeded in completing the adventure as a total success,
APL 6: Loot: 2 gp; Coin: 0 gp; Magic: 765 gp without having participated in the Red Blood adventure
operations.
Encounter 8: Garbage Eater
Three Influence Points with Count Joachim: These
APL 2: Loot: 0 gp; Coin: 121 gp; Magic: 0 gp
influence points are awarded to any character that
APL 4: Loot: 0 gp; Coin: 52 gp; Magic: 0 gp
succeeded in completing the adventure as a partial success,
APL 6: Loot: 0 gp; Coin: 463 gp; Magic: 0 gp
and has participated in the Red Blood adventure operations.
Conclusion:
Four Influence Points with Count Joachim: These
APL2: Loot 0 gp; Coin: 100 gp; Magic: 0 gp
influence point are awarded to any character that succeeded
APL4: Loot 0 gp; Coin: 100 gp; Magic: 0 gp
in completing the adventure as a total success, and at the
APL6: Loot 0 gp; Coin: 100 gp; Magic: 0 gp
same time has participated in the Red Blood adventure
operations.
Total Possible Treasure
APL 2: Loot: 137 gp; Coin: 221 gp; Magic: 542 gp -
Traitor: If the PC opened the chest, or killed Huber, he is
Total: 900 gp
automatically considered a traitor of the state of Knurl. His
APL 4: Loot: 189 gp; Coin: 152 gp; Magic: 959 gp -
face will be on wanted ads and the garrison will arrest him
Total: 1350 gp
upon site, on his first visit to the city of Knurl, the town of
APL 6: Loot: 278 gp; Coin: 563 gp; Magic: 959 gp -
Nivlek, or the village of Nlul. The most probable scenario
Total: 1800 gp
in this occasion is that the character is going to be tried and